#suggestions-voting

1 messages · Page 34 of 1

paper bramble
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Add more tools to assist with arena building.

Calamity encourages having a proper setup and arena when fighting its bosses, yet provides nothing readily accessible for making an arena: your options are limited to using explosives to clear, manually mining, or if you're lucky enough, using the onyx excavator drill to clear out horizontal space. However, these options are moreso for clearing out an underground-level arena, rather than a large surface arena which is often recommended for fighting the post-Moonlord bosses such as DoG and Providence. Making an arena is tedious, and it doesn't seem to make much sense to not provide some sort of tools to facilitate the process.

Suggestion by: @zenith relic

weak cedar
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Have Aerialite spawn in the Sky/Space layer, i.e. within Floating Islands and Planetoids --- and to mirror it, make Aero Slimes spawn in the Sky/Space layer.


It's called Aerialite, being dropped by Aero Slimes.
It's the main mat of a sky-themed set.
You craft the set stuff with it and several other materials found in the sky.
It just makes sense, really, much more than having it spawn underground --- and additionally, it gives a bit of reason past ignoring early-game progression to travel up to the stars and take a gander at those Planetoids that Calamity adds (yes I know Exodium Clusters exist but by that point you can just fly up there and it really doesn't matter).

Suggestion by: @sour hornet

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Change the sound effect of Yharon's Kindle Staff.

Yharon's Kindle Staff has a use noise that clips extremely heavily due to the combination of its very long sound and extremely fast use time. Shorten the sound by at least a second

Suggestion by: @merry saddle

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Reduce Blood pact critical damage from 2.5x to 2.25

The blood pact is sometimes regarded as a meme in that you can get critically hit for unfair amounts of damage even at the stage in which it is acquired.
Nerfing its crit damage to 2.25x will keep it from just straight up doubling the amount of hits you can take yet still make it risky to use further in progression

Suggestion by: @bright dune

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Buff the rage boost and/or its upgrades.

As it stands right now, rage is completely useless next to adrenaline. rage boosts damage by 50% to start, and 110% by endgame. Adrenaline boosts damage by 150% all throughout the game, making it significantly stronger than rage by default. When rage and adrenaline are used together, the overall damage boost is 300%, but it ignores all rage upgrades, meaning that extra damage is again useless. Considering how much longer it takes to get rage versus adrenaline, rage should be boosted to have at least as much damage as adrenaline, and its upgrades should be applicable while using rage and adrenaline together.

Suggestion by: @timber acorn

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Add ways to stop environmental dangers from death mode mid-endgame

At some point, the lightning, geysers, and tornadoes become less of a danger and more of a chore, something like lightning rods or geyser suppressors would clear the dangers as they just make travelling take longer and having to wait rain out. These types of things already exist for freezing to death and burning to death, and cave darkness can be mitigated too. So why not bring these to the actually deadly projectiles?

Suggestion by: @subtle badge

paper bramble
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Make Normal Weapons Deal 25% Less Damage if you have Anything Summoned (except in OOA, of course) Unless the Player is Wearing Fearmonger or Multi-Class/Classless Armor (e.g. forbidden and astral armor) in Addition to the Existing -25% Minion Damage Summon Nerf

The summoner nerf is a great way to make Summoner it's own class by punishing the player for using weapons with other class' damage. However, there's no reason not to use summon weapons as a mage, ranger, rogue, or warrior aside from the pierce I-frames some summons apply, which just makes it into more of a side class for those classes. Classless armor and multi-class armor does encourage multi-class usage, though, and the Old One's Army is built around the usage of the various sentry summons you get from the tavernkeep, so it wouldn't make sense to apply there.

Suggestion by: @gaunt birch

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Enable the player to rechallenge Skeletron faster.

If you fail Skeletron you have to wait until 6:30 AM for the Old Man to respawn and then wait again until 7:30 PM to fight him at night.
This seems at odds with almost all other Calamity bosses, who can be summoned with little to no hassle. Perhaps he can be made to respawn faster,
similarly to the Cultists, or an item can be added to summon him.

Suggestion by: @dry portal

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Make adrenaline, rage and stealth bars have more stable behaviour when dragged across the screen

I have noticed that the various bars work in a way that if your mouse is clicked inside them, they get dragged around the screen, but I think thats a bad idea because: 1. If you start holding the mouse on one bar and move over to another, both get dragged and its an odd behaviour, and 2. if you move too quickly they get left behind. I dont know if microsoft xna supports mouseClicked and mouseReleased as separate things, but yeah, I think the bars should follow the mouse when you click inside them, and stop when released inside them, that I think would make a more stable behaviour.

Suggestion by: @feral wedge

paper bramble
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make cryogen projectiles more visible

Cryogen's projectiles simple blend in with the background and most of them are very small. Even with background turned off, they blend in with the sky.

Make them more blueish and make them so that they don't blend in with the environment.

Suggestion by: @thick forge

weak cedar
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Buff the defense of the melee version of hydrothermic.

The melee version of hydrothermic armor has 59 defense. This is less than both versions of beetle armor, as well as turtle armor. Keep in mind that the beetle scale mail is supposed to be a damage specialist armor. Giving this helmet more defense would increase its viability and give more purpose, allowing it to be a more generalist armor compared to the specialized beetle armors.

Suggestion by: @dire anchor

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Make more blocks blend with abyss blocks

For builders, the abyss is a pain to work through, and if you want to make more with it, you have to use only the 4 or 5 blocks they give you to make it look good, but frankly that just makes it boring. People that want to make the abyss more interesting have barely anything to work with when you try to make it non artificial. Having blocks that blend with the abyss would make it a lot better to build in.

Suggestion by: @marsh sapphire

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Nerf the Deepsea staff

The deepsea staff should be nerfed as it out classes weapons near it in progression and is comparable if not better than weapons obtained way later in progression. The kill time with the deepsea staff against the siren and leviathan was 4:11, against plantera was 2:16, and against golem was 2:48. The sand sharknato staff had times of 5:16, 1:47, and 1:53 respectively; and the dormant brimseeker had times of 5:17, 4:05, and 4:40 repectively.

Suggestion by: @hushed gull

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Rework reaver armor.

Reaver armor is at a very odd spot in progression, a pretty generic set placed in an area of progression where all classes but melee have great options, and where all classes except rogue and melee have a good variety of options. This armor is heavily overshadowed by other armors. The ranger variant is weaker than shroomite in terms of overall dps, although it does negate the need to switch helmets. The mage version is overshadowed by brimflame in terms of dps and lacks the utility of the spectre set. It is better against large targets than both of them, however. The summoner variant is simply sad, with a measly 2 minion slots and 30% increased damage, along with a relatively weak minion. The rogue variant is simply destroyed by umbraphile in terms of dps, due to umbraphile's incredible effect on enemy hit vs reaver's weak set bonus.

Not only is this armor overshadowed in most cases, it's also not needed for most of the classes. This armor acts as a generic armor, with well-rounded offense and defense. However, most classes already have an option like this post-plantera. Ranger has shroomite, mage has the spectre mask, summoner has spooky, rogue has umbraphile. There's simply no need for another generic set.

Suggestion by: @dire anchor

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Give Tiki armor its own unique niche.

Fathom swarmer and tiki armor are both tanky summon armor sets in almost the same point in progression. Swarmer has weak minion slot stats but good defense and dr, tiki has low summon damage stats but gives high defense, life regen, and dr with leaf wings. Because these armors share the same niche, having both of them is kind of redundant. To make them less redundant, give tiki its own unique purpose, separate from simply being a more tanky summoner set.

Suggestion by: @dire anchor

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Add Earth Elemental to Heart of the Elements

Currently the only thing the Earth Elemental is useful for after mechs are arid artifacts. Adding a drop similar to the other elemental drops to add to the Heart of the Elements would increase the usefulness of this enemy. It doesn't even get buffed at any point of the game unlike the Brimstone Elemental & Cloud Elemental post Providence. Even the Sand Elemental has a big purpose with forbidden fragments. The Earth Elemental just isn't useful at any stage of the game. An idea for the Earth Elemental's purpose in the Heart of the Elements could be similar to the rare Sand Elemental, where instead of damaging enemies it periodically gives you either a defense boost or a DR boost. This could seriously help summoners, as they are mainly the class that doesn't disable visibility of the HoTE, by making them less squishy and give them a little more survivability.

Suggestion by: @tawdry condor

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Remove the fluff from armor crafting recipes.

Armor crafting recipes seem to have a lot of things stuffed into them just because they match the theme/look of the armor. For example, the recipe for daedalus armor has crystal shards in it, reaver armor uses jungle spores, and astral armor requires meteorite. These additions to the armors simply aren't needed, since the bars you craft these items with already cover the theming and appearance departments. All these additions do is waste the player's time by making them get some old crafting material. Since these materials are easy to get, this also doesn't add much difficulty in getting the armor either, it just makes it take slightly longer.

Suggestion by: @dire anchor

proud olive
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Make the boss rush curses less obscure

Currently the boss rush curses are all the way at the bottom of the config menu and are almost never used. Having a way to see them when using terminus would allow them to be less obscure. One such way is having the tool tip mention the configs. Another is having a gui pop up to select curses. (Not sure if this part breaks a don't but I'll leave it with the sugg) if the player beats the boss rush with curses on they could be listed on the rock they get from it.

Suggestion by: @winged steppe

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Make the Metal Detector locate Shrines

As it stands, the shrines have some very neat items; however, it's incredibly unlikely that you'll find them all in a single playthrough. If you give them a unique chest type however, and then set the priority to maximum for the Metal Detector, you're more likely to actually find them and be able to use these items. It would also give a small additional reward in the form of the chest itself, which would presumably be something rare that didn't normally generate in the world, like the Stratus Chest.
This change would have the added benefit of giving a use to the metal detector, which is currently rather worthless by virtue of not having anything worth detecting.

Suggestion by: @primal robin

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Make the aura from Saros Possession 3 or 4 times as large

Currently the aura it gives behind you is absolutely tiny compared to what it's referencing (The Radiance from Hollow Knight) so I suggest making it a couple of times larger to better represent that. This is a purely visual change, and would not affect anything about the actual attacking stats of the weapon.

Suggestion by: @merry saddle

paper bramble
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Natural Gameplay for Spawning Bosses

Currently, the only bosses that have natural spawning gameplay are Providence, The sentinels, The Polterghast, Astrum Deus, The Siren, Old Duke, The Aquatic scourge, and the Evil biome duo. Since every boss in Vanilla Terraria has one of these, it makes a lot more sense for Every Calamity boss to have one. No easy spawns though, It should still be viable to just craft the summon and use it, so there should be some Difficulty in getting these natural spawns.
Clarification for what this means: Natural Spawning Gameplay is any spawning mechanism that leads the player to the boss. For example, Interacting with the altar at the end of the Jungle temple after looting it will spawn Golem, but that still counts because the player will 99% of the time have looted the temple, and have a power cell in their inventory. An example for the mod: A Structure could spawn in the underworld that would be blocked off until you had a post-ML pickaxe. Inside would be the profaned core. If you tried to take it, the Guardians would spawn and try to kill you.

Suggestion by: @stable pagoda

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Rework the set bonus for the daedalus armor ranged variant.

Currently, the daedalus ranged armor's set bonus gives 5% increased damage and causes you to release crystal shards that do 27 damage on hit. Not only is this effect impractical, considering you have to be hit by an enemies melee attack to get some reward from it, its damage is also very low considering it's an effect that activates when you get hit. Reworking this set bonus to be something useful would make it much more valueble.

Suggestion by: @dire anchor

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Add more dialogue to the Guide after defeating Moon Lord.

Calamity has an abundance of post-Moon Lord content, but to a new player, there is very little information to go off of within the game alone aside from status messages and a handful of new enemies spawning. The Guide has new dialogue throughout the entire game up until this point, which makes his title completely meaningless. Adding more dialogue would help out new players and keep the Guide relevant throughout the game.

Suggestion by: @zenith relic

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Increase the chances of fishing up essence fish in their respective biomes

For an alternative method to obtaining essences, fishing up grab bag essence fish is hugely ineffective compared to simply farming enemies. Even with the Mechanics Rod, a Supreme Tackle Box, and Master Bait, I couldn’t fish up a single essence fish in their respective biomes. In fact, when I was fishing for essence of sunlight, I found 4 sky crates and zero sunbeam fish in the ten minutes I was fishing. And even if players waited it out patiently for these fish, they’d be hard pressed to find that for the time wasted fishing, their reward is a measly 5-10 essence of the respective biome. Players could farm enemies for 3 times that amount for the exact time spent fishing for it. So, by boosting catch rates significantly, players could actually use this method of farming essence.

Suggestion by: @solemn kiln

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Remove Exo Freeze

Exo Freeze is an endgame player-inflicted debuff that doesn't present anything new, affect gameplay in any way, has no reason to exist, and shouldn't exist in the first place. Exo Freeze is... another lesser-known freeze debuff, but what causes it to have less value than others is that most weapons that inflict it will also inflict Glacial State for a longer duration. "But less enemies are immune to Exo Freeze than <Frozen/Glacial State>" doesn't matter either because: (a.) Enemies that aren't immune will die before the freeze becomes significant due to the stage of the game, and (b.) If significant enemies are actually immune to it then the whole thing would be a mess and a balance headache.

Overall, Exo Freeze is basically a useless debuff that not many know or care about, and could be removed from the mod entirely.

Suggestion by: @unborn willow

paper bramble
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Allow some enemies and Boss Rush bosses to be inflicted with Betsy's Curse

Some enemies and Boss Rush bosses are immune to Betsy's Curse despite having a weakness to Ichor. Betsy's Curse functions in a similar fashion to Ichor, so for consistency, allowing these bosses to be inflicted with Betsy's Curse would bring it in line with Ichor and Cursed Inferno. The Devourer of Gods in the Boss Rush should remain immune to Betsy's Curse as it is regularly immune to Ichor and Cursed Inferno. List of immune enemies: https://pastebin.com/LTLj9ypc

Suggestion by: @summer comet

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Make the sprites of calamity water fountains more consistent with the sprites of other water fountains

Currently, the sprites of these water fountains have color, unlike all the others which depict something relating to the biome but with a grey, stone color. I feel like it would fit bitter if either the vanilla water fountains had some color or if the calamity fountains were grey.

Suggestion by: @wanton eagle

paper bramble
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make vanity slotted heart of the elements still display the elementals

I think that even while the heart of the elements is in a vanity slot, the elementals should be displayed in a cosmetic effect, meaning they deal no damage and cannot attack, just float around the player.

I really just want to have the elementals around me without having it function as a real accessory.

Suggestion by: @wheat kettle

paper bramble
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Decrease the Lifesteal on Aeries

The lifesteal on Aeries with a full DPS spec allows you to outheal most boss patterns up to Plaguebringer goliath and makes ranger runs trivially easy on Revegeneance. The gun easily heals 6 HP per hit 4+ times per second, effectively giving the player massive amounts of regeneration with little to no downside. The weapon has good enough DPS to be used up to Plaguebringer goliath as well.

Suggestion by: @steel warren

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Add a message after defeating a buffed mothron during the dark sun event

Yharim tells you when you defeat his dragon (Yharon) to fight the dark sun as you are not worthy, but it doesn't tell you that you have to defeat a buffed Mothron. If there was a message after defeating a buffed Mothron, it would help new players understand that have unlocked the full Yharon fight as there is no proof other than dark sun fragments (which is a quite indirect reference).

Suggestion by: @lone panther

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Make the Fox Drive have the Revengeance Drop tag instead of the Expert tag

The Fox Drive is the Revengeance Mode exclusive drop from Yharon, however it has the expert tag and the rainbow rarity for seemingly no reason.

Suggeston by: @lone panther

paper bramble
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Rework the Blood Pact to not be actively detrimental to all styles of play

The blood pact currently is almost useless, and only exists as a meme item that is used to jebait players and craft the COTBG. It's purpose is to be a tank item, yet it makes tanks less survivable by giving them a not insignificant chance to just lose all their health for absolutely no reason, and the 2x max health doesn't help because it makes potions completely useless because even the best potion in the game doesn't even heal a quarter of your health. This is a horribly designed accessory that absolutely needs to change.

Suggestion by: @merry saddle

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Make Elemental Mix a separate debuff from its current conglomerate parts and change its effects on enemies.

Elemental mix is bad. Not only does it take up 4 of the 5 enemy buff slots when applied at all, it only does meagre damage to foes and hinders foes defense and movement. It's an all-rounder debuff set, but it isn't an effective one, especially since the 4 debuff slots it takes up could be given to more powerful debuffs like daybroken, nightwither, and defense-crushing afflictions. First and foremost, Elemental mix needs to be changed to only take up one debuff slot, as it basically eats up all the space for interesting debuff mixes.
As for changing it into a better debuff overall, a general buff to it's effects would be workable, but debuffs in general do not serve much help in a fight unless they delete defense. i think giving it a similar use to oiled would be interesting, allowing it to improve the effects of the other 4 debuffs applied to the enemy. This could be a good step in the direction of making debuffs better utilities, rather than weak DoTs that improve your DPS by miniscule amounts.

Suggestion by: @oblique topaz

paper bramble
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Make rev+ plantera harder

If playing in usual progression, after defeating cryogen, the mech bosses, aquatic scourge and brimstone elemental, the player can choose between calamitas a pretty insane and difficult boss or plantera, a boss that all u really do is circle around her and the fight is over, in rev+ plantera seems to just get tankier and thats about it excluding 3rd phase which isnt really that hard either as the player can still circle her without a lot of trouble.

tldr : to beat plantera in any mode, all u need to do is just circle

Suggestion by: @calm depot

tawdry condor
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**Buff necro armor.**

Necro armor is currently a downgrade of the ranger aerospec variant. The aerospec armor has 2 more defense, immunity to fall damage, a faster falling speed, and an on-hit effect. The necro armors' only advantage is 7% more ranged damage, but this is nullified by aerospecs 7% greater crit. To give a reason to use necro, make the armor set gives better damage boosts. This would make getting this armor worthwhile, and would also give the player a choice between the special defense abilities of aerospec and the damage of necro.

**Suggestion Author**

@dire anchor

**Approved by**

@vague flame

tawdry condor
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**Make the Holiday Halberd actually resemble a halberd**

As, right now the Holiday Halberd (more closely) resembles a pollaxe or pole-axe rather than a hablerd.
Because the spike on top of the weapon is too short for it to be a halberd; As it(the spike) should be at two or three times as long.

**Suggestion Author**

@minor tusk

**Approved by**

@paper bramble

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Make non-autoswing summon staffs Autoswing

Pretty much all the Vanilla summon staffs aren't capable of autoswing so when a player say has 14 minion slots and wishes to summon 14 Xeno staff UFOs....You have to slowly click 14 times with a delay between each click.
For any summoner player that summons those 14 minions only for the player to die, you have to slowly summon all 14 again which would become infuriating.

**Suggestion Author**

@solar jolt

**Approved by**

@paper bramble

tawdry condor
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** Make debuffs inflicted on enemies more interesting.**

Most debuffs in calamity are fairly boring. Do some DoT, decrease some defense or other stats, and maybe throw those two ideas together. Considering so many weapons and accessories inflict them, it's kinda odd that they're such a boring part of gameplay. To make them more interesting, make them more unique and noticeable. Some ideas for making DoTs more interesting include making fire effects do more DoT over time, making enemies that are on fire spawn sparks that deal damage, and making electric debuffs jump between enemies. These are just some ideas, but they show that debuffs can be more interesting.

**Suggestion Author**

@dire anchor

**Approved by**

@paper bramble

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**Improve minions from armor set bonuses.**

Many summoner armors include free unique minions as part of the set bonus. However, these minions are often disappointing due to being underwhelming and/or boring. Many minions from set bonuses are just standard minions, like the mechworm from the god slayer set bonus or the shellfish from the mollusk armor set bonus. Other minions behave incredibly similar to other summons, such as the statigel set bonus summon, which behaves like any other slime, and the silva armor set bonus, which behaves like the rainbow crystal staff. In addition, these minions often prove to be very ineffective. For example, the polterghast mines from the bloodflare set bonus are very difficult to land and have lackluster reward, and the set bonus mechworm struggles to hit yharon. The weakness of the minions makes the summoner helmet variants of calamity in hardmode nigh-useless compared to stronger specialized options. Making most or all minions from set bonuses unique and improving their functionality would make the armors the minions come from feel more unique and be more useful as well.

**Suggestion Author**

@dire anchor

**Approved by**

@paper bramble

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**Add Thrones**

Add thrones made of Auric Bars and various other materials: Statigel, Bloodflare, Cosmolite, Silva, etc. While it may just be another piece of furniture, it's something to do with excess materials; and if the player is building thrones throughout their playthrough it could add a sense of progression, especially if they built a castle. It's something to show your superiority in the world besides a boring basic golden throne. They could even be worked in with the lore as corresponding with people in lore that aren't shown in game like Statis, Silva, Daedalus, and especially Yharim.

**Suggestion Author**

@storm nest

**Approved by**

@paper bramble

tawdry condor
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**Add a tear in reality for DoG to emerge from**

With the upcoming addition of a Providence spawn animation, the way DoG simply uncoils after spawning feels a bit lacking in polish. In lore, DoG is a galaxy-hopping worm creating rifts in reality, and when you summon it, it tears it's way towards you. Even something as simple as a portal looking thing covering it's uncoiling body when it spawns would help reinforce the idea of this being a legitimate threat to the universe with it's reality-warping power

**Suggestion Author**

@viscid canyon

**Approved by**

@paper bramble

tawdry condor
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**Add more fishing content post-Devourer of Gods**

From Cosmilite Bars, you can craft the Devourer of Cods, the most powerful fishing rod in the game. However, there's no reason to use it. The last stage of the Abyss was unlocked after Polterghast, and the gear from that is long behind you at this point, making the Devourer of Cods an underwhelming and fairly useless item. I suggest some form of reward for fishing post-DoG to give this exceptional fishing rod a reason to exist, as well as expanding upon fishing which is at least marginally prevalent for most of the game before post-DoG.

**Suggestion Author**

@unborn ore

**Approved by**

@paper bramble

tawdry condor
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**Give the other non-default wood bows unique effects.**

In Calamity, the Pearlwood Bow was buffed and given a unique effect to fit its point in progression better instead of being equal to regular wooden bows. If the other wooden bows, i.e. Jungle, Shade/Ebonwood and Boreal were given unique effects, this would help give a reason to not immediately get the other bows available at that tier, allowing these weapons to be more than clutter. Unique effects could include auto-converting arrows or DoT effects, as examples.

**Suggestion Author**

@unborn ore

**Approved by**

@paper bramble

tawdry condor
#
***Nerf the health of Tier 1 and 2 Acid Rain enemies***

Reason for this suggestion: With the sheer amount of enemies in the event and the tankiness of them, the event starts to feel a bit sluggish as you'll have to spend a lot of time on just killing one enemy.
Take for example the Skyfin. This ordinary enemy spawns in the event post-Eye and has 150 HP in Normal Mode. Compare this to the Goblin Warrior, a tank-type enemy that spawns in the Goblin Invasion, which has 110 HP in Normal Mode. The Skyfin having more health makes no sense, seeing as it's a more mobile enemy and that the Warrior is designed to be more tanky yet isn't.
For another example, let's take the Orthocera, another normal enemy which spawns in the Acid Rain after you've beaten the Aquatic Scourge. In Normal Mode this enemy has 605 HP in Tier 2, while for example a Hell Armored Bones, which spawns after beating Plantera, has a maximum of 500 HP in Normal Mode. Again, why does a much more mobile enemy that additionally has projectiles, making it harder to deal with already, have more health than a Fighter AI enemy that spawns later in the game?
I would say something about Tier 3 enemies, but it's harder to gauge comparatively how much health they have, seeing as there aren't that many other enemies or events at their tier they can be put up against.
Nerfing the health of the Acid Rain enemies would make the event more fun as you would fight more varied enemies instead of having to focus on one enemy for an unnecessary amount of time, and would make farming for drops from the event less annoying.

**Suggestion Author**

@barren berry

**Approved by**

@paper bramble

tawdry condor
#
**Let Calamity music boxes be toggled with wiring**

Reason: Music boxes have the function of being activated or deactivated with wires and any power source, however music boxes from the calamity mod don't have that feature, adding this feature for calamity music boxes would make the matter more consistent and functional.

**Suggestion Author**

@fading kelp

**Approved by**

@paper bramble

tawdry condor
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**Make SCal's Second Phase Transition Less Dramatic, or Change the Second Phase so that it Greater Impacts the Fight**

At 40% health, SCal with transform into her second phase, becoming invulnerable, displaying the 'I still have plenty of tricks left!' status message in chat, and spinning and changing her sprite. However, the 'second phase' does practically nothing, only being noticeable if you have completely memorized her attack pattern, and even then it makes little to no change to the fight. The transition could either be toned down or outright removed, or the second phase could change more, but at the moment, it's confusing, as you would expect some major changes with such a dramatic sequence, despite the fact that it might as well do nothing if you haven't read the wiki.

**Suggestion Author**

@gaunt birch

**Approved by**

@paper bramble

tawdry condor
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**Add Astral Monolith to the "any wood" crafting group.**

It replaces wood when the biome first appears, grows in the same way trees do, and acorns planted in the astral biome become astral monoliths. So why doesn't it count as wood?

**Suggestion Author**

@spiral mica

**Approved by**

@paper bramble

tawdry condor
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**Add Climbing claws and shoe spikes to the vanilla items that can be crafted***

So a player doesn't need to scour the world looking for the missing item they need to create the Master ninja gear. There's an element of RNG in being able to acquire them, such as in surface level chests and in fishing crates, and it'd be courteous to the player to remove that RNG in the instance where luck is simply not in the players' favor.

**Suggestion Author**

@austere oak

**Approved by**

@paper bramble

tawdry condor
#
**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, do have a fixed spawn position. The reason why this happens is because they spawn of the sides of the player, the problem is when there's a tile that isn’t a platform/variants of platforms, SG Larger Slimes will not spawn, but if there’s a gap between 6-12 tiles (theory), they will spawn.

"But if there’s a gap between 6-12 tiles (theory), they will spawn."
There are 2 variants of these, the first one is they will spawn both in the sides, like in the normal fight. The second it’s a bit complicated, they will spawn, but one will spawn depending on what side the player is from the platform: for example, player is on the extreme left side of the tiles, only the right SG Larger Slime will spawn correctly, and the other will spawn below the platform and spawning in the "ground". (ground: means the tiles that are below the platform, for instance, this bug happens because the player is too high from the ground or there isn’t a tile for SG Larger Slimes spawn.)

Reason why this needs to be fixed: this needs to be fixed because players can cheese by using Slime God’s spawn on space or in a high platform.

Solution for this bug: The solution can be this: make both Larger Slimes spawn with the core so the core can spawn with the 2 Larger to prevent players to “cheese” Slime God’s Core.

**Suggestion Author**

@tired zephyr

**Approved by**

@paper bramble

tawdry condor
#
Give summoner minions better range/speed/targeting

Many of the summoners minions (Mostly vanilla) suffer from various issues when if comes to boss fighting, During a boss fight the player and boss are moving about so fast that minions spend half their time chasing bosses or playing catch-up to the player so they'll reset and start attacking again, I see the Xeno Staff as a weapon that could be better if it wasn't trying to catch-up to the player constantly instead of being locked on and attacking.
As an example I tried a DaD run as only a summoner...The greatest threats to a summoner so far is Slime God, PBG, Duke Fishron and Deus, These bosses are so fast that minions just miss or play catch-up constantly, Dukes phase3 is excruciating to do as summoner since minions can't lock onto something dashing about that fast plus it's constantly teleporting stops summons in their tracks.

**Suggestion Author**

@solar jolt

**Approved by**

@weak cedar

#
**Small QOL change: allow the boss zen effect to persist for several seconds after a boss has been defeated**

I suppose this is just my opinion, but after a hard fought battle, the moment I see that the boss has died, I'd like a moment to savor my victory and celebrate, and go grab whatever items spawned; not having to worry about 10 enemies that spawned the instant the boss died and are converging on my position, leaving me no room to breath in a moment where I want to relax after being highly stressed/focused for several minutes on end.

**Suggestion Author**

@austere oak

**Approved by**

@weak cedar

#
**Make the arbalest act more like a real like life one**

The arbalest was a heavy crossbow use in the late 12th century france. the one in the currently in the game acts nothing like an actual arbalest and should be changed to be like one. This would also make the arbalest stand out more as a rare weapon not just being an earlier to obtain chlorophyte shotbow and making it consistent with the other rare variants which for the most part are completely different from there counterparts.

**Suggestion Author**

@hushed gull

**Approved by**

@weak cedar

#
Lore item buff for Sentries

We have lore items that do various buffs to various things or grant abilitys however there is no lore item that effects sentries whether it's more damage or extra sentries, So far the only sentry increase to my knowledge is the OOA drops/purchasable.

**Suggestion Author**

@solar jolt

**Approved by**

@weak cedar

#
**Add ways to improve your villagers' hp, defense, and possibly attack**

One thing that is irritating me recently is how outrageously fragile and helpless my villagers are. As the game progresses, enemies are getting statistical upgrades, while the villagers remain static in all stats. This leads to situations where I'm chilling in my home base, I look away for a second to get a drink of water, and I look back and a stray wraith has cleaned out half my villagers. I really don't want to have to keep them in special prisons that'll keep them safe from all outside dangers, like an overprotective guardian. If there were a way to improve them that'd be nice. I suppose having them upgrade themselves automatically as the game progresses would be the easiest and most painless way of going about it, but it can be an item that does it, or paying them directly to level them up individually. I'd simply like them to not be the victim of stray slimes that find their way in occasionally.
(as a side note: Cirrus is super extremely overpowered. Just as an experiment, I contrived a way to get her into the middle of my arena, and I had her solo Death Mode Skeletron Prime. She obliterated it quickly and easily while I kited it around her. I assume that this isn't the intended way to progress through Death Mode.)

**Suggestion Author**

@austere oak

**Approved by**

@weak cedar

#
**Have Amidias give the tips in his 'Help' option in an order, similar to the Guide**

Currently, Amidias gives his tips in his ‘Help’ option in a similar way to standard quotes, where random dialogue would be chosen everytime you click the option. It would be beneficial for newer players if his tips were instead given in a set-out order, similar to the Guide’s help option, so you don’t have to continually click on the option and hope you’ve read everything.

**Suggestion Author**

@spring breach

**Approved by**

@weak cedar

tawdry condor
#
**Give SCal's arena a few seconds where they dont break after you kill SCal**

Scenario: "You kill SCal inside the arena" and unless you have an extra layer of blocks around the arena, the items are going to fall and you're going to have to collect them on the ground while the essence will still be floating somewhere in the air. Other methods to fix the problem would be that: the blocks only break when they are off-screen instead of when they are on-screen. for convenience's sake, devs, please fix

**Suggestion Author**

@crisp yoke

**Approved by**

@paper bramble

#
**Add a new solution that spreads the brimstone crag**

add a solution you can buy from steampunker after a mech boss is defeated that spreads the brimstone crag to ash blocks while in hell. It would make expanding the crag for the boss and for farming a lot less tedious then before

**Suggestion Author**

@livid bluff

**Approved by**

@paper bramble

#
**Add a crafting recipe for the Diving Helmet**

Abyss diving is an important part of progression in both the pre-Hardmode and post-Moon Lord stages of the game, but not getting a Diving Helmet from Sharks/Trashers locks you out from the best gear to handle the abyss, the Abyssal Diving Gear and Suit. Adding a craftable Diving Helmet would save the hassle of having to farm for it, which is especially annoying to do in pre-Hardmode, where Sharks and Trashers are somewhat difficult enemies to kill and the Zerg Potion is unobtainable.

**Suggestion Author**

@summer comet

**Approved by**

@paper bramble

#
**Increase the speed of the minions summoned by the calamari's lament and the ethereal subjugator for DoG**

When trying to fight dog, these 2 summons can sometimes struggle to hit DoG's head and end up hitting the body segments, this heavily stalls the fight especially in death mode as dog is incredibly fast during the entire fight. This would mean the only viable summons are cosmilamp, elemental axe (which does better than cosmilamp) and sirus

Note: When the summons actually land hits on dog's head they can deal massive damage, this would obviously be very overpowered if it always landed head/tail hits, to compensate this DoG would resist these attacks similar to Old Duke.

**Suggestion Author**

@calm depot

**Approved by**

@paper bramble

tawdry condor
#
**Move Yharon 1 to Providence Tier**

Right now Yharon's 2nd fight just feels Unnecessary. You literally just fought him, but you had to go beat up the same event you've done a million times before he would actually fight you. Moving his first fight to the same tier as providence would lead to some amount of tension as you slowly pull your weight and Get to fight his final form after taking down DoG and Provi. The same things that were done to Birb would have to be done here, and Buffed Solar Eclipse would probably either have to be moved to post-DoG or post-Yharon 2.
TL;DR: Move Yharon Phase 1 to Providence Tier, and make his second phase trigger after beating Providence and DoG

**Suggestion Author**

@stable pagoda

**Approved by**

@paper bramble

tawdry condor
#
**Add a hidden downvote system to the suggestions**

Some suggestions I don't like because it doesn't affect much and would take time away from implementation of other things. Other suggestions though, i really don't like and feel would ruin the game. They might undermine balance, change the tone of the game, etc. I want to be able to express my dislike for these suggestions, but remain neutral on the former kind.

It also means suggestions that get shown to more people (possibly because of some busy days in the suggestions channels) won't magically get approved easier, as they will also get more downvotes

It doesn't actually have to affect the way suggestions are passed on either, maybe just another number passed to the devs so they can know if it's really something people want

**Suggestion Author**

@dawn minnow

**Approved by**

@paper bramble

tawdry condor
#
**Add A Custom Warning Message to King Slime’s Natural Spawn**

So, the reason for this is because I think it would make encounter for him easer to prepare for, since in Pre-Hardmode especially, he can get the jump on you pretty easily if your just wandering about the world in early game. So I think he could benefit from a Warning Message for his natural spawn. Have a nice day everyone!

**Suggestion Author**

@woven nymph

**Approved by**

@paper bramble

tawdry condor
#
**Make a solution that spreads sulphur sea**

Large worlds make sulphur sea broken as other biomes overrides it so with that solution problem are gone

**Suggestion Author**

@toxic gorge

**Approved by**

@paper bramble

#
**Make it easier to gain Proficiency in Post ML.**

Reduce the number gap in between levels 10 and 15. OR
Increase the proficiency gain.

For most of pre-hardmode and hardmode, proficiency is generally quite well-paced and the goal of reaching level 10 prof is quite attainable for all classes without grinding, with summoner capable of reaching level 10 pre-plant.

However, the remaining 5 levels that you have to hit is simply too huge a gap. Most of Post-ML progression goes by relatively fast, and players cannot be expected to hit the same amount of prof in the previous 2 stages of their journey. I feel that the end goal of proficiency is to reward the player for sticking to 1 specific class, but that reward fails to materialise in Post ML.

tl:dr I am a completionist at heart, and it irritates me to no end that I have to spend herculean amounts of effort just to max out proficiency.

**Suggestion Author**

@tired bison

**Approved by**

@paper bramble

tawdry condor
#
**Rework the Terra Ray and Elemental Ray because they are both carbon copies of the night's ray/carnage ray with no new effects.**

For being an upgrade to two powerful mage weapons, the Terra Ray currently lacks the ability to show that its a powerful, destructive weapon as it functions exactly the same as its crafting material (nights/carnage ray) Even when upgraded with the power of the four celestial elements, it still functions the same as it’s pre-hardmode predecessor. With the inclusion of the Valkyrie Ray in the Terra Ray’s crafting recipe, it would disappointing for a player who expected that the Terra Ray out preforms it’s predecessors in power and uniqueness to find its nothing more than a green reskin of what they used to make the weapon. And when the player gets to Post-ML, they’d be even further disappointed to find that this powerful weapon is no different than the one they crafted after killing The Slime God. It would be nice to maybe see at least the combination of a green Valkyrie Ray beam and the night’s ray splitting green lighting bolts to the weapon, and then an big enhancement of that attack once it’s crafted into the Elemental Ray. (Think along the lines of Crystalline’s progression, as each version gets flashier and more destructive with each upgrade.)

**Suggestion Author**

@solemn kiln

**Approved by**

@paper bramble

#
**When Aquatic Scourge is summoned with Seafood, make him aggro automatically on the player.**

I think it's safe to assume that if the player summons AS with Seafood then they want to fight him. In that case, it doesn't make sense for AS to spawn in as neutral, as he currently does. Therefore, he should be automatically aggroed when spawned in via Seafood.

**Suggestion Author**

@timber acorn

**Approved by**

@paper bramble

tawdry condor
#
**Remove the -25% Summon Nerf from Sentries**

The sentry summoner subclass, unlike the normal minion summoner, isn't changed much by the mod. The main way it's used is for OOA by other classes, or as it's own class using the multi-class OOA armors. However, even with these armors, and despite the fact that it is designed to be multi-class, it loses 25% damage when using a different weapon. Why?

**Suggestion Author**

@gaunt birch

**Approved by**

@paper bramble

#
**Add More Content to the Sentry Summoner Subclass Post-Moonlord**

Sentry summoner is an option from very early prehardmode all the way until moonlord, typically by way of the Old One's Army and the Tavernkeep. However, after moonlord, the Old One's Army stops getting stronger, there are no more sentry armors, and only five sentry summons. Sentry Summoner is generally a different experience, supporting multi-class play much more and requiring you to manage your summons. If need be, the final tier of Old One's Army (and all the loot associated with it) could just be moved to later post-moonlord and just be buffed.
Ideally, sentry summoner would get a lot more than that, but I'm not a dev, and this is just a suggestion.

**Suggestion Author**

@gaunt birch

**Approved by**

@paper bramble

tawdry condor
#
**Make items that boost the chances of getting crates also increase the chance of getting fish that give a certain item (I.E fish of night) **

Fishing is usually the most efficient way to get souls or essences or blood orbs, just adding them to be boosted by items that boost crate chances like enchanted pearl or supreme bait tackle box fishing station will just make things alot easier for those who need to grind out certian things mainly blood orbs which are used for alotta late game stuff and easier potion crafting so its just easier to get them, especially pre ml where bloodflare is not an option

**Suggestion Author**

@stone oriole

**Approved by**

@zenith relic

#
**Improve Sea King Amidias' help option to give more lore and function better as an in-game Boss Checklist**

Currently Sea King Amidias acts as the NPC to talk to in this regard, the only problem being that he's very lacking. He neglects to tell the player about many bosses, leaving the player to either wonder what to do, or to use an outside source like Boss Checklist or the Wiki. Specifically, he doesn't mention both Astrum bosses, both Scourges (The ones you'd think he'd be the most knowledgeable about), the Non-Brimstone elementals (minibosses to be sure, but bosses), The Siren and Leviathan, the Ravager, and the various events like Martian Madness; plus some others that I'm probably forgetting myself. There's a massive amount of content in Calamity. Currently, any player wanting to learn about these bosses/events needs to stumble over them by accident, or resort to the boss checklist mod or dive into the wiki.
The purpose of the addition is to safeguard against the necessity of needing a supplementary mod like Boss Checklist or requiring the wiki to know what's going on or what the player should be doing. It'd make the mod more complete, in that way.

**Suggestion Author**

@austere oak

**Approved by**

@weak cedar

#
**Add The Ability For Spiked Blue Slimes To Spawn Naturally In Hardmode**

So I always thought it was kinda weird that this type of Slime never got any attention after the King Slime fight, so I came up with the idea that when the player reaches Hardmode, Spiked Blue Slimes would spawn naturally in the purity biome along with the other Slimes, this is to add more challenge to Slime encounters since now you have to keep a safe distance or face serious damage, even if they are easy to kill, it still adds another threat to watch out for, since it IS hardmode after all, plus it gives them another purpose than just being a Boss Minion, similar to the Servants of Cthulhu, which are the Minion of The Eye of Cthulhu. Hope this suffices, have a nice day everyone!

**Suggestion Author**

@woven nymph

**Approved by**

@weak cedar

tawdry condor
#
**Make Plaguebringer Goliath's projectile attacks glow, specifically the stinger attacks**

With the dark green shader applied to the screen and the background turning black during the fight (if you fight underground, like how the new changelog seems to be enforcing, it's still pretty dark most of the time), a lot of PBG's projectiles are difficult to make out in an already chaotic fight. This especially applies to the stingers - while everything it uses has a dark color palette (which is fine), the stingers are very small compared to the other projectiles, and them being homing on most difficulties makes not being able to see them all the more punishing. It's never fun to get randomly hit by tiny, homing projectiles that you can't even see.
I would suggest making them emit light (similar to her rocket attacks) so that you can at least see them coming. I also feel that making the mines/homing missiles emit a little more light would also be nice, but that's far less urgent in my eyes since they're already large enough to see relatively clearly. In my eyes, being able to see the stingers would make the fight a lot more convenient, without subtracting from the difficulty (hard-to-see projectiles are more of a form of "fake difficulty" if anything).

**Suggestion Author**

@bleak parcel

**Approved by**

@paper bramble

tawdry condor
#
**Distribute the stats from the astral armor set bonus among the armor pieces.**

Astral armor currently gives most of its stats from the set bonus. This is inconsistent with other armor sets, as most sets generally give most of the stats in the armor pieces themselves. The lack of stat from the armor also makes it seem much worse than it actually is, which could lead to players simply never using it because it seems so weak. Having the set bonus give stats is also uneccesary, since astral armor already has a unique set bonus, with the stars falling on crits. It seems like the only purpose of putting these stats on the set bonus is to force you to use the full set by making the using individual pieces useless. This is uneccesarily limiting to the player. If the player wants to mix armor pieces, why should this armor stop the player from playing how they want? Using mixed sets encourages research and creativity, so giving them this option is a good thing.

**Suggestion Author**

@dire anchor

**Approved by**

@weak cedar

#
**Give CalClone a sound when she charges.**

Unlike most boss dashes, CalClone does not roar when she does her two very large dashes. The roars help to signal the player when a boss is dashing, and often times Cal's dashes are more difficult to see in advance if Cal is off screen due to the length and speed of her dash. Therefore, CalClone should get the same roar when she dashes.

**Suggestion Author**

@timber acorn

**Approved by**

@weak cedar

#
**Rework Or Remove +10 life regen and +30 defense while in lava inherited ftom the Bloodflare Armor**

It is really pointless at the stage of the game you get the Bloodflare Armor since you won't be stationarily submerged in lava during a bossfight. Not to mention, by that time you would already have the ability to walk on liquids so submerging yourself in lava is not needed because it only takes away your mobility. Also you're not completely immune to lava either way.

**Suggestion Author**

@velvet berry

**Approved by**

@weak cedar

#
**Introduce unique rarities for each Revengeance-only item, or a Revengeance-only rarity**

Firstly, consistency would be a good thing. Right now the rarities of Rev-only items are inconsistent: sometimes it's unique, like the Legendary items, sometimes it's Rainbow Rarity and sometimes it's just the normal tier Rarity. Having unique Rarities/a special Rarity would clean up this mess.
Secondly, this will differentiate the Rev-only items from all other items, give them a sense of "you have to work a bit harder to get this."
Note: In the case that a rev-only rarity is created, all items that had unique rarities would obviously keep them.

**Suggestion Author**

@sturdy oar

**Approved by**

@weak cedar

tawdry condor
#
**Add a Consumable, "Revival Item" for Multiplayer Hardcore**

As Multiplayer Hardcore (or Iron Heart, which I hear is getting reworked, so if permadeath still applies, then this suggestion applies to it, too) runs don't get played enough, and as most of them end early when only one person is left, I thought of maybe introducing revival items that are tiered from PreHM, to Post-ML, with each tier only working in it's phase, AKA, prehm in prehm, so on and so forth, This would bring more attention to Hardcore Multiplayer runs, as those dont usually end well. A good way of balancing this would be to make it difficult to craft, consumable, implement PERMANENT health caps or reduced max health, for both the reviver and the revivee, limiting whether or not they should revive a friend or to choose to remove them from a run. This would mean picking wisely from the players based on their level of skill, knowing they're worth keeping or not, as both parties are affected by this item. This would bring more attention to the multiplayer aspect of the mod and by extension it's replayability as a hardcore, yet enjoyable experience. Yes, this was inspired by Don't Starve Together, and I've suggested this to Thorium before, but they told me that you guys might like this suggestion more than they did. I look forward to receiving feedback to you all, have a nice day :Indismile:

**Suggestion Author**

@ruby surge

**Approved by**

@paper bramble

tawdry condor
#
**Rename "Abyss light level" to something that includes everything that uses it**

There are three things that make use of this light level mechanic, the Abyss, Signus's boss fight, and Death Modes underground lighting. I think this should be changed because it just doesn't make sense that some tooltips say things like "provides a small amount of light in the abyss" from the Deific Amulets tooltip.

**Suggestion Author**

@empty crane

**Approved by**

@weak cedar

tawdry condor
#
**Make the Slime God core move slower when holding a summon staff**

Currently, many of the available summons like the blood clots or herrings struggle to hit fast targets. The SG core is even harder for these summons to hit because it's fast, it teleports, and it moves somewhat erratically. Having it move slower when holding a summon staff would give these summons a better chance at hitting the core.

**Suggestion Author**

@summer comet

**Approved by**

@paper bramble

tawdry condor
#
**Make the Terminus item only accessable from the bottom of the abyss shrine**

Usually the terminus can either be gotten from the abyss shrine or from Yharon. I feel like there is no reason to go into the abyss to grab the terminus since Yharon drops it. Because you don’t have to fully explore the abyss to grab it, most players won’t. It would be a fun challenge to have to go to the bottom of the abyss to grab it to activate boss rush. Maybe instead of Yharon dropping the terminus itself he should drop a key that opens that chest

**Suggestion Author**

@iron plaza

**Approved by**

@paper bramble

tawdry condor
#
**Give the Astral Chest its own Astral Key.**

Currently, there is no reason that the Astral Chest should exist, since it automatically unlocks when you kill Aureus. It might as well just be dropped by the boss. I'd say to make an astral key that drops from enemies in the astral infection, just like the other biome keys, but either make it to where enemies only drop the key after Aureus and Plantera are defeated, or make it to where the chest can only be opened after those bosses are defeated. Furthermore, allow it to be dropped by Aureus or Deus to make it consistent with the other keys.

**Suggestion Author**

@spiral mica

**Approved by**

@paper bramble

tawdry condor
#
**Give Betsy's Wings additional perks, such as:**

- Increases duration of Ichor and Betsy's Curse.
- Reduces summon damage penalty.

Currently Betsy's Wings doesn't have any additional perks as per Calamity standards. Ichor and Betsy's Curse duration are increased to further boost these two potentially powerful buffs. Ichor doesn't need much of a boost, since it's already a strong one, but Betsy's Curse might need a bit more since many are immune to it. The summon damage penalty reduction can give summoners who grinded through OOA something good to have from there.

**Suggestion Author**

@wise radish

**Approved by**

@weak cedar

#
**Make Perennial Ore require a Titanium/Adamantite pickaxe instead of a pickaxe axe/drax.**

It's possible to kill Plantera without battling the three mechs that come before her. Since there's already a requirement for killing Plantera (ore doesn't spawn unless she's killed) there isn't a reason to lock Perennial Ore behind pickaxe axe/drax

It's still possible to get Pereninial Ore if you skip the mechs, as it's dropped by Jungle Crates/slimes, lowering it's requirement just reduces grinding

**Suggestion Author**

@clear barn

**Approved by**

@weak cedar

tawdry condor
#
**Add a "Recently added and changed" page to the wiki for major and minor adjustments to the mod.**

Currently speaking the only notice of new or changed content is the changelog channel here on the discord server. As someone who first found the mod thanks to the wiki and was drawn in by all the impressive sprite work I feel like adding sort of patch notes style page to the wiki would do well to better advertise the mod. Also in the same vein adding a way for people to see new sprites and actually really see what new and changed items are able to do. In addition this would encourage the wiki to be kept up to date and allow for less confusion when new players come to the mod and find items in game without a wiki page, as I did somewhat frequently when I started playing.

In a less complex suggestion: Add a page that highlights and links to changes and additions in each patch to the mod. Could be as simple as a bulleted list.

**Suggestion Author**

@unkempt flume

**Approved by**

@paper bramble

#
**Give the Cloud Elemental a different moveset from the Sand Elemental**

Currently, Cloud Elementals are practically the same as Sand Elementals, both having the same tornado attack. Giving her a different moveset would make her more unique as an elemental rather than being a Sand Elemental copy.

**Suggestion Author**

@spring breach

**Approved by**

@weak cedar

tawdry condor
#
***Add ODech as an emote***

Reason for this suggestion: Sometimes when describing ones displeasure, words don't quite cut it. For this purpose we already have :ech:, however i am suggesting to add :ODech: as a Calamity-themed alternative.

**Suggestion Author**

@barren berry

**Approved by**

@weak cedar

tawdry condor
#
**Remove True Melee from the Subclass category as it pertains to suggestions.**

Recent changes to True Melee have made it no longer exclusive to certain weapons, but instead have made it a damage type that a large amount of melee weapons can deal. Since it is not a specific category of weapons, it doesn't make sense for it to be considered a subclass anymore. Changes in the past have catered to True Melee, unlike other subclasses, which only reinforces the point that it should not fall under the subclass category.

**Suggestion Author**

@unborn ore

**Approved by**

@paper bramble

tawdry condor
#
**Buff slime rain event post skeletron**

A lot of events, like the acid rain, get buffed through the game, when you kill certain boss, (like when AS gets killed, acid rain buffs) and there's the slime rain event, that never changes. Buffing it after skeletron would make it more interesting, it would also hint that the slime god should be fought at that stage, and it would make sense since it would be similar to other things, like when you kill moonlord, the hallowed and underworld start spawning new enemies related to providence, so the slime rain could be like that and after skeletron start spawning more commonly and also spawn blight slimes, to give materials for slime god summon, and even spawn the slime god itself, just like king slime spawns when a certain amount of slimes get killed during the event. (the increased spawn rate for slime rain would be ended once slime god is killed)

**Suggestion Author**

@feral wedge

**Approved by**

@paper bramble

#
**Move the elemental gear and items made from luminite that are currently turquoise rarity to purple rarity**

Turquoise rarity is, as it stands, absolutely enormous, larger than any other post-ml tier. Purple, on the other hand, only has the difficulty switches, despite being intended in vanilla to be ‘the best stuff you can get right after moonlord’. In vanilla, this is high reforge ml drops; in calamity, this describes luminite items (apoctosis array, ultra liquidator, nuclear fury) and the elemental set, ergo these should be given purple rarity. Turquoise would still have profaned items, guardian drops, dragonfolly drops, provi drops, divine geode items, and uelibloom items, which is plenty for a tier.

**Suggestion Author**

@brisk anvil

**Approved by**

@weak cedar

tawdry condor
#
**Replace The Starting Copper Tools and Weapons With Wood Ones and Swap The Stats of The Two Around**

So first I’m gonna say, how does wood do more damage than metal in the first place??? Ok, so what I mean is since Copper in the game/mod is basically useless right off the bat, swapping the starting gear and the stats of it with the wood ones could possibly make Copper a tiny bit more viable. As now they can do a bit more damage and do things a tad bit faster. Also, to help balance it out, surface Copper deposits would be moved underground that way you would have to search for it rather than walk two feet to the left and find s deposit sitting right there with little to no effort. Hope suffices, have a nice day everyone!

**Suggestion Author**

@woven nymph

**Approved by**

@paper bramble

tawdry condor
#
**Make Gravistar Sabaton activate when double-tapping or give it a keybind as opposed to simply tapping down while mid-air**

In the heat of a battle, it's highly likely that you will end up mis-clicking down on while dropping down a platform you will hold the down key just a little bit too long which will activate the effect, sometimes leaving you vulnerable if your strategy revolves around it. Making the change would improve quality of life while using this significantly.

**Suggestion Author**

@crimson gale

**Approved by**

@paper bramble

#
**Have an NPC sell Sand or Glass**

Due to the abundance of recipes involving bottled water, its probably nice if someone can sell sand or glass somewhere to encourage running an alchemy factory potion making.

**Suggestion Author**

@high brook

**Approved by**

@paper bramble

tawdry condor
#
**Retool the Ancient Crusher into a Sturdy Fossil set hammer (and rebalance it accordingly).**


This weapon isn't really particularly interesting or impressive combat-wise, and it's certainly not one that a lot of people seem to like or care about. Normally, the solution would be to buff or rework it and leave it at that, but given its appearance and general theme, it seems like it may be more appropriate to instead move such a mighty-looking hammer earlier in the game. Placing the Ancient Crusher much earlier would most likely give it much more use as a weapon, given the fact that it fires no projectiles and only in the earliest stages of the game are bosses designed with actual melee weapons in mind at all, and may give people much more of a reason to care about it.

(Obligatory follow-up because I know someone'll ask about it: Evil Smasher can drop from Tomb Crawlers or Antlions or something.)

**Suggestion Author**

@sour hornet

**Approved by**

@weak cedar

tawdry condor
#
**make rage charge while staying still with a hotkey**

Rage is odd, because it rewards the player by taking damage, and this doesnt make too much sense next to adrenaline, rewarding for no-hitting a boss, and rage is hard to get without dying (specially early game). So I suggest that rage changes, and that it should charge in a way that rewards from taking a risk, which would be the risk of staying still. So by pressing a hotkey (only works while a boss is active), rage charges (and stops when hotkey is released), but the player cannot move (it doesnt freeze in place, but rather is unable to use the movement keys, including hooks, and doesnt charge if the player has any velocity). So while this is charging the player cannot move, taking a risk of dying. This would make it so that rage has a stragic use, So the player has to decide if it should be able to move, or charge rage and not move. rogue stealth would charge at the same rate of moving, not the still rate, and this would behave exactly in the same way as adrenaline in that it discharges for some time, increasing damage.

**Suggestion Author**

@feral wedge

**Approved by**

@zenith relic

tawdry condor
#
***BOSS RUSH ORDER RECOUNT/REVOTE***

Since the boss rush was introduced to Calamity there have been a ton of resprites, reworks and Astrageldon has been completely replaced, Dragonfolly is basically a completely different boss from what birb was, and a much better one mind you, and we have a new face in Old Duke. I think a recount would be great for bosses who have improved a ton over the past few months.

**Suggestion Author**

@rotund heart

**Approved by**

@paper bramble

tawdry condor
#
**Make the boss rush curses less obscure**

Currently the boss rush curses are tucked all the way at the bottom of the config menu and are often neglected. Making them less obscure by adding a menu that pops up when right clicking with terminus/ opened with a hotkey would allow them to not be neglected. Additionally, any rocks in that world will be updated with the curses the player did the boss rush with to make the rock more of a trophy as it is supposed to be and to make something that the player can show for beating the boss rush with curses on.

**Suggestion Author**

@winged steppe

**Approved by**

@paper bramble

tawdry condor
#
**Give different buff names, descriptions and icons for all 4 modes of Endo Cooper minion from Endogenesis.**

Reasoning for this is simply to give better clarity on what mode the current Endo Cooper has. Currently you have no clue what the current Cooper does until it strikes an enemy, which can be a bit of loss in dps if you can't see your enemy (exception with the laser mode, which can extend quite a bit, giving you a hint).

**Suggestion Author**

@wise radish

**Approved by**

@weak cedar

tawdry condor
#
**Make it so the Last Prism, Yharim's Crystal and Dark Spark beams don't despawn upon contact with Storm Weaver's body and Sepulcher**

Currently, when hit with the beams from the weapons above, said mobs will despawn the beams. This is from the way that Sepulcher and Storm Waver despawn piercing projectiles in order to prevent the bosses from being killed in an unintended fashion, even without despawning the beams, it's still extremely hard to kill them due to the bosses having insane DR and defense. This causes the visuals of the weapons to be messed up due to the weird number of beams being fired. Aside from visuals, this can be really annoying in battle as the Crystal and Last Prism rely on having a 'full beam' to deal damage. When a beam despawns, the damage of the 'full beam' is also reduced quite significantly. This means that the weapon needs to be re-casted, wasting time and providing the boss with more time to kill you. By removing this, it won't be as much of a pain to hit Storm Weaver's tail or the Brimstone Hearts.

**Suggestion Author**

@warped crane

**Approved by**

@weak cedar

tawdry condor
#
**Basins should provide the Cozy Fire Buff**

There are no Calamity campfires at the moment and the Basins are only decorativ. They act like campfires and it seems like there is no reason why they shouldn't provide the Cozy Fire buff. And they would fit well as campfire when you are about to build with Calamity blocks and furniture.

**Suggestion Author**

@blissful parcel

**Approved by**

@summer finch

#
**Rename Basins to something else that more closely describes them**

Currently, all 4 Basins are items that can hold a fire. But in real life a basin is actually an item that holds water or helps people work with water. Water usually puts a fire out, so the current naming doesn't make a lot of sense.
Here are examples of more appropriate names: "Firepit", "Hearthstead".

**Suggestion Author**

@sturdy oar

**Approved by**

@summer finch

tawdry condor
#
Change the way some crystals/other summons above the player's head attack.(only the ones that are summoned by a summoner set bonus).

Some attacks of these minions are not that useful and they aren't that accurate while fighting a boss or enemies.
They should have like homing projectiles or increase the amount of the projectiles(not that that much in order to make the battle playable in case someone has a potato PC).

**Suggestion Author**

@mighty cave

**Approved by**

@paper bramble

tawdry condor
#
**Make the Celestial Onion not drop after using it once, like the Demon Heart or Trophy**

Currently, the Celestial Onion can drop more than once, making it become unnecessary inventory clutter when farming the Moon Lord. Making it not drop after using it would simply remove this issue entirely.

**Suggestion Author**

@summer comet

**Approved by**

@paper bramble

#
**Change how the Brimstone Slag chunks are shaped in the cavern layer**

A minor suggestion, but why? Many might not know, or bother to check their maps above the Brimstone Crag, but small pockets of Brimstone Slag generate in the lowest Cavern layer right before you hit the Crag in the underworld, and to me personally, the pockets of Slag that generate feel off compared to the surrounding mud or silt also generated underground. They generate in either small lines or rectangles, as seen in the screenshot, and feel almost pasted. My point is, the chunks of Slag to expand the biome to some extent is great, but adding some variety to how they're generated would also be great.

**Suggestion Author**

@dapper solstice

**Approved by**

@paper bramble

tawdry condor
#
**Lower the drop rates of astral weapons**

Apart from the Astral arm (dropping from a rarer ennemy) and the abandoned slime staff (having a lower drop rate) , those weapons drop way too often, having a 14.29% drop rate from regular enemies, not only makes those weapons way too easy to get, that makes farming for Astrum Deus more annoying, since theese weapons will clutter your inventory, preventing you to just grab pots for another try after a defeat.

**Suggestion Author**

@night tree

**Approved by**

@paper bramble

tawdry condor
#
**Make Rod of discord work with chaos state but at a bigger price!

**
if I'm in a boss fight and I'm half health and need to teleport i cant, but i think if using it with chaos state on will take a large chunk of health and even more with a boss alive. I think currently not teleporting you is kinda annoying, when you want to go somewhere and chaos state is active, you got to wait and possibly face death, like in a boss fight you almost won but you see a death ray about to hit you and chaos state is active, you cant do anything that will help but if you loose health to doge a battle loosing hit you have a chance of winning at the price of a lot of health. and if the player is not carful, let it kill them, or at least cripple them! so you can use it with chaos state but at a big price!

**Suggestion Author**

@spare cairn

**Approved by**

@zenith relic

tawdry condor
#
**Make the Flak Toxicannon and the Flak Kraken actually behave like a flak gun**

Flak guns are anti air cannons that fire a large shell with the purpose of breaking armor. The Flak Toxicannon behaves like a strange mortar and the Flak Kraken behaves somewhat like a magic missile. Flak guns are fast firing autocannons so it seems pretty dumb that these weapons act like nothing like the things they are based on.

**Suggestion Author**

@lone panther

**Approved by**

@paper bramble

tawdry condor
#
**Give the vanilla hardmode ore weapons unique abilities.**

Currently, the hardmode vanilla ore weapons are basically useless filler, that only exist for consistency. To give the player a greater reason to use them , and to make them more interesting, give them their own special abilities. The abilities of the alternate ore weapons could be based on their set bonuses, with palladium focusing on healing, orichcalcum focused on damage, and titanium focused on invincibility.

**Suggestion Author**

@dire anchor

**Approved by**

@paper bramble

tawdry condor
#
**Stealth Strike's damage should scale to stealth regen. The slower the base regen is, the higher the damage.**

Currently there's almost no point to risk standing still or not attacking to build stealth. Stealth Strike is only good for a certain weapons, and seems pretty useless otherwise. The suggestion is meant to make stealth strikes a lot more viable early to mid game, by giving a lot more damage on slower stealth regen.

Stealth strike dmg bonus scaling down to faster regen is meant to balance the damage in later stages of the game where there are more options to increase stealth regen. Current Stealth Strike damage would be for the current fastest stealth regen.

**Suggestion Author**

@wise radish

**Approved by**

@paper bramble

tawdry condor
#
**Rework Some of The Town NPCs To Be More Helpful In Both Selling Items and Fighting**

One thing that always bugged me about any Terraria Mod was that the Town NPCs are always weak and couldn’t defend themselves, and also, especially in calamity mod, Mid Hardmode onward is where you tend to not need them anymore, so I suggest they be reworked to where some of them (such as the merchant and arms dealer) can sell more items the further you are in the game’s progression, and also up their damage output and defense further so that they can actually defend themselves. Another thing that could help is the increase in both Max health and attack range, that way some NPCs like the merchant and guide won’t die so easily when fighting and NPCs like the arms dealer and demolitionist can do longer ranged attacks. In closing, the town NPCs are in desperate need of a buff so that they can stay useful especially in late game. Hope this suffices, have a nice day everyone!

**Suggestion Author**

@woven nymph

**Approved by**

@paper bramble

tawdry condor
#
**Make another coin that requires 100 platinum coins to make**

Money post moonlord get's pretty insane, so I think it'd be worth it to make a diamond coin. Having 100+ platinum coins doesn't sit right with me, it looks unusual to have more than 100 coins because usually it'd convert over to the next tier immediately, it isn't done in regular Terraria probably because you wouldn't expect someone to get 100 platinum in a playthrough, but in Calamity it's easy to acquire that amount. I would rather see 1 of a coin and however many platinum coins than to see 250 platinum coins in your inventory.

**Suggestion Author**

@hollow peak

**Approved by**

@paper bramble

tawdry condor
#
**Add a visibility toggle for the Deep Diver's dash**

Currently the Deep Diver has a dash that's so long it might mess you up if you are using it on certain bosses, but it doesn't have a visibility toggle like every other dash shield. Adding a visibility toggle would make it so that you can just get the damage/defense increase without having the unnecessarily massive dash.

**Suggestion Author**

@merry saddle

**Approved by**

@paper bramble

tawdry condor
#
***In Rev/Death, make SCal's bullet hell projectiles not despawn when the bullet hell ends.***

Revengence / Death modes are supposed to make the game harder for the player, It should also cause the bullet hell projectiles to stay after it ends just to add that little bit of spicy pain. It will still allow the player to continue the battle as usual.

**Suggestion Author**

@foggy wasp

**Approved by**

@paper bramble

tawdry condor
#
**Add stealth to single helmet multiclass sets**

This would help the rogue class to use stealth when in sets like, omega blue, mollusk, astral and demonshade, if they dont want to use an alternative at that stage of the game.

**Suggestion Author**

@trim fiber

**Approved by**

@weak cedar

#
**Drill Containment Unit should require less of each bars to craft**

I had say maybe from 40 of each bars to 20. Reason: to reduce the grinding required to get it. Trust me, it's more time efficient to mine out a provi arena with pickaxes and mining potions than to get the DCU beforehand

**Suggestion Author**

@velvet berry

**Approved by**

@weak cedar

#
**Add flamelash to infernal rift's recipe and rainbow rod to ultra liquidator's recipe**

since sky fracture is an upgrade to the magic missile, it would make sense that you keep upgrading it with the missile weapons, not only that, but the palettes match up perfectly, and the flamelash also has the same "fiery" theme to it as the infernal rift, this is a missed opportunity imo

**Suggestion Author**

@stray ridge

**Approved by**

@weak cedar

#
**Give the stats from the astral armor set bonus to the armor pieces.**

Astral armor currently gives most of its damage stats in the set bonus. This is inconsistent with other armor sets, as most sets generally give most of the stats in the armor pieces themselves. The lack of stats from the armor also makes it seem much worse than it actually is, which could discourage the use of it by newer players. Having the set bonus give stats is also unnecessary, since astral armor already has a unique set bonus, with stars falling on crits. It seems like the only purpose of putting these stats on the set bonus is to force you to use the full set by making the using individual pieces almost useless. If a player wants to use mixed sets, this limits the player's ability to play the game how they want too. Allowing for mixed sets to be more viable not only gives the players more options in terms of armor, but it also allows them to make the type of armor they want to have to play the game how they want. For example, valhalla knight's breastplate can be used for defense players, forbidden greaves can be used for mix sets that buff minion stats, and OOA armor pieces allow for mixed sentry/normal playstyles.

**Suggestion Author**

@dire anchor

**Approved by**

@weak cedar

tawdry condor
#
**Make Pets/Light Pets/Heart of the Elements Summons/Summons/Mounts/Summon armor set bonuses not take up buff slots**

Currently I have had to stop using all of these in the late game of every playthrough because

  1. If I get debuffed by a boss, in addition to the boss zen buff, I am in danger of overloading buffs, which are potions that I farmed for, some of which require insane amounts of materials to craft. Loosing a fifty blood orb potion because I wanted to keep my cute pets out during a boss fight should not be a thing.
  2. Being unable to use my mount, to the point where trying to in moments where I don't realize I have one too many buffs/debuffs removes acceleration, or magically removes the rest of my flight time with no benefit makes using a mount an inherently bad play.
  3. The only class that suffers from loosing TWO buff slots to their own weapon/playstyle is the summoner class. Why?
  4. Heart of the Elements is such a nice thing to have during boss battles, but taking up a buff slot means it acts very strangely when overloaded, and has crashed several of my multiplayer servers because hundreds of copies of them were created, to the point where we have banned players from using HotE in its visible form
**Suggestion Author**

@deft delta

**Approved by**

@paper bramble

tawdry condor
#
**Rename Excalibur Shortsword & True Excalibur Shortsword**

Currently, the names for the shortsword versions of Excalibur and True Excalibur are uninspired and boring, to say the least. The names are merely the broadsword names with "shortsword" CTRL-C+CTRL-V'd onto the end of them. There are plenty of other names like "Champion's Gladius" or "Paladin's Dagger" (or even the Carnwennan, but that's currently being used in Thorium) that would work a lot better than the current name.

**Suggestion Author**

@delicate summit

**Approved by**

@weak cedar

#
**Make the projectiles from Flak crab and exploding Irradiated/Gamma slimes more visible**

I don't think I need to say too much, but the small cross-shaped projectiles in the acid rain event blend in too much due to their small sprites and lack of glow or contrasting colors, I suggest a small resprite on these projectiles to make them easier to catch visually. If this is intended, consider decreasing the fire rate of the enemies as the projectiles can get a bit overwhelming.

**Suggestion Author**

@urban carbon

**Approved by**

@weak cedar

#
**Make Prime's head immune to shellfish clasps (or all debuffs) when his arms are alive**

Right now, you can use shellfish staff on his face to get his head down to 66% extremely quickly, making his arms despawn. This allows you to skip the entirety of the arms phase as it only takes like 20 seconds for the clams to do their job.

**Suggestion Author**

@peak peak

**Approved by**

@weak cedar

tawdry condor
#
**Add Sunken Sea's structures crafting recipes**

These structures below are important for sunken sea's atmosphere. When you trying to make this biome artificially, and there is no these structures to craft, it's slightly annoying. I have no willing to go in cheat sheet to copy and paste these, I want to make them and place them where I want.

**Suggestion Author**

@livid tapir

**Approved by**

@weak cedar

tawdry condor
#
**Update Apotheosis weapon effects**

The Apotheosis requires a legendary weapon to be crafted but in the end, the main attacking sprite is just the DoG's head. It's also got little lasers that deal damage and have homing effects. The issue is that the lasers feel underwhelming, its tiny and takes away the 'epicness' that the DoG heads emit. (in short it feels weird to have lil purple balls come out of the DoG's head)

**Suggestion Author**

@supple wagon

**Approved by**

@zenith relic

tawdry condor
#
**Treat Sentinels in DoG fight similarly to Boss Rush bosses, as in they will respawn if somehow despawned by any means.**

This is mostly to mitigate damage of bugs or glitches that could make one of the Sentinels despawn and end the entire fight.

**Suggestion Author**

@wise radish

**Approved by**

@paper bramble

#
**Add a Sound Effect For the Blood Frenzy buff of the Bloodflare Armor, and a hit counter if possible**

I've advanced far enough into the game to get the melee version of the Bloodflare Armor, and it's cool. You get a Blood Frenzy buff after landing 15 true melee hits, and that's nice... except it's hard to tell when you have it. If you're paying attention, the little buff pops up in the corner, and you glow a little bit I think. In the middle of an intense fight, that can be hard to notice, so I was thinking it'd be nice if it made a sound effect to let you know that you're in blood frenzy mode. Also, it'd be nice if there were a hit counter of some kind to let you know how close you are to it, since it'd be nice to know how close you are to proc'ing Blood Frenzy, for example, like with another status icon that counts up with each true melee hit, and expires after 10 seconds or so. It doesn't have to be that, that's just my initial idea. I think it'd be a nice change that'd allow players to really take advantage of their armor set bonus.

**Suggestion Author**

@austere oak

**Approved by**

@paper bramble

#
**Remove the Requirement of having 1 Platinum in your inventory for the Bandit to move in**

Having the Requirement of having that platinum in your inventory Adds nothing, and It just serves as an annoyance, as you basically have to wait around with a Plat in your inventory for her to spawn. You can't do much without risking a massive loss of coins, so It ends up just being a waiting game. Most people already have a platinum by that point in the game, so Its just unnecessary.

**Suggestion Author**

@stable pagoda

**Approved by**

@paper bramble

tawdry condor
#
Give Yharon an enraged state similar to being outside the arena nados if the player is below the arena nados spawn

When some players fight Yharon they spawn the nados high up then fall below them so they basically become useless and won't interfere with the player, a greater punishment should exist for this cheese as this totally removes Yharons height enrage....So why not give Yharon an enraged state when the player falls below the Nados after a few seconds.

**Suggestion Author**

@solar jolt

**Approved by**

@paper bramble

tawdry condor
#
**Add craftable permanent versions of boss spawners that have nerfed/no rewards on boss kill**

One of the biggest flaws I see in Calamity is that there are so many different item options that ironically I feel discouraged to experiment, because the investment cost in time to make new gear (which you haven't adjusted to yet and will generally need multiple copies of the boss spawning item to get your practice in with) is a huge investment in time that may not even pay off. With bosses IMO being the far and away best content in Calamity I personally would rather struggle with old gear or steal someone else's build idea rather then first putting (generally quite a bit) of effort into making/farming the item, then farming materials for spawners on attempts I know I will die to because I'm not accustomed to the gear and normal content is not a good indicator of the gear's power. I understand that the majority of the annoyance comes from the cost and time commitment of making the gear but I don't see a good way to get around that. With permeant boss spawners already being in the game for some of the most difficult fights, I feel like this would be one of the quickest and easiest ways to at least alleviate some of the burden of experimentation.

**Suggestion Author**

@river steeple

**Approved by**

@paper bramble

tawdry condor
#
Add a new screen tint when the musical tracks shift in the supreme calamitas fight

When trying to convey a change of mood/pace in a boss fight like Scal’s, changes in visual and auditory environments are by far the best way to show it. As it stands, the boss fight stays in its usual, red-tinted armageddon kind of feel. The tracks that play tell a kind of story behind the bullet hell on the screen, and I think that could be helped with a change of visuals, since the music is already changing, i.e. “grief” could have a bluish tinge, and “epiphany” could have an orange one (based off of DM DOKURO’s Stained, Brutal Calamity music video)

**Suggestion Author**

@solemn kayak

**Approved by**

@weak cedar

#
**Bossfight Monoliths that are purely aestethical**

Add calamity mod monoliths, like the pillar monoliths in vanilla, they would serve no other purpose than just to change the screen tint, they would be useful for making themed buildings, they dont have to be called monoliths either, e.g: plaguebringer goliath monolith could be called something like "Plagued fog machine".

**Suggestion Author**

@desert sonnet

**Approved by**

@weak cedar

tawdry condor
#
**Make astral enemies not spawn in an Old One Army event**

The reason is normal enemies that spawn in normal condition in vanilla would not spawn in the OOA event. Astral enemies however, still spawn during this event. This is very bad as they can damage the Eternia Crystals without the player being aware of it. Players might use this biome for its unique screen tint and background for a new experience with this event.

**Suggestion Author**

@alpine gale

**Approved by**

@paper bramble

#
**Extend Ravager’s fade-in timer and make it spawn on the side of the player.**

Reason: Currently the beginning of the Ravager’s fight is rather unenjoyable mainly because of how he spawns when the player is using the Ancient Medallion. Upon spawning, the Ravager spawns on top of your character which gives you close to no time to dodge before it does its first attack with its claws, resulting into a cheap hit taken by either its claws or its body. Basically, what I am suggesting is that extending the Ravager’s fade-in timer to around 1.5 seconds and making it so that it spawns on the player's side instead of on top of the player will certainly make the fight slightly less frustrating and more fair towards the player since there will be no more cheap hits to worry about with this small change.

**Suggestion Author**

@hidden island

**Approved by**

@paper bramble

tawdry condor
#
**Restrict the Distorted debuff from the Slime God's Core to expert+ or rev+**

this debuff is extremely annoying and is a death sentence if you don't remember to grapple something to dodge the core, which most people aren't going to be able to do unless they have committed it entirely to muscle memory. Players in higher difficulty modes than normal have a far greater chance of actually being able to deal with this, and people who are new to the game and playing in normal just won't. It is also a debuff inflicted by an endgame enemy from vanilla, and considering how this debuff works, is just unreasonable to have on a boss that isn't even in hardmode.

**Suggestion Author**

@merry saddle

**Approved by**

@paper bramble

tawdry condor
#
Remove shark fins from the crafting recipe of seafood

Shark fins take forever to farm, as sharks are quite rare with all the new Calamity enemies in the ocean. Also, ??? often spawns, meaning you have to leave and then enter the ocean to despawn it. I farmed for shark fins for a long time and only got five. Please fix this by removing shark fins from the crafting recipe of seafood.

**Suggestion Author**

@high pawn

**Approved by**

@paper bramble

#
**The Auric Tesla Cuisses hover should be triggerable during flight**

The hover on the Auric Tesla Cuisses is really weird - you can only use it once your wing flight is completely depleted. It'd make far more sense if, instead of being something completely separate from wing flight, you could hold the down key while flying in order to toggle the hover (the same as how the hoverboard works). This would make the hover infinitely more practical to use.

**Suggestion Author**

@heavy wharf

**Approved by**

@paper bramble

tawdry condor
#
**Remove Revengeance Mode's 50% Cash Boost**

A large portion of content is exclusive to Revengeance Mode, including items, accessories, mechanics, and more that rewards the player especially during boss fights. Boosting money, however, is a massive outlier because of the following:

  1. It also applies to normal enemies which Rev does not change much.
  2. Money is known to be very easy to come across by Calamity players and this is partially why.
  3. Rev simply rewards the player enough already; the experience, the new benefits, money is the least of the corcerns.
**Suggestion Author**

@unborn willow

**Approved by**

@paper bramble

#
**Make wings flyable after dismounting**

when you mount and dismount, no matter if you have or have not used any of your wings flight time, it will immediately go to zero so you can only glide. Change it so even after dismounting and you can fly based on how much flight time you have left for convenience sake.

**Suggestion Author**

@velvet berry

**Approved by**

@paper bramble

tawdry condor
#
**Increase player respawn delay in multiplayer (rev+)**

(Specifically while a boss is alive) In multiplayer, if a player were to die during a boss fight, the player’s teammates could keep the fight going for just long enough that if they were to die, someone else would respawn and take their place. This ends up feeling like a cheesy strategy in higher difficulties such as death mode, so increasing the length of time before respawning from 30 seconds to around 45s - one minute (rev and death respectively) could prevent boss fights from dragging on in this way.
Additionally, to avoid having to wait an extra 45 seconds after a boss has despawned, the respawn timer could be automatically set to 5 seconds after a boss has successfully despawned.

**Suggestion Author**

@balmy jay

**Approved by**

@paper bramble

#
**Add a post DoG bullet that is crafted from Cosmilite Bars.**

The reasoning for this is to give a bit more bullet variety in post ML. At that point in the game, you'll always most likely go for Holy Fire Bullet, which isn't bad per se, but it's just post ML variation of venom bullets.

**Suggestion Author**

@wise radish

**Approved by**

@paper bramble

tawdry condor
#
**Sentinels Tier is Overcrowded, cut it down**

Currently, the post-Providence, Pre-DoG tier is overcrowded. With 5 bosses, (Storm Weaver, Ceaseless void, Signus, Polterghast, And Old Duke) There's just too much stuff there. Moving some of that to other places in post-ML would help the progression feel more smooth. And that's not even Considering the Bloodstone Refights, which, if counted, Bring the total up to 8 bosses. Compared to the rest of Post-ML which, at most, has 2 bosses per Tier, Sentinels just has so much more. Note that If you count Polterghast and OD as their own tier, things look less crowded, but I personally do not

**Suggestion Author**

@stable pagoda

**Approved by**

@paper bramble

#
**Remove contact damage from the True Eyes of Cthulhu**

The True Eyes current function is mainly to use their projectiles attacks to attack the player. The main reason the player would ever take contact damage from them is because they randomly ram the player when repositioning for their next attack. Removing the contact damage would eliminate possible cheap deaths from the ramming as well as from when the True Eyes spawn.

**Suggestion Author**

@summer comet

**Approved by**

@paper bramble

tawdry condor
#
**Give Calamitas a Post-Providence drop.**

Of the three Hardmode bosses that can drop Bloodstone post-Providence, Calamitas is the only one to not have a Post-Providence drop. Giving her a drop would increase consistency across these three bosses, instead of her simply serving as a Bloodstone farm.

**Suggestion Author**

@unborn ore

**Approved by**

@paper bramble

#
**Remove Clonamitas' splitting lasers and add a variety of spells which she can use during the actual fight (i.e. after the fakeout) as part of her attack pattern.**

(Ideally, her brothers could be given spells as well, but that's a topic for another time, methinks.)


As of right now, Clonamitas is not a particularly memorable fight --- her movement and attack pattern both heavily mimic that of Retinazer with very little actually setting her apart, and her brothers aren't exactly terribly interesting either with both taking quite a few pages out of Spazmatism's book. Given the fact that the Twins are literally part of the tier right before Clonamitas, this isn't really healthy for the fight both in terms of teaching the player and in terms of engaging the player. Going off of what we know about the wicked witch of brimstone, we can only assume that she possesses a huge arsenal of spells with which to obliterate her enemies...so would it not make sense, then, to give Clonamitas spells of a similar nature? Introducing a variety of new, more fitting attacks to spice up the fight (and removing the splitting lasers, which arguably do not fit thematically at all) would help to set Clonamitas further apart from the other opponents at her tier and provide a lot more opportunity for the fight to become more interesting to the common player.

**Suggestion Author**

@sour hornet

**Approved by**

@paper bramble

#
Increase the speed with which the devil summoned from wearing the demonshade armor throws his trident

Currently he misses it a lot (during boss rush with fast bosses) which makes him being a minion feel kinda pointless

**Suggestion Author**

@lean vigil

**Approved by**

@paper bramble

tawdry condor
#
Fix the trick/glitch that makes a vanilla boss not to spawn naturally by Saving and Exiting .

This is a kinda coward and unreasonable move to do. Maybe change that for Death Mode and Rev mode only, so things can actually be hard and inescapable.

**Suggestion Author**

@mighty cave

**Approved by**

@paper bramble

tawdry condor
#
**Lift the Abyss' air pocket restriction at around endgame.**

Abyss is a nice biome to have around, and characters aren't some kind of gods who can breathe in Abyss indefinitely. Having the air pocket restriction removed around endgame lets players build around the Abyss freely without worrying losing health when touching them good oxygen.

**Suggestion Author**

@wise radish

**Approved by**

@paper bramble

#
**Replace the Defense from the Cobalt, Obsidian and Ankh shields with a slight damage reduction increase.**

The amount of defense on both of these shields (1/2/4 respectively) is practically useless at the stage you get both of them, and is only there as something slightly extra. Having a small amount of damage reduction on these shields would be far more useful than the miniscule defense increase they currently have.

**Suggestion Author**

@merry saddle

**Approved by**

@paper bramble

tawdry condor
#
**Shorten Slime God's distorted effect**

Right now, when Slime God's core hits, it gives the player the distorted effect, more or less stopping their vertical movement. The core is able to hit the player again before the effect stops, resetting the time, creating a feeling that you have to no-hit the boss to beat it, with Slime God seemingly getting cheap hits, which, towards the end of the fight, easily kills the player. This might be just me being bad at the game, but that how it seems to work. Of course, implement it as you see fit.

**Suggestion Author**

@willow rock

**Approved by**

@paper bramble

#
``Lower the amount of reaper teeth from abyssal crates, and increase the amount that the sharks themselves drop``

Currently, fishing is the much easier and faster way to obtain reaper teeth for their respective items. Killing reaper sharks is not only more time consuming, but harder, and less reliable. Lowering the amount or rate crates give them while heightening the amount the sharks themselves drop would single out fishing and killing the sharks as more equal ways to get the teeth. (E.X. fishing would give less, meaning it may take longer, but less effort)

**Suggestion Author**

@copper olive

**Approved by**

@paper bramble

tawdry condor
#
**With bosses in multi-player, make it target players that have not died yet. and once every player dies once, the boss despawns.**

In multiplayer, people can just keep respawning until the boss dies (except in iron heart). I feel like this is almost cheating, cheesing your way to victory. A solution would be to have the boss target the players who haven't died yet, and maybe have the players who died deal like a 1/3 less damage, and have attacks against those player deal double damage, but continuing as if the player wasn't there. This would allow players who have died to still play and feel helpful, but doesn't allow for as effective cheesing, since the players who haven't died should be taking most of the hits, and be actually fighting the boss. When all players died once, the boss would despawn, and hopefully stopping the cheese.

**Suggestion Author**

@willow rock

**Approved by**

@paper bramble

tawdry condor
#
**Make it so that Prioritizing an Enemy with a Summoner Staff Makes the Summon(s) Only Ever Attack the Prioritized Enemy and Doesn't Return to the Player**

Summoner is a great 'utility' class almost, as it lets you focus on other things while your minions take care of any enemies. However, it suffers somewhat in actual combat because it's very difficult to get your summons to do what you want them to. Managing your summons is a large part of summoner, but the prioritization feature just doesn't feel that impactful, so much so that it's almost impossible to notice unless you look it up on the wiki. Summons often just get distracted by other enemies or the prioritized enemy is just a bit too far away. If summons completely ignored other enemies while prioritizing one, didn't come back to the player, and did nothing but try to attack that enemy while prioritized, it would partially fix the control problems that summoner has and allow for a more direct impact on what your summons do, which is very helpful for things like the Moon Lord fight.

**Suggestion Author**

@gaunt birch

**Approved by**

@paper bramble

#
**Give the Eidolon Wyrm and Colossal Squid more drops.**

The Reaper Shark is currently the most beneficial abyss miniboss to grind, as it gives Reaper Teeth and two extra weapons alongside Valediction, The Reaper and Deepsea Dumbbell, for rogue players compared to the one/two weapons given by the Colossal Squid And Eidolon Wyrm respectively. Giving them new drops, be it extra weapons, accessories, or another material, would further incentivise grinding these minibosses alongside the Reaper Shark.

**Suggestion Author**

@spring breach

**Approved by**

@paper bramble

tawdry condor
#
**Make Weapons not Consume Rogue Stealth Unless Performing a Stealth Strike and not Get Stat Bonuses from Stealth**

Stealth right now is almost fundamentally flawed, as it's essentially just a yes or no question. Either waiting for stealth strikes is going to deal more damage, or it won't. Most of the time, the extra amount of damage it deals is barely more than just spamming, so it's almost never worth going for. Making it so the player would just gain stealth whenever they have a chance to stay still and then get rewarded with a high-damage stealth strike once they fill the bar would make the mechanic a lot more dynamic overall and add more reward to the risk/reward.
Also, for those wondering about the Sylvian Slasher, I don't see why having the inability to perform a stealth strike and not consuming stealth wouldn't be irrelevant.

**Suggestion Author**

@gaunt birch

**Approved by**

@paper bramble

tawdry condor
#
**make juvenile eidolon wyrms more aggressive**

As it stands if an eidolon wyrm spawns in the fourth layer of the abyss, juvenile of course, you almost have free passage to the terminus shrine, this could be fixed by giving juvenile eidolon wyrms the same hostility as a collossal squid or reaper shark, as in it aggros if you go too close OR hit it, this would make abyss exploration a bit more difficult.

**Suggestion Author**

@pine talon

**Approved by**

@paper bramble

tawdry condor
#
**Make waterwalking toggleable for boots**

so I can step in and out of honey without having to go through the trouble of adjusting myself above two blocks of honey then press the down key. You would say why not use bubble blocks? Because honey in bubble blocks slow you down even more compared to dipping in and out while running straight

**Suggestion Author**

@velvet berry

**Approved by**

@paper bramble

tawdry condor
#
**Buff Blissful Bombardier and heavily buff dazzling stabber staff**

The Blissful bombardier is relatively underpowered and is only really useful at taking down void because of the aoe and armoured storm weaver because it aims at the tail. Other than that this weapon is almost useless and the dazzling stabber staff is way more dissapointing, doing very little dmg, bad aim and being very slow. There are 0 situations u can use this weapon post moonlord. These 2 are very bad weapons compared to stuff obtained at similar stages and even stages prior.

I suggest a dmg buff to the bombardier but dazzling stabber needs a complete change from what it currently does.

i tried some dmg tests with the blissful bombardier and dazzling stabber staff(no adrenaline), bombardier took 4 minutes to kill weaver with 10k dps in 2nd form. elemental blaster took like 2-3 with an average of 15k dps. other ranged weapons were around 12k. void was actually quite nice killing it in about 2 minutes. other ranged weapons didnt do so well except seadragon which reached similar dmg and time. signus was also meh, blaster took like 1m 45, while bombardier finished at like 2 minutes 10 seconds.

dazzling stabber staff however really sucks. i only recorded dmg instead of time and god it was bad it barely hit storm weaver reaching only 8k dps, axe on the other hand reached between 15-20k dps on weaver 2nd form. axe did way better against all 3 sentinels, dagger does like 8k if and only if it can hit cause it misses a lot, 2k dps on signus while axes reach 5 to 6k and plague jets reach even up to 12k.

**Suggestion Author**

@calm depot

**Approved by**

@paper bramble

tawdry condor
#
**Make stealth recharge rate for rogue not based on movement, only time from last attack**

I've been playing with the Rogue improvements mod, and I've found it's the only way one can actually get use out of stealth with the class. It removes the requirement of standing still in order to have the max stealth charge rate (It also makes stealth strikes stronger, but I think starting with making the recharge rate constant and fast enough to use while still allowing dodging would be best). Having to stand still in order to charge stealth at an efficient rate feels bad, but simply holding on to your attack for 3 seconds in order to charge up an ultra powerful stealth strike with bonus effects is the way to go.

**Suggestion Author**

@wintry basalt

**Approved by**

@paper bramble

tawdry condor
#
**Add a Fargo's-style ring around Providence to highlight the area that you start taking damage (if she is keeping that mechanic in the upcoming update)**

Currently, it is very hard to tell when you are going to be shredded by the debuff that is inflicted when you go too far from her. Often I take 150+ damage before realizing that I am taking it at all, and that is not counting the fact that I have to take the time to return, as it most likely occurs when she is stationary. So having a simple ring of outwards-floating particles (not like the true eyes from fargo, but similar) would give me good visibilty when I hit that limit. This is rendered even worse since I have been playing an Armageddon run, and since I am not concentrated on my health whatsoever, I have died multiple times from it.

**Suggestion Author**

@knotty hill

**Approved by**

@paper bramble

tawdry condor
#
**Amplify Calamity stat bonuses of hover wings whenever the player is hovering.**

Currently Calamity only adds 1 pair hovering wings out of 9 basic ones, Hadarian Wings. Hover is an interesting mechanic for wings, allowing you to lock your altitude at will in exchange of faster horizontal movement midair, which is usable in quite a lot of cases. To make hover a bit more entertaining in the mod, it would be nice for hover wings to have amplified stat bonuses while hover is active.

For example, Vortex Booster grants 3% increased ranged damage and 7% increased ranged critical strike while wearing Vortex Armor. When the player is hovering with the Booster, one of the bonuses can be amplified during hover, say its damage bonus.

It would make hovering a lot more useful all around, considering its rare occurrence amongst wings.

**Suggestion Author**

@wise radish

**Approved by**

@paper bramble

tawdry condor
#
**add a special background to the brimstone crag**

Right now, the brimstone crag has the same background as the rest of the underworld, and because of that, its difficult to know when you're really inside of the biome, there's the music, but for example fighting the brimstone elemental, when the biome is small it can be really hard to notice if you are fighting the enraged boss, as the music of the biome isnt playing, so you cant really notice if you're out of the biome. Adding a different background will help you know if you're inside of the biome, and will help when fighting brimstone elemental inside of it, also improving the biome's visuals as it would be more calamity themed than the current underworld background.

**Suggestion Author**

@feral wedge

**Approved by**

@paper bramble

tawdry condor
#
**Making more explosives**

We all know of bombs and dynamite, but is that it? You can get dynamite before you even fight any bosses, and it can't blow up many hardmode materials. I'm suggesting adding explosives exclusive to hardmode and post moon-lord. This would make it easier to clear the dungeon for more space, or just blowing things up faster in general, like a Plantera arena.

**Suggestion Author**

@full forum

**Approved by**

@paper bramble

tawdry condor
#
**Rage meter buff**

Rage is a great addition, but the amount of time you need to spend on it to actually get it in early game is abnormal, specially if you're not playing melee class, whilst its not a giant damage boost, the buff I'm saying about would be something in terms of where, if you die, you lose only, lets say 50% of rage, or/and maybe make it a bit easier to charge such as dealing 5 damage with a true melee weapon fills it up by 10.

**Suggestion Author**

@iron vine

**Approved by**

@vague flame

tawdry condor
#
**Remove Calamity's current confusing "diminishing returns" DR system and instead make all of Calamity's DR effects multiplicative.**

For example, if one effect reduces damage taken by 10%, the next effect in the calculation chain then reduces the remaining 90% of that damage rather than the base number.


Tanking in Calamity has historically been an all-or-nothing deal. You either spec into it 100% and take virtually no damage thanks to regen out the ass and defense + DR stacking, or you only have some of it and it really doesn't matter because the damage you take is perpetually hella high anyway, particularly in the later parts of the game. Additionally, the current system often means that any DR-increasing items don't actually give the damage reduction they claim to, which can greatly confuse newer players. A change like this would effectively solve both of these problems at least to a point, making damage reduction in particular most effective to gather when only a few effects are used and ensuring that DR-related promises on item tooltips aren't misleading to the player.

"But Thomas, how will I explain this new system to the player? Aren't these new multiplicative setups still confusing?"
I'm glad you thought about asking.
X% increased damage reduction
becomes
Reduces damage taken by X%; this effect is multiplicative
This is MUCH easier to explain to the player than a formula which really requires looking at the wiki to understand as it's much harder to express in-game. It's simpler, easier to comprehend for the player, and easier to manage for the devs. Eveybody wins..

**Suggestion Author**

@sour hornet

**Approved by**

@paper bramble

#
**Make boss buffs later in progression more significant**

Currently, bosses which get buffed later in progression, such as Calamitas post-Providence, are incredibly easy. The bosses are simply not able to pose a threat because their attacks are balanced around the player having all the gear they would normally possess during the original fights, but they are very simple to avoid with everything you have access to post-buff.

In terms of changes to fix this, adding attacks would be an effective way to mix up these fights. If that's too much of a commitment, even small changes such as speeding up some of their attacks would make a big difference

**Suggestion Author**

@austere nymph

**Approved by**

@paper bramble

#
**Change the Elemental Quiver. **

Right now, the Elemental Quiver is very misleading as an accessory: a) it's a quiver, an archer accessory, and b) it requires a material that is specific to bow users, the Magic Quiver. This would all be fine, except for the fact that Elemental Quiver is a full ranger accessory, not just for archers, meaning that it can be potentially confusing for non-archer rangers.

There are a few solutions to this:

  1. Make the Elemental Quiver an archer accessory only by giving it bow/arrow-specific buffs, and then create new accessories for the other ranger subtypes.
  2. Change the name, sprite and crafting materials for Elemental Quiver so that it resembles a full ranger accessory, rather than an archer accessory.
**Suggestion Author**

@timber acorn

**Approved by**

@paper bramble

#
Give Deathmode PBG access to its minion spawn

Currently PBG summons minions during the first 50% of its health in Revengence mode before going into P2 to which it fires nukes instead.
In Deathmode PBG Instantly starts in P2 skipping the minion phase which actually leads to Revengence PBG being more difficult to work with than Deathmode PBG since the minion adds another thing to worry about, Giving Deathmode access to its minion again will make the deathmode battle more of a challange, Maybe even buff it with some unique ability or just leave it as it's Revengence self.

**Suggestion Author**

@solar jolt

**Approved by**

@paper bramble

#
**Make Xeroc Wings require luminite, and give them stats similar to the other lunar wings**

Xeroc Wings currently are basically just lunar wings that are a lot easier to get, and you can get it as soon as you start the lunar events. This makes no sense as Xeroc Armor requires luminite to craft. These wings also invalidate all other wings you can get at a similar tier because its just better than all of them, so if it was changed it might make players want to use wings other than Xeroc, because why would you ever use Fishron wings or the Hadal Mantle when Xeroc Wings exist and are arguably even easier to get?

**Suggestion Author**

@merry saddle

**Approved by**

@paper bramble

#
**Lower the mana cost of the Ethereal Subjugator**

The Ethereal Subjugator currently only costs 10 mana, but because it's a minion that takes up half a slot, combined with the fact that you are generally going to have at least 14-15 minion slots by the time you are using it, that 10 mana cost stacks up incredibly fast, and you generally have to wait for your mana to recharge to finish summoning them, even with the maximum amount of mana upgrades. This is incredibly annoying because as a summoner you generally don't have mana regen accessories or potions on, so you have to wait for 5 seconds minimum for it to recharge enough to finish summoning them all. lowering it even by just 2 points would eliminate this issue.

**Suggestion Author**

@merry saddle

**Approved by**

@paper bramble

tawdry condor
#
**Rework Daedalus Armor**

Daedalus armor is a generic armor option for all classes which is obtained after defeating cryogen, the first Hardmode boss. However, a generic armor option simply isn’t needed for all classes except for summoner and rogue. This is due to the ore armor sets that are in a similar place in progression. Adamantite and titanium (due to the nerf) act as generic options for all three classes, as does hallowed armor, obtained only a little bit further on in progression. Another generic ore armor simply isn’t needed. To solve this issue, give Daedalus it’s own specialization so that it’s a more distinct armor, or drop it for the classes that don’t need it. Possible niches include movement and glass cannon, as palladium covers survivability.

**Suggestion Author**

@dire anchor

**Approved by**

@paper bramble

#
**Decrease the amount of time it takes to summon the Midnight Sun UFO**

The Midnight Sun UFO is the meta weapon for summoners to use against Supreme Calamitas, and may become the meta weapon for Yharon once Saros is nerfed, however it is held back by its incredibly long wind up time due to the lasers it summons from the sky before summoning the UFO. Summoning the UFO before the lasers are summoned from the sky would allow it to retain its recast utility as well as making resummoning less of a hassle for those that opt to use it.

**Suggestion Author**

@warm estuary

**Approved by**

@paper bramble

#
**Decrease the amount of time it takes to summon herrings**

The herring staff is the summoner meta against the Ebonian and Crimulan Slime Gods, however before every fight, it takes a solid 15 seconds to finish summoning all of your herrings before starting the fight. This is particularly pervasive in the case of herrings due to the use time of the weapon being on par with other summons available at the same time, and exacerbated by the fact that herrings only consume half a minion slot. My solution to this is the decrease the use time of the herrings by at least half to keep it on par with other minions at the same point in progression

**Suggestion Author**

@warm estuary

**Approved by**

@paper bramble

tawdry condor
#
**Make Heart of the Elements Components Focused On a Single Stat**

Within Heart of the Elements, 4 of them summon elementals only, 4 sprinkle in some stats, and 1 doing both.
What the latter 5 have in common in terms of stats is that there's a sprinkle of 3% damage seemingly out of nowhere, where it could solely just be "only mobility", or "only health", or "only defense", etc.
This causes the stones to be unfocused as a sole accessory and not really that far off from the stereotypical "boost everything" accs, which makes them less unique.

TL;DR make stat stones unique. give them each a singular, themed stat instead of an amalgamation of stuff.

**Suggestion Author**

@unborn willow

**Approved by**

@paper bramble

#
Make so that only Rogue weapons can consume the Rogue stealth.

Sometimes when you are about to fight a boss in early game, you want to have a minion to help you out a little bit. But when you do, your stealth meter resets and you have to wait until it refills it self in order to deal a bit of extra damage in the start. Well, it's also called Rogue stealth.

**Suggestion Author**

@mighty cave

**Approved by**

@paper bramble

tawdry condor
#
**Make it so that the minions you were using when you died resummon themselves upon respawning**

It gets extremely annoying having to resummon your minions when practicing a boss or even just fighting a boss. The problem is only exacerbated by the fact that some summon weapons have an extremely low use time. It's also a headache to sort out your minions if you were using a particularly complicated minion setup, so changing it so that the minions you had active when you died resummon themselves would be far better than how it is currently.

**Suggestion Author**

@merry saddle

**Approved by**

@weak cedar

tawdry condor
#
**Make Corrupted/Crimson mud in the Jungle once it gets corrupted.**

If your Jungle gets corrupted, it’s impossible to cleanse it. Making mud turn evil would fix this problem, making the Clentaminator able to cleanse the mud back into pure mud. Even if this is in other mods, it would be a nice QOL change and would fit with Calamity being intended as a standalone mod.

**Suggestion Author**

@crisp magnet

**Approved by**

@paper bramble

tawdry condor
#
**Increase Vesuvius' drop chance**

I know it's a Legendary Weapon, and Legendaries need to be annoying to get, but, Betsy appears at the end of the OOA event, and Vesuvius has a 1% drop chance..see the problem? Nobody's gonna do OOA 100 times just to get a weapon that can be replaced after a boss or 2.

**Suggestion Author**

@calm rune

**Approved by**

@paper bramble

tawdry condor
#
Add a boss spawn that spawns Betsy

No one wants to fight OOA to get to the drops from Betsy so I think it'll be a good change of pace if we had a boss spawn that summons betsy because its a pain to grind for betsy drops if you need to complete the OOA event again and again. Make this spawner available only after you've defeated a tier 3 OOA event at least once.

**Suggestion Author**

@lean vigil

**Approved by**

@paper bramble

#
**Make Rage increase with attacks from all classes within a certain distance**

Even though Rage can be used by all classes, it's mostly available to Melee, since you mainly increase Rage with melee strikes (unless you have the Heart of Darkness, but it'd be nice to be able to have Rage be viable without taking up one or more accessory slots). Since mid-to-late game, Rage increases by about 10 per melee strike, you could make attacks within a 5 block radius increase rage by 6, and attacks within a 10 block radius increase rage by 3, for example. Rage is an interesting mechanic that rewards you for getting up close and personal, and works as a good counterpart to Adrenaline, but I feel it would be better for Rage to be useful for all classes. I still think it should be more powerful for melee- since they're attacking from close range and are dealing true melee strikes, they will get a bonus of 3 to 6 to the Rage meter. I feel this is a good compromise- all classes will be rewarded for either dodging more and attacking from afar, or staying nearby, taking hits, and dishing out heavy damage. However, since melee is generally a bit weaker than other classes, and it's hard for melee to obtain adrenaline, they get a minor increase to how quickly their Rage meter will fill up.

**Suggestion Author**

@hazy bone

**Approved by**

@paper bramble

tawdry condor
#
**Give Lihzahrd Chests weapon loot (or good loot in general) and add Lihzahrd Crates.**

Currently the Temple by itself is just washed out Dungeon, with not much of actual loot in the Chests (Solar Tablet and its fragments don't really count). Giving Lihzahrd Chests in the Temple actual loot would make it worth scouring for, instead of going straight to Golem.

The Temple Crates would be useful to mitigate chest RNG provided, and to give another way to collect Solar Tablet and its fragments. These Crates would have the same loot table as buffed Lihzahrd Chests, with adjusted drop rates.

**Suggestion Author**

@wise radish

**Approved by**

@paper bramble

tawdry condor
#
***Rework the Daedalus Crystal***

Reason for this suggestion: Currently, the aforementioned armor set minion feels quite bland. It's effectively a reskin of the Leaf Crystal from vanilla, with the only real difference outside of the visual aspect being that it inflicts Frostburn. Making it actually have unique effects would help make it stand out and would possibly help make it more than just an occasional 100 damage every few seconds. It could possibly even make combat more varied by making the player have to employ new strategies to effectively utilize its projectiles.

**Suggestion Author**

@barren berry

**Approved by**

@paper bramble

#
**Add some hardmode vertical movement alternatives to wings**

Reason: The bundle of balloons is the only accessory alternate to wings when it comes to vertical movement, yet it’s obtainable pre-hardmode. This makes vertical movement rather stale in hardmode as your only real option is wings, especially with the other buffs calamity gives to wings on top of their superior movement. Despite adding pre-hardmode wings I don't feel like they're imbalanced due to the other great options added by calamity, such as the snow ruffian glide, sulphurous armor double jump or the statigel increased height + double jump, so it would be nice to see the same breadth of options in hardmode.

The problem is exacerbated with the defiled rune activated, which I know is supposed to act as a challenge but still doesn't escape the lack of options given to players. Perhaps if there were more options available more people would see a defiled run as a serious, appealing mode rather than purely a challenge run and nothing else.

(Now I know we're not supposed to make specific suggestions but I simply can't stop myself from bringing up how cool it would be to combine the elementals with double jump accessories, such as eye of the storm + cloud in a bottle/balloon or pearl of enthralment + tsunami in a bottle/sharkron balloon).

**Suggestion Author**

@finite raft

**Approved by**

@paper bramble

#
Buff and rework shadow armor.

Shadow armor is in a very odd spot currently, offering alright defense, a fairly situational melee boost, and a weak set bonus. The melee speed boost is most useful for true melee users, but with molten becoming the true melee armor, there will be even less reason to use shadow. The 15% increased movement speed from the set bonus sounds good, but in reality the movement speed does little in 1.3 terraria, only increasing acceleration slightly. The armor also lacks a role and purpose. It seems it was intended to be a speedy armor, but the stats don’t help much with that.

**Suggestion Author**

@dire anchor

**Approved by**

@paper bramble

#
Making the split effect of the Elemental Quiver toggleable.

Reason: The Elemental Quiver is an essential item for ranger playthroughs and the split effect might affect the performance of players with low-mid end PCs rendering the game a slideshow, other than that the excessive projectiles on screen might distract you and "obscure" per say your view.

My suggestion is to make it work similarly to the Heart of the Elements, where if you toggle the visibility you get a little boost to your stats but effectively lose some of the extra damage you could get from the split effect of the Elemental Quiver.

**Suggestion Author**

@formal basin

**Approved by**

@paper bramble

#
**Make Golem's head not hurt you 3 seconds after detaching**

You get basically hurt if you are standing to his left after head detaches, this can lead to very cheap hits (and deaths if arma is on) due to his head ramming you at insane speeds to position itself. This would make the fight more fair and not having to be in certain positions to not get hit.
Vid shows example of Golem head killing me when transitioning phases
Another example: https://cdn.discordapp.com/attachments/516928309058076672/738584199404978206/Terraria__Judgement_Clay_2020-07-30_21-28-08_Trim.mp4

**Suggestion Author**

@tacit arch

**Approved by**

@paper bramble

#
***Make it so that lava slimes no longer drop lava when they die.***

Lava slimes are one of the most common enemy's in hell and most people build their WoF bridge out of wood and so while your doing anything in hell you're sure to encounter a lava slime that will just tear up your bridge. Its not really adding anything its just a pure annoyance.

**Suggestion Author**

@lament notch

**Approved by**

@paper bramble

tawdry condor
#
**Make it so all vanilla changes from Calamity mod are toggleable**

the modded experience was always about looking forward new content to explore, to keep the flame going and one great of a fuel is mixing and matching mods together to get a very VERY long and fun playthroughs.
for the longest times Calamity had so many balancing issues regarding vanilla, as the mod grew bigger and bigger it had a huge influence over your modded playthrough, and it become almost mandatory to make changes to the core game to keep calamity from collapsing on itself. well many may disagree with these changes; example: any softcap EVER, i think they should be kept and made toggleable for the appeal to everyone.

**Suggestion Author**

@sour bone

**Approved by**

@paper bramble

tawdry condor
#
**Underground Astral Infection needs more reasons to be explored**

the only things I can think of at the back of my head were Hive Pod, Astralachnea Staff and Starbuster Core each having a 14.29% chance to be dropped by 3 respective enemies in the Astral Infection after defeating Astrum Aureus. There are ONLY 3 types of enemies in the Underground Astral Infection and they are pretty easy to kill nonetheless, making it no challenge to get the weapons mentioned above and overall really underwhelming. Underground Astral Infection could need a little more reasons to explore around, maybe a mini event or more variety of enemies that could use some inspiration from normal underground enemies.

**Suggestion Author**

@velvet berry

**Approved by**

@paper bramble

tawdry condor
#
**Make the borealis bomber autofire**

Reason: Almost every other summon weapon autofires except the one which you have to use actively, which causes problems such as my hand hurting. Maybe it's supposed to be a drawback but I think there's a better way to add a drawback than "you have to suffer to use this weapon". Like idk, make it fire slower or do less damage if you really think it's OP, tho I don't really think it is.

**Suggestion Author**

@broken token

**Approved by**

@paper bramble

tawdry condor
#
***Add a recipe for Bloody worm food with true shadow scales and vice versa***

When you make a world and get to the point where you fight perferators or hive mind there is no easy way to fight the other one unless you make another world which is silly seeing as if you want a drop from one of them then you cant. And even if you didnt want the loot you still are missing out on a whole boss.

**Suggestion Author**

@lament notch

**Approved by**

@paper bramble

tawdry condor
#
**Make Sun Bats only appear on the Surface layer/Space layer, or in the Temple.**

Sun Bats are the only enemy that drops Essence of Sunlight and are located underground. It doesn't really make sense thematically for them to be there, since they're sun bats. If you moved them to the surface, that would make more sense for them, and it would be consistent with the other enemies that drop Essence of Sunlight. Additionally, the Jungle Temple could be a good place for them, simply because Golem also drops Essence of Sunlight.

**Suggestion Author**

@spiral mica

**Approved by**

@paper bramble

tawdry condor
#
__**Add a config to switch between difficulty modes being toggleable/craftable and being one-use like they were before**__

This would give players a fail safe for if they wanna go through with a playthrough on a particular difficulty, but don't trust themselves not to back out immediately when the going gets tough. Rather than simply clicking an item and being done with it, this would make the process of trying to turn these modes off into a long and arduous one, forcing them to think it through on whether they really wanna give up or not. Given how long mods take to load, this simple change would definitely give them enough to to do that.

Edit: Arma and Defiled have QoL uses in addition to their challenge potential. They could be given a separate toggle to allow them to be used this way without sacrificing the commitment to a certain main difficulty. Iron Heart could be thrown in with either set or even given it's own toggle depending on how it functions in the new update.

**Suggestion Author**

@wanton radish

**Approved by**

@paper bramble

tawdry condor
#
**Add more to the Brimstone Crag, and make it generate under the Abyss.**

The reason that I'm suggesting this is that the Brimstone Crag has very little reason to visit multiple times, as it doesn't stretch very far in any world and the only real reason to be there is for essences of chaos, which can be farmed exceptionally quickly on any one visit with a zerg potion and a chaos candle (at the time essences of chaos become a necessity, these are available), meaning that you never need to make many trips there regardless. However, perhaps it could function similarly to the Abyss, if it were to stretch out further towards the edge of the underworld and become more and more dangerous as it went on, having better and better items and materials, but stronger enemies would start spawning and perhaps there would be environmental hazards to stop any player from cheesing the enemies. Additionally, if it were to generate under the Abyss, players would find it extremely difficult to mine straight to the edge of of the Crag, at least without a tier of equipment needed to traverse to the bottom of the Abyss. This way, the Brimstone Crag could become a far more relevant and interesting area, rather than just being a patch of the underworld with some more shadow chests, charred ore and an optional boss.

**Suggestion Author**

@sly junco

**Approved by**

@paper bramble

tawdry condor
#
**Make Lore Items a toggleable ability rather than an item that you have to hold**

I understand that the lore items being actual items is perhaps a counter to their potentially 'overpowered effects' but I think a lot of their effects would be good to toggle off and on for convenience sake ie: being able to toggle whether or not cysts/voodoo demons spawn in their respective biomes rather than having to reach into a piggy bank and use up an inventory slot in your probably already full inventory for the corruption/underworld lore.

Also since you have to beat bosses to even get these lore items, you have already earned the skill, and most of these skills come with drawbacks to having them on already, so making them not take up inventory space to me would be more quality of life than cheesing the game. Perhaps by having the same original lore item drop from the boss but then having it be a consumable that grants you the ability to toggle the ability of said lore item on and off afterwards

**Suggestion Author**

@umbral yew

**Approved by**

@paper bramble

tawdry condor
#
**Allow sharpening station to work with rogue weapons**

This would make it consistent with flasks, since they can also be used with rogue weapons while originally being only for melee. This would add a buff station for the rogue class, if only temporarily, to increase consistency with the rest of the classes.

**Suggestion Author**

@outer cosmos

**Approved by**

@paper bramble

#
**Make the Eater of Worlds always drop its own lore and the corruption lore, even in crimson worlds, and same for Brain of Cthulhu in corruption worlds.**

Currently, if you kill both of the main evil bosses in the same world, then you will only get lore for the boss that matches the world evil (i.e. only getting Crimson lore from a Crimson world), which doesn't match with the lore of the Hive Mind and Perforators (getting each of their lore, regardless of world lore). On top of that, if you kill the Eater of Worlds first when you're in a Crimson world, he will drop the Brain of Cthulhu and Crimson lores instead of the ones he should drop.

**Suggestion Author**

@spiral mica

**Approved by**

@paper bramble

tawdry condor
#
Clentaminator solutions should be sold all the time

Make it so that the steampunker sells all solutions(but deep blue) all the time not just in certain biomes

It would make it much easier to make arenas so you don’t have to move the steampunker to the biomes like for a Providence arena you don’t have to move the steampunker to buy the solution. Also if you have a biome that is really small it is hard to get the steampunker to even sell the solution.

I don’t think it would change anything in a negative way and it would help remove an not needed annoyance

**Suggestion Author**

@cobalt snow

**Approved by**

@paper bramble

tawdry condor
#
**Replace True Shadow Scales and Blood Samples in the crafting of Teratoma and Bloody Worm Food to Shadow Scales and Tissue Samples respectively.**

Fighting Hive Mind or Perforators is a giant hassle before you ever beaten them, due to the nature of naturally spawning cysts. Forcing a boss spawn with naturally spawning mobs before beating them is generally a bad idea, as it can make the attempts a lot more tedious than needed.

Replacing one of the materials of their summon items would make attempts and farming these two bosses a lot more convenient and easier if you haven't beaten them. The only boss I've seen them done like this is Polterghast, and it's a pretty good idea in my opinion.

**Suggestion Author**

@wise radish

**Approved by**

@paper bramble

tawdry condor
#
**Make the Biome Lore Entries drop from the Xth enemy defeated in that biome, rather than a boss from that biome.**

Right now, The Biome lore Entries get overshadowed by the lore Entries for the bosses they drop from. The way they are written, it seems to imply that these are Yharims thoughts about each biome, So it doesn't make much sense for them to drop from the bosses. Instead, they could drop from the Xth enemy defeated in that biome (Not sure how many would be appropriate). None of the Biome entries have any Significant combat effect, so it should be fine to have them drop like this

**Suggestion Author**

@stable pagoda

**Approved by**

@paper bramble

tawdry condor
#
**Make a Discord Bot redirect people from help channel to other mod talk channel when other mods than calamity is mentioned**

The help channel is chaotic enough as is, and becomes even more so when people start using it for discussing other mods, having a discord bot pick up on the most common ones like thorium or alchnpc by word recognition and a cooldown (to avoid itself spamming it) and then redirect people to other-mod-talk, I think this would help keep help chat more clean and easier to read for people needing help with vanilla or calamity in general.

**Suggestion Author**

@unborn ermine

**Approved by**

@paper bramble

tawdry condor
#
**Add some more dart based weapons/ammo**

Currently the calamity mod only adds 1 dart based weapon, the charged dart blaster only craftable from the vortex pillar. It would be nice if the smallest sub class in the game would get some love as these weapons are kinda useless and you would never go out of ur way to get them and renders the ammo useless. While star based weapons in calamity arent also the most represented, they upgrade continuously throughout the game with star cannon ex > starfleet > starmada making them more unique, fallen stars are also used more instead of just ammo to make man stars and other mana consumables. Dart based weapons have basically nothing going for them

**Suggestion Author**

@calm depot

**Approved by**

@paper bramble

#
**Rename Gelitic Blade to Geltic Blade**

This is a great opportunity to give a reference to a Celtic sword, which the blade resembles. Both swords taper towards the middle and are larger toward the end, and have hilts that are pommeled. (although there are some completely straight Celtic swords as well.) This rename gives the weapon a bit more personality as it references to a real life sword.

**Suggestion Author**

@vapid badge

**Approved by**

@paper bramble

tawdry condor
#
Make it so that the astral star drops to the ground even when there are platforms above the dungeon side of the world

There's been instances where I made a giant platform across the whole world for easy travel pre hardmode, but when I beat the WoF the astral star didn't spawn. This makes things kinda frustrating because I had to use cheatsheet to add the astral biome. So I think platforms in the sky shouldn't be able to block the star from falling/spawning

**Suggestion Author**

@lean vigil

**Approved by**

@paper bramble

tawdry condor
#
**Rename the main mod to be "Calamity Mod (Main)" or "Calamity Mod (Base)" instead of "Calamity Mod (No Calamity Music)"**

The current naming system may be confusing for some people, because for a full experience you have to download both the "no music" mod and the "music" mod, which kind of implies that all of the mod is contained in the "music" mod, which is not the case. It is mentioned in the description of the mod that you have to download both mods for the full experience, but I imagine that only a very low amount of people actually read the description before installing the mod.

**Suggestion Author**

@sturdy oar

**Approved by**

@paper bramble

tawdry condor
#
**Remove Rage/Adrenaline buff indicators.**

Right now, when you activate rage/adrenaline, they have their own buffs which pop up on your buff bar. However, this is problematic/not ideal for a couple reasons.

Firstly: with the amount of buff potions that Calamity adds, combined with the extra stationary buff items such as Drunk Princess' candles, plus taking into account things like mount, summon and armor set bonus buffs as well as boss debuffs, it's likely that a player will reach/get very close to max buff count. This means that using rage/adrenaline will delete some of your buffs, which is obviously not ideal.

The other reason is that they are redundant to the rage/adrenaline meters. The meters have their own sounds that play when they are full/when they are being used, which means that the player should always know when they have these buffs active/ready to be used anyways. Plus, they're easier to see than a small buff icon, which means that these buff icons are redundant because the rage/adrenaline meters serve the exact same purpose and are easier to find during a fight.

Essentially, for these reasons the rage/adrenaline buff indicators should be removed in favor of just using the rage/adrenaline meters.

**Suggestion Author**

@timber acorn

**Approved by**

@paper bramble

paper bramble
#

In 2 days (August 4th, 2:00PM EDT) the Star ⭐ requirement for suggestions will be raised from 170 Stars to 240 Stars.

The stars don't stop coming!
It was only about 2 months ago when we raised the star requirement for suggestion delivery from 120 to 170, but the amount of voters kept rising, and now over 60% of posted suggestions are getting delivered.
To prevent the devs from getting inundated with suggestions and allow them to focus more on the suggestions that do get through, we have decided to once again raise the star requirement, this time from 170 to 240.
(Based on statistics, this would put us at roughly the same delivery ratio as when we first raised to 170.)

Thank you for your active participation! See you in 48 hours.

tawdry condor
#
Idea: Have the Blade of Grass, Amazon, and Thorn Chakram shoot poisonous stingers at nearby enemies on hit.

Why? I think this would be a good idea as it would give you a reason to use them. There are a good amount of weapons that you would use rather than these, like the Burnt Sienna, Redtide Sword, Cnidarian, Urchin Spear, and the Seashell Boomerang.

**Suggestion Author**

@proud oriole

**Approved by**

@paper bramble

tawdry condor
#
**I have an idea: I feel like Victide Armor should give you longer water breathing abilities in places other than the Abyss, this could also make damage taken by the water in the Abyss lower.**

This would not be an extremely gamebreaking change, but I feel like it would be able to create easier ways to explore the map early game. This could result it the number of bars to craft the armor going up, or other changes to balance it out.

**Suggestion Author**

@silent sorrel

**Approved by**

@paper bramble

#
||**rework wulfrum battery to make it a way to access energy cores without having to travel to the edges of the world**||

||currently, all that wulfrum battery does is give a 7% damage boost to summons. Although this may seem useful on paper, because of rounding, it barely affects summons at all for the time you use it. Perhaps, it could be reworked into a consumable item that gives you an aura around you, similar to the wulfrum pylon's aura, that supercharges nearby wulfrum enemies for a short amount of time. Currently, the only way to get energy cores (an essential ingredient in wulfrum armor) is by going all the way to the forests on the outside edges of the world. And on large worlds, doing this can actually be harder than just doing Desert Scourge and making victide armor. As such, there should be a way to get energy cores without doing this, to make getting wulfrum armor viable.||

**Suggestion Author**

@peak peak

**Approved by**

@paper bramble

tawdry condor
#
||**make summons not automatically target wulfrum pylons, unless you right-click them**||

||you're supposed to stand near a pylon to have them supercharge wulfrum enemies, but if you have summons, your summons just end up killing the pylon in the process, getting you one energy core, but wasting the pylon's potential. Making summons only target them when the player specifically tells them to would fix this issue while still making it possible for a summoner to kill the pylons.||

**Suggestion Author**

@peak peak

**Approved by**

@paper bramble

tawdry condor
#
add the botanic, cosmilite and silva toilets

i am suggesting this because crafting the ||auric toilet|| out of chairs doesn't make sense. like, how do you turn chairs into a toilet?

**Suggestion Author**

@crimson iron

**Approved by**

@paper bramble

#
**Add a vanilla crafting recipe for the Extractinator**

Due to the Extractinator being a piece of furniture which can produce several other rare items needed for other items (like diamonds for Spirit Glyph), it is quite useful especially in this mod. Unfortunately it is quite rare to find and cant be crafted. Could this be given a vanilla crafting recipe?

**Suggestion Author**

@unborn ermine

**Approved by**

@paper bramble

tawdry condor
#
||**Add more quotes relating to Draedon's tech to the Sea King or other town npc**||

||Currently, there's no way for the player to know that the Draedon tech actually exist. There's also no hints about how to turn off the turret unless you seek external help, which would leave many player confused. As the guide of the mod and the ancient sea king, he should receive more quote mentioning Draedon's old laboratory, as it then makes sense both lore wise and gameplay wise.||

**Suggestion Author**

@waxen blaze

**Approved by**

@paper bramble

tawdry condor
#
||**Rename the Wulfrum Hood**||

||Since the Wulfrum armor was resprited in this update, all of the armor pieces look completely different. However the names of these items were not changed which lead to the Wulfrum Hood retaining a name that does not fit the items sprite, which is clearly is not a hood. So, I would suggest renaming the Wulfrum Hood to the “Wulfrum Visage” or something similar to that. ||

**Suggestion Author**

@oblique vapor

**Approved by**

@paper bramble

tawdry condor
#
**||make rusted and normal lab plating blend together||**

These two blocks are great for building but if I wanted to make a more run down wing of an area it would be nice it if looked like the place was kinda out of shape in that area and it was normal entirely at a point, short suggestion, minor change overall, but a nice thing for builders

**Suggestion Author**

@pine talon

**Approved by**

@paper bramble

tawdry condor
#
Add some more aggro-increasing effects on melee armours/helmets

There are not many armours with this function, and it helps out a bit in multiplayer when playing with a melee and a less tanky class like a mage. This is perhaps not necessary in pre-HM where classes are less distinct in stats but starting from hardmode it would be nice if melee armours and helmets increased aggro to have melee characters be able to fill out their tankier role a little easier.

**Suggestion Author**

@orchid flicker

**Approved by**

@paper bramble

tawdry condor
#
**Nerf the damage-boosting accessory modifiers (Jagged, Spiked, Angry, Menacing).**

These modifiers, especially Menacing, give bonus percentage of pure damage bonus, which is stupidly beneficial compared to other options in almost every situations. In fact, Menacing simply trumps literally every other accessory modifiers man has ever known (at least in vanilla and Calamity).

Nerfing these would open up a lot more options for accessory modifier variety ||(and to an extent, giving the new stealth regen modifiers a chance)||, instead of just Menacing, Menacing, and Menacing.

**Suggestion Author**

@wise radish

**Approved by**

@paper bramble

tawdry condor
#
**Buff/rework the Bloom Stone to make it more useful...and move it to Plantera's drop pool.**


The Bloom Stone, as a semi-rare drop from the Plaguebringer Goliath, has always been somewhat underwhelming.
It has an aura of damage that nobody actually uses because you don't use the Bloom Stone by itself (and also because you can literally just use a summon and get basically the same effect but better), and the arbitrary 3% damage bonus it gives is basically worthless thanks to the already disgustingly-high damage bonuses on every other piece of gear at that tier. The ability to grow random dye plants on grassless dirt and flowers basically everywhere else (for bait) is really the only thing the Bloom Stone has ever been legitimately useful for ||(and even then, the newly added Plaguebringer armor set, specifically the shoes of said set, do this exact thing and more for basically no higher cost)||.
With virtually all of its niches being rendered obsolete by other effects around the same tier, most people would just recommend a straight buff and leave it at that. However, logically speaking, it may be worthwhile to also consider moving it to Plantera's drop pool, allowing it to be used a bit earlier on and thus perhaps be a bit more useful even in its current state, along with such a change being thematically appropriate.

**Suggestion Author**

@sour hornet

**Approved by**

@paper bramble

tawdry condor
#
**Give the Aquatic Scourge some form of telegraph when it's about to perform its rev+ spin attack.**

Aquatic Scourge's spin attack can sometimes be an annoyance, being able to catch the player inside the circle or swifty kill the player with its head. It requires the player to actively be aware of the time from the last spin or always keep their distance, which can be difficult considering its speed and the other projectiles to keep track of. A telegraph or indicator for when AS is about to spin would help the player acknowledge when to get out of the way more easily while dodging its volley of projectiles. ||Perhaps something similar to Storm Weaver's charge's telegraph, as it will serve as another element for the player to keep an eye out for.||

**Suggestion Author**

@spring breach

**Approved by**

@paper bramble

#
Adjust the stat boosts of either Vital Jelly or Aero Stone so that overall Aero Stone ends out as the better of the two

Right now, Vital Jelly grants 20% increased movement speed and 24% increased jump speed, while the Aero Stone grants 10% increased movement speed and 20% jump speed. Aero Stone also gives a 3% boost to all damage, which is incredibly insignificant due to the low base damage of early game weapons and overall not worth having over the better mobility stats of Vital Jelly. When comparing the two, Aero Stone is a ~10% drop from DS, while Vital Jelly is a drop from a pre-boss enemy. Aero Stone should be overall the better of the two since it’s a rare boss drop. Solutions of this would be to buff Aero Stone’s mobility boosts, nerf Vital Jelly’s mobility boosts, or buff Aero Stone’s damage to be of a significant amount.

**Suggestion Author**

@wraith horizon

**Approved by**

@paper bramble

tawdry condor
#
**Increase the spawnrates of Atlas's Near ||The Astral Monolith||**

There is really nothing implying that you need ||a drop from an Atlas to Spawn Deus||. Increasing the Spawnrates of Atlas's near the ||Monolith|| draws a connection between the two, which will help less wiki-Reliant players figure out how to summon ||Deus||.

**Suggestion Author**

@stable pagoda

**Approved by**

@paper bramble

tawdry condor
#
**Adjust the rewards of extra difficulty modes.**

The new rewards would be as follows:
||- Iron Heart: Now boosts rare item drop chances and enemies drop 50% more cash.||

  • Defiled Rune: Now multiplies Treasure Bags dropped from bosses.
  • Armageddon: Now significantly boosts Legendary item drop chances.

||Currently, Iron Heart serves purely as a challenge, with no tangible rewards in store. This change would simply make Iron Heart at least worth to be looked upon, now that it's reworked and is an actually interesting challenge. Additionally, since Iron Heart affects yourself all the time instead of just against bosses, the new proposed reward would fit better than Defiled Rune (which currently has this reward), as it challenges the player on farming enemies or events.||

Multiplying Treasure Bags would be a much better reward for Defiled Rune, since the difficulty only really matters in boss fights, and other conditions, like farming enemies or events, aren't much affected by the difficulty change provided by Defiled Rune. The difficulty's effects may need to be adjusted a bit so it's more detrimental against Pre-HM bosses, where wings don't exist most of the time.

Having much better chance of getting a Legendary item would be a good reward for mastering bosses by no-hitting them, which is what Armageddon challenged you with. This change needs to come with a change in how Legendary items drop: Make them all drop from the boss themselves instead of their bags to avoid players cheesing the legendary drop boost with Treasure Bags.

**Suggestion Author**

@wise radish

**Approved by**

@paper bramble

tawdry condor
#
Change the coloring on the Silva Wings to better reflect the Effulgent Feather color.

Seeing as the Effulgent Feather is a significant crafting material in the wings, it can be assumed the wings themselves are being made from said feathers. That being said, the feathers are a golden-yellow color, so the wings should reflect that by having the "wing" color be golden-yellow and the other part be green.

**Suggestion Author**

@limpid wagon

**Approved by**

@paper bramble

paper bramble
#

The Star (⭐) count required for suggestions to be delivered to the Dev Server has now been raised to 240.
(Any suggestions made (and/or posted in #suggestions-posting) prior to this message will still only require 170 Stars.)

tawdry condor
#
**Item that if placed in your inventory transfers all money to piggybank, (or whatever storage you use).

This item would not effect the game in any negative way, and I feel would just be a convenience to players, and would just save time, but not take away from the game at all

This would allow you to take money out and put back in your inventory if desired, and still allow money requiring npcs to move in.

Important Clarification:This will only vault picked up coins, coins already in the inventory will not be transferred

**Suggestion Author**

@silent sorrel

**Approved by**

@paper bramble

#
Adding an upgrade to the Elemental Blaster

I love the Elemental Blaster. It's my top priority for early post Moon Lord weapons, as it doesn't consume ammo and does a decent amount of damage. Sadly, unlike it's other fellow Elemental weapons, this one doesn't upgrade in the future. So it would be nice to see an upgrade to this weapon so that way it won't become a "one and done" deal and just leave it alone, unlike its fellow Elemental weapons which all get upgraded later in the Post ML section of the mod.

**Suggestion Author**

@lucid yoke

**Approved by**

@paper bramble

#
**Add a Bind to Dismiss Summons**

Summoner lacks a form of swift combat, which is only made up for by summoning at cursor position. The only issue is that you have to manually click the small icon, in the farthest place possible, next to all of the other icons which if clicked can put you at a major disadvantage. The tedium of having to constantly click the little icon takes away precious attention, which in a bullethell circumstance is a major disadvantage. If you were to press a bind to do the exact same thing, you would eliminate the focus required, make summoner more viable, and remove the risk of losing buffs.

**Suggestion Author**

@final folio

**Approved by**

@paper bramble

#
**Bloody Worm Scarf/Amalgamated Brains Should Require Additional Crafting Ingredients**

Currently, the Bloody Worm Scarf and Amalgamated Brains accessories require a hardmode anvil to craft: this doesn't make much sense, seeing as the ingredients are obtained pre-hardmode. Of course, this for balancing reasons, but it would seem odd to have it not actually require anything from hardmode - adding additional crafting ingredients (cursed flames/ichor, and/or souls of night) would make it feel more like a hardmode recipe to fit the crafting station.

**Suggestion Author**

@heavy wharf

**Approved by**

@paper bramble

#
**Remove Chaos State's hardcap, but make it damage the player for 1/3 of their HP when they force a teleport**

Reason: The hardcap completely restricts the player from using RoD when Chaos State is active. Although this is arguably understandable for having the RoD balanced during bossfights, this also restricts people from simply expediting their movement in some circumstances. Examples include: During exploring and farming. In my opinion, the hardcap during these instances is more of an annoyance than a balance feature.

To make it fair, I propose to have Chaos State hurt the player for a third of their HP while keeping its 10-second duration. The punishment would maintain the impression that the debuff is an authoritative limitation, but at the same time would give people the freedom to force a teleport should they think it's a fair trade for the punishment they would get.

For example, during bossfights, the punishment will make forced teleports a last resort, only to be used during circumstances where dodging is impossible/tanking an attack will result in death.
When exploring around, players who want to travel more quickly would be able to, albeit costing them some of their HP.

**Suggestion Author**

@versed dew

**Approved by**

@paper bramble

tawdry condor
#
**Add the Clockwork Assault Rifle to the recipe of the Clock Gatlignum**

It doesn't really make sense for the Clock Gatlignum to have Clock in its name, gears visually present on the sprite, and even fires in 3 round bursts, yet not even have the Clockwork Assault Rifle in it's recipe. The gun shouldn't be too hard to get as you receive it from Wall of Flesh, and the Clock Gatlignum is way past that point in-game.

**Suggestion Author**

@paper summit

**Approved by**

@paper bramble

tawdry condor
#
||**Improve wulfrum armor to be on par with victide**||

||Reason: with the new change to wulfrum needing the cores from the pylons and the pylons being a rare spawn, wulfrum is now completely worthless to try and get when you can just get victide instead. ||

||I suggest buffing wulfrum to be at least on par with victide, or maybe treat Wulfrum like Jungle armor where it's a bit stronger for putting in the effort to get it. I feel this would help make Wulfrum armor feel less pointless, cause right now it's just not worth farming for at all due to it basically being locked behind a rare spawn.||

**Suggestion Author**

@pliant holly

**Approved by**

@paper bramble

tawdry condor
#
**Add an option in the config sttings to keep the Sentinels phase of DoG, even after first defeat.**

Personally, I enjoy the sentinels phase of DoG, IMO it adds to the fight as a sort of interlude between phases 1 and 2. However many people do not like this phase, so perhaps it could be like how DoG currently is when off, and when turned on the sentinels phase would stay, even for DoG refights.

**Suggestion Author**

@knotty hill

**Approved by**

@paper bramble

tawdry condor
#
**Add a config to enable the Death mode Biome Environmental changes in other modes**

Right now, The environmental changes to add realistic (Somewhat) environmental effects (Lightning, Detrimental effects From the underworld heat, ETC) are only available in deathmode. However, some people want these effects without the numerous AI, Damage, and Boss changes, and Difficulty Increases that come with deathmode. Considering that overhaul is fairly popular, there's certainly a demand for this sort of thing.

**Suggestion Author**

@stable pagoda

**Approved by**

@paper bramble

tawdry condor
#
||**Change the summon damage penalty from the current 50% to the former 25%.**||

||The current summon damage penalty is too high, as it makes trying to multiclass with summoner cripple your dps, making multiclassing impossible for summoners. The former summon damage penalty allowed you to use other class weapons if you desired, but also gave you good reason to go only minions. In fact, due to the damage penalty combined with the reward for holding summoners weapons, it was considered optimal to not use off-class weapons. In addition, the current penalty makes many armors, such as astral armor and the old ones army's armors, much worse by making their minion boosts insiginificant if you use other weaponry. It also makes the old one's army event incredibly difficult as non-summoner, due to your sentries being incredibly weak.||

**Suggestion Author**

@dire anchor

**Approved by**

@paper bramble

#
Change the Life Crystal's recipe by removing the bones and replacing them with blood orbs or anything else that is obtainable in early game.

Life crystals are early game items that can be collected easily by going underground and in caverns. Also i said blood orbs because they have the word blood in them with makes sence since a heart has blood in it(well yeah, no shit).Or something else that is obtainable in early game but not that easily.

**Suggestion Author**

@mighty cave

**Approved by**

@paper bramble

#
**Optimise Providence's HolyBlast Projectiles to have better visuals**

When a holyblast touches a tile or dies out, it pops out of existence, leaving a few other, much much smaller projectiles.
In my opinion, this is kind of anticlimactic, since the huge fireball is absolutely massive in size, yet when it dies the combined quantity of fire it's projectiles spawn is way lesser than the one of the HolyBlast.

So, i suggest granting it visuals to tell the eye where all that flame went, what i have in mind is an explosion of big fire particles, so it's not as anticlimactic, maybe also decrease the size of the HolyBlast, so we have less mass to have to work with after the projectile is dead

At it's current state the projectile feels kind of akward to watch, so i feel like applying theese modifications to it is necessary to make it appear more realistic and polished

**Suggestion Author**

@proven ruin

**Approved by**

@paper bramble

tawdry condor
#
**Give Skeletron a short time of invulnerability right as he spawns, either by talking to Old Man or using Clothier Voodoo Doll. Skeletron wouldn't be able to deal damage in this brief time.**

The reason this came into my mind is to give Skeletron's spawning a fairer start. Right now you can get slapped by his head or hands right as he spawns on top of Old Man (or Clothier to a lesser danger).

**Suggestion Author**

@wise radish

**Approved by**

@paper bramble

#
**Add a very early pre-hardmode summoner accessory that adds an additional minion slot**

Pretty simple suggestion given summoners don't really get much in the minion slot increases that aren't coming from armor in pre-hardmode. So simple suggestion of an accessory that increases minion slots by 1 that would be obtainable between starting a world and Desert Scourge/Sunken Sea.

**Suggestion Author**

@covert osprey

**Approved by**

@paper bramble

#
**Have the "On Fire!" debuff provide Cold Protection in Death Mode and provide immunity to the chilled and frozen debuffs**

Just an idea for a niche thing that might never come up, but it would be cool for the player to stumble on things facets of being On Fire; it would only make sense that being on fire would make you immune to freezing in a Blizzard.

**Suggestion Author**

@austere oak

**Approved by**

@paper bramble

tawdry condor
#
**Make the cosmic viper engine uses bullets**

The tactical plague engine uses bullets which is an interesting quality for a summoner weapon but also changes up how you can use it as different bullets are good for different reasons. The cosmic viper engine is an upgrade to the tactical plague engine but just gets rid of the bullet feature the tactical plague engine had.

**Suggestion Author**

@hushed gull

**Approved by**

@paper bramble

#
**Move Astral Armor to Post-ML**

Right now, Astral armor is made Irrelevant after 1 boss. If you fight Astrum Deus at its intended place in progression, the Next boss you will fight is the moon Lord. and After that, you get access to the Lunar armors, which are much better than Astral Armor. My suggestion is to Add luminite to Astral Armor's Recipe and Buff its stats so it works as a post-ML armor. This was you at least get a few bosses out of it as a Multiclass armor, before you replace it with Tarragon.

**Suggestion Author**

@stable pagoda

**Approved by**

@paper bramble

tawdry condor
#
**Remove Ancient Bone Dust.**


This material effectively does nothing that Bones cannot, aside from creating Calcium Potions, which completely invalidate several other later item effects anyway for no good reason (shoutout to Lucky Horseshoe becoming effectively worthless). It seems to just be a material that’s there for the sake of being there --- removing it would alleviate at least a small portion of the material bloat that currently plagues Calamity.

As an aside, since they're the one thing keeping this mat in the game right now, Calcium Potions can take something else, really, such as Bones. Alternatively, they can just be removed. It's all too easy to get a Lucky Horseshoe or similar nowadays. Everything else would just have the mat removed from its recipe.

**Suggestion Author**

@sour hornet

**Approved by**

@paper bramble

#
**Remove Ectoblood.**


This material really just serves to make getting an already pretty easy-to-farm material even easier to farm, and there is no other point to it past the crafting of Ectoplasm. If Ectoplasm absolutely needs to be easier to farm, some solutions could include allowing Dungeon Spirits to spawn naturally, allowing the enemies that would drop Ectoblood to (somewhat more rarely) drop Ectoplasm directly, or straight-up making more Dungeon Spirit-type enemies to drop the stuff.

**Suggestion Author**

@sour hornet

**Approved by**

@paper bramble

#
**Remove Maneater Bulbs and Gypsy Powder.**


These two materials are effectively just fancier-looking variants of existing materials (Vines and Butterfly Dust, respectively) that would fill the same role just as well. They just make things more complicated than they need to be, and the recipes that use them would be better off just using the pre-existing materials mentioned, or other Jungle materials introduced by Calamity.

**Suggestion Author**

@sour hornet

**Approved by**

@paper bramble

tawdry condor
#
**Nerf mana regen potions.**

Currently mana regen potions are so powerful that they make using mana potions pointless. Instead of mana management being interesting, most people just use their mana and then let it regen, just because it's so incredibly quick. You get all of your mana back in basically no time at all. To create more variety in the mage playstyle, nerf the mana regen potion so that the use of mana potions can compete with it.

**Suggestion Author**

@dire anchor

**Approved by**

@timber acorn

#
**Buff the defense of the melee hydrothermic variant.**

The melee version hydrothermic is obtained at the same point in progression as beetle armor, an armor that offers specialization in damage and defense from its two variants. With those niches covered, the hdyrothermic melee seems an appropriate set to offer a more generalist build. However, due to its lower defense (59), it is weaker than beetle scale mail, which is supposed to be specialized for dealing damage. To make it more effective as a generalist set, buff its defense to be above beetle scale mail.

**Suggestion Author**

@dire anchor

**Approved by**

@weak cedar

#
**ADD A PARRYING LIKE ABILITY FOR TRUE MELEE WEAPONS**

this addition will add more depth for any true melee weapon, parrying can be even be put in simpler early game weapons as it will make it worth while making them

the ability will go as followed: right clicking with a true melee weapon will give you the ability to parry an attack which will give you brief invincibility frames and ignoring the damage of the hit you would've taken, might reflect some of the damage aswell
example:Brand of the Inferno and give you a buff,
this buff can be unique and give all true melee weapons a personality example:like if the cactus sword could launch spikes when parrying

**Suggestion Author**

@sour bone

**Approved by**

@timber acorn

#
Remove the minion penalty from demonshade armor

Right now, as it stands, neither auric not demonshade feels powerful enough to be an endgame armor. Demonshade has 10 minion slots on its own but it feels like a waste because of the high minion penalty incurred when using other weapons. A lot of people (non summoners) opt to not craft demonshade at all because they don't feel like its worth upgrading after auric armor, but this change would 100% encourage more people to craft it and make it worth using too.

**Suggestion Author**

@lean vigil

**Approved by**

@timber acorn

#
**Make shrines 1 block wider**

Currently, shrines are 7 blocks wide and chest in them can’t physically be placed symmetrical that for me looks kinda messy. I think that this imperfection doesn’t quite fit the “concept” of shrines (being extremely rare and containing unique and powerful items). Making them 1 block wider will not do anything game-breaking but will make they look more pleasing to eye

**Suggestion Author**

@glacial cloak

**Approved by**

@timber acorn

tawdry condor
#
Add more non-class damage type weapons/add offensive summoner non-minion based weapons that boost minion damage on hit.

After playing around with the summoner class in calamity I found the viability of summoner early game to be staggering and it being surprisingly fun to watch summons tear apart enemies, however I always found myself and some friends using other weapons to feel like I was actually doing something other then dodging. Adding more summon damage non-minion type weapons that either boost minion damage or the players own movement speed/damage on hit, would make summoner a more fun class to play due to the offensive playstyle that terraria offers with other classes which is generally more engaging then the less fun dodging/defending playstyles that summoner usually occupies.

**Suggestion Author**

@woeful fern

**Approved by**

@sharp zinc

#
*Buff The Community to be a more noticeable improvement post-Yharon (at it's peak) over the Heart of the Elements*

The community is a legendary all around stat boost and the heart is a pre-ML accesory which has summons (comparison won't include them). This comparison is between a pre-ML accessory that doesn't scale and a pre-ML accessory that should scale to post-Yharon. If you disable the summons the stat boosts of the heart outbeats the community in multiple areas, however they are small differences usually, such as damage on comm at 9.5% and hote at 10%. On top of that the heart gives jump speed which post-moon lord is basically what you want. The few benefits the community have are -15% dot, life regen, crit chance, flight time and max life. However, the fact is has so little improvements post-yharon over a pre-ML accessory feels disappointing. The worst community boost by far is the minion knockback, its useless and I recommend changing it to something else, maybe jump speed or another more important stat, then also buff some of the stats 1% or 2% to just slightly beat out hote.

**Suggestion Author**

@zealous compass

**Approved by**

@sharp zinc

tawdry condor
#
**Non-summon class armor should inflict minion damage penalty, along with the current system of holding a non-summon weapon.**

Currently the minion damage penalty hurts summoners who use non-summon weapons more than (assumptively intended) non-summoners that take advantage of minions. The way the suggestion would work is that the minion damage penalty won't be applied if the player at least has a summon armor headpiece equipped. Multiclass / global armors (like early game ore armors or Omega Blue) won't be affected by this change.

This method of applying minion damage penalty and the current one (holding a non-summon weapon) can share the penalty's current value (50% as of 1.4.5), so that it'd be more punishing to use non-summon weapons and armor at the same time. This change is primarily intended for the minion damage penalty to affect non-summoners more than summoners themselves, as they already lack the bonuses to boost non-summon weapons.

**Suggestion Author**

@wise radish

**Approved by**

@sharp zinc

tawdry condor
#
**Change Hellkite’s recipe to use more fire- or Hell-related materials instead of Perennial Bars.**


This is really just a matter of thematics --- Perennial Bars don’t really fit as the main mat in a big fuckoff fire sword with Hell in the name which itself is an upgrade to, you guessed it, a fire sword.

**Suggestion Author**

@sour hornet

**Approved by**

@weak cedar

tawdry condor
#
**change the solstice claymore recipe**

i'm asking because as of right now, the solstice claymore uses 5 of each pillar fragment. i want that to be changed so it uses 5 galactica singularities, making the recipe more compact, whilst keeping all of the needed ingredients

**Suggestion Author**

@crimson iron

**Approved by**

@paper bramble

#
**Change the recipe of the Rusty Chest to be consistent with other chests**

Nearly all vanilla and Calamity chest recipes require some amount (usually 8) of a base material (wood, cactus, etc.), and then a couple of Iron Bars, or something similar (Eutrophic Chest requires Sea Prisms for example). But not the Rusty Chest, which requires a Chest, and 5 Sulphuric Scales. To be more consistent with other chests, the Rusty Chest should be crafted from some amount of a base material, such as Acidwood, and then a smaller amount of another material, such as Sulphuric Scales.

**Suggestion Author**

@blazing flicker

**Approved by**

@sharp zinc

tawdry condor
#
**buff dungeon tier loot**

Dungeon tier items outside of the cobalt shield and the shadow key sees zero use across the board because they are balanced around items like the muramasa, which is essentially a crafting ingredient. My proposal is to grant stat buffs to dungeon tier items to put them on par with abyss tier items, in order to both breathe life into dungeon tier items and to provide more options for slime god and wall of flesh

**Suggestion Author**

@warm estuary

**Approved by**

@timber acorn

#
**Add more class specific pre-hardmode armor sets**

In vanilla, the game saves the class specific armor sets until hardmode. I think it is a good idea to have more helmet-variant sets early in the game, however, having each class have a unique armor set adds a feeling of uniqueness and fun to the game. There are already multiple rogue-exclusive armor sets and a single ranged armor set in pre-hardmode, and it would make sense to include other classes in that repertoire.

I feel like modded items should generally incentivize being used over vanilla things of the same tier, else having that item in the mod would feel pointless. Overall, the vanilla armors are great, but having more modded armors for all classes would round out the early game so much more and make it more fun and unique to play.

**Suggestion Author**

@limpid wagon

**Approved by**

@paper bramble

tawdry condor
#
**Add a toggle for the graphic change when using invisibility/||shadow|| potions**

These potions are great for buffing rogue players, but make it so much harder to dodge, mine, build etc. as you can't see where your character is. Even from a cosmetic standpoint this is annoying as you can't see any of the armor or accessories your character is wearing, which some people spend a lot of time on. The player wouldn’t have to be completely visible, they could become transparent or ||become a shadow in the case of the shadow potion||

**Suggestion Author**

@finite raft

**Approved by**

@sharp zinc

tawdry condor
#
**make skeletron fightable more than once per night (24min cooldown)**

its such a struggle in death mode cuz you most likely need 10-20 or even more tries. its such a pain that i have to wait for the man to respawn AND wait the whole day out until i can challenge him again.

**Suggestion Author**

@rough stump

**Approved by**

@paper bramble

#
Add a new reaction for moderators in #suggestions_posting to indicate that a suggestion has a problem and the suggester has been pinged about it.

My candidate: ❗

This would allow mods to communicate easier with one another, even asynchronously, that the suggestion's problem is waiting on the suggester's end and is not a result of moderator laziness or miscommunication. It would ensure that problematic suggs get dealt with more efficiently, as any questionable suggestion without the reaction is prime material for pinging.

This would also serve to communicate that a suggestion has a problem and should not be approved, as opposed to a valid suggestion that was simply forgotten about and slipped into almost getting auto-deleted. This reaction would help differentiate between valid ready-for-approval suggestions and unfixed potentially-invalid suggestions.

Additionally, it could serve as an indicator to the poster of the suggestion that they should check their pings if they see the reaction on their suggestion, and show that the suggestion was not simply left in the channel to give time for feedback.

(And uhh also this reaction will make it so that I don't need to keep asking if suggs are valid every hour, because I'll know they're fine if they have no reaction. Please, I'm exhausted, help)

Lastly, this reaction could tie into the functionality of the bot. Suggestions with the reaction could be auto-deleted after 24 hours like normal, but suggs without the reaction (i.e. valid) could be immune to auto-deletion or even get auto-approved, so they never accidentally die from moderator negligence.

**Suggestion Author**

@paper bramble

**Approved by**

@timber acorn

#
**Make the sand from deathmode antlions, or maybe even all antlions not place**

Currently as it stands, antlions in deathmode aren't a big of a threat and them shooting tons of sand is fine, however, this sand is placed down which means early in the game when you cannot kill antlions fast enough, they can cover your arena in sand which takes a while to remove. Even in hardmode grinding in sandstorms for elementals in a bottle these pesky antlions will cover your arena up in sand. Having the sand not be placed would allow early game players to build desert scourge arenas with less pain and allow hardmode players to grind for elementals in a bottle without having to worry about sand.

One way this could be done is making death antlions shoot 1 placeable sand ball and then the others don't place.

**Suggestion Author**

@winged steppe

**Approved by**

@paper bramble

#
||**After defeating Nighttime Provi, let her drop both the Elysian Wings and the Elysian Aegis** ||

||As of now, the only reward you get for killing her is a dye. Although it's understandable that Nighttime Provi was meant to be a challenge, I think making it more rewarding won't harm the impression it gives. In fact, it may even encourage players to actually do the challenge, in favor of the rewards they will get.

My proposal is simple: Let her both drop the Elysian Wings, her Hallow exclusive, and the Elysian Aegis, her Underworld exclusive when you kill her at night. This means that players won't have to kill her again later to get the other exclusive. After all, she does both her biome-exclusive attacks at night, so this objectively makes sense to some degree.||

**Suggestion Author**

@versed dew

**Approved by**

@paper bramble

#
**Make Perfect Dark and Vein Burster, Leeching Dagger and Bloody Rupture, etc. not carbon copies of one another.**


Despite being dropped from two very different bosses, several pairs of Hive Mind and Perfs weapons are functionally identical and differ only in appearance. You’d think they’d at least have some statistical differences, but there are none. To make them differ from each other in statistics (as Shadowdrop Staff and Blood Bath currently do) and perhaps functionality (or even having more weapons unique to one boss, such as Aorta and Shaderain Staff) would make each set feel more unique.

**Suggestion Author**

@sour hornet

**Approved by**

@paper bramble

#
**Give Acidwood its own tile set and furniture set. To allow themed building, and extend the uses of Acidwood**

Currently Acidwood is a bit lacking in uses, only really used in a few weapons, and the any wood item group. however, Acidwood is kinda a outlier when compared to every other wood, including modded woods. it cannot be placed nor be made into its own furniture set. as a builder who really enjoys the sulpherous seas atmosphere and music, this kinda sets for my building urge when it comes to building themed houses. while yes, this wouldnt be something used by too many players, for the players like me who want to build in the sulpherous sea and make it look good, its something thats really needed. it would also give more uses for acid wood in general.

Pretty much im suggesting the addition of a Acidwood placed title. Acidwood workbench, chair table, lamp, candle, chandelier, candelabra, bed, toilet, sink, door, etc.

arguably rusty chests could be considered a part of the furniture set already.

**Suggestion Author**

@jolly flax

**Approved by**

@timber acorn

tawdry condor
#
**Rebrand/rework the Amalgamated Brain and Bloody Worm Scarf so that each one only takes stuff from a specific evil (i.e. one takes Corruption, the other takes Crimson).**


Right now, these two accessories are the epitome of “your starting evil literally does not matter”, because these two accessories literally require each other’s evils in some capacity or purchasing stuff from Dryad in order to be obtained. This messes with the theme of these accessories considerably, and changing them so that each one is centered around a certain evil would make the theme of them and their upgrades more clear.

**Suggestion Author**

@sour hornet

**Approved by**

@paper bramble

tawdry condor
#
**Remove the feature of various town NPCs selling alternate evil things.**


This really isn’t needed. It’s already entirely possible to obtain both evils in the same world and the player should at least have to put in some effort to get everything rather than having it all handed to them on a silver platter. This would help to encourage actually trying to work with what you have and would arguably make each playthrough much more interesting.

“But what about Bloody Worm Scarf and Amalgamated Brain?”
These items can be changed to not require both evils to be made, as their theming is hella wack right now anyway.

“But what about Panic Necklace and Band of Starpower?” (for Deific Amulet and Sigil of Calamitas, respectively)
These two in particular can receive crafting recipes to ensure they may still be obtained on any world. The rest, however, are unnecessary.

**Suggestion Author**

@sour hornet

**Approved by**

@paper bramble

#
||**Lower the volume of the Death Whistle**||

||Currently, the volume of Ravager’s summon item is quite loud and jarring. Lowering the volume of it would make it much easier on the ears because currently the sound is practically a loud screech that you hear every attempt at this boss.||

**Suggestion Author**

@summer comet

**Approved by**

@paper bramble

#
||**Make it so if you go out of the projectile range from yharon you'll burn similar to how provi burns you**||

||when you run away far enough from yharon when he's doing the BH attack the bullets will blow up before they get to you trivializing the whole BH, so I suggest that you have an effect similar to how provi burns you when you get to far away, and only have this happen while the BH is active and when you're completely out of range because he'll teleport to you before he does it anyway so you won't have the risk of randomly burning to death.||

**Suggestion Author**

@charred kernel

**Approved by**

@empty crane

#
**Make Grand Gelatin late Prehardmode instead of early hardmode **

Grand Gelatin is outclassed by most other accessories in it’s tier, not necessarily in power, but moreso in utility. For example, I wouldn’t give up wings, boots, or a horseshoe balloon for it. If it were shifted to late prehardmode, it would be more viable to use it. I suggest adding purified gel to the crafting recipe, but making it only require a regular anvil instead of a mythril anvil.

**Suggestion Author**

@night palm

**Approved by**

@empty crane

tawdry condor
#
**Add some rogue-specific buffs for wings**

Currently, there is only one set of wings that are specific to rogue; the ||exodus|| wings. However melee/ranged have 4 each (including frozen wings), and mage/summoner have 3 each. It would be nice if rogues were given the same level of options for wings. Using the correct wings to match your armor has a certain thematic/visual appeal that rogues almost entirely miss out on (aside from the hardmode ore sets that calamity adds for all classes). This would also help make the rogue-specific armor sets feel more complete, like the vanilla class armors do.

**Suggestion Author**

@finite raft

**Approved by**

@sharp zinc

tawdry condor
#
**Give Influx Waver a buff**

The logic behind this suggestion is simple. In vanilla Terraria, Terra Blade and Influx Waver are compared as being neck and neck despite IW being post-Golem as opposed to TB's post-Mechs, yes? Well even with Terra Blade being moved to post-Plant in Calamity, there's usually a massive boost in power between the two tiers in Calamity. But yet, Influx Waver still does the same amount of damage as Terra Blade. It is also massively outclassed by other weapons of this tier, so as such it should get a rather significant damage buff, or should be buffed in some other manner.
Tests against PBG and Fishron respectively: (tested until after using first adren for all weps with same loadout):
Influx Waver: 83%, 71.4%
Subduction Slicer: 78.7%, 62.1%
Fallen Paladin's Hammer: 78.8%, 51.4%
Hellfire Flamberge: 79.2%, 57.1%.
As you can see here, the difference is extremely visible for Fishron, and while not as much for PBG, the difference is still there.

**Suggestion Author**

@crimson gale

**Approved by**

@timber acorn

tawdry condor
#
**Change the tooltip of the godslayer inferno debuff**

Right now the tooltip of the godslayer inferno debuff is "Your flesh is burning off" which is a really generic tooltip and could be made better by making it something like "the fury of the cosmos immolates your soul" in comparison the tooltip for the holy flames debuff is "Dissolving from holy light" which is less generic than "Your flesh is burning off"

**Suggestion Author**

@hushed gull

**Approved by**

@paper bramble

tawdry condor
#
**Make Demonshade Armor more class specific**

Currently, demonshade armor is the only post supreme calamitas armor, although it only has one helmet. It does have a pool of stat bonuses for all classes, but in some circumstances, it is inferior to auric tesla, as auric tesla provides class specific helmets. My suggestion is to balance this armor a little more by giving it the class specific helmets that other helmets have, so that it IS the best armor in the game, and so that one class doesn't get unnecessary bonuses that they are never going to use, making it superior to auric tesla in more ways. Perhaps auric tesla armor could also be included in the crafting recipe. In conclusion, giving demonshade armor different headpieces would help with a large array of things.

**Suggestion Author**

@slim bough

**Approved by**

@paper bramble

#
||**Add a second version of the rusted pipe that is identical to the normal one but has a valve**||

||Pipes usually have valves in labs, you sometimes don't want the liquid to pass through, and on top of that, i think this would really add a lot to the look of the labs/lab builds.||
There isn't much to say, i just think it would be a nice detail.

**Suggestion Author**

@proven ruin

**Approved by**

@paper bramble

#
**reduce entropy's vigil minion i-frames a bit and increase the minion's movement speed of the entropy's vigil and optic staff**

optic staff got a buff that reduced iframes for slightly lower damage to compensate and it reached 2000 dps with armour and accessories obtainable pre mech bosses, when i got entropy's vigil it reached 1.3k dps and had similar issues being it barely hits fast moving enemy's/bosses. The reason for the reduction in i-frames is so that entropy's vigil can be superior to the optic staff as it is considered an indirect upgrade to it. And the reason for the minion speed buff is so that both of them can be viable for bosses, especially for optic staff so it can be used on bosses like aquatic scourge, destroyer and prime.

**Suggestion Author**

@calm depot

**Approved by**

@paper bramble

#
**Change the way Cnidrions move when they encounter blocks**

It pains me every time to see a cnidrion only for it to slowly ascend the ceiling and either despawn or slam down. Not sure how hard this would be, but possibly change them to prioritize going the actual direction of the player when they hit a block, instead of just shooting upwards.

**Suggestion Author**

@subtle badge

**Approved by**

@sharp zinc

#
**Decrease the sell price of Sky Mill**

Original idea: okkokko
Currently, sky mills sells for 2 gold. But with such a cheap recipe (50 stone, 2 star, 25 cloud & 15 rain cloud can make 5 sky mills which sells for 10 gold), the sell price seems way too high and would just make obtaining money overly simple.

**Suggestion Author**

@waxen blaze

**Approved by**

@timber acorn

#
**Add Melee Specific Armour Set(s)**

As of today, there are no armour sets completely specific to melee added by the mod. This means the melee player has a rather narrow path of armours which are viable for use, as many vanilla melee sets are somewhat underpowered or impractical when compared to the 'general use' calamity ones (e.g Daedalus or Hydrothermic). Adding specific armour sets would allow for more differentiations in playstyles, as the other classes already have (e.g adding an armour set which gives larger buffs to dps and has a triggerable set bonus but is more lacking in defence / damage reduction or vice versa).

**Suggestion Author**

@heavy bloom

**Approved by**

@timber acorn

#
**Make it so that deathmode eye of cthulhu and twins arent just *start in final phase and enter subphase 4* and *start at phase 2, enter phase 3 at 50%***

Eye of cthulhu and twins in death mode arent necassarily bad but i do think there should be a little more variety in the fight, eye of cthulhu just does the same 3 attacks being align with the player while summoning servants that basically dont do anything, charging horizontally and finally does its infamous chain dash attack, thats it. For the entire fight its just rinse and repeat making the fight insanely repetitive.

Twins enter phase 2 immediatly and dont really gain anything noticable changes besides spazmatism's shadowflame thrower. When they enter half health they begin phase 3 where both of them start to become more passive i guess u can say where retinazer starts dashing long distances while firing homing lasers and spazmatism starts using eye of cthulhu's chain dash while breathing homing fireballs and thats the 2nd part of the fight all the way until one dies and the other enrages where the other twin becomes much more relentless which is the only good part about the fight imo.

These bosses are just way too repetitive and should have something more to make the fight less of just sTaRts figHt iN fInAl fOrm AnD thAts It

**Suggestion Author**

@calm depot

**Approved by**

@timber acorn

tawdry condor
#
**Add LETSFUCKINGGOOOOO as an emote**

there's certain situations where the emotes already present in the server don't show as much emotion as LETSFUCKINGGOOOOO. adding this emote to the server, despite not being calamity-related, can help proliferate the convos in a gracious and powerful manner. https://cdn.discordapp.com/emojis/724485106256969759.png?v=1

**Suggestion Author**

@little socket

**Approved by**

@weak cedar

tawdry condor
#
**Buff/slightly rework bloodstained glove and its upgrades**

The bloodstained glove heals 1 hp heal per stealth strike which even in pre-hardmode doesn't offer nearly the best heal you could be getting. What could be done is buff the healing that it gives or, what I found more interesting, it could give the player a buff after each stealth strike such as increased damage, defense, or regen for a short amount of time. This would not only make it worth using and more unique but would also make the inherited effect from the bloodstained glove be usable by its upgrades such as the nanotech which atm doesn't really gain anything from the bloodstained glove beside a 1 hp heal which really doesnt do anything post moonlord.

**Suggestion Author**

@full quiver

**Approved by**

@weak cedar

#
**Drunk Princess selling Sake**

Due to the Drunk Princess selling alcohol I felt it'd be appropriate for her to sell Sake which would also give more viability to it since the only source of it in Vanilla is the Traveling Merchant, I think it should be more expensive from the Drunk Princess as to keep the Traveling Merchant selling it a "deal". It currently costs 5 silver from the Traveling Merchant.

**Suggestion Author**

@spiral iris

**Approved by**

@weak cedar

#
**Make Ravager not deal contact damage in its phase 2 whenever it leaps up and briefly during its aiming for a slam.**

Ravager is already a high-speed bouncy amalgam of...things. Often times when Ravager is under you, it can just yoink to somewhere above you and zip through you, dealing quite noticeable damage without a proper reaction time provided. This suggestion is primarily meant to make the slam attack slightly fairer, making it damage the player only for slam and most of its aiming time.

**Suggestion Author**

@wise radish

**Approved by**

@weak cedar

tawdry condor
#
**Change the slag magnums name to slagnum**

My reasoning behind this is simple. I think it'd be an easy change for the devs, and it sounds easier to say. It would also help the slag magnum fit in with other pun type named items like the porta bulb, or the calamitamini's summoned by entropy's vigil.

**Suggestion Author**

@woeful fern

**Approved by**

@timber acorn

tawdry condor
#
**Make an upgrade to the Zerg Potion**

While I understand that the zerg potion is already an upgrade to the battle potion, I feel like zerg just isn't enough. I want something chaotic, but not just for fun. Let's say I want to farm blood orbs and my only problem is not killing the enemies fast enough, but not enough enemies spawning. It would be amazing to have an onslaught of enemies attacking, and it would mostly be used for farming. Need to get shells for absorber? It took me a while when it really shouldn't. If we had a zerg upgrade, than farming would be both funner and more efficient. Of course, this wouldn't be useful for people who just killed DOG looking for seasonal energy because there would be too many buffed creatures, but if it's an event that they've already beat ages ago, then it would come in handy. It took me 4 goblin invasions just to get the first shadowflame (I was pre-ML). Bored once you've defeated the game? Why not use this zerg upgrade to taste the chaos of late game events? It would make the mod better overall by decreasing the "grind" factor nobody likes. While you might say that they have to earn these farmable things by using their time, it's only boring, and reducing the time spent farming has no negatives. Remember, this isn't just an increase for drop chances, but it provides a challenge too, your screen would be full of enemies, which means you have fun and get your desired item quicker.

**Suggestion Author**

@full forum

**Approved by**

@paper bramble

tawdry condor
#
Add a harpoon that fishes instantly

I know I'm kinda taking this idea from fortnite, but having something that instantly fishes up stuff rather than having to wait would be a nice quality of life item for fishing. You could add multiple harpoons with varying fishing power that catch better loot as the game progresses. The best justification I can give for this would be that this would make things a lot easier for everyone and would add more variety to a mechanic that has basically been the same since forever.
This sounds like it would be clearly superior to fishing rods, so the harpoon could be made consumable with only a certain number of uses when you craft it (20 ish sounds good). Another thing you could do is make harpoons have slightly lower fishing power than the fishing rods obtainable at the same point.

**Suggestion Author**

@lean vigil

**Approved by**

@paper bramble

tawdry condor
#
**Another item to have the Ocean Spirit act normally or Adjust Leviathan Lore to no longer have a penalty**

It's neat having a pet like the Ocean Spirit around.... if you're in water of course... and there isn't exactly many light pets that are cute like the Ocean Spirit "When it's awake" ... Problem is just for this one quality of life pet that looks much better than all the other ones in game IMO ... you are required to take a 8 defense penalty... Im sure most people would enjoy the pet much more if you didn't need to make the unnecessary cut to defense... and for sure enjoy it a lot more than a giant glowing eyeball or a simple ball of fire... So all i'm asking is... either remove the penalty of the Leviathan lore or change it to something less detrimental like health regain... OR... add another item that can be favorited into inventory that just makes the pet awake and move normally

**Suggestion Author**

@subtle finch

**Approved by**

@paper bramble

tawdry condor
#
**Add more/buff Mimic loot.**

The Philosopher’s Stone, Cross Necklace and Daedalus Stormbow are the only Mimic stops worth using at all, leaving the rest of the Biome Mimics completely pointless. Buffing current Biome Mimic drops, or adding new worthwhile drops would allow these enemies to serve as more than meaningless bloat.

**Suggestion Author**

@unborn ore

**Approved by**

@paper bramble

tawdry condor
#
**Add a classless weapon that inflicts Cursed Flame**

Now that Cursed Flames has a different effect from Ichor, an equivalent to the Golden Gun should be added so that classes that have no other way of inflicting it with on-tier weapons, especially summoners, can inflict Cursed Flame to help in late-game fights where the reduced DR can really help.

**Suggestion Author**

@crimson gale

**Approved by**

@sharp zinc

tawdry condor
#
||**Reduce the duration of Astrum Deus' burst protection (99% damage reduction for a few seconds after spawning) when it goes into phase 2.**||

||Due to the length of the worm being roughly splitted equally between the resulting 2 worms, Deus when entering phase 2 should have shorter burst protection, as they uncoil much faster than when it does at phase 1.||

**Suggestion Author**

@wise radish

**Approved by**

@timber acorn

tawdry condor
#
Add a version of the optic staff for EoC

Early game summoner is pretty challenging for players who are new to calamity, adding a staff like this could make that less so as well as making it fun for veterans players doing a new run. Since you can’t post Specific stuff here I’ll just say it could act more like the actual boss and leave it at that.

**Suggestion Author**

@exotic solar

**Approved by**

@timber acorn

tawdry condor
#
**Simplify the set bonuses for calamity armors.**

Calamity armors often have very complex and long-winded set bonuses, especially post-moon lord. This leads to the armors being less memorable, and makes it harder for the player to judge how good they are. Armors are most memorable when they have a single simple set bonus, instead of many smaller abilties, as the inclusion of multiple abilties makes the individual abilities feel insginificant. Having complicated set bonuses also makes it harder for players to judge how good an armor is, an they have many more factors to take into account. This problem is caused by two things, having stats in set bonuses for little reason, and by simply having too many boosts in the set bonus.

**Suggestion Author**

@dire anchor

**Approved by**

@timber acorn

#
**Rework auric armor.**

Auric armor currently simply combines the set bonuses of prior armors, adding very little of its own. This results in an armor that is overcomplicated and boring. Having the set bonuses of 4 armors, all of which have multiple components in their set bonuses, results in an armor that is incredibly confusing and hard to judge. The direct taking of set bonuses also makes auric much less memorable, as it offers nothing that you haven't seen already. The sheer number of set bonuses also serves to drag this armor down, as it has so many that bonuses that you don't notice any of the individual ones. To make this armor better, change it so it takes ideas from the previous armors while not directly copying the set bonuses.

**Suggestion Author**

@dire anchor

**Approved by**

@timber acorn

#
**Add a tribute item for Bumblebirb**

Bumblebirb was a very iconic boss due to certain memes and all, but was replaced by "The Dragonfolly" in order to seem more serious. While i'm all for the change, I don;t feel that Bumblebirb should be lost or forgotten, so I'm suggesting a tribute item to the boss. Bumblebirb was in a long time, and needs someothing. The tribute item could be a similar thing (such as "Birb staff") or something like a fossilized birb just to make bumblebirb live forever in a way. In conclusion, Bumblebirb needs a tribute, and that's all.

**Suggestion Author**

@slim bough

**Approved by**

@timber acorn

#
||**Decrease Anahita’s horizontal speed when she isn’t above the player.**||

||When Anahita ends her series of charges she occasionally tends to fly quickly horizontally as if she were above the player. However, this can lead to cheap hits if she isn’t above the player; this occurs most often when she ends her charges below the player, even more so when she's right next to them. Decreasing her horizontal speed when she isn’t above the player will help prevent these cheap hits, and won’t remove much danger from the fight.||

**Suggestion Author**

@spring breach

**Approved by**

@timber acorn

tawdry condor
#
Nerf desert prowler armor.

The strength of desert prowler does not reflect the ease in getting it. Desert prowler offers very good ranged boosts, giving 9 percent crit and plus 2 damage ( the damage is added to ammo too) and a chance to spawn a powerful tornado projectile. All that’s required to get it is cobwebs, which you easily get simply from doing basic exploring, and desert feathers, which are easily farmed from vultures.

**Suggestion Author**

@dire anchor

**Approved by**

@weak cedar

#
Add upgrades to the clamtaminator

Currently there is no upgrades for the clamtaminator and I would like to see some. Maybe one that shoots faster and farther so purifying the world can be easier. I personally want this so purifying the world wouldnt take 1000 years.

**Suggestion Author**

@meager seal

**Approved by**

@weak cedar

tawdry condor
#
**Change the Stat Meter & Level Meters so they can work like Informational Accessories.**

I'm unsure if this is a limitation with modding or not, but basically my suggestion is to make the info that comes from the tooltips of the Stat Meter & each Level Meter show without requiring you to mouse over the item in your inventory akin to the PDA and sub-crafts. That way you won't need to constantly look into your inventory to see that info, especially if you don't use autopause / are in the middle of a fight.
For the Stat Meter in particular, due to the large amount of info represented, the toggle options when in your inventory will be broken into 3 different toggles: Offensive Stats, Defensive Stats, and Mobility/Misc Stats.
Offensive: Class Damage/Crit Chance, Velocity, Minion Slots, Adrenaline Charge Time, Rage Damage Boost, Armor Piercing
Defensive: Defense, DR %, Life Regeneration, Stealth/Stealth Regen
Mobility/Misc: Wing Flight Time, Jump Speed Boost, Movement Speed Boost, Abyss/Cave Light Strength

**Suggestion Author**

@clear forum

**Approved by**

@paper bramble

#
**Include Proficiency Progress Bars whenever you have a Level Meter in your inventory.**

This sort of continues the previous suggestion regarding Level Meters, in terms of specifically showcasing the progress you have with your proficiency. The design that I have in mind would be similar to the Adrenaline/Rage bars with letters representing each class (Me/Ra/Ma/Su/Ro) centered on top of or below the bar itself (could instead be symbols representing each class, like a mana star for mage). Then you can mouse over the bar if you want to see the specific proficiency amount of the current level out of the required amount for the next level. Basically think of it as an exp bar so to speak, with it showcasing current/total required when moused over.

**Suggestion Author**

@clear forum

**Approved by**

@paper bramble

tawdry condor
#
**Add an Extractinator upgrade that allows for automatic extraction.**

Using an Extractinator with a bunch of silt or similar materials is one of, if not the most time-consuming activity in the entirety of Terraria, especially when you need to keep holding the use button to constantly extract stuff. This Extractinator upgrade would let the players leave the machine as it automatically extracts silt and the like, reducing the active time requirement for the machine by a ton. To balance the convenience, the time needed to extract a single block can be longer than doing it manually.

**Suggestion Author**

@wise radish

**Approved by**

@paper bramble

tawdry condor
#
**NERF ZEN POTIONS**

you can get zen potions as soon as you kill plantera, which is were the real game starts.

it can remove/reduce a lot of challenge from previously dangerous locations; it's possible to reach the bottom of the abyss while encountering no enemies, as seen in the image below

a solution to that can be making some enemies immune to the potion's effect

thanks to @surreal citrus for the picture

**Suggestion Author**

@sour bone

**Approved by**

@timber acorn

tawdry condor
#
**ADD A NEW BIOME MIMIC FOR ASTRAL BIOME**

most biomes in hardmode get their unique set of items and equipment, like fished weapons and mimics special loot, astral biome should be a part of this for the biomes own health content wise, and give the player to spend more time in the biome itself especially in early hardmode, as for right now only the rogue class has a reason to even check out the early hardmode astral biome which is not good.

**Suggestion Author**

@sour bone

**Approved by**

@paper bramble

tawdry condor
#
||**Make Draedon Power Cells extractinate much faster**||

||There's 5 bio-labs, each with 4 Fuel Factories each. That's 20 factories in the player can collect, not taking the extra from abandoned labs into consideration. Each one takes about 15 seconds to make 1 cell. That's 20 cells every 15 seconds. The use time of Silt is 10, and I assume that the Cells are the same. That's 6 cells extractinated every second. If my math is correct, in just 30 minutes of gameplay, that's 2400 cells produced by the factories. Again, if my math is correct, that's 6.67 minutes of just extractinating for parts that you likely already have an abundance of and money. To me, that seems excessive. Even if these were only made for specifically builders, I would think that even they would find it tedious to have to sit there for that long, especially considering that there's only a 2.5% chance for each part to drop.||

**Suggestion Author**

@finite token

**Approved by**

@paper bramble

tawdry condor
#
**Buff the damage over time debuffs inflicted on enemies**

Currently, the highest damage dot debuff (at least according to the wiki it's really hard to test in game) is Demon Flames, which does 1250 dps on enemies after Supreme Calamitas.
Abyssal Flames (post-clonelamitas) does 67.5.
Astral infection (post-aureus) 37.5.
Elemental mix (post-ML) 95.
God slayer inferno (post-dog) 125.
Shadowflame 15, and it has one whole equip with even cool flavour text added for the purposes of giving minions shadowflame-inducing powers.
I think it would be more interesting to make them make up a sizeable portion of the damage you deal to enemies, so that it may actually be worthwhile to maybe pick a worse weapon that gives a non dr reducing debuff as a side weapon.

**Suggestion Author**

@broken token

**Approved by**

@paper bramble

#
**Gel Darts need a price reduction**

Currently, Gel Darts can only be bought from the Bandit for 2 silver and 50 copper apiece. But, as a consumable, they stack up to 999, so you need about 25 gold for a full stack - by comparison, from the same vendor's pre-hardmode non-consumables, both a full stack of glaives, or a single Kylie, cost only 9 gold. It would make sense if the price of the Gel Darts was changed to be about as expensive (approximately 90 copper to 1 silver per dart).

Alternatively, the darts can be changed into a single non-consumable item that simply costs 9 gold.

**Suggestion Author**

@heavy wharf

**Approved by**

@paper bramble

#
**Make the Truffle move in after planterra has been defeated OR you have a vacant house in a man made glowing mushroom biome**

Making a glowing mushroom biome on the surface is annoying for those who don't want to build. There's not much else to say, if you still want to make the truffle a themed house this change wouldn't impede you.

**Suggestion Author**

@wicked sequoia

**Approved by**

@paper bramble

tawdry condor
#
**Remove most of stealth-related lines on armor description.**

These serve almost no purpose later in the game when players would most likely be adapted to the stealth system already, and they just ended up as a clutter that makes the condition of post-ML armor descriptions even worse.

Leaving only the max stealth provided by the armor would simply be informative enough.

**Suggestion Author**

@wise radish

**Approved by**

@paper bramble

tawdry condor
#
**Remove or nerf water leeches**

This is probably the most unfair enemy I've encountered. It's so small that its incredibly hard to see, and can get to you insanely fast as soon as you enter the water. They can also deal massive damage before you're able to react and kill them. If they are a punishment for entering water during acid rain, what's the point? there's already the sulphuric poisoning debuff. they also make fighting the cragmaw mire, which almost always spawns underwater, impossible because they kill you before you can kill it, and the cragmaw has very good loot. To solve them, i would suggest either removing them or severely reducing there damage or making them inflict a debuff when they are on the player.

**Suggestion Author**

@wanton eagle

**Approved by**

@paper bramble

tawdry condor
#
**Add a new post-Plantera/post-Calamitas melee armor set.**

Currently, melee is the only class without a unique post-Plantera (or Calamitas) armor set.

  • Ranger has Shroomite, post-Plantera.
  • Mage has Spectre, post-Plantera, and Brimflame, post-Calamitas
  • Summoner has Spooky, post-Plantera, and Fathom Swarmer, post-Calamitas
  • Rogue has Umbraphile, post-Plantera or post-Calamitas

I feel like it'd help to round out post-Mech to post-Plantera/post-Calamitas progression if a unique armor set for melee was implemented at this stage in progression. Turtle/Chloro to Reaver gives melee less options, as every other class has different playstyles (especially mage- extreme damage to enemies but also to the player, or reduced damage + healing to the player)

**Suggestion Author**

@hazy bone

**Approved by**

@paper bramble

tawdry condor
#
**Buff Starmada**

Reason: This thing took me 6 minutes and 27 seconds to kill Yharon phase 1 without rippers, with an average dps of 16k-20k. Yharon's intended killtime for phase 1 is 2 minutes, which shows that this is a seriously underwhelming weapon. It's horrible for Yharon and it's also horrible for anything else i can think of at its tier and i can't imagine it being intended for post-DoG. Buffing this weapon will allow it to be actually viable and make it possible to use instead of any of the other ranged weapons at its tier.

Gear setup was God Slayer armor, Elysian Tracers, Core of the Blood God, The Amalgam, The Sponge, Elemental Quiver, Asgardian Aegis, and Rampart of Deities with all menacing
My buffs were Profaned Rage, Holy Wrath, Cadance, Gravity Normalizer, Well Fed, Yharim's Stimulants, and Bounding
Lore items were King Slime, Aquatic Scourge, and Skeletron Prime

**Suggestion Author**

@turbid berry

**Approved by**

@paper bramble

tawdry condor
#
**Change certain wing buffs to better fit progression.**

I enjoy the balance of wing time versus the buffs they give.

For example, Demon Wings give a 10% damage increase and a 10% crit chance increase, and are some of the worst wings mobility-wise, while Solar Wings are some of the better wings mobility-wise, but only grant a 7% melee damage increase and 3% melee crit chance increase.

However, some wings just don't make much sense with their buffs.

Frozen Wings, which are obtainable before any hardmode boss, and have some of the best flight time of their progression point, only have a 2% melee and ranged damage increase, and a 1% melee and ranged crit change. I feel this is a bit low, even for these wings.
A few possible changes:

  • Buff the damage and crit chance the Frost Wings provide (slightly, probably not more than 5% for either).
  • Make melee and ranged strikes inflict Chilled, which decreases movement speed of enemies (may be too good in many situations).
  • Combine the two effects above (and nerf or buff as needed).

Bone Wings make even less sense. They are post-Plantera wings obtained by farming in the Dungeon, and they give the following buffs:
15% increased movement speed, 12% increased ranged damage, 16% increased ranged crit chance, and +30 defense.
Sounds great, right?
All those buffs should make this a great set of wings, but there's a catch- all those buffs apply only when wearing Necro armor. A post-Plantera wing set buffing a pre-hardmode ranger set doesn't make much sense to me at all.

A few possible changes:

  • Make attacks with Bone Wings on inflict a debuff similar to Broken Armor (but that possibly reduced defense less, since the 50% reduction of Broken Armor may be a bit OP).
  • Make buffs to ranger (or any class) as a whole, instead of one far-outdated set.
  • Combine the two effects above (and nerf or buff as needed).
**Suggestion Author**

@hazy bone

**Approved by**

@paper bramble

tawdry condor
#
Move fathom swarmer armor to post Aquatic scourge.

Fathom swarmer armor is at a place in progression where it is not needed and where it is outclassed by other armors. Fathom swarmer acts as a tanky summoner armor, giving high def and some dr, with a more minor role as an utility armor for abyss exploration. Tiki armor, obtained one boss later, also acts as an tanky armor, giving large boosts to defensive stats if you wear it with tiki wings. However, tiki is simply better than fathom swarmer. They give similar minion damage buffs, but tiki gives 2 more max minions. Defensively, tiki gains 18 defense from its bonus with wings, giving it 53 defense vs swarmer’s 47, tiki gives 10% dr vs fathom swarmers 12, but tiki also gives 3hp/sec life regen. Buffing swarmer might simply make tiki useless, so it’s better to move it away from this point in progression. Making it post aquatic scourge is a good choice, as it is thematically appropriate due to as being an ocean-themed boss. It would provide a tanky armor for summoners while allowing spider to remain viable as a damage focused alternative.

**Suggestion Author**

@dire anchor

**Approved by**

@paper bramble

tawdry condor
#
Add a configuration to get rid of Providence's spawn animation.

I have a lower end PC, and whenever I summon Providence in, she always lags right at the start of the fight due to how graphically intense the animation is for my PC. I bet there are some other people going through the same thing right now, so it would be nice to add a config option.

**Suggestion Author**

@lucid yoke

**Approved by**

@paper bramble

tawdry condor
#
**add auric brick and furniture**

We have Silva crystals and furniture however Silva is just for armor if you aren't a builder so it seems strange that we don't have auric brick and furniture as it is much more important. I was doing a build yesterday and looked up auric thinking that it had furniture but all i found was that god damn toilet and was confused. To think that Cosmilite bricks DROP from D.O.G but auric bricks don't even exist is quite dumb.

**Suggestion Author**

@lone panther

**Approved by**

@timber acorn

tawdry condor
#
**Change the sell price of bloodstone**

Bloodstone which is a post Providence material has a sell price of 60 silver; that is lower than plaguecell canisters, unholy essence, divine geodes, and phantoplasm which all have a sell price of 1 gold or higher. Bloodstone should have a higher sell price since it is obtained later than these four materials.

**Suggestion Author**

@hushed gull

**Approved by**

@steep oracle

tawdry condor
#
**Buff Blood Clot Staff**

Currently the Seabound Staff is significantly better than the Blood Clot Staff and gotten much earlier in progress making the Blood Clot Staff as it is right now not a viable alternative. The AI it has does not make up for it as of right now even though it is better at some things than the Seabound Staff; I would say if the AI was made more aggressive in staying ON the enemy ignoring range once it gets an enemy or they were longer range like the Luxor's Gift summon then I feel like it'd be a viable side-grade.

**Suggestion Author**

@spiral iris

**Approved by**

@weak cedar

tawdry condor
#
**Give Summoner its own unique modifiers.**

Right now, summoner is the only class without its own modifiers, instead using Mage's. The best modifier for Summoner currently is Ruthless, which nearly every weapon can receive.

  • Melee has Legendary, Savage, Dangerous...
  • Ranger has Unreal, Sighted, Staunch...
  • Mage has Mythical, Masterful, Mystic...
  • Rogue has Flawless, Lethal, Feathered...

I feel like new, unique modifiers for Summoner could help to bring that tiny bit more life to the class. The stat changes these modifiers bring should include:

  • Damage (of course), but a bit higher than the other classes' equal modifiers, since the Summoner crit chance cannot be edited by modifiers, so extra damage could help to compensate.
  • Knockback
  • Mana Cost (for spamming and quickly summoning sentries and minions)
  • Speed (for the same reasons as Mana Cost)
  • Size *maybe* (could help dashing/ramming minions that sometimes miss, as this could slightly expand their hitbox and make them hit slightly more)

This would help make Summoner that bit more unique, similarly to Rogue's new bonuses.

**Suggestion Author**

@hazy bone

**Approved by**

@paper bramble

tawdry condor
#
**Add crafting recipes for the regular mimic drops, cross necklace star cloak etc.**

Alright so mimics are a rare spawn already and in calamity in rev+ any sort of standard easy to setup mimic farm just doesn't work for them due to the ai changes. So you're stuck to wanderering about hoping for a mimic spawn and playing that long rng lottery for the drop you want. Adding some crafting recipes that are crafted at a hardmode anvil will help aliveate this grind as everyone needs these accesories in one way or another. They could be something reasonable, like the star cloak needing solar veil and fallen stars as an example. Or cross necklace needing a shark tooth necklace and souls of light as another, but their reasonable things you can get with some effort, but not the amount to get them as of right now.

**Suggestion Author**

@glacial grove

**Approved by**

@paper bramble

#
**Give hallowed and evil mimics summon and rogue drops**

Biome mimics drop relatively powerful items for melee, ranged and mage classes, but notably has nothing for summoner or rogue. Giving the biome mimics drops for summoner and rogue would incentivise those classes to kill biome mimics.

**Suggestion Author**

@warm estuary

**Approved by**

@sharp zinc

#
**Add a suggestion "Don't" that prohibits adding features from other large mods whose sole purpose is that feature (i.e. no "add a config to remove tombstones" suggestions).**

Calamity is, at it's core, a mod about adding and expanding upon content. While some QoL features are certainly warranted to allow Calamity to work better in the way that it wants, it makes no sense for QoL features that other mods already add, especially when it's that mod's only purpose. If someone wants those QoL features, it should be up to them to download the mod that adds that feature, as Calamity is not Terraria 2.0 and the player can customize their modded experience through other mods.

**Suggestion Author**

@unborn ore

**Approved by**

@sharp zinc

tawdry condor
#
**Rework Celestial Onion's tooltip, or add a line about adding an extra Accessory slot.**

Currently new players get confused by the tooltip of Celestial Onion, as they'd think that the onion can be something bad for them, while in reality, the onion would only give an extra Accessory slot.

Adding details about extra Accessory slot in Onion's tooltip would make the purpose of the item more clear for new players.

**Suggestion Author**

@wise radish

**Approved by**

@timber acorn

tawdry condor
#
suggestion: nerf the spawn rates of both the wulfrum hovercraft and wulfrum drones to allow for other enemies types to spawn more.

reason: when you’re on the surface during the day, wulfrum hovercrafts and drones can be quite annoying to deal with, especially when trying to avoid other hostile enemies that spawn, or whilst trying to build, nerfing the spawn rates can help with less enemy clutter, and allow for other enemy types to spawn making them also less of a nuisance.

**Suggestion Author**

@sage sierra

**Approved by**

@timber acorn

#
**Remove or heavily retool the “Evil Island” that is currently created on worldgen.**


I physically cannot explain this in full detail without passing the 2k char limit, so lemme give the abridged lowdown:
Both world evils being accessible as easily as just having a Grav Potion undermines the importance of the choice of world evil on world creation.
The major issues in this regard come from the immense amount of Demonite/Crimtane (and Ebonsand/Crimsand, if assuming thrown waters exist) on the island as well as the presence of the alternate Biome chest.
Removing or heavily reworking the island to make it not pathetically easy to use both evils in the same world would restore importance to the choice of world evil on world creation. And also maybe allow Scourge of the Corruptor to be made viable since it’d actually be able to stand without competing with Vampire Knives every step of the way.

Here’s a link to the more in-depth explanation if you want.
https://docs.google.com/document/d/1aptaj0-MXsR2eVVoo2_CB4RWWUnsTVo9YCyYfv_DsS0/edit?usp=sharing

**Suggestion Author**

@sour hornet

**Approved by**

@timber acorn

tawdry condor
#
**Make the Tax Collector's pay scale throughout progression.**

The Tax Collector is probably the least useful NPC because he gives 10 gold roughly every 4 ingame days, which is pretty useless even when you get him, as the Eye of Cthulhu drops much more than that between the main drops and Demonite/Crimtane. I feel like the rate he receives money and his maximum capacity should grow after each boss/couple of bosses, in order to make him relevant and a useful NPC.

**Suggestion Author**

@hazy bone

**Approved by**

@timber acorn

tawdry condor
#
**Lower the health of Green Jellyfish in Pre-Hardmode**

If the green jellyfish being in pre-hardmode is a permanent feature then they should atleast have a more reasonable health pool. Green Jellyfish currently have nearly triple the health of their blue brethren which makes killing them needlessly tedious.

**Suggestion Author**

@placid arrow

**Approved by**

@sharp zinc

tawdry condor
#
**Give moonlord and profaned guardians a better death mode change**

As of right now moonlord gets no real change, projectile velocity is fine but thats it, there is nothing really new or interesting about the fight, the cloths also dont really matter how much they heal because they basically insta die anyway.

Guardians dont even have a death mode change according to the wiki. thats incredibly sad.

basically, these bosses are just very easy, and get no real buffs in death mode

**Suggestion Author**

@calm depot

**Approved by**

@timber acorn

#
**Give Blazing Stars the ability to autofire**

Blazing Stars are a very useful early hardmode rogue weapon, with one major caveat: they can't autofire. Which doesn't make much sense, seeing as they have a relatively low (about 1 per second) fire rate regardless, and the fact that many pre-hardmode rogue weapons can autofire.

Giving them this vital ability would not only save the fingers of rogue players, but make the stars a viable alternative to Spear of Destiny or Prismaline, especially given the fact that coming next update, stackable rogue weapons will no longer be able to get modifiers.

**Suggestion Author**

@heavy wharf

**Approved by**

@sharp zinc

tawdry condor
#
**Make skeletron prime rev+ less tanky in phase 1**

As of right now, skeletron prime in revengeance + is tanky, fast and relatively passive, he is only aggressive when he is spinning after all of his arms are killed and results in a pretty long fight and isnt very enjoyable as he doesnt do much most of the time. I think he should be less tanky in the first part of the fight to break the monotony. Phase 2 is much more enjoyable because he does actually try to ram you with his head rather than just wacking you with the arms for most of the fight and then occasionally firing some rockets from the head.

**Suggestion Author**

@calm depot

**Approved by**

@sharp zinc

#
**Lower the amount of damage the polterghast clone does**

Due to the fight being reworked, the polter clone is now faster and more aggressive and it will actively try to intercept you this isnt a problem as it makes the fight more difficult which is good because before polterghast was kind of a pushover. The final phase however is much more difficult than the first two because the clone will do upwards of 240 damage even with tarragon armor and is extremely difficult to avoid. this is what has killed me the most and it feels incredibly cheap and not really a thing to get better at more so as a "pray you somehow manage to dodge it's charge"

**Suggestion Author**

@hushed gull

**Approved by**

@timber acorn

tawdry condor
#
Increase armor variety post moon lord.

Right now the players options in terms of armor post moon lord are very limited. You have the 5 helmet armors of standard progression and only 3 armor sets outside of that. The helmet variants are also generally straight better than all the previous ones, with very few exceptions. The five helmet armors are understandably generalist, so it’s natural that they are upgrades. The three armors outside of standard progression are more interesting, but there aren’t enough of them currently, and 2 of them are class specific. The only classless armor, omega blue, is an interesting glass cannon armor that gets used up to auric because of how good it is at its role. The fact that this single armor makes progression so much more interesting shows that the addition of even a couple more armors would make progression so much more interesting.

**Suggestion Author**

@dire anchor

**Approved by**

@paper bramble

#
**Allow the Dryad to sell Jungle Grass Seeds if she is housed in the jungle biome**

Due to the fact that the Dryad sells many various seeds to different biomes that she is in or when different events occur, such as corrupt and crimson seeds during a Blood Moon, grass/forest any other time that isn't a Blood Moon, Hallow seeds in hardmode and mushroom grass seeds when she is in a Glowing Mushroom biome, it seems proper to have her also sell Jungle Grass seeds as a viable way for someone to make an artificial jungle if they so please. The other means of harvesting Jungle Grass Seeds takes too long at about a 1% chance (from the vanilla wiki on this), and to keep it consistent with other biomes that can be artificially made, the Dryad should sell the seeds in these following and plausible scenarios:

  1. If she is in a Jungle Biome
  2. If there is a specific non-Blood Moon event that may be going on (like she sells them during a Pirate Invasion only, for example)
  3. She sells them at the beginning of hardmode just like her Hallowed Seeds.
**Suggestion Author**

@vocal aspen

**Approved by**

@paper bramble

tawdry condor
#
**Buff Draedon’s arsenal for summoners**

Draedon’s arsenal for summoners is consistently a good deal worse than other available weapons available at that time. Ideally, they are at least comparable to other weapons available at that time and in the case of Pole Warper, should be better than other weapons that are used currently due to the fact that it belongs to a higher tier. As an added measure, I have tested each draedon’s arsenal weapon alongside three other viable weapons for the boss that you would use them on.

Skeletron:
Vile Feeder: 0:07:98 (lol), Scab Ripper: 2:18:29, Blood Clot: 2:25:53, Star Swallower: 3:03:15

Plantera:
Divinity: 2:03.37, Deepsea: 2:40:13, Entropy: 2:46:84, Scanner: 3:03:21

Polter:
Cosmilamp: 1:54:00, Plague Jets: 1:54:11, Snake Eyes: 2:26:04, Dazzling Stabber: 3:20:98 (lol)

SCal: (all setups use immat)
Mechworm + Darksun: 3:44:20, Darksun UFO: 3:48:84, Pole Warper: 3:59:89 Yharon + Saros 4:14:09

**Suggestion Author**

@warm estuary

**Approved by**

@paper bramble

tawdry condor
#
**Make it so that Cosmic Guardians will have icons on the map.**

When the DoG summons the Cosmic Guardians, there's no way to tell where they are unless you have a sniper scope or something or maybe you're screen is zoomed out. But if you don't have a way, then you don't know where they are and when they gonna swoop in and take half your health. So maybe give them their own icons on the map in order for an easy way to locate them instead of just relying pure instinct and dodging the second they enter your screen and or something, idk.

**Suggestion Author**

@sudden python

**Approved by**

@paper bramble

tawdry condor
#
Buff Dimensional Soul Artifact to ignore some enemy DR

In its current state, DSA is used very infrequently with a home only in extreme glass cannon setups. Even for mixed setups, DSA is still outclassed by Reaper Tooth Necklace for its armor penetration and RTN synergy with Core of the Blood God. As for defensively, DSA instills a steeper penalty over RTN, which makes it worth even less when compared.
Allowing DSA to ignore some enemy DR would separate it to stand out from RTN's shadow. It'd also form a nice dynamic between the two with RTN ignoring defense and DSA ignoring DR. In fact, enemy DR is in all modes now rather than just Rev+, so this function wouldn't be mode locked unlike a few updates ago.
It's kind of sad to see this top tier glass cannon accessory when it was first introduced fall to the wayside due to mechanic changes with the mod with not enough compensation in return.

**Suggestion Author**

@weak cedar

**Approved by**

@paper bramble

tawdry condor
#
**Shorten "Providence the Profaned Goddess" to "Providence"**

There's nothing really wrong with the added title, but it makes the name so large that it doesn't really fit on the calamity health bar, resulting in it sticking into the numbers that show the health. Also it's kind of inconsistent with some of the other bosses, like Calamitas isn't called "Calamitas the Brimstone Witch" Ravager isn't called "Ravager the Necromantic Flesh Golem" and Polterghast isn't called "Polterghast the Ghostly Amalgamation"

**Suggestion Author**

@burnt scroll

**Approved by**

@paper bramble

#
**Make the handgun craftable**

A handgun is not guaranteed to be generated in a dungeon chest in every world. The Muramasa, ingredient of the Night's Edge is craftable, so I don't see why the handgun shouldn't be craftable. Its upgraded version, the Phoenix Blaster, is a viable weapon until the beginning of Hardmode, and can even be upgraded all the way to Dodu's Handcannon or the Prideful Hunter's Planar Ripper after Moon Lord, both good options at their stage of progression.

**Suggestion Author**

@spiral oasis

**Approved by**

@sharp zinc

#
**Either remove life alloy from the 3 elemental weapon recipes that use it or add it to all elemental weapons for consistency**

Currently only 3 elemental weapons use life alloy which is very strange considering the weapons are all considered elemental weapons yet have an inconsistency in recipes. Some ways to solve this would be to add life alloy to all elemental weapon recipes or remove it from those 3 weapons.

**Suggestion Author**

@winged steppe

**Approved by**

@sharp zinc

#
**Adjust the generation of opposite evil islands.**

Currently it's rather annoying to fight bosses exclusive to the world's opposite evil because of the way the opposite evil islands are generated. Changing how those are generated can make the island count for said evil biome easier, allowing for easier boss fights.

Some changes include, but aren't limited to:

  1. Swapping the position of the sand blocks and ores.
  2. Lowering the altitude of the islands to be slightly lower than space layer.
  3. Increasing the lateral size of the islands.
**Suggestion Author**

@wise radish

**Approved by**

@sharp zinc

tawdry condor
#
**remove immunity to the celled debuff from bosses**

every boss in calamity is not immune to the shellfish claps debuff, even well past its viability. however, another summon that does its damage via debuff, that being the stardust cell staff, sees its debuff useless against a large number of calamity bosses. my solution is to make every boss in calamity susceptible to the celled debuff to maintain consistency.

**Suggestion Author**

@warm estuary

**Approved by**

@sharp zinc

tawdry condor
#
**Make a spawn animation for Lihzahrd Altar, much like Astral Beacon.**

Currently Astral Beacon has a neat animation when you used either Titan Hearts or Starcore to spawn Deus. This similar mechanic can also be applied to Golem's spawning, by adding a much quicker spawn animation.

This would serve as a quick warning since Golem directly drops onto the Altar upon spawning. This would also prevent (slightly uncommon) cheap or unfair hits, as the player can have a time to prepare for the boss to drop, albeit for a brief time.

**Suggestion Author**

@wise radish

**Approved by**

@timber acorn

tawdry condor
#
**Change or Add Weapons that Synergize with Certain DoT Debuffs**

Damage over time debuffs inflicted upon enemies are pretty boring. They deal some damage after you hit the enemy and increase your damage output overall, but they'll never make much of a difference in playstyle since you're never going to stop hitting a boss unless it becomes invulnerable and they do too little damage to matter very much. Even if they were buffed to viability, they would still be binary and uninteresting--either you do it or you don't, and one is objectively better than the other. Contrasting this with a debuff like Ichor, which is widely used and utilized throughout a lot of hardmode (until bosses become immune to it), because inflicting the enemy with it makes your damage more efficient, so doing stuff like switching between weapons to re-inflict it is more efficient, which adds to the depth of the mechanic. This could also mean that certain weapons and armor sets would be more viable together--like if the Gacruxian Mollusk dealt more damage to enemies afflicted with Astral Infection.

**Suggestion Author**

@gaunt birch

**Approved by**

@timber acorn

#
**Remove the spin attack/wind-up effect from the Frequency Manipulator**

This aspect of the Frequency Manipulator makes no sense whatsoever: it only serves to extend the attack animation, as it's a rogue weapon, not a true melee one. Furthermore, the spin causes the weapon to have ridiculously low attack speed - even the tooltip refers to it as "snail speed". Compare with Desecrated Water, which has only slightly less damage but a (relatively) much faster speed, and doesn't need to be charged, either.

In short, removing this useless "wind-up" on the attack is all that is needed to make it a truly viable weapon, at least in my opinion, as otherwise it has good damage and homing projectiles.

**Suggestion Author**

@heavy wharf

**Approved by**

@timber acorn

#
**Make Catastrophe's Fireball Projectiles Bounce on Platforms**

Everybody in their right mind makes their arena out of platforms for Clonamitas, and everybody in their right mind makes an arena for Clonamitas. The projectiles Catastrophe shoots are made completely irrelevant unless you're right up in his face because they never actually bounce and instead just fall right through the arena, accomplishing nothing.

**Suggestion Author**

@gaunt birch

**Approved by**

@timber acorn

#
Have DOG phase I show all its segments on the minimap.

This is something that for the past 2 years of playing the mod I never seemed to understood why you guys (devs) gave DOG phase II all it's segments, yet DOG phase I only shows the head and the tail on the minimap. The fact that Phase II show's all of the DOG's segments really does help with the fight, as you are able to see where you are blocked off. So for consistency, it would be nice to see phase I DOG have all it's segments shown on the minimap as well as phase II.

**Suggestion Author**

@lucid yoke

**Approved by**

@timber acorn

tawdry condor
#
**Add something about the summon damage penalty to the tooltips of summon weapons**

New players generally don't do their research before playing calamity, and so most new summoners aren't aware of the summon damage penalty, halving their damage output without them really knowing why. Putting something in weapon tooltips about the damage penalty would help inform new players.

**Suggestion Author**

@tall inlet

**Approved by**

@paper bramble

tawdry condor
#
**Make Brimstone Darts fired from Supreme Calamitas or her brothers fade in.**

The rest of the projectiles from Supreme Calamitas fade in and the projectiles fired from brothers fade in, it's a bit strange that they're the only projectiles that don't fade in. It'd make the fight look much cleaner, while also preventing cheap shots from the brothers (for example while they're trying to snap to the player's sides).

**Suggestion Author**

@timber acorn

**Approved by**

@paper bramble

#
**Adjust the rewards of extra difficulty modes.**

The new rewards would be changed to the following:

  • Iron Heart: Now boosts rare item drop chances and enemies drop 50% more cash.
  • Defiled Rune: Now multiplies Treasure Bags dropped from bosses.
  • Armageddon: Now significantly boosts Legendary item drop chances.

Currently, Iron Heart serves purely as a challenge, with no tangible rewards in store. This change would simply make Iron Heart at least worth to be looked upon, now that it's reworked and is an actually interesting challenge. Additionally, since Iron Heart affects yourself all the time instead of just against bosses, the new proposed reward would fit better than Defiled Rune (which currently has this reward), as it challenges the player on farming enemies or events.

Multiplying Treasure Bags would be a much better reward for Defiled Rune, since the difficulty only really matters in boss fights, and other conditions, like farming enemies or events, aren't much affected by the difficulty change provided by Defiled Rune. The difficulty's effects may need to be adjusted a bit so it's more detrimental against Pre-HM bosses, where wings don't exist most of the time.

Having much better chance of getting a Legendary item would be a good reward for mastering bosses by no-hitting them, which is what Armageddon challenged you with. This change needs to come with a change in how Legendary items drop: Make them all drop from the boss themselves instead of their bags to avoid players cheesing the legendary drop boost with Treasure Bags.

**Suggestion Author**

@wise radish

**Approved by**

@sharp zinc

#
**Put a timer every time you switch difficulties. (rev, DR, death, armaggedon)**

This could reduce the grind by a lot, and why put a timer everytime when you switch difficulties? The answer is: to make players think about their decisions everytime they switch difficulty to do something.

Example: considering you can switch difficulties at any time
"Oh! I need to grind for Marrow because its too good, so I will activate DR to farm a little bit more, then I will switch it to get on Rev to avoid the Critical Hits and reduced wing time"
Now an example with a timer:
"Oh! I want to grind for Beam Sword to craft that weapon that I need, so I need to think; should I change difficulty for getting that item, it is worth doing it? If I activate DR, I wouldn't be able to switch difficulties again within a period of 1 terrarian day!
(1 Terrarian day equals to 24 minutes in real life)

Like said on the title, it could reduce grinding by a lot, and could make players make their decitions everytime they switch between ON difficulties. (If the difficulty is OFF, they can switch to ON, but with a timer of 24 minutes to switch again to OFF)

What time could you put on the timer?
1 Terrarian Day or simplified as 24 minutes in real life.
The timer will not be affected by Enchanted Sundial, or Cosmolight, so this would make players avoid the timer.

**Suggestion Author**

@tired zephyr

**Approved by**

@sharp zinc

tawdry condor
#
**Allow shift-clicking power cells out of Draedon's Fuel Factory

**
Just a little quality of life improvement to make it more consistent with all other containers

**Suggestion Author**

@honest star

**Approved by**

@sharp zinc

#
**Reduce the amount of immunities post ml bosses have to debuffs.**

So like, we have all these debuff options besides the bread and butter being Cursed flames and Ichor.. But we can't really use them on bosses after moon lord. As every boss is just.. Immune to it. This makes stuff like the Lunic eye, which is super useful throughout all of hardmode completely useless as bosses now are immune to it's signature debuff.. Along with a lot of other debuffs and status effects like night wither. Adding a few more things that be inflicted upon the bosses gives players more options to work with and helps add some new options and strategies for post ml bosses. This would also allow for diffrent type of ammo to be relevant, and possibly new types of ammo to be added.

**Suggestion Author**

@glacial grove

**Approved by**

@paper bramble

tawdry condor
#
**Make it the process of obtaining and using Draedon Power Cells more obvious**

Due to the large quantity of lab-styled furniture present in the various draedon labs, it is not very clear to new players that the Fuel Factory and Charging Station are not just decorative furniture. This is especially true of the Fuel Factory, as the ones found in the labs are inactive until broken and replaced. Players who do not realize that these two machines are actually functional will miss out entirely on the charge mechanic for the Draedon's Arsenal weapons, significantly lowering the effectiveness of the weapons. One possible solution to this problem would be to add some quotes about power cells and the charge mechanic to the hologram boxes, but there are plenty of other ways to accomplish the same thing.

**Suggestion Author**

@boreal turret

**Approved by**

@timber acorn

#
**Laboratory Screens should be able to be written on like signs**

The whole point of a screen is to display information, so this would make a lot of sense. Plus , the standard wooden sign, even if painted, looks really out of place in the laboratory tileset. This should probably only apply to activated screens, though, and not the aged variety, since the latter are turned off.

**Suggestion Author**

@heavy wharf

**Approved by**

@timber acorn

#
**More effects/projectiles should qualify as a stealth strike impact for purposes of armor/accessories**

Some armors, such as Titan Heart, and accessories, such as Electrician's Glove, cause effects on the impact of a Stealth Strike. However, for most weapons, only the initial impact of the strike counts as it, which makes some weapons that have otherwise-good stealth strikes not perform as well with these accessories.

For example, compare the Spent Fuel Canister and Gacruxian Mollusk. The SFC's stealth strike leaves behind an irradiated cloud that deals rapid damage, in addition to the multiple hits of the main explosion - and each hit from both the cloud and the explosion count as stealth strike impacts, which makes using the SFC with stealth very good. On the other hand, the Mollusk's stealth strike leaves behind a trail of additional mollusks to home in on enemies; but only the first Mollusk counts as a stealth strike, apparently: if each mollusk (but not the sparks) counted as a stealth strike impact, the DPS increase of the stealth strike would be substantial, putting it a good level above just holding down the attack button.

This sort of change would make the stealth buff gimmick of these armors/accessories much more usable, and provide Stealth Rogue with more varied and/or viable options.

**Suggestion Author**

@heavy wharf

**Approved by**

@timber acorn

tawdry condor
#
Adding an upgrade to the Elemental Blaster

The Elemental Blaster is an early post ML weapon that is a good choice for starting post ML mainly because of its easy crafting recipie and the fact it uses no ammo. The thing about the Elemental weapons is that all of them (but Elemental Blaster) get upgraded later in the mod (eg: Ark of the Elements to Ark of the Cosmos, Elemental Shiv to Cosmic Shiv just to name a few). So it would be a logical choice to have the Elemental Blaster get upgraded as if this were to become upgraded in the future, then ALL or the Elemental weapons would be part of a crafting tree for something much superior.

**Suggestion Author**

@lucid yoke

**Approved by**

@sharp zinc

tawdry condor
#
**Buff all of the Sulphuric Scale weapons**

These weapons, such as the Basher and the Contaminated Bile, are very weak for their tier. They perform terribly compared to the Sunken Sea items, which are much easier to obtain (post Desert Scourge). The Contaminated Bile took about 2 minutes longer to kill the Eye of Cthulhu than the Seafoam Bomb, which has a similar effect to it. A simple damage buff for these weapons should do the trick. Alternatively, buff the Irradiated debuff they inflict.

**Suggestion Author**

@vapid badge

**Approved by**

@paper bramble

tawdry condor
#
**change the color of Uelibloom ore on the map**

Uelibloom ore is displays as bright lime green, which is strange as chlorophyte is actually fully green and it's much lighter on the map. This makes uelibloom ore extremely easy to find by just looking at your map and makes it look strange compared to other much brighter ores on the map.
key: lime green=Uelibloom, light green= chlorophyte, bright blue=aerialite and pink=life quartz

**Suggestion Author**

@lone panther

**Approved by**

@paper bramble

tawdry condor
#
**Remove most of DoG's lines that would come off as him being "cringy".**

Devourer of Gods is a massive, menacing behemoth with surreal intelligence for a cosmic worm, that also eats godly deities for breakfast. He should be portrayed as primal, yet smart.

But alas, most of his lines in-game doesn't really reflect this. Most of the "cringy" lines (e.g. "Nothing personal, kid.") should probably be adjusted to fit his primal genius persona more, and to give a better consistency between in-game and lore, especially since Calamity revolves quite heavily around its lore.

**Suggestion Author**

@wise radish

**Approved by**

@paper bramble

tawdry condor
#
**Rebrand the Terra series of weapons/items.**


These honestly aren’t particularly interesting and only really serve to undermine the special factor of the origin article (the Terra Blade). Making these items more unique in their own right would make them much more interesting to newer players rather than being the five millionth Terra set that people are probably bored of by now.

**Suggestion Author**

@sour hornet

**Approved by**

@sharp zinc

#
Remove terra edge or heavily rework it.

The terra edge is completely pointless in its current state. It’s entire thing is that it’s an inferior terra blade that inflicts ichor. Not only is this a very boring concept for a weapon, but it’s rather useless due to flasks and the caustic staff which also inflict the ichor debuff. It also has some weak healing on true melee hits, but this isn’t enough to make it good and is not unique, as many true melee weapons have lifesteal effects.

**Suggestion Author**

@dire anchor

**Approved by**

@sharp zinc

#
**Nerf or Completely Rework the Onyx Excavator**

This mount is essentially instant horizontal drill containment unit, but on steroids, it mines faster than almost anything in the entirety of the game, and what's worse is that it can be obtained pre-hardmode, theoretically on your first mining adventure. It completely breaks the entire flow of mining in the game as there's no point in caving for ores or exploring the caves because you can just strap yourself into your mount and blast horizontally for awhile, drop down using normal mining, and then repeat. This mount should not be obtainable this early in progression because it completely throws out early game to even late hardmode mining.

**Suggestion Author**

@snow raven

**Approved by**

@sharp zinc

#
**Buff Shadethrower to better compete with the other weapons at its tier**

Reason: Shadethrower is a horrible weapon with many problems. On Queen Bee it gets only around 100 dps, dropping to around 40-60 while she's dashing, and for Skeletron's head it gets around 70-90 dps, and 140-150 dps when it's spinning. The range is pitiful, being the worst of all the options you have, making it risky to use despite having some of the worst dps for its tier. It has no advantages other than having good piercing, and even then you can use Galeforce or Molten Fury with Jester's Arrows which are better than Shadethrower in every way.

It's awful for Skeletron and Queen Bee and it's also horrible for anything else I can think of at its tier. It's bad for events mostly because of the terrible range, and also because it has to compete with Galeforce every step of the way, and even for just exploring Storm Surge heavily outclasses it because it pierces through tiles and has better dps and range. Comparing it to other weapons at its tier on Queen Bee and Skeletron, it did the worst by a mile.

Skeletron
Galeforce (Hellfire Arrows): 1:33, The Bee's Knees: 2:04, Eviscerator: 2:10, Storm Surge: 2:42, Shadethrower: 3:36

Queen Bee
Molten Fury (Hellfire Arrows): 1:06 (lol), Galeforce (Hellfire Arrows): 1:20, Eviscerator: 1:29, Dragoon Drizzlefish: 1:34, Storm Surge: 2:00, Shadethrower: 3:18

Gear setup was Aerospec armor, Bundle of Balloons, Frostspark Boots, Frog Leg, Counter Scarf, and Stress Pills with all Menacing. Buffs were Bounding, Rage, Wrath, Archery, and Swiftness.

TL;DR Shadethrower is awful because it has the worst damage output of any of the weapons at its tier, along with terrible overall usability. It definitely deserves a buff to compete with the other weapons and be a worthy option.

**Suggestion Author**

@turbid berry

**Approved by**

@sharp zinc

#
**Sentries sold by the Tavernkeep should be unaffected by the minion damage penalty during the Old One's Army event or while wearing any of the armor sets sold by the Tavernkeep.**

The entire point of the Tavernkeep sentries is that they CAN be used alongside another weapon during the Old One's Army, summoning damage or otherwise. Adding a penalty to the damage of them because you're using a different weapon goes against the whole point of them being in the game.

It makes the entire set of weapons useless for anyone who isn't going summoner, and it also makes the Tavernkeep armor sets useless ENTIRELY, since the minion damage provided by them is made useless.

**Suggestion Author**

@upper bolt

**Approved by**

@sharp zinc

tawdry condor
#
Rework the old ones army event.

This event is far and away the most unique one, an organized wave based event with a tower defense element to it. However, it is held back by the need to grind, its difficulty, and the lack of reward. The main problem with this event is that you need to grind previous tiers to get on-tier gear to have a chance at winning. An easy solution to this is bumping up the defender medal drops from the event, and making more drop on earlier waves. This would allow people who skipped earlier tiers of the event to get on-tier gear much more easily. The defender medal costs could also be decreased as well. Another problem with this event is that you have to wait long periods of time between early waves. Giving the player the ability to skip this time would make the event much more fun. Finally, remove the summon damage penalty during the event. This would allow non summoners to deal good dps with their sentries, making the event feel much more fair. In addition, give tier one a reward beyond the metals, buff the tier 2 drops, and add rogue drops to make the event actually feel worth it for non-summoners.

**Suggestion Author**

@dire anchor

**Approved by**

@sharp zinc

tawdry condor
#
**Make Enchanted Axe not targetting Truffle Worm**

Enchanted Axe's damage is still viable for exploration in early HM, given that its homing projectile can goes through titles and pierce two enemies. I noticed that the homing projectile itself, targets Truffle Worm. This is very annoying, as the player might use the Enchanted Axe to clear out enemies in the underground, and accidentally kill Truffle Worm.

**Suggestion Author**

@alpine gale

**Approved by**

@paper bramble

tawdry condor
#
Turn WoF, Plantera and Polterghast lore items into permanent power-ups

Lore items are toggleable bonuses because of their "but" nature which makes the player think where and when to activate them. "Increased item grab range", however, is an ideal candidate for a permanent power-up, like the Demon Heart and the Celestial Onion. The same reasoning can be applied to some other no-drawback lores like Queen Bee, Aureus and Deus, and IMO even the Normality Relocator, but the 3 listed in the header are the most obvious candidates for power-ups.

**Suggestion Author**

@signal sparrow

**Approved by**

@paper bramble

tawdry condor
#
**Make traps scale based on progression.**

So like, everyone toys around with traps on basic farms but in the case of calamity in the biomes you'd want to setup a farm for/in with the mobs getting buffed (Such as Post DoG moon events for example) The stuff you setup way back then just doesn't work for clearing out the rabble like it used to. Making traps scale based on your progression would make farms actually useful instead of having to grind everything yourself. Personally I'd make trap damage stronger each time events get buffed and major game advancements. Like when you go from phm to hm or hm to pml. The other example would be a trap buff when you acid rain gets to t2, or when moon events and solar eclipse gets buffed respectively. Having this change would honestly make the auric grind fun, since the traps could actually pull their weight in the grind instead of you having to do everything.

**Suggestion Author**

@glacial grove

**Approved by**

@paper bramble

tawdry condor
#
**Make Supreme Calamitas not nerf your adrenaline**

I've noticed in the Supreme Calamitas battle my adrenaline charges much slower than it does for any other post Moon Lord boss. I realise this is to make the fight more challenging, but it doesn't make much sense. This is the final climactic battle of the game and if nothing else my adrenaline bar should be filling faster than usual. Also, I think having adrenaline charge up faster won't affect the fight much. Supreme Calamitas is very tanky and if you get hit by even one of her attacks you're in big trouble. She doesn't need the added adrenaline nerf to be hard and it's inconsistent with the other bosses

**Suggestion Author**

@burnt scroll

**Approved by**

@paper bramble

tawdry condor
#
*make the leviathan more exciting/challenging to fight*

Leviathan isn’t necessarily an easy boss, but she definitely needs something more than meteors, charging, and small enemies. Yes, there is two bosses that are attacking you at one point of the fight, but that’s only when both are at under half hp. Anahita isn’t necessarily a pushover, but her attacks don’t make up for the lack of leviathans attacks. Although, for most of the fight you’re going against each boss separately. Leviathan needs more challenge for her part of the fight (alone). I suggest making her charges do more dmg, since it’s easy to dodge, but if there is a time you mess up, you should get heavily punished for it.As for the attack, if I were to give an idea, I’d say whenever she charges, she releases a water sphere about the size of leviathan herself (in the middle of the dash) that bursts into a medium amount of bubbles (size of the player) that goes in all directions. A concept like this would keep people on their toes when the leviathan gains some distance from the player when she charges.

**Suggestion Author**

@frozen ermine

**Approved by**

@paper bramble

tawdry condor
#
**Add a visibility toggle to elemental quiver so people with low end pc's can still benefit the buffs without having to deal with the split ammo affect. **

if you have a low end pc the elemental quiver can be really laggy with the splitting projectiles, maybe you should have a feature with visibility so you can toggle off the splitting ammo but keep other buffs

**Suggestion Author**

@worn ember

**Approved by**

@timber acorn

tawdry condor
#
Ramp up the speed at which the taser projectile returns to the player

Currently this weapon has a lot of potential, doing a lot of damage and with a balanced amount of time that it latches onto enemies. However, the speed that it travels back at is so slow that it makes it not viable for the fights it will most likely be used at (skeletron, slime god, wof). This not only is a problem since a large amount of fights involve kiting, but also because the player is unable to switch items. A way to solve this would be a flat increase in speed travelling towards the player, or a steady ramp up in speed when returning.

**Suggestion Author**

@vocal bough

**Approved by**

@timber acorn

tawdry condor
#
Change the names of the Astral Infection blocks to be more consistent with the vanilla infected blocks

With the exceptions of Novae Slag and Celestial Remains, all the tiles that make up the biome are just titled "Astral X". I feel they could be given a sort of prefix, similar to how the vanilla tiles are called Ebonstone, Crimsand, Pearlwood, etc. Some suggestions are "Star", as in Stardirt, Starsand, etc, or "Ether" as in Etherstone, Etherdirt, etc. Astral Ice could also be renamed to either Lavender Ice or Gray Ice.

**Suggestion Author**

@livid sail

**Approved by**

@sharp zinc

tawdry condor
#
Make Deathmode Astrum Deus require both worms to be defeated after the split

After astrum Deus splits you only need to defeat 1 of the 2 worms to win the fight as the other just dies when the other is defeated.
At the moment Revengence and Deathmode are the same and have no unique quirks between them, Giving this change to Deathmode Deus will separate them. This will increase the challange for Deus for only Deathmode while giving Revengence an easier experience since why would killing 1 worm kill the other, If you focus on 1 while the other is at 100% health it's an easy win.

**Suggestion Author**

@solar jolt

**Approved by**

@sharp zinc

tawdry condor
#
I think it would be pretty cool of the Profaned Soul Crystal/Artifact had some changes when the sun goes down, just like Providence herself. That way, you can change up how you fight bosses.
  1. At night, the player with the Crystal could gain more DEF. DR could come in when the player takes a lot of damage in a short time, and they gain a buff that reduces DR for a short amount of time, gaining more DR for longer depending on the damage taken. This way, the player could last longer in nighttime battles.
  2. Would be neat of the acceleration were to mimic Night Providence a bit more. The player's top speed is raised, but the acceleration is slower, so that the player doesn't make as sharp of dodges, which could go hand-in-hand with the DEF and DR raise.
  3. Attack changes. Would be interesting to see the 4 attack types see damage and slight behavior alterations to make them more fun to use.
  4. Guardians. The little guardians could see some behavior changes to make them more interesting and versatile. I think the Healer should heal more Hp, but at slower rates, the Defensive guardian shoots projectiles instead of charging, and the Offensive one dashes back and forth instead of clinging to the enemy. (The artifact could get weaker versions of these changes)
**Suggestion Author**

@topaz compass

**Approved by**

@sharp zinc

#
Make all vanilla changes toggleable via config

Despite this mod being more balanced around itself, I saw some complaints about the vanilla changes not being toggleable. Allowing them to do so will allow the player to revert to vanilla aspects if they do not agree with some of the changes/balances. Since playing with other content mods is a common occurrence it may help tie things together slightly more. (I'm not sure if anyone ever pitched this before so I apologize if its a common pitch)

**Suggestion Author**

@hushed stream

**Approved by**

@sharp zinc

tawdry condor
#
**Add a consumable Item that reverts the Silva armor Health loss**

Right now, If you trigger Silva armors Set bonus, and you manage to survive the Health loss, You're pretty much stuck at that reduced health until you die. Making a consumable item that reverses the effect, Balanced by how expensive the item could be. Now, the item would obviously not be usable during boss fights. An Idea would be to have the Dryad sell it when you have Silva/Auric armor on, but thats just an idea.

**Suggestion Author**

@stable pagoda

**Approved by**

@paper bramble

tawdry condor
#
**Adjust stealth strikes of Mycoroot, Cosmic Kunai and Executioner's Blade to be on par with their spammy base design.**

These weapons are designed with constant attack spamming in mind, and their stealth strikes have less effectiveness than actually spamming the weapons. These weapons' stealth strikes can be adjusted so that it'd reflect more on their spammy nature and making their stealth strikes more effective.

**Suggestion Author**

@wise radish

**Approved by**

@paper bramble

#
**Add flickering lights or lanterns with timers to give the Arsenal Labs a more abandoned feeling**

This would make sense as there are abandoned workshops and research facilities, and also making them look more aesthetically pleasing

**Suggestion Author**

@round mist

**Approved by**

@paper bramble

#
**Remove Ravager's Leg Sparks**

Ravager emits tiny damaging sparks that lingers on a solid surface after its legs are destroyed and before the second phase. This is by far the least relevant and memorable attack of the fight, to the point that many don't even know it exists, and here's why:

  • The spark is tiny to the point where if you get hit, it almost seems like you got hit by nothing. And if you didn't get hit, you wouldn't even see it.
  • The likelihood that you're staying on a solid floor under Ravager is insanely low due to the nature of the fight, and the fact that people use platforms a lot. If you are in that situation somehow, you will probably avoid it the moment after.
  • Ravager can lose this attack (almost) immediately in transition to phase 2, easily making it the least significant part of the fight, as removing the head still causes the head to stick for the rest of the fight.
**Suggestion Author**

@unborn willow

**Approved by**

@paper bramble

tawdry condor
#
**Add more wings themed to some post-ML armors with appropriate bonuses.**

Having a pair of wings that match your armor set is something that's visually nice. Giving most of post-ML armors (that would include Bloodflare, Omega Blue, and God Slayer) themed wings would make it more consistent to most of Calamity's HM armors, where they have appropriate wings (like Aureate Booster or Hadal Mantle). Plus having more options to furnish your character would be very nice.

Not only that, there's not much of wing variety in post ML, which this suggestion would attempt to solve.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Change the First Shadowflame so that on top of the current effects, it spawns temporary Shadowflame Apparitions upon critting.**

As it is now, the First Shadowflame is objectively worse than the Voltaic Jelly, a post-DS drop. (15DPS vs 16DPS + 1 minion slot). It also doesn't really do anything unique; it's another 'minions inflict a damaging debuff' acc, and doesn't really have anything that makes it an iconic Summoner item. Adding an effect that'd spawn Shadowflame Apparitions upon crit would fix this issue, as minions have a static crit chance, it'd make it more obviously a summoner item, and it makes the item more unique.

**Suggestion Author**

@brazen girder

**Approved by**

@vestal charm

tawdry condor
#
**Either slow down ravager’s flying acceleration or make him deal no contact damage for a certain time after starting flying**

Currently, the biggest pain when fighting ravager is the contact damage ravager does when he flies towards the player, if the player attempts to fly/run away from ravager to escape this contact damage, he accelerates greatly making it impossible to dodge him without clever usage of a rod of discord. This leads ravager to become an annoyance of a boss to fight and levels harder than the moon lord, which is intended to be fought after ravager

**Suggestion Author**

@gritty hawk

**Approved by**

@vestal charm

tawdry condor
#
Add an item to assist in tracking Draedon arsenal lab structures.

As it is now, it's tedious and difficult to find them at all, even with mapping software to assist in searching the entire world.
Unless you create a small world, there's so much space to search that it's unlikely to find any of them by accident, and searching for them on purpose is still slow.
If you happen to stumble into one of the labs that have turrets and you aren't yet geared for either survivability, or speed, you will likely die before you notice what's happening.

Having something similar to mob radar (if within x tiles "THERE'S A _____ LAB NEARBY") so the player knows to proceed with caution to find/avoid, but doesn't flat say, "go here for lab" would be a reasonable balance between no information and too much information.

Alternately using something like the ender eyes from minecraft "consumable, travels a short distance in the direction of the nearest undiscovered lab, then disappears" so it remains a hunt and gather portion to the game.

The labs are interesting, there's fun gear to get from them, but it's harder to find them than bee hives.

Putting one of the tracking items in the space Bio-center lab so there's a reliable access method that people can stumble into naturally could be a good method to expose the player to the tracking items, or the guide recommending how to find the parts/item after you've encountered a turret.

**Suggestion Author**

@vapid river

**Approved by**

@vestal charm

tawdry condor
#
**Slightly buff The Final Dawn's alternate stealth strike (throwing self towards the cursor).**

The Final Dawn is a great weapon to have as rogue, whether you're playing normally or stealth-oriented. But one thing I noticed as a small flaw in the weapon is in its alternate stealth strike, where it throws you towards the cursor's direction.

The direct hit damage doesn't really justify risking getting contact damage. Adjusting this attack would make it a little bit better to use.

Some ways to adjust it, but aren't limited to:

  • Tremendously buffing the direct hit damage
  • Giving damage reduction when using the attack
  • Giving the attack the similar treatment to Asgard's Valor / Elysian Aegis and their upgrade, Asgardian Aegis, which would be invincibility when the direct hit damages an enemy.
**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Make Slime God less unfun to fight against in terms of debuffs.**

Slime God is already a messy fight, with a lot of smaller honchos and a stupidly mobile core. If that isn't enough, 2 out of 3 debuffs applied by them, Cursed and Distorted, are incredibly unfun and have almost no (if none at all for Cursed) counterplay.

Changing (primarily) the debuff part of SG's fight would make it much more bearable to fight against.

Some ideas include, but aren't limited to:

  • Replacing Cursed and Weak with a debuff that acts similarly to Slime God's lore item.
  • Reworking Distorted completely to act like a vertical version of Confused: You naturally float up when afflicted, and attempting to jump will instead drag you down.
**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

#
Small Murasama rework suggestion (again), since with spam clicking it's a bit strong but without it's.. Not the best to say the least. (For reference it takes about 7 minutes to kill scal with spam clicking.)

Murasama constantly deals damage while holding M1, but anything Murasama strikes has a few immunity frames to compensate. (Reasoning for this is you can miss strikes that had no reason to miss.)
Murasama deals considerably less damage for a few seconds after swapping to it from any non true melee weapon.
Murasama gains additional damage from attack speed. (Murasama doesn't benefit from attack speed at all at the moment.)

**Suggestion Author**

@uncut wind

**Approved by**

@vestal charm

#
**Add a furniture item that causes the effects of the Gravity Normalizer Potion in an area of effect**

Although the planetoids make incredible bases, they're oftentimes inconvenient to turn into them, due to the slow movement speed and low gravity involved in approaching the space biome of the world. Through the incorporation of a furniture item, along the lines of the vanilla Terraria monoliths, the planetoids would likely see much more use as bases.

This item could simply be crafted with the Gravity Normalizer Potions, and perhaps blocks from the Astral Infection. Alternatively, if it were to be locked behind further progression, it could be locked behind Moon Lord, requiring a Gravity Globe to create.

**Suggestion Author**

@gray spade

**Approved by**

@vestal charm

tawdry condor
#
Give the Subsuming Vortex it's previous attack while putting it's new support on an alt fire

The rework to the SSV was a nice change but many users (Myself included) miss the old SSV however I don't think its new rework should go to waste but instead treat the SSV like the Photoviscerator by leaving it's primary fire as the old SSV while giving the alt-fire it's reworked state.
The SSV and Photo could then be considered fairly similar as the Photo can alt-fire which leaves the targeting taking damage from the blobs stuck to it, Tthen use the primary flamethrower to deal more damage, The SSV can do the same with using the alt-fire then using primary fire.

**Suggestion Author**

@solar jolt

**Approved by**

@vestal charm

tawdry condor
#
**Acidwood themed Sword, Bow, Hammer and Armor**

"What do you mean by this?" I'm referring to the fact that in vanilla Terraria, each biome with a respective wood type has it's own armor and tool set, so it would be nice for players to have access to another choice of wooden armor and tools if they manage to explore far enough.

"But wouldn't players already have better gear like Wulfrum?" Most likely, but it sticks to the theme of each tree type having its own set. Take Pearlwood for example, it has it's own set to keep consistency despite being pointless compared to the Hardmode metal armors.

"What about the Sulphurous armor and tools? They're made from Acidwood" The thing about that set is that it's made with post Eye of Cthulhu materials, namely Sulphuric Scales. Basic Acidwood armor and tools would be made with Acidwood and nothing more, much like any other respective biome wood.

**Suggestion Author**

@dapper solstice

**Approved by**

@vestal charm

tawdry condor
#
Buff pearlwood armor.

Pearlwood armor is simply much worse than every other armor in a similar point in progression, offering only minuscule defense. To make it more than a meme, buff it so that it can at least be good enough to wear when getting ore armors.

**Suggestion Author**

@dire anchor

**Approved by**

@vestal charm

tawdry condor
#
**Add the details of username + tag of the author and approver along with the mention when a suggestion goes into voting.**

This suggestion would serve a couple purposes:

  1. This would make suggestions from specific users easier to search upon, as suggestions in voting can't be searched by mentions:user
  2. Often times the mentions are shown as "invalid-user" on mobile (not sure if this is the only platform that does that). This suggestion will also make a workaround for that.
**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
Add some vanity clothing based on Calamity Lore...

I've been reading the lore on the wiki and I'd really like to see some renditions of what characters like Statis or human Calamitas would look like, and I think post-moon lord treasure bags could drop vanity sets so that the player could "steal their look". That way we'd have some cool visualization on how those characters look like and also some cool end game vanity sets (which are kinda lacking currently, I mostly just use lunar armor on vanity after moon lord) to look forward to.

**Suggestion Author**

@sterile osprey

**Approved by**

@vestal charm

tawdry condor
#
**Change the visual of adrenaline/rage when activating death mode**

A small change that would help visually to distinguish between death and revengeance mode, I suggest this because it would make distinguishing difficulty in replay/no-hits much more convenient. A simple color pallete change or even glow or secondary outline would work, but something to make them stand out from each other.

**Suggestion Author**

@urban carbon

**Approved by**

@vestal charm

tawdry condor
#
**Make "Wrath of the Ancients" a summoner sentry item**

The way this item functions is in no way similar to a mage item, as it stays in a single place and shoots off projectiles, exactly like a sentry would. Why this does magic damage, i'm not sure.

**Suggestion Author**

@subtle badge

**Approved by**

@vestal charm

tawdry condor
#
**nerf the Fearmonger armour set**

why am i asking? compare the damage bonuses the Fearmonger armour set gives to the damage bonuses the God Slayer armour gives (with summoner helmet) . you will see that the Fearmonger armour set gives a +11% damage bonus as well as a +40% summon damage bonus as well as giving 6 minion slots. however, the God Slayer armour gives +10% damage from the chest piece, +10% damage from the leggings and +65% summon damage as a set bonus and only 3 minion slots. you will see that the damage bonuses are closely similar and you need to remember that the Fearmonger armour set is supposed to be a tank option for the summoner class, where you are supposed to take more hits at the cost of dealing significantly less damage. also, because of these stats, the Fearmonger armour set is more viable against SCal, but it is available right after DoG. therefore, the armour set could be nerfed by either reducing the damage bonuses given by the Fearmonger armour set, or keeping the stats, but changing the recipe to include a post Yharon Phase 2 ingredient

**Suggestion Author**

@crimson iron

**Approved by**

@vestal charm

tawdry condor
#
**Have the option to disable lab spawns on world gen so in case your playing with other mods it wont mess up the world gen in some structures. **

Labs spawn randomly and destroys biomes and structures when having other mods enabled. Labs keep spawning in the abandond lab from MoD and completely ruines the structure. An option like this is for people who dont even use the stuff in these labs and would be so useful to players who have calamity in their modpack.

**Suggestion Author**

@meager seal

**Approved by**

@vestal charm

tawdry condor
#
**Have a post-moonlord accessory that makes stealth immediately buildup instead of a small ~1 second delay**

Stealth being viable has been kind of on and off. There's some bosses that you can use it with such as WOF or other bosses that give you a chance to slow movement. Though, late game and especially post moonlord, it doesn't seem stealth strikes have much use, and there's a lot of weapons that have unique attacks based on it. I feel with an immediate buildup it might be easier to incorporate stealth mechanics into faster boss fights if put into an accessory that removes the small interval before building stealth.

**Suggestion Author**

@hearty garnet

**Approved by**

@vestal charm

tawdry condor
#
**Make Crimson rod, shade rain, and nimbus rod summoner weapons, specifically a sentry**

Each acts more like a sentry than a magic weapon. It works the same as a sentry yet is classified as a mage weapon. I believe it should deal summon damage and be affected by sentry accessories (extra sentry accessories increase the number of crimson rods you can have). For crafting and such an alternative weapon could be used, such as blood bath maybe? Unsure at the moment on this regard. Alternatively there could be a variant of both, made through crafting by simply switching it like super dummy and dummy. With this method, it being a material won’t be a concern either.
Edit: a lot of people have told me a sentry has to target to be a sentry. This is untrue, as lightning aura and land mine both are sentries, and neither target.

**Suggestion Author**

@young pond

**Approved by**

@paper bramble

tawdry condor
#
**Rework Rev+ BoC Charge attack to be more challenging for the player**

Brain of cthulhu in phase 2 gains a unique charge attack where it teleports close to the player as normal, starts spinning giving the player time to run away from the brain and then charges into them while firing 1 wave of blood geysers similar to cryogen.

This fight is very easy due to the fact players can also kite the brain leaving it charging for a longer period of time leading to extra dmg. This is honestly easier than expert mode (excluding cheesing minimap) as expert mode has way less reaction time. Rev+ charge attack is way too simple and easy to avoid.

**Suggestion Author**

@calm depot

**Approved by**

@vestal charm

tawdry condor
#
**Old Auric helm as Vanity**

The old Auric set was pretty cool, and while I do agree that splitting the Helmet into the 5 that we have now was wise, It would still be nice to have the old Helm as Vanity, for those of us who spend way too much time optimizing our characters appearances

**Suggestion Author**

@stable pagoda

**Approved by**

@vestal charm

tawdry condor
#
**Change or add a variation of the crafting recipe of the Astral Beacon**

Due to unlucky worldgen, my Astral Biome dropped on my Snow Biome, rendering it extremely difficult to get any Astral Stone, as the biome is almost all snow and ice.
It is possible to obtain Astral Stone through other means, namely the Clentaminator, though It makes it unnecessarily expensive to create the Beacon for the first time.

**Suggestion Author**

@flat hawk

**Approved by**

@vestal charm

#
**Make the Paladins Shield buff from the rampart of Deities Togglable with visibility**

Due to taking 25% of all teammates damage, Asgard's valor is just an outright better option for most players. The main reason people use the shields is for knockback immunity, so being able to disable the paladin buff would give an alternative option for that.

-on solo, other than the lack of a dash, all the deific abilities and frozen shell make it considerably better than asgards valor. Its good because any class can use it with no drawbacks.
-On multiplayer, the fact it always absorbs team mates damage limits who can use it, since if you arent tanky enough to absorb damage then you end up being brought to 50% health real quick, which can screw you over. This issue isnt present on solo, so making toggleable just makes it as viable as on solo for everyone rather than just some people some of the time.

**Suggestion Author**

@limpid hamlet

**Approved by**

@vestal charm

tawdry condor
#
**Allow the combining of the five level meters at a tinkerer's workbench. The resulting product would display (simplified) versions of all class stats, as well as giving the leveling boost to all classes when equiped**

The similarity of these items would allow for relatively simple combining while also being extremely useful. Rather than a player having to look at or equip different versions depending on which type is desired, this would allow a player to only have to have one of them.

**Suggestion Author**

@umbral peak

**Approved by**

@vestal charm

tawdry condor
#
** Eventually implement a seperate theme for the nighttime variant of Providence.**

Since nighttime Providence is a different fight than daytime Providence, it kinda makes sense to have a different theme for nighttime Providence.
Both Devourer of Gods and Yharon have second phases with different themes than the first. This symbolizes a change in the fight, and thus requires a new theme to fit that change. Supreme Calamitas is also a great example, as she has four sub-themes of her whole theme, which not only help with showing the changes in her fight, but also contribute to lore.
This could open up a gateway to add some more lore to Providence, and show the difference between the daytime fight and the nighttime fight. Why is Providence so different during night?

**Suggestion Author**

@green quail

**Approved by**

@vestal charm

#
**Make Destroyer completely invulnerable to damage, similar to Yharon's subphase transition, before all body segments begin to move, or make destroyer spawn beneath titles**

The reason is even with 99% Damage Reduction, a particular weapon, Spent Fuel Container with its stealth strike, manage to take out a large chunk of health from the Destroyer at where most segments are concentrated a short time after spawning

**Suggestion Author**

@alpine gale

**Approved by**

@vestal charm

tawdry condor
#
**Change Ravager's AI so at his second form, he doesn't jump and goes through you without any warning**

As of now, when ravager would jump on the it's second phase, it would jump diagonally and go through the player dealing massive damage(especially on death mode) and makes it excessively hard to no-hit.
Although this only happens when the ravager is under you diagonally and when you are far away from it
The position of him being diagonally under you is likely since when he jumps and stomps down the first time, he will fall through any platforms and appear under you be it directly or diagonally.

**Suggestion Author**

@random robin

**Approved by**

@vestal charm

tawdry condor
#
A suggestion about making the **Arcane** modifier a *bit* more useful.

Add a mana reduction (1%, less or more), just like you did to the Warding,Hard, Guarding, etc modifiers by adding a small percentage of damage reduction.
Well, a lot of people are saying that the Arcane modifier in later game is kinda useless, so why not adding a mana reduction to make it a little bit better? In late game you gain mana from armor sets and accessories etc, so the Arcane modifier will not affect your maximum mana because there is a mana capacity.

**Suggestion Author**

@mighty cave

**Approved by**

@vestal charm

tawdry condor
#
**One all-around boost for melee and rogue proficiency levels, similar to the one all-around boost that mage/summoner/ranger have**

At the moment, three of the five classes have a buff that can be considered an "all around" buff. Ranged has the movement speed buff, summoner gives extra summons for support, and mage has mana cost reduction (which is technically an all around buff, given that some non-mage items use mana). These buffs encourage the player to play with a variety of classes in order to receive permanent benefits in an all-around category. In order to keep this chain going, I suggest that melee levels slightly boost the player's defense by a miniscule amount and that rogue levels boost all projectile speed, rather than just rogue projectiles. This would allow the two classes to join the all around benefit party while also not making much of a difference overall.

**Suggestion Author**

@umbral peak

**Approved by**

@vestal charm

tawdry condor
#
**Change the laser walls on phase 2 DoG to be thin, instant beams instead of slow moving lasers.**

Even after the rework, the laser wall attack is still pretty easy because there's nothing else of harm to cover the lack of difficulty against the attack. Making the laser wall attack consist of thin, instant beams (see Phantasmal Deathray, but much thinner) instead of slow moving lasers would make it more fun and engaging to fight against, as players will need to control their positions during each shot.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Add an item which increases the chance of fishing up grab bag fish**

(Grab bag fish include ones such as the Stuffed Fish and Xerocodile, for reference.) At the moment, there are no items to increase the likelihood of acquiring these alternative-farming method fish, which is a niche sorely lacking. We already have things such as Alluring Bait and Enchanted Pearl to improve the odds of fishing up potion fish and crates, respectively, so it would be useful to have an item which makes it easier to fish up grab bag fish.

**Suggestion Author**

@zenith relic

**Approved by**

@vestal charm

tawdry condor
#
Buff the quick modifier.

The quick modifier is very bad simply because movement speed is a bad stat in 1.3. While wearing boots or wings movement speed does not increase max speed, but instead builds up to the max speed faster. This acceleration boost is not very significant however, meaning that you have virtually no reason to use the modifer.

**Suggestion Author**

@dire anchor

**Approved by**

@vestal charm

tawdry condor
#
Make a weapon craftable out of the Pumpler and the Fungicide.

The Fungicide only has a later use in endgame and the Pumpler has none and both of the weapons are only useable in very early pre Hardmode as you can easily get better weapons from pre Hardmode bosses. Some might even not use them because the Minishark has the same power as them and is easier to obtain. So I think it would be fitting if those two weapons could be crafted together into a late pre hardmode/early hardmode gun.

**Suggestion Author**

@misty granite

**Approved by**

@vestal charm

#
**Change Snow Ruffian Armor to include Leather in it's crafting recipe**

"Why?" For 3 reasons actually.
The armor itself appears to have some sort of fur or leather-like material in it, specifically in the chestplate and greaves, despite not needing a leather-like material to craft it.
It gives the player the incentive to hunt down Angry Dogs in the same biome you get the base materials from (Snow, Ice and Boreal Wood)
The need to acquire Leather would balance out the early glide effect that comes with the armor set bonus, putting in extra effort to fight for these materials to gain that early fall damage resistance.

**Suggestion Author**

@dapper solstice

**Approved by**

@vestal charm

tawdry condor
#
Make Ice claspers drop rate for frost barrier increase

Ice claspers have a 1/10 drop rate for the frost barrier, but they are extremely rare and hard to find, I suggest that the drop rate be increased to 1/4 or 1/3 the frost barrier is later used for auric Tesla armor which is annoying to farm for a long time to get, it is also sold by the traveling merchant but only on a full moon which can be hard to get it from.

**Suggestion Author**

@cobalt snow

**Approved by**

@vestal charm

tawdry condor
#
**Raise the max mana cap.**

The current max mana cap in terraria is 400. As you have 180 max mana via mana stars and default mana, this means that your gear can only increase max mana by 200 via your gear. This is not changed by calamity, as in calamity you have 550 max mana, but 350 is granted by permanent upgrades and your natural 20 mana, so you can still recieve only +200 from your gear. The problem with this is that you get 200 mana from gear incredibly easily. For example, hydrothermic mage armor gives 100 max mana, as does the sigil of calamitas. With those 2 items, you have already reached the mana cap, maxing any further boosts useless. Raising the cap would make mana boosts less useless.

**Suggestion Author**

@dire anchor

**Approved by**

@vestal charm

tawdry condor
#
Add a way to revert the "can be used once per life" effects of some endgame armors without dying or re-entering the game.

I understand that we probably don't want Silva Revival and etc. to be used more than once per bossfight, and I'm fine with it, but sometimes the effect triggers while exploring normally, which can be frustrating because if you survive after the trigger, then you must kill your character (or exit and enter the world again, but I don't think that is intended behaviour) to revert the effect. The method (armor set skill, maybe?) must be simpler than suicide, but inflict some kind of penalty, of course (I'm thinking about setting current hp to 1 and applying a bunch of debilitating debuffs, but that's implementation details).

**Suggestion Author**

@signal sparrow

**Approved by**

@vestal charm

tawdry condor
#
**Change the Tooltip of the Leviathan Ambergris**

The second line of the tooltip for this accessory says "...plus 20 defense while submerged in liquid" Other bonuses that provide defense buffs say +[x] defense rather than spelling out 'plus.' It's a bit of a nitpick, but changing this would make it a bit more consistent.

**Suggestion Author**

@gaunt birch

**Approved by**

@vestal charm

tawdry condor
#
**Make adrenaline not gone when Abyssal Mirror's Evade is successful, and the player is not knocked back after the mentioned effect, similar to Statis's Ninja Belt**

Adrenaline builds up when the player did not get hit, but it is reduced even after a successful evasion from Abyssal Mirror's effect. I would say this is infuriating, as the player has evaded an attack, but still get knocked back if not using a KB immunity accessory, even more infuriating when the adrenaline buff is gone in a bossfight.

**Suggestion Author**

@alpine gale

**Approved by**

@vestal charm

tawdry condor
#
**Allow the combining of the campfire, star in a bottle, heart lantern, and four drunken princess candles into a single version that, when placed, gives a single buff with the combined effects**

Terraria has a limit on the number of buffs the player can have active. These few items alone take up seven available buff slots. Sure, the player can choose to forfeit these in regards to more powerful potion-buffs, but these items are all permanent and apply to all players within a radius. By combining these four items to have a single item that gives a buff with all of the effect, it both makes it easier to carry around supplies to build an arena while also freeing the player up to use the plenty of Calamity-exclusive buffs that might not have otherwise been used.

**Suggestion Author**

@umbral peak

**Approved by**

@vestal charm

tawdry condor
#
**Make all Boss Summons be non-Consumable as Long as Armageddon is Active**

In a normal playthrough, even on deathmode, having many boss summons being consumable makes sense. However, Armageddon presents a much greater threat, because all of the bosses kill you in one hit, which requires either really good luck or lots of practice to learn their attacks--both of which will almost necessarily take more than five tries before succeeding on almost ANY boss. For later/harder bosses like Clonamitas and the post-ML bosses, the summons aren't consumable because those fights require the same thing to a lesser extent simply because of how punishing they are.
Having to farm out the materials for all the potions and consumables or farming out the money to buy them is bad enough, but having to get the materials for a new boss summon every time you attempt it in Armageddon is quite irritating, especially for some of the harder ones like EoW/BoC, which assume you'll only need to use it once or twice--and with Armageddon, many players will need to fight the boss quite a bit more than that before achieving a no-hit victory.

Also, this wouldn't be cheesable. You can't turn Armageddon off in the middle of the fight (it just kills you or triggers a revive and despawns the boss), and if you use a boss summon that would normally be consumed while Armageddon is active, there's no way to turn it off before it spawns.

**Suggestion Author**

@gaunt birch

**Approved by**

@vestal charm

tawdry condor
#
**expand on spiky balls (the rogue weapon-type)**

while this does sound like a joke submission, hear me out.
spiky balls function alot differently from other rogue weapons

for one; they're the only type of rogue weapon that doesnt get destroyed when they touch the ground (i mean i guess there's peircing but other than that i cant think of many rogue weapons that do)

secondly; they pose the idea of quantity over quality, in other words, they're very spammable, but do less damage overall.

thirdly: they function alot differently than other weapons. with most weapons you simply aim and hold m1, but spiky balls are setup weapons. meaning instead of just holding m1, you try to bait enemies into them. for example, when a worm boss is burrowed, instead of waiting for it to pop back out again, you could spread the ground with spiky balls so that when it emerges it runs into them. not to mention that the whole idea of spiky balls really fits the playstyle of rogue.

last but not least, there's not many spiky balls in the mod as of now. calamity adds only 12 of them. 2 of which are bouncy and sticky variants of the original, and there's only 2 of them in hardmode, and only 2 post-ML. leaving not much variety for rogue weapons.

**Suggestion Author**

@inner onyx

**Approved by**

@vestal charm

tawdry condor
#
**Immediately end Slime Rain if a boss spawned.**

Boss Zen is a great feature included in Calamity, that simply solves the massive issues of unwanted enemies ruining the boss fights. One thing seems to ignore this feature completely: Slime Rain.

Even with Boss Zen on, Slime Rain will keep spawning slimes. Prematurely ending this event when a boss spawned will help keep those slimes from annoying everyone in boss fights.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Plaguebringer Goliath should naturally spawn in the underground jungle in Death mode**

Currently, the Plaguebringer Goliath naturally spawns in the surface jungle in Death mode, where it will be enraged and near instantly kill the player due to enraged PBG not being a fight you're supposed to win. It should spawn in the underground jungle instead, because that's where you're actually supposed to fight it.

**Suggestion Author**

@timid veldt

**Approved by**

@vestal charm

tawdry condor
#
**Change revengence mode Eye of Cthulhu's lined up dash move**

Right now, apart from summoning servants of cthulhu (which it does the whole time during its final phase), the lined up dash only makes the fight easier. Maybe that's its intent, but any form of arena makes dodging it trivial. Maybe add a little bit of tracking during the move or make the eye line it up and move quicker but right now it just makes the fight easier

**Suggestion Author**

@rain wagon

**Approved by**

@vestal charm

tawdry condor
#
**Make it the process of obtaining and using Draedon Power Cells more obvious**

Due to the large quantity of lab-styled furniture present in the various draedon labs, it is not very clear to new players that the Fuel Factory and Charging Station are not just decorative furniture. This is especially true of the Fuel Factory, as the ones found in the labs are inactive until broken and replaced. Players who do not realize that these two machines are actually functional will miss out entirely on the charge mechanic for the Draedon's Arsenal weapons, significantly lowering the effectiveness of the weapons.

I've seen quite a few youtubers completely miss the Fuel Factories and Charging stations in videos showcasing the new update, and the few that do notice the GUI on the Charging Station often don't know what's meant to go into it. I feel that something this crucial to the update and to the entire draedon gear set should be a little easier to figure out on your own – right now, the best way to find out how the charge mechanic works is just to look it up on the wiki.

Some possible solutions to this problem would be to add some quotes about power cells and the charge mechanic to the hologram boxes, or to make the inactive fuel factories emit spark particles to draw attention to themselves, but there are plenty of other ways to accomplish the same thing.

**Suggestion Author**

@boreal turret

**Approved by**

@vestal charm

tawdry condor
#
**Change either Clonetas's lore or quotes**

Right now, the lore says that Clonetas is a mindless monster roaming the land doing nothing but fighting, but her quotes don't suggest that. I highly doubt that a Mindless clone would say "You underestimate my power" or "Impressive, most impressive". so either the lore should change so that it has the intelligence to say those lines, or the lines should be removed

**Suggestion Author**

@stable pagoda

**Approved by**

@vestal charm

tawdry condor
#
**Make Providence’s Cocoon Star Phase Reset Adrenaline When Hit**

The main point of adrenaline is to not get hit right? And if you get hit, you get punished by having your adrenaline reset. But in Providence’s Cocoon star phase, getting hit doesn’t reset adrenaline because the stars deal damage in a different way than normal hits. I think that with the new change to this phase to make it more pattern based, adrenaline should be reset if hit.

**Suggestion Author**

@shadow rivet

**Approved by**

@vestal charm

tawdry condor
#
**Make Providence not enter her cocoon phases when the profaned guardians are alive**

Normally when Providence enters her cocoon phase all other projectiles disappear since the point of the cocoon phase is to focus on one difficult to dodge attack. When the Profaned Guardians spawn they cause a lot more chaos and make dodging providence harder which generally isn't too bad except for the cocoon phases which are balanced around being the only thing you need to dodge and thus become somewhat unfair when the guardians are out. Changing this would make the fight more fair and reduce the difficulty spike of the guardian phase.

**Suggestion Author**

@mossy violet

**Approved by**

@vestal charm

tawdry condor
#
**In Death Mode, make Polterghast either start in phase 3 or have longer first and second phases **

Polterghast in death mode feels a bit off, as his first and second phases are present, but he transitions into phase 2 at 90% and then to phase 3 at 80%. his first phases being there just to go into 3rd instantly makes no sense. if you didnt want those phases to really be part of the fight, why include them at all?so i suggest either making polter start in phase 3 similar to other bosses in death mode starting in later phases, or make these phases longer so its not just a random 20% having 2 phases and then 80% in one phase.

**Suggestion Author**

@wanton eagle

**Approved by**

@vestal charm

tawdry condor
#
***Make Flamsteed Ring's large form give Defense or DR***

Flamsteed Ring is a good weapon, but the main reason it feels inadequate is because the large hitbox makes it too hard to dodge when fighting bosses, or invasions. The large form deals huge damage, but the huge hitbox pretty much forces me to go into the small form, or not use it at all. To compensate for the giant hitbox, I would suggest adding a large amount of Defense, Damage resistance, or a bit of both, that way it feels like a giant war machine, and there's more incentive to use it.

**Suggestion Author**

@topaz compass

**Approved by**

@vestal charm

tawdry condor
#
**While the Laudanum or Draedon's Heart is equipped, the Horror should be named something else**

Because of the numerous buffs you receive while receiving horror when you have Laudanum or Draedon's Heart equipped, it seems more characteristic for Horror to instead be called something like "Courage," as people don't become stronger when they're horrified.

**Suggestion Author**

@stone obsidian

**Approved by**

@vestal charm

#
**Add a combination of the Dark sun ring, Blazing core, and Yharim’s Gift**

These items are all thematically and functionally similar, being sun related and being general stat increases with additional effects; and it feels bad to have to give up either of the mentioned accessories to equip the dark sun ring for yharon phase 2. Because of this, I suggest a combination of them which would naturally be expert exclusive. I think it would be balanced, and the visuals of the inherited effects could be modified to fit the dark sun theme.

**Suggestion Author**

@night palm

**Approved by**

@vestal charm

tawdry condor
#
**Shift the power of Brimstone Elemental's phases to make her more fun to fight.**

Brimmy's fight is too unbalanced towards the bullet spam she does in one of the phases. Shifting the power from this phase to the other two phases would make the fight overall more fun.

These would include, but aren't limited to:

  • Reducing the amount of gigablast and hellblast lineup shots.
  • Making her chasing phase mhch more dangerous, akin to this patch's Signus.
  • Making the Brimlings shoot lasers with Brimstone Elemental in the laser phase.
**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Draw Counter Scarf using Primitives**

Currently I think when you equip the Counter Scarf, it should draw primitives behind the player, as if it is actually wearing a cape.
I coded something kind of like it.
Counter Scarf is an iconic accessory of Calamity, and therefore I feel that some added visual effects would be befitting
https://cdn.discordapp.com/attachments/103110554649894912/745756595085901834/collisions.gif

**Suggestion Author**

@golden vector

**Approved by**

@vestal charm

tawdry condor
#
**Buff Resilient Candle.**

For those not in the know, this is the purple candle sold by Cirrus which is defense oriented.

This candle is pitifully weak compared to Cirrus' other candles. Increasing defense ratio by 5% does almost nothing to reduce incoming damage even late game. Perhaps instead allow it to grant 5% DR that ignores diminishing returns, like how Vigorous Candle's life regeneration ignores the soft cap.

**Suggestion Author**

@short blaze

**Approved by**

@vestal charm

timber acorn
#

Allow the Scorpio to destroy blocks with ammo that say they destroy blocks.
Personally, whenever i need to make an arena i use rockets with block destroying ammo thanks to how fast it is. But I after i upgraded my rocket launcher into a scorpio it turns out rockets that say they destroy tiles no longer do.

Suggestion Author: @jade bone

#

Rework desert scourge.

Desert scourge currently is a very boring boss. He behaves like your standard worm, without anything unique to offer. His minions don't due much either, they're basically smaller worms. The projectiles don't due to much either, they feel very standard and generally get avoided in the same way as eater of worlds vile spit. I understand that this boss is an early one which is intended to be easy, but just because it has to be easy doesn't mean it has to be boring. Giving the players a unique and fun first boss that really shows what calamity has to offer would make the boss more enjoyable for veterans, and would encourage beginners to keep playing the mod.

Suggestion Author: @dire anchor

sharp zinc
#

Buff classless armors for summoner.

Currently 2 of the 3 classless armors added by calamity are uesless for summoner due to their low minion stats. Astral armor offers only 3 slots and 28% damage, paltry compared to the boosts of other sets. Omega blue is even worse, giving a mere 46% damage and 2 minion slots. Buffing these sets for summoner would simply increase the armor variety of that class.

Suggestion Author: @dire anchor.

timber acorn
#

Add another rogue early hardmode option.

Titan heart is the only pre-boss hardmode pure rogue armor option. This is a problem because it is a specialized armor. The decreased attack speed makes this armor very poor for dps if you don't use rogue stealth. This leaves people who don't want to use stealth any rogue options. Forbidden circlet is available, but it primarily focuses on summon boosts. Many players may want to stick exclusively to one class, so they won't get much out of the circlet either. I think that having a specialized option is a very good thing, as it gives the player a greater ability to get gear based on their playstyles. A counterpart to titan heart would be appreciated, perhaps an armor that forgoes stealth for higher rogue boosts.

Suggestion Author: @dire anchor

sharp zinc
#

Change shroomite visage to be consistent with other shroomite helmets.

The shroomite visage has different stats than the other shroomite helmets for no reason at all. This helmet gives 25% damage instead of 15% damage and 5% crit. It should be changed for increases consistency.

Suggestion Author: @dire anchor.

timber acorn
#

Add Summoner and Rogue helmets to Hardmode Ore armor sets

Every "ore" armor set in Calamity has a Summoner and Rogue helmet, which is jarring in comparison to the lack of such items for the hardmode ore armor sets. There are already calamity-exclusive helmets for vanilla sets (rogue helmet for Forbidden and flamethrower helm for Shroomite sets), so why not do the same?

Suggestion Author: @bitter mirage

tawdry condor
#
**Have homing projectiles home less aggressively for players at full stealth**

The way I see what stealth is supposed to be, it's meant to find the perfect opportunity for a massive bulk of damage. However, the encouragement to get to full stealth in fights is not the biggest, as I've noticed it's more consistent to deal damage at all times at the nearest opportunity. To support it being a system of finding a more perfect opportunity, I believe the decreased "aggro" of homing bullets can help encourage the system, since you'll still face the constant push of the enemies but you will have less projectiles to worry about and more time to deal damage, such as an adrenaline or rage combo. Alternatively, this could be added as an extra attribute to a post-moonlord rogue armor set bonus/accessory.

**Suggestion Author**

@hearty garnet

**Approved by**

@vestal charm

tawdry condor
#
**Lighten the weight of the mod a bit**

The mod overall consumes a LOT of memory, especially on startup. If this could somehow be trimmed down (I believe some code-rewriting and maybe some image optimization could help with this) the mod would probably be able to be used with many other mods at the same time. It's a great mod, and it has a lot of content, and optimizations here and there would really add up.

**Suggestion Author**

@feral elk

**Approved by**

@vestal charm

tawdry condor
#
**Add a post-ML accessory which is a combination of Glove of Precision and Electrician's Glove.**

Both of these gloves synergize well with stealth gameplay, and combining them somewhere in post-ML would make stealth rogue players have slightly more freedom in accessories (especially since Precision doesn't have any upgrades and you can be stuck with that even in endgame).

If this would go through, Nanotech would also need to inherit Glove of Precision's trait, since Electrician's Glove is currently part of its recipe.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Allow the combination of the aquatic emblem, aquatic heart, ocean crest, luminous amulet, and giant pearl**

All of these items have extremely similar functions (slowing breath loss/providing light in the abyss), but most, if not all, will never be used due to the number of accessories needed to use them. By allowing the combination of them, it opens them up to actually be used by players in the abyss. Plus, it would function as a great complement to the abyssal diving suit.

**Suggestion Author**

@umbral peak

**Approved by**

@vestal charm

tawdry condor
#
**Make the Guide give the starter bag loot**

I mean, c'mon. The Guide is most likely the type to give you starter bag loot. Almost all of the guide's quotes are about aiding the player, even though he does absolutely nothing in the modded world due to playersa) being experienced enough to know what the Guide says in his Help button and b) probably has Recipe Browser which purpose is to replace the Guide's Crafting option.
At least give the Guide better Help options and make him give Starter Bag loot upon right-clicking on him or when you click "Help" or something.
Also, a lot of players don't care about the Guide, so they might miss it. A way to counter this is to plop a ❕ above him to show it is available.
Also also, to make sure people don't cheat the loot later on, make it only available 'til the first night.

**Suggestion Author**

@lost geyser

**Approved by**

@vestal charm

tawdry condor
#
**Nerf Polterghast's spamming potential.**

Polterghast was recently buffed to make it run around like it's been shot with ectoplasm adrenaline or something to that effect. It would be a decent buff if Polterghast didn't have such a lot of bullets around the arena.

Nerfing the potency of its bullet spams would make it much, MUCH more fair to fight against.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Shorten Signus, Envoy of the Devourer's name to just Signus**

Not only is this title unnecessary when you look at the majority of bosses in the mod, which lack a title as part of their name, but it's also inconsistent with the other two sentinels, which are referred to in-game by just their names and nothing more. Also, seeing as all three of the sentinels are supposed to act as envoys of sorts for the DoG, why is only Signus referred to as such?

**Suggestion Author**

@livid sail

**Approved by**

@vestal charm

tawdry condor
#
**Give Cryogen lore decreased damage reduction as a drawback instead of reduced defense.**

Cryogen lore is proven to be a strong lore item, able to give a dash without the use of accessories or specific armors (Solar Flare for example). The drawback it gives is nothing later in the game compared to its potential.

Changing defense reduction on the lore item to be DR reduction would make it a more punishing drawback that is hard to be irrelevant as the player progresses.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Give some true melee accessories to let the player lock themselves to swing their melee weapons at one side while moving, through the use of visibility toggle.**

One of the reasons true melee weapons can be lacking is because most of these weapons won't allow you to keep swinging into one direction while moving. "Moonwalking", as I'd like to call it, can help creating safe, true melee distance from an enemy while keeping DPS output steady.

Allowing some true melee accessories (like Samurai Badge or Titan Glove and its upgrades) to toggle this via visibility button would help making true melee weapons more consistent to use.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Rework and/or buff the Spiteful Candle.**


This thing's effect is hardly noticeable; 5% extra damage (after all other factors, presumably) isn't really that impressive especially since boss kill times can now be forced upon you anyway, and its extra gimmick --- the ignorance of enemy DR --- is entirely a statement to make it sound cooler since multiplication doesn't care about order. Additionally, even if it wasn't completely ineffectual, it'd feel that way anyway because anything with enough DR to make a difference is going to probably hit the 99%+ cap where Spiteful doesn't work. Given the fact that these things are a short-range buff for a mighty 2 platinum per candle, this seems entirely too underwhelming for the price one has to pay for it.

**Suggestion Author**

@sour hornet

**Approved by**

@vestal charm

tawdry condor
#
**Change the Plasma Rod to a classless weapon.**

❔ Despite theoretically being a magic weapon, in practicality, it's more of a classless/support weapon; like the Marked Magnum and Golden Gun, it's not used for its damage; rather, it's used for its debuffs. While this makes it similar to the Everglade Spray and the Golden Shower, both of those at least do enough damage and work in such a way that you might use them for other purposes. The plasma rod does not.

**Suggestion Author**

@brazen girder

**Approved by**

@vestal charm

tawdry condor
#
Add the old omega blue armor as vanity.

The old sprite for omega blue armor was incredibly great and iconic. Many of the fans of the mod, myself included, greatly appreciated the look of the armor. In order to allow people to use this version of the sprite if they so desire, add an ancient omega blue set. It could be a mini boss drop post-polter.

**Suggestion Author**

@dire anchor

**Approved by**

@vestal charm

tawdry condor
#
Make it so Bloody Edge can't be made with Light's Bane, and make it so that Night's Edge can't be made with Blood Butcherer.

Why? What's the point of having an alternative when you can make either one with the same materials? Also, the themes of the blades matters. How do you get Night's Edge's theme when you made it with Blood Butcherer which would make it so it's in none of it's materials? Or vice versa?

**Suggestion Author**

@proud oriole

**Approved by**

@vestal charm

#
Make Terra Edge True Bloody Edge Exclusive, and the Terra Blade True Night's Edge Exclusive.

Why? Well, it's because Terra Edge is an alternative to the Terra Blade. True Bloody Edge and Terra Edge both inflict Ichor and heal the player on True Melee hits. This feature is nowhere to be seen on True Night's Edge or the Terra Blade. So, seeing it disappear or appear suddenly depending on which Terra sword you make with which True Evil Sword makes no sense.

**Suggestion Author**

@proud oriole

**Approved by**

@vestal charm

tawdry condor
#
Make it so Auric Tesla Bars only need Auric Ore and Yharon Soul Fragments, or make the amount of bars you get higher than 2.

Why? It shouldn't be the case that a bar has a crafting tree bigger than most weapons. And it's grindyness isn't what makes them feel great and unique. It's the design and power of themselves and what it makes is what makes it feel that way. No other bar from other mods or vanilla or even calamity is this grindy.

**Suggestion Author**

@proud oriole

**Approved by**

@vestal charm

tawdry condor
#
**Rework the implementation of, and expand upon the concept of, melee/rogue variants and weapon variants in general.**


These things, as they are right now, aren't too terribly interesting and tend to heavily decrease weapon variety throughout a playthrough. Most noticeable in this department is the wide array of melee/rogue variants scattered throughout the mod, which add plenty of ways to make you question if rogue is melee or melee is rogue at basically every stage of the game. However, the concept itself is highly interesting and, if given the proper love and care, could blossom into a way to increase weapon variety at a tier without necessarily needing to create new weapons --- this could also be a neat way to introduce concepts that will likely never be seen in-game otherwise.

Some ways to help to diversify and streamline the implementation of variants, for examples, would be to:

  • Allow variants of the same weapon to be crafted between one another for a price at a certain crafting station.
  • Allow other classes to get in on that variant goodness as well, rather than melee and rogue getting all the love.
  • Allow variants of the same weapon to function differently (let rogue variants have stealth strikes, god damnit, if they won't then what's the point).
  • Expand upon Aether's Whisper's approach --- make a weapon have a left-click and right-click corresponding to certain classes, with different functions based on the mode being used.
**Suggestion Author**

@sour hornet

**Approved by**

@vestal charm

tawdry condor
#
**Adjust Legendary weapons' stats and give them the unique trait Cold Divinity has, which applies the class damage bonuses taken twice. In exchange, make them all drop from bosses and not bags.**

Cold Divinity is one of the strongest Legendary weapons not only because of its unique mechanics, it also gets summon damage bonuses applied twice, which makes it sustainable for very long, arguably 3/4 of Hardmode.

Giving other legendaries a similar mechanic would make them also last much longer, making their legendary status worth the grind. To circumvent certain cheeses, legendaries can be changed to drop from the bosses themselves instead of their Treasure Bag (much like Yharon and stuff like Void Vortex or Yharim's Crystal).

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Rebalance bosses to better fit progression within Death Mode.**

From my personal experiences in my Rogue Death Mode playthrough, I've found that some bosses had an extreme jump in difficulty that is out of place of the other bosses next to it (before & after). I'll list the bosses which I find needing buffs/nerfs, and I'll give some suggestions too:

-Desert Scourge, buff (give the boss a significantly higher jump to reach high platforms &/or damage reduction if the player is too high from the surface)
-Eater of Worlds, nerf (might be debatable, but I found in my attempts that EoW's health and projectile damage with cursed flames outdid my attempts of dealing significant damage, even with the bugged vile feeder. Decreasing the duration of CF could work out well)
-Plaguebringer Goliath, nerf (I outright skipped both PBG and Ravager in my playthrough and went straight to cultist because I found both bosses to be too difficult for me to beat at that time, with Rav being extra difficult as I couldn't beat PBG. I feel that the horizontal projectiles that PBG uses should be spread out a bit more so it's somewhat easier to dodge)
-Lunatic Cultist, buff (way too easy in DM, possibly give high DR if any summons are in the area, and also increase their fire rate/damage of projectiles/attacks so it's harder to dodge)
-Moon Lord, buff (Boss is a little hectic but otherwise isn't that hard to play around if you have a large enough arena to fly in, maybe increase ML's mobility to chase the player and give them new attacks)
-Devourer of Gods, nerf/buff (Using a skybridge makes the boss a lot easier to attack as it won't attempt to charge you as much, but the instant kill hitbox is significantly larger than the actually head. Decreasing the hitbox a small bit while allowing the DoG to charge while flying within the space biome would be both great)

**Suggestion Author**

@clear forum

**Approved by**

@vestal charm

tawdry condor
#
**Add size scaling to Adrenaline, Rage, Stealth, Boss health bars etc.**

If you're running terraria on a 4k monitor so you have a larger field of view. It can makes some calamity mod indicators a little too small.

**Suggestion Author**

@uncut dock

**Approved by**

@vestal charm

tawdry condor
#
**Add more animation to the Suspicious Looking Jellybean (Squishy Bean) sprite **

This is a pretty interesting and fun mount but it isn't very animated in terms of how it moves around. It only has a couple kind of jittery frames of animation for horizontal movement and it's sprite stays exactly the same when doing its jumps or double jumps. Maybe adding a bit more expression to its face or movement to the body while leaping could make it a bit more interesting. It could also have particle effects like the Cloud in a Bottle for the midair hops.

**Suggestion Author**

@idle relic

**Approved by**

@vestal charm

tawdry condor
#
**Add potions that drastically increase mining and building speed**

The only reason I have heros mod on is for the building tool and with all the arenas you have to make for calamity (especially in the dungeon), this would be a great potion

**Suggestion Author**

@cobalt shore

**Approved by**

@vestal charm

tawdry condor
#
Change Providence's Hit Sound, lower it's volume, or make it less frequent.

Why? Because hearing a high pitched noise so frequently and so loudly even at low volume gives me and likely several other people migraines. It doesn't help that you usually have to fight her multiple times due to her drops, which worsen the already existing migraine, or start a new one.

**Suggestion Author**

@proud oriole

**Approved by**

@vestal charm

tawdry condor
#
**A permanent consumable that buffs placement range/speed**

There are already several other permanent consumables with varying effects throughout the game. A permanent buff to placement range/speed would assist in placing blocks in a timely manner. In singleplayer, a player can basically run and place blocks at the same speed when using a building potion and AGP. However, lag in multiplayer makes this impossible. Plus it’s helpful when building arenas.

**Suggestion Author**

@umbral peak

**Approved by**

@vestal charm

tawdry condor
#
**Give melee and mage some items from Sentinels' direct drops or from their specific materials without the use of post-Polterghast materials.**

Messing with progression a bit is fun, and doing Sentinels before even touching Providence is proven to be a decent strategy on most classes.

For example, Rangers can get Storm Dragoon and The Storm from Storm Weaver. Summoners can get Cosmilamp and (RIV) Guidelight of Oblivion from Signus, and Rogue can get many stuff, Spectral Veil and Cosmic Kunai from Signus, Sealed Singularity from CV's Dark Plasmas, and Deific Thunderbolt from SW's Armored Shells.

Unfortunately, this isn't the case for Melee and Mage players, since Melee can only get Mirror Blade from CV (which is subpar vs Providence due to her having no contact damage) and mage only having Mistlestorm from CV's Dark Plasmas.

Adding more melee and magic weapons on CV and SW, or their materials pre-Polterghast, can make non-linearity in this stage a bit more viable for these two classes.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Remove Enchanted Metal and rework the alt recipe of Mechanical bosses summon items to mimic original recipes, but replacing specific materials with small amounts of Mysterious Circuitry.**

Enchanted Metal is weird simply because it has only a single purpose: To make Mechanical Eye, Worm and Skull. This makes Enchanted Metal extremely redundant, adding yet another crafting material that has only a single purpose essentially.

Removing Enchanted Metal from the mod and replacing them in alt recipes of mech boss summons with small amounts of Mysterious Circuitry, Souls of Light/Night and Iron/Lead bars would make things still slightly easier to grind (since if you explored the world enough, you should have surplus of Circuitry), but reducing the redundant crafting materials.

Additionally, in Calamity's lore, Mechanical Bosses were retconned to be made by Draedon, and Mysterious Circuitry can be found on Draedon's abandoned structures. It would make much more sense to use Circuitry than anything else, really.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
Make the leviathan challenging somewhat

As of right now, the leviathan is PURELY meteors and charging, and also spawn a bit of tiny enemies. I think there’s every bit of wrong in a VERY big fishy that can only do 2 actual attacks. Sure, you’re fighting a whole 2 bosses, but even then, many would agree the fight is still very easy compared to what is to be expected from a really sick looking boss. Give her 1 or 2 more attacks, preferably an attack that isn’t easy to dodge, then I see the boss fight not being boring for leviathans part, and maybe even making the player take a couple losses from them. Another thing, is to buff the damage from her charge attack. I feel it simply doesn’t do enough damage for a big hunk of meat being thrown at you with killing intent. In fact, it’s very simple to dodge this attack, so making one slight mistake should punish you big time for it.

**Suggestion Author**

@frozen ermine

**Approved by**

@vestal charm

tawdry condor
#
Make the theme of Supreme Calamitas (Stained, Brutal Calamity - Acceptance) keep playing for a few minutes after she has been defeated.

I have noticed that the Acceptance phase of the song plays only when Supreme Calamitas reaches 1.0% of her HP. It is fitting, and even though she becomes invulnerable for a few seconds as she speaks in chat, most players will be killing her as soon as they can, with the great atmospheric music playing only for a few seconds.
The music accompanies the bittersweet feeling of conclusion beautifully, and I believe that it would leave a fantastic impression on a player's first playthrough.

**Suggestion Author**

@runic hawk

**Approved by**

@vestal charm

tawdry condor
#
Allow the Elemental Quiver's split effect to be toggled

The buffs from the Elemental Quiver are irreplaceable for a late game ranger, meaning a late game ranger is also stuck with the split effect. Some people like the effect, but if you search "elemental quiver split" in this server you'll find a bunch of people saying it lags them and that they wish they could disable it. Not only does it lag, but I personally think ranged weapons look cooler without the splitting (it makes them look more accurate; the split makes it look like the projectiles are going all over the place rather than in a straight line).
I think the most obvious solution is to have it be a matter of visibility toggling just like the holy dash, but if that isn't ideal for the devs then any other method would work fine.

**Suggestion Author**

@torpid yew

**Approved by**

@vestal charm

tawdry condor
#
Make Astral Stuff made with a Mythril Anvil and Adamantite Forge.

Why? You can beat Deus start of Hardmode, but you can't use the bars then, due to needing an Ancient Manipulator. This should be changed due to Deus being able to be fought any time in Hardmode now.

**Suggestion Author**

@proud oriole

**Approved by**

@vestal charm

tawdry condor
#
**Make Tsunami and Tempest Staff be affected by evergreen gin**

Evergreen gin is a drink that the Drunk Princess sells that will buff nature-based weapons which is quite strange that the Tsunamni and Tempest Staff aren't affected, but 2 of the Tsunami's upgrades (Monsoon and Alluvion) are. All 3 are heavily based on nature, the ocean in this case, but the Tsunami isn't buffed by the drink. The Tempest Staff should be buffed because it shoots sharks and the Floodtide is also a weapon that shoots the sharks, but it is affected by the drink.

**Suggestion Author**

@warped crane

**Approved by**

@vestal charm

#
**let the suspicious looking jelly bean mount go through platforms**

this way i will be more like the normal slime mount, i tend to use it to fall faster than normal during boss fights, so it would make navigating arenas a bit easier

**Suggestion Author**

@livid yew

**Approved by**

@vestal charm

tawdry condor
#
**Add a config for instrumental or original songs in calamity mod music**

For songs with lyrics that have an instrumental version, I’d prefer having the instrumentals for the boss fights, but still like the originals. Right now there’s only one like this, Yharon’s theme, but this would also be good to have for the future

**Suggestion Author**

@night palm

**Approved by**

@vestal charm

tawdry condor
#
**Redesign and Buff the Lunatic Cultist's Ritual Attack in Rev+**

Lunatic Cultist is a really easy boss. Its low-health and generally small and unintimidating design hints at a "kill it quickly or it will kill you quickly" kind of fight, but it just doesn't have the second part. Calamity does what it can to remedy that, but the way the attacks are set up, it's just not conceptually a difficult fight with the way the attacks work. You can dodge most of them by going in a circle, you don't need an arena because he has no attacks that can actually prevent you from using a specific place, and his main power move--the ritual attack--doesn't change a whole lot. Some of the main potential changes could be:

-The rituals happen at specific benchmarks in the Cultist's health (e.g. 75%, 50%, and 25%) rather than as part of its attack pattern, so they act more like phases of the fight. Before the first ritual, the fight would still probably be pretty easy, but the lower the health, the stronger the boss. A common boss design, and there's nothing wrong with it.
-The Cultist is invincible while the ritual is ongoing, and the duration is a bit longer to emphasize the change in the fight and make sure the player is aware of it.
-Potentially, some other attacks could happen during the ritual.
-The minions the Cultist summons would always be summoned after the ritual finishes and would be completely invulnerable throughout the duration of the fight. However, to make things fairer, they would coordinate specific movements with the Cultist's attacks rather than having basic enemy AI.
-This could solve the issue of just being able to run away from the Cultist to avoid ancient dooms, lightning orbs, and the need for an arena as well as stop his attacks while he relocates if one of the minions prevented you from leaving an area or blocked off an area periodically.

**Suggestion Author**

@gaunt birch

**Approved by**

@vestal charm

timber acorn
#

Make it so that each segment of a Corruption worm enemy in Death Mode, such as the World Feeder or Devourer, has a modest chance at dropping loot per segment, or even just a tiny amount of loot per segment, rather than normal loot dropping when you kill the whole worm.

While it's true that Death Mode is supposed to be difficult, the difficulty of Corruption worm enemies on Death vs the rewards for fighting them is very disproportionately skewed, especially compared to fighting other Death Mode enemies. The reward for killing a World Feeder's multiple thousand-health segments, for instance, is the same as killing a Clinger. The reward for killing a Devourer's many segments is the same as an Eater of Souls.. minus the worm teeth, but if people want unholy arrows they'd probably just buy them. It makes these enemies kind of a waste of time to fight, considering you could be getting the same thing by killing way easier opponents. This would make them considerably more rewarding, without overdoing it too much.

Suggestion Author: @brazen girder

tawdry condor
#
**Change Luxor's Gift for summon weapons to be able to spawn more than one Sign, with one Green Sign for every 2 used slots.**

Luxor's Gift is an interesting accessory in that it boosts DPS of classes differently for each one. One exception would be the summon version's Green Sign, where it seems pretty bad in comparison to other classes' signs. Disabling the 1 Sign limit and changing how the Green Sign spawns to 1 sign for 2 minion slots used would make it a bit more viable as a summoner.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Switch around the type of Core Plate used in the Exodium Cluster Accessories so that they’re thematically accurate (Eldritch Soul uses Chaosplate, Profaned Soul uses Cinderplate, Normality Relocator uses Navyplate)**

While looking at the recipes for some of the accessories made from Exodium Cluster, it can be confusing to observe that some of the types of plates used for crafting certain accessories seems backwards, and does not fit the accessory thematically (What does the sunken sea have to do with eldritch power? Why isn’t an accessory that is closely related to a being which resides in the sun created with cinderplate, which is crafted using essence of sunlight?) it can be confusing especially when crafting, as you’d assume players would go after the plating which fits the accessory they want to craft.

**Suggestion Author**

@solemn kiln

**Approved by**

@vestal charm

tawdry condor
#
**Allow for the conversion of blocks into their astral infection counterparts at the Monolith Amalgam**

Just a pretty simple idea, allow the ability to craft the astral infection blocks with their regular counterparts at a Monolith Amalgam. For example, you can craft Sand Blocks into Astral Sand at the Monolith Amalgam, or Dirt into Astral Dirt, Stone in Astral Stone, etc.
Just an easy way to create these types of blocks without the need of Astral Solution/Star Struck Water to infect other parts of your world to collect these blocks, or going through the trouble of making another world to do all of this.

**Suggestion Author**

@covert osprey

**Approved by**

@vestal charm

tawdry condor
#
**Have Draedon's lab turrets ignore you while you have the invisibility buff**

Since the changes to make turrets blast resistant, its incredibly difficult to get close enough to the turrets to be able to mine them, especially earlier on in the game and in higher difficulties. At the point where the circuit materials are first required, after HM/perfs, the player will probably not have knockback resistance, so its almost impossible to actually get close enough to the turrets to destroy them, especially as the laboratory blocks are blast resistant as well. This is even more noticeable in the structures where there are multiple turrets in the structure. Having the turrets ignore you while invisible would make the structures more manageable to deal with, and give an alternative to just repeatedly charging at them and dying to make small amounts of progress, which is tedious, not fun, and the turrets should not be balanced around having to die to deal with them.

**Suggestion Author**

@honest star

**Approved by**

@vestal charm

tawdry condor
#
**Rework the Rare sand elemental**

Right now, the rare sand elemental serves little to no purpose than to make the Heart of the elements much harder to obtain than it should be. Most of the crafting elements for the Heart have sub 15% drop rates from Uncommon enemies. The rare sand elemental on the other hand, has a 5% drop rate from an already rare enemy. Even with Zerg potion, it took me at least an hour and a half to get the Rare sand elemental. Plus, it doesn't make sense thematically, the items is supposed to be calling on powers from all across the world, so why two sand elementals? I would suggest Reworking the Rare sand elemental to be a different type of elemental (Jungle? Hallow?) and Moving it to a miniboss in that biome with the same sprite, with the normal drop rates for HoTE drops

**Suggestion Author**

@stable pagoda

**Approved by**

@vestal charm

tawdry condor
#
**Rework Rose Stone and HotE's Brimmy summon to be more unique and interesting.**

Brimstone Elemental spawned from Rose Stone or HotE has a similar issues with most other Elemental summons: They're barely unique. Reworking most of them to be more unique would make waifu summons a lot more fun to use, and people would disable visibility less, as the summons are the main attraction.

For Brimmy's case, proposed idea is to rework her to change between her combat stance and defensive (cocoon) stance under certain conditions. This new Brimmy would rotate between shooting lasers or ramming enemies on her combat stance. The Elemental would give the player extra defense or damage reduction in her defensive stance, along with continuous shots of Brimstone Hellblasts.

**Suggestion Author**

@wise radish

**Approved by**

@paper bramble

#
**Rework Cloud Elementals to not just be slightly altered Sand Elementals, and rework the Eye of the Storm's Cloud Elemental summon to match.**


Cloud Elementals, and by extension the Cloud Elemental summon from the Eye of the Storm+, aren't really that interesting at all. The former does nothing except float and cast easily-avoided tornadoes, and the latter does nothing except float and dash at enemies. This is highly underwhelming for an enemy counted as a miniboss, and as such both entities should be given sizable overhauls in order to make them more unique compared to other enemies and summons respectively.

Some examples of how to make these entities more interesting:

  • Allow them to throw lightning bolts, as the enemy's attack animation suggests.
  • Give the enemy the ability to dash so that the summon better reflects her.
  • Something about bootleg Nimbus Rod clouds being summoned by the enemy in particular, maybe only in higher difficulties.
**Suggestion Author**

@sour hornet

**Approved by**

@paper bramble

#
**Increase the space in between the DoG's lasers (the checkered ones).**

These lasers can often feel like cheap hits as they appear suddenly and are very difficult to dodge, since you need to position yourself nearly perfectly vertically. Increasing the space between these lasers, at least vertically, can help make this part of the fight seem more fair.

**Suggestion Author**

@hazy bone

**Approved by**

@paper bramble

#
**Make the dash from the plaguebringer armor more interesting.**

Currently the dash from the plaguebringer armor set feels very boring. It's just your run of the mill dash, a horizontal dash that goes 22 blocks either direction with a bonk ability. This is a pretty boring thing for a set bonus to have, and frankly kind of overpowered since it saves an accessory slot. It feels tacked on just to make the set worth using. To make it feel more unique and interesting, give this armor set a dash with it's own unique ability.

**Suggestion Author**

@dire anchor

**Approved by**

@paper bramble

tawdry condor
#
**Something that allows you to reforge all your accesories at the same time**

It could be an extra option of the goblin tinkerer or maybe being allowed to put all your accesories "inside" an item (something like the Piggy Bank for example) and then putting that into the accesory reforging slot to reforge all those items at the same time, they all having the same enchantment.

-Basically, once you are done farming money its time to reforge your accesories and it could take some long minutes to get the exact accessory you want, and getting all your accesories in +4 Def could be very boring since there are 7 accesories slots, this is basically a quality of life change because this does not affect your gameplay, it just make it less boring.

-And it could even have the same combined price, for example, 3 accesories, reforging them costs around.. 50 gold each one for example , then the reforging price could be 1 platinium 50 gold, with this you are not breaking the game, you are just expending less time on reforging every single one.

**Suggestion Author**

@rocky lion

**Approved by**

@weak cedar

#
**Rework Gehenna (Brimstone Elemental's Expert drop) to reflect the boss a lot more.**

In its current state, no one wants to bother with using Gehenna, and it ends up as VoE crafting material only. Not only it's straight up a bad item, falling fireballs doesn't reflect Brimmy in any way. Reworking it would make it a lot more worth to consider to use.

An example proposal to rework it is to make it allow the player equipping it to be wrapped inside a rock cocoon, immensely increasing damage reduction and constantly releases waves of brimstone darts, but disabling movement and item usage. There would be a cooldown to this once the player gets out.

**Suggestion Author**

@wise radish

**Approved by**

@weak cedar

tawdry condor
#
**Allow for the customization of music in the music mod.**

This comes from a bit of a weird place, but as somebody who knows how to make wave banks for Terraria, it is a bit of a bummer that we can't customize the Calamity music. The mod "Better Music / Music Replacer" allows you to do this by extracting the mod and replacing the music. This would also be a good compromise for those who want to see the alternate versions of songs in the music mod, since they could add it themselves if they wanted.

**Suggestion Author**

@spiral mica

**Approved by**

@paper bramble

#
**Allow turning visibility on/off of The Amalgam also toggle the Fungal Clump on/off**

The Amalgam is a post DoG accessory, yet the Fungal Clump falls short on Yharon, Scal due to its short attack and healing range. The Amalgam also functions similar to a classless accessory that excel on special arena, that give a summon, loosely similar to HoTE. Adding this toggle won't have any major game-changing deals, but a nice thing to have.

**Suggestion Author**

@alpine gale

**Approved by**

@paper bramble

#
**Allow Draedon’s Heart to be acquired earlier in progression**

?

Currently, the main accessories that make up Draedon’s Heart can all be acquired from any treasure bag in revengeance mode, meaning you can get all of them pre hardmode. Despite this, you have to wait until after not only pre-hm, but hardmode and the DoG’s defeat to actually craft them together. This tier placement means it also has to compete with the other accessories you get from the defeat of DoG, which Draedon’s Heart...doesn’t really do the best at.
So I suggest allowing the player to obtain Draedon’s Heart some time earlier, giving less delay on crafting the three pieces together, and making it generally more useful without reworking it dramatically.

**Suggestion Author**

@pine kestrel

**Approved by**

@paper bramble

#
**Add Polterghasts arena size mechanic to its summoning item tooltip

**
Many people are struggling with polterghast and most of them do not know a large reason why they might be having troubles. basically no one I talked to knew that polters speed and damage scale with the arena size you have. I was thinking maybe that info should be added to the summoning item tooltip (Necroplasmic Beacon) to help players understand this mechanic of the fight.

**Suggestion Author**

@regal kindle

**Approved by**

@paper bramble

#
Luxor’s gift softcap in late game weapons

Luxor’s gift is a pre boss accessory that is viable even post moon lord. I think that a softcap would help to add some variety in accessories, so you don’t keep Luxor’s gift on most of the game. I suggest that there is a soft cap to the damage of the projectiles. That would help so things like murasama or cosmic kunai don’t become a lot stronger from a pre boss accessory

**Suggestion Author**

@cobalt snow

**Approved by**

@paper bramble

#
**either remove or remake ancient furniture**

Ancient furniture is just a broken looking version of the ashen furniture, which is odd since furniture takes a long time to sprite and they almost are identical. Only 3 pieces are used in game even though there is a full set. Ancient furniture also just seems out of place as there are no other broken down furniture varients other than aged lab parts which are actually used in structures. I see why it exists lore wise but it has no aesthetic appeal other ashen furniture.

**Suggestion Author**

@lone panther

**Approved by**

@timber acorn

tawdry condor
#
**Make adrenaline, rage, stealth meters click through**

There's an option in the config file regarding adrenaline, rage, and stealth meter that basically makes them not draggable. But there should be an option that makes them click through. Sometimes, most noticeably when using yoyos you can accidentally drag your mouse over them and mess up your momentum. Either make it a separate option or an effect the with "Lock Meter Positions" option.

**Suggestion Author**

@willow blaze

**Approved by**

@timber acorn

#
**Rework how one would gain Rage meter entirely. Proposed idea would be to make Rage meter fill whenever a player is grazing a projectile.**

Rage currently is in a bad spot, because out of the two ways you can gain Rage:

  1. The amount the player gets Rage from taking damage is quite miniscule in comparison to damage potential later in the game.
  2. True melee hits make Rage partially biased to one class, and even then, an arbitrary close range version of it.

Reworking Rage meter filling to fill up on "grazing" projectiles (as in near misses) would give Rage bar a lot more consistency to be filled up, and would be able to be utilized by all classes.

**Suggestion Author**

@wise radish

**Approved by**

@timber acorn

#
**Disable Luxor's Gift projectiles for Drills and Pickaxes**

Both of those are tools, not weapons (aside from the Crystyl Crusher maybe) so it doesn't make sense for them to fire projectiles. They also make mining frustrating cuz the projectiles bounce really fast in confined areas and they can get really loud.

**Suggestion Author**

@glacial timber

**Approved by**

@timber acorn

tawdry condor
#
**Make is so that u can shift click Draedon power cells and Draedon weapons from Dradeon fuel factoreis and charging stations respectively**

as of now, we have to manually put/take power cells/weapons from fuel factories/charging stations which makes it a bit annoying. instead, if we can simply shift click the item which instantly puts them in our inventory, it will simply make it more tolerable considering the fact that most endgame draedon weapons take a lot of time to fully charge. due to the lack of shift clicking items, it is also inconsistent with other storage structures

**Suggestion Author**

@primal sable

**Approved by**

@vestal charm

tawdry condor
#
**Taser's hook should return almost immediately if it ever latched something on launch.**

Taser (T1 Draedon ranged weapon) is a great weapon to use, but there is 1 issue that makes it not only slightly OP, but also kind of annoying to use: The hook returns at the same velocity whether you latched it on anything.

The hook can still deal damage while traveling back to the player, so it can be abused against slow moving NPCs (like spinning Skeletron head) to gain extra damage bonus for each Taser shot.

On the other hand, the slow return of the hook makes it slightly inconvenient to use, as you need to slow down and wait for it to catch up with you in order for the player to stop using the weapon.

Making the hook return almost immediately to the player after latching onto something would simultaneously make it more convenient to use, and make it less abusable against slow moving NPCs.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Add the pocket mirror, ursa sergeant, and the hand warmer to the asgard's valor crafting recipe and effects**

Part of the purpose of this item is that it provides immunity to almost all debuffs. However, the astral infection, stoned, and frozen debuffs all require separate items to give immunities. By adding these three items into the crafting recipe, it allows for expanding upon the intended effect while also letting players use lesser used items.

**Suggestion Author**

@umbral peak

**Approved by**

@vestal charm

tawdry condor
#
**Increase the drop rate for the elemental stone ingredients required for the heart of the elements (currently at 10%)**

This has been a very unfortunate issue that those who may want to obtain the heart of the elements will have to face, even in their nightmares.
The drop rate for each stone item is fairly low (being at 10%), however the main issue isn't in the drop rate itself, it's the health pool that the bosses you obtain them from possess. In my opinion, it's not an issue when it comes to the aero stone, mostly due to the desert scourge's low difficulty and low health pool.

However, it becomes an issue for every other stone simply due to the fact that the bosses possess large health pools, and have very dangerous attacks that make it hard enough to farm them without armageddon mode for the average non-masochist (which is why I see the waifu in a bottle as well as the eye of the storm to not be an issue, being obtainable from mobs which spawn rates can be increased and can be eliminated instantly). Not to mention the absolute boredom and pain one has to endure while waiting patiently or impatiently for the bosses healthbar to drop, and the utter disappointment that is cast on oneself after opening treasure bag after treasure bag, only to be met with no stone.

That's why increasing the drop rate will make the task of obtaining the elemental stones to be less nightmare inducing for those who wish to make the heart of the elements, or especially for those who wish to use the stones themselves directly or in a crafting recipe.

**Suggestion Author**

@hard schooner

**Approved by**

@vestal charm

tawdry condor
#
Buff Draedon’s arsenal for summoners

Draedon’s arsenal for summoners is consistently a good deal worse than other available weapons available at that time. Ideally, they are at least comparable to other weapons available at that time and in the case of Pole Warper, should be better than other weapons that are used currently due to the fact that it belongs to a higher tier. As an added measure, I have tested each draedon’s arsenal weapon alongside three other viable weapons for the boss that you would use them on.

Skeletron:
Vile Feeder: 2:07:05, Scab Ripper: 2:18:29, Blood Clot: 2:25:53, Star Swallower: 3:03:15

Plantera:
Divinity: 2:03.37, Deepsea: 2:40:13, Entropy: 2:46:84, Scanner: 3:03:21

Polter:
Cosmilamp: 1:54:00, Plague Jets: 1:54:11, Snake Eyes: 2:26:04, Dazzling Stabber: 3:20:98 (lol)

SCal: (all setups use immat)
Mechworm + Darksun: 3:44:20, Darksun UFO: 3:48:84, Pole Warper: 3:59:89 Yharon + Saros 4:14:09

**Suggestion Author**

@warm estuary

**Approved by**

@vestal charm

tawdry condor
#
**Add a config to move the debuff icons from above the boss' hitbox to Calamity's HP bar when the HP bar is active.**

With the way the spriting works, many of the bosses' sprite can obstruct the debuff icons they have, which usually pop up above their hitbox. For example, phase 2 Hive Mind's debuff icons can only be seen through the opening of the chomping head part on the top.

Allowing an option to move the debuff icons into the HP bar when active would make it a lot more consistent to view, and adds yet another functionality to the HP bar.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Make Aether's Whisper 2 separate weapons with both damage types.**

With the way limitations of RedCode™ do stuff, Aether's Whisper can never get ranged modifiers with the way its damage type switching works.

Changing Aether's Whisper to have 2 of the same item with different damage types (similarly to melee/rogue weapons) would make it possible for the weapon to get ranged modifiers, at the exchange of losing the uniqueness of active damage type switching.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Make Armageddon override any form of dodges.**

The whole point of armageddon is to force the player into no hitting a boss, for the reward of 6 treasure bags over 1. It kind of defeats the purpose of armageddon if you are able to rely less on your own skill and more on chance in order to reap the rewards. (It also would make no hitting playing and judging a lot less of a pain.)

**Suggestion Author**

@midnight igloo

**Approved by**

@vestal charm

tawdry condor
#
**Make Aero Stone only drop from Aquatic Scourge.**

There are a couple reasons why I feel that this should be the case:

Firstly (the reason why it should only drop from one of the bosses), if a player doesn't have the Aero Stone by Hardmode, they can easily just Armageddon-farm the much easier boss, DS, for the item instead of AS, making this drop useless from AS right now. It is also the only HotE component that is obtained from multiple bosses, which means that making it AS-exclusive would fix the consistency issue there.

Secondly (the reason why it should drop from AS instead of DS specifically), right now, Aero Stone is the only HotE component that drops in Pre-Hardmode. Making it only an AS drop makes it consistent with the other HotE materials in that it would only drop from one boss and it would only be obtained in Hardmode. Perhaps a buff would be required in order to make it viable for Hardmode, but considering the stats of the other (Hardmode-exclusive) HotE stones, 3% damage and a small amount of extra mobility is par for the course.

**Suggestion Author**

@timber acorn

**Approved by**

@vestal charm

tawdry condor
#
**Make the Sunken Sea Bio-center Lab always spawn on the left of the Sunken Sea with Shadows of Abaddon installed**

Shadows of Abaddon adds a mini-biome called the Empress' Den, which spawns beneath the Underground Desert. When both Calamity and Shadows of Abaddon are installed, the Empress' Den will always spawn to the right of the Underground Desert so that the Sunken Sea has room to generate as well.
However, the Sunken Sea Bio-center Lab can spawn just about anywhere on the edge of the Sunken Sea, and more often than not gets partially destroyed by the Empress' Den spawning. The mini-biome only ever spawns on one side of the Sunken Sea biome, with both mods installed the Sea Lab would be safest to spawn somewhere on the left

**Suggestion Author**

@outer needle

**Approved by**

@vestal charm

paper bramble
#

In 2 days (August 29th, 5:00PM EDT) the Star ⭐ requirement for suggestions will be lowered from 240 Stars to 200 Stars.

After we raised the star count to 240 (following the statistics we took throughout the month of July), the average suggestion star count suddenly plummeted. Whatever the cause for this was, the star requirement now needs to be lowered back down, because far too few suggestions are getting delivered. 200 seems like the right number to go with now (this was also based on this month's statistics, so let's hope there isn't another drastic shift).
NOTE: All suggestions posted during the period where the star requirement was 240 will be retroactively re-evaluated under the new star requirement, and all suggestions with at least 200 stars posted during that period will be delivered.

Apologies for the inconvenience, and keep up the participation! See you in 48 hours.

tawdry condor
#
Add Summon Weapons that aren't Summons

The mod adds a substantial debuff to minion damage based on whether you have a summon weapon in your hand or not. The only things you can use that doesn't add a debuff to your minion damage are Tools and Classless Weapons. As a summoner, you can't really do anything outside of actively switching out your minions or using a classless weapon if you want to contribute to the fight. The addition of summon weapons that don't summon, like the whips in 1.4, would give the player something to do in combat and a weapon that synergizes with the build.

An example of this would be the Borealis Bomber. While my minions are doing their thing, I can help keep the pressure up by spawning in bombers which can aid in crowd control and contributing more directly to dps on the boss.

**Suggestion Author**

@compact charm

**Approved by**

@vestal charm

tawdry condor
#
**Add Fetid Essence as a item drop from Eater of Souls in the Corruption.**

When comparing how easy it is to get the evil essence for both evil biomes, Crimson enemies which can drop them (Face Eaters) are not only significantly easier to find spawn wise, but are also more readily accessible pre-hardmode compared to the Corruption counterpart (World Feeder). I've gotten only around 2 or maybe 3 fetid essence in my entire rogue playthrough up to SCal, and with my new mage playthrough with the crimson, I've already found 5 or 6 bloodletting essence and I haven't even beaten BoC yet. This change would help counterbalance the disparity significantly.

**Suggestion Author**

@clear forum

**Approved by**

@vestal charm

tawdry condor
#
**Stop queen bee from spawning when bosses are spawned**

Queen bee spawning when other bosses are being fought is a huge distraction early and even close to late game, although she doesnt deal much damage farther into the game (post-moonlord) fighting bosses such as providence while also dealing with queen bee could distract you and make you get hit by attacks that would originally not hit you

**Suggestion Author**

@copper magnet

**Approved by**

@vestal charm

#
**Nerf the loot from, or coin drop rate of Sulphuric Treasure**

Currently, breaking Sulphuric Pots yield multiple Sulphuric Treasures at once. There are typically many packed into one place

The drop rate alone isn't too big a deal, but you can amass a lot of Gold from one small location. It's kind of a one time grab, but not even the chests of the Sulphurous Sea offer that much gold in one place
https://media.discordapp.net/attachments/465195069406707722/748397783781736468/unknown.png
I put together what I obtained from a small area

**Suggestion Author**

@outer needle

**Approved by**

@vestal charm

tawdry condor
#
**Add a crafting recipe to the Wingman that requires the Magna Cannon & post-mech Hardmode materials rather than having it drop from Martin Walkers during the Martin Madness Event.**

This is to mainly cover a few improvements with the Alpha Ray magic gun tree (the only non-DA insanely fast fire rate magic gun during yharon/scal), them being:
-Making the Alpha Ray the final upgrade to the Space Gun, acting as the third main early game "magic weapon" that can be carried over throughout a playthrough (vs the staff category & the tome category of weapons)
-Giving those who use the Magna Cannon an actual magic weapon upgrade rather than using it for a ranged weapon
-Allowing the Wingman to have its own weapon niche as a magic gun for early-mid hardmode rather than having it become rivaled vs. the Laser Machinegun within the same martin event (which is eventually used for the Genisis)

**Suggestion Author**

@clear forum

**Approved by**

@vestal charm

tawdry condor
#
Have events be unable to start it be paused during a boss fight.

You have no idea how many times a slime rain has killed a DoG run for me. Also it can be pretty distracting. Having events like goblin army, slime rain etc. pause in the middle or delayed during a boss should help reduce how distracting they can be. However, events like the Old One’s Army and Martian Madness that have to be deliberately summoned might not have to be paused. Instead, have Martian Madness not be able to spawn any saucers and have Old One’s Army just flat out ignore boss summons.

**Suggestion Author**

@feral talon

**Approved by**

@vestal charm

#
Give mining speed boost to set bonuses of HM ore armors

HM ore armors are pretty much obsolete anyway, so it would be nice for them to act as a kind of an upgrade to pre-HM ore armors (going mining in a Gold/Platinum set in HM is kind of painful), and also to achieve a simple consistency between them.

**Suggestion Author**

@signal sparrow

**Approved by**

@vestal charm

tawdry condor
#
Restrict water bolt to post-Skeletron

This could either be done by having the bolt just not fire, saying something like “An ancient curse binds this books magic from use, maybe the old man knows something about this?” Or just having the water bolt spawn below the DG threshold in the dungeon by default. You aren’t supposed to get the bolt until the dungeon opens up, and mages can use the frost/flare bolt in the mean time anyway.

**Suggestion Author**

@feral talon

**Approved by**

@vestal charm

#
Make mining armor easier to obtain.

Mining armor is currently obtained in a way that makes it very difficult for players to get. The helmet is bought from the merchant, but the other pieces are 2.4% drops from undead miners. This means that you will almost never obtain it in normal play. The rareness of this armor combined with the mining speed boosts of pre-hardmode ore armors makes this set essentially useless. Giving the player an easy way to obtain it would give it usage again as a utility armor early game.

**Suggestion Author**

@dire anchor

**Approved by**

@vestal charm

tawdry condor
#
**Decrease the costs of pre-hardmode ore armors.**

It is simply incredibly hard to get these armors due to their ore costs, meaning that few players can actually get them early game. Because calamity has easy to get and powerful armors in pre-hardmode, this means that their value in combat is next to none. This discourages the player from getting them pre-boss, meaning that in general only the higher tier armors are used in later parts of the game for their mining utility. Even the earliest ore armors are fairly hard to get, requiring 180 ore each. The higher tier ones are incredibly difficult to get pre-boss, requiring 360 ore. This takes a great amount of time to mine and require a large amount of luck. This can be negated if you happen to chance upon a plantetiod, but this is a hardly reliable way of getting ore.

**Suggestion Author**

@dire anchor

**Approved by**

@vestal charm

tawdry condor
#
**Make the Cultists you kill to summon the Lunatic Cultist immune to all auras/damaging debuffs.**

Say you want to take a trip down to the Dungeon to get some ectoplasm before you wanna kick off the Lunar Events. You head on over there, and.. your auras/debuffs kill all the cultists, kicking off the boss, and potentially starting the event before you're ready. This is an issue mostly because the cultists appear post-Golem, but there are still several bosses you'll want to fight between Golem and LC (PBG, Fishron, etc.)

**Suggestion Author**

@brazen girder

**Approved by**

@vestal charm

tawdry condor
#
**Make Sand and Rare Sand Elementals spawn from one accessory instead of 2, rename them to reflect this, and make the accessory have similar droprate to Rare Elemental in a Bottle.**

Sand Elemental is the only Elemental that drops 2 different kinds of Elemental in a Bottle accessories, both with varying droprates. It's rather inconsistent with literally any other Elementals, where they only drop 1 spawner accessory with a relatively uncommon droprate.

Making both Sand and Rare Sand Elementals spawn from 1 accessory with uncommon droprate would make the accessory much more unique and slightly more consistent with others.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Add LETSFUCKINGGOOOOO as an emote**

There's certain situations where the emotes already present in the server don't show as much emotion as LETSFUCKINGGOOOOO. Adding this emote to the server, despite not being calamity-related, can help proliferate the convos in a gracious and powerful manner.

From lurking around in most channels of the server, you'll realize that this emote is actually quite commonly used by Discord Nitro users. Why's that? you might ask. The answer is quite simple: the graciousness of the screaming tennis ball emanates such an intense amount of energy and radiation, that you just can't resist to not use it.

https://cdn.discordapp.com/emojis/724485106256969759.png?v=1

**Suggestion Author**

@little socket

**Approved by**

@vestal charm

timber acorn
tawdry condor
#
**Change the Stat Meter & Level Meters so they can work like Informational Accessories, i.e. have a HUD.**

My suggestion is to make the info that comes from the tooltips of the Stat Meter & each Level Meter show without requiring you to mouse over the item in your inventory akin to the PDA and sub-crafts. That way you won't need to constantly look into your inventory to see that info, especially if you don't use autopause or you're in the middle of a fight.
For the Stat Meter in particular, due to the large amount of info represented, the toggle options when in your inventory will be broken into 3 different toggles: Offensive Stats, Defensive Stats, and Mobility/Misc Stats.
Offensive: Class Damage/Crit Chance, Velocity, Minion Slots, Adrenaline Charge Time, Rage Damage Boost, Armor Piercing
Defensive: Defense, DR %, Life Regeneration, Stealth/Stealth Regen
Mobility/Misc: Wing Flight Time, Jump Speed Boost, Movement Speed Boost, Abyss/Cave Light Strength

**Suggestion Author**

@clear forum

**Approved by**

@vestal charm

tawdry condor
#
Change the HoTE recipe to better reflect it being the “Heart of the world”

If the HoTE is supposed to be the “heart of the world” as per the description, why does it need 2 sand elementals? And why doesn’t it represent the Hallow or Evil Biomes? I can understand not including the Earth elemental because fan service reasons but we have nothing for those two biomes! I’d say remove one of the sand elementals (maybe the regular one) and then add elementals for the Hallow and Evil biomes, so that we can truly represent most of the world when we have the heart of the elements.

**Suggestion Author**

@feral talon

**Approved by**

@vestal charm

tawdry condor
#
**Include Proficiency Progress Bars whenever you have a Level Meter in your inventory.**

Regarding Level Meters as an option for players, you should be able to showcase how far you are in a proficiency level in a HUD bar akin to an experience bar (designed similarly to the Adrenaline/Rage bars with letters representing each class (Me/Ra/Ma/Su/Ro) centered on top of or below the bar itself, or symbols to represent each class). Then you can mouse over the bar if you want to see the specific proficiency amount of the current level out of the total amount to reach the next level.

**Suggestion Author**

@clear forum

**Approved by**

@vestal charm

tawdry condor
#
**stop HotE summons from targeting dungeon cultists until they are damaged**

there has been many an inconvenience for me surrounding this issue. particularly since the heart of the elements’ elementals deal contact damage and can kill the cultists and summon the boss when it is not desired. stopping the elementals from targeting/damaging the cultists until they are damaged with a different weapon will get rid of this issue.

**Suggestion Author**

@balmy jay

**Approved by**

@vestal charm

tawdry condor
#
**Make torrential tear drop from Abyssal Crates**

At the moment, all of the items from the Shadow chests in the Abyss can also be obtained from Abyssal Crates post-skeletron, except for the torrential tear. I'm not sure whether this discrepancy is an oversight or intentional. Adding it to the loot table for abyssal crates makes sense in terms of consistency between the items, provides an alternative (and much safer) way of obtaining what is a very useful item and also makes it a renewable item within a world (so, for example, if someone accidentally deletes the item, they wouldn't have to make a new world to get a new one).

**Suggestion Author**

@honest star

**Approved by**

@vestal charm

tawdry condor
#
Buff the aureate booster.

The aureate booster is a set of wings intended to synergize with reaver armor. However, it is neither good with reaver or without it due to its low wing stats. This pair of wings has very poor flightime and distance at 1.33 seconds and 65 tiles respectively. The current meta wing option, mothron wings, has double those stats at 2.67 seconds flight time and 102 tiles. The boost with reaver armor doesn't help either, giving a measly 15% movement speed. This is especially poor considering the booster gives 50% movement speed by itself. This wing does have one advantage, a vertical speed 10 mph faster than mothron wings, but it simply isn't worth it due to the low flight time, which forces you to stop to regain flightime. Buffing the stats even slightly would make it much more viable and would make wing progression much more interesting.

**Suggestion Author**

@dire anchor

**Approved by**

@vestal charm

tawdry condor
#
**Remove the Plaguebringer Armor's flower boots functionality.**

The Flower Boots are a helpful, if niche, accessory that generate grass as you run. They're useful, but not exactly the sort of thing you'd want to have on all the time, due to useful potions like the Tesla Pot producing an aura that immediately breaks that grass. While it is a minor annoyance, it can possibly cause lag, and general visual displeasure. (Also, it doesn't really fit the image of the PB armor at all, but that's more of a minor concern.)

**Suggestion Author**

@brazen girder

**Approved by**

@vestal charm

tawdry condor
#
**Add crafting recipes for the Living Loom and the Living/Rich Mahogany Wood and Leaf Wands**

In most cases, players sometime spawn in worlds that contain no surface living trees, or not enough living trees to give them everything they need. This is especially a pain for builders (like myself) who want to use these wands or crafting stations to build things legitimately without the use of HERO's Mod or Cheat Sheet. The crafting recipes would help players who were unfortunate to have a world without living trees, or enough chests with the needed items due to unlucky world gen.

**Suggestion Author**

@dapper solstice

**Approved by**

@vestal charm

paper bramble
#

The Star (⭐) count required for suggestions to be delivered to the Dev Server has now been lowered to 200.
(Any suggestions made (and/or posted in #suggestions-posting) during the 240-Star period will retroactively only require 200 Stars, and will be delivered accordingly.)

tawdry condor
#
**Generate the Sunken Sea with a Navystone "shell" around it**

The Sunken Sea's water should be contained inside of a bowl-shaped shell with an open top, formed by Navystone
Ideally, this would hopefully lead to less generation issues with water leaking out into surrounding caverns. It would also make the transition between biomes underground look smoother
Additionally, it could mean you need to enter the biome from the Underground Desert until you can break those blocks
I have traced the affected area with red. This shell would form a sort of bowl around the biome. Entry is granted by the open area directly connected to the Underground Desert

**Suggestion Author**

@outer needle

**Approved by**

@timber acorn

paper bramble
tawdry condor
#
**Make Skeletron’s hands in Death Mode more dangerous.**

Skeletron’s four hands currently don’t pose much of a threat since his head spins so often, resulting in the hands being passive most of the time. Generally only one or two arms will swing before he spins again, making the removal of the arm respawn phase obsolete. Adjusting his fight to make the hands more dangerous would make them more significant in the fight besides looking intimidating. This could be done by:

  • making the head spin less often (could spin more often the less hands are active), and/or
  • making the hands swing more often.
**Suggestion Author**

@spring breach

**Approved by**

@vestal charm

tawdry condor
#
an item that gives power (damage) , but hurts you shortly after you use it:

bosses are meant to be hard, we all know that, but near the end, the boss might be too challenging (providence gave me ptsd) and when she summons her guardians (for example) you can use the item when she is at low hp, and dispatch of her before she gets back to high hp, and out-damage the healing done by the guardians, but you will die after the boss, and can easily pick up the loot

**Suggestion Author**

@lone rain

**Approved by**

@vestal charm

#
**Buff the Spectre Mask.**

The spectre mask is currently quite poor in terms of dps, due to the set bonus being bad. The spectre mask set bonus creates projectiles that do 50% of the damage of the attack that spawned them, which seems pretty strong. However, these projectiles have a cooldown that limits their damage. The way it works is that after the projectiles do 1500 damage, you have to wait for the cooldown for them to do more damage. The cooldown lasts a second, and allows you to do 150 more damage via the projectiles before it needing to wait. Essentially, after the powerful intial burst of damage, the dps increase levels off at 150. Compared to reaver armor, which creates long-lasting spores on enemy hit with no cooldown, it is quite poor

The stats of this armor do not make up for the set bonus. With the respective wings being worn, it gives 80 max mana, 18% reduced mana usage, 25% magic damage, and 17% magic crit, with 42 defense. In comparison, reaver mage gives 80 max mana, 12% reduced mana usage, 29% magic damage, 15% magic crit, with 40 defense and 20 max life. Although the stats are slightly in the favor of the spectre mask, it simply isn't worth giving up on the excellent reaver set bonus for meager stats increases.

**Suggestion Author**

@dire anchor

**Approved by**

@vestal charm

tawdry condor
#
**Have Deus force you to kill both worms at phase 2 in Death mode, with one empowered after the other is defeated.**

Currently the splitting phase Deus does is simply nothing but an attempt to distribute the damage the player is doing, so that they take longer to kill than they should.

Making Death mode Deus force you to fight one, empowered worm after the other is defeated in phase 2 could give the splitting mechanic a purpose, as well as making the fight in dmode slightly more interesting.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Apotheosis should home into enemies and not have a fixed distance.**

Apotheosis looks cool (what's not cool about a biting head of DoG), but it isn't powerful enough in relative to its relatively thick crafting tree.

Making the projected DoG head homes into enemies as it moves would make its potential a lot more consistent, and overall making the weapon better.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Make Revengence mode-exclusive accessories for every boss**

Several bosses throughout the mod have Revengence-exclusive accessories already, so giving the rest their very own would make things more consistent.

**Suggestion Author**

@bitter mirage

**Approved by**

@vestal charm

#
**Fix PlagueBringer Goliath's hitbox**

Im surprised this is still an issue. I can be not even close to touching its sprite and take damage. It causes a lot of confusion and unfair hits and it should be fixed. It mainly happens when she is charging, the hitbox seems to extend below the sprite by a little.

**Suggestion Author**

@wanton eagle

**Approved by**

@vestal charm

tawdry condor
#
**Give Eidolist a boss health bar when its aggressive**

It would be easier to see if you might've accidently hit an Eidolist. Also it has 10k health with high damaging attacks which is more health then the Paladin which has a boss health bar.
Also the Eidolist spawns in the dungeon as soon as hm starts which could be a threat when exploring the dungeon in early hm.

**Suggestion Author**

@wind vigil

**Approved by**

@vestal charm

tawdry condor
#
**Remove Ancient Bone Dust or give it more purpose.**


This material effectively does nothing that Bones cannot, aside from creating Calcium Potions, which completely invalidate several other later item effects anyway for no good reason (shoutout to Lucky Horseshoe becoming effectively worthless). It seems to just be a material that’s there for the sake of being there --- removing it would alleviate at least a small portion of the material bloat that currently plagues Calamity.
ALTERNATIVELY, the material can be given more reason to exist by including it in more recipes. This would help to give the material its own identity and justify it being in the mod rather than giving reason for removal.

**Suggestion Author**

@sour hornet

**Approved by**

@vestal charm

tawdry condor
#
**Add more head-hover minions (such as Sun Spirit staff), that also increase strength based on minion slots used (such as Sirius) in pre-hardmode/hardmode**

Summoned minions are inaccurate and frustrating to use, especially against fast moving enemies and bosses (there are obviously some summoned minions that are accurate and effective against fast moving enemies, but this ends up forcing players to only use those summons until the next accurate summon is available). Something Calamity does to mitigate this is adds head-hover minions such as the Sun Spirit Staff that are pin-point accurate. The issue is that while these summons are accurate, only 1 can be summoned. It is an addition to your damage, and you cannot solely rely on it. This means that the majority of your damage still has to come from inaccurate and frustrating minions. However, if these head-hover minions summons worked the same way that Sirius and Saros Possession, in that you could sacrifice minion slots for damage, they could become your sole output of damage. You would not have to rely on inconsistent damage.

Alternatively, new summon weapons that work similarly could be added.

This brings the obvious issue of over reliance on such summons. One way I think this could be mitigated is by balancing these summons to do lower dps compared to the minion summons that are on the same tier as them. This gives players the choice of a stronger, inconsistent summon or weaker, consistent summon.

The reason such weapons should be added mostly to pre-hm/hm is because post-ml already has Sirius, Saros, as well as summoned minions that are consistent.

**Suggestion Author**

@opal plank

**Approved by**

@vestal charm

tawdry condor
#
**Slow down Death Mode Ravager**

Recently, ravager was buffed to be insanely fast. As I'm trying to fight him, this is an issue because it is always faster than me. This makes it impossible to avoid him and i cant even get to phase 2 with getting slammed into at all. I even searched for a video on a way to avoid him, and all i got was someone using a water-filled arena to slow him down. I think his current movement speed is way too high and should be slown down.

**Suggestion Author**

@wanton eagle

**Approved by**

@vestal charm

tawdry condor
#
**Adjust the rewards of extra difficulty modes.**

The new rewards would be changed to the following:

  • Iron Heart: Now boosts rare item drop chances and enemies drop 50% more cash.
  • Defiled Rune: Now multiplies Treasure Bags dropped from bosses.
  • Armageddon: Now significantly boosts Legendary item drop chances.

Currently, Iron Heart serves purely as a challenge, with no tangible rewards in store. This change would simply make Iron Heart at least worth to be looked upon, now that it's reworked and is an actually interesting challenge. Additionally, since Iron Heart affects yourself all the time instead of just against bosses, the new proposed reward would fit better than Defiled Rune (which currently has this reward), as it challenges the player on farming enemies or events.

Multiplying Treasure Bags would be a much better reward for Defiled Rune, since the difficulty only really matters in boss fights, and other conditions, like farming enemies or events, aren't much affected by the difficulty change provided by Defiled Rune. The difficulty's effects may need to be adjusted a bit so it's more detrimental against Pre-HM bosses, where wings don't exist most of the time.

Having much better chance of getting a Legendary item would be an appropriate reward for mastering bosses by no-hitting them, which is what Armageddon challenged you with. This change needs to come with a change in how Legendary items drop: Make them all drop from the boss themselves instead of their bags to avoid players cheesing the legendary drop boost with Treasure Bags.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Give some true melee accessories to let the player lock themselves to swing their melee weapons at one side while moving (or "Moonwalking"), through the use of visibility toggle.**

One of the reasons true melee weapons can be lacking is because most of these weapons won't allow you to keep swinging into one direction while moving. "Moonwalking", as I'd like to call it, can help creating safe, true melee distance from an enemy while keeping DPS output steady.

Allowing some true melee accessories (like Samurai Badge or Titan Glove and its upgrades) to toggle this via visibility button would help making true melee weapons more consistent to use.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Grant Plague Jets (from the Tactical Plague Engine) the ability to shoot through walls.**

The Tactical Plague engine is a summoner weapon that is a direct upgrade to the Black Hawk Remote, but while it is technically superior in almost every way to the Black Hawk Remote, it has one flaw that cripples it for the point in the game you get it at; the Tactical Plague Engine cannot shoot through walls, while the Black Hawk Remote can. While this seems like a niche problem, the very next bosses you will be fighting by the time you get the TPE are the Profaned Guardians, and Providence. If you happen to be fighting Providence in Hell, the TPE is practically worthless; one of the positions they can take is directly above Providence, which often means they are shooting directly into solid rock, doing nothing.

This could easily discourage players new to the weapon from using it, as this flaw makes it show very poor DPS numbers compared to the Elemental Axe - a weapon it should be on par with - on one of the very first post-ML bosses you fight with it. This change would remedy that.

**Suggestion Author**

@brazen girder

**Approved by**

@vestal charm

tawdry condor
#
**A Few Changes Regarding Abyssal Treasure**

Currently Abyssal Treasure only has a certain variety of items; These being Copper and Silver Coins, a variety of different potions, Sticky Dynamite, Hadal Stew, Spelunker Glowsticks, and Hellfire Arrows. These items do provide the player with multiple benefits in the Abyss, however these items are quite common as there is an abundance of Abyssal Treasure found in Abyssal Pots found in the Abyss throughout the game. If these items were rarer it could make the player's experience in the Abyss more daunting in mid to late-hardmode as they may not be prepared for what awaits them in the Abyss.

Another slight change to Abyssal Treasure could be if it rarely/very rarely supplied the player with abyss related materials, weapons, accessories, and higher tier coins (Gold and Platinum). This could easily help players from early hardmode to late-hardmode as they may have a hard time getting through the second and third layers of the Abyss. Abyss related weapons and accessories could help fight off enemies and maneuver through the Abyss easier, Lumenyl provided by Abyssal Treasure could help in crafting if players don't want to traverse through the lower layers of the Abyss, and Gold and Platinum coins could help players with buying certain expensive items from NPC Vendors.

**Suggestion Author**

@tender hill

**Approved by**

@vestal charm

#
**Buff all of the Sulphuric Scale weapons.**

These weapons, such as the Basher and the Contaminated Bile, are very weak for their tier. They perform terribly compared to the Sunken Sea items, which are much easier to obtain (post Desert Scourge). The Contaminated Bile took about 2 minutes longer to kill the Eye of Cthulhu than the Seafoam Bomb, which has a similar effect to it. A simple damage buff for these weapons should do the trick. Alternatively, buff the Irradiated debuff they inflict.

**Suggestion Author**

@vapid badge

**Approved by**

@vestal charm

tawdry condor
#
**Give all Summoner Armor Sets a passive damage multiplier that builds up over time, but resets when the player takes any forms of damage.**

I was watching through Leviathan's most recent video which was a nohit playthrough of death mode with a bunch of modifiers, and I noticed that many of the bosses took a significantly longer period of time to beat when playing pure summoner compared to other classes. The class already spouts the lowest amount of defense with their accessories, and the damage output, while definitely better later in the game, still lags enough for fights to drag on.

Therefore, I thought of an idea that can act similar to Rogue's stealth mechanics but for Summoners: a buildup of #x summoner damage while the player does not take damage, but resets back to 1x whenever the player gets hits. It could be upgrade based, it could possibly have a higher scale for weaker armor tiers (to help more in pre-hardmode vs. hardmode or moon lord, so like 2x or 3x for victite but 1.5x or 1.25x for auric tesla), there can be a lot of opportunities with this idea.

But overall, I feel that giving Summoners an added flat damage multiplier based on their dodging and mobility would fit the class extremely well & cut out some noteworthy fight time. And since this is all damage, not just during bosses (like Adrenaline), it'll help the class out when it comes to events or just general exploration. Lastly, this would give people an incentive to try out Summoner as an all-mobility, all-damage playstyle of sorts (aka extremely good dps at the cost of basically no survivability when hit).

**Suggestion Author**

@clear forum

**Approved by**

@vestal charm

tawdry condor
#
**Add a suffix to the profaned guardian's names so u can recognise which is which on the boss health bar**

The reason for this is that all the guardians share the same name with the only difference being sprite and some attacks, giving them a prefix for example: "Profaned Guardian (Healing)" would help the player understand which guardian is which.

**Suggestion Author**

@calm depot

**Approved by**

@vestal charm

tawdry condor
#
**Remove "Sam" as a correct user ID for the Murasama**

Why? It's simple; "Sam" is way too broad of a name for an easter egg. There are countless Sam's in the world, short for something or not (https://en.wikipedia.org/wiki/Sam_(given_name), https://en.wikipedia.org/wiki/Sam_(surname), etc you get the point) that you can be inspired to name your character. This means that you don't even need to know the reference to get the weapon to work. Especially in the new update where players are encouraged to explore, and the underworld lab itself is easier to find, the murasama is very accessible to newer players in phm when building wof arenas. In a lucky and rare moment where one is named Sam out there who didn't know about the mod can pick it up and leave a bad impression on the unbalanceness of the mod without knowing it's an easter egg in the first place. Compare this to lul, where you need to be named "Totalbiscuit" exactly for it to work, which is a very specific name. Optimally, this shouldn't exist at all, but if the devs really want it to stay then at least make the players have to get the easter egg name down to the point instead of a casual name.

**Suggestion Author**

@jovial heron

**Approved by**

@vestal charm

tawdry condor
#
**Allow Solar Flare armor's dash to be used even without Solar Blaze buff.**

It is known that Solar Flare armor has a dash. It is known that the dash is essentially half of the armor's strength. It is also known that it's the only melee armor you can have between Moon Lord and Providence.

Yet its dash is worse than Asgard's Valor, which is easily obtainable post Plantera, mainly because it has limited uses and recharge system, which Valor doesn't have.

Making the armor allow ramming at all times would make the dash worth using. In exchange, ramming an enemy without "Solar Blaze" active could refresh the buff's cooldown.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Add a furniture set based on Scal**

Many of the bosses post moonlord have their own furniture set. For example Providence/profaned guardians have the profaned furniture set, The sentinels have the otherworldly furniture set, Dog has the cosmilite furniture set, and Yharon/dragonfolly have the silva furniture set.

Most of the post ml bosses have their own furniture set and the ones that do are important ones. Scal is the most important boss as of now. To see all these other bosses have their own furniture set while Scal doesn’t have one feels weird.

**Suggestion Author**

@surreal laurel

**Approved by**

@vestal charm

tawdry condor
#
Make the leviathan challenging somewhat

As of right now, the leviathan is PURELY meteors and charging, and also spawn a bit of tiny enemies. I think there’s every bit of wrong in a VERY big fishy that can only do 2 actual attacks. Sure, you’re fighting a whole 2 bosses, but even then, many would agree the fight is still very easy compared to what is to be expected from a really sick looking boss. Give her 1 or 2 more attacks, preferably an attack that isn’t easy to dodge, then I see the boss fight not being boring for leviathans part, and maybe even making the player take a couple losses from them. Another thing, is to buff the damage from her charge attack. I feel it simply doesn’t do enough damage for a big hunk of meat being thrown at you with killing intent. In fact, it’s very simple to dodge this attack, so making one slight mistake should punish you big time for it.

**Suggestion Author**

@frozen ermine

**Approved by**

@vestal charm

tawdry condor
#
**Give Crabulon a small shockwave when he jumps up to you to make the fight a bit more exciting**

Crabulon is already a fun fight, however that doesn't mean that it can't get more improvement. Currently his jump up to platform attack serves little threat as his landing spot can easily be manipulated to not hit the player. Adding a shockwave type attack would give players a small shock in which they would think that the attack is easy to dodge but then the shockwave comes by surprise. Overall this could add a lot to an already fun fight.

In rev+ when he summons a wall of shrooms that fall on the player he shouldn't do a shockwave since that would be hard to dodge and there is already an attack there which adding more to isn't needed.

**Suggestion Author**

@winged steppe

**Approved by**

@vestal charm

tawdry condor
#
**Remove Ectoblood.**


This material really just serves to make getting an already pretty easy-to-farm material even easier to farm, and there is no other point to it past the crafting of Ectoplasm. If Ectoplasm absolutely needs to be easier to farm, some solutions could include increasing the amount that Dungeon Spirits drop, allowing Dungeon Spirits to spawn naturally, allowing the enemies that would drop Ectoblood to (somewhat more rarely) drop Ectoplasm directly, or straight-up making more Dungeon Spirit-type enemies to drop the stuff.

**Suggestion Author**

@sour hornet

**Approved by**

@vestal charm

#
**Lower the Fire Rate of Leviathan's Meteor Glob Projectiles and make them Home in while Anahita isn't Attacking**

With the reworked Leviathan and Anahita fight in the newest update, Anahita leaves the battle for portions of the fight, leaving the player to fight Leviathan on her own. However, without Anahita also attacking, Leviathan's pattern (shoot meteor globs for a bit, stand still for a moment and spawn some enemies, charge at the player horizontally, repeat) is pretty boring and incredibly easy to dodge, especially since dodging it requires the exact same movement pattern every time, despite the fact that fighting Leviathan by herself takes up a lot of time in the fight.

-The first attack (meteor globs) takes up most of the time in the pattern, and can be avoided by just flying up or falling. Even if you run out of flight time while ascending and Leviathan is still shooting at you, it's pretty simple to dodge between the projectiles teleport past them with the Rod of Discord. The player doesn't have to move horizontally at all.
-The second attack (enemies) isn't very important, since it doesn't do much and doesn't last long. Within the context of this change, the only thing that's important about it is that it also doesn't force horizontal movement.
-The third attack (horizontal charge) adds a bit of variety to the pattern, but it's pretty simple to dodge. The safest way being moving up or down while moving left or right (depending on which side of you the Leviathan is on), but it's still very uninteresting and can be avoided with just one motion.

If the meteor glob projectiles homed in on the player, it would force them to move horizontally to avoid them. It would also mean the dash could hit the player if they aren't paying attention and run into it while dodging the projectiles. Plus, homing projectiles force a varied movement pattern, making the player pay attention to the projectiles in order to dodge them rather than just following in a set pattern.

**Suggestion Author**

@gaunt birch

**Approved by**

@vestal charm

tawdry condor
#
**Buff the Serpent's Bite or make it travel faster in water**

Serpent's Bite is "the other hook" of Calamity that's placed in a bad position which is early Hardmode, where mimics drop an upgrade if you have a lower tier gem hook or you stick to the higher tier gem hook. It is also notable for pulling the player pretty slowly for how you get it. Instead of buffing, the Serpent's Bite could move faster underwater. This would thematically fit the Sunken Sea and make it more worth the effort of fishing a rare catch.

**Suggestion Author**

@unborn willow

**Approved by**

@vestal charm

tawdry condor
#
**make boss summon items non-consumable in armageddon**

Doing a playthrough of armageddon can be extremely tedious when some bosses can take hundreds of attempts and a lot of players choose to cheat boss summoning items in anyway. Eliminating that grind will make the challenge of the run be more centered on the boss fights, rather than gathering materials for a summon.

**Suggestion Author**

@stable widget

**Approved by**

@vestal charm

tawdry condor
#
**allow the blunder booster to have it’s visibility turned off**

The blunder booster is now a viable option for pre-polter rogue loadouts because of it’s damage and velocity bonuses, but the red aura it causes can be quite an eyesore. Allow for the accessory’s visibility to be turned off to either keep the same effects with an invisible AoE (similar to the Plague Hive) or disable the AoE functionality entirely when the accessory’s visibility is turned off.

**Suggestion Author**

@tough depot

**Approved by**

@vestal charm

tawdry condor
#
**Give shadow potions a visual effect**

Currently using shadow potions makes it a lot harder to dodge during boss fights as the player is completely invisible. Giving the player some form of visibility would help make the potion more useable, especially with stealth as the player has to stand still as often as possible while still dodging projectiles, which is very difficult when you can’t even see where the player is.

**Suggestion Author**

@finite raft

**Approved by**

@vestal charm

tawdry condor
#
**Make the occurrence of Providence's cocoon attacks more balanced.**

Currently the Cocoon Star attack is very rare to see in Providence's fight compared to Cocoon Spear attack. Balancing their occurrence would make the cocoon phase a lot more dynamic to fight against.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Give the Eater of Worlds and Brain of Cthulhu an enraged or invincible state when leaving the Corruption/Crimson**

A trait that carried over from vanilla is one I don't fully understand when comparing these bosses to the Hive Mind and Perforators, where the Eater and Brain despawn if the player strays too far from the biomes during the fights. This is especially evident for the Eater, since you'd be jumping so high avoiding it's many projectiles in Rev+ that it often despawns and makes the battle anticlimactic or frustrating. A solution? Give them an enraged or invincible state similar to the aforementioned Hive bosses, where they won't despawn if the player strays too far from the biome, but rather become slightly stronger or completely invulnerable until the player returns to the biome.

**Suggestion Author**

@dapper solstice

**Approved by**

@vestal charm

tawdry condor
#
**More variety/fleshing out of minecarts**

Vanilla, afaik, only has the regular minecart rails and the Mechanical Cart (not counting 1.4, which adds a bunch of new carts), but that means Minecarts are basically untouched except for the Mech bosses. It's an entire dedicated slot in the Equipment section of a player's inventory, yet the whole feature is just... barely even there. It'd be nice to have some variety (for example, a Sentinels minecart in the vein of the Mechanical one, where each Sentinel drops a piece), and perhaps even a new type of railing (if possible) would not be unwelcome.

**Suggestion Author**

@young haven

**Approved by**

@vestal charm

tawdry condor
#
Make it so supreme Calamitas doesn’t attack for 1 second after a bullet phase

Supreme Calamitas attacks right after a bullet phase. If you are near her she will basically cheap shot you which is really annoying. After a bullet phase if she is in the dash phase or skull phase. If you are near her it is almost impossible to dodge.

**Suggestion Author**

@cobalt snow

**Approved by**

@vestal charm

tawdry condor
#
**Alter the current recipe for life crystals**

The current recipe for life crystals includes bones, which requires you to enter the dungeon. However, by the time you beat Skeletron, you'll most likely have maximum health. The recipe is pointless at that point. An alternative for this is to bring the materials required back a couple bosses in progression, such as Perforators and Hive Mind. The new recipe could replace bones with True Shadow Scales and Blood Samples. With this new recipe, people could actually craft life crystals and use them.

An alternate recipe for life crystals can include Ancient Bone Dust instead of bones. It would require searching around in the mines for a little bit to find enemies, and can help you max out your health in the early game.

**Suggestion Author**

@green quail

**Approved by**

@vestal charm

#
**Make various Moon Lord weapon drops craftable**

The Moon Lord can be difficult to grind, especially if you didn't save fragments for Celestial Sigils, and some of these weapons are required for future crafting recipes, which makes the requirement even more daunting. So the recipes for these should involve a weapon that is related to the base, some fragments that are from the class of weapon you are trying to craft, Luminite Bars, and a miscellaneous ingredient that makes sense. (Example: S.D.M.G. recipe: Gatligator, Vortex Fragments, Luminite Bars, Shark Fins)

**Suggestion Author**

@gusty oasis

**Approved by**

@vestal charm

tawdry condor
#
**Add a unique post-Plantera/post-Calamitas melee armor set.**

Currently, melee is the only class without a unique post-Plantera (or Calamitas) armor set.

  • Ranger has Shroomite post-Plantera.
  • Mage has Spectre post-Plantera, and Brimflame post-Calamitas
  • Summoner has Spooky and Tiki post-Plantera, and Fathom Swarmer post-Calamitas
  • Rogue has Umbraphile post-Plantera or post-Calamitas

This makes sense in vanilla, as melee is the only class with a post-Golem armor set, Beetle (excluding the OOA armor sets). However, in Calamity, the ranger has Plague Reaper armor, and the summoner has Plaguebringer armor, both post-Golem, giving melee less of an advantage. With these armor sets available, it doesn't make much sense to give melee a disadvantage post-Plantera.

I feel like it'd help to round out post-Mech to post-Plantera/post-Calamitas progression if a unique armor set for melee was implemented at this stage in progression. Reaver, an all-class armor, gives melee less interesting options, as every other class has different playstyles (especially mage- extreme damage to enemies but also to the player (Brimflame), or reduced damage + healing to the player (Spectre Hood)

**Suggestion Author**

@hazy bone

**Approved by**

@vestal charm

tawdry condor
#
**Make the ability from the deathhail staff distinct from prismatic armor.**

The prismatic armor has a set bonus that rains down projectiles from the sky. These projectiles are identical to the deathhail staff except for damage. This makes both the armor and the weapon less interesting and unique. Giving the deathhail staff an unique ability would make both of these items more unique.

**Suggestion Author**

@dire anchor

**Approved by**

@vestal charm

tawdry condor
#
**Reduce the *acceleration* that Death Mode DoG gets for its charges, or otherwise give DoG a *meaningful indication* of it telegraphing its attacks.**

I am aware that Death Mode is supposed to be the hardest difficulty setting. I am aware that DoG is supposed to be hard.. but, Death Mode Devourer of Gods has become infamous for the majority of its difficulty coming from it just being cheap. The 1-hit-kill head would be a considerable threat on its own, but due to its charges allowing it to essentially turn on a dime at a thousand miles per hour instantly, the player can easily be OHKO'd by an attack that they could not have possibly seen coming, or meaningfully tried to avoid.

I wouldn't argue for these charges to be removed, but I would argue that the acceleration DoG gets for them should be significantly reduced; at the very least, this would allow the player to see these charges coming, and prepare. As DoG is now, it is simply not fun to fight due to just how easily it can blindside you unless you are very, very lucky.

**Suggestion Author**

@brazen girder

**Approved by**

@vestal charm

tawdry condor
#
**Add a pure rogue "Elemental" tier weapon, with stealth strikes and everything.**

This is purely to give rogue (and to the intended extent, stealth rogue) a bit more variety in early post ML.

Consider this: melee has 4 (and a half) "Elemental" variants, which is the most amount of "Elemental" tier weapons amongst classes. Summoner only has one, Elemental Axe, which is decent, but still lacks option.

But rogue doesn't even have a dedicated "Elemental" weapon. The only thing it has shares its concept with melee, and ends up being a botched version of a rogue weapon.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Add the ability to toggle Drunk Princess candles on/off with wires**

Most light sources and combat buffs that you place down (like campfires and heart lanterns) are togglable with wires, Cirrus' candles are basically the same as these, giving buffs and light, but aren't. Allowing them to be would add consistency and people could do some clever things with the ability to toggle them, like a custom map/building that evolves with what part of the game you're in, for example.

**Suggestion Author**

@balmy barn

**Approved by**

@vestal charm

tawdry condor
#
**Make teratoma/bloody worm food sold by dryad after defeating perforators and hive mind respectively**

So that it is brought in line with worm food/bloody spine, and to ensure that it is easier to defeat calamity's opposite evil boss.

**Suggestion Author**

@ivory zodiac

**Approved by**

@vestal charm

tawdry condor
#
Make the shield of the ocean, deep diver and other Shields visible on the player.

An early game shield is kinda cool to have since it increases your defense and sometimes your mobility (movement speed while being underwater in this case).
But they aren't visible on the player holding the shield which would be cool to be a thing.

**Suggestion Author**

@mighty cave

**Approved by**

@vestal charm

tawdry condor
#
**Increase difficulty of Black Lens crafting recipe**

In vanilla, the Black Lens is already a very low drop rate item, so a slightly more difficult recipe would balance the difficulty, making it not too hard, and not too easy to obtain. The current recipe only calls for a lens and some black dye, so I think it could require more rare materials to find.

**Suggestion Author**

@gusty oasis

**Approved by**

@vestal charm

tawdry condor
#
**Change the depths charm tooltip**

Currently, the tooltip of the depths charm states only two out of it's three functions, removing the abyss bleed effect, and reducing the damage from being out of breath while in the abyss. However, while not being stated in the tooltip, the item also halves the damage taken from the Crush Depth debuff from 18 to 9 health lost per second. It feels strange and unnecessary that this effect is not in the tooltip, so my suggestion is to simply add it to the tooltip.

**Suggestion Author**

@slim bough

**Approved by**

@vestal charm

tawdry condor
#
**Remove Maneater Bulbs and Gypsy Powder.**


These two materials are effectively just fancier-looking variants of existing materials (Vines and Butterfly Dust, respectively) that would fill the same role just as well. They just make things more complicated than they need to be, and the recipes that use them would be better off just using the pre-existing materials mentioned, or other Jungle materials introduced by Calamity.

**Suggestion Author**

@sour hornet

**Approved by**

@vestal charm

tawdry condor
#
**Make Hooks Craftable**

Early game Terraria is a complete and total slog, and grinding Piranhas honestly doesn't help at all, having to go into the caverns and having or either grind it or get lucky is never fun. Adding a recipe (Maybe 2 Iron Bars?) would make the grind for a grappler so much less tedious, and would help you get through early game a bit quicker.

**Suggestion Author**

@rotund heart

**Approved by**

@vestal charm

tawdry condor
#
**Make earth elementals rarer**

As it stands, these things are ultra common. Which might not be an issue in late hardmode, but for early hardmode, that makes them an absolute pain in the rear. They frequently spawn on me just falling down my hellevator, even more when mining. I just had two spawn (and an armored digger) within 15 second of each other. For a creature listed as "rare" on the wiki, this thing is almost as common as any other underground enemy.

**Suggestion Author**

@umbral peak

**Approved by**

@vestal charm

tawdry condor
#
Have the Subsuming Vortex have its old attack as a primary fire and have its current attack be a secondary right click option.

While the new SSV is nice, I do miss the old attack due to its usefulness against bosses. But, we should not let the current SSV attack go to waste. Instead we should give the SSV the same treatment the Photoviscerator got in Rust and Dust and give it multiple attack options. So we can have its pre-1.4.5 fire be its main attack and have the current attack be its secondary right click option. This can help by not forcing us to have to use the current attack (which by the way drops frames) and make the SSV as a whole an interesting weapon to use in the game!

**Suggestion Author**

@lucid yoke

**Approved by**

@vestal charm

tawdry condor
#
**Change Bloodworms to be a non-consumable bait.**

With the rarity of these and the amount you'd most likely fight Old Duke, Bloodworms should be a non-consumable bait (or at least allowed to be craftable into a non-consumable summon item). Hell, it would also make it consistent with other summoning items for most bosses in post ML, which have non-consumable summon items.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

#
**Make the astrum deus spawn animation have a config**

The astrum deus spawn animation is cool and looks good, however it's annoying to sit through it every time you want fight deus. Adding a config would make it so people who are fine with sitting through the animation can sit through and watch it, while people who just want to get into the fight can skip it.

**Suggestion Author**

@winged steppe

**Approved by**

@vestal charm

tawdry condor
#
***Add a rebirth animation for Yharon’s transition to the second phase***

As the yharon fight stands, it’s a straightforward battle that shifts into a battle with more patterns. The transition between the two is a 10 second long invincibility phase for the boss, and simply doesn’t give the second phase justice. What I propose is a sort of reference to how a Phoenix is reborn. This could be modified to its own version, but the process of emerging from the ashes is all too fitting for the fight. There could even be a bullet hell-like wave of fire projectiles coming off of yharon as he rises back from the ashes, rather than the cluttered spread of homing projectiles in the current phase.

**Suggestion Author**

@solemn kayak

**Approved by**

@vestal charm

tawdry condor
#
**Make the config option of 75% increased mining speed affect axes maybe hammers as well**

I hate how long it takes to chop down tree's, especially early game i just either sit there bored chopping em down or use bombs, also destroying walls takes forever especially for making underground builds or clearing out areas without using explosives for a flat area to fight bosses.

**Suggestion Author**

@real drum

**Approved by**

@vestal charm

tawdry condor
#
**Make Omega Blue's tentacles snap into enemies.**

The tentacles given by Omega Blue armor barely helps with anything. Abyssal Rampage is purely used for the DPS boost, instead of helping the tentacles, since they're pretty garbage otherwise.

Making these tentacles snap to enemies when in range (instead of moving relatively slowly currently) would make them a lot more consistent and helpful to use, considering that the tentacles are the only way for omega blue user to survive (disregarding other survivability options).

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Rework stealth critical strikes with the Dark God’s Sheath and Eclipse Mirror**

Currently these accessories give stealth strikes a 100% crit chance, which makes any crit increase from armor, accessories, potions, modifiers and stealth itself entirely useless. When going for a stealth-based playthrough these accessories essentially remove the crit mechanic from the game.

I’m not sure what the best solution for this is, whether it’s adding excess crit chance to damage, using excess crit chance for a “double crit” that deals 3-4x damage, or some better idea that the devs can come up with, all I know is that these accessories remove a level of depth from the game that should be brought back

**Suggestion Author**

@finite raft

**Approved by**

@vestal charm

tawdry condor
#
**Better multiplayer scaling**

There is a sharp difficulty curve i’ve noticed between multiplayer and solo gameplay. I like calamity because of its hard skill based gameplay but the problem is that if you got a friend you do way too much dps and dying isn’t very punishing. Especially with the faster death cooldown you can immediately get back in the action with a wormhole and cheese the boss. Something that would usually take twice as long to kill and many more tries is way too easy in multiplayer, which kinda dulls the fun and difficulty of it. Theres also the problem where if a certain boss targets the other player it gets kinda hard to dodge their attacks like providence or yharon. Maybe there should be better scaling? or some item that makes it harder for multiplayer? at this point in time it honestly feels like for me that its way too easy to kill bosses and progress and stuff.

**Suggestion Author**

@carmine urchin

**Approved by**

@vestal charm

tawdry condor
#
**Make Providence's 'The air is burning...' Status Message Blue at Night**

As part of the fight, Providence will send the status message 'The air is burning...' gives the Icarus's Folly debuff to reduce your wing flight time by 33%. At night, all profaned enemies turn from a generally orange color theme to one of a pale light blue, and Providence's attacks, colors, and even the color overlay she puts on the screen while she's alive all turn pale blue instead of orange, completely switching the color theme of the fight to indicate that she is enraged. However, the 'The air is burning...' status message is still orange, and it sticks out from the completely opposite blue theme of the rest of the fight.

**Suggestion Author**

@gaunt birch

**Approved by**

@vestal charm

tawdry condor
#
**Remove tiger skin from Handheld Tank recipe or give it a recipe**

It's very annoying when you have all the ingredients for a certain recipe, except for a minor one which consists in pure luck and waiting, so why not make something like 10 leathers = tiger skin

**Suggestion Author**

@paper kelp

**Approved by**

@vestal charm

tawdry condor
#
**Change the hitbox of the Devourer of Gods to better match the head.**

This is especially apparent in phase 2 and in death mode, as the instant death of the head definitely is much bigger than what the head actually is sized, and therefore can cause a lot of uncertainty / basically luck if you are actually gonna get chomped and die or not. When it comes to extreme risk-based obstacles like this, the hitbox needs to match the visual, otherwise you will easily misjudge where you're supposed to be in reference to that.

Image for reference:
https://cdn.discordapp.com/attachments/465195069406707722/751141564381790339/The_Devourer_of_Gods_Hitboxes.png

**Suggestion Author**

@clear forum

**Approved by**

@vestal charm

timber acorn
tawdry condor
#
**Separate the majority of Calamity's QoL changes into a separate mod, and cut away those which are made redundant by the existence of other mods.**


Calamity has historically had a long-ass list of vanilla changes it employs to make the game easier --- however, a lot of people may not actually want a lot of these changes, may want an experience closer to vanilla, or may have other mods installed that already accomplish things which Calamity tries to and accomplishes them better. Shifting Calamity's QoL changes into a separate mod would encourage people to actually use other mods (a common thing in modding scenes), give much more freedom to customize the experiences especially if combined with config abuse, and would help establish what Calamity's focus is: content and more things to do.

"Why not make it a config?"
Why not separate it and then give the separated mod configs for all the different changes/effects? Half of the configs in question would require reloading mods anyway and having it in a separate mod would arguably make it easier to keep things organized in the configurations menu.

**Suggestion Author**

@sour hornet

**Approved by**

@vestal charm

tawdry condor
#
**A non-consumable item that toggles events from naturally occuring on/off**

Calamity adds the sulphuric rain, which occurs basically every once every four to five days on average. It can be toggled off by holding the broken water filter in the player's inventory, but that requires constantly using an inventory slot for that. The acid rain, combined with the solar eclipses, blood moons, goblin invasions, martian madness, and pirate invasions, means that there is almost always an event going on. I suggest some form of non-consumable item that disables the natural spawns of the above events (and in the case of the martian madness, disables the spawn of the probe). Between all these events (not including martian madness), there is almost a whopping 40% chance for some form of event to occur per day. Sometimes players want to play the game without being harassed by events constantly.

**Suggestion Author**

@umbral peak

**Approved by**

@vestal charm

tawdry condor
#
Make Lab Doors play a different sound upon opening.

Right now, the Lab Doors play the normal door-opening sound when opened. A hinged-door opening sound doesn't really fit the aesthetic of a futuristic door such as the Lab Doors, so another sound would be much more apt. As for what it could sound like, below is an example of mechanical door sounds from another game.

**Suggestion Author**

@timber acorn

**Approved by**

@vestal charm

tawdry condor
#
**Change Ravager's laser to better fit the fight's theme**

When Ravager's head gets destroyed or before the second phase, he will start to shoot eight lasers out of his body, those being the exact same that Golem shoots during his fight. The problem is simple, he shouldn't do this. The lasers are from a old version of the Mod and Lore, where the Ravager had connections with the Lihzard race, but since this has been scrapped and his Lore and Sprite had been changed, the lasers didn't. What I suggest is changing the sprite of the lasers, maybe for a bloody bullet or something blood related, since many of his drops has this theme and none of his attacks has to do with blood. I also suggest a slight rework on the attack, to better fit the new sprite.

**Suggestion Author**

@valid relic

**Approved by**

@vestal charm

tawdry condor
#
**Name change for Brimstone and Anahita, and give Brimstone an Actual name**

Right now, there is little connection between Anahita and the Brimstone elemental, despite them being linked in the lore. So I would suggest changing their names to [Insert name], the brimstone elemental, and Anahita, the Water elemental. This would also help to humanize the brimstone elemental, as she's always just been "the brimstone elemental" with the water elemental having a name, why shouldn't Brimmy have one?

**Suggestion Author**

@stable pagoda

**Approved by**

@vestal charm

tawdry condor
#
**Make Caustic Croaker staff sentry placeable on platforms**

All other sentries, both vanilla and Calamity, do not fall through them. But this exact sentry still does (for some reason), so I suggest changing it for consistency.

**Suggestion Author**

@rotund frost

**Approved by**

@vestal charm

tawdry condor
#
**Buff Supreme Cataclysm and Supreme Catastrophe.**

The part of Supreme Calamitas' fight where the brothers are summoned by the witch is arguably the safest part of the fight, as you can just kill one of the brothers and vibe with the other while restoring health, filling adrenaline or waiting for debuffs to wear out.

Making the brothers more threatening would hopefully reduce the safe feeling of the specific phase and make the fight have generally better pacing.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Change the crafting recipe for the Celestial Magnet to be craftable in pre-hardmode**

For an accessory you can acquire as early as pre-boss, having the crafting recipe for it use souls of might, night, and light, as well as frigid bars is illogical. I know that the crafting recipes exist for players to catch up if they missed an accessory or two, but having it be locked behind a mech boss is much too far. Having the recipe use post-hive/perf or post-skeletron materials would help those pre-hardmode mages out a lot when the Traveling Merchant is being difficult.

**Suggestion Author**

@solemn kiln

**Approved by**

@vestal charm

tawdry condor
#
**Add or change the brimstone crag structures**

As of now the brimstone crag doesnt really have much going on except for a couple of ruined houses which are basically knock off hell buildings but only 1 room. It would make the brimstone crag much more lively if there were some more structures added so it can have something else added to it as the player mainly uses it for fighting the boss/ getting essence of chaos and then leaves the biome having nothing else to look forward to

**Suggestion Author**

@calm depot

**Approved by**

@vestal charm

tawdry condor
#
**Buff Supreme Calamitas for multiplayer**

Me and my friend played Calamity death mode and we reached SCal, we legit killed her on our 3rd try (also she said it was our first try when it wasn't) she really needs a buff since you can just like dodge for 30 seconds and then your friend can take over.

**Suggestion Author**

@shut dust

**Approved by**

@vestal charm

tawdry condor
#
**Change Providence's Coccon phase ending**

To clarify: Currently, the way this phase ends is that a message is displayed saying "The air is burning...", which I bielieve is very nice and all. However, should you fight her multiple times because Armageddon, farming etc., your chat is completely filled with those messages when you open it up. Also, if you desync/lag for a second/anything that makes you forget where you are in fight can cause you to become chaotic in your dodges because you are not sure when the phase ends.
Possible solution:
Instead of displaying a message after a timer, make a large ring of faintly glowing projectiles spawn and rotate around the player, much like Polterghast's mines. The shorter the time until the end of coccon phase, the closer should they come to player, eventually erupting on player's head in small, non-damaging explosion.
This would make the lags not matter alot in fight, as these projectiles would be synced with Providence anyways.
This would also make sense in regard of inflicting Icarus's Folly debuff: Providence could be seen as literally sending small flames at player to burn their wings and take away their mobility.

**Suggestion Author**

@short geode

**Approved by**

@vestal charm

tawdry condor
#
**Change the Calamity Health Bar visually so it slides down instead of jumping down**

The Calamity Health Bar is, as many of you probably know, inspired by / a reference to the health bar from Metal Gear Rising: Revengeance. However, one difference between the two when it comes to visuals is how the bar itself moves.
As can be seen here (https://cdn.discordapp.com/attachments/542409970520555524/752202529441579139/MGR_Health_Bar_example.gif), the health bar from MGR:R slides down upon the boss taking damage. The Calamity Health Bar does not do this, but rather instantly jumps down (more visible when using high-damage weapons) (https://media.discordapp.net/attachments/542409970520555524/752216466169921667/Clam_Health_Bar_example.gif).
Changing the Calamity Health Bar to more accurately resemble the MGR:R one would make the health bar more pleasing to look at, and although this isn't as important as the last point it would be more accurate to the source material.

**Suggestion Author**

@barren berry

**Approved by**

@vestal charm

tawdry condor
#
**Make Flamsteed Ring fly on left click if attack is disabled (Bottom Bracket setting)**

As of present, the left click is assigned to do nothing if the Ring's UI is set to the bottom bracket setting. This could be instead set up so that if Andromeda cannot attack, it can instead go jet mode, making fast travel and flight with the mech a little easier.
Of course, left click to fly would be only possible in Small Mech mode, and only if Jet is enabled; in other words, Andromeda's attack functions take precedence over it's jet functions, and if it can attack, left click cannot make it go jet mode.
If it is difficult to make this work, another alternative would be assigning a hotkey to the Andromeda jet, like the backslash button.
I believe making this a feature would get rid of the hassle of fiddling with the UI in the heat of a boss battle, making dodging easier as a result. And also, because trying to press the button in the ring interface doesn't always seem to work.

**Suggestion Author**

@echo ice

**Approved by**

@vestal charm

tawdry condor
#
**Make the Genesis pickaxe viable for crafting the Crystyl Crusher**

This, to me, is sort of a no-brainer. So, you have set of items you make from celestial fragments and Luminite bars, right? These include the Solar, Vortex, Nebula, and Stardust armor sets and associated weapons/tools. In calamity, of course, we have a 5th class, rogue. Rogue users get an armor set in this tier, Empyrean Armor (which looks incredible, by the way), crafted from Meld Constructs. The meld set of items also has an associated pickaxe, the Genesis pickaxe, which is meant to serve as a direct parallel to the other 4 lunar pickaxes. Well, in order to craft the Crystyl Crusher, you need the Blossom Pickaxe and a lunar pickaxe. But, despite the original four lunar pickaxes all being viable in this recipe, the Genesis pickaxe isn't. Since the Genesis pickaxe is meant to serve as a direct parallel to these other picks, it only makes sense that it would work in the recipe as well.

**Suggestion Author**

@languid cradle

**Approved by**

@vestal charm

tawdry condor
#
**Give crafting recipes to the remaining Cell Phone accessories**

The accessories in question are the Depth Meter, Compass, Fisherman's Pocket Guide, Weather Radio, Sextant, Stopwatch, DPS Meter, Tally Counter and the Lifeform Analyzer. It seems strange to me that out of the many accessories needed to create the Cell Phone, only 3 of them have Calamity exclusive recipes, being the Metal Detector, Radar and the Magic/Ice Mirrors. Though getting most of the aforementioned accessories have been made easier thanks to Calamity, it would still make sense for the remaining accessories in that crafting tree to all have failsafe recipes, much like the Ankh Shield accessories do. (The aforementioned Fish Finder accessories are an additional suggestion in this since they’re common drops from the Scourge bosses, but I listed them anyways just to be safe)

**Suggestion Author**

@dapper solstice

**Approved by**

@vestal charm

tawdry condor
#
**Server Suggestion: Add the peepoweird emote (:GWsetmyxPeepoWeird:)**

Global emotes are going to be completely removed at the end of october by discord, including the slippy server which has most if not all peepo emotes, and since peepo is recognized and loved by most, he should be in this server so people can still use the emote even if global emotes are removed.

**Suggestion Author**

@humble barn

**Approved by**

@hoary marlin

sharp zinc
tawdry condor
#
**Make Orange Bloodroot craftable**

One of the most annoying things in the mod is searching for Orange Bloodroot for Blood Orange.
I think this item should be craftable because it always takes me few hours to get it.

**Suggestion Author**

@sand junco

**Approved by**

@vestal charm

tawdry condor
#
**Replace the automatic Mechworm buff granted by Auric Tesla Armor's summoner variant with something that just gives the Mechworm a damage buff equal to +1 extra minion slot's worth of length.**

❓ When you get the Auric Tesla Armor for the first time, the idea is that the very next boss you fight is Supreme Calamitas. However, the summoner version, while good, has downsides to it that the other versions don't have that impact Summoner particularly heavily. The mechworm is an example of this. The problem with the mechworm, as a set bonus, is that it forces you to have the mechworm as an active summon even if you don't want to use it. This means that it takes up a buff slot, something in very short supply around the time you get to Scal, given she inflicts 3 debuffs on top of the numerous buffs you'll have already.

This impacts Summoner especially heavily, because if you have too many buffs, it'll automatically delete buffs at random.. including your summons, which means that you then have to not only notice that your summons are gone, you then have to scramble and focus on resummoning them rather than paying attention to the bullet hell.

**Suggestion Author**

@brazen girder

**Approved by**

@vestal charm

tawdry condor
#
**Make the demon trophy toggleable, rather than permanent**

As it stands, the demon trophy permanently multiplies the spawn rate of a world by 1.25. Which is great for grinding enemies, but when you don't want to grind enemies, this is obnoxious. As a result, many players are probably forced to use two worlds: One with a demon trophy active and one without. By making it toggleable, this would remedy this, allowing the user to maintain the one-world style.

**Suggestion Author**

@umbral peak

**Approved by**

@vestal charm

tawdry condor
#
**Replace the Zerg Potion's cores of chaos with chaotic essence.**

The cores of chaos relegate the Zerg potion to be post-plantera exclusively, and personally, I struggle to see why that's necessary. The potion amplifies spawn rates and spawn count by 400%; sure, it's a great potion for grinding, but I'm not sure it's great enough to be exclusively post-Plantera. Quite frankly, if anyone just coming into hardmode can survive the deluge of mobs it'll dump on them, I'd say they deserve the rewards it'd bring them. Replacing the cores with chaotic essence would make it require most of the same hardships, but open it up as an option for post-WoF; early hardmode is a time to scramble for newly available resources, after all.

**Suggestion Author**

@brazen girder

**Approved by**

@vestal charm

tawdry condor
#
**Emote suggestion**

:AreYouSerious:

when we are in a conversation and someone says something which is very weird or when someone is baffled by someone's words in a conversation, people are most likely to use bruh . there are not many other emotes that expresses the same expression as bruh , there are some more, they are not that good that expressing that "What" feeling properly, so i think this emote will be a good edition. This emote is also good at expressing the confused and depressed feeling at the same time, which bruh cannot do properly as it only expresses the “what” feeling but not depressed and sad feeling, or even an “angry” feeling if you use it in the right conversation, which agian, bruh cannot achieve as it only expresses one feeling.

( also please crop the gray background out if you add this emote from the picture i just not able to figure out how to do it without making the picture look worse )

**Suggestion Author**

@primal sable

**Approved by**

@weak cedar

tawdry condor
#
**Make it so we can see if a boss is enraged**

It happened to me more than once, that I struggled with a boss for seemingly no appearent reason until I realized the arena I built wasn't "enrage proof".
I can imagine this could be really frustrating for new players. You could think a boss is extremely hard when it's actually just enraged and you'll never know.
A solution would be to make the boss health bar on fire if the boss is enraged or a small "debuff" icon could fix that too.

**Suggestion Author**

@static finch

**Approved by**

@vestal charm

tawdry condor
#
**Increase the drop amount of plague cell canisters**

Plague cell canisters are primarily used to craft the abombination. Once the player can reliably beat the PBG, plague cells are easy to get. But until that point, plague cells are difficult to grind in large quantities. In higher difficulty modes, when players can need potentially hundreds (or even thousands!) of plague cell canisters to craft abombinations, this can take hours and hours of grinding, even with spawn rates being boosted by potions/candles/blood moons/etc. Given Calamity's desire to reduce grinding, this seems to not fit with the rest of the mod.

**Suggestion Author**

@umbral peak

**Approved by**

@vestal charm

tawdry condor
#
**Turn the Elemental Quiver to better fit the Elemental Theme

**
As it is right now, There's absolutely nothing Elemental about it, the "split" effect it offers is gimmicky and is just bothersome to look at (using the Soma Prime with it is just hell) I would like to suggest to make it more in line with its name, Elemental. Instead of the Split effect , how about letting it apply elemental mix debuff like it's melee counterpart, the elemental gauntlet. Making it more in line with its namesake.

**Suggestion Author**

@versed ermine

**Approved by**

@vestal charm

tawdry condor
#
**Increase the amount of buff slots**

Right now, buff slots are a major problem in Calamity. Calamity adds so many new buffs and many bosses inflict debuffs. Combining all of this and summon slots and more(idk) and the 22 buff slots limit is a problem. However, I(and Feezah) feel like having too many buff slots earlier in the game is unnecessary. Instead, perhaps a permanent power-up mid-late hardmode, which is when you need as many buff slots as possible.

**Suggestion Author**

@devout hazel

**Approved by**

@vestal charm

#
**Rename the Cosmolight to be less similar to Cosmilite**

When I was playing Multiplayer with my friend, he got confused about what I was saying when I talked about the day/night switched multiple times. Changing the name of it could help eliminate this confusion. A possible name could be the Starlight, because the sun is a star and you can see the stars at night.

**Suggestion Author**

@crisp magnet

**Approved by**

@vestal charm

tawdry condor
#
**Buff Coin of Deceit.**

Coin of Deceit feels extremely awful at the moment. All it does is increasing rogue critical strike chance by 6% at an exchange of a precious accessory slot in pre-Hardmode. Buffing the accessory can make it a bit more worth to consider for rogue instead of just being a filler.

Some ideas to buff it, but aren't limited to:

  1. Raising critical strike chance value and adding an effect which slightly increases stealth critical strike chance scaling.
  2. Rogue critical hits having a chance to drop coins, guaranteed on stealth strikes.
**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Buff Raider's Talisman in order to be able to account for stealth strikes.**

Raider's Talisman is a decent accessory as it is right now, able to build damage off critical hits. But this is massively less effective on stealth strikes, as it's oriented with slow, precise and burst damage most of the time instead of rapid constant damage. Slightly reworking Raider's Talisman to account for stealth strikes would make it a bit better for stealth rogue players to use.

An idea is in mind, but wouldn't be limited to making critical hits made by stealth strikes build up the damage faster.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Change the Thunderstorm to be dropped by Storm Weaver instead of Cloud Elemental, and not buff Cloud Elemental post-Providence.**

Thunderstorm is a post-Providence weapon and a rare variant of Plasma Rifle. It doesn't make sense that "The calamitous beings have been inundated with bloodstone." and "Fossilized tree bark is bursting through the jungle's mud.", and there is no mention of Cloud Elemental being affected. Her stats is buffed, but she isn't a 'calamitous' being, and doesn't resemble one. Another reason is Storm Weaver is a sky-space being, and its attack summon lightning bolt, similar to Thunderstorm. It is also the only Sentinel that doesn't drop a RIV item. Ceaseless Void has The Evolution, Signus has Guidelight of Oblivion. Making this change will add consistency to progression for Sentinels-tier bosses.

**Suggestion Author**

@alpine gale

**Approved by**

@vestal charm

tawdry condor
#
**Add :hage: to the server.**

Sometimes, you need to express your displeasure at something frustrating, such as dying to a boss in the last phase. However, this specific emotion is rather underrepresented in our current selection of emotes, as most of the suitable emotes for such an event display pain rather than anger. bruh or suffering is probably the most likely candidate for something like this right now, but it doesn't quite express anger/frustration as aptly as :hage: does.

Based on its popularity in other calamity-related servers, it would get used quite often. Plus, The server has many free emote slots, so that's not an issue either.

**Suggestion Author**

@timber acorn

**Approved by**

@vestal charm

#
Create a second help and advice channel

so many people request advice that the discussion often leaves people behind, or risk interrupting someone else, a second channel would lower the load of unanswered questions significantly

**Suggestion Author**

@spare peak

**Approved by**

@vestal charm

tawdry condor
#
Change the texture of all minions summoned by the auric Tesla armor set.

The auric Tesla armor is the 2nd most powerful armor set in the game. To make you will need almost all post moon lord armor sets to craft it.
With that being said, why don't we change the minions and give them a different texture so they can look powerful and match the armor that summoned them by itself?
In other words, make all the minions summoned by the Auric Tesla armor match with it, because they don't have the same look as the armor, although it has the previous armor sets included in its recipe.

**Suggestion Author**

@mighty cave

**Approved by**

@vestal charm

tawdry condor
#
**Add a sort of portal or effect where Yharon would teleport and fire out his fireballs**

Yharon has an attack where he teleports somewhere without warning and ends up sniping you with either contact damage, fireballs, or both. It feels like cheap hits, and some sort of effect where he teleports like Brimmy or Signus would help make his attacks less cheap. Maybe instead of the effect lasting quite long like Brimstone Elemental's teleport it would last only a split second as a warning, meaning you'd still have to pay attention.
TL;DR - When Yharon teleports, give a warning for it

**Suggestion Author**

@sterile arch

**Approved by**

@vestal charm

tawdry condor
#
**Make Lunatic Cultist much stronger when entering Hardmode for the first time, and make it weaker until it's current state the more progression bosses the player killed in HM (e.g. Mechs, Plantera and Golem).**

(Credits to @unborn willow for the idea) Currently you can sequence break Cultist by using Eidolon Tablet, which drops from Eidolists since early HM. Non-linearity is a common concept in the progression of Calamity, allowing players to take on later bosses with current, lower tier gear to jump on progress. This usually would take a good feat to be done, since your equipment isn't as powerful as those who are fighting the bosses in the intended tier.

Sadly this is NOT the case for Lunatic Cultist. Lunatic Cultist isn't designed to be powerful in vanilla at its tier because Cultist is merely a segway into the Celestial Pillars, and thus, Moon Lord. Sequence breaking Cultist has a massive imbalance in the difficulty of the boss, and the rewards that come after that (Ancient Manipulator, Pillars and their Fragments).

Making Lunatic Cultist much powerful at early hardmode, and nerfing it whenever Mechs, Plantera and Golem are defeated (the primary HM boss progression before Cultist) would make sequence breaking Cultist earlier in the game much more risky, while keeping its current design on the intended tier of its fight.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Give Bladecrest Oathesword's Projectile hit particles**

When you swing the sword and it shoots a projectile and it hits a block, it just disappears and it looks kinda weird so maybe give it something like the Enchanted Sword projectile hit particles.

**Suggestion Author**

@sudden python

**Approved by**

@vestal charm

tawdry condor
#
**Make the Perforators skip to the next phase after a set amount of time in the hive "intermission" phase**

When fighting the Perforators, it's extremely easy to use the time in between worm spawns to regenerate health/adrenaline creating a very forgiving fight. Adding an automatic "skip" to the next worm would make the fight less forgiving. The timer wouldn't count down while a worm is currently out on the field.

I think that, currently, the hive AI is too predictable. Rev+ tries to address it by making the hive more aggressive but I don't think it's enough to prevent stalling.

**Suggestion Author**

@clear barn

**Approved by**

@vestal charm

tawdry condor
#
**Have the bloodstone cores be easier to craft**

creating bloodstone cores feels quite tedious and is a very slow process consider the amount of time you have to grind blood moons to get blood orbs, then grind in the dungeon to get phantoplasam, then kill brimstone bosses to finally craft some bloodstone cores.

It takes quite a while of this repetitive process to get bloodflare armor and a weapon to fight whatever boss is next, I think it takes too long and the recipe should either have more accessible easier to get items or have the items like blood orb be more common and can be found in other places instead of just during a blood moon.

It won’t be too much to change since bloodflare armor is only used for about 1 or 2 bosses before being replaced by better armor, which makes the grinding feel like an even bigger waste of time.

**Suggestion Author**

@reef badge

**Approved by**

@vestal charm

tawdry condor
#
**Add a reward for beating Old Duke during the Acid Rain.**

Currently, there is no real incentive to fight Old Duke during the Acid Rain. The player will likely be weakened after battling through the event, as opposed to manually summoning him. While the Bloodworm can be tedious to find, beating the event many times over is more so, especially if you’re struggling with OD (which is likely considering his difficulty). Adding a reward for enduring the Acid Rain would incentivise doing so instead of ignoring the event’s summoning of the boss.

**Suggestion Author**

@spring breach

**Approved by**

@vestal charm

tawdry condor
#
Make the solstice claymore use galatica singularities.

Currently the Solstice claymore uses 5 of each pillar fragment, 20 astral bars, 5 luminite and a beam sword, now that got me thinking, why doesn't the recipe use galatica singularities instead? Considering that the recipe won't change, due to the galatica singularity just being all the pillar fragments into one item.
(also here's a link to the solstice claymore wiki page:https://calamitymod.gamepedia.com/Solstice_Claymore)

**Suggestion Author**

@strong aspen

**Approved by**

@vestal charm

tawdry condor
#
**After coming out of a bullet hell, prevent SCal from shooting hellblasts immediately.**

Occasionally, when SCal is coming out of bullet hell invulnerability while in the phase where she follows the player vertically and shoots hellblasts, she immediately shoots a hellblast from her bullet hell position, which is often far away and not directly horizontal to the player. This often catches you off-guard, as you aren't expecting a hellblast from a non-horizontal angle, and since they speed up over time, these hellblasts are much more difficult to react to. These things combined result in a lot of cheap hits, which can be life-or-death in this fight. Therefore, SCal should be prevented from shooting hellblasts for a certain amount of time after she comes out of bullet hells. Perhaps this time period could be 1-2 seconds, or it could be until she levels out with the player, however long that takes.

**Suggestion Author**

@timber acorn

**Approved by**

@vestal charm

tawdry condor
#
**Axe of Purity Resprite**

The Axe of Purity has very similar colors to both the elemental-tier weapons and to an extent exo-tier weapons, which can be somewhat confusing, especially since elemental tier already has a weapon that looks like an axe (https://calamitymod.gamepedia.com/Elemental_Axe). I think the sprite should be recolored to look like crystal related items (like the Crystal Blade or crystal furniture), because of its Hallowed theme and the crystal shards used in the recipe.

**Suggestion Author**

@junior flower

**Approved by**

@vestal charm

tawdry condor
#
**change the tooltip of the titan heart helmet**

the titan heart helmet allows rogue weapons to inflict the 'astral infection' debuff, but the tooltip of the helmet states that "rogue weapons spread the astral infection", which can be misleading for players new to the rogue class and this armour set (myself included) as the tooltip suggests that rogue weapons spread the actual biome, converting tiles to their astral infection counterparts, rather than simply inflicting the debuff. this can turn new players away from the armour set unintentionally. an example of a simpler tooltip for the helmet is "rogue weapons inflict astral infection".

**Suggestion Author**

@balmy jay

**Approved by**

@vestal charm

tawdry condor
#
**Give the Brimstone Elemental a wider array of attacks.**


A constant shared between the vast majority of modded bosses is that, for their respective points in progression, their attack roster is simply too small --- and the Brimstone Elemental is no exception. She's supposedly been repeatedly buffed because she's "too easy" or something along those lines, but given that series of buffs I believe it's safe to assume the issue isn't in statistics or speed. The Brimstone Elemental's attack pattern goes as follows:

Follow the player (do laser phase below a certain health threshold in Rev+) ---> Hover around/near the player while firing brimstone fireballs and stuff ---> Go into a cocoon phase and fire some circles of projectiles ---> Rinse and repeat.

This is much more simple than any description of it can express, no matter how fast she is; as such, the player is very easily able to dodge her after a very short learning phase involving knowing her attack pattern and when each subphase starts and ends. This simply doesn't suit a boss in Hardmode, early or otherwise, as it's a point in the game where things should become definitively harder to contend with. Expanding her arsenal to include a wider variety of attacks, and diversifying her attacking pattern to match, would potentially make her much more unique and bring her more up to speed with the difficulty that a Hardmode boss should entail.

**Suggestion Author**

@sour hornet

**Approved by**

@vestal charm

tawdry condor
#
***Buff the perforators and hive mind***

The hive mind and perforators are easy post EoW and post BoC respectively, the armor is good, as well as the weapons, so i propose these buffs.

Buff the Hive minds attacks that dont pose much of a threat like the rain dash or when it dashes towards you after its not attacked for a certain time, or at the very least buff its speed in phase 2, make the fight really get the blood pumping.

Give the perfs an attack to circumvent cheese, like have the hive fire different projectiles that home or something loke that after the first worm spawns, and buff the worms attack damage so theyre more of a threat, and make the hive invincible whenever any worm is out rather than the last one.

**Suggestion Author**

@pine kite

**Approved by**

@vestal charm

tawdry condor
#
**Slightly Increase the amount of Cosmilite Bars the DoG drops or lower the number of bars needed to make items**

Cosmilite Bars make so many items that you need to kill DoG so many times until you can move on to Yharon and after that you still need more Cosmilite as many items after that that still involve it in their recipes . It would make sense to increase the amount dropped or lower the number of bars needed to make items.

Calamity already tries to reduce grinding in many stages I think this one got slightly overlooked.

**Suggestion Author**

@calm depot

**Approved by**

@vestal charm

tawdry condor
#
**Prevent SCal From Shooting Brimstone Hellblasts at Players unless she is Directly in Front of/Behind Them**

In other words, SCal shouldn't be able to shoot at you unless she has the same Y position.

❔ Whenever SCal transitions into shooting Hellblasts at you, she aligns herself with your Y position and moves to your left or right incredibly quickly (dealing no contact damage as she does so) in order to shoot Hellblasts at you head-on.
However, attacks like the Brimstone Darts don't have her aligned with the player at all, and when she begins firing Hellblasts, she will do so immediately. If SCal is far enough away from the player when she transitions to the Hellblast attack, she will often shoot at you while moving towards you, and just like all the other Hellblasts she fires, it's aimed directly at the player. This creates a diagonal shot, which moves and accelerates just as fast as the normal Hellblasts (and does the same amount of damage). It's not telegraphed in any way, and since SCal is far away from you when she fires it, it will have accelerated to lightspeed by the time it's on-screen. These diagonal shots are also present if you use the Rod of Discord or Normality Relocator to teleport away from SCal while she's shoolting Hellblasts, and are almost as unpredictable and cheap. This is probably the only time a cheat hit is present in SCal's fight, and can be very frustrating considering it will deal more damage than a healing potion can mend on higher difficulties.
If SCal didn't fire Hellblasts unless she was already locked onto the player's Y position, it probably wouldn't make any noticeable difference in the fight, since all of the other Hellblasts are completely head-on with the player.

**Suggestion Author**

@gaunt birch

**Approved by**

@vestal charm

tawdry condor
#
**Add in a way to breathe in the Abyss without downside, either by allowing the Effigy of Decay to grant you breathing in it after killing a certain boss, or add in an upgrade to the Effigy.**

Currently, there's no safe way to breathe in the Abyss without having to take unimaginable amounts of damage. And while vanilla does have biomes you can't have enemies in, mainly the Corruption and Crimson, it's moreso an exception and not a rule. You can even live in the Underworld or the Dungeon if you want to. Calamity can also allow you to live in its biomes, even in the Brimstone Crag, yet the Abyss does not let you. And while it is realistic that you can't live in the abyssal depths, Terraria isn't a game known in its realism (again, you can live in the Underworld). As for why it would be a good idea, it would allow people to get more creative with their bases or buildings, and allowing people to be creative doesn't hurt anybody.

**Suggestion Author**

@near locust

**Approved by**

@vestal charm

tawdry condor
#
**Rework the pwnage hammer ability so it isn't based on rng**

Right now, the pwnage hammer's ability where it homes in and summons another hammer is purely based on rng. This is bad because it means you can throw a lot of pwnage hammers and get no homing ones, while another, luckier person could get multiple homing hammers in a row. Changing the ability to be based on a different thing that requires skill would alleviate this issue. This would also be a sufficient nerf since currently pwnage is viable way past the point you get it.

**Suggestion Author**

@winged steppe

**Approved by**

@vestal charm

tawdry condor
#
**Revise and expand upon the implementation of weapon variants on the whole, such as melee/rogue weapon variants.**


These things, as they are right now, aren't too terribly interesting and tend to heavily decrease weapon variety throughout a playthrough. Most noticeable in this department is the wide array of melee/rogue variants scattered throughout the mod, which add plenty of ways to make you question if rogue is melee or melee is rogue at basically every stage of the game. However, the concept itself is highly interesting and, if given the proper love and care, could blossom into a way to increase weapon variety at a tier without necessarily needing to create entirely new weapons --- this could also be a neat way to introduce concepts that will likely never be seen in-game otherwise.

Some ways to help to diversify and streamline the implementation of variants, for examples, would be to:

  • Allow variants of the same weapon to be crafted between one another for a price at a certain crafting station.
  • Allow other classes to get in on that variant goodness as well, rather than melee and rogue getting all the love.
  • Allow variants of the same weapon to function differently (let rogue variants have stealth strikes, god damnit, if they won't then what's the point).
  • Expand upon Aether's Whisper's approach --- make a weapon have a left-click and right-click corresponding to certain classes, with different functions based on the mode being used.
**Suggestion Author**

@sour hornet

**Approved by**

@vestal charm

tawdry condor
#
**Allow hellstone and hellstone bars to drop from brimstone crates**

Currently, there is a way to obtain an infinite supply of all ores or their bar counterpart, except for hellstone and auric. Auric is understandable, as it is meant to be a godly resource close to the end of the game that would not make sense to be caught from a crate ore dropped by an enemy. Additionaly, a large amount of auric ore spawns in the world in large veins, making it easy to collect. However, hellstone is a sparse pre-hardmode ore used in a lot of recipes throughout the game. Allowing it to drop from brimstone crates would allow an infinite supply, as well as making it farmable.

**Suggestion Author**

@spice monolith

**Approved by**

@vestal charm

tawdry condor
#
**Add a crafting recipe for bloodworms.**

The Calamity mod adds a crafting recipe for a truffle worm, the item used to summon duke fishron. This is to presumably minimise the grinding required in vanilla to try and hunt down a truffle worm, which ultimately makes the player's life a lot easier. A bloodworm summons the Old Duke, and is functionally identical to a truffle worm in how it is obtained, minus the crafting recipe. It seems kind of obsolete for calamity to make a vanilla summon easier to get, then make a summon of their own that causes the same issues they fixed with vanilla.

**Suggestion Author**

@midnight igloo

**Approved by**

@vestal charm

tawdry condor
#
**Add a lot more proper rogue weapons post-Yharon, exploring on other types the current weapons didn't.**

Post-Yharon rogue weapons severely lacks in variety, only having 1 boomerang (Celestus) and 2 bombs (Supernova and Plasma Grenades), and only said boomerang can be really consistent on stealth. It creates quite an unfun situation where you're stuck with a limited number of weapons of that specific tier, while melee is drowning in them, for example.

Exploring on other types of rogue weapons post-Yharon (daggers, javelins and spiky balls to name a few) would make the class, and in turn, stealth rogue a lot more fun to play versus SCal.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
***Buff the Amidias Weapons***

A lot of times when you go through your playthrough, you can have weapons that are way better than the weapons you can buy after Desert Scourge. Some aren't even that bad but just get outshadowed by the weapons you currently have at that point. If they're not gonna be as good, or useworthy at that point, at least add more of them into upgrades.

**Suggestion Author**

@severe plank

**Approved by**

@vestal charm

#
Rework the astral bulwark.

Astrum deus’s expert drop, the astral bulwark, is currently quite useless. This accessory grants immunity to the astral infection debuff and causes stars to fall from the sky when you get hit. The astral infection immunity is good for mining astral ore and farming astrum deus, but serves little purpose outside of that. The stars are spawned on hit are pretty unreliable, as they miss a lot. The fact that they only appear on player hit also heavily limits their effectiveness. It’s not remotely worth it when you could just slap in an emblem to increase dps much more reliably, and likely by a higher amount. To give this accessory increased utility, give it additional effects or change its current ones so it’s more effective in combat.

**Suggestion Author**

@dire anchor

**Approved by**

@vestal charm

#
**Make the Crown Jewel item drop from the crown jewel in the king slime fight**

The crown jewel in KS's fight is basically the crown jewel dropped from the treasure bag, however it makes no sense that it drops from the treasure bag as the jewel isn't in king slime or related to being in gel. Having it drop from the crown jewel itself would make much more sense as the item is dropping from the thing it actually is, instead of the boss that happens to summon it and then have it drop despite it being unrelated.

**Suggestion Author**

@winged steppe

**Approved by**

@vestal charm

tawdry condor
#
**Change the design of the Terminus shrine at the bottom of the Abyss**

Currently, the Terminus shrine simply floats in the middle of the final layer of the Abyss, not even connected to the ground, looking just like every other shrine. While it fits all the other shrines that the mod adds in, it doesn't suit an item that is the current endgame of Calamity. Along with that, some previous shrines did get changed to be more interesting (mainly what used to be the Underworld shrine that had the Murasama now being one of Draedon's labs), so it wouldn't be out of question for the Terminus shrine to get a visual upgrade. Moving it to the ground at the very bottom of the Abyss could be good enough, though changing the structure to look more grand to better show that it's the mod's endgame would make reaching the complete depths of the area feel more rewarding.

**Suggestion Author**

@near locust

**Approved by**

@vestal charm

tawdry condor
#
**Change the amount of bloodstone cores required for the Dragonblood Disgorger & Bloodsoaked Crasher**

The dragonblood disgorger and the bloodsoaked crasher require 12 bloodstone core's each, while the other bloodstone weapons require around 3 - 6. Plus the bloodsoaked crasher requires another weapon in its recipe, It just seems a little too overpriced.

**Suggestion Author**

@livid crag

**Approved by**

@vestal charm

tawdry condor
#
**Add some bonuses to Gravistar Sabaton.**

Gravistar Sabaton is arguably a unique accessory, allowing the player to increase their fall speed at a cooldown, and landing with the increased fall speed initiates an explosion.

But aside from the increased fall speed, the accessory is mostly gimmicky and doesn't worth replacing your sweet, sweet damage accessories for. Giving the boots some additional stat bonuses would make it a bit more considerable to use.

Some stat changes can include, but aren't limited to:

  • Increasing jump speed.
  • Giving brief immunity frames upon landing with increased fall speed.
**Suggestion Author**

@wise radish

**Approved by**

@weak cedar

tawdry condor
#
**Give Crown Jewel (enemy) a new attack.**

I think Crown jewel isn`t that dangerous, his shots deals very little damage and if player moves, it literally cannot hurt him. that makes almost no difference from king slime without CJ. And maybe new attack will make crown jewel more dangerous.

for example, once per 3 or 5 normal shots Crown jewel will fire infernal bolt, that will create large explosion and deal great damage to player.
And it is likely to increase CJs fire speed.

**Suggestion Author**

@steel merlin

**Approved by**

@vestal charm

tawdry condor
#
**Make Angler quest accessories craftable**

The infamously tedious angler quest accessories are used for very useful items, but they can be tedious to get. Calamity Mod fixes this by adding the Sandy and Bleached Fishing Kit, but they require boss kills, and can be very grindy when trying to get them at the stage in the game when fighting one of the scourges is a priority. If they are craftable it can negate this issue, but they should be a bit tedious to craft too, or this would negate the purpose of the fishing kits.

**Suggestion Author**

@gusty oasis

**Approved by**

@vestal charm

#
Buff enraged golem

I was doing a death mode playthrough, and got stuck at golem, so I tried fighting the enraged version(as everyone would do in vanilla). But of course, Calamity would definitely buff it. So I tried different methods online. And there's one just super cheesy. It's just building two skybridge and kite it. I legitimately beat golem no-hit, and then I farmed golem with armageddon. So what I think is that Calamity should buff the enraged version even more, by giving the golem like a semi-home-in attack. That would definitely making it much harder to cheese the boss.

**Suggestion Author**

@grizzled thunder

**Approved by**

@vestal charm

tawdry condor
#
**Make the time in between the Boss Rush Bosses keep your adrenaline/rage**

What does this mean? Well, in Revengeance+, as long as you don't get hit in a boss fight, you will gain adrenaline. Once the bar is full you can activate adrenaline to get an insane damage boost. However, it only charges when a boss is alive. And the times in between bosses doesn't count. So your adrenaline will start going down, and you can lose 1/2 of your adrenaline just like that. Fixing this so that adrenaline will stay/increase during the intermissions will help revengeance players, because adrenaline is a powerful mechanic. The same can be said for rage, which is gained by taking damage.

**Suggestion Author**

@sterile arch

**Approved by**

@vestal charm

tawdry condor
#
**Buff on-player hit effects in general.**

Many armors and accessories give certain effects when the player gets hit. However, these effects tend to be quite weak compared to the damage a hit does. The first type of effect is thorns effects. Thorns effects are generally quite useless due to being weak. They generally don't even reflect the same damage the player takes, and they only reflect contact damage. They need a signifcant buff to do anything noticable in helping the player.

The second type are projectiles summoned when the player gets hit. This is more practical because it effects enemeies that shoot projectiles. However, these effects suffer from either being too weak or too unreliable. Take the og porjectile on-hit, the star from the star viel, present in many calamity accessories. These stars do only 30 damage, and can miss. Other effects, such as the ranger daedalus set bonus, with causes projectiles to spray from the player on-hit, also suffer from this problem. Even effects that do hit can be underwhelming, such as the god slayer melee set bonus, which causes the player to spawn homing projectiles that do 6400 damage total. This sounds pretty good until you think about jsut how much hp yharon has.

The third type of on-hit effect is buffs such as panic and reaver rage. Reaver rage, as well as empyrean rage and wrath, suffer from being weak. 5% melee damage and speed for 3 seconds on hit just doesn't matter at all. Panic buffs are also questionable due to movement speed being a weak stat, but can help you recover after a hit a bit. Overall, there are only a couple of on-player hit effects that are worth it. The bloody boost from blood pact, true melee boost from hide of astrum deus, and the reflection from all the evolution are quite strong. This shows that on-player hit effects could be strong, but they need buffs to be so.

**Suggestion Author**

@dire anchor

**Approved by**

@vestal charm

tawdry condor
#
**Remove the time-based DPS cap on bosses.**

Clarification: https://calamitymod.gamepedia.com/Damage_Reduction#Reactive_Damage_Reduction


It simply doesn't work well in Terraria's context, primarily due to the nature of the game and the nature of games like The Binding of Isaac, which the mechanic is based upon, as well as Calamity's hyperfocus on nonlinearity.
Here's an in-depth explanation as to why.
https://docs.google.com/document/d/1Q2a8uvQ-JKesMBYj5YrpT7600WzdUvI16iMzHbrV8R4/edit?usp=sharing

**Suggestion Author**

@sour hornet

**Approved by**

@vestal charm

tawdry condor
#
**Nerf Supreme Calamitas's Fireblasts/Gigablasts During Bullet Hell Phases**

I played against scal and confirmed that the brimstone fireblasts/gigablasts during the bullet hell phases can do damage to you before exploding which is pretty annoying since they home in on the player out of nowhere which caused a lot of cheap hits most of the time, not to mention even if you somehow manage to dodge them they will explode near to you which leaves little room to dodge when you're already trying to carefully focus on dodging the brimstone skulls that spawns near to you too, so I propose to nerf it so they don't do damage before exploding or reduce the speed of them homing in on the player too

**Suggestion Author**

@velvet berry

**Approved by**

@vestal charm

tawdry condor
#
**Have the Crimslime Staff and Corroslime Staff have some sort of synergy with one another**

I just think it'd be neat if for example when you have an equal amount of crimslime and corroslime summons something would happen that would buff both slime summons. It would be a nice nod to the boss it came from and could lead to some interesting setups. Right now no one would ever bother with using either slime staffs because you have herring staff.

**Suggestion Author**

@feral talon

**Approved by**

@vestal charm

tawdry condor
#
**add a boss and enemy damage config to go with the boss hp config**

I like the mechanics of modes like rev and death, but don’t like the massively increased difficulty. If there were a config option to change enemy stats by some multiplier to make it easier but still fair, I think the mod would be a lot more fun for more people. You don’t necessarily need to put a bunch of work into balancing this, instead you could have notes saying things like “the default values are balanced around Rev mode. Set them between x and y to make the game easier but still fair”. Only an enemy/boss damage slider would need to be added, but the notes would be best if they applied to both the hp and damage sliders.
Edit: the HP scaling should be allowed to go down by a bit instead of just up, for the same difficulty options reason mentioned. Even if these have a lower limit, I think it would still make the mod more enjoyable to more people.

**Suggestion Author**

@night palm

**Approved by**

@vestal charm

tawdry condor
#
**Buff expert drops from both vanilla and calamity**

Many calamity expert exclusive items from treasure bags are often felt underwhelming, they're either very specific such as leviathan amergris, very inaccurate like gehenna or just bad like soul of cryogen.

Vanilla expert accessories fall into these categories as well and since calamity balances around itself there are only a couple of good accessories in vanilla that can compete(Shield of cthulhu and worm scarf)

Buffing these accessories would make them usable rather than being a waste of space in someone's storage

**Suggestion Author**

@calm depot

**Approved by**

@vestal charm

tawdry condor
#
**give a reward or a higher SPHC drop rate when using the Draedons remote**

The Draedon's remote in my opinion is kinda useless at the moment since it just makes the mech bosses harder with no reward other than basic drops. It is also post Plantera which makes it even more irrelevant as you could just fight the normal versions and get the same loot, if it was given a reward, such as a higher SPHC drop rate, increased drops or even expert items in a non expert world i think it would be used much more. It also looks great and has a good concept so i'd love to see it have a use other than making more of a challenge. The SPHC is also a very rare and kind of grindy weapon so it would be nice if you could get it easier as it is a very useful weapon.

**Suggestion Author**

@lone panther

**Approved by**

@vestal charm

tawdry condor
#
**Reduce the brightness from The Dance of Light's flash in Color/White light modes**

The flash generated from The Dance of Light is way too bright. It can hurt peoples' eyes especially if they are sensitive to bright lights or like to play in the dark. The flash doesn’t have to be removed, but the brightness should be toned down. Even though you can disable it with retro and trippy light modes, they look worse than color and white light modes, and player shouldn’t have to change the whole look of the game just to save their eyes.

**Suggestion Author**

@junior flower

**Approved by**

@vestal charm

tawdry condor
#
** Full Size Son of Yharon mount/summoning weapon **

While Yharon's Kindle Staff (The item that summons the sons of Yharon) is a great summoning item for extra damage in all classes, I feel it still has more potential in becoming something more than just a summoning item and the general lack of combat mounts within the game which could be expanded upon, could act somewhat like the mechanical minecart which fires lasers at nearby enemies while acting as a mode of transportation.

**Suggestion Author**

@opaque valley

**Approved by**

@vestal charm

tawdry condor
#
***Nerf the Midnight Sun Beacon UFO's fire rate, but buff its damage.***

The Midnight Sun UFO is an excellent weapon, feasible for use against both Yharon and Supreme Calamitas. However, there is one key issue with it; due to the amount of bullets it spews out, on less capable computers, it can cause substantial lag. As this dramatically increases the difficulty of both fights, I found them to be less than worthless as a result. Such a change would resolve this issue to an extent.

**Suggestion Author**

@brazen girder

**Approved by**

@vestal charm

tawdry condor
#
**Add a worm split cap**

In Deathmode worm become twice as long and split like the eater of worlds. this i a great design idea but this does cause some problems. The amount of entities that are killed and the lag it creates with the gores can be a problem. The sunken sea is hard to access due to the amount of worms that spawn there and with their double lenght, in hardmode those worms can bring your frames down by a good degree. and not to talk about that each segment counts as their own seperate entity so you can get their banners much faster than normal, this also applies to any other worm entity.
Could it be possible that you could add a split cap, or atleast dont double their lenghts.

**Suggestion Author**

@dusk thunder

**Approved by**

@vestal charm

tawdry condor
#
**Remove Or Change The Panic Necklace's Buff from Deific Amulet and Rampart of Deities**

The speed bonus isn't necessary at the stage of the game you obtain those accessories since you already have a lot of mobility by then. The panic necklace speed buff is especially really unnecessary in endgame as it takes up one slot for the buff/debuff cap which is annoying because it overrides one of the buffs you already have. I propose a change to increase player damage or life regen which would seem more fitting to something that involves after getting struck and wanting to recover from it or just remove the buff entirely from the two specific accessories I mentioned

**Suggestion Author**

@velvet berry

**Approved by**

@vestal charm

tawdry condor
#
**Reduce the Summon damage penalty when wearing Old One's Army Armors**

Since Forbidden Armor is a hybrid armor, it reduces the Summon Damage Penalty by 25%. So, since the Huntress, Squire, Monk, Apprentice, Red Riding, Valhalla Knight, Dark Artist, and Shinobi Infiltrator armors are all also Hybrid Summoner armors, why don't they have the same effect? This could be useful to people who like the Summoner class, but don't want to purely use summon weapons (like me). Also, it doesn't really make sense that Forbidden armor (and Fearmonger Armor) have this attribute, but the OOA armors do not.

**Suggestion Author**

@mild sonnet

**Approved by**

@vestal charm

tawdry condor
#
**Give underused ammuntion a purpose**

I don't think i'm alone in saying that most vanilla ammo is underwhelming or just really bad. When is the last time you used any of these ammo im going to list: Bone arrow, Nano rounds, Chloro arrows, dart weapons and unholy arrows and possibly some others

Never have I ever needed to make or use these ammunitions in my entire life of playing terraria except maybe once in a blue moon. These ammos should have a purpose like wooden arrows with monsoon or be buffed so the player can have an insentive in making them. As of right now they have little to no usability and are often outclassed.

**Suggestion Author**

@calm depot

**Approved by**

@vestal charm

tawdry condor
#
**Certain mob drops (like Reaper Teeth) should only be available in crates after killing respective mobs at least once.**

With things like Reaper Teeth, one can just eliminate the challenge of dipping into the Abyss post-Polterghast and getting Reaper Teeth from Reaper Shark by just, fishing, in Sulphurous Seas after killing Polterghast.

Making these kinds of drops show up on crates after killing related mobs at least once would give reason for people to actually try and fight instead of resorting completely to fishing.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Buff the 'Arcane' modifier.**

Currently the arcane modifier is useless compared to the menacing modifier, so if the arcane modifier reduced mana usage for example, it would be viable in builds utilising any kind of high mana weapon because it would ward of mana sickness. This could be implemented after WoF or ML.

**Suggestion Author**

@sick adder

**Approved by**

@vestal charm

tawdry condor
#
**Luxor's Gift sounds.**

Melee ricochet sound is very loud. Quick-use items spawn for more than 10-20 orbs, and when you are in a cave or tight locations, you simply die from this sound, because they ricochet more than once every half a second. Can this ricochet sound be removed? Are there any plans to change the sound of this artifact on more soft or quietly?

**Suggestion Author**

@river phoenix

**Approved by**

@vestal charm

tawdry condor
#
DoG buff in normal

A few nights ago I was progressing through the game, and I decided I would try to get polterghast heated before providence. I then thought after getting 1 weapon (soul edge) not even changing armor, i would fight DoG so I could think over its patterns before I slept. I beat it first try with (99% sure) solar armor. There needs to be a change so that it isn't such a pushover, like e.g. aquatic scourge(where it's hard to do without prep but a easy-ish if you min-max).

**Suggestion Author**

@lofty cedar

**Approved by**

@vestal charm

tawdry condor
#
**Make Boss Zen Work During Slime Rain**

I was just fighting DoG and I was pushed into his attacks by slimes that were spawning because a slime rain started. Slime rain is very annoying during boss fights, and boss zen should disable slimes spawning during slime rain.

**Suggestion Author**

@worldly ferry

**Approved by**

@vestal charm

tawdry condor
#
**Allow a modded Summon to override another one**

This is a small thing, but I'm playing summoner with a friend. When we fought Cryogen today, I kept switching to my Caustic Staff, but unlike with vanilla summons, it would not override one of my Ice Claspers. As far as I know, this is only with Modded Summon to Modded Summon and maybe Vanilla Summon to Modded Summon.

**Suggestion Author**

@devout hazel

**Approved by**

@vestal charm

tawdry condor
#
**Further nerf or remove life hearts from bosses during SCal fight, or prevent using boss summons.**

The healing reduction can be circumvented by using abeeminations (or others) during the fight, which die practically instantly and drop 5-9 life hearts, plus any from bees. Especially if combined with ceaseless hunger potions, it's a free heal, and can cheese the fight to an extent, especially if you buy a few hundred summons.

**Suggestion Author**

@cinder heron

**Approved by**

@vestal charm

tawdry condor
#
**People with "Warned" role shouldn't be able to use external emotes.**

One of the common reasons for someone to be given "Warned" role is because they constantly posted memes. This would've been a good thing to stop those people since "Warned" role removes image and embed permissions.

But another (uncommon) problem arises. People with "Warned" role can still use emotes externally. Which means that they can still post relatively memey, out of context emojis, which defeats the point of being warned in the first place.

Removing external emoji permission on "Warned" role would most likely close up this loophole, as they could do is sending embed-less links.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Make the Proporse Gun sound effect less loud. It is egregious.**

It is a very reliable weapon early-hardmode, beating almost everything else, at least that I've found. This makes it a long-running weapon, and having to almost disable sound for this long becasue it is at least 2 times louder than any other sfx is a bit unfortunate.

**Suggestion Author**

@valid merlin

**Approved by**

@vestal charm

tawdry condor
#
**Move Celestial Pillar-themed Wings to be post-Cultist, created with Souls of Flight and Cores of Calamity instead of Luminite Bars, with adjusted stats.**

The positioning of Pillar-themed Wings worked when there's no more Wings post-ML. This is not the case for Calamity nor vanilla 1.4 (but the sugg will focus on Calamity).

Exodus Wings is a perfect example of what Pillar-themed Wings should be, around post-Cultist with a post-Plantera material. Changing crafting of these other wings would make it a bit more relevant as they wouldn't be overshadowed by Seraph Tracers, which is usually the best choice around early post-ML.

In exchange, these Wings can be adjusted to have similar stats as Exodus.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Buff the hadal mantle.**

The hadal mantle is simply inferior to other wings. It has the exact same flight stats as the tattered fairy wings, obtainable post-plantera, but a worse bonus. These stats are a flightime of 3 seconds, distance of 91 blocks, and a movement speed boost of 50%. Hadal mantle gives 5% damage when using hydrothermic. Tattered fairy gives 5% damage and crit at all times. This is the most direct example of it getting outclassed, but it is also beaten by steampunk and mothron wings. If you look in the in game stats, you will note that the hadal mantle has a higher acceleration multiplier. However, when I tested the wings, I noticed absolutely no difference between the 2 in accelleration. Both reached their max speed at the same time, when fly vertically and horizontally.

**Suggestion Author**

@dire anchor

**Approved by**

@vestal charm

tawdry condor
#
**Buff the Mycelial Claws**

The mycelial claws have indentical stats as mandible claws despite having different tier, the main difference is only the size and the knockback, but it is not a significant difference that will affect the DPS, especially againts bosses and minibosses that have a kb resistance, and the size is not really that much different.

**Suggestion Author**

@sharp light

**Approved by**

@vestal charm

#
Buff golem lore.

Golem lore gives 10 defense when not moving and attacking. Because you have to stop hurting enemies to get this 10 defense, it is utterly useless as you’ll just take more damage because you can’t defend yourself. This means its use is restricted to multiplayer tank builds, if that.

**Suggestion Author**

@dire anchor

**Approved by**

@vestal charm

tawdry condor
#
Make it so Supreme Calamitas doesn’t attack for 1 second after a bullet phase

Supreme Calamitas attacks right after a bullet phase right now. This is extremely annoying because it is basically just a cheap shot if she is doing a dash or skull phase. If you are near her at the end of a bullet phase it is nearly impossible to dodge.

**Suggestion Author**

@cobalt snow

**Approved by**

@vestal charm

tawdry condor
#
**Add-on to the tooltip of the Elemental Axe**

The Elemental Axe excels at killing bosses such as Signus, Providence, The Profaned Guardians, etc. It excels the most at defeating Providence because it deals 1.5x damage to Providence. Why this is the case I do not know. However, a newcomer to Calamity may pick up the Elemental Axe, see how well it does against Providence, and try to go for a much more difficult boss such as Polterghast with it. Dying several times and also getting angry (possibly) The tooltip does not say anything about its extra damage to Providence. I suggest adding something like, "The power of this axe will destroy powerful profaned beings" or something like that.

**Suggestion Author**

@sterile arch

**Approved by**

@vestal charm

tawdry condor
#
**Add a Unholy Essence to the Galactica Singularity Recipe, and Change its Name/Appearance**

❔ When you first enter post-Moonlord, almost all of the weapons can be crafted with items that can be obtained from Moonlord or bosses/events/areas/etc. before him. The player never has to encounter the new enemies post-Moonlord until they're as adequately equipped to fight them as they can be until post-Providence. This doesn't really force them to explore or experience the changes after Moonlord, which feels like (and is supposed to feel like) a huge milestone that changes the world, akin to Wall of Flesh.

The only items that DON'T use post-Moonlord materials that use Galactica Singularities are the Astral Beacon and Grand Guardian, whose recipes can be modified. Other than that, there's no reason why including Unholy Essence in Galactica Singularities isn't possible, since everything else is also post-Moonlord. This would mean that the player has to actually go out and explore the world after beating Moonlord instead of just crafting for ten minutes, which makes beaten the boss seem more impactful and world-changing.

Obviously, Unholy Essence doesn't really fit into the theme of the Galactica Singularity in its current state, so respriting and/or renaming it would make sense.

**Suggestion Author**

@gaunt birch

**Approved by**

@vestal charm

tawdry condor
#
**Nerf the Health of Profaned Enemies**

❔ Because you don't need to encounter them until you've gotten post-moonlord gear and weaponry, profaned enemies are designed in such a way that pre-Providence gear isn't strong enough for them not to be a major threat. Building an arena for Providence/Profaned Guardians takes a while (and is required on pretty much every difficulty. at least for Providence), and during that time, you'll always have to deal with profaned enemies. They'll always take up at least 40% of the time making an arena, even with the most optimized pre-Providence gear, which gets really irritating after a while. Should their health be nerfed, it would mean that the time spent preparing for Providence would be drastically less tiresome.

**Suggestion Author**

@gaunt birch

**Approved by**

@vestal charm

tawdry condor
#
**Add a chance for the Sentinels of the Devourer to spawn in their respective locations after Moon Lord has been defeated, and adjust the description of Rune of Kos.**

?

Currently, the sentinels of the devourer can only be summoned through the Rune of Kos, with each boss having to be fought in either Space, the Underworld, or the Dungeon. This can be confusing to newer players however, as the description merely states “in certain areas of the world”. It’s impossible to really know what this means without trial and error, or just looking it up. I would suggest not only changing the description to be more precise, but also adding a chance of a unique “Something is approaching” effect when entering a sentinel area post-ml. This would allow players to catch a glimpse of the sentinels without having to first defeat providence, and adds more ways for bosses to naturally spawn.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Make DoG's head not insta kill you right after he teleports nearby to you**

I know it's uncommon but he could technically cheap shot you just right after teleporting near you while coincidentally having his head faced towards the player, his body doesn't do damage to the player after a teleportation so why does his head still do damage?

**Suggestion Author**

@velvet berry

**Approved by**

@vestal charm

paper bramble
#

Announcement
The Star (⭐) count required for Discord server suggestions to be delivered to the moderator channels has now been lowered to 140.
Suggestions pertaining to the Calamity Mod itself will still require 200 Stars.
(Any server suggestions made prior to this message will still require 200 Stars.)

tawdry condor
#
**Remove the 10% damage increase when holding a summon weapon**

The damage boost from holding a summon weapon only discourages the use of classless weapons that otherwise go unused. People often complain that summoner is a passive class that gives players nothing to do except dodge while their minions deal damage for them, I think this change would give people the option to play summoner in a more active way without being penalised for doing so. Of course this will fix itself in the update to 1.4 with whips being added, but in the meantime I think it would be a good way to give summoners more depth.

**Suggestion Author**

@finite raft

**Approved by**

@vestal charm

tawdry condor
#
**Make the Ancient Ice Chunk and/or Frost Blossom Staff inflicts frostburn debuff**

Most of the ice-themed weapon, including the snowball (which you can obtain practically as soon as you get into a new world) itself has been changed so they inflicts frostburn, but not the Frost Blossom Staff and Ancient Ice Chunk, which is a bit of non consistency about the theme of the weapons themself.

**Suggestion Author**

@sharp light

**Approved by**

@vestal charm

tawdry condor
#
**Buff the Core of the Blood God**

As it stands, the CotBG is arguably both a downgrade over most of the individual components and is substantially weaker than most other items crafted at that stage of the game. Not only that, but a portion of it is ridiculously hard to use by the time of the game it is obtainable (the damage is boosted only when players are below 100 defense, but God Slayer armor is around there or above). Even without that limiting factor, the downgrade of individual components when combining (from worm scarf's 10% damage and DR to just 7% and 5%, respectively, even with other items that do similar effects, such as the bloodflare core, which also boosts those stat). Simply put, the item is a complete letdown.

**Suggestion Author**

@umbral peak

**Approved by**

@vestal charm

tawdry condor
#
**Give the lore item for the blood moon a purpose**

I feel like the lore item for the blood moon has potential to be a actual working lore item, as of right now it’s just a item to describe something with no effect on gameplay or the player, my suggestion is that maybe it could do something such as buffing the enemies in a blood moon for better drops or money, or it can increase the spawn rates even further for item farming or to get rare enemies more efficiently, or it could even be anything, I just think the item deserves the same treatment as with most lore items, and it is as of right now kind of worthless to kill the lunatic cultist in the blood moon for just a item with lore and no effect.

**Suggestion Author**

@quiet scarab

**Approved by**

@vestal charm

#
**Increase the lingering duration of the seawater provided by The Amalgam's Clump.**

As of Rust and Dust update, The Amalgam is slightly buffed. Said buff makes the Fungal Clump from the accesory leave the poisoned seawater, instead of the player doing so.

Problem is, due to how the Clump behaves and the short overall range of the seawater from the Clump, your movement is really limited to the Clump's if you want to gain most of Amalgam's benefits.

Increasing the lingering duration of the seawater would help the player with having more freedom in movement, while also benefitting from an already underwhelming post-DoG accessory.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
Add :hage: to the server.

Sometimes, you need to express your displeasure at something frustrating, such as dying to a boss in the last phase. However, this specific emotion is rather underrepresented in our current selection of emotes, as most of the suitable emotes for such an event display pain rather than anger. bruh or suffering is probably the most likely candidate for something like this right now, but it doesn't quite express anger/frustration as aptly as :hage: does.

Based on its popularity here (getting almost 900 uses in the past ~6 months) as well as in other calamity-related servers, it would get used quite often. Plus, the server has many free emote slots, so that's not an issue either.

**Suggestion Author**

@timber acorn

**Approved by**

@vestal charm

tawdry condor
#
**Add a limit to how much sand the base antlions can spawn overall**

The early game desert can easily encourage you to not fight these, and run past. Doing this can easily let them build up massive amounts of sand, destroy platforms, and make a massive mess since you cant even fight them. Running away only makes them spit more and more, while this may be game design to say "don't go to the desert early" it can still mess with the biome and make it an annoying exploration, destroy structures, and keep making messes if they spawn somewhere you cant attack it at all. Just due to this i think the first few attacks could spawn sand but maybe after 3-4 the attack no longer spawns sand (no idea if this is already a feature i checked the wiki and saw nothing on a limit)

**Suggestion Author**

@sharp birch

**Approved by**

@vestal charm

#
**Worm Type Mini-Bosses such as Armored Diggers or Cosmic Guardians should be visible on the minimap**

whenever the spawn, the players should always prioritize on them since they are "mini-bosses" but the problem is that they aren't visible on the minimap so it's hard to tell where they are especially for players with smaller screen sizes. The obvious route is to use the minimap to find where they are EXCEPT they aren't visible on the minimap

**Suggestion Author**

@velvet berry

**Approved by**

@vestal charm

tawdry condor
#
**give the naturally spawned draconic swarmer a health bar**

since draconic swarmers can spawn naturally in the jungle, they can sneak up on you and ram you unknowingly at incredibly high speeds whilst in the jungle. these enemies have high health and difficult attack patterns. to fit the 'mini dragonfolly' aspects of this enemy, its difficulty and to go along with other minibosses (such as the plaguebringer, sand elemental, earth elemental, etc.) that the draconic swarmer should be given a boss health bar whenever it spawns naturally.

**Suggestion Author**

@balmy jay

**Approved by**

@vestal charm

tawdry condor
#
**Change the Thunderstorm to be dropped by Storm Weaver instead of Cloud Elemental, and not buff Cloud Elemental post-Providence.**

Thunderstorm is a post-Providence weapon and a rare variant of Plasma Rifle. It doesn't make sense that "The calamitous beings have been inundated with bloodstone." and "Fossilized tree bark is bursting through the jungle's mud.", and there is no mention of Cloud Elemental being affected. Her stats is buffed, but she isn't a 'calamitous' being, and doesn't resemble one. Without the status message related to Cloud Elemental, the player won't know to check her.

Another reason is Storm Weaver is a sky-space being, and its attack summon lightning bolt, similar to Thunderstorm. It is also the only Sentinel that doesn't drop a RIV item. Ceaseless Void has The Evolution, Signus has Guidelight of Oblivion. Making this change will add consistency to progression for Sentinels-tier bosses.

**Suggestion Author**

@alpine gale

**Approved by**

@vestal charm

tawdry condor
#
**Give all bosses a second or two of invincibility and no ability to inflict damage upon spawning**

As it stands, a few bosses already have similar functions. There are, however, a few bosses that don't have this function. That means that bosses that charge at the player right off the bat can do serious harm to the player almost instantly. Likewise, some bosses can have decent chunks of health taken out in the initial moments of spawning. This would just make it consistent that bosses can't do major damage to players instantly and vice versa.

**Suggestion Author**

@umbral peak

**Approved by**

@vestal charm

#
**Remove Distorted debuff from Slime God's Core and replace it with both debuffs applied by Ebonian and Crimulan Slimes (Weak and Cursed).**

Distorted is the pinnacle of unfun debuffs, locking your altitude and making life hell. There's no way to control it (unlike Confused), the only thing to negate it is post-Aureus (Gravity Normalizer buff), and even with Bundle of Balloons or Hooks, your movement is still severely limited.

Additionally, a recent community voting about hardest Calamity bosses made by Fabsol, as of this suggestion, has Slime God at #6 as seen by 515 people. (Voting in question: https://www.strawpoll.me/20964731)

Removing the debuff from SG core and replacing it with Weak and Cursed would make the boss overall less annoying and slightly more bearable to fight against.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Make SCal projectiles despawn after being off-screen, outside of the arena, or just for existing for a certain amount of time**

I find it annoying how whenever I fight scal, the chat gets flooded with "(NPC) was slain". One way to fix this is to make it so the projectiles despawn after some time, so stray projectiles don't wander all the way over to people's towns. This would be a minor improvement but it would definitely make the fight less irritating in a way. The delay before despawning, of course, would be long enough that people could not exploit it easily somehow, although I don't see how they would in the first place.

**Suggestion Author**

@worldly ferry

**Approved by**

@vestal charm

tawdry condor
#
**Buff/rework the Molten buff from Vesuvius.**

Currently, the Molten buff from Vesuvius (the OOA legendary in case you forgot) provides cold-resistant effects, which is a practically irrelevant part of the weapon at its point of the game, considering there is already a lot of gear that passively grant these effects and there isn’t any reason to visit any ‘cold’ places while Vesuvius is a viable weapon. Giving/replacing the Molten buff's effect with stuff like better stats or even adding synergy between its two attacks will make the buff more useful with the weapon.

**Suggestion Author**

@spring breach

**Approved by**

@vestal charm

tawdry condor
#
**Add toggles to nerf respawning on multiplayer death mode**

After finishing a play through with two of my other friends I’ve realized how broken having more then one life can be. Devourer of Gods, Yharon and Supreme Calamitas all fell victim to our cheese tactics.

To help circumvent the power of multiplayer I have two suggestions.

1.) Add a toggle in mod options to disable teleporters and wormholes in bosses as they can entirely negate any walk back.
2.) Add a option in the mod to allow players to choose how long the respawn timer is. This will allow people who want a more casual experience to keep it at the normal amount or lower it. But will also let people who want more of a challenge in multiplayer to raise it higher up to 60 seconds.

**Suggestion Author**

@hasty mirage

**Approved by**

@vestal charm

#
**Make All Potions/Consumables Stack Up To 999**

some can only be stacked up to 30 at max especially the vanilla potions and the drunk princess's drinks but other calamity potions can stack up to 999, it's just more convenient to carry more in one slot than to keep refilling my inventory whenever one slot of the potions run out

Calamity already changed the stack sizes of Bombs, Dynamite, and literally all items with a stack size of 99
to instead be 999 so they can easily implement this in. As a result, it would not be outlandish for the team to change the stack sizes of these potions. As in, there's already a precedent

**Suggestion Author**

@velvet berry

**Approved by**

@vestal charm

tawdry condor
#
**Buff king slime lore.**

The king slime lore's benefits are pretty much non-existant currently. This lore gives 2% jump speed and 5% movement speed. Jump speed is a very good stat, increasing jump height and maximum vertical movement. However, a 2% buff is going to make a 1 mph difference at most, and might lead to no benefit due to rounding. The 5% movement speed is also pretty meaningless. Movement speed is a pretty weak stat in general, as it only increases acceleration while wearing boots. This can be useful in large amounts, but the 5% movement speed boost is a very small amount, even for early game. This lore require a buff in order to make a noticable difference. If it's needed, the downside could also be increased to make the trade-off more significant.

**Suggestion Author**

@dire anchor

**Approved by**

@vestal charm

#
**Make Perfect Dark and Vein Burster, Leeching Dagger and Bloody Rupture, etc. not carbon copies of one another.**


Despite being dropped from two very different bosses, several pairs of Hive Mind and Perfs weapons are functionally identical and differ only in appearance. You’d think they’d at least have some statistical differences, but there are none. To make them differ from each other in statistics (as Shadowdrop Staff and Blood Bath currently do) and perhaps functionality (or even having more weapons unique to one boss, such as Aorta and Shaderain Staff) would make each set feel more unique.

For reference, the pairs being targeted here are as follows:
Perfect Dark == Vein Burster
Leeching Dagger == Bloody Rupture
Dank Staff == Blood Clot Staff
Rot Balls == Tooth Balls

**Suggestion Author**

@sour hornet

**Approved by**

@vestal charm

tawdry condor
#
**Resprite Omega Blue armor's tentacles to fit better with the resprited armor itself.**

Omega Blue was recently resprited, but its tentacles wasn't resprited alongside the armor, hence leaving quite a weird contrast between the edgy, dark blue and black color scheme of the armor with the Terraria-style, vibrant colors on the tentacles.

Respriting the tentacles would make the tentacles mix better with the armor, and making the entire set a bit better to look at.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Make Some Lifesteal Slightly more like Vanilla**

I have noticed, that, while extremely potent, the lifesteal of certain weapons (such as the Illustrious Knives) heals you for very high amounts, but only once in a while.

If you look at the few lifestealing items in vanilla, you'll see that they offer less Healing but significantly faster than the Illustrious Knives or similar weapons.

My suggestion is to drastically reduce both the amount of Health healed by some Lifestealing Items, but also drastically reduce the cooldown. While less effective at one time, it is more effective overall since you now have constant healing rather than healing 100-200 HP at once.

This would also help make the Scarlet Devil less overpowered, since in my opinion it heals FAR too much health, even for a Stealth Strike.

**Suggestion Author**

@mild sonnet

**Approved by**

@vestal charm

tawdry condor
#
Add Determination Breaker to Demon Altar crafting similar to Armageddon and Defiled Rune.

Since it's another challenge item, it would make sense that it is obtained in the same way as Armageddon and Defiled Rune. This would be nice for people that may want to do a Determination Breaker challenge run in the future.

**Suggestion Author**

@little merlin

**Approved by**

@vestal charm

tawdry condor
#
__**Give Twins unique sprites for their Rev+ 3rd phases**__

Most bosses don't really change much cosmetically in higher difficulties, even if gameplay-wise they're completely reworked. Giving the Twins new sprites for their extra phases in Rev+ would help to alleviate this minor issue. To put it simply, it'd be a nice touch.

**Suggestion Author**

@wanton radish

**Approved by**

@vestal charm

tawdry condor
#
Queen Bee Should Dash Less In Deathmode

I feel like Queen Bee needs to dash less and shoot stingers more. Queen Bee's dashes leave way too many openings to do a large amount of damage to her in a very short amount of time.

If Queen Bee instead shoots multiple stingers at once in quick succession, it would leave less openings to deal large amounts of damage to her, but also just make her more threatening overall.

Queen Bee's dashes should also be reduced to one or two very fast dashes, and if it hits you, it spawns multiple small bees to utilize the Marked for Death Debuff she inflicts.

**Suggestion Author**

@little merlin

**Approved by**

@vestal charm

tawdry condor
#
**Buff the ravager lore**

Ravager lore increases damage but halves wing time. Although 10% damage is helpful, the decreased wing time is crippling. Halving your wing time decreases your survivability by an insane amount, meaning that there are very few situations where it would be worth it. Decreasing the wing time nerf to 25% or 33% would make this lore see much more use outside of defiled.

**Suggestion Author**

@dire anchor

**Approved by**

@vestal charm

tawdry condor
#
**Rework Auric Tesla armor to have compressed, unique and slightly modified set bonuses instead of straight up reusing set bonuses from armors it was crafted with.**

Auric Tesla armor has probably one of the least unique set bonuses in Calamity, simply because it just rips off set bonuses of other armors it was crafted with, even visually.

Reworking Auric Tesla's set bonuses to AT LEAST have unique sprites, buff icons and effects would make it at least worth to look at as the "godly" armor, instead of just a smoothie of armors.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**give summoners more riv**

why? well i think it needs some love at some point. as of right now there is only one riv. i think they deserve a bit more love. and perhaps some pre hardmode ones. as of right now there are 22 other riv. (not counting accessories.) and if there are more added that gives people more options.

**Suggestion Author**

@slate ferry

**Approved by**

@vestal charm

tawdry condor
#
**quiet down the soul of cryogen...**

At the stage you get it, it's basically one of the best options It's so good, convenient early wings and even gives you QoL with heat n cold prot. But the icicles it drops are... very loud.. too loud tbh.. they hardly add functionally to the wings, and i think they should seriously be quieter, cause its just annoying to use those wings when they're so damn loud

**Suggestion Author**

@sharp birch

**Approved by**

@vestal charm

#
**Make spawning a boss instantly despawn all existing enemies**

It's annoying how sometimes when you start a boss fight, enemies that were alive before the fight like to interfere. Especially in the jungle. It's practically random whether the boss fight will be fair for you or not. A solution to this would make spawning a boss instantly despawn all of the enemies in the world. This would help make fights much fairer and prevent situations like being killed by a giant tortoise while fighting Plantera. Another good feature would be making it so spawning a boss instantly sets the player to full health, so enemies can't bring you to low health right before the fight.

**Suggestion Author**

@worldly ferry

**Approved by**

@vestal charm

tawdry condor
#
**add a wider variety of pre-SCal rogue weapons**

as it stands, there are currently three viable rogue-class weapons for supreme calamitas (i am playing in revengeance); Celestus, Supernova and Plasma Grenades. while each of these weapons are certainly viable for the fight, there is nowhere near as much variety at this stage of the games than there is for a class such as melee, ranger or mage. as well, in my own opinion pre-SCal as a rogue, all three of these weapons are kinda trash for SCal's sepulcher phases, as the brimstone hearts are too small to land hits with the Supernova or PLasma Grenades, and the Celestus requires sticking in one spot close to the hearts to take them out, and staying in one spot is a big no-no for SCal. if there was a slightly wider variety of exo-tier rogue weapons, for example, one which homes in on targets, rogue players will feel less limited when it comes to fighting SCal.

**Suggestion Author**

@balmy jay

**Approved by**

@vestal charm

tawdry condor
#
**Add some enemies to Acid Rain that help teach the player how to dodge Old Duke’s attacks**

?

Old Duke could be viewed as one of the harder fights as a whole in Calamity, as his insane dash speed and overall fight is a step up from anything the player has really fought, even in post ML. It comes across as a shock for newer players/those that haven’t fought Old Duke before, and leads to him being skipped over due to struggling with his fight. Thus, I would suggest adding one or two enemies into the Acid Rain (or reworking one or two to be more like Old Duke) that would help train the player so that Old Duke doesn’t come up like a massive difficulty spike.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

timber acorn
#

Reduce Polterghast's movement speed.

I assume you all have experienced fighting polterghast so I'll make it short;
Reduce polterghast's movement speed, he moves too fast. Especially the polterghast (the invulnerable ghost) which can literally have the same movement speed as you and hit you easily. Though you might be thinking that we can reduce the speed of polterghast by having a small arena, which brings up a second issue: their darts being too slow and high damage that can bounce and home. I hope you could really nerf this, since it's a big problem I found when fighting it. Although this might just be me not being good enough.

Suggestion Author: @random robin

tawdry condor
#
**make snow have an evil variation, or make the snow in the evil biomes not count as purity**

This has been a thing for a while, common worldgen usually throws your corruption and or crimson into the snow, great for not letting it spread, but awful for arena building. While the whole statement of "actuate blocks" to make artificial jungles is a viable start, access to actuators isn't there yet. This usually makes the perf/hivemind immune in 2/3 of your arena due to all the snow canceling out the crimson. It would be nice to see a variation of snow be evil so this could allow less of your crimson to be neutred just cause snow, it also saves some players who dont know how to make extended biomes a lot of time

**Suggestion Author**

@sharp birch

**Approved by**

@vestal charm

#
Buff polterghast in normal mode

Polterghast is a fun boss I had to do whilst farming for ninja gear. However it has become apparent that its too easy. I beat it first attempt again, before profaned guardian items. Heck I forgot the upgraded rage and wrath and beat it. I then tried with "calamity only" (had ultimate buffs as well from luiafk but that's just a combo of vanilla buffs) and still won.
Gear:
Elemental blaster
Elemental eruption
Absorber
Angel treads
Asgard's valor
Deific amulet
Ambrosial ampoule
Ranger emblem
Moab(wing slot mod, not much difference)
Gear is vortex btw

Stats:
Duration: 2:54.92
Hits: 25
Heals: 0
Lowest health: 618/865

**Suggestion Author**

@lofty cedar

**Approved by**

@vestal charm

#
**Make the goldplume spear's feather have a lesser damage reduction**

The goldplume spear has a base damage of 23 and it fires feather which deal 20% of the original damage. 20% of 23 is 4.6 but if an enemy has any amount of defense they deal 1 or 2 damage this is worse than the amidias' trident which is obtained earlier and home in on targets. The damage reduction should either be removed or raised to better balance the weapon and make it more viable.

**Suggestion Author**

@hushed gull

**Approved by**

@vestal charm

tawdry condor
#
**Nerf Boss Rush Wall of Flesh**

I am not trying to sound salty or anything, but BR WoF needs a nerf. The damage he does with his lasers is insane when combined with his high fire rate. Often there is little space to dodge, too. WoF is often seen as one of the harder BR bosses. Severely nerfing his damage during BR would make him much more fair and not an outlier in terms of difficulty of all other boss rush bosses before and right after his place. I've only gotten past WoF once in BR, and it costed me my silva revive.

**Suggestion Author**

@worldly ferry

**Approved by**

@vestal charm

tawdry condor
#
**Squirrel Squire Staff AI Buff**

This thing has the arm of a toddler and the aim to match. Please make it so he hits things more often. Also, the next reasonable step for it is the Wulfrum COntroller, but for a pure summoner, it struggles insanely on killing some Wulfrum enemies

**Suggestion Author**

@neat adder

**Approved by**

@vestal charm

tawdry condor
#
**Astral Torches**

Blue, Orange, Mixed Astral Torches would be an amazing addition. I was making an arena for Cryogen and astral infection happened to be in my snow biome. I loved the atmosphere of the two biomes mixed and normal torches looked ugly. I was thinking Astral Torches would be an amazing addition due to there already being the Astral Dyes. Also if you break pots that are in the astral biome, instead of normal torches you get astral torches.

This also leads me to say why not add torches for other biomes too, that would be awesome.

**Suggestion Author**

@eager cypress

**Approved by**

@vestal charm

tawdry condor
#
**Rewards In Shadow Chests Of The Lower Parts Of The Abyss Should Be Improved**

the items that they give usually are the following: unique abyss loot(that are only useful in pre-hardmode mind you) , healing potion, glowsticks, random buff potion and throwing knives but they aren't helpful in the stage of the game when you unlock layer 3 right after defeating Polterghast. Some improvements on the rewards in them could be made like changing healing potion to supreme healing potion and maybe some abyss materials like lumenyl, depth cells or tenebris instead of throwing knives and possibly new unique abyss weapon loots could be added to be up to par with the enemies at the stage of the game.

to prevent any players from skipping their progression by somehow getting these items in the chests, the chests could stay locked until a boss like Polter is defeated, this is already a thing in calamity where the Astral Chest in the Dungeon unlocks automatically once Astrum Aureus is defeated.

**Suggestion Author**

@velvet berry

**Approved by**

@vestal charm

#
**Server Suggestion: Add the peepoweird emote here :GWsetmyxPeepoWeird:**

Global emotes are going to be completely removed by the end of october by discord, including the ones in slippy's server which has most if not all peepo emotes, and since peepo is recognized and loved by most, he should be in this server with the (arguably) most loved emote of him, so people can still use the emote here even if global emotes are removed.

**Suggestion Author**

@humble barn

**Approved by**

@vestal charm

#
**Severely reduce the amount of time Astrum Deus being nigh-invincible at spawn on both phases.**

Astrum Deus has probably the smallest amount of segments amongst worm bosses. Giving it 10 seconds of nigh-invincibility (to prevent coiled spawn cheesing) is too long for both of its phases, as the boss uncoils much more faster than, say, Destroyer. Even faster on Phase 2, where the split worms have essentially half the length each.

Severely reducing this mechanic's duration on Deus' both phases would make the start of both phases less tedious, especially since the base 10 seconds of invincibility doesn't work on worms with smaller amount of segments.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Give Old Duke a unique accessory to give players incentive to beat him**

Many players (I admittedly included) skip Old Duke, because he drops nothing of particular value to them and aren’t really worth their time. I think, to add more incentive for players to defeat Old Duke, a very unique accessory or item should be added to his drops.

Examples of unique items from optional bosses can be seen in Ravager and him dropping the Flesh Totem. The Flesh Totem is a very useful accessory that gives players incentive to beat him.

If Old Duke also had a useful and unique item, actually worth an item slot, more players would likely kill him to get it. Here are some rough examples for ideas:
Something that has to do with damage reduction, an item that adds unique projectiles to your attacks, a late-game counterpart to the counter scarf, or something else useful or unique. I am not requesting anything specific, I am just giving some ideas. The more unique the better.

Another idea is to rework his existing drops to make them more useful.

More incentive and motivation would also make the Old Duke fight seem less daunting.

**Suggestion Author**

@worldly ferry

**Approved by**

@vestal charm

tawdry condor
#
**Rebrand/rework the Amalgamated Brain and Bloody Worm Scarf so that each one only takes stuff from a specific evil (i.e. one takes Corruption, the other takes Crimson).**

Right now, these two accessories are the epitome of “your starting evil literally does not matter”, because these two accessories fundamentally require each other’s evils in some capacity or purchasing stuff from Dryad in order to be obtained. Changing them so that each one is centered around a certain evil would help to make them more distinct, make the choice of your evil matter at least a little bit, and allow you to not need to buy everything from the Dryad.

**Suggestion Author**

@sour hornet

**Approved by**

@vestal charm

#
**Make a late-game item that makes building arenas easier**

The grand design allows player to place wire extremely fast with extreme ease. One huge consumer of our valuable free time is arena building. My idea is an item that allows you to do the same for blocks and platforms.

It would work somewhat similar to the grand design, and have a way to determine what block type the player wants to place. It would allow the player to place arrays of blocks, background walls, or lines of platforms instantly, taking selected materials from the player’s inventory.

It would be best to make it late-game, likely post-ML, since that is when arenas require the most construction.

There could be a mining feature to aid in making things like Polter arenas, but it would have to have some limiting factor, and only be able to break blocks the player’s pickaxe can. An example of a limiting factor would be for it to have a delay equivalent to how long it would take the player’s pick to mine the amount of selected blocks, along with limited range so that it could not be exploited.

Such an item could save a lot of time and make the game more enjoyable. It could also have creative/artistic applications.

**Suggestion Author**

@worldly ferry

**Approved by**

@vestal charm

tawdry condor
#
**Make it so Ark of the Cosmos's homing stars spawn on true melee strikes, instead of at the cursor on every swing.**

Ark of the Cosmos is one of the most egregious cases sullying the name of "melee". Firing a ton of projectiles on every swing, and zero direct strike effects. One such projectile, the homing stars, spawn at the cursor on every swing. This kind of long-ranged function would be expected of a magic weapon, not a sword.

If AotC was changed to have these stars spawn at the player upon landing a true melee strike instead, this would be a step in the right direction for making AotC into an actual melee weapon, rewarding the player for getting up close and personal with enemies & bosses.
It will still have all the sword beams and biome-based projectiles spewing out of it, so it will still have ranged options if you're worried about that. But at least with this change, it won't have an on-cursor effect anymore, and it will have an incentivization for getting up close with this melee weapon.

**Suggestion Author**

@paper bramble

**Approved by**

@vestal charm

tawdry condor
#
**Give some true melee accessories the ability to let the player lock themselves to swing their melee weapons at one side while moving (or "Moonwalking"), through the use of visibility toggle.**

One of the reasons true melee weapons can be lacking is because most of these weapons won't allow you to keep swinging into one direction while moving. "Moonwalking", as I'd like to call it, can help creating safe, true melee distance from an enemy while keeping DPS output steady.

Allowing some true melee accessories (like Samurai Badge or Titan Glove and its upgrades) to toggle this via visibility button (or a wholly separate item that can be toggled by favoriting) would help making true melee weapons more consistent to use.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Increase the idle time for Acid Rain to end, and reduce the time on subsequent tiers.**

The recent change of Acid Rain allows the event to cancel by itself if the player never killed an Acid Rain enemy after 4 minutes. But given additional prep and walking there, sometimes 4 minutes isn't enough in post-EoC, due to the much limited mobility at that point in runs.

Increasing the base idle time of Acid Rain, while also reducing it from the new base value at subsequent tiers, would allow the player to have a bit more freedom in returning to Sulphurous Sea for resuming the event.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Make heart crystal and life fruit have lower ore value after beating WoF and Plantera or Moon Lord respectively, or alternatively make (maybe perrenial), scoria, astral, and exodium ore have a higher ore value**

First of all,ore value is a 'hidden' mechanic that metal detector used for making priorities when displaying treasures. When multiple valuables are detected, only the one with the highest value is noted. Those 3 (4) ores have lower ore value when compared to crystal heart and life fruit. whereas at that point in the game you wont need those thing anymore.

**Suggestion Author**

@sharp light

**Approved by**

@vestal charm

tawdry condor
#
Enable autosummon for the borealis bomber

I was fighting the lunatic cultist with it and realized that it does not autosummon so i hade to click it manually and because of that i got hit a lot but if you could auto summon it then i could have focused on the lunatic cultist

**Suggestion Author**

@vivid folio

**Approved by**

@vestal charm

tawdry condor
#
**Wulfrum Controller AI Buff**

This one actually does hit it's shots every once in a while. However, if it doesn't have a 100% perfect clear shot it just vibrates like a loser and does nothing. Make it actually shoot things and maybe even use the fact that it can go through walls to it's advantage. Also, it's supposed to float over enemies, but in caves it just Doesn't

**Suggestion Author**

@neat adder

**Approved by**

@vestal charm

tawdry condor
#
**Make the buffed moons and ecilpse more unique.**

One of the least fun parts of calamity is when you have to redo the hardmode events to get certain crafting materials, because they're the exact same events but with buffed stats and one unique drop. The first thing needed to spice up these events are more enemy ai changes, so that the enemies actually pose a challenge to dodge, even with your insane mobility. Currently only the minibosses serve any sort of threat in the moons, and the in the ecilpse even the mothrons are easy to dodge. These ai changes could consist of general movement buffs to the enemies along with new unqiue attacks.

The next thing that could make these events more interesting is adding some unique drops. Currently the only loot is the respective material, and these are only dropped in large amounts by the ice queens, pumpkings, and mothrons. This makes it very annoying to fight other enemies, as you know that you have nothing to get from them. A way to give unique drops without making more weapons would be to transfer currently crafted weapons to drops from enemies, or to allow them to be obtained both ways. For example, the mingun, a post-DoG upgrade of the chain gun, could be dropped by the santa miniboss who drops the chain gun. The ice barrage, a post-DoG bliizard staff upgrade, could be turned into an ice queen drop.

**Suggestion Author**

@dire anchor

**Approved by**

@vestal charm

tawdry condor
#
make DoG stop thinking i'm butchering him when i use vehemence to hit kill him.(Maybe applying on SCal and Yharon too)

It's kinda anoying when he just negates the damage sometimes because he thinks i'm butchering him, it could be applied on SCal and Yharon too. Making some sord of antibutcher exception for the weapon since dealing lots of damage from the start of the fights is her biggest utility.

**Suggestion Author**

@restive spruce

**Approved by**

@vestal charm

tawdry condor
#
**Allow hellstone to drop from Lava slimes or a crate**

Currently, there is a way to obtain an infinite supply of all ores or their bar counterpart, except for hellstone and auric. Auric is understandable, as it is meant to be a godly resource close to the end of the game that would not make sense to be caught from a crate ore dropped by an enemy. Additionally, a large amount of auric ore spawns in the world in large veins, making it easy to collect. However, hellstone is a limited pre-hardmode ore used in a lot of recipes throughout the game. Allowing it to drop from lava slimes or crates would allow it to be farmable and infinite

**Suggestion Author**

@spice monolith

**Approved by**

@vestal charm

tawdry condor
tawdry condor
#
**Reduce Leviathan's invulnerability time**

Reduce leviathan's invulnerability time after defeating the first time. If you're farming for the community or just farming for weapons from leviathan going through it quick is good, especially when RNG is just being mean and not giving you the stuff you want.

**Suggestion Author**

@random robin

**Approved by**

@vestal charm

tawdry condor
#
Resprites the vanilla daybroken debuff

In vanilla terraria the debuff daybroken uses the stardust dragon buff sprite, a placeholder sprite. This is because the debuff could never be applied to a player and wouldn't be seen but with the boss debuff display feature calamity adds the sprite can be missleading and confusing to players.

**Suggestion Author**

@pastel pulsar

**Approved by**

@vestal charm

tawdry condor
#
**Make the Luxor's Gift Melee Bounce Noise less annoying**

If one of those things bounces off a 2 wide shaft or something, prepare ears for complete destruction. Seriously, it's super annoying, especially because drills trigger it

**Suggestion Author**

@neat adder

**Approved by**

@vestal charm

tawdry condor
#
**Remove the feature of various town NPCs selling alternate evil things.**


This really isn’t needed. It’s already entirely possible to obtain both evils in the same world and the player should at least have to put in some effort to get everything rather than having it all handed to them on a silver platter. This would help to encourage actually trying to work with what you have and would arguably make each playthrough much more interesting.

“But what about Bloody Worm Scarf and Amalgamated Brain?”
These items can be changed to not require both evils to be made.

“But what about Panic Necklace and Band of Starpower (for Deific Amulet and Sigil of Calamitas, respectively)?”
The former can stand to be removed from Deific entirely as its effect isn't really useful or just given a recipe if it really needs to be there, and the latter may be given a recipe so it can still be obtained on any world (because locking Cuffs to Corruption worlds is dumb). If you're wondering why a recipe specifically: money is generally far easier to come by than specific materials, especially in Calamity.
Obtaining the rest all in one world is simply unnecessary.

**Suggestion Author**

@sour hornet

**Approved by**

@vestal charm

tawdry condor
#
**Add DM's Planetoid theme to calamity-music.**

The main reason why I'm bringing this up is because the track (Blessing of the Moon) is now included as one of the 8 added tracks to the official OST. I get that initially it was a scrapped theme, but now that it's officially listed, I personally feel that it should get added. There is already a mod available which does this separately with the track, but it would be nice to not have it separate anymore. It also shouldn't have biome conflicts based on my personal experiences with the unofficial mod that adds the track.
Datasize wise, it should be about 4MB, which I think is fine and not a huge problem.
For reference, this is how the unofficial mod defines a planetoid biome:

As the Planetoids aren't a proper biome of their own, "Blessing of the Moon" will instead trigger if stone, mud, or dirt are detected in the space layer without cloud blocks nearby

**Suggestion Author**

@clear forum

**Approved by**

@vestal charm

tawdry condor
#
**Add a reason to visit the Astral Underground**

?

The Astral Underground has it’s own unique enemies and look, similar but different to the Astral Infection above it. However, outside of a single weapon and accessory for summoner and a weapon for mage, the player never has a reason to visit the underground area of the infection. Giving the player any reason to visit the underground infection would expand upon the area more and give the section of the Astral Biome some much needed attention.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Add more materials/weapons to the Sunken Sea**

Right now, the Sunken Sea has two reasons to go there. Once after Desert Scourge to get sea prisms (and maybe defeat clam) and once in the start of hardmode to beat clam again for a weapon or two. After that, the Sunken Sea becomes useless. If more materials were added mid hardmode or even post ML this underappreciated biome could get more love.

**Suggestion Author**

@crisp magnet

**Approved by**

@vestal charm

tawdry condor
#
**Add an option to visually disable all player-created projectiles**

In many Calamity bosses, bullets are everywhere, with 50+ on screen at a given time in some cases. Given this and the insane damage they do, dodging is crucial. But with many late-game weapons, the effect is just "shoot as many projectiles as possible," which in turn leads to a ton of projectiles being on screen. Players may have issues finding the enemy projectiles through the swarm of player projectiles. A simple option to disable all player projectiles would fix this (and perhaps an option to have a line to the cursor to help easily aim, instead).

**Suggestion Author**

@umbral peak

**Approved by**

@vestal charm

tawdry condor
#
**an option at world gen to disable planetoids**

An option
They are in a way if u want to build a skybridge or want to build something in space
While I guess there aren't many that would use this
U want to satisfy all players if possible and this sure is a great step towards doing so
Also they're also annoying if ur fighting a boss in space (if u want a little challange) and u bump into a planetoid and get stuck in an attack and die

It's also good for builders that build from scratch
To summarize it
Planetoids are a pain to destroy (for certain ppl I guess)
They're in a way if u want to build a skybridge
when u want to build in space
when u want to fight bosses in space

Basically they're In a way

**Suggestion Author**

@crimson thunder

**Approved by**

@vestal charm

tawdry condor
#
**Give Boss Rush Wall of Flesh a delayed spawn after the player is teleported into Underworld.**

Wall of Flesh in Boss Rush is the only boss who teleports the player to somewhere else, in this case, Underworld. Even the most prepared players need to adapt to the sudden environment change before tackling on a boss.

Giving WoF a delay in spawning after the player got teleported makes sure the player can at least get a proper ground before fighting the boss.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
nerf mana overloader on bosses

whilst fighting WoF as a mage i noticed something, using the eldritch tome in combination with a mana flower and a mana overloader, i wouldnt die. i kept at 400hp for the entire fight, due to how op it was on that boss, nerf it for bosses please, way too OP.

**Suggestion Author**

@lofty cedar

**Approved by**

@vestal charm

tawdry condor
#
**Summon weapons that primarily inflict debuffs, even when using non-summon weapons**

Calamity reworks summoner to be a stand alone class, rather than a (primarily) support/grind class. Which is cool, but it has the trade off of making summons substantially less useful for players who used them as support when playing other classes. A way to compromise would be to create summons with the sole purpose of inflicting debuffs, similarly to the caustic staff, but make them function regardless of what the player is using at the time. That would allow players that wish to use summons as a support item to still do so while not throwing the Calamity summon rework out the window.

**Suggestion Author**

@umbral peak

**Approved by**

@vestal charm

#
**Add small "past landings" of Astral Meteors to the world which spawn on worldgen and have a bit of Astral Infection surrounding them.**

Whether or not it's actually enough to make a biome...well, it could go either way and it'd still be pretty effective. It's overall not too important to the main point bein' made here.


The Astral Infection is stated as a very powerful force in the world, and judging from the existence of Astrum Aureus, it can be reasonably assumed it existed in the Terrarian's world long before they entered it...so then why does it only appear upon the start of Hardmode, like it's trying to one-up the Hallow despite having about the same amount of actual content? Adding some glimpses of the Astral Infection prior to Hardmode would help to explain the existence of e.g. Asturm Aureus, would tie in with the pre-existing Astral Infection lore better, and would help to make the player more interested in just what they've gotten themselves into if they happen across this sort of thing early on.

**Suggestion Author**

@sour hornet

**Approved by**

@vestal charm

tawdry condor
#
***Background for Boss fights***

This is just my opinion, but certain bossfights dont have a characteristic atmosphere (like the surrounding changed to reflect their nature, like with most Post ML bosses), and while the fight could still be challenging and awesome as usual, I always think the overall "vibe" is a bit lacking. So I wanna suggest that certain bosses should have their own BG, like what Cryogen currently has with the Aurora background. It is purely aethestic and have nothing to do with actual gameplay, but I belive this will make every encounter more alive and impactful, like we are actually playing parts in the events of Calamity.

**Suggestion Author**

@timber sorrel

**Approved by**

@vestal charm

tawdry condor
#
**Rework Devourer of Gods' lore item to cater more towards true melee accessibility instead of true melee damage.**

Devourer of Gods has a lore item that boosts true melee damage by 25%, while also multiplying damage taken by 1.1 (aka 10% increased damage taken). The damage isn't really needed because the primary reason true melee is inferior to "melee" is because of the range and accessibility. With the way true melee specific damage bonuses are in the mod, true melee feels more like "get in, deal a single heavy damage, and get out", instead of a constant, close-range barrage of attacks.

Reworking this lore item to give a way for true melee weapons to be easier to use instead of increasing true melee damage would make it more favorable to use, while still keeping the +10% damage taken to balance out the reward.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Rework Post-Golem/Pre-ML Progression**

?

After defeating the golem and obtaining Scoria ore, the player is recommended to fight the Ravager, Duke Fishron, the Plaguebringer Goliath, and then the Lunatic Cultist. For Plaguebringer Goliath, there is a small bit of work in gathering the cell cannisters for it’s summon, but the other three bosses usually don’t take as much. It’s one of, if not the heaviest contributor to the overly simplistic “kill boss->loot boss->repeat” cycle of Calamity.

Giving some space between the bosses where the player can either explore to get new gear, mine for new gear, or be encouraged to do something besides the three bosses in a row would help break the cycle up more and give some much needed variety in that part of the game.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Add a right-click attack for the Subsuming Vortex**

The Subsuming Vortex left-click function allows it to have up to 4 “vortexes”, personally, I feel like the Subsuming Vortex should have a “combat” function rather than a “utility” function. With the right-click function it should be used like the Razorblade Typhoon

**Suggestion Author**

@mossy python

**Approved by**

@vestal charm

tawdry condor
#
**Make Rover Drive's activation condition a toggle with cooldown instead of periodical.**

Rover Drive is rather inconsistent in usage since the protective field can be deployed when there's no incoming damage during its uptime, making the field rather useless in that case.

Making the accessory's effect a toggle makes it a bit more controllable and effective overall.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**make true melee accessories add more immunity frames instead of damage increase when hit**

To make it a bit better u could maybe reduce the damage increase but add more immunity frames when hit
That would make true melee a more viable option

**Suggestion Author**

@crimson thunder

**Approved by**

@vestal charm

tawdry condor
#
**Make the Tundra Flame Blossoms Staff do the following:**

Only fire projectiles when enemies are nearby/targeted
Have the projectiles lightly home in on enemies
Each flower will be different with a unique projectile that has effects based on what flower they are

Reason
The constant fire is a waste of projectiles and the noise is annoying
The projectiles miss a lot
The staff was fused from Cinder and Frost to create 3 flowers, so them being different is logical and adding a hallowed one makes sense considering it's made from hallowed bars

**Suggestion Author**

@open prism

**Approved by**

@vestal charm

tawdry condor
#
**Remove summon/sentry damage restrictions while holding a non-summoner weapon during the Old One's Army Event**

Simply put, this event is supposed to play out as a tower defense style minigame, with sentries as a predisposed resource given to the player to help deal with the ridiculous amounts of enemies spawned. Calamity's feature that reduces summon type damage makes it so that extra strength the game supposes you have through the eternian crystal fueled sentries is SEVERELY reduced to non-summoner players, while the difficulty of the event itself remains the same. The suggestion is to remove that summon damage reduction while you have the 'creative shock' debuff, or even while the Old One's Army event is active. The reason is so that you don't have to be overprepared or overgeared in order to do the event. Even though the event pretty irrelevant, it is still fun, and have some unique rewards the player might want, mainly from Betsy.

**Suggestion Author**

@barren hedge

**Approved by**

@vestal charm

tawdry condor
#
**Nerf Core of the Blood God's synergy with Reaper Tooth Necklace and buff other aspects of the accessory.**

At the point you can get it, the only 2 reasons you'd need the accessory are for Reaper Tooth Necklace synergy (+15% damage when under 100 defense) and versus Yharon (Flesh Totem's effect).

Nerfing increased damage under 100 defense and buffing other aspects of the accessory (aside from Flesh Totem's effect) would make it able to stand on its own, instead of relying on the existence of an accessory or a certain boss.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Make astral snow look more like astral snow and not snow**

Its super hard to tell what is astral snow and snow for the astral biome unless you look REALLY closely. its kinda also annoying if it lands in a snow biome because (no astral monoliths) so i'd suggest going to resprite astral snow and astral ice

**Suggestion Author**

@reef wolf

**Approved by**

@vestal charm

tawdry condor
#
**allow crystyl crusher to break walls with its left click**

Crystyl crusher is very fast and strong endgame pickaxe, being able to dig thousands of blocks in few seconds, but the problem appears when you try to dig big areas (such as arenas, or just clearing mountains) and you're left with the walls.

Crystyl crusher cant destroy walls and the best hammer you can have is Grax, which is not as fast as crystyl crusher.

Allowing crystyl crusher's left click to destroy walls would make mining these huge areas lot faster (if you're going to remove the walls).

**Suggestion Author**

@stark lake

**Approved by**

@vestal charm

tawdry condor
#
**Allow the Fungal Clump to be toggled on and off when enabling/disabling the visibility of the Amalgam**

Personally, I feel like this should be added because the Amalgam is an accessory that provides universal effects, much like the Heart if the Elements. However, with the HotE, you can toggle the visibility of the Elementals but with the Amalgam you can't. Additionally, when farming for a certain critter such as the Bloodworm, for instance, the Fungal Clump could accidentally kill the Bloodworm. Finally, the unexpected movement boost provided could potentially kill the player when fighting a boss such as Supreme Calamitas.

**Suggestion Author**

@mossy python

**Approved by**

@vestal charm

tawdry condor
#
**add the** ``:feelschungus:`` **emote**

It is widely popular in most calamity related servers and a lot of people know it exists and they like it. This emote is perfect for situations where you're just feeling pure sadness but the :cri: emote isn't enough, like when you spend 100 plat just to get your unreal megashark, when you're feeling sad for someone else or just amused.

**Suggestion Author**

@uneven summit

**Approved by**

@vestal charm

tawdry condor
#
**Change Enrage buff for Demonshade so that it can be toggled on and off, like Elysian Guard**

Considering there's no Cooldown, why even bother make the buff temporary? Just give the choice to the player for when they should turn on or off the buff.

**Suggestion Author**

@devout seal

**Approved by**

@vestal charm

tawdry condor
#
**Make Demonshade less Damage focused, and more Survivability focused—such that its appeal is widened, and basically becomes an upgrade to Auric Tesla.**

Survivability has always been the greater tool in Calamity, and the incentive for why most people use Auric Tesla over Demonshade. In a lot of cases, raw damage isn’t really that important. Take SCal, for instance; she has periodic phases of invulnerability, making the factor of raw damage a moot point, as she’ll inevitably become intangible while still attacking you (Bullet Hell phases). If your intention is to make Demonshade viable, then you need to consider the survivability of its wear, and what it otherwise lacks in comparison to Auric Tesla. There’s no point to having all that damage when you can't use it (notably against SCal, Yharon, and D.O.G—cause they have momentary invulnerability at points), while YOU'RE still being attacked by 800 damage hits.

**Suggestion Author**

@devout seal

**Approved by**

@vestal charm

tawdry condor
#
**Change Hellkite’s recipe to use more fire-related materials instead of Perennial Bars.**


This is really just a matter of thematics --- Perennial Bars don’t really fit as the main mat in a big fuckoff fire sword with Hell in the name which itself is an upgrade to, you guessed it, a fire sword. Replacing the Perennial Bars in the recipe with more suitable mats, such as Cores of Chaos/Sunlight, would be much more appropriate given the weapon's theme.

**Suggestion Author**

@sour hornet

**Approved by**

@vestal charm

tawdry condor
#
**Remove sentinels part of D.O.G fight if the player has already beaten them before in the given world**

Why is it even there in the first place, especially when you do repeat fights and they're not there? It ruins the 'narrative' pacing and the 'surprise' moment with the second phase of the fight—the fake out when D.O.G phase two appears moments after defeating the first form. I understand that there is a new recipe that was made so you can fight D.O.G with a cosmic worm crafted from pre-sentinel materials. I propose that the sentinels only appear once in the fight if you haven’t beaten them before, and never again afterwards if you defeat them there and there; if you've previously beaten the sentinels, they shouldn’t appear in the fight at all, for the above mentioned reasons.

**Suggestion Author**

@devout seal

**Approved by**

@vestal charm

tawdry condor
#
**Make desert scourge's lore's effects activate based on whether you have well fed or not, instead of being in the desert.**

Right now, this lore offers 5 defense in exchange for 2.5% damage. I quite like the idea of being able to trade defense for damage, but the problem is that this lore is limited to the desert biome, a place you're only gonna visit once in pre-hardmode. I am aware that some other lores such as perforator lore are limited to a single biome, but those lores have a much stronger effect. The perforator lore lets you inflict ichor in pre-hardmode, for example.

A better condition for the lore to activate upon is the well fed buff, similar to aquatic scourge lore. This makes sense considering the lore connection of the two scourges. Well fed is very easy to get and lasts a long time, so being able to use the lore wouldn't be a problem. Further adopting ideas from the aquatic scourge lore, you could make this lore give increased offense but lower defense when you don't have well fed, adding an additional layer of usage.

**Suggestion Author**

@dire anchor

**Approved by**

@vestal charm

tawdry condor
#
**Have providence's spears despawn after a small period of time**

As it stands, the spears last way too long. In extremely rare instances, spears from the previous cocoon phase can even be present in the next cocoon phase.

**Suggestion Author**

@umbral peak

**Approved by**

@vestal charm

tawdry condor
#
**Rework Bloodstained Glove (and its upgrades) to give increased life regen on stealth strikes, instead of puny lifesteal.**

Bloodstained Glove gives a small amount of lifesteal on stealth strikes. This is much inferior to its Corruption counterpart, Filthy Glove, where it gives +10% damage on stealth strikes.

Giving Bloodstained Glove increased life regen effect on stealth strikes instead of minimal amount of lifesteal would make it better and more consistent.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Change the Thunderstorm to be dropped by Storm Weaver instead of Cloud Elemental, and not buff Cloud Elemental post-Providence.**

Thunderstorm is a post-Providence weapon and a rare variant of Plasma Rifle. It doesn't make sense that "The calamitous beings have been inundated with bloodstone." and "Fossilized tree bark is bursting through the jungle's mud.", and there is no mention of Cloud Elemental being affected. Her stats is buffed, but she isn't a 'calamitous' being, and doesn't resemble one. Without the status message related to Cloud Elemental, the player won't know to check her.

Another reason is Storm Weaver is a sky-space being, and its attack summon lightning bolt, similar to Thunderstorm. It is also the only Sentinel that doesn't drop a RIV item. Ceaseless Void has The Evolution, Signus has Guidelight of Oblivion. Making this change will add consistency to progression for Sentinels-tier bosses.

**Suggestion Author**

@alpine gale

**Approved by**

@vestal charm

tawdry condor
#
**Remove Profaned Rock encasing of Providence's loots when defeated in Hallow**

The encase acts similar to WoF's one to prevent loots from dropping into the lava. This would make sense when fighting Providence underworld. However, it is extremely unnecessary and inconvenient in Hallow, as the encasing is often inside the player's arena and blocking their way. They are forced to mine all the profaned rocks to beat Providence again for divine geodes.

**Suggestion Author**

@alpine gale

**Approved by**

@vestal charm

tawdry condor
#
**Rework Luxor's Gift's summoner bonus to be better than it currently is**

Luxor's gift provides abilities for all classes, greatly increasing their damage. Although most of the classes greatly benefit from the accessory, Summoner only gets a single minion that can be considered mediocre at best, due to the fact its only 1 minion and the fact that its looked down upon compared to the other benifits that luxors gift provides to other classes.
Rework Luxor's Gift's summoner bonus to be better than it currently is

as an example, it could summon weakened versions of the currently summoned minions instead

**Suggestion Author**

@livid meadow

**Approved by**

@vestal charm

tawdry condor
#
**despawn WoF once he kills you in singleplayer**

don't know why he doesnt, but if you die to him, you gotta wait for him to treck alllll the way across the underworld before you can fight him again, and boss zen is active all the way til then as well, which is very annoying when trying to grind for more dolls in the meantime (if he allows you back down its kinda against his discression if he grabs you or not) and annoying just to go farm enemies in general. (or just make an item to despawn him if you cant return to the fight in time)

**Suggestion Author**

@sharp birch

**Approved by**

@vestal charm

#
**Change weapons with projectile limits (e.g. Terra Disk and Stratus Sphere) to shoot slower (and have higher damage if necessary) in exchange of their limit removal.**

Weapons with hard projectile limits don't feel as natural as other weapons because of the feeling that you're hardcapped. Removing hard projectile limits on a couple weapons along with a decrease in fire rate (Subsuming Vortex in 1.4.5.003 will get this) would make them more natural to use, as they would have "soft projectile limit" from the higher use time. Damage increase can also be applied if such is necessary.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Client version of Calamity music mod**

So, the music of the calamity mod is fantastic, and I love it. However, one of my friends doesn't have the memory on their pc to run the calamity music. The Calamity bosses without a theme is very bland for me, so can we get a client version of calamity music?

**Suggestion Author**

@tall lotus

**Approved by**

@vestal charm

tawdry condor
#
**Add a Hamaxe made with Meld Construct, for consistency with other pillar-themed Hamaxes.**

Genesis Pickaxe is a Meld counterpart of Pillar-themed pickaxes, but oddly enough, hamaxe didn't get the same treatment. On Uelibloom tier, it has both a pickaxe (Blossom) and hamaxe (Grax).

Adding a Hamaxe made out of Meld Constructs would be a bit more consistent with pillar-themed and Uelibloom tier hamaxes.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Add more high-tier pickaxes and hamaxes**

As it stands, the difference between the uelibloom-tier blossom pickaxe and the next tier of pickaxe, the crystal crusher, is arguably nine bosses, depending on how you calculate. In the case of the grax, there isn't even a better hamaxe at that point. Adding some pickaxes and hamaxes would give the player some convienence items to strive for while also smoothing the gap between tiers.

**Suggestion Author**

@umbral peak

**Approved by**

@vestal charm

tawdry condor
#
**Rework the set bonus of Tarragon Visage (Ranged) to fit more of the "survivability" niche provided by set bonuses of other helmets.**

Tarragon Visage's set bonuses are arguably rather bland, considering all it does it damaging, and conflicting with design of set bonuses of other Tarragon helmets, which provide survivability in some ways.

Reworking the splitting life energies into healing pickups that would heal a small amount of health would make the set bonus have an extent of survivability in order to be consistent with set bonuses of other helmets.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

#
**Add stackable life regen bonus to Life Aura provided by Tarragon Horned Helm (Summon), per enemy inside the aura.**

The Life Aura provided by Tarragon Horned Helm's set bonus is pretty jarring in use, as it only deals 200 damage every 1.33 seconds. The life aura most definitely won't help against normal mobs, since at that point, many mobs intended to be fend off by this aura would die easily to player or minion attacks.

On the scope of bosses where Tarragon armor is intended for (Sentinels and Polterghast), the life aura is only effective on one of Signus' attack cycles, as the aura can damage and destroy the lanterns spawned by the boss.

Adding stackable, diminishing life regen boost to the aura per enemy inside of it would make the aura more effective in general combat.

Additionally, this would also amplify the significance of "survivability" on the set bonus, as the aura in its current state barely serves as so.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Replace Uelibloom Bars in Tier 4 Draedon's Arsenal with Armored Shells (and Rebalance Accordingly)**

The fourth tier of Draedon's Arsenal (Pulse Dragon, Heavy Laser Rifle, Plasma Caster, Snake Eyes, Wave Pounder) are Post-Providence weapons which uses Uelibloom Bars as one of the core components. It makes sense for several reasons for Uelibloom to be replaced with Armored Shells and here's why:
Delegation & Gap-filling. Post-Providence provides access to a lot of equipment and materials; Providence drops, Uelibloom crafts, Divine Geode crafts, and Bloodstone crafts. It's easy to miss out on Pulse Dragon, for example, when there are 13 other melee weapons not including the ones you have already for you to choose from when they can be moved to a lesser-used tier where the amount of new items are less underwhelming and it's clearer to select a weapon of choice. Consequently, this would also fill in the gap of Armored Shells being an underused material and provide melee, magic, and summoner their first Post-Storm Weaver weapons.
Themes. The Draedon's Arsenal weapons are strong metallic weapons using electricity and made to withstand electromagnetic pulse (pulse), conductivity (plasma, electricity), movement (gauss), and radiation (laser). Armored Shells are perfectly suitable for the job because they are metallic and capable of controlling electricity. On the contrary, Uelibloom Bar is a result of heating up hardened, fossilized tree bark which is an organic material with endurance and healing-based properties.

**Suggestion Author**

@jovial heron

**Approved by**

@vestal charm

tawdry condor
#
**Buff relic of convergence**

Currently, the relic is pre-providence item which when held slows you down by like 50% for 4 seconds, and once the 4 seconds is done, you get healed.

Whats the problem?

You only get healed for 35 health. That is so small amount it is nowhere near worth using considering most players probably have around 600 hp when they get to providence/guardians.
The (around) 50% movement speed reduction makes dodging attacks significantly harder, most likely resulting in getting hit and making the 35 heal completely wasted.

As a side note: The relic has no cooldown like how potions do.

Buffing the relic would make the item lot more useable and reliable healing tool.

**Suggestion Author**

@stark lake

**Approved by**

@vestal charm

tawdry condor
#
**make it so life alloy and core of calamity are one item instead of two**

typically cores of calamity and life alloys are used together in a recipe for things like the omega biome blade. however instead of crafting life alloys or cores of calamity to make these, have the materials that are used to make life alloys and cores of calamity into its own thing for items that use both life alloys and cores of calamity to make the crafting recipe for them less bulky. This shouldn’t affect many tiers, mainly just Asgard’s valor and true ark of the ancients, but these could be easily fixed. CoC itself doesn’t have much a good recipe as it is because you wouldn’t be using the three cores that much, you could instantly upgrade the three cores into the core of calamity, so it would be better if the life alloy was the one that inherited the cores while the core of calamity no longer exists.

**Suggestion Author**

@reef badge

**Approved by**

@vestal charm

tawdry condor
#
**Nerf the difficulty of death underworld providence somewhat**

Hallowed providence is a fair amount easier than underworld providence. Underworld providence doesn't have the laser attack that hallowed providence does (which is so absurdly easy to dodge that it actually makes the fight easier by allowing the player some time to heal and do damage), plus it has the crystal that spawns so fast it's basically there throughout the entire fight adding an extra layer of attacks. The two versions (hallowed/underworld) should be equal difficulty, but different styles. At the moment, they're different difficulties, too. Not to mention building an underworld providence arena takes more time than a hallowed providence arena. These differences are on death mode, so it may or may not be applicable to other modes.

**Suggestion Author**

@umbral peak

**Approved by**

@vestal charm

tawdry condor
#
**A sprite lookup channel for the Art server**

I'm one of those people who like to have a conclusive archive of the mod's current sprites, for several reasons but with the most relevant one being to avoid confusion and unnecessary effort being put into finding NPC sprite sheets that I really shouldn't have to do. Perhaps a bot could be optimized to be fed all the sprites in the current update of the mod, and if someone needs access to a sprite, they could just !sprite whatever whatever and the bot would provide them with the internal sprite for whatever whatever, just like in #wiki-lookup. This would, in my opinion, be a very good thing to have.

**Suggestion Author**

@uneven lintel

**Approved by**

@vestal charm

tawdry condor
#
**Modify providence's spears' sprite to more accurately match the hitbox**

The sprites are waaaay larger than the hitbox, making it more confusing to dodge than necessary.

**Suggestion Author**

@umbral peak

**Approved by**

@vestal charm

tawdry condor
#
**Emphasize the word "Favorite" in Lore item text**

The recent updates require you to favorite Lore items to toggle their functionality, but it's really easy to miss that text. Having recently updated from 1.4.4, it completely flew over my head. Changing the font color, indentation, an asterisk before the word-- something simple along these lines would suffice.

**Suggestion Author**

@golden cargo

**Approved by**

@vestal charm

tawdry condor
#
**Add a mention of Polterghast’s arena enrage mechanics to the Necroplasmic Beacon.**

?

Depending on the number of active tiles around Polterghast, the boss can move faster, deal more damage, have increased rate of fire, and projectile speed. This is a unique mechanic to the boss, but the player has no way of realizing that this mechanic exists without looking it up, as most people wouldn’t suspect the arena size to have an effect on the boss’ stats itself. Adding a mention of this to the summon for Polterghast, the Necroplasmic Beacon, would allow players to more easily know about this mechanic and be prepared for it.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

#
**Make the start of every Plaguebringer Goliath fight consistent.**

Plaguebringer Goliath never goes consistent on the first attack of choice upon spawning, contrary to Queen Bee. One time Goliath goes for the dash first, the other spawning a Plaguebringer.

Making PBG's first attack on spawn consistent would make her a bit less annoying to fight against, and also since not many bosses start with a random attack, most of them have a fixed choice for their first attack.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Rework Duke's Decapitator to fit more towards Duke Fishron's high-mobility behavior.**

Duke's Decapitator is pretty jarring in concept, since it stops upon hitting an enemy. Duke Fishron is a vicious, high-mobility predator that doesn't mix well with how his rogue weapon reflects.

Reworking the weapon's mechanics to fit Duke's behavior a bit more would make it not only fit Duke more, but also make it a bit more viable, since a stationary projectile with nothing much else going on is contradictive to what most bosses can do around the point you can get the weapon (e.g. ML or Cultist).

Some ideas could be, but aren't limited to:

  1. Making the weapon slowly home into enemies, with periodical velocity spikes.
  2. Making the weapon teleport to the same or different enemy on-hit.
**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
Give an indicator of the summon damage penalty.

The summon damage penalty is a very important mechanic for summoners, but the player has no way of finding out it exists besides looking at the damage summons are doing to enemies. Adding some sort of indicator would let the player know about what was happening more effective. My idea is for the summon damage penalty to become a debuff, inflicted on players when they use a summon with another weapon. Similar to debuffs on bosses, a debuff icon would appear on your minions, possibly with more visual changes. This would let you know about the penalty in a very noticable manner, without adding on to item descriptions.

**Suggestion Author**

@dire anchor

**Approved by**

@vestal charm

tawdry condor
#
**Provide a lot more variety for Tier 3 to 5 of Ranged Arsenal weapons.**

Starting from Tier 3 (PBG kill), we have Gauss Rifle. Then Tier 4 (Providence kill), Heavy Laser Rifle. Then Tier 5 (Yharon kill), Pulse Rifle.

See the problem? All of them are themed "Rifles", with use time of 25 or above. This gives the impression of being rather uncreative down the line, since 3 out of 5 Ranged Arsenal weapons are themed similarly, with only minor things differentiating them (increased or decreased damage towards certain targets, and an arc mechanic for Pulse).

Reworking these weapons in terms of their base design would keep the sense of variety that persists with Arsenal weapons of other classes.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
New ways to charge dreadon's arsenal

here, the issue : Imagine that you are far from your base doing some farming, and your weapon is out of charge, it wasn't really an issue before, since you could still use it, but now that all of them require charge to be used, it could be a serious issue.

So some sort of way to charge them while they are in your inventory would be cool, using an accesorie or some sort of consumable for exemple.

**Suggestion Author**

@teal mason

**Approved by**

@vestal charm

tawdry condor
#
**Change how the dash indicator for Polterghast works.**

Instead of just recoloring the boss (and its clone) as a whole, turn Polterghast's Ectoplasm elements into bright pink, Phantoplasm one, similar to its weapon drops.

This way, not only it'd make the boss look more natural to the Phantoplasm nature when doing dashes, it'd also be a bit more thematic with it's weapon drops, where they follow the Phantoplasm theme more.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Victide Summon Weapon**

Early game has a severe lack of good summon weapons. also, if you look at what victide crafts at it's tier, it makes 4 melee weapons, 1 ranged weapon, 1 magic weapon, 1 rogue weapon and no summon weapons.

**Suggestion Author**

@neat adder

**Approved by**

@vestal charm

tawdry condor
#
**Buff the old one's army sentries.**

The old one's army sentries are pretty decent in vanilla, due to being pretty much the only sentries summoner has access to. However, the tier two and three sentry variants pale in comparision to their calamity equivalents. For example, the ballista cane does 67 damage but only fires every 3 seconds. Even with ballista panic, that's still a mere fire rate of 1.5 seconds a shot. Compare this to the cryogenic sentry, which attacks many times per second after getting revved up.

The lightning aura cane seems good with area coverage and infite pierce, but it does a mere 11 damage and only hits 2 times a second. Combine this with the typical pierce resists, and this sentry will do virtually no damage even against the things it's supposed to be good against. The flameburst sentry is like a weaker but faster ballista, still having low dps compared to calamity sentries. The explosive traps are simply unsable, with a very small hit area and hitting less than one time a second.

Considering that the sentries are one of the main appeals of doing ooa, it's very bad that they're absolutely useless in calamity.

**Suggestion Author**

@dire anchor

**Approved by**

@vestal charm

#
**Remove the Venerated locket spawning extra projectiles for certain weapons**

It can quickly lag out your game. i was trying it with nanoblack reaper and my game was at 1 fps without even spawning anything.. i started BR and my game crashed. So i'd sugg to nerf it for some really fast weapons. And up the damage for weapons that reach the projectile nerf cap

**Suggestion Author**

@reef wolf

**Approved by**

@vestal charm

tawdry condor
#
**Supreme Calamitas spawns in the same area everytime it is summoned **

This is because every time the bullet hell ends, Supreme Calamitas comes from a random direction, mostly always getting cheap shots off you.

**Suggestion Author**

@sudden bramble

**Approved by**

@vestal charm

tawdry condor
#
**Give rogue version of weapons with both melee and rogue variants (e.g. Pwnagehammer and Elemental Disk) stealth strikes.**

It's primarily kinda odd that melee/rogue variants don't have stealth strikes on the rogue ones. Having stealth strike should be a standard to rogue weapons, even if the weapon is shared with melee. It just feels like that the players are limited in variety of stealth gameplay.

Adding stealth strikes to these weapons would make them feel like actual rogue weapons, instead of just a melee weapon with slightly nerfed base damage to account for stealth.

Some ideas for stealth strikes of these could be, but won't be limited to:

  • (Pwnagehammer) Make the homing and hammer clone guaranteed.
  • (Elemental Disk) Throw an amount of disks that split all the time instead of requiring to be near enemies.
  • (Galaxy Smasher) Rain down lasers (like Deathhail Staff) periodically as the weapon is thrown.
**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Change the audio for The Microwave**

The Microwave (the yoyo) has a hum when it's active and then it beeps when you stop using it. I find this beep annoying if I use the yoyo a lot, but maybe that's just me
Perhaps remove the beep and keep the hum as it's being used or change the audio completely?

**Suggestion Author**

@lament iris

**Approved by**

@vestal charm

tawdry condor
#
**Add more lifesteal accessories to ranger**

After researching I found out that ranger does not have a lifesteal accessory.
Unlike rogue and mage has good lifesteal items

Ranger is supposed more of consistent damage class with a lot of aoe and can create alot of distance against the enemy.
but once a ranger gets hit there really is nothing a ranger can do its either use your healing potion or dodge until you regen enough health to confidently go along with the fight yet again.

But unlike rogue and mage who can just switch accessories fight regen and lifesteal at the same time until their health is high enough that they can tank abit of hits and switch to their original accessory and continue fighting.

My point ranger lacks lifesteal to continue fighting without taking breaks
So I suggest that ranger have an accessory that allows the class to lifesteal but have something that counters the take a break dodge a bit strategy like 25% additional damage or -50% regen or no positive regen at all

**Suggestion Author**

@tacit pebble

**Approved by**

@vestal charm

vague flame
#

Make Polterghast's dashes come from all possible sides (or at least 8 sides: 4 diagonal, 2 vertical and 2 horizontal), not just the diagonals, and have the clone dash from a random side (e.g. one polter comes from the bottom-left corner and the other one comes from the top, but they still do it simultaneously)

I know it's a sensitive topic for the community, but still, Polterghast's dashes are a joke right now. They can be totally ignored by moving straight horizontally / vertically, and there's nothing he can do with it, allowing the players to cheese him in tons of ways.
Making his dashes come from all sides and making them some sort of a random would make him much more interesting of a boss.

Suggestion by: @half wraith

#

Rework Alpha Virus.

Alpha Virus is a rather unfavorable weapon, that with slow movement and relatively bland mechanics. The slow movement might be especially bad, since Sentinels and Polterghast are too fast for the weapon to keep up.

Reworking Alpha Virus entirely would make it actually considerable to use for any Sentinels or Polterghast.

Some ideas could be, but won't be limited to:

  1. Making plague seekers spawn on enemy hits instead of tile hits.
  2. Making its stealth strike generate way more plague seekers.
  3. Making the damaging aura of the weapon grow in radius as it travels.

Suggestion by: @wise radish

#

Decrease the time Astrum Deus stays invincible

Astrum Deus, such as the Destroyer, spawns all coiled up. This could make for cheese strats, acquiring massive DPS with piercing weapons, and as such, they spawns with a insane damage reduction, and when they uncoil, they lose it. However, Astrum Deus has a problem. Astrum Deus stays with this DR for much more time than what it was supposed to, and as such, he can launch almost two laser walls, while you can do nothing. I just want for it to be decresead a bit, so Deus don't launch many attacks before you can even hurt him

Suggestion by: @valid relic

timber acorn
#

Nerf Polterghast clone's absurd tendency to hug you to death.

The rework Polterghast got in 1.4.5.003 is very welcome, the boss feels a bit more fair to fight against. Save for one thing.

The clone in phase 3 has an absurd tendency to stay uncomfortably close to the player, and the fact that it likes zipping around, slapping the player like a madman, even when not entirely enraged by lack of Dungeon Bricks.

Nerfing the potency of Polterghast clone's zipping and uncomfortable distancing would make the clone a lot less annoying to fight against.

Suggestion Author: @wise radish

vague flame
#

Nerf Antlion Chargers and Swarmers

In vanilla, the desert is intended to be very unwelcoming but it's ultimately a rather irrelevant biome. This however doesn't go very well with Calamity. The desert is a pretty significant biome in early-game/preboss (Desert Scourge, Sunken Sea, Victide) and traversing it is an absolute pain when a majority of enemies take only 1-3 damage from anything you have. Compare the Antlion Charger to the Stormlion, not only is the Charger a lot tougher than the Stormlion (220 hp/22 def compared to 160 hp/8 def), it is also faster and do more damage even when including Stormlion's electrified debuff. At the very least Chargers and Swarmers should have reduced defense just to stop them from being a grind.

Suggestion by: @lone plover

#

Remove the sharknados from oceans during death mode rain in towns.

These things are really annoying if you made a house close to the ocean. I spent a long time building a house close to the shore just for these tornados, which are legitimately full duke fishron attacks with their actual full damage (282, PRE BOSS), to spawn in the walls of my house and insta kill me every single time it rains. I do not like them in general, but I don't think they should be removed completely, I think they should be changed so they don't spawn in towns.

Suggestion by: @remote ether

vague flame
#

Add an option to disable summoner nerf

I, and many other people hate the summoner nerf. That's why I would like a config option to disable it, just so summoners can have more creativity with classes, and people who like the summoner nerf can keep it on. I know the calamity community is very divided on the nerf, so I think this would be a nice addition to the mod.

Suggestion by: @tawdry condor

timber acorn
#

Flip the way the summoner nerf works.
In other words, rather than decreasing summon damage while holding another class' weaponry, decrease non-summon class damage while one or more summons are active.


There is a sizable distaste for the summoner nerf introduced by Calamity in recent times, and if one had to hazard a guess as to why, it's most likely because the nerf punishes trying to actually use anything else as a summoner while failing to actually hinder other-class players who wish to use summons for free damage. The summoner wanting something to do is not the one that should be punished here --- their other-class damage is already terrible and their summon damage is directly penalized if they dare to use anything else. Changing the way the summon nerf works in this way would encourage summoners to try giving their summons a bit of supporting fire with their off-class weapon of choice while making it less viable to just summon something at random for another class for free damage as you can currently. In other words, it would greatly help to level the hybrid build playing field, which is currently heavily stilted towards "non-summon class of choice with a side of summoner".

Suggestion Author: @sour hornet

vague flame
#

Rework Vampiric Talisman's lifesteal to be short-lived life regeneration boost.

Vampiric Talisman's lifesteal proves to be quite strong, even until late post-ML. Lifesteal all around is quite hard to balance, so replacing the lifesteal with a small, life regen bonus under a short duration on rogue crits would make it a bit more balanced overall.

Suggestion by: @wise radish

vague flame
#

Make Scoria gear inflict a unique debuff that's actually effective for its tier, rather than/in addition to On Fire!.


On Fire! is historically one of the weakest debuffs in the game, dealing a mere 4 DPS to stuff afflicted with it. This isn't really useful at all post-Golem; a unique, stronger debuff more suitable for this point in progression, however, would be.

Suggestion by: @sour hornet

vague flame
#

If at all possible allow for Power Cell Factory's sprite to be flipped similar to chairs and such.

This is only cause it would make builds with them look better tbh just an aesthetic change.

Suggestion by: @rare inlet

vague flame
#

Add flickering lights or unique lighting tiles to give the Arsenal Labs a more abandoned feel

This would make sense as there are aged type furniture inside the workshops and research facilities, and could be made with a lamp with a timer or a specific tile and would give the Labs a more pleasing abandoned look.

Suggestion by: @round mist

sharp zinc
#

Buff Deus speed

We all know Deus was a shit on the last update. Ramming into the player at mach 10. The new update made so Deus was more fair, by making him slower. It worked, however, Deus is know a snail, and can be easily outspeeded even at max speed and in Death Mode. I suggest to increase it's speed, but obviously not too much, otherwise, it will just become the same thing it was before this update.

Suggestion by: @valid relic

sharp zinc
#

Add a delay after Yharon's bullet hell attack in Subphase 3.

Unlike other bullet hells in the fight, there is not a 3 second delay after Yharon performs the bullet hell attack in subphase 3. Yharon also performs a charge immediately after he finishes spawning the projectiles, which makes cheap shots very likely if Yharon is within 40 blocks from the player. This encourages the player to move far away from Yharon during this bullet hell, making it inconsistent with the other bullet hells in the fight.
If a delay was added, it would make the bullet hell in subphase 3 more consistent with the other bullet hells in the fight, and would also make the fight more fair by removing the potential for a cheap shot immediately after this bullet hell.

Suggestion by: @granite gust

vague flame
#

Rework and add some bonuses in class proficiency.

Proficiency is a neat way to encourage sticking with a single class throughout (if the mod hasn't done that already), but I can notice that some classes need better proficiency bonuses, or just straight up need a bit more. For example, ranged proficiency gives movement speed, which is colossally useless in Terraria.

Changing or adding proficiency bonuses would make it a bit more interesting to chase on outside of summon one.

Some ideas could be, but won't be limited to:

  1. Replacing movement speed bonus from ranger's proficiency with minor ammo consumption reduction.
  2. Adding stealth regen and/or stealth damage to rogue's proficiency.

Suggestion by: @wise radish

vague flame
#

Add more situations where hordes of enemies are more of a problem to the player

?

Weapons in Calamity are often judged for their viability against bosses, due to the high threat that bosses pose to the player, and how little casual exploration or horde/swarm fights come up when compared to bosses. This often leads to weapons that exceed at dealing with swarms being pushed aside or ignored due to having no opportunity to truly shine aside from pre-hm or some portions of hardmode. Giving the player more swarms to deal with would force them to swap up from single damage weapons, and allow less appreciated weapons to shine more often.

Suggestion by: @pine kestrel

vague flame
#

Make ??? have a bigger range where it could be damaged after Anahita and levithan has been defeated once

I am pretty sure this is there to prevent players from accidently spawning anahita, but after it has been defeated once there is not much reasons to keep it because you should have the gear to take them on again if you did it once. If this change is implemented then It makes it easier to farm for the loot(community), and its not such a pain to find exactly where the ??? is.

Suggestion by: @elder topaz

#

Can the titanium railgun have its adamantite version?

Titanium has its railgun, why not adamantite
Sure its easy to make a farmworld and gather titanium their but its way easier
I am suggesting more of an alternative version of the titanium railgun rather than adding a railgun with different stats because its a different ore

Suggestion by: @tacit pebble

vague flame
#

Remove the 12500 limitation on proficiency XP, but keep the max level cap of 15

The increased XP would be non-functional and purely for visual display. As long as the level cap is still the same, this will have no effect on actual gameplay, but would allow players to see a rough estimate of how often they play each class and how long they have done so. More for curiosity than actual benefit.

Suggestion by: @umbral peak

vague flame
#

Add the Honey Dispenser as a semi-common find in the Honey Chests found in Hive Planetoids.


...it's a Honey Dispenser. In a Honey Chest. In a Beehive i.e. Primarily-Honey Planetoid. I don't actually think there's anything I can say here that isn't redundant, aside from that it'd make finding one for Honey furniture much easier than spending a billion years scouring the Underground Jungle for one.

Suggestion by: @sour hornet

sharp zinc
#

Allow the players to swap the class of melee/rogue weapons

This would be good if you screw up and misclick, or for cases where a boss drops the wrong one and it’s just annoying

Suggestion by: @neat adder

sharp zinc
#

Make Stellar Knife's stealth strikes (15 knives in a single throw) ignore the projectile limit.

The limit is most noticeable when the player is equipping Ruin Medallion or its upgrades. There doesn't seem to be any sense that Stellar Knife's stealth strike should be included into the projectile limit, granted that the entire point of stealth is slow, hard-hitting attacks. And the way for the weapon to implement this is through a lot of projectiles. It'd make Ruin Medallion combination with the weapon rather useless, since the accessory is a staple with stealth.

Making Stellar Knife's Stealth strike ignore the projectile limit would make it less bothersome to use.

Suggestion by: @wise radish

vague flame
#

Give an ingame way to determine if the enemy you're attacking is organic, inorganic, or both.

A handful of Calamity weapons react differently to the compound of the enemy. For example, Magnum deals more damage to organic targets, while Pulse Pistol deals more damage to inorganic targets.

Giving a way to determine enemy's compound type would make it a little bit easier to efficiently use these limited-ammo weapons (Magnum and similar) and just being a good Quality of Life feature to have in general.

Suggestion by: @wise radish

proud olive
#

Scale SCAL’s number of drops with difficulty

Currently, SCAL drops only a single weapon when you defeat her out of a pool of 20, granted you can craft the weapon but it saves time and sanity if you just get it to drop your classes weapon from her. The only exception of the 1 drop rule being when you defeat her in normal mode where she drops none.
My suggestion is that depending what difficulty you are playing on, the number of weapons she drops will increase. For example expert mode dropping 1, rev dropping 2, and death dropping 3.
On a side note this would also help with multiplayer playthroughs.

Suggestion by: @tawdry condor

proud olive
#

Make Lifesteal give high amounts of regen for a short time instead of healing the user

Ah, lifesteal the mechanic that is so hard to balance because some weapons and accessories rely on it soo heavily, some examples are vampire knives, spectre hood, vampiric talisman and empyrean knives. What makes high amount of regen more manageable than lifesteal you ask? Well since high amount of regen =/= lifesteal and is only giving a certain amount of hp consistently, it is not over reliant on itself to be good, some accessories and weapons already do that. So if lifesteal in general became regen it would mean that spectre hood is no longer relying on lifesteal and instead could be more of a support role to grant the user survivability.

Suggestion by: @elder topaz

sharp zinc
#

Make Demonshade's Set Bonus A Toggle On/Off Like Elysian Guard Instead Of A 10 Sec Buff

I find it more convenient if I can set the elysian guard and demonshades set bonus into the same hotkey without having to worry about the demonshade expiring
Aside from that, the player can already keep spamming the demonshade set bonus hotkey to reset it back to 10 secs so wouldn't it be easier to just make it a toggle thing instead of something that always needs to be micromanagingly refreshed.

Suggestion by: @tawdry condor

empty crane
#

replace the star spawned horror message if you beat deus before cultist

either remove it or replace it with something like "the cultist underestimated your power over the astral" if you have beaten deus already. it will just create confusion

Suggestion by: @lofty cedar

timber acorn
#

Make the Stormlion Staff summons a bit smaller

They tend to get stuck when using them in caves

Suggestion Author: @neat adder

paper bramble
#

Add some sort of radioactive crystals to the Sulphur Sea as decorations and faint light sources

The Sulphur Sea is a bit, well, bland at the moment when it comes to background objects. It's also dark. The vines are far too easily broken, and often don't spawn in most of the sea. The microbial clusters are finicky as well and can't be relieved upon.

I suggest adding some crystals to the Sulphur Sea as background objects, or a block with no crafts, that emit a faint amount of light (to go along with the radioactive/toxic theme of the sea). These would be purely for ambiance and decoration.

Also, you could craft them with (speculative), a crystal shard and a sulphuric scale in Hardmode for the purposes of renewability. They could be broken and moved wherever you wanted, then replaced back onto the ground.

Overall, these would be a new immovable (eg, not a mob) light source that's not broken by weapons and doesn't rely on spawn rates.

Suggestion Author: @feral grove

sharp zinc
#

Make the Tenebrus Tides projectile unable to kill Bee Larva

Every time i use this weapon, i awaken a bee. It's not even a huge issue because i can kill it easily, but it just feels off that this happens

Suggestion by: @neat adder

#

Make it harder to cheese to the bottom of Abyss, and perhaps add some more extra loot along to Terminus

I managed to get to the bottom of Abyss and snatch loot from chest at end while not having defeated Plaguebringer Goliath yet.
It felt a bit too easy and unsatisfying imo, especially when Roxcalibur right-click could take u to bottom part before enemies spawned yet.

Perhaps shrine could be buried in some ore that takes long to mine and you'd need to take your time before grabbing the loot.
Along with that, making sure that Bobbit Worm and other Layer 3 - 4 enemies would be there to impede your progress.

Suggestion by: @weak notch

#

Add a way to get back breath in the abyss, however make it rare

Grinding in the abyss can take a while and losing breath forcing you to constantly go back up to the surface is making the grinding a lot harder than it should be. This is why the method of getting air should be rare, it should be a quick convenience to reduce the times the player has to go up while keeping balance of not just being able to grind easily by not being common. If the way to get breath is unique it could also give some life to the abyss.

Suggestion by: @winged steppe

#

Heavily nerf the Waraxe.


Before you dismiss this as a meme, hear me out.

Now, at first glance, the Waraxe doesn’t seem like anything interesting. All it does is inflict a debuff on critical strikes. However, after beginning an analysis of Calamity broadsword-type weaponry, it has come to my attention that this weapon is brokenly powerful, and here I’ll give you an explanation as to how.

To give a reference: Waraxe’s use time is 21, meaning it strikes ~2.86 times a second, and its base damage is 26. Doing some grade school mathematics, this causes the base DPS of the Waraxe, before any defensive or variance calculations, to come out to about 74.3.
To compare, I took multiple early-game broadsword-type weapons of similar stature, both vanilla and Calamity, and compared their DPS to that of the Waraxe using the same calculations. My findings, rounded to the nearest tenth, are shown below:

Silver Broadsword: 31.4.
Tungsten Broadsword: 36.
Gold Broadsword: 39.
Platinum Broadsword: 47.4.
Bone Sword: 43.6.

Basher: 50.8.
Depth Crusher: 62.9.
Feller of Evergreens: 37.5.
Wulfrum Blade: 37.9.

Now, I’m no expert on Calamity balancing, but I’m pretty sure that this weapon having a major DPS advantage over multiple other weapons of its general tier despite its ease of obtainment is a bad thing. And on top of that, Waraxe inflicts War Cleave for 15 seconds on critical strikes; it's basically Armor Crunch with a DR cut, literally just better Armor Crunch. So you get to do even more damage with the same weapon, with Waraxe's DPS being boosted by a mighty 21.4 (coming out to a higher bound of 95.7 DPS!!!) and multiple other weapons receiving enormous boosts from this debuff.

So why nerf the Waraxe? Because it should not be significantly stronger than several other things around its tier despite being criminally easy to get.

Suggestion by: @sour hornet

timber acorn
#

Make the Auric Armor Magic Carpet toggle on and off

This can be really annoying when fighting Supreme Calamitas. Since this boss is mostly about vertical movement (Except for the bullet hell phases, but that still uses vertical movement). If I am in the middle of flying upward, I would rather start falling then stall in the air and get hit by a brimstone blast or (if I am fighting the brothers at that time) a brimstone skull. I think it would be pretty easy to add in through a config option or an item like the ball and chain.

Suggestion Author: @summer mortar

timber acorn
#

Make Energy Cores a lot more accessible.

Currently in order to make Wulfrum armor for example, you need to drag yourself onto the outer thirds of the world, try to kill Wulfrum stuff as they're inside Wulfrum Pylons. Grnated, Pylons can still spawn in the middle thirds, but at a lower rate, which still encourages getting to the outer thirds of the world.

The whole thing seems unnecessarily tedious for something you'd easily replace when you got Victide (or any other class-specific armors) anyways. Making Energy Cores easier to get would make Wulfrum armor a lot more accessible for a really early game to start up.

One way could be, but won't be limited to making Wulfrum Pylons spawn anywhere at the same rate as those on the outer thirds of the world.

Suggestion Author: @wise radish

#

Lock Victide Armor behind Desert Scourge

?

If the player wants, they can farm Cnidrion and acquire Victide armor before even fighting Desert Scourge. This results in the player only receiving the weapons from Desert Scourge, and nothing else, as well as mean that both Wulfrum and Victide are obtainable at the start of the game for all classes.

Locking Victide behind Desert Scourge (through some new material or another method) would still allow the player to get Victide weaponry if they want, but would force them to fight the boss of the desert before receiving armor that is an upgrade to Wulfrum.

Suggestion Author: @pine kestrel

timber acorn
#

Make the heart of darkness and its upgrade make you take less damage when and rage is activated

This would make true melee rushdown attacks more viable, as well as make rage slightly more rewarding by letting the player be a tad bit more reckless while it's activated. To balance it, some of the other passive boosts can be removed.

This would also encourage the player to use rage in the middle of a boss battle or invasion, rather than hold on to it until the end of time or the final 10%. It would also encourage people to actually equip the heart of darkness during a boss fight, rather than equip it and then unequip it after rage is full.

Suggestion Author: @storm hamlet

timber acorn
#

Make crafting recipes for the noncraftable vanilla lanterns

https://terraria.gamepedia.com/Lanterns
While the Golden Lantern drops from pirates and the Obsidian Lantern generates semi-reliably in the Underworld, there are 7 lanterns that can only generate in the dungeon. According to the Wiki, "Each world's dungeon contains three of the seven potential 'Dungeon Only' lanterns. Which lanterns are present are randomized." Since you have to beat Skeletron in each world for safe access to the Dungeon, this makes farming them very time consuming. Calamity generally allows for the crafting of limited-supply items, with a particular emphasis on not having to go outside a single world for anything.

Suggestion Author: @robust hatch

weak cedar
#

Add the ability for Giant Squids to drop the Ink Bomb accessory

Thematically, ink is usually associated with squids, so it would make sense for them to drop the Ink Bomb accessory. Currently it is only dropped by the Cuttlefish enemy at a pretty low chance, so making another enemy be able to drop it would make it less tedious to obtain. It would also give the Giant Squid something else to drop other than just the usual Depth Cells and Lumenyl.

Suggestion Author: @vestal quail

#

Reword "Gives the player the tyrant's fury buff on enemy hits" tooltip line on Tyrant Yharim's Ultisword and its upgrade to detail on the fact that the buff applies on true melee hits.

This would simply give the weapon and its tooltip consistency, as currently only the sword's true melee hit apply Tyrant's Fury, instead of its projectiles.

Suggestion Author: @wise radish

#

Make is so that Sepulcher is invulnerable like the True eyes of cthulhu

The problem with Sepulcher is that its annoying and yes its built to be annoying but most weapons viable against SCaL can't pierce against Sepulcher and because of that it makes that phase longer and because you have to position to a space where Sepulcher wont have to constantly block every attack against orbs you would have a high chance of getting hit.

Suggestion Author: @tacit pebble

timber acorn
#

Server Suggestion: Add the peepoweird emote here (GWsetmyxPeepoWeird)

Global emotes are going to be completely removed by the end of october by discord, including the ones in slippy's server which has most if not all peepo emotes, and since peepo is recognized and loved by most, he should be in this server with the (arguably) most loved emote of him, so people can still use the emote here even if global emotes are removed.

Suggestion Author: @humble barn

vague flame
#

Accessories/Buffs/Armor that give a percentage change to stats should display whether or not the change is additive to the total stat or multiplicative.

Title. Basically it would make optimizing loadouts a lot less tedious since we would have the information readily available (which we don't at the moment). It could be something as small as an asterisk/symbol indicating one or the other, or something more elaborate like some integration with the goblin tinkerer stat meters.

Suggestion by: @blazing heath

#

Change Auric Tesla's Magic Carpet Use Into A Hoverboard

I suggest making the magic carpet share the same flight time with Drew's wings, can only be toggled when holding down while flying, but with a higher horizontal speed boost like the Celestial Starboard from 1.4 vanilla Terraria.

Currently the magic carpet can only be toggled after all the flight time have been diminished but there's no use for that, since it screws you over in SCal fight, even outside of SCal the magic carpet is pretty useless since Drew's wings could still outspeed it after the player lands or grapple-release onto the ground.

Also if we were to turn the Auric Carpet into a type of Celestial Starboard, we might as well mix the Magic Carpet in with the Celestial Tracer crafting recipes

Suggestion by: @tawdry condor

#

add an aerialite/aerospec summoner weapon

every other class has an aerialite weapon (melee has wind blade and goldplume spear, ranger has gale force, mage has tradewinds and rogue has turbulance) besides summoner. this would help for consistency’s sake, as well increasing prehardmode summoner variety.

Suggestion by: @balmy jay

vague flame
#

Add more conditional rewards to boss fights/events

currently, the vast majority of rare item variants/legendary items can only be obtained through tedious mob/boss farming. a good change imo would be for there to be a guaranteed/significantly increased drop chance for certain items when they are defeated in a certain way (i.e. no hit, killed with a certain weap/accessory, defiled/iron heart, etc.). could also be an opportunity to add future rare/legendary items with unique mechanics. would resolve a lot of the frustration and pain that comes with endless grinding.

Suggestion by: @blazing heath

vague flame
#

Add a summoning item for leviathan

Adding a summoning item to summon leviathan would make farming for their drops (like The community) bit faster and easier.

I dont get why leviathan doesnt have a summoning item while hive mind and perforators do have one even though all these 3 bosses can be summoned by killing a rare/uncommon enemy.

Suggestion by: @stark lake

vague flame
#

Give storm weaver resistance to stellar contempt

Storm weaver is a worm boss so high dps is usually expected vs it, but its compensates for its very high hp as a boss at the stage of the game. A weapon that stands out against it is the stellar contempt, stellar contempt is a pre providence weapon that can outright deal 100k DPS with damage accessories, which the standard should be ~30k, well giving storm weaver ~80% resistance to the weapon should put it in line with other weapons at that tier like molten amputators, elemental disk, and blissful bombardier.

Suggestion by: @elder topaz

timber acorn
#

make d.o.g a bit more aggressive

D.o.g is a piece of cake as of now it's just a lengthy fight
He just kinda hovers above or below you and very occasionally charges at you
The lasers aren't that dangerous either

Suggestion Author: @crimson thunder

vague flame
#

Server Suggestion
Add more variations of taxevasion (Tax Evasion)

taxevasion is a powerful, versatile smug face usable in nearly every Discord scenario, and is amongst the most used emojis in the server. However, having it locked in a single color dulls it's charm. Adding variations, similarly to HDfailure (Failure) having copies of itself, would bring some visual change. Easiest way would be to put color variants, pretty much like every Yoshi material on the planet.

Suggestion by: @neon wind

timber acorn
#

Buff Hide of Astrum deus (cosmetic too 😄 )

Its clear that the hide of astrum deus is intended to be a shield however unlike the other shields around that tier, it provides no knockback resistance which makes it a bit less desireable for its purpose (true melee). Adding knockback immunity or resistance would make it feel a bit more legendary. Also, it would be pretty sick if the hide was held in the players hands when visible or in vanity slots (as it is a shield lol). could give it synergy with Brand of the Inferno (another melee weapon). a slight revert to the true melee damage would be sick but beggars cant be choosers lmao.

Suggestion Author: @blazing heath

sharp zinc
#

Give Fishron Wings a bonus to

Every wings in the game, have a bonus, if it is related to wearing a corresponding armor to it, passive abilities, or having it related to an environment. Fishron wings have none of that, sooo... my idea was to give fishron wings something that relate to fishrons role .. which is the ocean. My idea was to give the player more damage and defence while in the ocean biome because that's where duke fishron lives.... so it makes sense (to me at least). I didn't want to give it while submerged in liquid because i didn't want to overlay it with the anahita and leviathan lore and the fin wings.

Suggestion author: @elder topaz

timber acorn
#

Allow hovering wings to consume less flight time while using the hover feature.

Hadarian Wings allows the player to consume flight time slower while using hover. This could be seen as a huge improvement to hover mechanic in general, especially since wings like Hoverboard relies on good hover to be worthwhile.

Giving all vanilla wings that allow hovering slower flight time consumption on hover would arguably make them more enticing to use, as they can be used a lot more flexibly without worrying too much about sacrificing flight time.

Suggestion Author: @wise radish

#

Let us kill the Ravager's missile projectiles
Reason: Why can we damage the walls it spawns in but not the projectiles? It'd be nice to get those out of the way while fighting it's phase 2 form, especially when those are dead on your trail and he's about to do his annoyingly precise stomping attack. That or just don't have it shoot said missiles when in phase 2 to begin with.

Suggestion Author: @woven orchid

sharp zinc
#

add some kind of condition to be met for ashen stalactite to be dropped, so that players cant obtain it too early

I find it a little absurd that a player could theoretically obtain a 37 base damage rogue weapon before they face a single boss. Maybe if, say, Crabulon had to be defeated before the item starts dropping? I don't know how it would correlate, but it's pretty wacky that a weapon this strong can theoretically be obtained right away, considering how it's one of the most powerful pre-hardmode daggers

Suggestion author: @orchid haven

sharp zinc
#

add unsafe versions for biome blocks and make current ones safe.

i like building with biome blocks, using cheats before a playthrough. (which some people do, but this isnt just for cheats.)you know what i dont like? brimstone/etc. mobs spawning. and there really is no alternative. you can easily make unsafe sellable (e.g. wizard sells unsafeversion of brimstone slag post brimstone elemental) and it would help builders a lot.

Suggestion author: @lofty cedar

#

make non spawning bricks/crafted blocks breakable with a copper pickaxe

a. theres no need to make them have a pick req when the only time you will ever have to mine them is to fix a mistake on a build.
b. people cant make adventure maps as easily without having to give blossom pick. that can be used to kill every boss till prob golem.
c. people cheat in blocks and misplace. the blocks arent anywhere on the map and cant spawn, why not let them break.

Suggestion author: @lofty cedar

sharp zinc
#

Let Betsy wings have something unique

Betsy wings need something unique, they are the only wings alongside fishron wings that don't have a bonus and for the sake of consistency that all wings should have a bonus. My idea was to make it somewhat related to tavernkeep armor. So while wearing tavernkeep armor, you will get +1 sentry because that's what the tavernkeep armor is based off of. But, doesn't it already have hover, well I could say the same thing about the hoverboard yet it still a bonus.

Suggestion author: @elder topaz

sharp zinc
#

Let Bloodworms spawn upon defeating Moon Lord instead of Polterghast.

For post-ML, Old Duke is one of the 2 bosses gated behind another boss (in this case, Polterghast), as well as SCal. For the purpose of making post-ML (almost) truly non-linear, making Bloodworms spawn post-ML would accomplish that.

Suggestion author: @wise radish

#

Replace Lihzahrd Bricks in Death Whistle's recipe with Essences of Chaos.

There are primarily 2 reasons for this to happen. First of all, Ravager is buffed post-Providence with Brimstone Elemental and Calamitas, and both bosses need Essence of Chaos for their summoning item. So replacing Lihzahrd Bricks in Death Whistle with Essences of Chaos would make Rav's summoning item consistent with the other two mentioned beforehand.

The other reason is that Ravager has been steadily drifting away from its relationship with Golem and Lihzahrd, and is starting to stand on its own. Replacing the Lihzahrd Bricks in Death Whistle's recipe would make the boss easier to stand on its own without (most) Lihzahrd connections.

Suggestion author: @wise radish

sharp zinc
#

Drastically increase the amount of Spiky Balls needed in crafting Bouncy Spiky Balls.

Pink Gel is much rarer to get than basic Gel (Pinky vs literally every other slimes), and the crafting of the weapon doesn't give it justice, since it has the exact same amount of Spiky Balls needed as Sticky Spiky Balls.

Raising the number of Spiky Balls in Bouncy Spiky Balls' recipe drastically would make it easier to craft in relative to Pink Gel's rarity.

Suggestion author: @wise radish

sharp zinc
#

Rework a portion of the Brimstone Crags to better fit the Brimstone Elemental Fight

Currently, fighting the Brimstone Elemental is quite a hassle, mainly due to the low ceiling and flat nature of the Brimstone Crags biome. The fight requires a decent amount of vertical space to avoid the high-damage Brimstone Hellblasts, which is only really obtainable by mining out some of the biome. On top of this, the Charred Ore has the potential to generate in unfortunate locations which can remove the player's ability to excavate the region properly.

This change would make creating an arena for this boss fight a lot less tedious, and has the potential to introduce a different way of spawning the Brimstone Elemental

Suggestion author: @half cypress

timber acorn
#

post DoG Blast barrel?

personally i believe the blast barrel is a very unique weapon but quite underappreciated, it can do alot of work if use correctly but is only used before the cryogen, making it be overshadowed by other weapons, even if it was just a recipe item for a post DoG-ish weapon im sure alot of people would notice it more. also acid rain barrel is a craftable upgrade but still sees the same usage as the original.

Suggestion Author: @sweet junco

timber acorn
#

Expand the sentry subclass.

This subclass has a massive lack of calamity content relative to the minion subclass of summoner, with only 10 weapons compared to the over 50 minions. It also lacks in armors and accessories, with a grand total of 0 armors and accessories focused on it introduced by calamity. This isn't just a one point in progression, there is simply a general lack of sentry content in pre-hardmode and post moon-lord. In pre-hardmode, there is only one calamity sentry, which isn't very good. Early post-moon lord is covered by 3 calamity sentries, but there is a lack on good sentries for everything after dog.

This is bad for summoner because it severly limits their weapon variety. Most classes have mulitple subclasses, while summoner has only 2. A lack of content from one severly limits the variety in the type of summoner weapons relative to other classes.

Sentries also have a lot of potential to be interesting and engaging. The stationary nature of sentries can force the player to use effective positioning to hurt the enemies. This breaks up the often boring playstyle of summoner is a way unique to the class. This allows for more engaging play while keeping the unique nature of summoner.

Suggestion Author: @dire anchor

#

Make Cryogen’s projectiles more visible.

the cryogen boss fight is relatively straightforward, however the projectiles it fires are too difficult to see on the ice biome background. This makes dodging attacks more luck based if you can’t see its attack patterns. If the projectiles were more visible, the boss fight would be less luck based, while still retaining its initial challenge.

Suggestion Author: @serene lodge

sharp zinc
#

Undo the removal of Yharon's 4th subphase.

I think that the most exciting part of that battle is when he used to dash a lot of times (like the 3rd phase of Duke Fishron) when he was about to die in both of his phases, the rest of his remake I think it's fine but his last subphase was that point where you needed 100% concentration to defeat him and I loved that moment, just personal opinion.

Suggestion author: @flint fiber

sharp zinc
#

Change some of the restrictions on Viscera's bouncing/piercing, and reset it's range when bouncing off a wall.

?

Viscera has a restriction on it wherein once it pierces 6 times or bounces 6 times it can no longer bounce or pierce enemies. In addition to this, Viscera's beam range is very limited, as it is not reset upon bouncing off a wall. Changing Viscera's restrictions on piercing and bouncing and resetting the range would make it less frustrating to use overall.

Suggestion author: @pine kestrel

sharp zinc
#

Make cryogen's aurora effect only present during nighttime.

?

Auroras aren't visible during the day in the real world.

Suggestion author: @proven ether

sharp zinc
#

Add trapped variants for all of the calamity chests for consistency with vanilla ones.

Last time i checked there weren't any trapped variants for calamity chests, not sure if this was added already so correct me if im wrong

Suggestion author: @proven ether

weak cedar
#

Add :AmidiasPog: to the server

The emote, Amidias pog, should be added to the calamity main discord. There are multiple reasons for this emote to be added. Currently, the only pog emote here is , and as you might be able to tell, it is not related to the calamity mod. Amidias pog is both another pog emote and related to the mod. Amidias is also a very well loved character in the calamity mod, and is popular among many members of the community. Also, calamity mod discord has many emote slots to spare, and a calamity related emote with its own niche would very nice to have. It would make good use of the emote slots given by the 38 boosts to this discord. Therefore, I think Amidias pog should be added to the calamity mod discord server.

Suggestion author: @digital lily
https://cdn.discordapp.com/attachments/699359022364491868/766699944269840394/752205216190824539.png

#

Add cooldown to celestial jewel usage (even 1 sec one would be good enough)

Imo it's a bit too abusable. I could spam celestial jewel teleportation ability during moon lord battle till I regenerated all my health then used mirror to teleport back to arena and continue fight. Seems pretty exploitable? Or perhaps we could add 1 - 3 sec cooldown on it's usage during boss battles only.

Suggestion author: @weak notch

#

Make the magic mirror and steampunker teleporters give the player the ROD cool down and make both unusable with the debuff

The calamity mod adds a lot of features implemented to prevent cheesing bosses and nerfed the rod of discord teleport, but the effort used to add these features is undermined by the use of teleporting items during fights. Players can easily cheese bosses even in death mode such as golem using teleporters and the moon lord by teleporting back to spawn with magic mirror items. I think giving the items the debuff is a good compromise between completely disabling these items during boss fights but blocking overpowered techniques. It is also thematically similar to the rod of discord cool down as both items involve teleporting the player.

Suggestion author: @tawdry condor

weak cedar
#

Remove or give more uses to Cloaking Glands (and if the former, make Anechoic Coating drop from Cloaking Glands' sources directly).

Cloaking Glands, despite dropping from multiple Abyss enemies, are virtually useless, heralding all of exactly one use (Anechoic Coating) for the entirety of the game. This doesn't seem particularly intuitive, since the number of enemies they drop from implies they'd be used for more than one thing.
Removing the material and making Anechoic Coating drop directly would simplify the process of getting the Coating and also allow the player to actually know what it is --- they're highly unlikely to ever go out of their way to craft Anechoic Coating, especially since you'll typically get what you need out of the post-Skeletron Abyss within a minute or two.
Giving the material more purpose would help to incentivize taking a trip down to the depths, for something other than your class' Abyssal Chest weapon and other items from those chests, earlier in the game. After all, you get very little from the pre-HM Abyss at all past those chests --- why not give the player a little more reason to go dive into the deep end? The rogue class in particular could greatly benefit from some unique Cloaking Gland crafts --- with both being focused around stealth, it seems almost too perfect an opportunity to pass up.
Either approach would help to solve the problem of material bloat, albeit through different means --- a problem Calamity suffers from due to a lot of materials being useless aside from one purpose.

Suggestion author: @sour hornet

paper bramble
#

Remove Ravager's Leg Sparks

Ravager emits tiny damaging sparks that lingers on a solid surface after its legs are destroyed and before the second phase. This is by far the least relevant and memorable attack of the fight, to the point that many don't even know it exists, and here's why:

  • The spark is tiny to the point where if you get hit, it almost seems like you got hit by nothing. And if you didn't get hit, you wouldn't even see it. At that stage, it essentially added nothing to difficulty.
  • The likelihood that you're staying on a solid floor under Ravager is insanely low due to the nature of the fight, and the fact that people use platforms a lot. If you are in that situation somehow, you will probably avoid it the moment after.
  • Ravager can lose this attack (almost) immediately in transition to phase 2, easily making it the least significant part of the fight, as removing the head still causes the head to stick for the rest of the fight.
    "Why remove, not rework?" - Reworking is a popular idea among many Calamity players but this will not be beneficial in this situation. Ravager already has enough entities in the fight. The current fight includes 7 different projectiles and 4 different NPCs (not including the limbs, which would raise it to 9). Adding any more intricate projectiles will make Ravager way too complex for a Hardmode boss.

Suggestion Author: @unborn willow

#

Add a non-consumable variant of the Bloodworm, or make Bloodworms non-consumable.

Despite the nerfs, Old Duke still manages to be one of the most difficult to learn and punishing fights in Calamity. So why shouldn't he have his own infinite boss summon? This would make it more consistent with other post-Provi boss summons, decrease the amount of frustration the player experiences when doing repeat attempts, and would give inexperienced players ample opportunity to actually learn Old Duke's fight. This would also encourage players to fight OD pre-DoG, instead of defeating him post-DoG for the sole purpose of filling out the boss checklist book.

Suggestion Author: @ripe sequoia

sharp zinc
#

add a corroded fossil summoner weapon

currently, the corroded fossil is a crafting material in a magic weapon (Miasma), a melee weapon (Bonebreaker), a ranged weapon (Corroded Caustibow) and a rogue weapon (Acidic Rain Barrel). this crafting material seems to hit every class except for summoner, a flaw it shares with Aerialite weapons. implementing a summoner weapon themed around the acid rain and crafted with corroded fossils would keep the consistency between corroded fossil weapons, as well as increasing summoner weapon variety.

Suggestion author: @balmy jay

timber acorn
#

since there is a health slider scale thingy I think there should be a day/night length option

Ik it's a players choice so it's their problem but I really think there should be a night/day length option
Basically if u choose to give bosses more health u can also make days and nights longer but it would be capped depending on how much bonus health the bosses received
The option would simply be smth like
[Bonus health
Longer day/night (on/off)]

The option would be turned off by default
And it would be off forever if u don't give bosses more health

The reason for that is that when giving bosses more health u have less time to kill time-specific bosses.

Suggestion Author: @crimson thunder

timber acorn
#

**Add more drills. **

So far we only have 9 drills compared to calamity's 1 drill. and it would be nice to have more as sometimes drills could be helpful. its just pickaxes are annoying to use so much.. so i think adding drill alternatives would help make hardmode feel like.. hardmode instead of some more pre hardmode pickaxes.

Suggestion Author: @reef wolf

timber acorn
#

Crabulon should despawn once you go too far away.

There are multiple things wrong with him never despawning.
-It lets you cheese by summoning him on a mushroom planetoid, letting him fall down, then hit him from safety 1000 feet away. See picture. That just isn't right.
-If you MM home because you can't beat him, it means you can't beat him. The fight should be over. He shouldn't be able to go to you to resume the fight, because that gives you an unfair advantage since you're now at full hp and on the surface, and he's already damaged.
-You can summon him, MM home, then abuse the still-active Boss Zen buff explore various biomes for their natural resources without any enemies to harm you for 5-10 whole minutes before he catches up to you, where you can MM again

Overall it just doesn't make sense for him not to de-spawn, especially for a boss that moves as slowly as crabulon.
https://cdn.discordapp.com/attachments/465195069406707722/767180085270544384/unknown.png

Suggestion Author: @torn wolf

paper bramble
#

Instead of making difficulty-changing items kill the player while a boss is alive...simply make them unusuable during boss fights.


Why let the player use the item during a boss fight at all, especially when the punishment for doing so is immediately getting butchered?

Suggestion Author: @sour hornet

sharp zinc
#

move up disseminator in progression or move down conclave crossfire (and nerf it a little)

It's kind of weird that you craft the conclave crossfire and then almost right after, you upgrade it

So my idea was to buff it a little and maybe make it post Providence or profaned guardians
Or make conclave crossfire after calamitas or plantera or golem(cuz it's red and all)
It could use cores of calamity and maybe scoria bars

Suggestion author: @crimson thunder

timber acorn
#

Tweak The 10% DR For Asgardian Aegis & Its Predecessors

Currently, you only get the 10% DR while submerged in liquid but that in reality, is really useless since you don't fight bosses like DoG, Yharon or SCal underwater. It's better to just let the shields have 10% DR by default.

I would also like to add that Asgardian Aegis is supposed to be a tank based defensive shield accessory so having DR would be more beneficial than a shameful 10 defense, if defense were really that important I would opt for Affliction anyway, not to mention Affliction gives DR and other raw stats bonuses that the Aegis does not. You could argue Aegis gives you iframes upon dashing towards a boss charging at you but that is more of an exploit if you ask me.

Lastly, 10% DR may seem a lot but softcap may reduce that substantially however if the DR is still massive, reduce the accessory's DR to 5%
https://cdn.discordapp.com/attachments/699359022364491868/767389173408596009/unknown.png

Suggestion Author: @tawdry condor

vague flame
#

Shorten or remove the Stealth tooltip from Rogue armor sets
All Rogue armor set bonus have the same 5 lines of text, telling how stealth works, that makes the tooltips too big, and all that text is unecessary.
The tooltip could be changed to "Allows you to build stealth.", or something like that. Maybe there could be a way to say everything about stealth outside the set tooltips, like in NPC dialogue.

Suggestion by: @vapid mist

timber acorn
#

Make Death Mode Plantera spawn on her own only after one/all mechanical bosses have been defeated

Currently, Plantera can spawn on her own as soon as Hardmode begins, which basically forces the player to bail out everytime they see the message "Something is approaching...". I get that Death is meant to be harder, but to get randomly ass wiped by Plantera early Hardmode is more unfair than tough, especially since going through Hardmode Jungle to gather Life Fruits is already annoying on it's own without having to Magic Mirror away halfway through.

Suggestion Author: @neon wind

timber acorn
#

Add more classless weapons that dont use rare ammo

for simplicity's sake, whenever i say classless weapons, i mean classless weapons that dont consume ammo obtained from bosses

Classless weapons are actually a pretty nice thing to get your hands on, they give helpful debuffs and make the summoner class in calamity more fun.
Its a shame there are only 5 classless weapons that can be used that way
Marked magnum, aestheticus, lunic eye, golden gun and yanmei's knife
the lunic eye and golden gun are acquired in early hm, and there are no other classless weapons from that point up to yanmei's knife, theres a huge gap. Not to mention that various bosses are immune to marked and ichor. The golden gun also doesnt have a cursed inferno counterpart, which makes the problem even worse in corruption worlds

The marked magun is also only available once you beat the EoW or BoC, as it requires hellstone bars to craft(assuming you just dont get reaver shark and yeet progression out of the window)

I propose adding more classless weapons throughout the game, a CI variant of golden gun, post ml upgrades to both golden gun and "cursed gun" that have homing, seeing as marked magnum has a homing "upgrade".

Suggestion Author: @marsh wind

timber acorn
#

Make Legendaries obtainable by doing a certain challenge related to the boss fight, instead of using low drop chance.

Legendaries don't seem to be looked on much because of how they're obtained (1% chance from boss bags). And relying on heavy RNG can be seen as a bad idea for what's supposedly "Heirloom" weapons for each boss.

Making Legendaries drop from a certain boss-related challenge would make getting them more interesting (instead of mindless grind), while also making these "Heirloom" weapons more valuable indirectly.

Some ideas for this could be, but won't be limited to:

  • Making Night Providence drop Pristine Fury
  • Giving Legendary drops from bosses fought purely when enraged (e.g. Plantera and Golem)
  • Giving SHPC to Mecha Mayhem completion
  • Making Sea's Searing drop from AS if the player swims in Sulphur Sea's water for the entirety of the fight.

Suggestion Author: @wise radish

sharp zinc
#

Make Polterghast use its hooks for unique melee attacks, instead of having so many chaotic projectiles

An idea is a attack it does with it's tentacles similar to golem fists. A harder version would be having perpendicular projectiles shoot out of the straight "grapple" after a delay, similar to the revolvenant from ETG. I would also like to see the boss doing 1 attack at a time instead having too much going on at the same time. This however allows for more creative or hard to dodge attacks because it is more focused. I would generally like to see more melee attacks in this game that is more than dashing in one direction. This would allow for more focused boss fights therefore having them being less messy.(edited)

Suggestion author: @meager flax

vague flame
#

Change Magna Striker, Ultima, and Effervescence to be Magic/Ranged Weapons, and remove Spirit Flame from Astreal Defeat

?

Currently, Opal Striker (ranged) and Magna Cannon (magic) are used to make a ranged weapon, the Magna Striker. It’s odd that the result of these weapons is restricted only to one of these damage types. This also (partially) applies to the ranged weapon Ultima, which uses a laser like design for it’s firing and the Laser Rifle in it’s recipe. This applies heavily to the magic weapon Effervescence, which uses Xenopopper (ranged) and Bubble Gun (magic) in its recipe. Astreal Defeat also incorporates spirit flame, but it is more focused on bows overall (it does use four of them afterall) and being the luminite bow of it’s tier, so I would prefer it stay separate from magic.

Thus, I suggest that Magna Striker, Ultima, and Effervescence join Aether’s Whisper in the small category of hybrid weapons. This would not only further the category of hybrid weapons and support them more overall in their existence, but also validate the usage of both weapon types in these recipes.

Suggestion by: @pine kestrel

vague flame
#

Add Health Bar to Celestial Pillars

❔: a bit of QoL change, will make pacing slightly faster because you will have a clear knowledge how much enemies you need to kill.

Suggestion by: @queen linden

timber acorn
#

Give the Terror Talon a different pattern when thrown

?: The Terror Talons have a really bad dps at certain distances because of the weapons splitting apart from each other. This mostly applies for enemies

Suggestion Author: @snow torrent

timber acorn
#

Make cataclysm not a spasmatism clone.

Cataclysm is basically the same thing as p2 spasmatism. They both alternate between shooting a flamethrower and rapid dashes that aim at the player. Unlike other bosses which look similar but behave very differently, catacylsm doesn't do anything unique based on the concept of spasmatism, unlike old duke's homing dashes for example. This is simply really boring and feels quite lazy. It should be changed to give the player a more unique experience.

Suggestion Author: @tawdry condor

#

make shift clicking power cells go into charger and not trash

Deleting your cells by accident is not fun. you can shift click out of the buildings, so why not in?

Suggestion Author: @livid bluff

#

Make Death Mode boss spawns more common and take less time to spawn

Over the course of my current Death Mode playthrough, I have only encounter these spawns twice, both being pre-Skeletron. I think it would be more fun if this feature were more common in their occurrence. Maybe have a increase this occurrence in hardmode, then maybe again post-Moonlord. Another idea is in hardmode, or post-Moonlord just have some maybe slightly earlier bosses or current bosses just suddenly spawn, (though you may want to add something that makes it only spawn a certain distance from any NPCs, as to not slaughter them) as the player should be able to beat bosses they have already fought, which would add to the difficulty of Death Mode, but that's the point of Death Mode. Either way this would make this happen more than twice in the entirety of the game pre-Moonlord.

Suggestion Author: @willow rock

timber acorn
#

Make more bosses spawn naturally in death mode

Polterghast and Ravager still don't spawn naturally in death mode through 'something is approaching' event. And lore-wise I think it'd be pretty fitting if they did. Chance of Polterghast showing up on it's own while you're doing stuff in dungeon would add a bit more challenge. And perhaps Ravager could appear in jungle to fill-in the danger that sudden death mode Plantera spawns served before defeating her.

Suggestion Author: @weak notch

sharp zinc
#

Let us change the volume of Calamity Mod Music

A slider bar independent of the in game music. (Calamity music is a lot louder than the base soundtrack)

Suggestion author: @surreal oak

timber acorn
#

Shift Pwnagehammer's unique trait to right click (with stat alterations) instead of using RNG.

Pwnagehammer has a unique trait that stands out from its upgrades, which makes the hammer homing and creates a spectral copy of itself. Thing is, this unique effect is gated behind RNG and makes the entire concept looks jank with a random chance of getting an actually unique part of the weapon.

Making the homing hammer spawn on right click (preferably with much higher use time and damage to keep people from not using the primary anymore) would make the weapon more versatile and isn't reliant on RNG gods.

Suggestion Author @wise radish

timber acorn
#

Add an ultimate hammer or hamaxe to compliment the Crystyl Crusher

We already have a pickaxe that can destroy the world near-instantaneously, why do we have to take all day destroying the walls it leaves behind? The Grax and Hydraulic Volt Crasher, our current best options, are very slow compared to the Crystyl Crusher.

Suggestion Author: @feral grove

sharp zinc
#

Add :waveboye: into the server.

This emote is a good way to greet someone who joined the current chat. We don't exactly have any emotes to greet anyone, and dogs is a surefire way to do it. No, I'm not saying this is a perfect emote, I'm saying this is a good greeting emote. Additionally, this is more common as a global emote, which existence would be gone by the end of October. https://cdn.discordapp.com/attachments/699359022364491868/768025720784945192/395628346379206656.png

Suggestion author: @wise radish

sharp zinc
#

Allow Blight Slimes to drop their respective debuff immunity item

This would be trifold map for crimulan and vitamins for ebonian.

Mobs that inflict a debuff with an available debuff immunity accessory should drop that accessory.

An argument could be that debuff immunity items are hardmode-ish, however bezoar and nazar already breaks this "rule".

Suggestion author: @fervent ingot

timber acorn
#

Change the tooltip line "Summons meteors from the sky on death" on Elysian Arrow's projectile to detail on the fact that the effect applies on arrow impact instead.

The current tooltip line for Elysian Arrow can be confusing, as it can be interpreted as spawning meteors on enemy death, but the tooltip actually refers to projectile death. Reworking the tooltip line would make the ammo's mechanic a bit clearer.

Suggestion Author: @wise radish

#

Making Plantera shots curve into the direction of the player if the player is to far away

Make Plantera shots curve into the direction of the player if they are far away enough, I wanted to do this because plantera can easily be cheesed by going around her throughout the entire fight, by making the shots curve towards the player, it gives the player the feeling to dodge the shots instead of circling because as I said they would continue to curve onto the player. The vines make it harder to cheese but all it requires is a bigger circle and by making the shots curve if you are far enough should help in removing this aspect of cheese by circling the fight should be more "fun" instead of circling the whole fight and plantera can't do much.

Suggestion Author: @elder topaz

timber acorn
#

Buff the Caustic Croaker Staff

The caustic croaker staf is an early pre-hm staff that is crafted by resources from the Acid Rain, which is probably the first event that a player participates in,and is an entry-level sentry, but it seems to be outclassed by better summons early on. The sentry is extremely useless in many cases, because it 1: cannot be placed on platforms, 2: can't really detect any enemies nearby for a period of time, and 3: the attack is inaccurate, even in swarms of enemies. so itd be better if it were to be buffed in some way, to balance it out with some early summons that deal much more dps

Suggestion Author: @tawdry condor

paper bramble
#

Make Plantera do long dashes throughout the fight

As we know Plantera is a very easily cheesed boss, though a "tactic" called circling. Desert scourge had a similar problem where you just stayed above the boss, and it couldn't hit you. The recent changes to the desert scourge AI made the fight much more interesting and something similar could be done with Plantera. Long dashes, telegraphed by some sort of roar, would not only cause Plantera herself to leave the circle the player is following, thereby preventing mindless circling.

To make sure this isn't too annoying for anyone, Plantera could slow down or stop shooting seeds during the telegraph and the actual dash, and then return to normal.

These dashes aren't meant to hit the player, just to break the circle.

Suggestion Author: @heady dock

sharp zinc
#

Make classless weapons target your summons

Currently you have to constantly switch between a summoning weapon and the classless weapon while targeting your summons. It would just be a small QoL change for summoners and make the entire class fell smoother. It could also be linked to a config option, so if people don't want it they can turn it off.

Suggestion author: @heady dock

sharp zinc
#

Remake EoC Lore to nullify cave darkness or at least help a lot with it

We know that when the subject is about cave darkness, the community have mixed feelings about it, some say they like it and that it makes DM more unique, some say it isnt a problem and that it can be countered by lots of stuff, and some say they hate it and that this feature is the worst thing in DM. That's why i think the devs could remake the EoC lore to nullify that or at least help with it while it have a downside to it like reduced mine speed, like that everyone can get satisfied but for this to reach the devs, everyone that enjoy this feature have to consider that if this gets approved, you are still going to have your cave darkness, so dont be affraid of giving an upvote, this would be so people can finaly get what they want without taking this feature out.

Thanks @tawdry condor for the EoC lore idea.

Suggestion author: @river solstice

#

Use a new emoji reaction to clearly define when a suggestion is added as a "to-do"

As it stands, there is a ✅ for seen suggestions, a 👍 for seen suggestions that may or may not be implemented, and a 🏁 for suggestions that are already implemented. However, there is nothing for suggestions that are planned to be implemented. As a result, suggestions with 👍 are often ambiguous as to whether the suggestion will actually be added or not. Adding a new reaction to clearly state a suggestion is planned to be added would make it obvious and remove any uncertainty.

Suggestion author: @umbral peak

paper bramble
#

Add an instant unsheathing attack to Murasama's right click.

Murasama is a reference to the weapon owned by Jetstream Sam (or Samuel Rodrigues), and the sheath the weapon has a rifle mechanicsm that allows the blade to be launched at ridiculous speed.

Not only integrating this mechanicsm into the mod's Murasama would signify the reference, it would also give the weapon a slight ranged capability, as the instant unsheathing can be used to deal massive damage from a distance, probably at the exchange of needing to retrieve the weapon once launched.

Suggestion Author: @wise radish
https://cdn.discordapp.com/attachments/496768616814084106/768704416773177344/ezgif.com-gif-maker_1.gif

sharp zinc
#

Buff Player Inflicted Debuffs, especially hardmode and post-ml debuffs

?

Player inflicted debuffs are known for being horrifically bad. So much so that Mythril Knife’s stealth strike, a early hardmode weapon focused around inflicting debuffs, inflicts what is supposed to be an end game debuff, God Slayer Inferno. For example, God Slayer Inferno deals 125 dps, and reduces defense by 10. But by this point in the game, your weapons are dealing tens of thousands of damage per second, meaning the debuff is practically unnoticeable. Buffing these debuffs’ damage would make them much more noticeable, and allow them to actually matter in fights.

Suggestion author: @pine kestrel

sharp zinc
#

Auric Tesla's Godslayer/Silva Effect Should Be Innately Heal Up To Half HP Without Draconic Elixir

Why? Nobody likes it when their Draconic Surge gets overridden by a temporary buff/debuff then suddenly your health became 150 instead of what you expected. It is nothing more than an inconvenience. In a perfect world, we would expect to be healed to half hp when godslayer activates while fighting SCal so this is mostly a QoL change.

The Draconic Elixir is often viewed to the community as a saving grace inches from death so what will become of the Draconic Elixir then? Currently it increases the flight time of Wings by 35%, increases maximum flight speed and acceleration by 15%, and grants 16 defense and godslayer/silva healing to half hp. We have two choices, let the stats bonus remain the same just without the Godslayer/Silva bonus or we could turn it into an upgrade to the Holy Wrath Potion, mixing damage boost, flight speed & time boost and extra defense. Effectively mixing the two into one buff potion for overall stats.

Suggestion author: @tawdry condor

timber acorn
#

Give a slight buff to the Void of Calamity

There's literally no point in using it over the emblems because of 15% increased damage the player recieves while the emblems give the same amount of damage increase with no penalty. Give it a damage buff

Suggestion Author: @snow torrent

timber acorn
#

Make the elemental quiver splitting a option

The elemental quiver splitting lags games, and I feel it would be a good idea if it could split if it was turned to visible. This would help save a lot of fights from lag, and be a convince for low end computers.

Suggestion Author: @livid crag

timber acorn
#

Add a way to easily obtain Calamitous Essence/Shadowspec Bars after defeating Supreme Calamitas

So, I'm someone who does Calamity a lot. even though farming ingredients to make Auric Tesla Bars is annoying, it pales in comparison to farming Calamitous Essence to make Demonshade Armor and other endgame gear. Hvaing to go through a 5-10 minute fight just for 30 Shadowspec Bars is kind of lame, especially considering the ridiculous amounts of them you need for the Fabstaff and Staff of Blushie.

There are three solutions to this problem. One, make SCal drop more Calamitous Essence, two, make Shadowspec Bars cheaper (Gives 2 Bars instead of 1), or most preferably, make an NPC sell Calamitous Essence or make it craftable.

This wouldn't change much, but it's just a small QoL tweak that would be nice to have.

Suggestion Author: @mild sonnet

vague flame
#

Add an early hardmode rogue set focused on spamming as a counterpart to titan heart.

Rogue has two distinct playstyles, a spammy rogue that plays more similar to the other classes, and a stealth rogue that focuses on aiming and landing much slower but more powerful stealth strikes on foes. Titan heart performs excellently as a stealth-specialized armor. The high damage but low crit helps stealth users more because stealth builds often have 100% crit, the armors 15% decreased firing speed greatly discourages spamming, and the set bonus of the armor focuses on an effect that benefits stealth. However, there is no adequate counterpart for spammy rogue.

Now you might bring up the two other armors usable by rogue, mollusk and the forbidden circlet. However, both of these are quite specific armors. Mollusk is incredible with the right build, but the greatly reduced movement makes it impractical for most loadouts. The circlet is a hybrid armor mostly focused on summoner, which turns off most players who prefer class playthroughs.

Adding this armor would offer a distinct choice between the two rogue playstyles, encouraging people to choose and commit to the one they prefer.

Suggestion by: @dire anchor

timber acorn
#

Make Leviathan wind back before doing her dashes.

Gorgeous illustration made by Epsilon and was posted before by @sour hornet for reference:
----- LeviKek -----
LeviKek <<< -----

LeviKek

Leviathan is a massive, sluggish sea monster that is quite ferocious. The way her dashes are shown in the game doesn't seem to reflect her heavy nature as she can immediately ram towards the player as soon as she got clearance.

Giving her dashes a wind-up (as shown above) would make her dashes feel actually heavy. Not only that, it'd make the overall fight when she's together with Anahita slightly less messy, since at that point you're trying to avoid lingering projectiles, quick dashes from an agile water elemental, and dashes from the behemoth all at the same time.

Suggestion Author: @wise radish

#

Make the Aquatic Scourge slightly less time consuming to spawn

Sharks in the Hardmode ocean seem to be pretty uncommon, making farming for the Seafood rather slow and boring to do. I'm playing on Death Mode, I used the Demon Trophy, I also have the water candle and a battle potion, and they're still appearing pretty rarely.

I'm aware that you can wait in the acid biome to make it spawn naturally, however unless you get something that massively boosts the spawn rate (eg. Blood Moon), it may take a long time to wait for that. Perhaps increasing the chances of getting it to spawn naturally might also fix the long waiting

This is not necessarily something that makes this portion of the game unplayable, but making the grind for the spawner less time consuming would be a nice quality of life change personally, as the boss takes a little while to learn on how to dodge its attacks

Suggestion Author: @austere carbon

#

Remove the world and player restrictions on Purified Jam

The jam itself is already limited to incredibly niche uses given it doesn't restore health, but the extremely limited quantity you're given creates an unnecessary fear of misuse amongst especially newer players, leaving no room to experiment.

Personally i always find myself putting them in my piggy right away thinking "i better save these for something important" , but nothing comes up that both seems important enough to use one of the precious few jams on, as well as have it be more useful than the healing provided by health potions. and then they just get forgotten in lieu of acquiring greater+ healing potions.

Suggestion Author: @fervent ingot

sharp zinc
#

Config To Disable Or Lessen Screen Tints

I have done some testing on my frames per sec and found out that having screen tints such as Astral Fogs, Boss Screen Filters etc. decreases the fps by 20-30 from my 120fps cap to 90fps for me(im running a gtx 1650ti on my laptop). How do I justify that the screen tints caused the frame drop? Simple, when I go to a biome with none of that screen filters let's say the Jungle, my fps consistently stayed at 120 whereas when fighting SCal or Yharon or exploring in the Astral for fun, my fps drops. That being said, this suggestion would be helpful for those with potato specs or for the people such as myself who just wants consistent frame rate.

NOTE: changing your lighting mode to Retro/Trippy does get rid of the screen tints BUT because of the abnormal way those lighting modes work by drastically brightening up everything on your screen, your gpu would end up rendering more visible pixels on the screen therefore your fps will be lower than in Color/White mode
...so more darkness = less lag? yes

Now for those who say you can just decrease your fps cap to 60 to decrease the frequency of frame drops. No that's not how it works, your fps cap won't really affect whether your frames drop or not. In layman's terms, if you are capping to 60 it means you are limiting your gpu's power as they act directly proportionally so whether if you have frame skip on off or subtle, it wouldn't make a difference

Suggestion author: @tawdry condor

#

Fix/Enlarge Plaguebringer's (Regular Enemy/Miniboss) Hitbox
The hitbox for the Plaguebringers is in their wings, rather than in the actual body. This can be infuriating for mainly Ranged players or weapons that have small/thin projectiles since they have to be very precise to hit the wings rather than the body. This is most noticeable in the dashing animation and is not (to my knowledge) present in the upright sprite where they spawn the Plague Chargers. If you expanded the hitbox from the wings to the actual body it could make the enemy a bit less infuriating to deal with.

Suggestion author: @marsh gyro

sharp zinc
#

Give Supreme Calamitas a spawning animation / other intro to match Stained, Brutal Calamity's full intro.

This intro would only play the very first time the Eye of Extinction is used via left click. Right click would always play the intro.

The opening of Stained, Brutal Calamity is positively phenomenal. The first time the player is summoning SCal they should be feeling, "this is it, this is the final boss." Allowing the song to play out its full intro while, say, the arena slowly builds itself and the sky slowly darkens would amplify the intense climactic feeling of finally being in the ring with the Witch.

Suggestion author: @short blaze

sharp zinc
#

Reduce the Value of Wulfrum Knives

?

50 Wulfrum Knives can be crafted with one wulfrum metal scrap, and wulfrum scraps are very easy to acquire early game. When you craft wulfrum metal scraps into knives though, you sell them for 10 silver instead of 80 copper. This is a 10x value increase, which is absurd when compared to any of the other weapons.

Suggestion author: @pine kestrel

sharp zinc
#

make yharim's stimulants inflict 5 damage on use for consistency with astral injection.

this for me just makes sense, you're sticking a needle in your arm, it happens in real life as well.

Suggestion author: @proven ether

#

Astral Infection's Environment Should Be Glowier

Astral Infection is literally a pathogen from SPACE so they should resemble twinkling stars in the skies. The enemies in the biome have orange-blue parts on their body that glows in the dark, so maybe the environment could have some of that quality too? For example, some astral blocks most notably the Astral Monolith blocks have blues and oranges on its texture but the problem is that they just don't glow as bright as the enemies of the biome. It would be a nice touch if astral blocks(including underground) glow including their respective furnitures so long as they have the blue-orange color scheme. Overall, it would make the biome feel more alien and alive

Below is a video showing the comparison between the glow of astral enemies and the monolith trees, notice how the enemies and the player are the only source of light
https://cdn.discordapp.com/attachments/480281003097849867/769109253246943252/2020-10-23_16-04-07.mp4

Suggestion author: @tawdry condor

sharp zinc
#

make sulphurous armor set's extra jump happen before rocket boot effect

the fact that the jump happens after rocket boots makes it many times less useful, usually when you finish your rocket boot flight you want to make safe landing with them, since their momentum is different than the one of jumps, however the ability to actually utilize the jump and its damaging bubble seems like a must have for this armor

Suggestion author: @tacit belfry

paper bramble
#

Make Boss Rush Teleport You Back To Where You Used Terminus After Killing WoF

Reason's pretty simple: so you don't need to fly all the way back to your arena from your spawnpoint

The change would mean if you used it in an arena, you would get teleported back to the arena at where you used Terminus. Additionally, the player could use the Terminus in the middle spot for their SCal arena so before SCal spawns in boss rush, the player would be teleported to said spot which would be ideal for the arena size.

Suggestion Author: @tawdry condor

#

Allow super dummy to have adjustable dr and defense.

Super dummies are very poor for measuring dps because unlike normal enemies, they stand still and lack defense and dr. Allowing players to set defense and dr for the dummies would make them slightly more accurate.

Suggestion Author: @dire anchor

sharp zinc
#

Make the handgun and aqua scepter craftable

Here are items in the dungeon that currently have a crafting recipe

The Muramasa, used for the Night's Edge, upgradeable all the way to the Exo Blade.
The Magic Missile, used for the Carnage/Night's Ray, upgradeable all the way to the Vivid Clarity.
The Cobalt Shield, used for the Obsidian Shield, upgradeable all the way to the Asgardian Aegis
The Water Bolt, used for the Tears of Heaven, upgradeable all the way to the Subsuming Vortex.

The handgun does not have a crafting recipe, and it can be upgraded to the Phoenix Blaster, up to the Prideful Hunter's Planar Ripper/Dodu's Handcannon.

The aqua scepter does not have a crafting recipe either, and it is used to craft the Ultra Liquidator, upgradeable to the Vivid Clarity

Suggestion author: @spiral oasis

sharp zinc
#

allow brimstone elemental to be targeted by minions during her laser attack

i don't see why she shouldn't be targetable by minions during this attack anyway, given she's not in her rose. however, i have discovered something rather infuriating about fighting her as a summoner. if she chooses to cycle in between her cocoon attack and her laser attack, minions just cannot damage her/ at all. unless you walk right into her, minions don't target her, and neither do sentries. this can cause issues if you're farming her for a specific drop, like i am, where you cant really do any damage to her. allowing minions to target her during her laser eye phase would counteract this problem.

Suggestion author: @balmy jay

rigid scarab
#

Increase vanilla buff limit

With calamity it's very easy to pass the 22 vanilla buff limit (since it counts debuff too), so you end up in situations where your potions effects get deleted, here's an example mid destroyer fight https://i.imgur.com/CIDBuYR.gif (2 effects got deleted). The implementation is very easy too, since tModLoader supports it.
public override uint ExtraPlayerBuffSlots => x; in the base mod class is all you need.

Suggested by: @sudden hare

paper bramble
#

Add an alternative way to obtain shark fins

shark fins are necessary for multiple parts of the game, getting the mega shark if you play ranger, spawning aquatic scourge without wasting time, etc
and they are extremely tedious to get, sharks are a relatively uncommon enemy in my experience and the fins arent a 100% drop rate, all I'm saying is add a crafting recipe for them or make them drop from acid rain enemies or something

Suggestion Author: @pine talon

#

Nerf Dragonfolly's dash and minions

It's barely dodge able and does too much damage even in Revengeance. It should be a bit slower and do less damage. Minions also do too much contact damage and they might need their contact damage nerfed as well

Suggestion Author: @snow torrent

sharp zinc
#

Make Providence unable to do her beam attack while the Profaned Guardians are alive

It allows the Guardians to get some cheap hits because of how little the space is in between her beams.

Suggestion author: @snow torrent

sharp zinc
#

Astrum Aureus platforms

make Astrum Aureus to walk on platforms, i did a fight with the boss resiliently on expert and it was easy, he allway was on the ground, yes he may teleport or jump on the platforms but he just falls down to the ground

Suggestion author: @floral matrix

timber acorn
#

Make all the Shadow Chests in the Abyss be Abyss/Void Chests instead.

Right now the aesthetic of Shadow Chests don't really fit the Abyss, their only purpose being to signify that the Abyss is meant to be explored post-Skeletron. Turning them into Abyss and/or Void Chests would a) keep consistent with the Abyss's aesthetic, and b) sever a rather random connection between the Dungeon and the Abyss. (Granted, Eidolists/Eidolon Wyrms exist lorewise, but they still don't explain why there would be chests in the Abyss only unlockable by traversing the Dungeon.)

Suggestion Author: Me

#

Make Shadow Chests in the Abyss unlockable upon killing Skeletron without needing Shadow Keys.

This would make Abyss exploration not gated behind the Dungeon and Skeletron at the same time, and the player can choose to dive into Abyss immediately after beating Skeletron if they'd choose so.

Additionally, amongst all connections between Dungeon and Abyss, Shadow Keys and Chests are probably the weakest and the most arbitrary and minor, since the Shadow thematic does fit the Underworld much more.

Suggestion Author: @wise radish

#

The fish weapons in the abyss found in the shadow chests should instead be rare mobs or caught with bug net

This would also allow for multiple of the same weapon if your world doesn’t generate a certain weapon or you need multiple for other players. Due to there not being a large amount of shadow chests in the abyss this allows easier access to the accessories and utility items found within the chests. For more items in the shadow chests you could add some items from the enemy’s loot drops and some of the exclusive items from fishing.

For the fish enemies either making them available anytime would encourage early exploration of the abyss or alternatively having a message that states "New life flourishes in the Abyss" or "New life flourishes beneath the Sulphuric Sea" after skeletron has been defeated. The message also serves as a way to tell new players about the abyss instead of skipping all its loot due to there not being mentions about it or where its location is.

Suggestion Author: @tawdry condor

sharp zinc
#

Make Layer 4 Of The Abyss Bigger And Better

In my opinion, layer 4 right now isn't remotely threatening since you can just keep attacking downward to aggro anything that's hiding in the dark plus most people usually just rush in, get the terminus then leave immediately. Layer 4 needs more of an exploration aspect to its nature so I propose making the environment bigger, probably as big as the Sunken Sea if you want to go that far.

By making the environment bigger, you wouldn't expect which direction enemies will come from and it gives more room to creatively hide where the chest for the Terminus is, thus adding more exploration.

Layer 4 could also use some environmental corals, weeds, underwater heat geysers etc. that will pose as environmental threats to the player. Quick example would be that corals could glow the same color and pattern as an eidolon wyrm or a reaper shark, which is ideal since nature is all about camouflaging to catch a prey, so it would increase the paranoia on your decisions down there. Another example would be some corals would act like sentry enemies and attack you when they "see" you. Basically, take inspiration from Subnautica.

Suggestion author: @tawdry condor

#

Softlock Abyss layer 4 until Post-ML to maintain its mystery

Right now you're able to venture into layer 4 without too much trouble in early game, and it's even possible to obtain the Terminus pre WoF if you get lucky enough with avoiding minibosses. This shouldn't be possible. Also, the player should be left wondering "what's really down there?" until they're able to actually fight the mobs. Getting a sneak peek in Pre-Hardmode completely defeats the suspense and mysterious nature of the layer. So, I say layer 4 should be softlocked until the phase of the game it's meant to be explored: Post-ML.

This could be done most realistically with a heat based debuff. The abyss sits right above literal hell and the water would probably be thousands of degrees, but unable to boil because of the pressure. This debuff could be a buffed version of Lethal Lava Burn with a name relating to the water, perhaps something like "Scalding Depths" or such.

The Abyssal Diving Suit would negate this debuff (since deep sea armor plating on trench submarines is meant to withstand high heat from vents and such). This is a standard piece of Abyss exploration gear and is is only available Post-ML, which would accomplish the goals of hiding the minibosses and Terminus until you'd defeated ML.

Suggestion author: @feral grove

vocal aspen
#

make the abyss weapons in shadow chests upgradeable

The abyss weapons are what I call "stage weapons" basically a must have for the stage of the game
And most of those are upgradable like the exo wepaons (and their other components) and abyss is important so I thought that for example a post plantera lionfish would make sense
They could be upgradable with abyss stuff like lumenyl, depth cells etc

I personally think that some weapons (abyss shadow chest) are kinda unique like the black anurian and there should totally be an upgrade for that, u only use abyss weapons for slime god and maybe for WoF which I personally think is a waste of potential ;(

Suggestion author: @crimson thunder

vague flame
#

make an option to change the calamity health bar style, something like the minimap style in vanilla

First of all the health bar is really outdated as it doesn't fit with Calamity cuz it's more tech like and calamity is more brutal so the health bar should look more like calamity so rather than getting rid of it and changing it for something else it would be better to make an option to change the style, like the minimap in vanilla
That would make the calamity health bar more more fitting and people could change it to whatever they like
My other idea was to make it change depending on the biome ur in or the boss ur fighting (on top of the option to change it)
Thats a bonus but it would make bosses even more interesting to fight (not interesting but I forgot the word)
Since the health bar woudnt be distracting you cuz it would fit with the boss or biome

Suggestion by: @crimson thunder

#

Make a telegraph for Aquatic Scourge's spin

First reason is the Desert Scourge. Now he has a special attack in rev+ and when he's about to do it, he roars. And since the Aquatic Scourge is the Desert Scourge but from hardmode, it would be a great similarity between them.
Second reason is... this spin is almost unpredictable. Especially when you're doing a no-hit. Even if it works on timer and each spin has the same delay, you have no time to check the timer that you (maybe) set when you need to dodge a lot of shit.

So, main two reasons: 1. It's hard to predict; and 2. Desert Scourge has a telegraph for his special attack, but his hardmode version doesn't

Suggestion by: @orchid frost

vocal aspen
#

Change Death Mode boss spawn messages to be unique to the boss that's about to spawn

While I understand why the ominous "Something is approaching..." message is supposed to be vague, it would also be nice if this message hinted at what boss is about to spawn. Some examples could be:

"Tremors are shifting the desert sands..." (Desert Scourge)
"The air of the underground jungle begins to smell more pollinated..." (Plantera)
"A nearby star shines with a brilliant yet malevolent light..." (Astrum Aureus)
"You notice a large silhouette deep under the sea..." (Duke Fishron)
"The profaned flames grows ever more brighter..." (Profaned Guardians)

Obviously, these are examples and shouldn't be implemented as is. Hopefully you get the idea.

This could also be configurable, if players don't want to know what boss is about to jump on them (though they can most likely figure it out anyway).

Suggestion author: @eternal cobalt

vocal aspen
#

Make it so the Profaned Enemies can't spawn in the Crag

They are annoying to deal with combined with the enemies that are already there. I want to farm bloodstone not profaned essence. It doesn't fit with the biome and it seems like that there are more Profaned enemies than Crag enemies.

Suggestion author: @snow torrent

vague flame
#

Make supreme calamitas's default attacks harder to dodge but less punishing.

Many of supreme calamitas's attacks are very hard to dodge. But when she is not in a bullet hell phase, and when he has no minions to assist her, they are quite easy. Scal has 5 attacks in this state. She charges at you, which generally can be avoided as long as you keep moving quickly. She lines up to the player, similar to retinazer, and fires hellblasts at you, all you have to do to avoid these is move up and down. He most difficult attacks are her spray of fireballs and exploding brimstone blasts. But even these can be weaved between pretty easily, as they give you plenty of time to react to the split and there's little else going on during these attacks. Making these attacks more difficult would make the boss fight more intense and difficult, like a final boss should be. To make sure that this doesn't make the fight too hard, you could lower the damage of these attacks. This would make it harder to dodge while also ensuring that being hit by a single attack isn't too devastating. In my opinion, this would lead to an overall more fun boss fight.

Suggestion by: @tawdry condor

#

make the calamity health bar a seperate mod

U should make it a seperate mod because if people like the calamity health bar more, then they should totally be able to have it in their playthroughs
Because it might give off a better vibe than YABHB
And it should have different styles because if someone did add it to their playthroughs with a different mod they should be able to change it based in their liking (this is linked to my other Sugg about the health bar customisation)

Suggestion by: @crimson thunder

vocal aspen
#

Increase Cryophobia drop rate or Angry Dog's spawn rate, for more consistency in the weapon's drop rate in non-boss RIV line

Cryophobia is a mage weapon and a rare item variant of the Magna Cannon, which can be obtained by killing Angry Dog with a 1% drop chance. I'm aware that RIVs are supposed to have low drop rate, but 1% chance to drop from an uncommon enemy is really low. Creating a farm area with pre-boss mage gear in a particularly dangerous area is simply agonizing. So either increasing the drop rate of Cryophobia or pumping up Angry Dog's spawn rate can help Cryophobia become an actual weapon worth farming for.

Suggestion author: @alpine gale

vocal aspen
#

Nerf Polterghast to make them fit in more in terms of progression.

Polterghast, in terms of progression feels weird and out of place, as it is possible to just skip, at least in normal mode. I think that they should be nerfed to pre providence, as well as their drops getting a nerf so they would be useful for fighting Providence or the Sentinels. It would help show a ramp in difficulty as well, as Providence is a difficult boss, which you fight right after ML, who, being the last vanilla boss (And kinda easy tbh) will start showing the player they are going to a more difficult stage of the game.

Suggestion author: @primal raven

vague flame
#

Add the ending note from Epiphany to the beginning of Scal's 1.0% Acceptance phase. Why?

It seems like it would be a small thing that wouldn't affect much, but I feel like it would make the confirmation of Scal's defeat a lot more dramatic and satisfying. At the moment, the transition from intense music straight to calm music is kind of anti-climactic, and adding that end note would make it so much more fitting.

Suggestion by: @modern jacinth

#

Create a third voice channel in this server

❔ : At the time of posting this suggestion, 10/26/2020 6:29 PM CST, we've got twenty people split amongst two voice channels. I think the server has grown big enough to justify a third voice channel. Now with the ability to stream being granted to everyone (great change imo), having a lot of streams going on causes a lot of confusion and adding a third, or even more additional voice channels would help to ease the confusion.

Suggestion by: @clear barn

vocal aspen
#

Add Archerfish into the crafting recipe of Megalodon

Given that Archerfish does not upgrade into any other weapon along with the fact that megalodon is a post-Calclone weapon and has elements of megashark and abyss theme in it, it would make some sense to have Archerfish into its recipe thematically. Furthermore, since the megalodon is a type of aquatic animal and so is archerfish, it just seems correct to have it in its recipe otherwise, the archerfish is just seen as obsolete past Slime Gods and Wall of Flesh without any upgrade that it can be integrated in. On top of this, allowing Archerfish to be in the Megalodon recipe would allow Megalodon to get a functional upgrade, like a set of secondary bullets being shot out that are water bullet-like, similar to Seadragon's water rockets.

Suggestion author: me

vague flame
#

rework Purified jam so it's more usable

First of, give it in bigger quantities, cuz that's the main reason it's a forgotten item
Second of, change the 10/5 seconds immunity into significantly increased defense and/or immunity frames, maybe, since it's for 10/5 seconds AND it gives u potion sickness it should increase your defense by 80 and immunity frames by 15, it wouldn't make u invincible but it would still work the way it's supposed to
All of those are examples so that you get the basic idea of what I'm talking about
The reason I think this should be done is because simple 10 seconds of immunity is kind of boring for such a limited item if I say so myself, the 2nd reason is that 10/5 seconds immunity is kind of op for scal for example as you can just use the purified jam for bullet hell phases, 3rd reason is because since this item is pretty useful it creates fear of wasting it because of the quantity it's giving you 4th reason is because, even tho it's a useful item people just forget about it because of the reasons stated above, it's scary to use and pretty lame for such a limited item

Or if u don't want to rework it maybe add "I'll save it for later" in the tooltip

Suggestion by: @crimson thunder

vocal aspen
#

Increase multiplayer boss health scaling or prevent people from respawning in a multiplayer boss fight

Multiplayer as it is is absurdly easy, even with just 2 people you can steamroll any boss without much effort. This is due to the fact that the health scaling for bosses in 2 player multiplayer is 164% while you have double the firepower and only one person needs to take agro of the boss, not to mention you can die while the other person is alive and respawn during the bossfight. Many people including myself play multiplayer because it's just more fun in general when there are more people, I would personally prefer to keep the same level of difficulty as singleplayer while enjoying it with a friend. The reason why I didn't mention boss health scaling in the mod config is because it doesn't actually work in multiplayer, so if none of these suggestions are implemented, at least fix that.

Suggestion author: @humble junco

#

Make SCal Resume a Toned-Down Version of her Attacks (similar to her attacks while Sepulcher is alive) while Remaining Invincible if her Brothers are Alive for too Long

The brothers' phase of the SCal fight is slower-paced than the rest of it, which means it's a lot easier to dodge the attacks consistently without being hit. The brothers fit perfectly fine into the fight, giving a temporary dip in intensity and giving you something new to dodge, but because of how much slower and generally less dangerous they are, they are often camped to wait for healing potion cooldowns, natural life regeneration, and other cooldowns. Making SCal continue fighting along side the brother(s) after a certain amount of time would make it so killing the brothers quickly in fear of SCal attacking would be at a much higher priority, meaning that the brothers would be less campy and actually fighting them would be the main goal of the phase.

Suggestion author: @gaunt birch

tawdry condor
#
Give rev+ moonlord more attacks/increase damage or attack speed

I played through calamity my first time, always excited by the new changes made to the vanilla bosses. My first play through was a death mode melee, and when I got to ml, I beat him first try, by accident, while planning to farm the pillars. I did this with hydrothermic armor and the entropic claymore. He just doesn’t do enough damage or attack fast enough to really be a threat.
All I did was run along a sky bridge and I basically no hit him. If he’s easier than in vanilla, I think he should at least be harder than the bosses around him, as plaguebringer Goliath was much harder, Astrum Deus was harder, and even ravager was more challenging. Overall, I think that the community will agree with me on this, as i have seen similar complaints elsewhere, moonlord is much too easy at the moment.
I think that he should have a damage or attack speed buff to add some more challenge to the fight, as currently, you can run along an asphalt platform and ignore every attack except the death ray, which you can just face tank anyway. My suggestion is to make all of the eyes able to shoot lasers, not just the forehead eye. I am not suggesting that they all shoot at once, but rather that they all have a chance to shoot, to add a bit of unpredictability to the fight

Full gear setup
Melee hydrothermic armor
Fire gauntlet
Angel treads
Statis ninja belt
Asgard’s valor
Void of Extinction
Bloody worm scarf
Entropic claymore

**Suggestion Author**

@loud panther

**Approved by**

@vestal charm

tawdry condor
#
**Make Acidwood a building block and "wood" class crafting ingredient**

It's a wood . . . yet we can't make anything wooden with it, or even place it? What is this madness?

**Suggestion Author**

@feral grove

**Approved by**

@vestal charm

tawdry condor
#
**Make Eidolon Worm solely spawn in the abyss/despawn outside of it**

The adult eidolon worm can follow you home if you rod, Die, and respawn before your chaos state runs out and then you will have the worm at home. This can be annoying sometimes as if you hit him you die again and you have to despawn him otherwise its gonna be a pain in the ass fighting bosses. fighting events, or generally exploring while he is constantly following you. This also prevents cheese strats of just killing the worm by running on the surface and makes him more like the guardian of the abyss rather than a giant worm that can follow you home and/or kill you

**Suggestion Author**

@elder topaz

**Approved by**

@vague flame

tawdry condor
#
**Add Rogue Variants of Hardmode Ore Helmets**

So, I'm someone who plays Calamity a lot, and I absolutely love the Rogue class. However, during Early Hardmode, it has one, slightly obnoxious problem: Armor.

Currently, Rogue only has the Titan Heart and Forbidden Armor (with the Forbidden Circlet) to actually use Stealth in early Hardmode (pre-Mech). Even Summoner, which is widely considered the worst (Vanilla) class in terms of equipment, has more armor sets than that (Spider, Forbidden, and Mollusk). And, although I usually just defeat Cryogen before the Twins and go for Daedalus Armor, it would be much more convenient for many Rogue players if each Hardmode Ore had its own helmet for the Rogue class.

**Suggestion Author**

@mild sonnet

**Approved by**

@vague flame

tawdry condor
#
**Modify Post DoG Pumpkin moon and frost moon enemy AIs instead of just bloating their stats into the sky**

The enemies were originally designed to fight post plant players and even with their bloated stats they're AI's and Attacks are still designed for post plant players. This makes them very bland and boring. It would be better if you guys adjusted them for a post DoG player. So adjust movement speed, behavior and the actual attacks to make them more fun and less bullshit because even though they have a hard time doing anything to you, they can kill you in like two hits. If you make one mistake and you're probably dead

**Suggestion Author**

@snow torrent

**Approved by**

@vestal charm

#
**Rework boring set bonuses.**

Many calamity set bonuses follow this pattern: upon hitting an enemy you spawn a projectile that does a certain percentage of your weapons damage. This is seen in all of the set bonuses for hydrothermic armor except for the summoner one, the reaver ranged and melee helmet, as well as several others. These types of set bonuses are effective, but they feel boring. This is because they aren't unique, as many calamity armors as well as the vanilla orichcalcum and spectre set have them. But it's also because you don't have to engage with the armor in any meaningful way. Armors such as the prismatic set which have activated abilities are much more fun to use since they force you to interact with the armor to unlock its full potential.

In addition, these set bonuses also don't provide any meaningful trade-offs, such as a loss of damage in exchange for more regen. Set bonuses that focus on trade-offs immediately make the armors more unique and engaging by offering a clear specialization and encouraging adopting a specific playstyle. Because they lack activated abilities or meaningful trade-offs, these armors set bonuses simply feel like an extra % of damage.

**Suggestion Author**

@dire anchor

**Approved by**

@vestal charm

tawdry condor
#
Add Auric Tesla Wings

Auric armor sets don't have a wing to augment them.

Two main solutions could be making Auric Tesla wings of some kind, or using Drew's wings for this purpose.

Drew's wings:
Either make Drew's wings craftable instead of dropping from yharon, or just add effects to Drew's wings as they are.
If made craftable, it should require the 4 auric tesla bars from the tracer recipe, along with wings made of the post moon Lord materials. This would also require adding God Slayer wings, which should also interact with God Slayer revive similarly to Silva wings with Silva invulnerability. Possibly add lunar wings to the recipe. If this is done, then auric bars would be removed from the Celestial tracers recipe. It just seems weird to me that Drew's wings just drop from yharon.

New auric wings:
Craft in the same way Drew's wings would be crafted in the previous paragraph, but they are separate items with different stats. Augmentations to auric armor could be a plain stat boost based on headgear similar to the hoverboard, or they could interact with the special abilities of the armor like Silva and my proposed God Slayer wings.

I understand that Drew's wings serve the purpose of endgame stand alone wings, but I've never seen them used for any purpose other than crafting celestial tracers. Celestial tracers should stand alone as the final boot upgrade, but Auric Tesla and God Slayer armors are missing out on the wings given to Silva and tarragon.

**Suggestion Author**

@solemn siren

**Approved by**

@vague flame

#
**Make yoyos more interesting to use.**

An example of this is Sulphurous Grabber. On an interval, the yoyo spawns a bunch of bubbles, one of which is green amongst purples. Hitting the green bubble with the same yoyo increases its damage and reduces the interval of the bubbles, allowing the power-up a lot more accessible.

Giving yoyo weapons a lot more creative interactivity with itself or the environment that isn't only on hits would make yoyos in general more interesting to use.

**Suggestion Author**

@wise radish

**Approved by**

@vague flame

tawdry condor
#
**Buff Reaper Sharks.**

Reaper Sharks have a cool design in terms of stealthed approach, but the fight itself is really underwhelming since its movement can be easily negated by flipper effects. Buffing Reaper Sharks particularly on its dashes would make it more challenging to fight against, instead of another loot machine.

Some ideas to buff Reaper Sharks could be, but won't be limited to:

  • Making the mob immune to Hunter buff effect to signify on its stealthiness.
  • Giving the mob faster and further dashes to keep up with the player's immense underwater mobility.
**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Change the status message of Night time Prov’s boss battle**

My reasoning for this is that “The air is burning” doesn't really seem to fit the whole atmosphere of the fight. The quote works well for the other two times you fight Prov as you are either in the Underworld, where there is fire and lava literally everywhere, or in the Hallow, with the sun beating down on you. Both of these fights can relate to fire or heat in more ways than one, however the night time fight doesn't really stick with the trend. I would like to see the status message changed to something like “The air glimmers with crystalline magic” or something along those lines.

**Suggestion Author**

@river oxide

**Approved by**

@vestal charm

tawdry condor
#
**Make all dodges have a cooldown when the dodge is successful instead of a meger chance **

Heard fabsol talking about how dodging is dumb and how you can dodge a lot of attacks with rng in your favor. Well I came up with a solution ( I THINK ), which is to make dodges have a counter scarf like effect. You will have a 100% dodge chance for ex counter scarf has a dodge build into its dash. This will make it so there is no rng and since there is a cooldown it cannot be spammed.This is a solution because dodging can make it so u can dodge every attack coming at you with good rng and not even dodge any with bad rng.

**Suggestion Author**

@elder topaz

**Approved by**

@vague flame

tawdry condor
#
**Add an ultimate hammer or hamaxe to compliment the Crystyl Crusher**

We already have a pickaxe that can destroy the world near-instantaneously, why do we have to take all day destroying the walls it leaves behind? The Grax and Hydraulic Volt Crasher, our current best options, are very slow compared to the Crystyl Crusher.

**Suggestion Author**

@feral grove

**Approved by**

@vestal charm

tawdry condor
#
**Change weapons with projectile limits (e.g. Terra Disk and Stratus Sphere) to shoot slower (and have higher damage if necessary) in exchange of their limit removal.**

Weapons with hard projectile limits don't feel as natural as other weapons because of the feeling that you're hardcapped. Removing hard projectile limits on a couple weapons along with a decrease in fire rate (Subsuming Vortex is an example) would make them more natural to use, as they would have "soft projectile limit" from the higher use time. Damage increase can also be applied if such is necessary.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Emote suggestion :Picardia: or :CoolAndGood:**

i am suggesting this emote because its versatile, it can be used in many different situations wether it is giving someone a compliment, expressing anger, or for jokes. i know that we have wegud and wedragud but hear me out. One special thing that makes :picardia: different from these two emojies is its unique facial expression, which can be used to express many different feelings. wegud and wedragud are only good at expressing "good" or "happy" feelings, whereas, :picardia: can be used to express many different feelings ( anger, happiness, etc ) just because of its facial expression.

examples:

"when i was trying to do x in z game, y killed me when i was doing x, :picardia:" ( anger )

"Correcting me is a bannable offence, don't do it again :picardia:" ( joke )

**Suggestion Author**

@primal sable

**Approved by**

@vestal charm

tawdry condor
#
**Add an effect to Tooth Ball and Rot Ball when it dies**

Those weapon doesnt have any effect (even sound) when it dies (when it hit a wall or soemthing similiar), it just weird when it just like dissapeared to the void.

**Suggestion Author**

@sharp light

**Approved by**

@vestal charm

tawdry condor
#
**Make the teleportation to underworld during boss rush WoF more consistent**

Currently during the boss rush, when you get teleported to underworld, you're teleported to random spot there, this can be inside a building or in air pocket in the ash.

Getting teleported inside a structure or a pocket allows WoF to deal some/lot of damage super easily if it manages to get to the player fast enough.
This also pretty much makes RoD or normality relocator to be essential part of your loadout due to chance of getting trapped.

Making it so you get teleported to 1 or few defined spots in underworld (Example: 300 blocks to west starting from middle of the world) would make teleportation tools for this fight no to so necessary, it would also allow the player use their original WoF arena and not get trapped somewhere.

An even better option would be to allow the player themself define the location where they wish to teleport.

**Suggestion Author**

@stark lake

**Approved by**

@vestal charm

tawdry condor
#
**Give Crabulon a buff post plantera and allow him to drop Shroomite Bars.**

?

Crabulon is one of the odder bosses in calamity, not having too much importance, but still being an enjoyable and memorable fight. Shroomite bars don’t make as much sense as Spectre Bars do, as the glowing mushroom biome does not become more prevalent post plantera unlike the dungeon. Thus, I suggest giving Crabulon a buff post-plant and allowing him to drop Shroomite bars, giving both an explanation for why Shroomite bars are made when they are, and giving Crabulon another chance to shine (in a similar vein to Astrum Aureus being buffed after Moon Lord’s defeat).

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Rework Astral Armor.**

Astral armor isn't bad, but it feels boring and unnecessary. This is due to astral armor lacking a clear specialization that makes it distinct from other armors available post-golem. Astral is neither focused on offense nor defense. It does have fairly high defense, but the lack of any other defensive stats or abilities make it pretty unappealing as an defensive armor. Its offense isn't horrible, with decent stats and a minion slot boost that can lead to a little extra multi-class damage, but is nothing special compared to hydrothermic armor, beetle armor, or the other armors available post-golem. These armors are good enough to defeat the moon lord, so there isn't really a need for an extra generalist armor that lacks a clear purpose. The most intriguing thing currently about astral armor is that it's a multiclass set. Leaning into that idea and having a set bonus that focuses on multiclassing by offering an incentive to do it would seperate astral from other armors, making it more unique.

**Suggestion Author**

@dire anchor

**Approved by**

@vestal charm

tawdry condor
#
**Make chests in lower levels of the abyss contain higher tier loot, but require having beaten certain bosses to be opened**

Right now, the entirety of the abyss contains only shadow chests. Every chest contains the same tier of weapons, despite lower levels having much stronger enemies. I suggest that the abyss implement new kinds of chests that require certain bosses to be dead to be opened (like Astrum Aureus with the Astral Chest), but contain stronger loot.

For example, tier 2 chests might start spawning in level 3 of the abyss as oppose to shadow chests, and require CalClone to be dead before they can be opened. This could also prevent early obtaining of Terminus, as maybe Polterghast or another late game boss could unlock the final abyss chest.

This would provide more merit to revisiting the abyss later in the game. Not only that, but even in the late game, it gives more reward for actual exploration, where currently exploration at that stage is very lacking.

Suggested chests progression is below, although everything could be modified

Tier 1 (Shadow chests) : Post Skeletron, Abyss layer 2
Tier 2 : Post CalClone, Abyss layer 3
Tier 3 : Post ML, bottom of Abyss layer 3 and top of Abyss layer 4
Tier 4 (Terminus) : Post Polterghast, bottom of Abyss

**Suggestion Author**

@faint gull

**Approved by**

@vestal charm

tawdry condor
#
**Either remove gameplay effects from boss lore items or make them more significant.**

Why : Currently, the majority of boss lore items are either
-Straight up useless Like the Golem lore being stupidly unuseable or the destroyer lore that gives an unnoticeable boost to your mining speed
-Straight up boosts If you dont count all the straight up boost ones like the grab range ones, theres still the EoC lore that you just have to disable at day to avoid the downside, or Desert Scourge lore giving you a -2.5% damage nerf when most weapons at that tier dont even reach enough damage for the nerf to matter at all

And sometimes, theres even some that just end up being broken with obscure combos and cause balancing headaches (DoG lore)
And so we end up with most of them being incredibly forgettable unimpactful stat tradeoffs (Compare that to Dimensional soul artifact for example which is a lot more useful).

Fix this by either changing the stat boosts to be more interesting than just minuscule stat boosts (see : calamitas clone lore, or slime god lore), or removing their gameplay effects and replacing them with cool visual effects instead (Worm lores giving trails when dashing, or lighning effects for SW for example). Of course, the rare interesting effects could simply be transfered to toggleable items like ball and chain or accessories. (Slime god lore could for example be turned into slippery boots or something of the sort)

**Suggestion Author**

@crude carbon

**Approved by**

@vestal charm

tawdry condor
#
**Replace the Tmodloader logo with the Calamity Mod logo**

The suggestion title speaks gor itself, replacing the Tmodloader logo at the main menu with Calamity Mod logo would add a much better atmosphere to the mod. Combined with the Calamity Mod main menu music it makes the Calamity Mod feel like its a completely new game. Also, if it is possible, replace the background with various biomes or bosses from the Calamity mod, or perhaps use the artwork created by many artists.

**Suggestion Author**

@unborn flare

**Approved by**

@vestal charm

tawdry condor
#
**Make Death Mode boss spawns more common and take less time to spawn**

Over the course of my current Death Mode playthrough, I have only encounter these spawns twice, both being pre-Skeletron. I think it would be more fun if this feature were more common in their occurrence. Maybe have a increase this occurrence in hardmode, then maybe again post-Moonlord. Another idea is in hardmode, or post-Moonlord just have some maybe slightly earlier bosses or current bosses just suddenly spawn, (though you may want to add something that makes it only spawn a certain distance from any NPCs, as to not slaughter them) as the player should be able to beat bosses they have already fought, which would add to the difficulty of Death Mode, but that's the point of Death Mode. Either way this would make this happen more than twice in the entirety of the game pre-Moonlord.

**Suggestion Author**

@willow rock

**Approved by**

@vestal charm

tawdry condor
#
**Make scals bullets disapear after exiting the arena**

As of right now, whenever you fight scal, no matter where, her bullets will snip and kill all of your non calamity npcs. This is rlly annoying when you need to restock between fights attempts.

**Suggestion Author**

@livid bluff

**Approved by**

@vague flame

#
**Buff Yharon phase 2 or nerf phase 1**

At the moment, yharon phase 1 is way harder than phase 2 and it makes phase 2 feel way less important. During phase 1 yharon goes into a bullet hell phase. This attack is difficult because of all the projectiles and the fact that yharon starts to dash, which is the most damaging attack from him, as soon as he stops spinning while in phase 2, he doesn’t dash after the bullet hell. This attack happens in phase 2 but it happens way less often because phase 2 has many subphases that makes it longer to get to the bullet hell. If phase 1 was easier than phase 2, then phase 2 would feel like the real challenge.

**Suggestion Author**

@surreal laurel

**Approved by**

@vague flame

tawdry condor
#
**Add an pre-scal/post-Yharon-2 upgrade to the Shattered Sun**

With the Crystalline tree being relatively important for a fair portion of the game, it feels fitting for the Crystalline to get a final upgrade that can be crafted with Auric Tesla. Especially how there is a lack of pre-scal rogue weapons (only the Celestus, Supernova and Plasma Grenades). Having another pre-scal weapon would be fun and enjoyable as there is more variety for the Rogue Class.

**Suggestion Author**

@topaz solstice

**Approved by**

@vestal charm

tawdry condor
#
**Remove ammo damage, make debuff application on chance for later ammos, and buff ranged weapon damage in exchange.**

Ammo damage in Terraria (and undoubtedly, Calamity as well) is one of the reasons ranger is both overpowered and boring. The existing ammo system makes it an arbitrary 2nd progression that you need to oblige if you want actual DPS.

Removing ammo damage and rebalancing ammo effects would make access to new ammos feel like adding into the variety of ammo, instead of forcing the player to use that specific ammo in order to not suffer.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Add a fast-travel network between Draedon labs.**

❔ : Pre-Hardmode is characterized by the lack of mobility and time spent slowly travelling from place to place. Adding a fast-travel network between labs would alleviate the time spent in Pre-Hardmode walking and would encourage players to find and claim labs to add another node to be able to warp to. This would give a new purpose to an already existing structure and speed up the pace of a slow part of the game.

**Suggestion Author**

@clear barn

**Approved by**

@vestal charm

tawdry condor
#
**Summoner Rebalancing**

I fought Signus just for fun with a great amount of summon weapons and found a lot of issues with the performance of many if the weapons used, here I'll share the results and my opinions about those weapons.
Document: https://drive.google.com/file/d/12j-FYlHj8KWBl32qDf0hxsjTBgdhXSdf/view?usp=sharing
@sharp zinc @random briar

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Add more traps made of draedon items**

the strongest traps in the game are the ones in the temple, and they pose very little threat provided you have 400 hp, I am proposing you add traps for the arsenal labs that can replace or work in tandem with the existing turrets, the traps that appear in the lab will be weak but there will be craftable ones made of later game material, scaling with each stage of the draedon weapon progression this would be helpful for any sort of multiplayer minigame that players would create, maybe even some niche uses outside of this.

**Suggestion Author**

@pine talon

**Approved by**

@vestal charm

tawdry condor
#
Give bosses a different type of charge alert.(when the boss is about to charge into the player)

Specifically, give them the effect that The Empress of Light has when she's about to charge.(the effect which makes the boss appear around itself for some seconds)Or give them a charge warning that will actually allow the player to notice it.

I suggested this because the movements that a boss makes may not be noticable while fighting and unexpected.
The effect/particles of The Empress of Light look more appealing and give the boss a great effect, plus it is more noticeable and a bit more...cool.
(P.s) Not for all bosses. E.g. EoC, EoW etc.(in other words: bosses that do a lot of charges in less than 5 seconds or so)

**Suggestion Author**

@mighty cave

**Approved by**

@vestal charm

tawdry condor
#
**Add a "crosshair" to the Plaguebringer Goliath's dashes which displays opposite the direction she intends to begin her next dash from, relative to the player character.**


PBG's dashes, to newer players in particular, can feel extremely unfair due to the distinct lack of a proper telegraph on them and the pseudo-random nature of her dash directions. Adding a way to tell where exactly she'll be dashing to in relation to the player will add a sense of fairness which the dashes tend to lack currently, and a crosshair opposite the dash's starting point feels perfect for adding that sense of fairness while not really changing how the dashes currently work.

**Suggestion Author**

@sour hornet

**Approved by**

@vestal charm

#
**Make the Astral Monolith pillar less likely to spawn directly on top of the dungeon**

Astral monolith pillar can spawn direcly at the dungeon entrance with pretty descent chance (1 in 10 in small world, around 1 in 20in medium and just 1 time in 50 large world. but as always, this is my experiment i just can be unlucky). It will make the cultist refusing to spawn and basically ruining the dungeon's entrance.

**Suggestion Author**

@sharp light

**Approved by**

@vestal charm

#
**Add some (cheat) way to set your proficiency levels to whatever you want**

Trying to minmax proficiencies for no-hit boss attempts takes a lot of mindless grinding.

I also recently lost an important character to computer mishaps which forced me to grind mobs for 30 hours to get my proficiencies back to where they were.

**Suggestion Author**

@fervent ingot

**Approved by**

@vestal charm

#
**Make the 2 worms Astrum Deus splits into distinguishable via one being bright orange and one being bright cyan**

Why? For many people, myself included, it is difficult to distinguish which worm is which when astrum deus splits. The main strategy of the fight is to focus down one of the worms, because if one worm dies they both do. But because of the fact that both worms look exactly alike, players will lose track of which worm is which, and will glance at the health bars to try and distinguish which worm they’re hitting. This then leads to the player getting hit a bunch because they had to pay attention to something else on the screen, which then leads to inevitable death. Even if they don’t die, them accidentally going after the wrong worm will prolong the fight way longer than it should last, which just makes the fight feel like a drag. If the worms were distinctly color coded (I.e one worm being a bright orange and one worm being a bright cyan) players wouldn’t have to endure losing track of which worm is which, and in turn the fight with Deus wouldn’t drag out as much. Also, it’d reflect and compliment the little intro with the astral beacon, with the two energies spheres combining into one!

**Suggestion Author**

@solemn kiln

**Approved by**

@vestal charm

tawdry condor
#
**Make old dukes weapons feel more rewarding**

Why? old dukes weapons feel underwhelming when comparing to weapons like soul edge for melee, halley inferno for range, phantasmal fury for mage, Ethernal subjugator for summoner, and phantasmal ruin fr rogue. These weapons all outclass and do more dps than what old dukes weapons do. For a hard boss that is post polter should feel more rewarding. Like buffing their damage should put them into line with other weapons, because so far there is barely any use barring the old duke sentry which is useful, but the other ones like fetid emesis is outclassed by dodu handcannon and it shouldnt feel that way

**Suggestion Author**

@elder topaz

**Approved by**

@vestal charm

tawdry condor
#
**Add more environmental hazard (not exclusive to Death Mode) and a movement speed penalty to the 4th layer of the Abyss **

The real danger of the 4th layer of the abyss is absurdly calm place if there is no enemies around, because the lack of environmental hazard (like traps, geysers etc in cavern) other than drowning. Maybe adding something like a deepsea geysers that burst a molten hot minerals that triggers randomly just like in real life deep ocean enviroment. And at the point of progression you're supposed to explore it, it just unfair how fast you're moving compared to the enemies sice you can avoid them easily with the diving gear. As always, this suggestion just mentions the general idea and can be modified by any means.

**Suggestion Author**

@sharp light

**Approved by**

@vestal charm

tawdry condor
#
**Nerf Deathmode Bloodmoons Blood Orbs**

?

No, this is not about the difficulty in regards to early game Deathmode blood moons, but is in regards to blood orb farming. Deathmode Blood Moons completely trivialize acquiring what is supposed to be a scarce and hard to come by resource. The fact that you have a 400% spawn boost rate and a 900% maximum spawn count boost that stacks with other effects makes it trivially easy to put down a few chaos candles, Zerg, and have a couple stacks of what is supposedly a rare resource.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm