#suggestions-voting

1 messages · Page 35 of 1

tawdry condor
#
**Increase the Yharon horizontal battle arena size**

I know the point of this is to give you limited space to fight, but it just makes it unplayable for me. Digging a huge chunk of your jungle out just for room to fight takes forever, and it sucks. If the horizontal arena was a little larger, it would save time spend digging and make Yharon much more enjoyable.

**Suggestion Author**

@grave cape

**Approved by**

@vestal charm

tawdry condor
#
**Make the Opal Striker (and magna striker if it makes the same sound) quieter**

the sound of it firing can be distracting and it can drown out other important sounds.

**Suggestion Author**

@simple pilot

**Approved by**

@vestal charm

tawdry condor
#
**Give super dummy settings**

basically, make it so you can give the super dummy defense, damage reduction, and debuff immunity.

why? because this would give the player much better ideas of how certain weapons do against certain types of enemies, and how debuff inflicting weapons could work against enemies immune to those debuffs. overall making dps testing with the super dummy more accurate

**Suggestion Author**

@leaden coyote

**Approved by**

@vestal charm

tawdry condor
#
**Make the sharpening station Sharpened buff give armor penetration to rogue (as well as melee)**

I know the crumbling and shattering potion, as well as flasks, both affect rogue and melee classes. Why not make the sharpening station buff rogue as well?

Why? It'd match other melee-only buffs, and would be an interesting change and buff to early game rogue.

**Suggestion Author**

@scenic iron

**Approved by**

@vestal charm

tawdry condor
#
Let the seafood get thrown into the sea to spawn as.

Aquatic scourge is currently spawned via using an item called the seafood. You summon him simply by using the item. However, throwing the item in the water, similar to how the guide vodo doll is thrown in lava. The reason is pretty simple, you’re using the seafood to attract the boss, and you’d have to throw it into the water to attract it. In addition, it would be consistent with both duke bosses, who are spawned by using a worm to bait them.

**Suggestion Author**

@dire anchor

**Approved by**

@vestal charm

tawdry condor
#
**Make the entirety of Plague less of a "stick-in-the-mud" and give the theme a precedent in earlier spots of progression.**

Plague themes currently feel too forced, everything about the plague just dropping on players once you beaten Golem. Making the Plague content spread throughout previous points of Hardmode would make it less of a cramped theme and more natural throughout a big part of gameplay.

Some ideas to support these could be, but won't be limited to:

  • Spreading Plagued mobs throughout HM, gradually unlocking the roster as the player progresses.
  • Making Plaguebringer Goliath also able to be spawned through regenerating, destructible tiles that spawn once HM starts, in a similar fashion to Queen Bee.
**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Swap the names of Seraph Tracers and Celestial Tracers**

Why? Seraph Tracers are made from Luminite, a celestial material. Futhermore, most things with the label "Celestial", like the Pillars, Reaper, Onion, Jewel, Shell and Stone, are either late-Hardmode or early-post-Moon Lord.
The wings on Celestial Tracers look quite angelic, which would match the Seraph part, which means an angel of the highest order.

**Suggestion Author**

@modern walrus

**Approved by**

@vestal charm

tawdry condor
#
**Make the death mode Antlion (not charger or glider) sand blobs not turn into blocks.**

why? All the extra sand blocks do is ruin arenas built low to the ground and make the ground of the desert ugly. It makes extended prep for bosses like desert scourge and giant sand shark very annoying because you have to mine random sand blocks from the bottom and second platform, as well as making the ground uneven, meaning you constantly get stuck on the ground. Even underground it just fills up holes which is only a mild inconvinience instead of a challenge.

**Suggestion Author**

@dark zephyr

**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 Plaguebringer Goliath, Duke Fishron, Ravager, Lunatic Cultist, (the chore of Celestial Pillars) and then Astrum Deus. For Plaguebringer Goliath, there is a small bit of work in gathering the cell cannisters for it’s summon, and there is a small break in the form of doing the Celestial Pillars and Martian Invasion. However, this is still 5 bosses in a very short amount of time, and Astrum Deus interrupts the Celestial Pillars and Moon Lord's leadup by being inbetween LC and Moon Lord. This time period is 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 five bosses in a row would help break the cycle up more and give some much needed variety in that portion of the game.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

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.
(video included to show what I mean)

**Suggestion Author**

@marsh gyro

**Approved by**

@vestal charm

tawdry condor
#
**Reduce the speed bonus Executioner's Blade can recieve (similiar to Fetid Baghnakhs or Omniblade)**

Executioner's blade can do as mush as 15% percent more dps with glove of recklessness compared to Dimensional Soul Artifact with practically no downside, thus decreasing the speed bonus received can help balance these accesory out.

**Suggestion Author**

@sharp light

**Approved by**

@vestal charm

tawdry condor
#
**Make Terra edge a R.I.V of Terra blade, and make it more distinct.**

Right now terra edge just feels like an inferior version of the terra blade with some random special effects slapped on to make it distinct. It's essentially identical to said weapon, but with a higher base damage, a lower projectile damage multiple, infliction of ichor, and true melee lifesteal. This rework would give it a different way of being obtained. In terms of it's item functionality, it should focus more on its unique abilities.

Perhaps its true melee effectivenesss could be increased, and the projectile could be spawned on enemy hits to encourage true melee more. That's just one idea, but leaning into what makes terra edge unique far more would make it much more distinct as a weapon, and make it feel much more like it's own weapon rather than a slight variation on blade.

**Suggestion Author**

@dire anchor

**Approved by**

@vestal charm

tawdry condor
#
**Give the Skyfringe Pickaxe a 100% Pickaxe Power**

Right now, most players are encouraged to obtain Hellstone before fighting Hive Mind. As such, most players already have the Molten Pickaxe before Aerialite even generates, so the player has literally no reason to get the Skyfringe Pickaxe at that point, even though Aerialite is on a higher tier than Hellstone.

**Suggestion Author**

@maiden heron

**Approved by**

@vestal charm

tawdry condor
#
**Add a unique melee armour set for HM/post ML**

As of now, there are various unique armor sets tailored for the other 4 respective classes but none for melee whatsoever. For consistency, an armor set somewhere in hardmode or after moonlord would fit. Focusing heavily on true melee could make it stand out from other multiclass armors. A potential set bonus could be drastically increases true melee damage, but either prevents projectiles from swings from spawning or lowering base melee damage by half, but increasing true melee by a lot, giving a net positive. Balancing and progression would vary, but something related to the temple in HM or yharon after ML would work nice thematically

**Suggestion Author**

@limpid hamlet

**Approved by**

@vestal charm

tawdry condor
#
**Change Blossom Pickaxe's base tool speed from 5 to 4**

As is right now, while it has more range, it doesn't actually mine any faster than the astral pickaxe and in fact mines slower than the shroomite digging claw. given you have to beat providence to obtain it, it seems strange for it to be equal or worse than pre-moonlord pickaxes in terms of speed.

**Suggestion Author**

@fervent ingot

**Approved by**

@vestal charm

tawdry condor
#
Add a secondary bonus feature to Flask of Poison

From a personal perspective, the Flask of Fire tends to out DPS the Flask of Poison. The added benefit of igniting enemies allows them to be seen easier. As of this, the Flask of Poison could have a bonus secondary effect which could make them more competitive with other flasks. Having a secondary effect like slowness could be interesting.

**Suggestion Author**

@fleet agate

**Approved by**

@vestal charm

tawdry condor
#
Rework the turtle armor set into a true melee set.

Currently, turtle is forced to compete with 4 melee armors on a similar tier, hallowed, chloro and the ooa armors. In a tier that crowded, you really have to stand out to feel necessary and interesting. A true melee speciality would give it a unique role not covered by any other armor. Turtle in some ways is already favorable to true melee, with the thorns set bonus helping the risky play of true melee the most. However, even in 1.4 the effect is weak due to how much more hp bosses have than the player. Therefore, I suggest greatly buffing this effect, and perhaps adding an additional effect to make it more suited for true melee.

**Suggestion Author**

@dire anchor

**Approved by**

@vestal charm

#
**Have marnite spear include Spear (the item got from chests)**

Include spear in the recipe because well. it looks like a spear and has the Spear functionality basically. So giving it the spear would add like an upgrade

**Suggestion Author**

@reef wolf

**Approved by**

@vestal charm

tawdry condor
#
**Make sniper zoom from accessories toggleable via visibility**

It's mildly sickening to see my screen jump around when I try to right click on something interactable if I happen to slightly miss with the rifle/sniper scope equipped. I only use the sniper scope for its ranged damage/crit boost and I imagine most others would, too. Would be nice if you could toggle the zoom function by toggling it as visible/non-visible. It may help a lot for those who are motion sensitive or just find it to be annoying. This change shouldn't affect weapons which can already zoom; specifically talking about the accessories which give the ability. Alternatively, have an item that you must favorite, like the Ball and Chain, to the same effect but for both accessories and weapons which use zoom.

**Suggestion Author**

@lime ruin

**Approved by**

@vestal charm

tawdry condor
#
**Sound effects when rage/adrenaline end**

Makes it slightly easier to tell when your rage/adrenaline expire so you don't have to divert your attention to look at your bars. Helpful if there's a specific weapon you want to use during your boost(s) and you need to know when to switch back.

**Suggestion Author**

@clear nova

**Approved by**

@vestal charm

#
**Drastically increase the damage of Duke's Decapitator the slower it moves.**

Duke's Decapitator could be somewhat an interesting weapon to play with if it isn't so unrewarding for the thing you need to do with the weapon. The fact that it stops after a while of traveling or after hitting an enemy makes it so that you need to mother NPCs to keep within the hitbox(es) of Decap as long as possible. And even then, the damage does seem lacking for what you need to do.

Raising the weapon's damage in relative to the weapon's velocity would make it so that actually using the weapon as seemingly intended would be a bit more rewarding

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Remove Normality Relocator's fall speed boost**

I don't really see the point of having that, it boosts your fall speed like crazy. There is no other benefit to it, is there? I mean sure, it's useful to fall fast to make distance between bosses like Yharon but Yharon mostly does projectiles instead of charging at you now which means the priority is to dodge through projectiles, anyway who needs RoD's speed boost when you can just use a slime mount.

Another argument to be made here is nobody wants an insane speed boost in tight spaces since you may lose control and collide with any projectiles nearby to you so there's that.

**Suggestion Author**

@velvet berry

**Approved by**

@vestal charm

tawdry condor
#
**Rework Bloodstone and Bloodflare stuff to facilitate boosts based off life regeneration and its acceleration instead of lifesteal.**

Bloodfire Bullet (.003) is the first to introduce the feature. It boosts player's life regeneration acceleration and its damage is raised to player life regen and its acceleration. Lacerator also got this change in the update after it. (.004)

This seems like a more interesting mechanic than lifesteal, which is hard to balance. Making the rest of Bloodflare / Bloodstone gear inherit this mechanic would make the equipment line much more interesting.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Make calamitous essence luminous**

Such that they're similar to celestial fragments, they're really hard to spot if you're not aware of them being there (you likely have eyes on all the loot that's falling to the ground) and you definitely wouldn't want to miss them.

Referrence image:

**Suggestion Author**

@fervent ingot

**Approved by**

@vestal charm

tawdry condor
#
**A rework or buff of Statis’s Void Sash.**

As of now, there is LITERALLY no reason to use it, seeing as the Asgardian Aegis provides far more bonuses and you can get it at the same time. I propose buffing it, or making it available before DoG with no buffs or changes.

**Suggestion Author**

@frank girder

**Approved by**

@vestal charm

tawdry condor
#
**add a config to disable extra projectile visibility cuz disabling afterimages doesn't seem to help**

It lags the game so much, for example the elemental disk or elemental Lance, it has so many extra projectiles it's insane so I thought that a config to disable the extra projectile visibility would help a little bit, cuz there wouldn't be as many stuff on screen, ofc the extra projectiles would still be there and they would do damage, just they wouldn't be visible

**Suggestion Author**

@crimson thunder

**Approved by**

@vestal charm

tawdry condor
#
**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. Most players really only use it for the ability to generate rage before a fight, instead of using it as an actual accessory.
Thus, 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**

@vestal charm

tawdry condor
#
**Give phaseblade a damage buff, autoswing, or attack speed**

Why would phaseblade nead a buff, well for starters it is outclassed as a melee option that is pre hive mind by every other weapon at that tier such as: Bladecrest Oathsword, Old Lord Oathsword, crimson/crusher biome blade, arkhalis, and nights edge. It deserves something to at least stand out from the others, it has nothing going for it and I wish its usable. You can just ask the question to yourself, When was the last time you have used phaseblade to great success, and what could it do over other weapons.

**Suggestion Author**

@elder topaz

**Approved by**

@vestal charm

tawdry condor
#
**Give Perforator worms VERY HIGH pierce resistance upon spawning to prevent instantly evaporating

**

       Perforator worms in the current patch are very easy to kill due to the nature of how worm AI spawns and the lack of piercing resistance. Giving Perforators pierce resistance will better balance the fight; especially in cases when the player builds up adrenaline in the Hive phases of the fight to use once the worm spawns in. This will also give consistency with other worms bosses/minions and should prevent cheesing of the worms
**Suggestion Author**

@elder topaz

**Approved by**

@vestal charm

#
Make the Dryad's Blessing buff scale with progression

❔ : In the earlygame, Dryad's Blessing is an amazing buff that can turn the tide in battle. However, as the game progresses, the Dryad's blessing buff loses it's usefulness as the decision on what to fill buff slots with gets more difficult. Increasing the buff's strength as the player progresses through the game will let the Dryad's Blessing buff stay relevant in comparison to Calamity's plethora of new and exciting buffs. For reference the Dryad's Blessing currently provides +8 defense , +50% thorns effect and +3 health per second. (Thanks to @clear barn for helping me with the wording).

**Suggestion Author**

@warped crane

**Approved by**

@vestal charm

tawdry condor
#
**Make Blood Moon's increased enemy spawn rate scale with progression**

❔ : Blood moons, especially in Death Mode, increase the spawn rate of enemies. From my experience playing Death, when a Blood Moon hit in the early game; I was forced to stay in a shoebox and wait out the night as I'd get overwhelmed by blood moon mobs extremely quickly. I think that the Blood Moon's increased enemy spawn rates should start out a lot lower, but increase with boss progression so that the Blood Moon can be a challenge in the earlygame without forcing you to hide for nine minutes.

**Suggestion Author**

@clear barn

**Approved by**

@vestal charm

tawdry condor
#
**Tier-shift or otherwise buff Starmada so it isn't rendered irrelevant by the Norfleet**

Currently, Starmada is obtainable after Norfleet due to the requirement of Nightmare Fuel and Endothermic Energy in the form of Ascendant Spirit Essence. This means that there is no point in which Starmada has a place balance-wise, as a better version of it is available earlier in progression (Norfleet drops from DoG).
I suggest that at a minimum, Starmada be made available after killing DoG (not after the buffed moons) so that it can serve as an alternative to Norfleet if you don't want to farm for the RIV.

**Suggestion Author**

@summer comet

**Approved by**

@vestal charm

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


Cryophobia has nothing to do with the Magna Cannon, coming from a completely different environment and having nothing close to the same theme. It feels like an arbitrary-at-best connection for an item that could be much cooler if given a more unique identity. Furthermore, this would allow the item to potentially be made much easier to obtain, as Cryophobia is so ungodly rare due to the low spawn rate of Angry Dogs that most players will only obtain it a decent ways after the point it has lost its use.

**Suggestion Author**

@sour hornet

**Approved by**

@vestal charm

#
**Rework Raider's Talisman effect so that the effect is temporary but one can get the cap faster.**

Raider's Talisman effect can be potentially powerful, but with the way it works right now (tedious stacking on crits that lasts until you die) means that you can just farm King Slime to fully stack the effect before every boss fights, which is tedious, but somewhat effective.

Reworking the accessory (and its inherited effect on Nanotech) to make the stacks decay to time of not dealing critical hits (instead of resetting the stacks on death) would make the accessory more dynamic for its intention, and less tedious to use to its potential.

This could also come with a stack buff to avoid tediously long commitment on stacking, and even higher stack buff of stealth strikes, so that the accessory can be way easier to be stacked on stealth strikes.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Change the Perforators a bit**

Nerf the damage from the perforator worms, with like 30 defense in rev, the first perforator did about 65-70 damage, 86-90 with the medium second one and over 100 with the third one. Also make the Perforator Hive’s bullets go through blocks because if somebody were to fight the boss, they would fight it underground because the bullets just hit the blocks and dissapear. It would be more fun if the perforators damage wouldn’t be so absurd and the player would actually have to dodge the bullets.It would make the boss more fun.

**Suggestion Author**

@young edge

**Approved by**

@vestal charm

#
**Change the voodoo demons spawn**

With the latest Calamity update, voodoo demons have a "greatly increased spawn chance in prehardmode while there aren't any Voodoo Demons on screen", but now it feels like there's one of them spawning every 10-20 seconds, pretty much not spawning any regular demons at all, i think this could be changed to "while there aren't any guide voodoo dolls in the players' inventory" or something like this because they are just too many of them spawning at the moment.

**Suggestion Author**

@still cobalt

**Approved by**

@weak cedar

tawdry condor
#
**Add a config option to multiply enemy health**

There is already a config option to multiply boss' health, it will be an interesting challenge to do due to how calamity's weapon is balanced to bosses, not regular enemy.

**Suggestion Author**

@sharp light

**Approved by**

@vestal charm

tawdry condor
#
**Remove the ability to teleport to teammates using a wormhole potion while a boss is alive.**

why? Because if one person dies, they can instantly get back in the fight and boss fights become “who dies the least” instead of actually killing the boss. Removing the ability to use wormhole potions while a boss is alive means you would have to run back to the arena (slow) or be unable to fight (makes sense).

**Suggestion Author**

@dark zephyr

**Approved by**

@weak cedar

#
**Rework the Redtide Sword to be more melee-oriented.**


Virtually the only reason people have ever cared about this weapon is because of its on-swing projectile, which gives you about the same damage output as hittin' with the sword itself, but with more overall hits and a far lower risk factor, even despite its projectile's short range. Reworkin' the weapon to be more focused on the sword, with the projectile being a little bonus for lower but safer damage, woud help to solidify its status more as a melee weapon rather than what is effectively a staff that looks like a sword.
Here are some examples for how this could be done:

  • Adding a notable cooldown to the whirlpool on swing.
  • Removing the whirlpool's ability to strike more than once.
  • Causing striking an enemy with the sword itself to summon more whirlpools from near the player.
**Suggestion Author**

@sour hornet

**Approved by**

@weak cedar

tawdry condor
#
**Buff Pearlwood Armor**

In vanilla, all pearlwood equipment is a bit stronger than other wooden armor, however it being available only in hardmode makes it essentially useless beyond a vanity armor set, and completely useless weapons.
Calamity realises this and buffs the pearlwood sword, hammer and bow to make them actually viable at that point in the game. However it leaves pearlwood armor unchanged.
I suggest that it be buffed to a level appropriate for when it's obtained, as a consistency fix to bring it in line with the pearlwood weapons

**Suggestion Author**

@torn wolf

**Approved by**

@vestal charm

tawdry condor
#
**Change how Howl's Heart work so that it doesn't take active accessory slots**

Howl's heart seems more like a vanity item then one that would be beneficial to combat, as howl only does 42 base damage, which wouldn't last long into the game before being replaced with a different accessory. Howl's heart currently summons 3 familiars, a combat, light and regular pet, so it seems more fit to have it as a passive pet item rather then a combat accessory.
It made me smile so much when I saw it, and some more studio ghibli stuff would be fantastic, and I'm sure that a lot of other ghibli fans would feel the same.

**Suggestion Author**

@tender scaffold

**Approved by**

@vestal charm

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**

@vestal charm

tawdry condor
#
**Prevent SCal from doing curved hellblast shots while she's snapping to you**

If you're too far above or below her when she snaps to you and starts her hellblast barrage, she may fire an almost vertical shot at you and it feels like a unfair cheap shot.
(Hopefully a good) example: https://www.dropbox.com/s/xjw2xirpjnnww60/kgCA3RHQxc.mp4?dl=0

**Suggestion Author**

@fervent ingot

**Approved by**

@vestal charm

tawdry condor
#
**Reduce bosses' invincibility time**

About half of the bosses in calamity has a moment where it will change phases where they will turn invincible for around 3 seconds, then they'll continue with the rest of the fight. The problem with this is when you poorly time your adrenaline, the boss will go to its invincibility phase where it can't be dealt any damage. This will also drag on the fight especially with bosses like yharon where he has multiple invincibility phases

**Suggestion Author**

@random robin

**Approved by**

@vestal charm

tawdry condor
#
**Add an item to activate the Cryogen aurora background like the Monolith items in vanilla.**

Whenever you spawn Cryogen, the background is really neat -- it would be nice to have an item you can buy from Permafrost or possibly craft it out of Frigid bars, to obtain that background without having to spawn him. Reason: No item exists for it.

**Suggestion Author**

@prisma pilot

**Approved by**

@vestal charm

tawdry condor
#
**Include Bloodflare Core into Core of the Blood God's recipe, and make the acc inherit a weaker effect of Bloodflare Core from contact damage only.**

After the nerf that's happening with Core of the Blood God, it simply doesn't have anything unique and is just bland now. Bloodflare Core, on the other hand, got a very interesting rework that makes it extremely viable for tank builds.

Returning Bloodflare Core (along with its weaker, new effect) into CotBG's new recipe would make Core of the Blood God actually worth using for, as most of its effects are relatively negligible.

In regards to the effects themselves, +8% damage and DR are rather negligible at best, considering other stuff you can get at that point. Bonus HP might be the best thing CotBG has, but it's just something that's "alright". And Flesh Totem's effect, as nice as it might be, is competing hard with Asgardian Aegis' ram, since on the same boss both accessories excel on (Yharon), Asgardian Aegis performs significantly better with only a bit of learning curve.

To top them all off, it's one of the mediocre "combine these accessories for an amalgam of their weakened effects", which would make the accessory rather bland. Hence why Bloodflare Core buff was well received, because it's actually interesting and potentially powerful at the same time.

**Suggestion Author**

@wise radish

**Approved by**

@vague flame

tawdry condor
#
**A a item that will allow a person to manually enrage all bosses**

Since there is the addiction for the next update to have bosses to be able to be fight while enraged how about we have a item that can be toggled or used before or during a boss fight to put the boss into their planned enraged state for those who want more of a challenge or for a reward which could be a higher percentage drop rate on a bosses rarer items or something of the like

**Suggestion Author**

@quiet scarab

**Approved by**

@vestal charm

tawdry condor
#
**Add miniboss lore items to stop their natural spawn when favourited**

Some minibosses when spawned frequently become annoying to deal with, for example if you live in space, wyvern spawns may be problematic for NPCs and in early hardmode to yourself.

I feel like this addition could also help with removing the annoyance of natural pirate invasions/goblin armies, by having the goblin summoner/flying dutchman drop lore items to disable nautral event spawns.

**Suggestion Author**

@slate heron

**Approved by**

@vestal charm

tawdry condor
#
**Make DoTs scale with progression**

Many debuffs just don't hold up with increasing health and offensive power of your enemies to point of not mattering at all because Damage over Time contributes like 1% to your DPS.

**Suggestion Author**

@queen linden

**Approved by**

@vestal charm

tawdry condor
#
**Remove Stormlions**

Stormlion Mandible is used only in few item, two of which could be easily replaced by Victory Shards or Victide Bars, and summon item can be transferred to Cnidrion, so existence of this enemy is already questionable (as it will drop nothing and therefore will be just a variation of antlion) and unnecessary, as Desert Scourge is no longer blue and doesn't have any electricity-related attack so it doesn't make sense now to use storm materials for summoning the boss.

Stormlions are pretty much relics of the past, when Calamity was trying to have a lot of niche materials and enemies for variety.

**Suggestion Author**

@queen linden

**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

tawdry condor
#
**Make placed astral monoloth blocks count towards the astral infection biome**

I mined out the blocks around the altar before taking this screenshot, but I'm standing on top of the naturally generated altar. I feel like I should still be in the biome. It doesn't make sense that, as it is, I need to either dig a tunnel through it or temporarily leave the biome entirely to get to the other side of the biome.

**Suggestion Author**

@torn wolf

**Approved by**

@vestal charm

tawdry condor
#
**Buff The Base Damage of Midnight Sun Beacon, But Nerf The Fire-Rate of Its Bullets**

The Midnight Sun Beacon is a Post-Darksun summon weapon that has 2 fire modes that it automatically cycles through- it rapidly shoots bullets or fires a slow deathray similar to the Lunar Portal Staff. Through testing, the DPS of the bullets is 2-3x times greater than the deathray. Not only that, but the deathray is slow and will commonly miss their targets. This means that while the bullets are incredibly OP and damaging, the beam is pretty bad. Increasing the base damage of the weapon would actually make the deathray useful, while lowering the fire-rate of the bullets makes them less ridiculously OP.

For reference, with NO buffs, the Midnight Sun Beacon got a ~2:50 Yharon kill, while with the same setup the Yharon Kindle Staff only got to 50% Phase 2 with 2:50.

**Suggestion Author**

@warped crane

**Approved by**

@vestal charm

tawdry condor
#
**Allow Soma Prime to use other bullet types**

A major part of the fun behind being a ranged character is having the freedom of choosing what ammo type to use for a given situation.
The Soma, unlike Svantechnical and Voidragon, does not allow for this kind of freedom, as it automagically converts all bullets into high-velocity bullets.
I personally think the Soma is alot more frustrating compared to other ranged weapons that convert all ammo into a certain type, as it is converting them into a fairly plain type of bullet and not something truly unique to the gun itself. It being at the pinnacle of Calamity progression also further exacerbates my frustration with the gun.
Obviously if one wishes to, they can still use high-velocity bullets on the Soma, just as well as they can on any other gun, but the important thing is you have the choice to use other ammo types.

**Suggestion Author**

@fervent ingot

**Approved by**

@vestal charm

tawdry condor
#
**Allow mages to have an early game accessory to help with mana regen**

Why, mana regen is very slow while you are moving, and you will not have a mana regen potion every time you are fighting a boss, because as we say we are excluding QoL mods so you are going to have to farm for stars, daybloom, and moonglow so you can have good mana regen, this shouldn't feel restricting. So by having accessories that can do that like nature's gift increasing mana regen can help early game mages in actually progressing because 1/2 of pre hardmode is spent collecting stars and using them for mana crystals. This feels frustrating and you should be able to use magic weapons without having max mana.

**Suggestion Author**

@elder topaz

**Approved by**

@vestal charm

tawdry condor
#
**Add something to the Frost Legion event**

Currently, the Frost Legion is the worst event in vanilla Terraria, and Calamity completely neglects it. Calamity could give it interesting drops, or make it more fun, or do anything at all to make it not be a complete waste of time. I'm not asking for a full event makeover, I'm just asking for something to be added to the event just so that it feels a little less worthless.

**Suggestion Author**

@eternal ridge

**Approved by**

@vestal charm

tawdry condor
#
**Change Ball and Chain to be a vanity item that can be used to disable certain dashes on an accessory alongside its current "favorite" system.**

The new Ball and Chain is a neat alternative to the old visibility toggle for dashes. One problem is that it disables all dashes from equipment when favorited. Sometimes we could want to get certain effects from a dash accessory, but its dash is far inferior to the other dash from another accessory the player has (take Evasion Scarf for true melee players when they already got Elysian Aegis for dashing).

Making Ball and Chain additionally into a vanity accessory (disabling the dash of an accessory slotted beside Ball and Chain) alongside its current function would make dash toggle a lot more flexible, as we can just pinpoint what we wanted to disable easier.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Remove Blossom Flux From Drataliornus Crafting Tree**

Blossom Flux is annoying for rangers in expert mode, because it is the only crafting material of the Drataliornus that is in Revengance mode. Almost all of the quality bows in the Calamity mod craft into Drataliornus, and it's really dissatisfying to not get your final upgrade. Blossom Flux is a really fun bow for Rev players, but it is the bane of Expert mode players.

**Suggestion Author**

@sinful star

**Approved by**

@vestal charm

tawdry condor
#
**Remove/Lessen the flames from Supreme Calamitias when she is lying on the ground**

Currently when you beat SCal she goes and lies on the ground and the entire mini-speech plays out. This gives a really somber feeling to the end of the fight, and the flames on her back just don't compliment that feel. They just keep going doing their thing, and it seems strange that once the which is burnt out those flames would still be there. By removing or lessening the flames it would compliment the end of the fight much better, and improve the overall feel of that last segment.

**Suggestion Author**

@heady dock

**Approved by**

@vestal charm

tawdry condor
#
**Change "...on enemy hits" on melee weapons with true melee capabilities to "...on direct hits".**

Simple reasoning. Specifying true melee hits as "direct hits" makes far more sense than "enemy hits", which could also refer to any projectiles spawned by the weapon on swing. This would make tooltips for melee weapons with true melee capabilities (like Tyrant Yharim's Ultisword, which grants bonus melee stats on true melee hits) a lot clearer.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**make worms have big dmg reduction with beams, and not make it stop working**

as of right now, using dark heart on storm weaver and yharims crystal on the scal hearts (because worm gets in the way) makes these weapon very not worth getting since the only time they shine in progression is ruined by a mechanic.

**Suggestion Author**

@livid bluff

**Approved by**

@vestal charm

tawdry condor
#
**Make Truffle And Bloodworms being immune to enemies**

This is the most frustrating thing in vanilla, having your truffle worm die randomly. This change should make farming for bloodworms and truffle worms being easier to farm, and less frustrating due to them being unable to die.

**Suggestion Author**

@elder topaz

**Approved by**

@vestal charm

tawdry condor
#
**Add a toggleable feature for profaned moonlight dye's vanity colors**

If you've killed nighttime providence before, you'll know her dye will be the color red and the color blue in day time and nighttime respectively. What if there was a setting in the configs that lets you choose between those two colors or switch between them in day and night? This will give players control to their vanity so if you like the blue, use the blue, if you like the red, use the red and so on. The setting would be on day/night change on default

**Suggestion Author**

@random robin

**Approved by**

@vestal charm

tawdry condor
#
***Create an explosive that only destroys tiles and ignores walls.***

In Calamity, there are three specific biomes where the creation of reasonably large arenas that must be in that specific biome is necessary; the dungeon, the underworld, and the jungle. The dungeon and the jungle are far more restrictive than the underworld, as it can be difficult to excavate a large space without explosives, which destroy the very walls that make that arena 'part of the biome'. Adding this explosive might not completely alleviate the need to get unsafe walls in large quantities, but it'd definitely help.

**Suggestion Author**

@brazen girder

**Approved by**

@vestal charm

tawdry condor
#
**Reduce Yharon's position lock potency when holding true melee weapons.**

Supreme Calamitas got this treatment where her pursuit is far weaker when holding a true melee weapon. Yharon doesn't get this treatment for most of the time when he's charging up for a dash. Giving Yharon somewhat of a weaker position lock effect when the player is holding a true melee weapon would make it consistent with Supreme Calamitas, since both have varying degrees of position locking.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Make Flying Carpet craftable pre-hardmode**

Currently, flying carpet requires ancient cloth, and souls of light and night, completely locking the recipe in hardmode. The other desert pyramid accessory, sandstorm in a bottle, is craftable pre-hardmode, and people would never use the current flying carpet recipe unless they didn't already have one for auric tesla armour. As it is right now, if you want any use out of flying carpet, you need to find one in your world in pre-hardmode.

**Suggestion Author**

@granite gust

**Approved by**

@vestal charm

tawdry condor
#
**Make alternative crafting recipes for the Life Upgrades

**
Right now getting the materials for the life upgrades is a grind. I think there should be an alternative crafting recipe, even if that recipe is more expensive, it'd be much less boring to get the essential items.

**Suggestion Author**

@maiden heron

**Approved by**

@vestal charm

tawdry condor
#
**Make Crystyl Crusher's right click "cycle" its functions, which will both be in left click.**

Crystyl Crusher is notorious for its internal issues, making its main pickaxe function be put into right click instead of the other way around. Instead of just swapping the buttons (which is impossible on the scope of Terraria's code), the right click can instead be a "toggle" to swap between pickaxe and beam functions.

Doing this would not only make the right click function somewhat "free", but also avoid the common issues with Crystyl's current state. Some of those issues being putting channeled uses on right click and right clicking not harmful towards NPC housing when wanting to talk to them while holding the tool.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
Make the Drunk Princess be able to have the other names of Fabsol's identity: Fabsol, mountain drew.

I think if we were to base the DPrincess off of Fabsol, at least name her all of her/his other names, instead it just being Cirrus. However, the chance of the name will be very low, just a small easter egg.

**Suggestion Author**

@forest moth

**Approved by**

@vestal charm

tawdry condor
#
**Make the calamity healthbar a single bar instead of having More healthbars on screen.**

The calamity healthbar instead gains another bar if there are more then one boss on screen. I feel it would be better if the same boss were to spawn twice. add below the healthbar a little thing that says something along the lines of: (Amount of ((boss))"

**Suggestion Author**

@reef wolf

**Approved by**

@vestal charm

tawdry condor
#
**Give a lore tooltip to Legendary Weapons**

Reason: These weapons already have a sense of specialty above other weapons, what with their increased power compared to the tier they're obtained at, them being difficult to obtain, as well as their Revengence exclusivity. Why not go one step further and explain why these weapons are even considered Legendary in the first place?

**Suggestion Author**

@bitter mirage

**Approved by**

@vestal charm

tawdry condor
#
**Prevent celestial pillars from overriding boss battle music and backgrounds**

During boss battle if you pass nearby a celestial pillar territory (even if ur far up in sky), the boss battle music is interrupted and switches to celestial pillar ambient. Not sure if it's fixable but its kinda confusing when DoG theme is playing then u get sudden interruption for celestial pillar ambience along with background change.

**Suggestion Author**

@weak notch

**Approved by**

@vestal charm

tawdry condor
#
**Make The Sentinels Of the devour Weaken after Killing all 3**

You could make it so favoriting the lore item weakens the Sentinels, this would be helpful for farming them ( as annoying as it is) after killing all three as getting weapons such as the Dark Spark which costs 10 of the dark plasma, Which would be hard for people like mages who are basically a glass cannon type of class,and would rather not getting hit.

**Suggestion Author**

@rancid nova

**Approved by**

@vestal charm

tawdry condor
#
**Reduce the hitbox of Cryophobia's projectile**

Often times, the hitbox of Cryophobia's projectile will cause it to break in very awkward instances. When standing on a slope, the projectile does not appear, and firing horizontally results in it's range being stunted significantly. The hitbox increasing over time exacerbates these issues. Overall, it just feels awkward and janky to use and there is less incentive to grind for the rare variant earlier on.

**Suggestion Author**

@analog summit

**Approved by**

@vestal charm

tawdry condor
#
**Replace SSV with a Spell Tome in Apotheosis' recipe**

?

Apotheosis' main ingredients are DoG drops, which makes the requirement of SSV, an Auric tier weapon, feel very out of place. In addition, SSV is already used in another dev weapon, Eternity. This means that mage players have to gather the materials for 3 total SSV, which is a grind and a heavy time consuming process. Replacing SSV with a Spell Tome (the one the Wizard sells) would provide the reasoning for Apotheosis being a book, and help make Apotheosis' crafting more concise and fitting.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Change the style of the Calamity Boss Health Bar, and allow it to be modified in size and position**

?

The current Calamity boss health bar is a reference to Metal Gear Rising: Revengeance's health bar. However the sleek, metal style of it clashes heavily with the normal Terraria look.
Additionally, the boss health bar is in the corner of the screen, very small and nowhere near where the player would actually want to look in a boss fight. This means that the player has another thing to focus on in boss fights, in addition to their own position, the bosses' position, and projectiles/minions.

Changing the style of the boss health bar would help make it look nicer in the terraria UI, and allowing the player to change the size and position of it would allow for more choice in where they want it.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Add more Vanity**

?

Calamity adds around 28 armor sets, and content in practically every aspect of Terraria. However, it adds a single vanity set (that is just a old version of an armor set). The closest you could get is using armor sets as vanity which, while all of them look good visually, aren't too good for any type of casual look like the clown vanity set or anything similar in vanilla Terraria.
The only vanity items are two dedicated items (one an accessory, and one a cloak), boss masks, and dyes and hair dyes. Dyes are an interesting point, as it shows support for vanity in Calamity, yet there aren't more vanity items of any kind.
Adding more vanity items and sets would help fill out the one aspect Calamity only partially addresses with dyes.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
Make the Archmage visible inside Cryogen the first time you fight Cryo.

This will be a reference to the lore, which states that Cryo is the Archamge's palace. This should then mean that the Archmage should be visible. It would only be visual, like the ninja in the King slime. His body will come out the more Cryo's armor will dissapate. This will be simply a visual easter egg.

**Suggestion Author**

@forest moth

**Approved by**

@vestal charm

tawdry condor
#
**Give Rogue stealth while wearing demonshade armor**

Seeing as this is the endgame armor which is meant for any class, it shouldn't lack the main aspect of one of the classes. First, it has a summon that comes a long with it just like how many summoner armors come with a summon. Also, it gives a melee speed boost for melee players. On top of that, it gives increased mana for mage players. So therefore, just like how every rogue armor gives stealth, it should have rogue stealth for rogue players. Even though rogue stealth strikes are not the best, it is nice to gain even a portion of damage for not attacking for a time

**Suggestion Author**

@frozen hawk

**Approved by**

@vestal charm

tawdry condor
#
**Allow Relic of Convergence to grant the player ramping damage reduction when channeling the item.**

Out of the Relics obtained from Profaned Guardians, Convergence might be the worst one, as Resilience and Deliverance have their own niche uses (Bonus defense in fights and good traversal items respectively), yet not Convergence, as its healing is measly for the amount of effort you need to do in order to the item to actually heal you.

Allowing Relic of Convergence to grant damage reduction when channeled (with increased bonus the closer the item is to being fully channeled) by the player would make the Relic a bit more worthwhile to use, as it's already not allowing you to attack for most classes, AND slowing you down in the process of channeling.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Have a Auric Furniture Set**

Auric Ore is the Highest Tier of Ore in the Mod. It would be Cool to have a Furniture set and Blocks for it, for Collectors who want to showcase their progress in the mod.
Having the Block made out of Darksun Fragments would give it a Post-Yharon Feel.

**Suggestion Author**

@prime slate

**Approved by**

@vestal charm

tawdry condor
#
**Remove Stealth's increased regeneration on standing still, and buff stealth's damage bonus scaling in exchange.**

Stealth is an interesting mechanic to play around with, delaying your attacks to unleash way stronger attacks. But the increased regeneration on standing still is not only super arbitrary, it also is against the entire concept of the rest of the class, having low defenses and forced to dodge around.

Removing the increased stealth regeneration when standing still and buffing stealth damage scaling in exchange would make stealth primarily focused on the mechanic of delayed power strike, instead of having an arbitrary requirement for a mechanic to work at its full potential, if there are any intended.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Add a furniture set based on Arsenal (Draedon) lab blocks**

There's already a little bit of background furniture for the labs, but no table, crafting bench, chairs, or similar at the moment. Adding/fleshing out the furniture for the Arsenal Labs would make this very unique theme much easier to build with instead of relying on furniture from other themes like we currently do.

**Suggestion Author**

@feral grove

**Approved by**

@vestal charm

tawdry condor
#
**Add an easier way to see how many minion slots you have total and filled, preferably in the HUD**

It's always annoying trying to figure out how many minions you can have, and even worse when you're trying to use multiple types of minions. "Clicking until the summon doesn't work" shouldn't be the way to figure slots out. The stat meter does display slots, but not everyone carries around a stat meter because inventory space is precious.
I suggest adding either a new item, possibly a new addition to the Cell Phone crafting tree, or a small bar to show the player 1. How many slots are consumed, 2. How many are free, and 3. How many the player has total. For example, something like 3/5 slots filled. This wouldn't take up an inventory slot and would be readily visible to anybody

**Suggestion Author**

@feral grove

**Approved by**

@vague flame

tawdry condor
#
**Implement a separate theme for nighttime Providence**

The Providence fight has two variants. The regular fight takes place during the day, while the nighttime fight happens, well, during the night. Now I know what you're all thinking. "Why do we need a separate theme for nighttime Providence? The regular theme is good enough." To answer this question, we must ask these other questions-
Why does the final tier of the Acid Rain have it's separate theme? The regular one is goo. Why does Devourer of Gods' second phase have a different theme from the first? Why does Yharon's second phase have its own individual theme?
The answer to all three of these questions is simple. It's different. In the Acid Rain, stronger enemies spawn. The Old Duke spawns. It's notably different. Devourer of Gods' second phase is very different from the first. He changes forms. Yharon Phase 2 has a different theme because Yharon has become stronger.
The reason why nighttime Providence should have a separate theme is because it's a very different fight than the daytime version. The regular theme is fit for the daytime. We should have a separate theme that still fits Providence, but is more suited for nighttime.

**Suggestion Author**

@green quail

**Approved by**

@vestal charm

tawdry condor
#
**Change and Add more IRL firearms and intensify the marksman style for the Ranged class**

As someone who's played as Ranged in multiple playthroughs and in different content mods, I've always loved to use guns like the P90, The Uzi, and others because they resemble IRL firearms and I feel like I'm actually shooting a real weapon - the sound they make is so pleasant to hear. And it's kind of a bummer when I have to stick with a gun that shoots magical beams of cute glitter. Don't get me wrong though, these weapons can be interesting, but it feels bad when I have to turn the Uzi for example into something else because it's just not powerful enough to keep up.

So, make more realistic weapons with realistic SFX and spread them throughout the entire playthrough so that there'll always be a strong one (rather than one SUPER strong singling the rest out )

**Suggestion Author**

@warm scroll

**Approved by**

@vestal charm

tawdry condor
#
**Rebrand classless support weapons like Golden Gun or Aestheticus as Summoner Support Weapons**

?

Classless support weapons make no sense. For things like the Golden Gun, it supposedly exists to give people the option to apply a certain debuff as any class, but the problem is that every class besides summoner already has a way to apply said debuffs. Melee and Rogue have flasks, Ranger has ammo types, and Mage has books like Golden Shower and Cursed Inferno. This means that due to players preferring to stick to a single class, the only class that uses these weapons are Summoners, because they have no other way. You've never seen a Ranger using Aestheticus, because they'd just rather use something like Phoenix Blaster that's actually their class.

Thus, I propose changing all of these classless support weapons to Summoner Support Weapons, giving them a more purposeful place in the mod.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

#
**Change the RE guns --- the Magnum (and its upgrades), the Bazooka, and the Hydra --- as follows:**

Make them not consume ammunition, reduce their damage significantly, and give them a damage multiplier against bosses. They keep their limited uses during boss fights.


Specification aside, the biggest issue with the RE guns is that because of their limited uses during boss fights and limited ammunition, their use case is so incredibly niche that most people will simply never use them out of fear for wasting their limited shots (no, really, almost nobody uses these guns). It's kind of upsetting, too, because they're really satisfying weapons --- they're held back by the fact that they're useless if you go through all their ammo, making you too afraid of wasting that ammo to use or even really craft them. Reworking them in the fashion described above would eliminate this problem without really changing the way the guns work, as well as allowing the mostly-arbitrary ammunition they take to be removed without any major losses.

**Suggestion Author**

@sour hornet

**Approved by**

@vestal charm

tawdry condor
#
**Rework cryo stone.**

Cryo stone, the rare elemental stone dropped from cryogen, is currently nothing more than a boring stat stick, giving 8 defense, 5% dr and 3% damage. These fairly low stats combined with a low drop rate and a boring effect make it virtually unused. Giving it a more interesting effect would not only make it more interesting, but would also encourage more people getting it. one possible idea is a shield similar to cryogen's shield, that can take a certain amount of damage before breaking and regenarates after a certain period of time.

**Suggestion Author**

@dire anchor

**Approved by**

@vestal charm

tawdry condor
#
Rework the aero stone.

The aero stone currently is pretty pointless. It acts a jump speed boost accessory. However, there are already many accessories that provide jump speed boosts in early pre-hardmode, such as the frog leg, vital jelly, and all balloon variants, the aero stone needs a new effect to distinguish itself.

**Suggestion Author**

@dire anchor

**Approved by**

@vestal charm

tawdry condor
#
**Rework a generous amount of accessories**

?

https://docs.google.com/document/d/19WmXBqpkAYwtNbb0xZSqwyHCJPm67vsFqNSU00WGQiU/edit?usp=sharing
More details for specific accessories in the document, but a generous amount of accessories are really bad.
Some of them are just not useful for where they are in progression, such as Aero Stone amongst the vast number of jump speed boosts in pre-hm or Leviathan Ambergris's water boosts when you have no reason to be in water.
Some are just not good in general, like Old Die or Thief's Dime, which both are relatively unnoticeable. There's also HoTE materials which are either passed off as just materials, or just not used because they don't give good stats.
There's also things that are too situational, like Old Duke's Scales which give a 18% damage buff and 9% crit buff when under 25% hp.
Accessory slots are very limited in Calamity, so giving some buffs or reworks to these items would make it reasonable to actually use them, instead of just completely ignoring their existence in your playthroughs.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**improve the look of calamity healthbars and add more configs for it.**

at the moment there isn't a lot of customization for the healthbars, and they don't look bad but not great either.
the healthbars currently lack in shading and hue-shifting, which are two crucial parts of good spritework. my suggestion is to revise the colors and shading for them a bit.
they don't utilize pixels either which clashes heavily with the game's style, so that should be fixed immediately

another part of this suggestion was to add more configs for the healthbars, as to suit everybody's preferences.
the healthbar design is a reference to Metal Gear Rising, but something i've noticed is that the location of the health percentage and boss name have been swapped, and i don't see why since it doesn't look better in my opinion.
the reason i'm saying this should be a config and not a change is because more customization is better, right?

edit: devs don't want to add too many configs, but i'd suggest making it a change instead since fixing their locations improves the design by a small amount, and i'm hopefully not the only person who believes this.

**Suggestion Author**

@proven ether

**Approved by**

@vestal charm

tawdry condor
#
**Remove melee variant of Yharon's Detonating Flames.**

These little buggers serve nothing but as a relatively invisible annoyances. The melee variant can hit for over half of Yharon's contact damage in Death mode with way smaller size. These Detonating Flames either die relatively quickly to ranged weapons or can harass freely without the player able to notice it most of the time.

Leaving only the fireball variant of Detonating Flames would make it so that there are less crazy contact damage specifically from an NPC just slightly bigger than the player.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Make Elemental Excalibur's true melee hits a lot more interesting instead of just healing the player.**

Elemental Excalibur might be one of the relatively blandest Shadowspec true melee weapon. The projectiles are alright, swapping between colors per swing, but its true melee is quite bland, which does double listed damage and heals on hits (which frankly Earth does way better at the latter).

Buffing the weapon's true melee would make it possibly more interesting to use and can keep up with other true melee weapons you can get around that point (Murasama, Animus and Earth).

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**make wulfrum furniture or make crafting recipes for the wulfrum accesories**

why? because wulfrum it's only useful in early game and it's an overdue material that has been since the start of the mod, maybe give it some utility in decoration or more crafting recipes with it could make it something more than the first tier of equipment.

**Suggestion Author**

@sand valley

**Approved by**

@vestal charm

tawdry condor
#
**give the biome blade and ark of the ancients series a true melee right click**

Afaik those are the main melee weapons in calamity so it's kind of odd that they don't have a true melee attack, it could be as simple or as complex as u like

The reason for that to exist is because as stated earlier those are the main melee weapons, also correct me if I'm wrong but true melee doesn't have a playthrough-long weapon yet and giving those weapons a true melee attack would fix that

**Suggestion Author**

@crimson thunder

**Approved by**

@vestal charm

tawdry condor
#
**Add an option where if you set the roverdrive accessory as invisible then the shield also becomes invisible**

The roverdrive accessory covers up your player too much in my opinion. Sometimes if I want to see how a certain vanity looks, the roverdrive shield covers up my player and it becomes annoying because I have to wait like 15 seconds for it to go away, so I usually just take the accessory off so it doesn't get in the way. I think that if you set it to invisible in the equipment slot it should make the shield invisible.

**Suggestion Author**

@willow canopy

**Approved by**

@vestal charm

tawdry condor
#
**Give Supreme Calamitas a special chat message for when the fight is completed without taking any hits, and similarly for when the player dies without dealing any damage**

It seems to fit her personality, being very talkative and noteworthy of certain events throughout the fight. She has a special chat message for when she is beaten on the first attempt, and third, so why not give her one for when she is beaten without taking damage? It could also give players that extra bit of satisfaction if they had been grinding for a no hit.

Similarly, if the fight is lost without dealing any damage, sCal could send a message mocking the player like she already does throughout the fight.

Both of these changes seem to fit perfectly with sCal’s already established personality, and could add that extra bit of fun to the fight.

**Suggestion Author**

@faint gull

**Approved by**

@vestal charm

tawdry condor
#
Reduce frequency of **Guide Voodoo Doll spawn rate**.

Prepping hell for the Wall of Flesh becomes a big pain/annoyance rather than a fun challenge whilst making a hell bridge for movement due to it being constantly being spawned by the high spawn rate of Voodoo Doll demons. A spawn reduction of the dolls or a change in the mechanics of how the wall gets spawned. For an example, the wall can only be spawned when the guide is in hell in a home with the edition of the doll being thrown in lava. This would allow an extra challenge, even if an easy one, to change how the wall is prepared for whilst tackling the high spawn rate.

Hope this sits well with everyone and is not a previously posted, dealt with, suggestion.

**Suggestion Author**

@tidal gyro

**Approved by**

@vestal charm

tawdry condor
#
***Make Statigel Armor craftable with Ninja Armor***

As we all know, Statigel is made out of Hellstone. It is a little annoying to go out to your way after you kill Slime God just to get some Hellstone. It is a minor inconvenience, but it would make more sense if Statigel Armor was crafted with Ninja Armor. Sure, you would have to grind KS but KS is better then mining Hellstone. It also fits lorewise as statis is a legendary ninja.

**Suggestion Author**

@little spoke

**Approved by**

@vestal charm

tawdry condor
#
**Please For The Love of God Reduce Spawnrates In Underworld**

Me and my friends have all the equipment recommended for WoF we are on rev mode and all max health good armor, etc. We are trying to make a hellbridge and the spawnrate is so annoying. voodoo demons every 2 seconds, hellbats every .5 seconds, imps every 10 seconds, etc.

**Suggestion Author**

@marble cedar

**Approved by**

@vestal charm

tawdry condor
#
**Make The Elementals Visible When Equipped In A Vanity Slot

**
I always wanted to be able to have the elementals on my screen but I never had enough accessory slots so I thought, why not make the elementals visible when equipped in a vanity slot?

**Suggestion Author**

@wanton seal

**Approved by**

@vestal charm

tawdry condor
#
**Reduce the duration of DoG's portals on its last subphase.**

The lingering duration for DoG's portals is relatively fine for most of the fight, but in my experience of fighting the boss, the duration of the portals harm the pace of the boss' last subphase, where it's supposed to go nuts and ceasing its laser grids for attempts of direct hits.

Reducing the duration of DoG's portals significantly in its last subphase would make the boss feel actually exciting at its last moments, and can actually represent its berserk state at that moment.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

#
**Give DoG a few maneuvers similar to Aquatic Scourge’s spin and Desert Scourge’s lunge**

?

Desert Scourge recently received a new lunge attack in all modes, that makes his fight a lot more challenging and intriguing, as you now have to plan around this and actively react to it instead of just staying on a platform above the ground. Aquatic Scourge also has a maneuver like this, his spin. DoG though, doesn’t really have any maneuvers that threaten the player, except for using portals to catch up with the player when either they get too far from him or he gets too far from them. The portals are something, but it doesn’t make for much of an active threat like Desert Scourge’s lunge, and mostly prevent cheese/keep the fight’s pace up. Adding maneuvers that would endanger the player would help provide more of a threat to the player, and make the fight more interesting and less boring overall.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Allow Players to Config Alcohol Poisoning Cap**

So, if anyone has played calamity with luiafk or fargos, and got 30 of multiple Drunk princess drinks,
they know the feeling of losing a lot of life all of the sudden. Alcohol poisoning is most likely put in place to nerf the alcohol or
to add difficulty. So, adding a alcohol quantity config, would allow the palyer to either make it harder, or
easier(similar to the revengance health multiplier in the config). the range would probably be from 0 to 50 maybe less, it also allows
modpack makers to customize their packs more.

**Suggestion Author**

@dull flint

**Approved by**

@vestal charm

tawdry condor
#
**End the DoG Fight If The Player Dies After Phase 1 is Defeated**

Right now, if the player somehow dies (Eg: Cosmic Guardians or debuffs) after they defeat Phase 1 DoG, the fight will not end and the transition to Phase 2 will go ahead. Normally Adrenaline is maintained during the transition, suggesting that it is in fact part of the boss fight. Phase 2 DoG spawning can be very confusing on the player's part as they just died, but DoG Phase 2 spawns anyway and kills them again resulting in another 15 second wait. Otherwise, if the player does manage to defeat the boss, it can feel 'cheap' or 'cheesy'. By making the boss fight stop after the player dies in the transition will make the fight consistent with every other boss where the boss despawns regardless of when you die.

**Suggestion Author**

@warped crane

**Approved by**

@vestal charm

tawdry condor
#
**Skeletron in Boss Rush resummons a set of 2 hands instead of 4**

The reason for this is because the Skeletron fight in Boss Rush is mostly taken up time-wise in destroying the hands, which is normally okay but the hands themselves can be a bit shifty, janky and hard to hit in their movement. This is also attributed by the fact you normally do not want to get too close to BR bossess because of the damage they deal. Furthermore, since Skeletron outside of BR ends up resummoning a pair of 2 hands, taking up much like it's Death mode variant. The incorporation of 4 hands resummoning in Boss Rush also feels to be a bit of an inconvenience rather than a difficulty.

**Suggestion Author**

@vocal aspen

**Approved by**

@vestal charm

tawdry condor
#
**Differentiate Phantoplasm from Ectoplasm**

?

For all intents and purposes, Phantoplasm can be considered a copy paste of ectoplasm. Most players don't even recognize the fact that Overloaded Soldiers and Phantom Debris exist, and so most players just visit the dungeon to kill spirits of the dead to gather a material similar in color to the creatures they just killed. With ectoplasm, it's blue-ish and post-plant. With phantoplasm, it's red-ish and post-ml. There's also the usage in mage materials, spectre gear for ectoplasm, and a mana upgrade and supreme mana pots for phantoplasm. They're so similar that it's hard to blame people for confusing them. They both even end with plasm.

However, due to the intriguing placement and design of Overloaded Soldiers and Phantom Debris, I wouldn't suggest removing these two enemies entirely for being forgettable. Instead, I would move the spirits normally only found Post Moon Lord to Post-LC, and Overloaded Soldiers and Phantom Debris to Post-ML instead. This would show the angry souls from the dungeon starting to seep out into the world with the defeat of moon lord, and could even be expanded upon with more enemies in different locations. This would also have to come with more tweaks to show more of a difference between the materials.

tl;dr phantoplasm could be a lot more cool, but is currently just ectoplasm 2.0, calamity material edition. I suggest expanding upon it leaking from the dungeon more.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Change storm weaver lightning dash ai**

This attack later on in the fight becomes tedious and repeats exceptionally quick and it's not hard, but just... tedious. I think a better compromise would be to lower how often it repeats this attack/dash (interval timer) at it's max, and instead lower the time he takes to change red (visual change) to compensate for this change.

I mainly put this as in multiplayer it becomes ridiculous with how quickly he does this dash, but to be fair, calamity shouldn't be balanced around buggy multiplayer, so, welp.

**Suggestion Author**

@zealous compass

**Approved by**

@vestal charm

tawdry condor
#
Adjust Catacylmini attacks in Enntropy's Vigil

This eye struggles to hit fast moving targets most of the times, and is the main reason why I feel the Enntropy's Vigil is a bit underpowered in boss fights. Sure it can provide great dps against stationary ones but you'll always be picking the dormant brimseeker until you get a better summoning weapon just because Cataclymini is blind af it can't even hit a moving planter with a flamethrower. What I'm saying is that, buff or adjust the flames of Cataclymini, like to what Spazmamini from the Optic Staff is, at least that guy can hit his flames well.

I just don't really see the use of Enntropy's Vigil if you can get a better consistent weapon that is that is supposedly weaker, but still outperforms it in most boss battles. The bosses are so fast and hurts so much when they ram you, so going in close range with summoner armor is almost always bad, sometimes it works yeah but most of the time, you'll be kiting the boss and dodging it's attacks while swinging your staff, and with the entropy vigil, it just seems so underwhelming and dissapointing since the Brimstone Seeker and even the deepstea staff outperforms it in literally every boss battle I've used it to. The consistent damage that us summoner players that are expecting from such summons just isn't there from the Enntropy's Vigil. Or maybe I'm just dumb and it actually hits, sorry if it is the case but I really think it's underpowered in its current state rn.

**Suggestion Author**

@oblique prawn

**Approved by**

@vestal charm

tawdry condor
#
**Add more dart weapons both before and beyond the Charged Dart Blaster**

Dart weapons are some of the most fun and unique weapons in Terraria. However, there are very few of them, 5 to be exact. The CDB just gets upgraded into the Shredder, a non-dart weapon, which doesn't fit the point of upgrades at all. Instead of upgrading into a standard gun, the CDB should be upgraded into it's own line of dart weapons. In addition, more dart weapons should be added to flesh out prehardmode (only two options currently), and in hardmode to make the progression more smooth.

**Suggestion Author**

@feral grove

**Approved by**

@vestal charm

tawdry condor
#
**Make Sea Serpents drift away from the player after some time if unprovoked**

Sea Serpents are obnoxious when trying to kill a Giant Clam in early Hardmode as they stick near the player (which makes them very hard to despawn), ignore blocks and have very high health for a common mob, which most early Hardmode players will struggle to kill to some degree. They have the habit of interfering with Giant Clam fights and often ruin them, because even if you kill a Serpent, another one can quickly spawn before the Clamity debuff kicks in. Making them spawn less commonly or change their behavior could partially ease the annoyance.

**Suggestion Author**

@neon wind

**Approved by**

@vestal charm

tawdry condor
#
**Add a synergy for pairing the Rover Drive with Wulfrum Armor**

Similar to the synergies you'd get when pairing the Ornate Shield or Starlight Wings with Daedalus Armor, an early game synergy with the Rover Drive and Wulfrum Armor would be very helpful and also make sense. A possible synergy would be adding a few more seconds to the energy shield the Rover Drive gives.

**Suggestion Author**

@dapper solstice

**Approved by**

@vestal charm

tawdry condor
#
**Make it more clear on what to do during the sepulcher stages of the SCal fight**

The first fight I had with supreme calamitas, I had no Idea what to do when the sepulcher stage started and calamitas became immune to damage, I didn’t know how to get past since sepulcher wasn’t supposed to be killed and i thought the orbs were just projectiles similar to the slime god fight, maybe have sepulcher take a bit of damage each time you destroy an orb, so that you know you’re doing the right thing when you destroy one?

**Suggestion Author**

@flint atlas

**Approved by**

@vestal charm

#
Add a config option to remove the cadence potion hearts

This is relatively self explanatory. Sometimes, you’ll have an epic vanity, and then it’s ruined by a ton of pink hearts covering your character. This may be a config already, I’m honestly not sure, but if it’s not I think it should be.

**Suggestion Author**

@loud panther

**Approved by**

@vestal charm

tawdry condor
#
**Rework the underground Astral Infection to make it more unique and enjoyable**

Right now, the underground Astral is kinda bland. There's not much reason to go there, the loot is sparse and rather obscure, the fog makes exploration annoying, and there isn't a single structure. The meteors are fun, yes, but they're copies of regular meteors and lie mostly on the surface. Also, the biome is currently very small and doesn't have room for much content.

I suggest that the underground Astral be reworked to make the biome something other than the rather boring, forgettable place it currently is. A new structure, some decorations, more fun loot drops, or another similar addition would bring the underground Astral to life.

**Suggestion Author**

@feral grove

**Approved by**

@vestal charm

tawdry condor
#
**Add true melee damage bonus to werewolf form given by Moon Charm (and its upgrades).**

Werewolf form is a relatively good all around melee boost for the class, having minor boosts to various stats. Thing is, this accessory was a bit geared towards projectile melee (which is what vanilla melee is in Hardmode anyways), and the damage boost does feel a bit too insignificant in the case of true melee.

Adding true melee damage bonus to werewolf form would make it a lot more favorable to be used for close range melee, which is what werewolves are usually doing. Not only that, it'd also make its final upgrade, Celestial Shell, last a bit longer to use for true melee until you can get the spicy post-Providence true melee accessories (like Samurai Badge and Yharim's Insignia).

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Rework Amidias' Trident to be more melee-focused.**


This weapon is...a nightmare, to put it lightly, for enemies and testers alike. It fires a projectile that homes in on enemies, ignores tiles outright, produces light, deals full damage...the whole nine. It's actually so ungodly good that it's been nerfed 5 or 6 distinct times and it's STILL a wonderful choice for just about anything because it does everything everybody else does and then some. The weapon's honestly go no business bein' a melee weapon, and with how powerful its projectiles are it could really use some major changes.
Some concepts for how to do this include the following:

  • Weakening the whirlpool significantly + adding a true strike effect.
  • Removing the whirlpool outright and adding some unique melee-based feature in its place.
  • Increasing the Trident's range and heavily decreasing the lifespan of its whirlpools.
**Suggestion Author**

@sour hornet

**Approved by**

@vestal charm

tawdry condor
#
***Nerf the hm Giant clam***

As it is, the hardmode giant clam takes way too long to kill, it's attacks deal way too much damage, and the way the attacks are designed don't fit at all with the cramped terrain of the sunken sea, requiring good horizontal and vertical speed. Not to mention they don't fit the early hm difficulty, cryogen, mechs, and basically any early hm boss is are all easier than what is supposed to be a miniboss. You can also get it's weapons without fighting it, which makes attempting to defeat it even more pointless, and it doesn't help when you get killed by a clam that you have to wait a whole minute to fight it again, since its spawns very rarely, and there's no way of summoning it, and even a sea serpent that you accidentally hit which spawned before the clam can just randomly interfere and make it even more frustrating.

I suggest nerfing the projectile speed, the size of all attacks, nerfing the amount of pearls in the pearl rain and removing the pearl shot directly at the player, as well as making the pearl burst bounce 1-3 times on blocks instead of travelling through tiles

**Suggestion Author**

@marsh wind

**Approved by**

@vestal charm

tawdry condor
#
**Do something with Excalibur Shortsword and True Excalibur Shortsword**

Those things have no use (normal Excalibur is better as weapon and can go into Ark of Ancients, and True Night's Stabber does more damage; hell, even true stabber is not good because True Night's Edge is more powerful) and only exists to mirror Terra Blade's recipe. Either give them something useful (like Night's Stabber have true melee homing attacks), or remove those swords.

**Suggestion Author**

@queen linden

**Approved by**

@vestal charm

tawdry condor
#
**Rework Brimstone Elemental's cocoon attack.**

This attack is probably the worst to be countered. There are outplays to the other 2 prominent attack she has. With her flight attack, she has a rough pattern that can be counteracted. With her beam attack, you can misdirect the prediction in her AI. With the cocoon attack, your only counter is mining a huge chunk of the Brimstone Crags area, then realizing the Charred Ores inside cannot be mined until the boss is defeated.

Reworking her cocoon attack to not force the player to essentially make a huge arena in the crags would make the boss a bit fair when doing that specific attack.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Remove Calming Potion from Cadance Potion's recipe**

The Cadance Potion is an extremely good potion since it combines regen, heartreach anf lifeforce into one but I feel having the calming potion's effect is pretty redundant especially in combat since we already have Boss Zen anyway, if a person would want the effects of Calming Potion they can already use the Peace Candle or drink the Calming Potion separately.

Just a tiny QoL change, you guys could remove the Love Potion from it as well but I rather have it kept there because that would be the extra cost for combining 3 buffs into one

**Suggestion Author**

@velvet berry

**Approved by**

@vestal charm

tawdry condor
#
**nerf titan heart armor and buff umbrifile armor**

Now I feel umbrifile armor is a bit to weak compared to titan heart because titan heart has +29% rogue damage +10% rogue velocity in general a 45% Chance not to consume rogue items and 35% increase to rogue kb and yes it has 15% decrease to speed but I don’t really notice due to the speed of most rogue weapons and with that stealth of 100, astral infection the explosion and the double kb of stealth strikes I feel it’s pretty op compared to umbrifile armor because umbrifile gets a 27% boost to rogue dmg 16% to crit 10% projectile velocity and 30% movement speed it feels to week to be post plantera/calamitias while titan is start of hardmode not to mention the defense difference tough the armor does sometimes cause explosions on normal attacks and always in stealth strikes it’s stealth bar of 110 is just so close to the 100 of titan heart and in my experience makes it worse than titan heart so maybe buff the defense or damage output of umbrifile or make titan heart a bit weaker or later game

Mainly it’s for the balance purposes

**Suggestion Author**

@rich rivet

**Approved by**

@vestal charm

tawdry condor
#
**Rework Eldritch Soul Artifact into a mage accessory**

?

Eldritch Soul Artifact is kind of boring when you get down to it. It’s a stat stick anyone can use, and is generally kind of lacking in the distinct theming that the other artifacts have. Thus, I suggest giving it a theme of magic by turning it into a mage accessory, connecting it to LC’s magic and giving it a more distinct theme and usage. There is also a whopping one post-ml mage accessory, in ethereal talisman, the typical penultimate class accessory. So giving mage another accessory would help provide some more variety in accessory choice post-ml.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Add more ways to peacefully obtain items in the sunken sea.**

The sunken sea is a biome with a peaceful and calm aesthetic. This is reinforced by enemies not attacking until being attacked, the music, and the rusted bell pet item being obtained through catching ghost bells with a bug net. The way rusted bell is obtained is very interesting and could be expanded for more items in the sunken sea.

This would maintain the peace of the biome, since currently you end of shattering that for fighting random sea creatures. It would also fit how the biome is composed of sea animals that seemingly have no real interest in fighting you. It could also create variety in how you obtain items, instead of it being kill enemy for weapon. It could also create more engaging mechanics and encourage a more interesting playstyle. It can encourage the player to play slowly and carefully to obtain items. It could engage the player in the game with more in depth mechanics. It would make the world and creatures feel more alive.

**Suggestion Author**

@digital lily

**Approved by**

@vestal charm

#
**Rework the Eutrophic Shank to be a bit more melee-oriented...and also not just Aquatic Discharge but slightly different.**


Eutrophic Shank is not only incredibly similar to Aquatic Discharge (DS' melee drop of similar tier), it's also a bit boring and its ability doesn't really mesh all that well with the idea of it being a melee weapon. While its sparks may be close-ranged enough to warrant still being melee, the Shank could definitely use a rework regardless to be a little less...bland and give it some distinction from its currently-very-close relative.

**Suggestion Author**

@sour hornet

**Approved by**

@vestal charm

tawdry condor
#
**Remove the current mechanic of the Resident Evil guns and change them into regular ranged weapons**

The current limited use high risk/reward system is fundamentally flawed and severely limits how often the weapons are ever used.

  1. The weapons are only worthwhile to use against the last bosses in the game. Given the fact that the ammo is limited in supply, players are naturally only going to use them against the bosses where they get the best value out of every shot. This leaves two bosses where the guns could ever see viable use, Yharon and SCal, and the problem will only get worse as more bosses are added.
  2. Many players are too apprehensive to make use of the weapons. These weapons are insanely powerful and valuable, meaning that some players are simply too nervous to use them out of fear of running out of their precious ammo. As long as the ammunition is limited in a playthrough, players won’t feel inclined to risk it.

Unfortunately, neither of these issues can be remedied because they are an inherent part of anything that follows a similar system of use (see Too Awesome to Use Syndrome, Purified Jam). Therefore, to ensure that the guns receive the love they deserve, they should be changed into standard weapons. I’ll leave the specifics of what the weapons should do if changed up to the discretion of the devs.

**Suggestion Author**

@teal quest

**Approved by**

@vestal charm

tawdry condor
#
**Allow Drataliornus to grant a sizeable amount of DR to the player when its primary is at full charge.**

Drataliornus is one of the more unique weapons in terms of design, supposedly rewarding the player for constantly shooting the weapon without taking any hits. Thing is, the reward isn't that satisfying for when you can get the weapon and the effort you need to use the weapon compared to its riskless secondary.

Giving a sizable amount to DR when Drataliornus is at full charge would make the player a bit enticed to charge the weapon all the way to maximum. Additionally, this would make the bow a bit more in-line with Adrenaline mechanic, both encouraging not getting hit and Adrenaline granting DR at full charge.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Improve or revise stealth generation accessory modifier (or stealth)**

I seldom ever see good opportunities as is for using stealth strikes except in a handful of scenarios, which mostly involve mobs as opposed to bosses (when I feel stealth strikes should benefit most). In an attempt to benefit more from stealth strikes with additional stealth generation I still consistently do better with spamming attacks, which wastes the benefits of stealth generation (there are accessories that dedicated to the task that do much better as is) and makes it simply preferable to choose menacing over silent. Also, damage becomes an important priority when overcoming the defences of the more resilient enemies and in turn improves the effectiveness of crits. I want to have genuine reason to pick one or the other rather than pick a superior alternative every time because it is virtually the only correct choice.

**Suggestion Author**

@vernal spruce

**Approved by**

@vestal charm

tawdry condor
#
Add the earth elemental in the heart of the elements

The Earth elementals on the current version of the mod, serve no purpose other than provide the player with arid artifacts, to summon a sandstorm, and be a nuisance to the player, since the weapons provided are quickly outclassed and ditched away.
By giving him a designated accessory drop, he would be less of a bother for players that are underground, especially early hardmode players, since it's not worth it to fight them.
On the same note, adding such item into the Heart of the Elements, he would be more relevant to the progression of the mod overall, since he already has an influence on the HotE's acquiring, by facilitating the spawn of sandstorms, so why not fully add him in?

final note, he IS an elemental by name, so it seems fitting to be a part of the heart

**Suggestion Author**

@proud gull

**Approved by**

@vestal charm

tawdry condor
#
**Remove Enchanted Metal.**

Enchanted Metal is one of the bigger culprits of Calamity's infamous material bloat. The sole purpose of this material is to be an alternative for making mech boss spawners. Thing is, it does way worse job than other methods, since most of vanilla materials for mech boss spawners are relatively easy to get. Not only that, Steampunker also sells mech boss spawners at 20 gold each (after specific mech bosses are defeated), while you need 45 gold worth of Enchanted Metals to craft a single mech boss spawner.

Removing the material outright would make the primarily useless material help reducing overall material bloat in the long run.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Change Sunken Sea World Generation**

After watching over 500 worlds generate (thanks World Previewer mod), and after visiting the Sunken Sea many, many times I have noticed a few key problems with the generation of this biome. Starting off with the most important one the Sunken Sea has a tendency to drain water into nearby caves. Another major issue is that if the sunken sea generates low enough its water turns into lava. Adding a shell around the sunken sea could help it not drain water everywhere.

**Suggestion Author**

@heady dock

**Approved by**

@vestal charm

sharp zinc
#

Give Rogue stealth while wearing demonshade armor

Seeing as this is the endgame armor, it shouldn't lack the main aspect of one of the classes. First, it has a summon that comes a long with it just like how many summoner armors come with a summon. Also, it gives a melee speed boost for melee players. On top of that, it gives increased mana for mage players. So therefore, just like how every rogue armor gives stealth, it should have rogue stealth for rogue players. Even though rogue stealth strikes are not the best, it is nice to gain even a portion of damage for not attacking for a time

Suggestion author: @frozen hawk

#

Remove the need for dye materials when crafting health upgrades

Pretty self-explanatory, I like how it gives a practical use to the dye materials (orange bloodroot, teal mushroom, etc) but it is absolutely annoying whenever you happen to lack any of these materials, especially since there isn't many good ways to get them w/o lots of time and luck. It was so much easier and convenient back when we only needed the materials we got by simply progressing. Currently missing a teal mushroom and it's killing me.|

Suggestion author: @faint knoll

#

Add an option to remove tesla potion visual

Pretty self-explanatory, I think visuals like these get in the way. It'd be nice if there were an option in the mod config to turn this off, especially so it doesn't bother my vanity sets/dyes.

Suggestion author: @sonic bloom

#

make rare sandstorm elemental get buffed the more we progress in the game

others elementals get faster in their attacks as we advance in the game, but for the rare sandstone elemental doesn't change anything at all, her healing just get blank and worthless as we progress in the game, so i guess that as we advance in the game in the same way as the other elementals she could make orbs more frequently, they could move faster and maybe they could heal a little more, it's also hard to get the orbs while having to constantly moving during a boss fight

Suggestion author: @dark inlet

sharp zinc
tawdry condor
#
Buff Sivlia Armor

Not stats but his invincibility effect. Sure it is too op, but after fight, you'll be with reduced max life. And only one thing can revert it back. Dying. I think it needs some cooldown like Godslayer Armor, and it restores your max hp, or it reverts your hp back when boss is defeated or you die(this will not affect boss rush where you can use it only once).

**Suggestion Author**

@noble mulch

**Approved by**

@vestal charm

tawdry condor
#
Give Onyxia's Onyx shards abit more range

Onyxia is a post-yharon phase 1 so this weapon is supposed to be used against yharon in fighting him until phase 2 but I find it hard to use especially when the range of the onyx shards are so short.
most guns's that shoots projectiles doesn't relay heavily on the project's but the projectile helps the complement the gun itself
But in onyxia's situation you can't use the most of the onyx shard against Yharon because of how mobile the boss is and going closer to close the gap on how short the range of the onyx shards will lead to alot of unnecessary hits and eventually just killing you.
So the gist of all this is that onyxia's short range shards make it hard to be viable because the boss that the gun was made against it counters its entire speciallty.

**Suggestion Author**

@tacit pebble

**Approved by**

@vestal charm

tawdry condor
#
animate the bars that have animations in inventory (mainly shadowspec and auric tesla)

the inventory sprites of the bars auric and shadowspec are extremly pleasing, and represent their power very well.when placing however it looks extremely underwhelming compared to both the inventory sprites and cosmilite (a lower tiered bar). auric could for instance also switch between what was displayed in the animation whilst shadow could look more like the actual animation (because its a developer and i feel like they should have more time spent on them)

**Suggestion Author**

@lofty cedar

**Approved by**

@vestal charm

tawdry condor
#
**Make the Hive/Perforator Cysts draw behind tiles.**


The Cysts have always looked a little awkward in-game due to the fact that they draw in front of tiles rather than behind them. Making them draw behind tiles would make them seem more like they're actually rooted in the world rather than just...there as an enemy.

**Suggestion Author**

@sour hornet

**Approved by**

@vestal charm

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**

@vestal charm

tawdry condor
#
**rename and/or resprite cosmic elementals**

their drops, behavior, and location do not relate to anything cosmic, and their appearance only marginally does. since they drop swords, they should have a name relating to swords, or maybe a name relating to their behavior or location. they may also be confused with the similarly looking galactica singularities, which is why they should resemble something sword related instead.

**Suggestion Author**

@half steppe

**Approved by**

@vestal charm

#
**A effect that appears around players in multiplayer to help with boss predictability**

A thing about multiplayer in calamity is it can make bosses unpredictable, such as in the case of bosses like DoG, Calamitas, or even Old Duke. this is due to some attacks requiring fast action but it can be difficult to determine who it's targeting such as trying to tell who the boss will do it's dash attack at and can result in some clashes with non targeted players and the boss
A solution could be a red ring like effect that would appear surrounding the player that could indicate who the boss is mainly focusing on for it's attacks.

An example could be DoG is offscreen and is coming back around for a attack, but one of the players has the red ring appear around them indicating DoG has their attention for the attack so they can have more of a idea where DoG is planning on coming through so the player that is not being targeted wont be ambushed out of no where because they thought they had the boss's attention

**Suggestion Author**

@quiet scarab

**Approved by**

@vestal charm

tawdry condor
#
**Reduce the size of Provi's death box**

The box that Providence creates upon death is unnecessarily massive. I feel that it should be more around the size of WoF's box or slightly bigger. The box in general was annoying whenever I fought her at night to get the dye, and was very tedious to remove. TL;DR, shrink Provi box.

**Suggestion Author**

@sonic bloom

**Approved by**

@vestal charm

tawdry condor
#
make craftable the sea shell

i dont know why but the enemy doesnt spawn, even if i have chaos candles and a mini farm, and it will be a little bit easier to get the absorber

**Suggestion Author**

@narrow sun

**Approved by**

@vestal charm

tawdry condor
#
**Make the Biome Chest weapons craftable**

Right now, only one of these weapons can ever exist in a world. If you accidentally trash or sell one, then the only way to retrieve it is to generate an entirely new world. It's currently impossible for multiplayer characters to get another biome weapon. And for those with collectors anxiety, it's currently impossible to have both the Biome weapons and their upgrades.

In the spirit of Calamity, all weapons and items should be available in one world without having to generate a new one. So I suggest that a crafting recipe for each Biome weapon be added. To make things simple, it would make sense to include the respective Biome key in each recipe, along with a Temple key (to ensure the weapons remain locked behind Plantera).

**Suggestion Author**

@feral grove

**Approved by**

@vestal charm

tawdry condor
#
**Make Providence only create her deathbox in Underworld.**

The sole reason for deathboxes is to avoid stuff dropping into lava after killing a boss in Underworld. Having Providence make her deathbox in Hallow is annoying, as you need to clean it up everytime you killed her, and it just makes a clutter when you don't need actual deathboxes in Hallow.

Making her deathbox only spawn when the boss is spawned in Underworld would make provi's Hallow farming much, much less tedious.

**Suggestion Author**

@wise radish

**Approved by**

@vague flame

tawdry condor
#
**Make the difficulty indicator easier to understand.**

I get that it's there to tell what mode you have enabled, but it can use some improvements, like for example if you hover your cursor over the difficulty, it will show text specifying what mode it is. This change could be done so that some players can understand what each little indicator means because they will probably not understand what it is.

Here's an example of what it could look like.

**Suggestion Author**

@pliant helm

**Approved by**

@vestal charm

tawdry condor
#
**Make armageddon turn all un-defeated boss summons non-consumeable**

While doing no-hit playthrough with armageddon, there will be many deaths without doubt, and lot of boss summons used.

Its really annoying to go back and farm for the boss summons if you fail to kill the bosses, which takes ages (sometimes).

Making armageddon turn boss summons into non-consumeables would allow players to keep trying as many times as they wish without having to either go back and forth to farm or just make massive amount of boss summons.

Defeated boss summons would be consumed so they cant be farmed more easily in later stages of the game.

(And of course you can use mods like cheat sheet to give yourself boss summons, but that again is cheating for those dont like cheating during their playthroughs)

**Suggestion Author**

@stark lake

**Approved by**

@vestal charm

tawdry condor
#
**Make teratoma/bloody worm food sold by dryad after defeating perforators and hive mind respectively (for consistency)**

Right now for e.g. in a crimson world, once you defeat perforators, the dryad only sells bloody worm food and rotten brain (in expert), but not teratoma. However, for the case of BoC, after defeating BoC you can buy bloody spine, worm scarf (in expert) and worm food. Vice versa for corruption evil bosses.

For the sake of consistency and convenience, it would be better if the dryad sells teratoma/bloody worm food in the case where the opposite calamity evil boss in a world is defeated, so players need not create another world to fight the opposite evil boss. Certain drops are different between hive mind and perforators, so it would benefit general gameplay.

**Suggestion Author**

@ivory zodiac

**Approved by**

@vestal charm

#
**Remove blackened screen debuff when exiting Providence's range, whereby Damage Over Time occurs**

The DOT is a deterrent in and of itself. The blackened screen only seeks to prevent the player from fixing their mistake and returning inside Provi's range. This issue is most exacerbated in Provi's final phase when all the chicken balls are defeated. When she sends out her faster negative health attacks, it's difficult to re-enter Provi's range when the screen is blackened and the attacks are being sent at fast speeds; I end up running into them, unable to dodge as I couldn't see them, leading to frustration. I don't know if this is an issue outside of Death Mode (the mode I'm playing in), but I request that it's addressed nonetheless.

tl;dr It's unfair

**Suggestion Author**

@devout seal

**Approved by**

@vestal charm

#
**Make the candles sold by the Drunk Princess consistent with all other candles, in how they can be toggled with wire**

For most placeable buff stations such as the campfire, and also all candles in the game within calamity and vanilla, one can toggle their effects on and off, allowing control over greater/lesser spawn rates, for instance. In calamity, the chaos and tranquility candles both carry over the trait from vanilla, but the drunk princess' other status effect inducing candles do not. Not only would changing this be valuable for consistency, but additionally having togglable buffs to wing flight time, for instance, could be a very valuable tool for map makers, where a section of a map is only accessible once the player finds a secret and the weightless candle is turned on.

**Suggestion Author**

@vestal viper

**Approved by**

@vestal charm

tawdry condor
#
**Nerf the damage-boosting accessory modifiers.**

There's this precedent with vanilla that emphasizes these damage modifiers (those being Jagged, Spiked, Angry and Menacing) over literally every other acc modifiers, making these damage modifiers overshadowed others by a long shot.

This issue is partially mitigated with defensive acc modifiers being slightly better in Calamity, but Menacing is still the prime go-to regardless. Nerfing damage boosting accessory modifiers would make other accesory modifiers have potential to be looked upon and rebalanced if needed, on a general playerbase level.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Allow mana potions to be put in the ammo slots**

They're basically just ammo for mages anyway?
If rangers can put their ammo in the dedicated ammo slots, mages should be able to aswell.
The whole purpose of the slots is to reduce main inventory clutter, so why do mages have to deal with additional clutter?

**Suggestion Author**

@fervent ingot

**Approved by**

@vestal charm

tawdry condor
#
**Tie Bloodstone to Polterghast**

Right now, the only major armor sets available before you realistically beat Providence are the Luminite sets, which severly limits the how the player wishes to progress. You make Bloodstone cores with phantoplasm and make Bloodflare armor with Ruinous souls so I think it makes more sense to make bloodstone post-polterghast. So much happens after the player defeats Providence, Divine Geode and Uelibloom upgrades become available, the Rune of Kos bosses are fought, Bloodstone currently falls by the wayside.

Allowing Bloodstone to be obtained after beating Polterghast would fix many of these issues, as it would allow the player to make a choice between fighting Polterghast and getting a new armor and weapon set before going against Providence.

**Suggestion Author**

@maiden heron

**Approved by**

@vestal charm

tawdry condor
#
make the sea shell more common

the sea snail is a enemy that haves like 4% of spawning, and that is even lower than the white squid, if you kill him it will only drop the dye, the drop chance of the item is 33.3%, thats why i think they need to make the chance 100% thats gonna do that the farming is going to have a reward

**Suggestion Author**

@narrow sun

**Approved by**

@vestal charm

#
**Make Yanmei's Knife much smoother to use.**

There are 2 issues that pinpoint to this suggestion: The use animation and its use time. The use animation feels like it's a bit stiff, and doesn't feel as smooth as it could be.

And the use time doesn't seem to be as accurate. It has 32 use time (which is slightly slower than Sniper Rifle at base), yet the Knife takes way too much time for delay between swings.

At the very least, changing the listed use time could be done to make the tooltip a bit more accurate to how the weapon is used ingame.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

#
**Increase Angry Dog spawn prehm**

Currently the only way to get the Cryophobia is from Angry Dogs. It is already very rare with the 1% chance, but Angry Dogs also have a very low spawn rate. I think that the rate for these should be increased, to at least have a chance to get it, especially with the stage in the game you use it.

**Suggestion Author**

@sonic bloom

**Approved by**

@vestal charm

tawdry condor
#
**Make Permafrost sell the snowglobe**

The only way to get it is by it being Christmas season or by changing your computer date and if you want to be a completionist and beat all the bosses, then you need to change your date and it's a little bit of a hassle that could be fixed with an easy purchase.

**Suggestion Author**

@molten forge

**Approved by**

@vestal charm

tawdry condor
#
**Add visual effects to the Auric Tesla Toilet**

The Auric Tesla bars, in inventory, have a tesla effect on them. Since the ATT is made of the bars, it should have this effect as well. The animation should take effect in inventory, but as well as when placed.

**Suggestion Author**

@sonic bloom

**Approved by**

@vestal charm

tawdry condor
#
Alternate recipes for rogue and melee weapon with the same name

There should be a way to change from one or the other since it's really easy to make a stupid mistake

**Suggestion Author**

@drowsy thistle

**Approved by**

@vestal charm

tawdry condor
#
**Make the looting of created Power Cells easier/instant**

You should be able to click anywhere on the created Power Cell Box to move the Cell into the inventory, it happens way too often that you punch a hole through somewhere in your base due to you shift-clicking just slightly away from the Cell

**Suggestion Author**

@worldly torrent

**Approved by**

@vestal charm

tawdry condor
#
**Remove Infected Armor Plating from crafting of T3 Arsenal weapons.**

The addition of Infected Armor Plating (on top of existing Life Alloys) to T3 Arsenal weapons is pretty jarring, as it's the only tier of Arsenal weapon needing a relatively optional boss to be defeated. This is unlike other tiers, which are generally accessible after beating the "rich" bosses that essentially boost progression by a substantial amount (Hive Mind / Perfs for T1, any mechs for T2, Providence for T4, and Yharon for T5).

Additionally, the Plaguebringer Goliath is a huge gap in difficulty compared to other post Golem boss, and the T3 Arsenal weapons don't exactly reflect that too well.

Removing Infected Armor Plating from T3 Arsenal weapon crafting would make the tier a bit more consistent to other tiers, while also making the tier a bit more accessible.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Make a final upgrade to Tyrant Yharims Ultisword!**

This does not match the true power of Yharim, (Or at least what is expressed in the lore), and I think there needs to be a final upgrade maybe post Yharon (Maybe this could compare with the lore as well because Yharon might hold the secrets to Yharims true power because of there relationship) that could be close to matching his true power. Yharim himself would use a different, more extremely powerful set of weapons that could be incorporated into the game.

**Suggestion Author**

@mystic cedar

**Approved by**

@vestal charm

tawdry condor
#
**Allow summons to attack Brimstone Elemental while she is performing the laser or cocoon attack. **

With the new and more random ending to the Brimstone Elemental fight, it's quite infuriating when Brimmy alternates between the laser and cocoon attacks constantly, and your summons dont target Brimmy at all. Allowing minions to target Brimmy while she is performing those attacks would make the fight much more fair for summoners compared to other classes.

**Suggestion Author**

@granite gust

**Approved by**

@vestal charm

tawdry condor
#
**Rework Mirror Blade to be a pure true melee weapon, while also amplifying on its "mimicry" design.**

Mirror Blade is a particularly underrated weapon, with no particular use of its projectile, but having quite a niche use on true melee. Removing its projectile completely while amplifying its true melee effects would make it a bit more favorable on true melee, while also making the weapon a lot more preferred without much help of a projectile.

One way to accomplish the "mimicry" feel of the true melee strike could be, but not limited to granting the player enemy's def and DR upon true melee strikes, upon a cap.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Convert Blunder Booster's current diagonal dash into a normal dash**

A lot of Rogues straight up ignore the Blunder Booster because there's better accessories obtainable much earlier in progression (such as Vampiric Talisman) and the diagonal dash is both very uncomfortable to use and requires Stealth, which literally cripples the already underused playstyle that is Stealth Rogue and is not even usable if you spam. Transforming it in a regular free-dash item would not only make it much more usable, but would also allow Rogues to give up on overused accessories such as the Asgard's Valor / Statis Belt accessory lines and built more focused loadouts (also, having to dedicate a button for a single dash is rather awkward).

It would alternatively give an actual reason to fight Dragonfolly as Rogue rather than waiting for Draconic Swarmer spawns and skip to Dragon Egg.

**Suggestion Author**

@neon wind

**Approved by**

@vestal charm

tawdry condor
#
**make the borealis bomber auto swing**

The concept of the weapon is pretty neat but it's pretty much impractical without auto swing because having to spam click while dodging gets pretty confusing at least for me, I think you should maybe decrease use time to compensate

**Suggestion Author**

@crimson thunder

**Approved by**

@vestal charm

#
**Allow more than one Sun Spirit and adjacent summons**

They're honestly pretty bad for summon weapons and when you stack together the Sun Spirit, Frost Blossom, and the Red one I don't remember the name of, it's just not worth it dps wise really. It'd be cool, and better, for that type of summon to have the ability of having more than one, and when more than one is summoned, it starts to make sort of like a circle, you summon one, it's above your head, the second one pushes the first one to the left a bit and starts to curve around the player, and so forth.
Right now they're not really worth it to be an extra dps source, and it's seemingly more worthwhile to use just a full set of minions instead.

**Suggestion Author**

@balmy ravine

**Approved by**

@vestal charm

tawdry condor
#
**Make evil Rays behave differently to each other.**

These would be Night's Ray and Carnage Ray. The only things making them different are the sprite, name, and world evil used to get them. Just those. Looking at the similar concept, evil Crusher Blades, they at least have a different debuff going on.

Making these 2 Rays behave differently to each other would make them a lot more unique, and it'd give a bit more meaning to actually choosing world evils.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
i think there should be a summoner acessory upgrade that includes any ogre acessory for an extra sentry slot

i find it somewhat stupid that even in endgame we still have to use an ogre acessory to get one more max sentry, come on why not include an ogre acessory in the recipe of a near endgame summon acessory such as nucleogenesis, wouldn't increase the summon damage of the acessory just get the additional number of sentries

**Suggestion Author**

@dark inlet

**Approved by**

@vestal charm

tawdry condor
#
*Expanding DoG's amount attacks.*

Often DoG has been said to be very easy to beat. DoG is easy when I comes dodging . As one keeps fighting DoG , his moves become more readable to the player meaning easy dodging. Not only that, it could bore the player from doing the same thing repetitively. In worm phase, DoG is very easy as all the player has to do is bait him in then teleport out of reach. In laser phase, DoG could be a bit more of a challenge to get it down pat (especially if in poor positioning) but it is still as simple as learning to dodge. He lacks much unpredictably which makes it easy for the player. This what he needs. I have a few things in mind:

  1. DoG makes subsequent dashes toward the player from the portals.

  2. DoG attacks if the player moves.

  3. Cosmic servants are constantly flung in the direction of the player.

  4. Combines lasers and portals to throw off player a bit.

Just a few thoughts.

**Suggestion Author**

@ancient pulsar

**Approved by**

@vestal charm

tawdry condor
#
**Change the attacking Profaned Guardians’ during Providence’s fight to empower her rather than attack the player.**

The attacking Guardians during Provi’s fight are currently in a weird position, where they serve more as an annoyance due to how their charges conflicts with Provi’s bullet hell approach (especially during her cocoon attacks). Changing them to not attack the player and act more like support similar to the Healer Guardian, giving Provi bonuses based on their ‘roles’, would keep them as a threatening phase in Provi’s fight but less of an annoyance, and also fit in with the Healer current role. Some examples of how they could empower her are:

  • the offensive guardian increasing Provi’s attack speed
  • the defensive guardian giving Provi extra defense/DR
**Suggestion Author**

@spring breach

**Approved by**

@vestal charm

tawdry condor
#
**Adding a config option to disable the difficulty indicator or unlocking it's position**

since i play in a small window, the difficulty indicator blocks my inventory(photo will be provided via a link at the end of this msg), i believe that happens to everyone who play on a small screen too
adding the config option allows people who doesn't care about the difficulty or doesn't like it's current position be able to move it or just doesn't see it at all

https://cdn.discordapp.com/attachments/225030931008847874/778941530903150592/unknown.png

**Suggestion Author**

@storm sierra

**Approved by**

@vestal charm

tawdry condor
#
**Make either Supreme Cataclysm or Catastrophe start aggressively dashing at the player when one of them is killed.**

Despite all the buffs, the brothers subphase of Supreme Calamitas (45% HP left) can still be regarded as a relatively free phase, having no real threat throughout.

Making any of the brothers dash towards the player once the other is killed would make the phase a bit more exciting, especially since SCal also dashes periodically. Why do the brothers have to only shoot mindlessly?

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
** the earth elemental should replace the regular sand elemental in the HotE**

Its weird you have a dedicated earth elemental with a unique sprite but opted for reusing another sand elemental. Generally i think it be better to have all the "elements" in the HoTE since thats the point. Have the earth elemental replace the regular sand elemental would be clever without overloading the screen with elementals (hence making it different than the suggestion to add more elementals to the HoTE), while also keeping 1 elemental per element (if you want to consider rocks different from sand anyway)

This also helps you get away from the "Smexy element waifu" shtick, as now it isnt just a set of them and has a male (im gonna assume a pile of rocks is a dude) looking elemental. as it seems especially with the brimstone elemental resprite, your trying to move away from that idea

that might seem like a downgrade since you lose the sand elementals tornados
but that move can be put onto the cloud elemental if they really wanted, especially since cloud elemental doesnt do anything special and just charges towards opponents for attacks.

**Suggestion Author**

@novel stream

**Approved by**

@vestal charm

sharp zinc
#

Accessory modifier overhaul

As we all know, the menacing damage modifier pretty much stands completely above the rest. Calamity has done a great job in my opinion with how it treats the defensive modifiers. I propose that the same treatment should be extended to the other underperforming stat bonuses. They, of course, include movement speed, melee speed, and the arcane modifier. Some ways to improve them could be adding additional effects or simply increasing the amount of the stat bonus.

Here are some concepts to gain interest:
Melee speed: Increase the amount of melee speed or additional melee damage increase or increase to weapon size
Movement speed: Additionally increase jump speed or increase the amount of movement speed given
Arcane: Additionally give a small bonus to magic damage or reduced mana consumption or increased mana regeneration

Note that all of the specific changes mentioned are simply ideas to give an example of how this suggestion could be carried out, and they are not a part of the broader request.

Suggestion author: @halcyon jackal

#

Make Rare Elemental heal without the orbs

It isn't very practical to have to stop moving or run into the healing orbs to get healed. Many later game bosses require faster movement to dodge this attack, making it much harder to be healed by it. I think that the Rare Elemental should heal you without the orbs. You should get the healing automatically.

Suggestion author: @sonic bloom

sharp zinc
#

Remove the selling of Hardmode Post-Plantera Dungeon weapons in favor of massively increasing spawn rates

?

There’s absolutely no reason to farm in the dungeon for anything besides ectoplasm and paladins for their gear, since you can immediately buy all of the weapons that drop randomly from hard to find, rare enemies. Actually increasing the spawn rates of these very rare enemies would force the player to go through some reasonable work to get these weapons, instead of handing it them on a silver platter.

Suggestion author: @pine kestrel

#

Prohibit suggestions of small, vanilla QoL tweaks that are outside of Calamity's intended domain and are present in other mods of significant size

It would be a good idea to include a special clause in the suggestion "Don't"s document that specifically prohibits small QoL suggestions which are outside of Calamity's intended domain, such as a config option to remove tombstones, or a config option to increase the amount of money the Tax Collector provides. Calamity is a content mod, and the end goal of Calamity is to add new and interesting content and to expand pre-existing content, not to overhaul Terraria as a large amalgam of different minor QoL features. Oftentimes, QoL suggestions are put forth to be voted on which are implemented just fine by other mods (sometimes where the primary purpose of the mod is the QoL improvement), and are not necessary as part of Calamity. It is the responsibility of the end user to install other QoL mods if they want the features offered by them, and Calamity should be left with the job of adding new content, since Calamity's goal is not to overhaul the game.

Suggestion author: @sacred sun

#

Make Astrum Deus' body segments not able to trigger Yanmei's Knife effects.

Astrum Deus is the only post-Golem worm boss that is heavily at disadvantage when Yanmei's Knife goes into play. With the way it's stacked at spawn, you can swing Yanmei's Knife at its coiled segments and make it take heavy DoT damage that bypasses its spawn resistance.

Making Deus' body segments not able to trigger Yanmei's Knife would make it so that the boss cannot be melted by the high debuff the weapon gives, regarding its segmented structure and the debuff able to affect each segment.

Suggestion author: @wise radish

sharp zinc
#

Plague nuke countdown for goliath phase 2

When the plaguebringer goliath reaches second phase (either in all modes or rev+) It will start an X minute countdown somewhere on the screen after the message that says “Plague nuke armed, preparing for launch.” After those X minutes, if the boss is not killed, it could make the boss send stronger versions of the plague nukes. Or make the boss enraged. Or the timer could also instantly kill the player. I feel like this would make the plaugebringer fight much more fun and intense and will add a little bit of much needed intensity to the fight because I fought it on rev mode for my first time and it was kind of disappointing how easy it was.

Suggestion author: @brisk hare

tawdry condor
#
**Allow players to lock the color of Profaned Moonlight Dye**

Profaned Moonlight Dye is a beautiful item, and the cycling though colors is just stunning. However, the red/yellow day color scheme and purple/blue night color scheme can't be controlled. It would be a small change to be able to lock the dye to either of its day and night themes as the player wishes, and would allow players to fit the most unique dye in the game to their own wishes.

An idea for how to do this would be a synergy with the Cosmolight. When favorited during a specific time (Day, Night, Sunrise/Sunset), the Cosmolight would lock the Profaned Moonlight Dye to that time's color scheme. (Thanks to @wise radish for the idea)

**Suggestion Author**

@feral grove

**Approved by**

@vestal charm

#
Add smug2 emote to calamity Mod terraria server.https://cdn.discordapp.com/emojis/607740177439391754.png?v=1
**Suggestion Author**

@lucid drum

**Approved by**

@vestal charm

tawdry condor
tawdry condor
#
**Make Reaver Armor a Melee set**

Reaver armor is currently a post-Plantera, multi-headpiece set. The problem with it is that every class but melee has an Armor set for that tier. Ranger has Shroomite, Mage has Spectre and Brimflame, Summoner has Spooky and Fathom Swarmer and Rogue has Umbraphile.

After Chlorophyte and Turtle, Melee has no Armor sets (except Reaver of course) until Beetle and Hydrothermic, which are post-Golem. I suggest making Reaver Armor a Melee Set to fill the gap in Armor progression. The stats would probably be somewhere between Chlorophyte and Hydrothermic. It could even be a True Melee focused set, if that's what the devs want. Also, Necklace of Vexation would become a Melee Accessory, to fit with the Armor.

**Suggestion Author**

@modern walrus

**Approved by**

@vestal charm

tawdry condor
#
Rework the silva invulnerability

the current invul's functionality is too heavily focused on the Auric Tesla armour, on being a final revive to fall into, after using the godslayer revive and taking fatal damage.
The issue comes when the Silva armour is the set in use, it being a one time revive, that lowers your max health for as long as the character is alive is a problem, first because of hardcore mode players, second because the godslayer set is a safer option, since the revive is repeatable and doesn't affect the player in a long lasting way, and third is because after the invulnerability, you are likely to be with low health.

My rework idea: give the invulnerability a lengthy cooldown, 2 minutes or something of the sort and a max health regeneration alongside health regen:
The idea is to keep the vulnerable period after the invulnerability in the form of reduced max health, but don't keep this permanent, instead make it unavoidable instead of reducing by damage taken, fully heal the player (400 hp) and slowly recover the max health at 5 each second or something around there. That paired with the cooldown makes the armour set more usable, since it won't permanently nerf your character and armour unless you die, keeps the vulnerability after the invul by keeping the player at 400 hp and recovering the max health can make the Silva armour much more powerful, as it should be for fighting Yharon

**Suggestion Author**

@proud gull

**Approved by**

@vestal charm

tawdry condor
#
Add a max speed animation for the alicorn mount

It's a simple visual change, give it a top speed animation just like the unicorn mount, as well as a particle effect for such
it looks odd having just one sped up walking animation and it also gives no indicator on when you can ram enemies, unlike the unicorn.

something like, spreading the wings, lowering the head to point the horn and change the leg animation.

**Suggestion Author**

@proud gull

**Approved by**

@vestal charm

tawdry condor
#
**Make Lunatic Cultist do its ritual around the player instead on a fixed position.**

It's not uncommon for a player to be forced to ground down and restore flight time in Lunatic Cultist's fight. Often times it already starts doing ritual up there, which when the boss is at low hp, making it infuriatingly long to reach to Cultist, and losing time to hit the actual boss.

Making the boss do the ritual around the player instead would make the ritual phase much less frustrating, as the player's issue is now just identifying the boss with all the time they have that shouldn't be spent on flying back to the boss.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Make Bordernadoes despawn after the Yharon fight ends**

Simple, players will most likely to set a spawn point near the Yharon's arena for multiple attempts, not being aware of the bordernadoes can overlap the spawn point. When the player die, they will spawn directly inside the border and get insta kill since the border ignore iframes. In death screen, the player cant press esc to exit the world, so they have to alt+f4 and force close the game. This can either become an inconvenience to them, or worse, potentially bugging tmodloader.

**Suggestion Author**

@alpine gale

**Approved by**

@vestal charm

#
**Make the Staff of Regrowth able to grow saplings into trees**

I’m not sure if this is possible, but it would be really useful. Waiting hours for trees to grow is really boring. This would be especially useful when building, or if you want to harvest acidwood

**Suggestion Author**

@fading zodiac

**Approved by**

@vestal charm

tawdry condor
#
**Rework critical strikes to have functionality past 100% crit chance**

Currently, there is no reason to have crit chance higher than 100%. After that point, adding more crit chance has no effect. I suggest a rework to how critical strikes work past 100%. Here is how I think it should work. So, say a player had a crit chance of 120%. Without this change, you would simply have a 100% to do double damage. With this rework, you would still have a 100% chance to do double damage, but a 20% chance to do triple damage instead. This would benefit the mod as it would encourage different setups later in the game when such critical chance can be achieved, and provide more options for damage modifiers other than menacing, being based on rng more than just a damage boost. If this seems too overpowered, maybe instead make it increase your crit damage by the excess percent.

**Suggestion Author**

@quartz idol

**Approved by**

@vestal charm

tawdry condor
#
**Make DoG not able to damage you with his head during laser walls in boss rush**

Whenever it gets to DoG in boss rush, it starts with laser walls. No big deal. But when DoG catapults himself at you and instakills you when you're stuck in your cubicle? Pretty annoying, ngl. Usually in the normal DoG fight he will not be able to damage you during laser walls except for his lasers. This should be the same in boss rush. Only curse active is Xeroc's curse.

**Suggestion Author**

@sonic bloom

**Approved by**

@vestal charm

tawdry condor
#
add more unique modifiers to the game that buff certain things

right now, everything is reflected onto menacing., because of how potent glass cannon is rn. perhaps adding different boosts from accesories, such as maybe dodge chance, adrenaline retention (e.g. +250 adrenaline minumum after being hit), rage increase from true melee, lifesteal, etc. could help make accesory reforges much more unique, and the meta on them change. ofc these are only suggestions, and some are good, whilst others bad, and the devs could prob think of more. i would also recomend doing a survey if you do this.

**Suggestion Author**

@lofty cedar

**Approved by**

@vestal charm

tawdry condor
#
**Give Muramasa old Murasama's swing animation retextured blue**

Might not directly make sense lore wise, but it would make Muramasa more useful than just being a material like it is now.

**Suggestion Author**

@vital sand

**Approved by**

@vestal charm

tawdry condor
#
**Make the Drill Containment unit scale to your highest Mining Power tool**

At the point in the game you can get the tool, you basically have the end level mining equipment. This kinda makes the mount worthless in that aspect as it cant help mine up any of the later game post-ml ores. Having it scale with your tool like block switching does in 1.4 would breathe proper life into the mount in calamity. Not to mention the laser drill, which is much easier and earlier to get ingame has 230%, 20% more mining power (DCU has 210% mining power)

The only reason i say having it scale to your highest pick instead of just buffing it to 230% is so in the scenario that you do add a higher level ore when the next set of bosses are added, it doesnt just fall into the same pattern as before where it cant really be used at all for real mining, as the only stuff you would want is the later game ores.

**Suggestion Author**

@novel stream

**Approved by**

@vestal charm

tawdry condor
tawdry condor
#
**Make all Calamity stackable spiky balls be thrown all at once on stealth strikes.**

Spiky balls that do this generally can do well on many occasions (Sticky Spiky Balls vs Hive Mind, Nychthemeron throughout most parts of Hardmode) when used at stealth strikes. Considering stealth strikes are way slower, stealth strikes of spiky balls that aren't thrown at multiple amounts are hard to take advantage of.

Making most of the stackable spiky balls be thrown all at once would make these spiky balls a lot more beneficial to use on stealth strikes, signifying their use in the context of stealth as support as well.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Make turret only shoot you if it sees the player**

4 Turrets shooting at the same time for the duration of you trying to break them destroys your ears and is waay to irritating, this fix wouldnt nerf the turrets in any way plus it would make them more of a threat for unsuspecting players

**Suggestion Author**

@olive bolt

**Approved by**

@vestal charm

tawdry condor
#
**add more building accessories, potions etc**

A lot of times you need a big arena for bosses like Providence, plague bringer, yharon etc but it takes far too long to actually make them, for example yharon arena takes a long time because u need to place quite a lot of blocks but the block placement speed is too slow
I think that building arenas should be swift and efficient cause it's Almost necessary for late game bosses, and it becomes annoying having to build another huge arena after you've just built one

**Suggestion Author**

@crimson thunder

**Approved by**

@vestal charm

tawdry condor
#
**change the way summoner nerf works**

summon is already pretty boring as a class, making it so u cant hold other weapons is just removing variety, i think that its not the summons that should be nerfed i think it should be the weapon that your holding thast nerfed, that would allow for more variety and playabilty, cuz right now u just dodge

)

**Suggestion Author**

@crimson thunder

**Approved by**

@vestal charm

tawdry condor
#
**Give the true night's edge the ability to inflict the cursed flames debuff**

True bloody edge can inflict ichor, plus it can heal you, meanwhile nights edge only has higher base damage. This change just makes sense.

**Suggestion Author**

@neat kraken

**Approved by**

@vestal charm

tawdry condor
#
**Add a crafting material that combines Depth Cells, Lumenyl and Tenebris**

Almost all weapons/armor that use one of these use the three. It's the same concept behind Auric Tesla Bar and Ascendant Spirit Essence.

**Suggestion Author**

@paper kelp

**Approved by**

@vestal charm

tawdry condor
#
**Rework Omega Blue armor's tentacles.**

These tentacles are arguably the worst part of the armor, having iffy mechanics while being not much rewarding to use.

For when you'd use the armor versus DoG, the tentacles are especially weak because they can't keep up with his head or tail without the player constantly mothering them.

Reworking the tentacles would make Omega Blue more favorable for its unique close range use, instead of just being a glass cannon armor.

Some ideas to rework the tentacles could be, but aren't limited to:

  • Making the tentacles snap immediately onto enemies much faster.
  • Making the tentacles able to target everything, but only heal on its current targets.
  • Making heals done with the tentacles reduce the cooldown of Abyssal Rampage.
**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**More Aggro Manipulation Options**

Being able to better manage aggro in multiplayer is essential for planning good teamwork strategies, but as is right now, your only options for this is:

Invisibility potion (not strong enough to properly control enemy aggro)
Flesh Knuckles (not worth its slot, also barely strong enough to control aggro)
Elysian guard buff (comes with a huge move speed penalty)
Auric Royal helm/melee armor sets (forced to play melee)

Some options could be a strong +aggro potion, buffing invisibility potions (though that might mess with abyss detection balance) or baking flesh knuckles into an endgame accessory with increased aggro (likely rampart of deities)

**Suggestion Author**

@fervent ingot

**Approved by**

@vestal charm

tawdry condor
#
**-ASTRAL INFECTION TO BE MONITORED WITH THE DRYAD-**

this could be to check how close you are from banishing it (if you want to) or to check if it worked when going into hardmode(sometimes any biome doesn't work, even the vanilla ones)

**Suggestion Author**

@magic grove

**Approved by**

@vestal charm

#
**Rework Lunar wings perks to make them more worth to use compared to Seraph Tracers.**

Right now the post-ML class wings are irrelevant post ML (Exodus is a special case as it can be obtained post-Cultist) compared to Seraph Tracers. They give measly stat bonuses when combined with matching sets, while Tracers are wings and boots in one, which everyone would go for at default.

Reworking perks of these wings would make them a lot more worth to use with post-ML class armors instead of just defaulting to Tracers.

An example for each wings' perk could be but won't be limited to:

  • Solar Wings: Constant Solar dash regardless of Solar Blaze charge when wearing Solar Armor
  • Vortex Booster: Immunity to Distorted and reduced hover flight time consumption when in Vortex stealth while wearing Vortex Armor
  • Nebula Mantle: Player leaves nebula trails which improves magic projectiles that go through the trail while wearing Nebula armor
  • Stardust Wings: While wearing Stardust armor, Stardust Guardian will now shoot homing stardust trails at a fast rate when it's behind the player or stationed in a position
  • Exodus Wings: Stealth strikes while wearing the wings and Empyrean armor will inflict Whispering Death for a short duration.
**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Add all the rest of the tier relevant pickaxe descriptions to reflect what they are able to mine**

For continuity's sake, many pickaxes display what they mine but are often incomplete or not present. Picksaw displays it can mine uelibloom, but doesnt mention exodium, neither does Lunar ones, and so on. The point is to consistanly display what ore is able to mine said pickaxe, to avoid confusion, bring continuity, and prevent people from crafting pickaxes they dont actually want
-Deathbringer/Nightmare picks should mention mention being able to mine Aerialite
-Adamantite/Titanium picks should mention mention being able to mine Cryonic
-Pickaxe Axe/Chlorophyte Pick should mention mention being able to mine Perennial
-Picksaw/Flamebeak Hampick should mention mention being able to mine Astral ore
-and lunar picks/genesis pick should mention mention being able to mine Exodium Clusters

**Suggestion Author**

@olive bolt

**Approved by**

@vestal charm

tawdry condor
#
**make supernovas explosion bigger or make scorpios nuke smaller**

its really weird that a supernova has a smaller blast radius than a nuke, the larger explosion for the supernova could be purely visual, same goes for scorpios nuke

**Suggestion Author**

@crimson thunder

**Approved by**

@vestal charm

tawdry condor
#
**Add more ammo types for the dart rifle/pistol and their subsequent upgrades **

I feel like the dart rifle, while it does get an upgrade later on, still needs more types of ammunition, as there is currently not a single type of dart added in calamity. I think that there is some potential for interesting dart variants with some cool mechanics!

**Suggestion Author**

@ornate blaze

**Approved by**

@vestal charm

tawdry condor
#
**Make Titan Heart armor grant knockback immunity.**

Titan Heart armor is supposed to mimic how Atlas works, high damage and slow movement. Atlas also has a high knockback resistance (92% at base until 100% post Cultist).

Giving Titan Heart armor knockback immunity would not only make the armor reflect Atlas better, but also help the early game rogue players not needing an accessory for a shield early in Hardmode, since they have relatively a lot of accessories to use.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
_Increasing spawn rates of voodoo dolls after Skeletron is defeated, but reducing it to vanilla spawnrate before Skeletron_

After BoC or EoW, ypu are trying to mine Hellstones, Demon Voodoo ruins your plan. Every second demon is Voodoo Demon, and if you kill him, Wall of Flesh summons or you'll die because of Demon.

**Suggestion Author**

@noble mulch

**Approved by**

@vestal charm

tawdry condor
#
**Make the splitting projectiles from the elemental lance home in on targets**

In Calamity there are only three spears that have homing projectiles: the Urchin Spear, the Amidias's Trident, and the Nadir. The first two are early pre-hardmode and the last one post-dark sun. The Elemental Lance is also a pain to use as the projectiles it fires split so far away that to actually use them you have to lead the enemy back into them, making this weapon annoying to use. making the projectiles home in would make this weapon better and make spears an overall more viable choice.

**Suggestion Author**

@hushed gull

**Approved by**

@vestal charm

tawdry condor
#
**Add a telegraph for WoF's lasers**

At the moment, it's very difficult to find the correct rhythm for dodging these (though it is possible). The facts that the laser patterns change throughout the fight, and that a normal WoF bridge isn't exactly flat or free of obstacles (an eye won't fire on its normal rhythm if there are blocks between it and the player), make it very difficult to memorize, as well. Adding a telegraph would be an easy way to make an already extremely chaotic and unpredictable fight a little more fair, especially for those of us on rev+ that don't want to spend hours on end clearing out the space necessary for a top-notch arena with pre-hardmode movement speed and equipment.

**Suggestion Author**

@pliant phoenix

**Approved by**

@vestal charm

tawdry condor
#
**Move Cadence potions to be further in progression**

Cadence potions are craftable at the same time as lifeforce potions, yet it does everything lifeforce does, but better and with more effects. Seems a bit strange that it's at the same tier, making lifeforce mostly irrelevant, so perhaps it could be moved further into progression, like maybe locked behind Plantera by using ectoplasm or some sort of core in it's recipe, or moved to post Golem by making it take a bar of life or something, or even after Cultist by having it take some lunar fragments or meld constructs or something along those lines. These materials are just suggestions, though regardless I feel like they should be moved further in progression than they are now.

**Suggestion Author**

@proud olive

**Approved by**

@vague flame

#
**Add a sound effect for Skeletron Prime when he shoots rockets**

In it's current form, Skeletron Prime fires rockets in complete silence (or if there's a sound effect already, it's extremely subtle), leaving the player to observe if rockets are coming. Given the chaotic nature of the fight, it can lead to quite a bunch of unfair hits as most players will most likely be focused on the huge amount of lasers / skulls on screen.

**Suggestion Author**

@neon wind

**Approved by**

@vague flame

#
**Make the wall of flesh despawn as soon as all players in the world are dead instead of making it cross the underworld.**

In its current form, WoF only despawns when it crosses the underworld, even if you die before. If you spawn the boss on one end of a medium or large world, this takes a while and makes fighting the boss in general a chore, because you either have to reload the world or butcher the boss (which spawns a lovely little box STRAIGHT IN THE MIDDLE OF YOUR ARENA). It also heavily promotes cheesing the boss. Making it despawn immediately will make this boss so much less annoying to die to.

**Suggestion Author**

@dark zephyr

**Approved by**

@vague flame

#
**Grant vanilla summon weapon lower use time or autoswing**

Why? Well for some reason vanilla thought its a great idea to make them slow, so summoning them when u die requires mouse clicks and a lot of your time, so by removing one or both of these issues with summoners can make it much easier. This was done with vanilla spears giving them auto swing, and use time wont affect the DPS of the minion.

**Suggestion Author**

@elder topaz

**Approved by**

@vague flame

#
**Remove the box that Providence Creates on death**

Reason: The box was added at a time when the post ML items had a bug where they burned in lava. This issue has since been fixed, and the items no longer burn. Additionally, the items falling in lava doesnt present a problem for the player to obtain them either, since in post ML they have accessories like lava charm and certain armors to give (temp) immunity. With this in mind the box serves no real gameplay purpose, and instead clutters up your arena with unneeded tiles.

**Suggestion Author**

@inner furnace

**Approved by**

@vague flame

#
**Make it so you can resummon calamity summons**

With vanilla summons you can resummon them to different locations if you need to relocate them, but with calamity summons you need to cancel the buff and resummon them. This is very time consuming and is occasionally deadly if fighting a large group of enemies or a boss.

**Suggestion Author**

@silent mantle

**Approved by**

@vague flame

#
**Make the rocket boot effect on all Hermes boots upgrades toggleable**

Reason: The Frostspark and Lightning boots are both faster than the spectre and Hermes boots which are the main attraction of the boots, however they also add the rocket boots effect a very slow and only sometimes useful flight type that people generally only use for increased wing time. If you are using the bundle of balloons this will be useless and a minor annoyance but the real pain is the fact the sulphurous and stasis jump come after the boots effect making them essentially useless, this would also be solved by making the jump come first.

**Suggestion Author**

@manic osprey

**Approved by**

@vague flame

#
**since there is a health slider there should be a damage slider for bosses**

I assume the health slider is there to 1) give yourself a little challange 2) in case you feel too powerful you can just increase boss health
I think this is why there should be a damage slider 1) for a little challange 2) in case you feel too tanky you can increase boss damage, this would also somewhat fix mod mixing issues where you're too tanky, alchemist npc for example,
That's why I think there should be a damage slider for bosses

  1. for a little challange
  2. in case you feel too tanky
**Suggestion Author**

@crimson thunder

**Approved by**

@vague flame

#
**Adjust Astral Infection spawn so that it always occurs on the opposite side of the world as the Hallow**

The biggest grievance I have is when I get into hardmode and end up with little to no surface Hallow biome because it's been overtaken by the Astral Infection instead. Having a surface Hallow biome is important to many things, both in this mod and otherwise (Pixie dust and unicorn horns, Providence's wing drop, etc), and it's frustrating to have to use Cheat Sheet to spawn a Clentaminator and Blue Solution at the beginning of hardmode just so that I can have an essential biome that should have been there in the first place.

**Suggestion Author**

@hollow spear

**Approved by**

@vague flame

#
**Make Rev+ Destroyer's lasers a lot more organized.**

Despite the recent changes, Destroyer's laser spam still feels rather unfun to fight against, as the order each segment is shooting them is absolutely random and players can easily be overwhelmed by the amount of lasers.

Astrum Deus is a good example of laser spam, as it's defined how the lasers are shot (from body segment closest to head, all the way to the segment closest to tail), and it's much less overwhelming to the players.

Making Destroyer's laser spam somewhat more organized would make the boss a bit more fun and less overwhelming.

Some ideas to achieve this could be, but won't be limited to:

  • Making Destroyer's segments light up to the color of the laser they'd shoot as a telegraph.
  • Making the order of segments that shoot lasers a lot clearer, a bit like Deus.
**Suggestion Author**

@wise radish

**Approved by**

@vague flame

tawdry condor
#
**Add more Dart weapons**

Dart weapons are some of the most fun and unique weapons in Terraria. However, there are very few of them, 5 to be exact. The Charged Dart Blaster (the only dart weapon after the Dart Pistol/Gun) just gets upgraded into the Shredder, a non-dart weapon, which doesn't fit the point of upgrades at all. Instead of upgrading into a standard gun, the CDB should be upgraded into its own line of dart weapons. In addition, more dart weapons should be added to flesh out prehardmode (only two options exist currently, the Blowgun and Blowpipe), and in hardmode to make the progression more smooth.

**Suggestion Author**

@feral grove

**Approved by**

@vestal charm

tawdry condor
#
**Fix Voidstone Walls / Sulphurous Sea generation**

Went on a spiritual journey to figure out how to build in the Sulphurous Sea / Abyss, turns out it relies on RNG and unclear information.

Currently the Sulphurous Sea generates with Voidstone walls behind the Sulphurous Sandstone blocks inside the biome. This is an issue because the terrain can generate in a way that does not provide a clear path of purely Sulphurous Sandstone walls that lead down into the abyss. This does not create a progression skip as the walls only impede the progress of builds and not player movement. (The wiki and no other information states when Voidstone walls are breakable during progression, this is why there is an issue to begin with)

This creates two options:

  1. Make Voidstone walls breakable during a specified point in progression (as even 210% hammer power is not enough pre-moonlord)

  2. Remove Voidstone walls within the Sulphurous Sea to allow players to build within the biome, without having to rely on lucky terrain generation

**Suggestion Author**

@pastel totem

**Approved by**

@vestal charm

tawdry condor
#
**Make Supreme Calamitas still take damage when Supreme Soul Seekers are alive**

In their current form, Supreme Soul Seekers are forgettable and just serve as a stop sign in the SCal fight. I think they should be changed in some way to have a bigger impact on the fight. I suggest SCal not being invincible while Soul Seekers are alive.
This would make the end of the fight more varied and give the player a decision, since you either have to focus the Soul Seekers down or just go straight for the witch herself, which is risky since the Seekers fire Brimstone Darts (during Bullet Hell 5 too?). It would also pay homage to the fight with the Calamitas Clone.

**Suggestion Author**

@modern walrus

**Approved by**

@vestal charm

tawdry condor
#
**Give the Dragonfolly's Lightning Feathers Custom Collision Code To Match The Sprite Closer**

Right now the hitbox of the feathers is situated at the very back of the projectile and it's tiny. This means that sometimes the feather can essentially go through the player but still not hit them. Making the hit box match the shape of the feather more would ease the confusion of the player regarding why the feather doesn't hit them and it also makes the fight more fair.
Picture for context: https://cdn.discordapp.com/attachments/516928309058076672/761804992054951946/unknown.png

**Suggestion Author**

@warped crane

**Approved by**

@vestal charm

tawdry condor
#
**Make Music Boxes record music even in vanity slots**

As of now, most people who would like to hear a theme more frequently in game, are forced to give themselves a boss music box or just sacrifice a slot and either attempt to fight and record, or just godmode through the fight until the box has recorded the theme.
Making it record inside a vanity slot would solve the issue nicely.

**Suggestion Author**

@chilly aspen

**Approved by**

@vestal charm

tawdry condor
#
**Give all worms 2-3 seconds where they cannot deal contact damage after spawning in boss rush**

All attacks should be dodgable, and it is extremely irritating when a worm boss spawns near/on top of you giving you basically no time to react before being hit. A short moment where they are unable to deal contact damage should alleviate this issue.
https://cdn.discordapp.com/attachments/719331952074686590/780986670270513152/Worm_Spawn_Kills.mp4
https://giphy.com/gifs/KJA4GiQROPSu837Vjf (credit to aqua)

**Suggestion Author**

@thorn saddle

**Approved by**

@vestal charm

tawdry condor
#
**Allow the Wizard to sell Aqua Scepters, similar to how he sells Magic Missile when obtained in hardmode**

The reason for this is because since the Wizard already sells the Magic Missile, which is a dungeon crate loot item, the Wizard should also sell the Aqua Scepter as well to maintain its consistency in selling dungeon crate loot items and for easier obtaining. It seems a little bit odd that he only sells the Magic Missile when Aqua Scepter is also just as important, due to it being used in an auric-tier craft.

**Suggestion Author**

@vocal aspen

**Approved by**

@vestal charm

tawdry condor
#
**Give Slime Core a bit of time to ramp up its speed after coming from a slime in death mode**

I know Death Mode is supposed to be difficult, but after fighting SG multiple times for a nohit today, there was several cheap deaths where it would get off of a slime or I would kill a slime it was on and it would instantly run to me with what feels like the speed of light, giving very little time to react unless you anticipate this ahead of time.
As far as solutions, I think giving it a small time after it dismounts where it is slightly slower so the player can have just a bit of time to react would be a fair approach.

**Suggestion Author**

@misty roost

**Approved by**

@vestal charm

tawdry condor
#
**Give on-swing projectile-spawning melee weapons a way to be converted/toggled to on-hit.**

In any case, the goal of this suggestion is to be able to provide several of the existing melee weapons an alternative playstyle that rewards close-quarters combat/true melee. I feel it'd be nice to see this sort of playstyle expanded beyond just the weapons that were designed for true melee in the first place. Furthermore, a conversion option may allow for much more weapon diversity down the line, within the melee class and its subclass true-melee.

**Suggestion Author**

@vivid night

**Approved by**

@vestal charm

tawdry condor
#
**Make Perferator/Hivemind Cysts spawn NOT Pre-EOW/BOC**

I have been running into those a lot during my playthrough, and have been trying not to attack them before the Brain of Cthulu is dead. I think this will make it easier on people either making a Crimson/Corruption arena or just exploring if they don't happen upon a Cyst when they are under-prepped. I have encountered the Cysts as early as the very beginning of a world.

**Suggestion Author**

@rapid pewter

**Approved by**

@vestal charm

tawdry condor
#
**Reskin the draconic destruction and the red sun's projectiles**

The two endgame mele weapons are usable in their currents state, but with one exception, the supreme calamitas fight
The projectiles cover too much of the screen, hiding projectiles that SCal spawns

A possible solution could be as simple as making the projectiles transparent and projectiles appear in front of them, or resizing the projectiles

For an endgame weapon, it should be able to perform at least decently against the (current) final boss

**Suggestion Author**

@proud gull

**Approved by**

@vestal charm

tawdry condor
#
**buff cryostone**

That item is pretty useless since at that time, even earlier, you have the bloody work scarf or rotten brain, 5% damage reduction is pretty useless since that would equal around 6 less damage than usual, and 3% increased is also useless cause that's around 4 more damage
Right now the cryostone is just an ingredient as the stat buffs it gives you are neglectable
Only the 6 defense is useful but even that is about 1-4 less damage that u take

**Suggestion Author**

@crimson thunder

**Approved by**

@vestal charm

tawdry condor
#
Make it so Stormlion Staffs summons don't phase into blocks and get stuck

Stormlion Staff is a really good summon to fight Desert Scourge with but it is really annoying when they get stuck in a block and then you have to resummon them to continue the damage and If your not paying attention they could get stuck and then you lose all you damage.

**Suggestion Author**

@rich heath

**Approved by**

@vestal charm

tawdry condor
#
**Make the Abyss significantly wider**

The Abyss has such an incredible atmosphere, but it doesn’t feel used well enough due to the biome being so thin. Making it wider would make it truly feel like an ‘abyss’.

**Suggestion Author**

@vital sand

**Approved by**

@vestal charm

tawdry condor
#
**Make the Pulse Bow craftable/an enemy drop**

It's a decent weapon and part of the necessary materials for the Ultima, a Post-ML weapon. However, it is only obtainable from the Travelling Merchant, and even then, is a pretty rare find. It's been done for the Gatligator, so I see no reason for it to not be here.

**Suggestion Author**

@trail saffron

**Approved by**

@vestal charm

tawdry condor
#
Make a snow ruffian wings accesory

The snow ruffian armor set has a set bonus where you have a pair of wings used for gliding, I've always wanted to wear the snow ruffian armor as vanity but theirs not any snow ruffian wings I'm able to put into a vanity slot. so I think this would be a nice little addition just for the heck of it.

**Suggestion Author**

@wanton seal

**Approved by**

@vestal charm

tawdry condor
#
**Rework The Final Dawn's secondary (up button + left click) stealth strike to give the player immunity to a couple hits.**

The secondary stealth strike of this weapon is extremely risky for relatively no rewards compared to staying away from the threat (only bosses at this point when you can get the weapon).

Giving the player immunity to a few hits during the attack would make the weapon's specific attack much more useful instead of just used for repositioning.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

#
**Remove the Damage Reduction From the Start of Astrum Deus's Second Phase**

For most worm bosses, having high dr at the start is a necessity to avoid cheese while they're coiled up. Astrum Deus's second phase, however, is 2 tiny worms that spawn already uncoiled and moving at fast speed. I think the dr for this is redundant and artificially inflates the fight time, especially given that only 1 worm needs to be killed to end the fight

**Suggestion Author**

@molten jewel

**Approved by**

@vestal charm

tawdry condor
#
**Give the Sentinels of the Devourer increased item drop rates in Expert**

The Sentinels can be rather time consuming to farm, especially for someone using a summoner build, as the Guidelight of Oblivion, although being a rare variant of the Cosmilamp, has taken my colleagues and I over 3 hours to get one, as Signus can be rather bulky. Expert Mode onward could also give more of the Sentinel-specific materials, increasing difficulty, but reducing farming time. A fair trade in my opinion.

**Suggestion Author**

@gusty oasis

**Approved by**

@vestal charm

#
**Add more upgrades for the piranha gun**

The piranha gun is a pretty cool weapon in my opinion, and with it's upgrade, the Barracuda gun, it makes for a really good option for post-Plantera rangers. However, adding more upgrades will make it viable through nearly the rest of the run! It seems like a cool playstyle to me, a ranger without need for ammo, just a gun, a finger to hold the trigger, and a will to survive.

**Suggestion Author**

@marble cedar

**Approved by**

@vestal charm

#
**Make the Abyss significantly deeper**

I personally love the atmosphere of Abyss and the way its cramped while you are exploring it. Although it feels like very short-lived experience rather than challenging exploration, especially on small-medium sized worlds. Diving into Abyss itself becomes dull experience once you get good accessories since it takes not much time to get to the deeper layers. Some people have recommended making Abyss wider, although in my personal opinion it'd ruin its atmosphere and feelings of urgency that its cramped deep space gives. Making abyss deeper by increasing it's total height would preserve the atmosphere but make its experience longer and much more challenging and fun.

My quick photoshop of how it could look like:
https://cdn.discordapp.com/attachments/465195069406707722/781685612218417202/unknown.png

**Suggestion Author**

@weak notch

**Approved by**

@vestal charm

#
**Change the Tundra Flame Blossoms Staff so its Projectiles don't Cover the Entire Screen**

Especially with cold-colored attacks (such as Cryogen's or Frost Lasers), the huge amount of projectiles the blossoms fire along with the ridiculously long projectile trail they have can make it incredibly difficult to see smaller projectiles. I suggest:
-Reducing the amount of trails the projectiles have down to around 3 instead of 6
-Increasing the damage of the blossoms' projectiles, but reducing how many are fired
By doing the above, it's unlikely the projectiles would cover nearly as much of the screen, making it much easier to dodge harder-to-see projectiles.

**Suggestion Author**

@gaunt birch

**Approved by**

@vestal charm

#
**Make the Piggy into Bacon Recipe Give More Bacon**

I'm thinking maybe 5 pieces? Anyway, my reason for thinking that is that when you use a Piggy at a cooking pot, you're getting one Bacon. If you kill it, you get a Bacon and 10 gold, and and if you sell it, you get 10 gold. So if you want Bacon, you absolutely should just kill the piggy, which is also arguably lower effort (at least once you have some good DPS) than capturing it and bringing it back to the pot, so the reward for bringing it to the Pot should be at least somewhat greater than just killing it.
I know this is a really minor change, but I just had this thought after capturing a piggy and thought I might as well share it.

**Suggestion Author**

@normal harness

**Approved by**

@vestal charm

#
**Buff the wing counterparts to the Tracers**

Currently, there's no point to really use wings once Seraph Tracers are obtained. The other wings you may use are simply used as recipes for the different Tracers. For example, I never found myself using Lunar, Elysian, and Drew's wings over the different shoes. They seemed to just be in the recipe, and never worth using over. I think there should either be a wing tree such as the Tracers, or the post-ML wings should deserve a buff to compete with the Tracers.

Wings are never used, so make people have to choose between two balanced options depending on play style. Wings and Tracers could make you play differently depending on which you chose.

There could be more variety as well, such as being able to get class specific wings. This would make Tracers multi-class and wings class specific, like Spectre wings already being Mage wings. This could be added to Elysian Wings with requiring the class specific drop from Provi.

**Suggestion Author**

@sonic bloom

**Approved by**

@vestal charm

#
**Make throwing bricks crafted at a work bench, instead of an anvil.**

The throwing brick is the first weapon used in every rogue-only playthrough, but a problem arises in that the player is only given 150 in the starter bag. This is more than likely not enough for a player to defend themselves until they can craft an anvil. By giving players an option to craft more throwing bricks at a work bench, it allows players to have a weapon to use before they can craft an anvil.

**Suggestion Author**

@peak peak

**Approved by**

@vestal charm

#
**Make stormlions from the stormjaw go through platforms when targeting enemies them**

Stormlions tend to get stuck on platforms, and you have to resummon them frequently. This would make it so the stormjaws get stuck less often, and have overall better AI. I dont really see any downsides

**Suggestion Author**

@marsh wind

**Approved by**

@vestal charm

#
**Make the Clothier Voodoo Doll craftable in Calamity**

Farming for Skeletron is impossible unless you get a Clothier Voodoo Doll, which some people might not want to farm for. And since defiled rune is losing its effect to up the chances of item drops, here is my idea for a Clothier Voodoo Doll recipe. 1 Red Hat (You can use lava buckets to kill the Clothier or another way), 15 bones, 2 leather, and 15 evil powder. Guessing this would be changed. This item would be good for people not wanting to go to the Dungeon for that long.

**Suggestion Author**

@livid crag

**Approved by**

@vestal charm

tawdry condor
#
**Dark God's Sheath interactions with lasting explosions should be looked over again**

Skyfin Bombers, for the biggest example is one that doesnt retain 100% crit on the lasting explosion, as well as few others.

This may be because it could be op because it's already a really strong stealth weapon, but consider you only hit bosses with a fraction of it's damage and the upcoming number tweakings.

Also consider that the Sealed Singularity and Holy Water retains it's 100% crit rate, which is a similar 'break into a constant explosion' weapon. (that i can remember off the top of my head)

Ignore me if this is an intended pick and choose case already.

**Suggestion Author**

@vale hornet

**Approved by**

@vestal charm

tawdry condor
#
**add a special effect for brimstone elementals laser attack**

I personally think that if there was an effect before the laser splits into bullets it would be a bit more fun to dodge and could maybe serve as a telegraph, and it could make the attack look more powerful
The effect could look smth like the one in touhou (Mikai city) where it kind of sends a pulse wave along the laser and the it disperses into bullets

**Suggestion Author**

@crimson thunder

**Approved by**

@vestal charm

tawdry condor
#
**add a timer for consumable rogue weapons time on ground**

It's really annoying when youre using, shard of atumbra for example and you have to pick them all up, adding a timer would help because then u wouldn't have to do that and it could maybe in a way reduce lag cuz there wouldn't be any extra entities

**Suggestion Author**

@crimson thunder

**Approved by**

@vestal charm

tawdry condor
#
**Make a material out of Lumenyl, Depths Cells, and Tenebris**

Auric Tesla bars and Ascendant Spirit Essence used to not exist, and you just used their components instead. Galactica Singularities, Cores of Calamity, and Life Alloy follow a similar principle. These fused materials are really convenient, and feels a bit cooler than just using the components; I think the same should be done for Lumenyl, Tenebris, and Depths Cells; it would be up to the devs to decide exactly how many of each you need to make one unit of this new material, and of course it would be up to them to decide what the material actually is as well. I think that a material made by mixing the three primary Abyss materials would not only be convenient and cool, but it would fit the pattern of other items in the mod that share the same baseline components. Perhaps most importantly, it would help clean up your inventory and storage systems, increasing your organization by getting rid of the need to keep filling up three inventoory slots with the same materials to make the majority of Abyss items.

**Suggestion Author**

@normal harness

**Approved by**

@vestal charm

#
**Increase hadarian membrane drop rate and make them drop after astrum deus is killed**

I feel like I never make these wings due to the fact that the membranes never seem to drop. Not only that, but hadarian wings have less flight time then fishron wings despite being post lunatic cultist tier. 100% chance for a membrane to drop from each hadarian seems fair, maybe increase the recipe to need 15-20 membranes too

Edit: just found out they drop after aureus is killed, why? You need astral bars which is lunatic cultist tier, why do the membranes drop after killing a post plantera boss?

**Suggestion Author**

@neat kraken

**Approved by**

@vestal charm

tawdry condor
#
**Make Melee Auric Armor's damage multiplier based on how low your health is**

The Melee class is a short ranged class that typically requires you to get close to an enemy in order to do maximum damage. As such, you will end up taking more damage than other classes. This is exactly why the melee class has more defense thank every other one. There is even an accessory (the Paladin Shield and its upgrades) that redirects damage dealt to other players on your team to the wearer. So why does a class that is basically built on taking damage have its ultimate armor's set bonus require you to be on full health to deal the most damage? It has never made sense to me and I think it's time to fix that with a simple solution. Simply make you deal more damage the less health you have.

**Suggestion Author**

@dense nova

**Approved by**

@vestal charm

#
**Make health reduction from Thorn Blossom a lot more worth it by adding a strong trait to the weapon.**

Thorn Blossom is a weird weapon in that not only it consumes mana, but it also consumes player's health for no apparent reason other than flavor? And there's no excuse for it to reduce player's health, unlike Lucrecia, which has an excuse to reduce player health, in that it gives the player immunity frames on hits.

Making the weapon a lot stronger to account for its health reduction would make it a bit more considerable to use and at least slightly better than Arch Amaryllis, considering the weapon is a RIV.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
tawdry condor
#
**Make it so that acid rain teir 3 is defeated prior to old duke being defeated**

Now, this may seem like a pointless change, but I cannot stress enough how much it gets on my nerves that in order to have an accurate boss checklist I need to defeat old duke after doing teir 3, so if I die to old duke (which I do, ALOT) I have to restart the whole event in order for my boss checklist to be accurate.

**Suggestion Author**

@inner onyx

**Approved by**

@vestal charm

tawdry condor
#
**after Brimmy teleports, give it more time before it can start attacking again.**

https://imgur.com/a/SSwYSFS

The player has less than a second to react to her appearing in her new spot and to figure out what attack she is doing, and feels pretty cheap to me

**Suggestion Author**

@misty roost

**Approved by**

@vestal charm

sharp zinc
tawdry condor
#
make valkyrie ray have auto attack

it's a very decent weapon that requires all the mechanicals to be killed, it makes a big beam that pierces infinitely and deals a lot of damage, but the fact of not having auto attack makes it difficult to use, not saying that it should make a constant beam like last prism, just that it's annoying for having to press attack button a lot of times with it

**Suggestion Author**

@dark inlet

**Approved by**

@vocal aspen

tawdry condor
#
**Allow an NPC to sell the Sharpening Station**

Given the fact that the wizard sells the crystal ball at the start of hardmode, the witch doctor sells bewitching tables post-skeletron, and the ammo box is bought via the traveling merchant, there should be a reliable way to obtain the sharpening station as well. It seems rather peculiar that the 3 other stations have a way of obtaining them, but sharpening stations only exist in "x amount", meaning those who want to make The Camper (for example in multiplayer), are forcibly limited to the number of sharpening stations that exist. Having the bandit sell the sharpening station for example, seems the most optimal but any NPC selling it works as well.

**Suggestion Author**

@vocal aspen

**Approved by**

@vestal charm

tawdry condor
#
**Trim down accessory modifiers, leaving only one at each type with adjusted stats.**

The way accessory modifiers are designed right now is tiered into 4 tiers per type (take example of damage boosting ones: Jagged, Spiked, Angry and Menacing). This system can definitely be seen as encouraging minmaxing, as people would just go for the best one and dare wasting money on Goblin Tinkerer as much as it would take.

Making accessory modifiers being only one of each type (with adjusted stats to compensate) would diminish the minmaxing nature of reforging, and makes reforging accessories actually give a sense of variance.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Allow the Arms Dealer to sell the Ammo Box**

Melee can find the Sharpening Station in beehive planetoids, and from underground houses. Summoner can find the Bewitching Table in the Dungeon and sold by the Witch Doctor post-Skeletron. Mage can literally just buy their station from the Wizard. And yet Ranger has to rely on time-gated RNG for arguably the worst of the buffs, a pitiful ammo consumption reduction. The boost is already mediocre, it shouldn't be the hardest one to acquire.

**Suggestion Author**

@clear barn

**Approved by**

@vestal charm

tawdry condor
#
Raise the hardcap to max mana bonuses.

Currently, you can only get 200 more mana from armor, accessories, and buffs, with the rest coming from permanent upgrades. This number is very way to reach, even in post-golem, hydrothermic armor and the sigil of calamitas giving you 100 mana each. This leads to additional bonuses being redundant. It also heavily nerfs the arcane modifer by causing it to often not do anything. To solve this, I suggest that this cap be raised, perhaps to something like 350. This would reduce redundancy and indirectly buff arcane.

**Suggestion Author**

@dire anchor

**Approved by**

@vestal charm

tawdry condor
#
Make the ancient vision spawn in the lunatic cultist fight easier

The ancient vision can only be found by mistiming the lunatic cultist's phantasmal dragon summon twice in a row. The sprite is very cool and foreshadows the moonlord and because of that it would probably be of best interest to make it's spawn much more common during the fight. I suggest that making it so that the ancient vision spawns every summoning ritual the lunatic cultist does regardless on weather or not the player attacks the right cultist.

**Suggestion Author**

@frozen panther

**Approved by**

@vestal charm

tawdry condor
#
**rework the raider's talisman**

so i've been playing the heck out of this mod, recently started a new rogue playthrough where i just recently beat brimstone. this is important because from pre-boss to brim (and beyond!) an equipment for rogue is extremely useful, but insanely unfun to play with: the raider's talisman. essentially, this item is a pre-boss rogue emblem, with one really dumb condition: if you want to use it to its full potential, you have to break the momentum and spend at least 5 minutes farming crits on lesser bosses until you get that 15% damage boost, then die and have to do it all over again. i understand this could be seen as overkill, but the item is so insanely powerful at full power and a waste of space if you're not boosting it pre-boss that you either suffer the consequences without it or spend ungodly amounts of time so you can have a better shot at the tougher bosses. my proposed fix, to keep the initial flavor intact, is to keep the crits-to-power mechanic, but instead of increasing by 1 it could increase by 5, and all of your crits would automatically drain after 10 seconds of either not doing damage, dying, or summoning a boss (to prevent critfarming.) this would make for a much more engaging use of the talisman as you might want to make a crit rogue build to quickly build max power on the talisman or have the slowly gaining consistent damage for each bossfight you encounter.

**Suggestion Author**

@lone rover

**Approved by**

@vestal charm

sharp zinc
#

Make an earth elemental summon

If every other element has a summon why not earth? My idea is that he would circle around the player and shoot enemies with rocks, and occasionally charge at them, the main reason is the earth elemental is the only one with out an accessory and is probably the most challenging early hardmode, if he's to big scale him down a bit.

Suggestion author: @tawdry condor

tawdry condor
#
**Prevent Minecart track from generating inside Sunken Sea biome**

Minecart tracks in sunken sea biome makes it unnecessarily ugly and a pain to remove when planning to build in there.

**Suggestion Author**

@sharp light

**Approved by**

@vestal charm

tawdry condor
#
**Make Rod of Discord crafting slightly easier.**

As we all know, Calamity Mod adds a way to craft Rod of Discord without spending 15 hours farming chaos elementals. The idea of RoD crafting is to make it easier to obtain. To craft Rod of Discord you need 50 pixie dusts, 30 souls of light and 5 chaos fishes. To get this amount of pixie dusts and souls of light you need around 30 minutes of farming, which is good amount of time for such item.

Main problem are chaos fishes. To get 5 chaos fishes you need around 3 hours of fishing in underground hallow which is extremly painfull.

And you can say "but this is good amount of farming for such a good item?". Maybe you are right but in calamity Rod of Discord is must-have and you always waste your time fishing when you could progress the game, fight bosses and do other cool things.

So what is solution for this problem? It's simple. In my opinion devs should add another way to craft Rod of Discord so you can choose how you want to get it. Another solution is to balance Rod of Discord crafting. For example: change amount of chaos fishes to 2 or just remove them completely and add 10 unicorn horns to crafting (just an example, it doesn't have to look like that).

**Suggestion Author**

@thorny halo

**Approved by**

@vestal charm

tawdry condor
#
**Turn Flare Gun into summoning tool**

Right now the Flare Gun is completely useless, only use being to light up caves temporarily yet often never used due to the inconvenience of it. The damage is laughable, and by no means is a secret underrated weapon. I suggest turning the Flare Gun into a Summoning tool (to avoid the penalty) used to make Summons directly target that area or enemie the flare has hit, while giving speical bonuses to summons that attack that space or monster. (For example, a normal flare could add 2+ damage to the summons, or if it were to be expanded apon a jungle flare could be shot out and when a summon attacks it, they apply a poision debuff to whatever they hit.) I believe this would help with the summons early game weeknesses while giving depth to experienced players wanting more strategy and depth to summoning as a class, with possible upgrades to the flare gun later on.

**Suggestion Author**

@scenic creek

**Approved by**

@vestal charm

tawdry condor
#
**Make Scal's hellblasts have to wait more time do to damage during a bullet hell**

Bullet hells are supposed to be hard indeed, but one of the main problems is that abyssals/hellblasts usually spawn from above the player, this isnt a problem from bullet hells 1-3 but becomes a huge and/or unfair inconvenience later due to the Brimstone Monsters (also known as moons). The main problem is that in some cases they can spawn really close to the player or directly above the player while circling usually resulting in a cheap shot that could easily kill you or at least dealing massive damage. This would make the fight, specially in the later parts more fair and less reliant on rng as well as standing near the top of the arena to destroy them in bh3 and making thick walls around the arena less necessary specially on the death difficulty.

**Suggestion Author**

@tacit arch

**Approved by**

@timber acorn

tawdry condor
#
**Give all Post-WoF blocks lava protection**

?

Lava Slimes are annoying, and it would just be helpful and make certain blocks/platforms actually feel like they inherited the power of what you crafted them with. This is especially aggravating for Profaned Platforms as, despite being made of the essence of the sun goddess, a simple bit of lava will melt those platforms.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Make nailheads drop more darksun fragments in the buffed solar eclipse**

Nailheads are pretty much the miniboss of the solar eclipse and are a pain to kill, so the player should be rewarded for killing them more than they are for killing any other non-Mothron enemy. As they are now, it's safer and more efficient when farming darksun fragments pre-yharon p2 to run from them and let them despawn. Making them drop more would also correlate with the recent changes in making Everscreams and Mourning Woods drop more of their respective materials.

**Suggestion Author**

@pliant phoenix

**Approved by**

@vestal charm

tawdry condor
#
**make some legendary weapons classless (and change their attack)**

One of the main reasons that legendary weapons didn't scale with progression is that it removed variety in your playthroughs, however, some legendary weapons are still way stronger than most weapons at that tier and above, I think legendary weapons should be unique support weapons with a different attack style/pattern etc, rather than being yet another weapon, a good example of a cool legendary weapon is the cold divinity, it's unique and has a cool play style tactic, but that's not the case for most legendaries like aegis blade, cosmic discharge, blossom flux etc, changing a few damage types to classless and making them very useful support weapons with a unique attack would solve 3 problems

  1. some legendaries being too strong for a few tiers

  2. lack of classless weapons

  3. basicness of some legendary weapons

**Suggestion Author**

@crimson thunder

**Approved by**

@vestal charm

tawdry condor
#
**Make warding a multiplicative dr boost.**

Currently, warding has some scaling issues. The flat nature of the defense boosts leads to warding falling off, as the defense doesn't keep up with the increased damage taken. Considering the current defense of warding, there isn't much room to add additonal defense increases to let it scale better with progression. A more effective solution would be making it a multiplicative dr boost. This boost would be constant throughtout the game, always providing the same percentage of reduced damage taken regardless of progression or other gear. This entirely avoids the issue of warding falling off.

**Suggestion Author**

@dire anchor

**Approved by**

@vestal charm

tawdry condor
#
Make It so Spider Armor has climbing claws affect

Spider armor makes you a spider, So why aren't you able to climb walls like one, It would be more useful if you could be able too latch onto things to reset you flight time and allow more mobility

**Suggestion Author**

@rich heath

**Approved by**

@vestal charm

#
**Rework the Blood Boiler**

Currently, the Blood Boiler is a flamethrower that takes away your life, but does not give you good damage in return. I feel that the damaged should be increased if it takes away your life, or remove the effect on you that takes away your life. This makes this weapon pointless. Even a few people in the vc's have talked about how the Blood Boiler needs to be changed.

**Suggestion Author**

@livid crag

**Approved by**

@vestal charm

tawdry condor
tawdry condor
#
**Make some rogue class weapons have an alt attack that doesn’t take stealth**

Whenever I play rogue class, I never feel the significance of stealth nor ever feel the need to wait for a stealth strike over attacking instantly. I feel like making an alt attack on some rogue weapons will make you actually consider saving your stealth for a stealth attack rather than just instantly attacking. The cost of using the alt could vary from weapon to weapon, as some could inflict a rebuff that makes you take increased damage for a bit or something, while another weapon could just be adding extra potion sickness for a bit. Armour bonuses can also affect what the alt click does or maybe cloose the de buff that’s inflicted etc. I feel like this feature could be used in very creative ways and make the rogue class playthroughs feel a bit more rogue like rather than just another class with different weapons.

**Suggestion Author**

@worn thicket

**Approved by**

@vestal charm

tawdry condor
#
***Summoning item which triggers phase 2 of HM/Perforators***

Add a item which summons in the Hive mind phase 2 and the Perforators: with all 3 worms phases to get this item you'd need to craft the original summoning item and Aerialite Bars. This would be perfect when practicing bosses for example no hitting or if you're new to the game and want to be able to fight the bosses later phases on another world and go back to their original world being prepared adapting to the bosses patterns. The Hive Mind phase 1 is just so slow and by the time phase 2 comes out you're not prepared since phase 1 is just a monster which teleports arounds you summoning enemies and phase 2 is so much more extreme. Just thought this would be a helpful suggestion giving people who wanna practice bosses a better experience.

**Suggestion Author**

@echo oyster

**Approved by**

@vestal charm

tawdry condor
#
**Heavily slow down Brimstone Monsters during S-Cal's Bullet Hell 5.**

The current iteration of Brimstone Monster is contradictive to BH5's accuracy needed and projectile density.

The density of projectiles encourages you to take relatively slow steps in dodging, but the Brimstone Monsters chase the player like they're chasing Black Friday sale, heavily pressuring the player, leading in tendency to move recklessly.

Slowing down Brimstone Monsters during BH5 would make the segment a bit more controlled, and less of a confusing jumble as it is right now.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Add certain Drinks you can buy from the Drunk Princess summoner related.**

So at this moment in time there are only drinks for melee, Mage, Ranger, and Rouge but none for summoner unless you count screwdriver that buffs them, So why not add in drinks that could affect Summon slots, Summon damage, and Summon Knockback. Cause Summoner needs a drink once in a while

**Suggestion Author**

@rich heath

**Approved by**

@vestal charm

tawdry condor
#
**Buff Spiders armors defense by at least 10**

Spider armor is a Hardmode Summoner set but only has a max defence of 20, Worse than full molten, or Statigel armor, Even the Summoner Version of Statigel has more defence than a hardmode summon set, And it's the best you can use before you kill certain boss, My Suggestion is that it should be buffed so Summoners can take a bit more damage using that armor.

**Suggestion Author**

@rich heath

**Approved by**

@vestal charm

#
**Remove or Change the Enemies that Rely on Gravity in Post-ML Events so they Actually Present a Challenge**

(This means blood moon post-ml, frost/pumpkin moon post-dog, and solar eclipse post-yharon 1)
The post-ML events are a bit...bland. They use the same enemies with almost the same AI, only with massively buffed damage and health. Most of the Fighter AI/grounded enemies are completely useless because you can just jump over them, and even then most of the other enemies' attacks are based on the assumption that the player will land on the ground frequently or at least be near it.

Tier 3 Acid Rain does a post-ml event right. The enemies fire loads of projectiles at you for you to dodge while you fly above them--and this suits post-ml perfectly--all of the bosses in post-ml have bullet-hell elements, after all.

Most of these enemies are completely useless, only doing something when you need to refresh your wing flight time, and the other events aren't much different. Changing or removing useless enemies would make these events more engaging and not rely on massive damage values.

**Suggestion Author**

@gaunt birch

**Approved by**

@vestal charm

tawdry condor
#
**Make musical items like the Belching Saxophone play notes accurate to the mouse position**

I've always enjoyed memeing with musical items like the harp in terraria, and was a bit disappointed that these items would not be able to play actual music, instead just having random sounds per shot. Being able to play never gonna to give you up on a magical saxophone is honestly a dream of mine and I think it would be cool to see added! I also think it would help keep some consistency between the mod and base Terraria, as well as add just a little bit of charm and fun; The game is lacking in many of those regions. Items to just have fun and play around with are great, even if they may not directly assist in game progression.

**Suggestion Author**

@tawny lantern

**Approved by**

@vestal charm

tawdry condor
#
**Allow the merchant to sell empty bottles similar to how he sells torches**

Bottles obtaining involves one to terraform their desert for a lot of sand in order to be made into glass. Meaning that eventually, there is only a limited supply of bottles that can be obtained from one world but also at the cost of someone having to rip apart their desert to make said glass from sand into bottles. It'd be more convenient as well as a nice QoL to amend this issue of potential large terraforming to obtain sand for bottle conversions. On top of this, those who farm in their desert would most likely want the glass be put to something else than mass quantities of bottles for potions.

**Suggestion Author**

@vocal aspen

**Approved by**

@vestal charm

tawdry condor
#
**Rework the lore of the Astral Infection Biome**

The Astral Infection is one of the most interesting biomes added by Calamity. It has great bosses and enemies, and its exclusive items are interesting and useful. That being said, it feels somewhat unimportant to both Calamity's gameplay and story. While none of the biomes added by Calamity are technically "necessary" for progression, (the abyss, Brimstone Crags, etc.) they provide an incentive, in both their lore and gameplay, that I feel like the Astral Infection lacks. They also form a common story in their lore, whereas the Infection just sort of appears, without warning. I feel like if the Astral Infection received lore that contributed to the overarching story of Calamity, as well as if it was foreshadowed in Prehardmode (say, by Amadias or Draedons labs), that it would fit betting into the game.

**Suggestion Author**

@little ledge

**Approved by**

@vestal charm

tawdry condor
#
**Guarantee Shrine Spawns and add a tool that locates shrines or add crafting recipes for the unique equipment in shrines**

There are some seriously cool things like the Onyx Excavator Key and Fungal Symbiote that most players will just never even see because shrines are either impossible to find or just flat out don't spawn at all sometimes. While none of the items are strictly required by any build giving players the option of using some of these unique items certainly wouldn't hurt.

**Suggestion Author**

@uneven kite

**Approved by**

@vestal charm

tawdry condor
#
**Either expand or shrink the shrines by one tile**

The chest isn't centered inside the shrines, expanding or shrinking the shrines by a tile would re-center the shrine.

**Suggestion Author**

@clear barn

**Approved by**

@vestal charm

tawdry condor
#
**Make the Astral Underground Fog a bit less more painful to watch**

The Astral Underground really hurts my eyes the fog makes it harder to see enemies and it makes exploring it a bit more harder the transparency just needs to a bit more transparent.

Here is a Visual Presentation of it ( Thank you to The Thorax for providing me this )

#suggestions-discussion message
#suggestions-discussion message

Top is Astral Bottom Isnt Astral

**Suggestion Author**

@analog mantle

**Approved by**

@vestal charm

tawdry condor
#
**Allow Drataliornus' shots to ignore blocks.**

Drataliornus (or at least its primary attack) needs a good build up in order to deal the best DPS. But often times, dodging the wrong way and making Supreme Calamitas go out of her arena essentially disables the weapon, as players can't really do anything until they can pull SCal back into the arena.

Making Drataliornus' shots ignore blocks would make the weapon a lot more consistent, especially once it's at full charge.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Introduce a way to toggle turning while swinging certain melee weapon types.**

Allowing the player to turn around while swinging certain melee weapons (notably Broadswords) is a nice convenience, but there are cases when the opposite could be extremely useful.

One example is Gauss Dagger (before 1.4.5.006) vs Skeletron. Despite its small range, it's an incredibly great weapon versus the boss for true melee, especially when Skeletron is doing his spin attack. In this moment, the player could hold a relatively safe distance between them and Skeletron while repeatedly swinging Gauss Dagger onto the boss, stacking the magnetic flux effect and dealing high damage.

Allowing players to freely toggle the turning effect would make true melee experience a lot more flexible and enjoyable, giving players a lot different approaches to current true melee weapons.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**larger pick up range for enemies that were killed by summons**

With all the other classes you more or less know where you killed enemies and so you can easily grab their loot, however with summons you don't exactly know where enemies died let alone know if they did die because summons just do their own thing, so I think that when an enemy is killed by a summon that enemies loot should have a higher pick up range, or if that's too hard just give the player a pick up range buff for a second or two when summons kill

**Suggestion Author**

@crimson thunder

**Approved by**

@vestal charm

tawdry condor
#
**Add the old Omega Blue sprite as a vanity set similar to the ancient godslayer set**

I liked the old sprite and would love to be able to use it once more. This would also give players more options when customizing thier characters.

**Suggestion Author**

@austere basalt

**Approved by**

@vestal charm

vague flame
#

make death mode ravager's stomp attack release shockwave of sorts

as of now ravagers stomp attack is pretty easy to doge, you just need to dash away, and thats a bit uninteresting especially that that phase lasts for most of the fight, so, make it so when hes at idk, 50% hp he starts releasing shockwaves on the ground when he stomps, hat would make you actually try to dodge him and it would make that phase a lot more interesting, the shockwave could maybe knockback you a little whether you have knockback resistance or not, it would aslo kind of make sense because hes heavy i assume
i know that he has the pillars and flames and stuff but you can mostly simply fly over them and iirc its also in rev

basically: make ravagers stomp attack release a shockwave that could potentially knockback you despite ur knockback resistance

Suggestion by: @crimson thunder

#

Remove Storm Weaver's spawn requirement of being in Space

It's been a while now since Storm Weaver no longer enrages when dragged away from the Space layer. Which is nice, but forcing players to reach Space simply to summon the boss feels a bit weird and unintuitive. I propose changing it so you can use the Rune of Kos anywhere on the surface, since it doesn't conflict at all with the 2 other sentinels.

(It would also make more sense canonically since thunderstorms, the theme of Weaver, usually occurs in the stratosphere, which is several dozens of kilometers away from the Karman line)

Suggestion by: @neon wind

#

Give Scal a delay before attacking after a bullet hell ends

Most of the players can agree that Scal being able to get a cheap shot on you after a bh end is pretty infuriating, people usually have to keep moving vertically before a bh ends to not get instantly killed (or at least badly wounded) by Scal's shots or rams which sometimes cannot be done due to the abyssals/hellblasts of the bhs
Here are some videos demonstrating how it usually happens:
https://cdn.discordapp.com/attachments/699359022364491868/783784948724793384/Example_1.mp4
https://cdn.discordapp.com/attachments/465195069406707722/783785045222621194/Example_2.mp4

Also maybe do the same for brothers

Suggestion by: @tacit arch

tawdry condor
#
**Stardust dragon buff**

Stardust dragon is a weapon that was pretty op in vanilla, but calamity nerfed to the point of uselessness due to how it obliterated every worm boss like in here: https://youtu.be/XpyxnldjsEM .
The point of this change is to buff dragon so that its viable to use on most circumstances but not broken as seen in that video or as in vanilla.
Stardust dragon currently has a measly 20 base dmg and is outclassed by most weapons available and there is no reason to use it over the viable til Polterghast Stardust Cells and Godspawn helix staff or most post-Golem summon weapons. The suggestion is to buff dragon's base dmg to 30 so that its more viable in its tier, but increase the resist Calamity's worm bosses have against it so that they don't get obliterated by it if it completely destroys them with the buff.

**Suggestion Author**

@tacit arch

**Approved by**

@vague flame

tawdry condor
#
**Make Abyssal Crates drop the Torrential Tear**

As its purpose, Abyssal Crates function as an alternative way to get Shadow Chest items, Acid Rain tier 2 items, and also materials like Scoria Bars or Reaper Tooth.
Its understandable that weapons droped by abyss minibosses after Polterghast aren't on Abyssal Crates, due the player can skip the entirety of the abyss while doing fishing.
However, Abyssal Crates do not drop Torrential Tear after Skeletron, contrary to other items found on Shadow Chests - including Strange Orb, weapons and accesories - .

Making it drop from Abyssal Crates could full-fill the purpose of Abyssal Crates, which is the alterative way of getting items from the abyss, as in, the player can get all the drops from the abyss, by doing fishing.

**Suggestion Author**

@tired zephyr

**Approved by**

@vestal charm

tawdry condor
#
**Rework the artemis emblem.**

Currently, this accessory feels very boring and not needed. This item provides a 10% boost to ranged damage and 5% ranged crit, which are the main focus of the accessory. It also provides many assorted effects inheretied from the celestial stone, such as 5 defense, +3 life regen, and 15% mining speed. The current of the effects are quite boring, a pure stack stick with nothing unique to offer. The lack of uniqueness of this accessory also hurts the necessity of having it. In terms of alternate damage-dealing accessories, you already have three post-golem accessories, the destroyer emblem, the void of extinction, and the sniper scope. If you want a more generalist focus, there's the celestial shell and stone. The artemis emblem is just a slight sidegrade of the aforementioned accessories which very little distinction. There's very little reason for this accessory in its current state. Moving it to a different tier and giving it difference effects would greatly help with this problem.

**Suggestion Author**

@dire anchor

**Approved by**

@vestal charm

tawdry condor
#
**Make Sulphurous Sea Lore Disable Aquatic Scourge Naturally Spawning**

At the moment, the Sulphurous Sea Lore has no function. I suggest that the Sulphurous Sea lore when favorited should prevent the Aquatic Scourge from spawning naturally. This is simalar to how the corruption lore prevents Hive Cyst's from spawning. I believe this should be added because reaching the abyss can be difficult when the Aquatic Scourge spawns. Especially late game when enemies take damage from contact with the player. I also think this should be added because currently the Sulphurous Sea Lore has no function. On top of that it has already been emplemented with Hive Mind.

**Suggestion Author**

@frozen yew

**Approved by**

@vestal charm

tawdry condor
#
**Nerf Ursa Sergeant.**

Ursa Sergeant is an amazing accessory versus the whopping 2 Astral Infection-themed bosses, due to it giving complete immunity to Astral Infection debuff while being obtainable in early HM, along with a 20 bonus defense and 35% nerf to movespeed.

Meanwhile with Abaddon, the accesory only halves the damage of Brimstone Flames, and you need to kill Brimstone Elemental to get it first before being remotely usable vs Calamitas.

Nerfing Ursa Sergeant would make it more in line with other debuff-reducing accessories like Abaddon.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Buff the Flamsteed ring for summoner**

The flamsteed ring is an amazing weapon but it has a huge downside for the class it's meant for (summoner). You cannot use it with other summoner weapons to attack, meaning you're forced to use a non summoner weapon and get the damage loss from using a non summoner weapon, therefore making your other summons do way less. With the damage drop from your other summons it's literally not worth using the flamsteed ring because on a dummy without using the flamsteed ring i can get an average of 1.2 million but with the flamsteed ring and constantly attacking with it i can only get around 1 million dps. So please allow us to use summoner weapons to attack with the flamsteed ring.

**Suggestion Author**

@stray edge

**Approved by**

@vestal charm

tawdry condor
#
**Make Victory Shards only drop from Cnidrion post Desert Scourge**

Currently victide armor outshines wulfrum armor in almost every way, and they are both avaible at the same stage of the game. By making Victory Shards not drop until Desert Scourge is defeated, it locks victide armor behind this boss. This means that there is both reason to go after wulfrom armor, but also makes it so victide armor can be used to explore the sunken sea, as it was intended to.

**Suggestion Author**

@heady dock

**Approved by**

@vestal charm

tawdry condor
#
**Buff vanilla spears**

I can list all the spears, and go over them and none of them are useful in any shape or form, they are outclassed by other vanilla weapons or they are just bad in their design. This is especially true in calamity where the average damage is higher compared to vanilla. So that makes them ever worse, i would want to see what fab has been doing to all true melee weapons, making them bigger, this will make them more reliable and consistent while they may still be subpar, they can at least be useful

**Suggestion Author**

@elder topaz

**Approved by**

@vestal charm

tawdry condor
#
**Let the Anomura Fungus enemy spawn in the Underground Mushroom Biome at any point in the game**

Currently, to obtain the Fungal Carapace accessory, one must kill the Anomura Fungus. The issue, though, is that the Anomura Fungus enemy only spawns in the surface mushroom biome in pre-hm, requiring the player to build an artificial mushroom biome on the surface. Allowing the Anomura Fungus to spawn underground reduces the amount of biome building required to obtain this accessory.

**Suggestion Author**

@clear barn

**Approved by**

@vestal charm

tawdry condor
#
**Rework Yharim's Gift.**

For an expert accesory dropped by an endgame boss, Yharim's Gift is extremely bland, having only stat boosts and minor effects. Reworking Yharim's Gift would make the accesory a lot more worth it to use at that point in the run.

One idea for its rework could be, but not limited to stripping its minor effects and giving a brand new effect that, when a hotkey is pressed, would bring the player's health down to 1HP. For the next few seconds after, every good amount of the damage dealt to enemies will heal the player, all the way to full if the player can do so. This gives a sense of interesting risk / reward, as they will be extremely crippled if they decided to not attack while the effect is active.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Remove Sharknados from Rev+ Duke Fishron's Phase 3.**

The Sharknados that spawn in Rev Phase 3 (and a portion of Death Phase 3) of Duke Fishron is quite unfun, having additional stuff that needlessly shift your focus from the boss itself, making the fight specifically not really fun at that part.

On the other hand, Death Duke's endless dash is way more fun to fight against, as you don't have your focus divided by annoying additions and makes the dodging the boss fairer and more fun.

Simply put, removing Sharknados from these parts and shifting the power to new direct attacks from Duke himself would make that specific part a lot more fair and fun to fight against.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Make the Fungal Clump in the Amalgam do classless damage**

I love the Amalgam, it's one of my favorite accessories in the game. However, it's effectiveness is massively reduced in 4 of the 5 classes, due mostly to the Fungal Clump dealing Summon damage, which makes its dps fairly sub-par compared to other accessories.

No other part of the Amalgam is dedicated to one class damage, with its main focus being a multi-class accessory.

The two ways that this could be fixed would be to make it benefit from all class damage and remove it from the Summon damage penalty, or to make it deal a fixed 1000 damage.

**Suggestion Author**

@maiden heron

**Approved by**

@vestal charm

tawdry condor
#
**Adjust the knockback scaling with True Melee weapons.**

As much as I love the risk/reward for using true melee weapons, the knockback keeps them from being able to handle horde events (Goblin army, pirate invasion, etc.) as easily.

Some weapons like Greentide and Comet Quasher are also nigh unable to utilize their "on enemy hits" effects, since regular enemies are just knocked away before their projectiles can land, making them much harder and much more annoying to use.

I have no problem with true melee against bosses or minibosses, since most of them are immune to knockback.

I also don't have a problem with true melee spears, as the way they attack guarantees multiple hits on multiple enemies, allowing them to reach their full DPS potential.

Some other weapons with short range, like the Fetid Bagnakhs or even Mycelial Claws are nigh completely impossible to use as well, since their short range but high knockback keeps them from utilizing their gimmick, that being high DPS at short range.

There are two ways these issues could be fixed: Either make the on-hit projectiles on true melee weapons faster so you could hit regular enemies easier, or tone down the knockback scaling on either the weapons themselves and/or the accessories/armor effects that increase melee knockback.

**Suggestion Author**

@umbral notch

**Approved by**

@vestal charm

#
**Make yahron phase 1 treasure bag dont/less loot money**

Beacause Yharon phase 2 is very hard and you will try multiple time so you will get 1 treasure bag per try. one treasure bag loot 5 platinuim, you will gain too many money without farm it making money farm uselees

**Suggestion Author**

@pliant epoch

**Approved by**

@vestal charm

tawdry condor
#
**Add something like magic conch, which teleports to Sulphurous Sea**

There is a long way in pre-hardmode to sulphur sea. Adding something like magiconch will fix that problem. It will be avable after deafating Eye of cthulhu.

**Suggestion Author**

@late ore

**Approved by**

@vestal charm

tawdry condor
#
**Make the Flamsteed Ring more of a summoner weapon**

Currently, the flamsteed ring could easily just be seen as a strong weapon for nearly any class, rather than just summoner, even though its a summoning weapon. For this reason, it should take up more minion slots or just be better for summoners.

**Suggestion Author**

@sly crypt

**Approved by**

@vestal charm

tawdry condor
#
**add an alternative adamantite version of the titanium railgun**

I'm currently in the middle of a range calamity playthrough and have just entered hardmode and smashed some demon altars but my world was blessed with adamantite instead of titanium and when I went to try and craft an adamantite railgun I realized it doesn't exist, so now the only way to get a titanium one would be to either fish for way longer than it would take to mine or create an entire new world, put it into hardmode and hope I get titanium this time.

**Suggestion Author**

@shadow swift

**Approved by**

@vestal charm

tawdry condor
#
**Repurpose either Wulfrum or Victide armor to be a stronger single helmet armor.**

It’s unnecessary to have both provide for all classes early-game, since victide outclasses wulfrum and there are other armor sets which give better stats and bonuses (desert prowler, snow ruffian, etc). Repurposing one to give different stronger bonuses would make them more usable compared to other armor sets. Examples for how they could work are:

  • Wulfrum providing more defensive bonuses
  • Victide giving more bonuses relating to water
  • Either becoming a class-specific armor set, e.g. for summoner or melee
**Suggestion Author**

@spring breach

**Approved by**

@vestal charm

tawdry condor
#
**Make Fabsol's Vodka recipe with Blood Orbs have an Unicorn Horn.**

Fabsol's Vodka, in my opinion, is a great potion for early hard-mode, at all, you can craft it now on Hardmode if you are going for the 'Keg' crafting station path.

Currently, Fabsol's Vodka can be crafted before Hardmode, contrary to the another way you can craft it, by using Blood Orbs, even though, you may need to grind for them.
This contradicts the Keg crafting station recipe, which includes hardmode materials such as Unicorn Horn, Pixie Dust and Crystal Shards.

My suggestion is to change the current recipe made with Blood Orbs have an Unicorn Horn, so you can craft it on Hardmode, as in the Keg recipe indicates to be crafted on Hardmode.

**Suggestion Author**

@tired zephyr

**Approved by**

@vestal charm

tawdry condor
#
**Include an accessory or lore item that stops the Great Sand Shark from spawning when 10 Sand Sharks are killed.**

While the great sand shark is a fun mini boss that greatly expands the sandstorm event, its summoning condition is very easy to fulfill when farming for other sandstorm items. The sand sharks are in the ground and have relatively low HP. So including an accessory to stop the spawn of the boss when the conditions are met would greatly streamline the process and reduce the time spent farming for items, like the rare elemental in a bottle or the forbidden shards. This would make the process much less painful and significantly more manageable, especially early post-plantera where the boss can pose a threat. This would also provide a lore item for the sandstorm which does not currently exist.

**Suggestion Author**

@tawny lantern

**Approved by**

@vestal charm

tawdry condor
#
**Rework Nebulous Core.**

Nebulous Core is a particularly bland Expert accessory, especially since a lot of accessible accessories post-DoG are either a mix of a lotta things (The Sponge) or relatively powerful class specific ones. There's a bit lack of actual variety on post-DoG accessories and reworking Nebulous Core might help expanding on the variety itself.

Additionally, a revival accessory based off RNG is a really bad execution, as you can't be sure when you can get the revival, unlike existing methods of revival.

One idea to rework it could be, but won't be limited to removing the RNG revival and giving a new ability which spawns a barrage of Godslayer lasers from all around the screen towards hit enemies. This would mimic DoG's laser grid attack and make the accessory a lot more engaging.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Allow Lore Items to work from Piggy Bank**

Currently, the Lore items are not used because of the tremendous clutter it causes in the inventory. By allowing them to work from the Piggy Bank, There is no more Clutter, and they can be used freely.

With so many items that need to be kept in inventory for convenience (Cosmolight, Wood stack, hammer/axe, quick Ichor weapon) using such lore items is a huge pain for me, as having few spaces to pick up items is impractical.

**Suggestion Author**

@prime slate

**Approved by**

@vestal charm

tawdry condor
#
**Do something with the Frost Legion event!**

The Frost Legion is currently an absolute joke, with the enemies just melting at the point of game you can fight it. It's also underdeveloped and mainly an excuse for Santa to spawn at the moment. It has no drops but snow and is Terraria's biggest stick in the mud.

**Suggestion Author**

@feral grove

**Approved by**

@vestal charm

sharp zinc
#

Make the Sentinels phase in the DoG fight harder and more intense.

The Sentinels phase doesn’t feel necessary to include in DoG's fight because it isn’t really difficult, it disappears after beating it once, and is only really there as a “last stand”. Making it more intense would turn it an actual threat, have it better resemble a “final stand”, and make it more satisfying to get over and done with. Some examples of how it could done:

  • All 3 sentinels appear and attack together in some way, e.g. two shooting from a distance and one charging at the player
  • DoG occasionally attacks (e.g. with laser walls or charges) while the sentinels are active

Suggestion author: @spring breach

#

Add more ways to interact with Mana

?

Mana is a weird concept, as it’s the basis for an entire class of the game, but you really only regenerate or heal it with pots. In this vein, things like Mana Polarizer, which do something specific with how much mana you have, are incredibly unique and can show how mana can be utilized more than just a bar you barely have to pay attention to. Ion Blaster/Apoctosis Array are highly unique weapons that both gain more power the higher your mana is, causing you to think and use them differently because of it. Brimflame frenzy also interacts with mana in an interesting way, causing you to be unable to regenerate mana. Because of how unique and thoughtful these mana interactions are, I think that adding more ways to interact with mana, such as Apoctosis Array/Ion Blaster, Brimflame Frenzy, and Mana Polarizer would add some more unique flavor to the Mage class overall.

Suggestion author: @pine kestrel

#

Add a item that reduces the chance to lose charge for Draedon weapons

Most Draedon weapons are good, But losing charge can be slightly annoying even in a boss battle. My idea would just be a accessory that reduces the chance of losing charge on Draedon weapons, and could even potentially be upgraded.

Suggestion author: @livid crag

#

Rebrand The Amalgam's Fungal Clump with improved look and AI.

The Amalgam is generally a commonly discouraged accesory, due to most of its effects only triggering in liquids (which most players don't have the resources and patience to build water arenas in any reasonable time frame), OR through Clump's seawater.

The problem with the latter is that the Clump has jarring AI in that it's extremely hard to benefit off the Clump through staying in its seawater trail.

Rebranding the minion's look and AI would make The Amalgam a lot more beneficial to use outside of water arenas.

Suggestion author: @wise radish

sharp zinc
#

Change the Cavern Shrine to use more fitting blocks

?

Currently, the Cavern Shrine uses Obsidian Bricks, which are pretty much exclusively hell themed due to them making up Hell Houses. Change the obsidian bricks to a more fitting block type would make more thematic sense.

Suggestion author: @pine kestrel

sharp zinc
#

Reduce the softcap strength of Venerated Locket's projectile copies.

This is to make the rogue projectile copies provided by the accessory can be better to use, as the falling projectiles don't affect the overall DPS of the player much, due to the low softcap start and high softcap value.

Suggestion author: @wise radish

#

Grant Bloodstone bosses (Ravager, Brimstone Elemental, Calamitas) minor rebrand on their looks, gameplay and Treasure Bags post-Providence.

These bosses don't bring out anything new to the table aside from increased stats and more loot. Rebranding their looks, gameplay and Treasure Bags on a relatively minor scale would make them a bit more interesting as actual buffed bosses.

Not only that, the Treasure Bag rebrand would also mitigate the Bag cheese with these bosses, which makes them a lot more enticing to fight directly post-Providence.

Suggestion author: @wise radish

vague flame
#

nerf revengeace/death duke fishron

his dashes combo very easily on us and are also kinda challenging to dodge, but the major problem is that in these difficulties the 3rd phase is much harder, it lasts for much longer, still spawns cthulhunados and we can get hit by him before he even dashes, EVEN MOONLORD IS EASIER THAN HIM! this is not okay, actually i'm not really sure about moonlord but he's still harder than bosses more advanced than him such as lunatic cultist and astrum deus but i think moonlord won't be a bigger challenge due to it being easily defeated by circling around him since he no longer spams projectiles downward

Suggestion by: @dark inlet

vague flame
#

Make Supreme Calamitas unable to Inflict Contact Damage Transitioning from Phase 1 to Phase 2, and when going into her mobile phase (flies around firing shotgun blasts)

Simply put, this makes the boss take many cheap hits on you, for example, when she's dashing before she gets into phase 2, she can zoom to you and get a free hit on you, basically all attacks, due to how fast she is, can have this happen to you.
My suggestion is to make her not be able to hit you transitioning to phase 2, and when she goes into chaser mode. For mobile phase even 3-5 Seconds would help not get hit.
Examples (Credit to @burnt harbor and @tacit arch)

Suggestion by: @marsh gyro
https://cdn.discordapp.com/attachments/699359022364491868/785250524089942066/why_Trim.mp4
https://cdn.discordapp.com/attachments/699359022364491868/785250523036516392/cha_cha_real_smooth.mp4

#

Add a recipe for the Staff of Regrowth

The Staff of Regrowth can make potion making more efficient, which helps for boss fights, and is good for building. If somebody wants to make their area grassy, they can use the Staff of Regrowth to easily plant grass. And seeing as the Living Wood and Leaf wands are getting a crafting recipe, it would make sense for a Staff of Regrowth recipe to be implemented as well.

Suggestion by: @green quail

#

add a semi- unique background for the brimstone crags

correct me if I'm wrong, but I believe the brimstone crag background isn't different from the normal hell background. Creating a background that is different or has noticeably different background features for this biome would help to differentiate it further from the rest of hell and really give it a unique feel as a separate biome.

Suggestion by: @primal holly

#

Add map icons for the cosmic guardians during the DOG fight

Not sure if this has been posted before but it would be nice to have. The Dog fight is awesome but it is really difficult when you try to dodge dog’s head and suddenly get rammed by a cosmic guardian at full speed. Having the map icons can help you plan out your dodging better. Also, the profaned guardians are getting map icons according to the change log so it makes sense for the cosmic guardians to get the same.

Suggestion by: @ember nimbus

#

providence's holy inferno should depend of the time we stay away from her instead of the distance

it's very unfair when we're just fighting her and suddenly our screen turns black and we get holy inferno, also we get unable to see the uncoming projectiles

Suggestion by: @dark inlet

vague flame
#

Turn Trinket of Chi into a powerful Stealth accessory

?

Trinket of Chi is an accessory that gives you a buff after standing still and not using a weapon for a short time. Because you’re not supposed to use a weapon for this time, most people completely ignore it, due to the fact that not using a weapon massively detracts from your dps. However, stealth rogue already naturally does not use weapons for short periods of time in order to activate their powerful stealth strikes. Thus, I recommend turning the almost completely unused Trinket of Chi into a powerful stealth rogue accessory to support the class, similar to fungal Symbiote.

Ideas for what the new Trinket of Chi could do:

  • Double stealth generation when standing still
  • Stealth Strikes fire additional projectiles
  • Stealth Strikes also trigger another random stealth strike

Suggestion by: @pine kestrel

sharp zinc
#

Make "single" minions use minion slots like other minions, with more slots used increasing size, fire rate and damage instead of minion count.

These minions (notable examples are Cosmic Immaterializer and Frost Blossom) can use only an exact amount of minion slots to spawn one, and only one, of each.

These restrict the freedom of minions where you can freely attribute slots to different minions. Reworking these minions to use slots normally would let players have freedom of choice with these minions.

Not only that, summoner is about swarming enemies, and this could be reattributed to size or fire rate for these "single" minions, primarily to further drive these minions away from being some kind of support.

Suggestion author: @wise radish

tawdry condor
#
**Make the Ocean lore item drop from ??? rather than Leviathan**

Grinding in the Ocean biome for key items like Shark Fins, which heavily alter progression, is incredibly tedious because of ??? taking a big chunk of priority for spawn rates. Because Ocean themed materials become rather useless after you've beaten Leviathan and gotten the Ocean lore to remove ???, I think that making it drop from her would just make things a lot less tedious.

Additionally, ??? has unique drops already, like the Aquatic Heart, so having it be dropped then rather than in the Leviathan fight doesn't come out of nowhere.

**Suggestion Author**

@maiden heron

**Approved by**

@vestal charm

tawdry condor
#
**Make biome lore items craftable with materials that correspond to them + Victory Shards.**

All boss lore items are already craftable with trophies + Victory Shards. Making biome lores craftable with biome materials + Victory Shards would make functional biome lores like The Ocean a lot more comfortable to get, especially for those who just wanted to farm in those biomes without worrying about boss spawns early on.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Make Astral Armor able to toggle the Low Gravity in space**

Astral Armor is incredibly boring as it is, because of its lack of powerful effects that other armor sets like Scoria and Plague Reaper gain. However, granting it the ability to toggle the low gravity in space, similar to the Gravity Normalizer Potion, would eliminate the most annoying part of ML, which is the low gravity many players experience after putting their arenas in space. It wouldn't be a massive change, but it would help players and give them some reason to craft the only Pillar Tier armor set.

**Suggestion Author**

@maiden heron

**Approved by**

@vestal charm

tawdry condor
#
**Make Biome Blade line grant unique effects on true melee hits on their biome and moon conditions.**

Biome Blade and its upgrades (all the way to Ark of the Cosmos) have too much focus on their projectile effects, and nothing going on for its true melee, making weapon use at actual melee range worthless with the weapon.

Adding true melee capabilities per biome / moon conditions on this line of weapons would signify their status better as melee weapons.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**have changes for world evils after Providence is defeated**

I honestly think the mod should have more stuff that has to do with the world’s evils after the death of Providence, I mean you just beat a goddess who has come down balance has been disrupted because of t death of moonlord, maybe their death could release more evils in the biomes, like enemies, items, ect. Such as like how when entering hardmode affects the biomes already, it could also tell the player that you are approaching what is essentially a second stage of hardmode

Another thing is it could also cause the already existing bosses for the world’s evils to get a buff much like how ravager, brimstone Elemental, and Calamitas receive to get you to fight them once more for new rewards

**Suggestion Author**

@quiet scarab

**Approved by**

@vestal charm

#
**Rebalance/rework Yharon lore item**

Right now Yharon’s lore is just a trash filler item, due to the 25% damage reduction and wing flight not being all that useful in Scals fight, the only remaining boss after Yharon. Reworking his lore to something more useful like increasing damage or maybe summoning a son of Yharon would drastically increase its usefulness in the Scal fight

**Suggestion Author**

@silent mantle

**Approved by**

@vestal charm

#
**Rework the post Yharon solar eclipse**

Currently the dark sun after yharon is really just the exact same thing but the enemies have ridiculously buffed states. Therefore, it can be kind of lame since there is not much new to the event. Solar eclipses are already a pain to go through since it takes a full 15 min. Most of my friends just ditch the post yharon eclipse and simply buy all of the darksun fragments from the operator npc from the Alchemist NPC mod.

I suggest adding more of an incentive to do the eclipse after yharon and make it a lot more fun rather than it just being a chore. I don't think it needs any new enemies or drops but as the final invasion event you would do in a calamity world, it deserves a more unique and interesting approach. Perhaps there could be a wave system similar to the moon events but instead of progressing through the waves by killing enemies, the waves depend on the time. (8:00am - swamp things, 10:00am - vampires, 5:00pm - mothrons). The later waves will have a much higher chance of dropping darksun fragments so this will give more of an incentive to stay through the whole event. Thats just an idea I had.

**Suggestion Author**

@ember nimbus

**Approved by**

@vestal charm

tawdry condor
#
**Add shiny stone to dreadon's heart recipe and remove the post DoG materials from it's recipe/ Retier draedon's heart**

DoG unlocks a ridiculous amount of insanely powerful accesories, which outshine it.
Making draedon's heart a post golem/post plantera accesory would make it so we have more opportunities to use it. Not to mention that in its curent state, the laudanum buffs are practically useless, since neither yharon or scal inflict any of the debuffs that it has effects against.

**Suggestion Author**

@marsh wind

**Approved by**

@vestal charm

sharp zinc
sharp zinc
#

Reduce the amount of materials in many end game crafting recipes.

End game calamity suffers heavily from recipes being very bloated. Recipe bloat arises when they are pointless materials in a recipe. Recipe bloat leads to extended, pointless grinding and takes away from the actual gameplay. When it uses early game items, its such a breeze to get them with your late game gear that they might as well not be there at all. When weapons are upgraded, it is logical that the upgrade should maintain aspects of the downgrade and be thematically fitting with each other. Materials in a recipe should largely be tier relevant and thematically fitting. Some specific instances of this are as follows.

Auric Tesla Bars are one of the worst offenders for recipe bloat. Breaking the bar down into basic components, there is a total of 18 different materials used in it. 16 of these materials are gotten on previous tiers and as far as I can tell have no thematic fitting with the bar. It creates this annoyingly long extended grind just to get the needed endgame items. The bar could use just auric ore and the only thing that would change is less grinding. Auric weapons also suffer from many of the same problems that auric bars do, that is having a bunch of weapons in them with nothing to do with the final product. This a trend throughout many late game recipes and it could be easily rectified by cutting down recipes.

Suggestion author: @digital lily

vocal aspen
#

Change The Destroyer slightly to make it more fun and balanced in general.

Currently, this boss is much harder than the other bosses at its tier, and is also unfair to dodge, as there is basically no way to effectively dodge lasers due to the sheer amount of them, and due to the speed of the boss itself when at low HP, it becomes very difficult to dodge its head. This is especially apparent during his wyvern phase, and seeing as it does upwards of 300 damage in Death Mode, being hit by its head is practically instant death. All these considered, I suggest a few simple changes to the boss to make it more fair in general.

  1. Reduce how much its speed scales based on distance
  2. Massively reduce speed in wyvern phase
  3. Reduce firerate of lasers from the boss (or add a pattern to them, similarly to Astrum Deus)

The reason for the second change is that with the amount of speed it accumulates during that phase, the boss tends to go very far away from the player, which only leads it to go even faster, and so on.

Suggestion by: @crimson gale

tawdry condor
#
**Add more classless weapons**

Currently, there are 13 classless weapons. 6 of these weapons are only firable a limited amount of times per boss fight, one of them is an explosive that breaks tiles, and another converts nearby blocks into the Astral variant. That leaves only 5 other weapons for regular use. Last time I played Calamity, I used the summoner class, and from the Perforators to Supreme Calamitas, I used the Lunic Eye as my primary weapon. Sure, there are more powerful weapons like Yanmei's Knife or the Relic or Deliverance, but as squishy as summoners are, you don't really want to get close. Adding more classless weapons would help spice summoner gameplay up and add more options for support or more damage.

**Suggestion Author**

@crisp magnet

**Approved by**

@vestal charm

tawdry condor
#
**Rework stat stick accessories.**

Currently, calamity has a large amount of stat stick accessories. Examples are the dark sun ring, cryo stone, and the affliction. These accessories are characterized by giving raw and basic stats, such as damage, crit, regen, defense or dr. Since stats are obviously very important in terraria, these accessories are often quite good. However, they feel boring because they don't have any effect that's unique or memorable. Reworking them to have more unique effects and abilties would lead to calamity having much more memorable accessories. A great example of one such accessory is the bloodflare core, which acts like no other defensive accessory. It halves your defense, and then heals your hp and defense when you get hit.

Additionally, more unique effects opens the door to more interesting interactions between accessories. In other games with equipment, you'll often end up choosing gear that can synergize together for a powerful result. More unique accessories will naturally lead to better synergies between accessories, making choosing your accessories much more interesting. With raw stats bonuses, these synergies will never happen. The closest thing you can get is just stacking for a single stat. Bloodflare core is a good example of an accessory, synergizing with accessories that give bonuses in defense such as draedon's heart. The more defense, the more defense it'll heal. Compare this synergy potential with that of the cryo stone, a stat stick accessory that gives defense, dr, and damage. It wouldn't really synergize with anything at all (besides bloodflare core). Allowing for potential syerngy would make picking gear much more interesting.

**Suggestion Author**

@dire anchor

**Approved by**

@vestal charm

tawdry condor
#
**Grant non-linearity to Plaguebringer Goliath.**

This is primarily to fully expand on non-linearity at HM, since Plaguebringer Goliath is the only HM boss (save for Moon Lord) that needs another boss to die before being able to be encountered.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Create a rule defining when it's appropriate to repost a reposting suggestion**

At the current moment, there's only the doc listing out a handful of frequent suggestions, this creates a grey area on what's allowed to be reposted. Setting a rule defining when it is/when it isn't appropriate to repost a suggestion will help reduce the amount of reposts. For example, we're now voting on whether or not :peepoweird: should be added to the server for the sixth time.

**Suggestion Author**

@clear barn

**Approved by**

@vestal charm

tawdry condor
#
**Make the Elemental quiver's projectile splitting effect toggle-able via the accessory visibility**

Currently the endgame ranger accessory forces some of your projectiles to split. This is only really useful for certain weapons but doesn't make much of a difference for others. The splitting effect, however, does frequently create performance issues, especially when using something that already has crazy effects. The projectile splitting should be controlled by the visibility of the accessory(on = splitting, off = normal)

**Suggestion Author**

@ember nimbus

**Approved by**

@vestal charm

tawdry condor
#
**Rework Dark God's Sheath's crit chance lock to utilization of crit values past 100%.**

Stealth rogue players can already gain over 100% critical strike chance around the point you can get Dark God's Sheath, and the 100% crit lock on stealth strikes the accessory gives is generally redundant.

Reworking that specific trait of the accessory to utilize values of crit chance above 100% would make the accessory much more interesting to use, as there's no real way to utilize excess crit chance as of late, and stealth rogue would often go past 100%.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

#
**Make the Plagued Fuel Pack drop from Plaguebringer Goliath at a higher chance**

Plagued Fuel Pack has a 10% drop chance from Plaguebringers, which can be slightly annoying to find and to get it. Plaguebringer Goliath in my opinion should be able to drop it. Probably at a higher chance. Just like the plague caller.

**Suggestion Author**

@livid crag

**Approved by**

@vestal charm

sharp zinc
#

Make dragonfolly not enrage for a few seconds after spawning

(I'm going to refer dragonfolly as "birb" for ease)
Birb is a fast-paced boss which attack consists of dashing, summoning feathers and spawning servants. Birb's behaviors are if you're 75 blocks away from birb or being out of the jungle for at least 3 seconds, it will enrage, gaining increased aggression and feather speed. If both conditions it'll gain 65% DR.

The spawning conditions of mobs are here: https://terraria.gamepedia.com/NPC_spawning#Spawning_Basics . If you read the wiki, birb will almost always spawn enraged since it spawns far away from the player, getting stuck on blocks and your first instinct will more likely than not move hence making birb further away from you causing it be able to dash with mach speed makes you get a cheap, undodgeable hit and more often than not you'll get hit for +150 more often than not. These are videos that show how birb can be a bit unfair at times(ignore me being one shot, I just happen to be using armageddon at the time) https://cdn.discordapp.com/attachments/697433383793459234/786141676636864522/Terraria__Better_than_life_2020-12-09_14-28-17_Trim.mp4
https://cdn.discordapp.com/attachments/697433383793459234/786139959366516745/Terraria__Better_than_life_2020-12-09_13-46-41_Trim.mp4
https://cdn.discordapp.com/attachments/697433383793459234/786141396884914176/Terraria__Better_than_life_2020-12-09_14-16-26.mp4

TL;DR, when birb spawns, it gets enraged almost immediately and when it chooses to do a dash it leaves the player with no reaction time, giving the player contact damage

Suggestion author: @random robin

#

Rework Phaseslayer to be a true melee weapon.

Phaseslayer got an interesting mechanic, in which it can deal higher damage the faster you spin it. Thing is, its damage and range isn't really good enough to compete with Murasama, and the projectiles the weapon creates are more gimmicky than anything. Reworking the weapon to pure true melee would make it a more chaotic alternative to Murasama.

Some ways this can happen could be, but won't be limited to:

  • Increasing base damage and range of the weapon immensely.
  • Making the main blade count as true melee, and the beams spawn on true melee hits.

Suggestion author: @wise radish

sharp zinc
#

——————————
Add a marker for where storm weaver's orbs will be

When fighting storm weaver, you'll most likely come across lightning orbs that spawn and shoot lightning, similar to what lunatic cultist summon. If you're not paying attention the lightning orb will summon near you, hitting you for a decent chunk of damage and also inflicting the electrified debuff which is quite brutal if you get it in storm weaver's fight since the more you move, the more the debuff's DoT does

Suggestion author: @random robin

vague flame
#

Make it so that boss drops scale with what class you currently are

Whenever i defeat a boss, most likely i will get a boss drop that is melee or rouge when i am a summoner. If boss drops scale with what class you are, then it would be much easier to get weapons that would help me a ton with the next boss. or maybe i want to craft and endgame weapon but i need a drop from a boss. this would be post moon lord only where everything is aids to beat. How this is going to work is if you are fighting any boss (ex. providence), each item will have a different drop rate for what class you used the most (ex. you used summoner mainly and you get a summon).

Suggestion by: @quaint estuary

#

remove murky paste and trapper bulbs

Murky paste is obtained from exclusively 2 jungle enemies, however the jungle already has a material like that, stingers. In fact, jungle already has 3 materials to be used in recipes(jungle spores, stingers and vines), yet murky paste exists.
Trappper bulbs are just generally annoying to farm for, since they are an ucommon drop, and so are trappers themselves
All the recipes trapper bulbs are curretly used in coulld have the requirements for trapper bulb just removed and it would not affect the stage on which theyre obtained whatsoever.

Suggestion by: @marsh wind

tawdry condor
#
*Making Perforator Hive invicible or untargetable while any of the Worm is alive*

Why? Because, minions targer Hive and you should lure Worms from ground to surface, so minions will see them and attack(if you dont have a proper arena). And if you dont do that often, it causes to spawn second worm. Even if Worm is in surface, minions cant damage them properly, because they were targeting Hive, that is flying. And making him invicible or untargetable while Worm is alive, your minions can focus on Worms.

**Suggestion Author**

@noble mulch

**Approved by**

@vague flame

#
**Remove Ectoblood, and add some other method of easing Ectoplasm farming to compensate.**


This material really just serves to make getting an already pretty easy-to-farm material even easier to farm; there is no other point to it at all past the crafting of Ectoplasm. There are much more fascinating and less bloaty methods to pulling this off, and all of them are quite feasible at this point --- and quite practical, too, given how prominent Ectoplasm is as a material in Calamity. These alternative anti-Ectoplasm-grind implementations include but are not limited to:

  • Increasing the amount of Ectoplasm that Dungeon Spirits drop.
  • Allowing Dungeon Spirits to spawn naturally.
  • Allowing the enemies that would drop Ectoblood to (somewhat more rarely) drop Ectoplasm directly.
  • Straight-up making some new Dungeon Spirit-type enemies to drop the stuff, which spawn in the post-Plantera Dungeon naturally.
**Suggestion Author**

@sour hornet

**Approved by**

@vague flame

tawdry condor
#
**Add an Umbraphile armor upgrade made with Darksun Fragments.**

Umbraphile armor is a great and relatively unique HM rogue armor that can last a good while. This is what post-ML feels relatively lacking in comparison to HM: Proper single class, unique armors.

Adding a post-ML upgrade to Umbraphile made with Darksun Fragments would not only be an uncannily matching thematic, but also giving way to more single class armors on post-ML, following Fearmonger (somewhat) and Prismatic.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

timber acorn
#

Make Ravager's Theme more focused around Stone/Flesh necromancy, and remove the other themeing from it's fight

?

Ravager’s current theme is a bit of a mess. Supposedly the basis of it is a flesh construct but alongside being a construct, it is also a crucible of souls, has geodes in it, creates ghoulish fire magic, has the power to move rock, and is an excavator. This is all demonstrated (partially) in it’s boss fight and loot, overall leading to a messy theme that is trying too hard to do too many things at once. Focusing Ravager exclusively around stone/flesh necromancy, and removing things like the golem laser and ghoulish fire magic from it's fight would give it a more thematic fight. Also, removing the loot that is simply for grind purposes would give the boss less of a "material grind" boss feeling.

Suggestion Author: @pine kestrel

vocal aspen
#

Give Armored Digger more of a use

Right now, Armored Digger doesn't really have a use. The two materials he drops are easy to get, and his last item is pretty much useless. Not to mention, he rarely spawns. All I ask is for him to have more use and a way to spawn him. Tie him into Draedon and make him feel unique in some way or another. And his drop, Draedon's remote, I feel deserves a fix as well. It's the only mildly interesting drop from Armored Digger, so I feel it should get some sort of change from what it currently does to help Armored Digger's situation.

Suggestion by: @sonic bloom

#

Make magnum rounds, grenade shells, and other limited ammo renewable by defeating the bosses that drop them on armageddon

Armageddon is a difficulty used mostly for grinding, but needs skill and knowledge of attack patterns to work, so being able to grind a useful but rare and almost never used drop this way would both make limited use weapons feasible and give a bit more use to armageddon mode besides grinding for rare drops and money

Suggestion by: @flint atlas

tawdry condor
#
**Make Halley's Inferno crafted with a rifle scope instead of a sniper scope**

It doesnt inherit any damage or crit from the scope effect, even when zooming out, and this would make it less annoying to have to get a destroyer emblem to craft it. the rifle scope would still make sense, since it's purpose is allowing zoom for guns, and would be simpler to acquire

**Suggestion Author**

@marsh wind

**Approved by**

@vestal charm

tawdry condor
#
**Remove tool functions from higher-tier tools such as Grax**

I'm using Grax as an example, but it applies to most other tools such as Depth Crusher and Butcher's Chainsaw

Grax is a very interesting item thanks to the Grax Boost buff, which grants several valuable perks to melee users. It's utility is cut short however by the fact it also shreds walls and trees, which can ruin arenas. Plus, Molten Hamaxe (which is pre-hardmode) already accomplishes 99% of building needs. I suggest simply getting rid of the tool functions and make them full weapons instead.

**Suggestion Author**

@neon wind

**Approved by**

@vestal charm

tawdry condor
#
**Make laser-type Arsenal weapons deal higher damage the lower the target's defense, instead of lower damage against higher def targets.**

All other types of Arsenal weapons that can be influenced by enemy stats (electricity, pulse and plasma) all increase their damage when their requirements are met. Laser ones got damage reduction when the condition (higher defense) is met instead.

Reverting laser-type Arsenal weapons' perk to deal higher damage the lower the target's defense is would make the type more consistent with other types.

Not only that, it's more encouraging for a weapon to "deal more damage on x" instead of "deal less damage on x", the same philosophy used for buff vs nerf.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**allow brimstone slag to be blown up in hardmode**

Making an adequately tall arena for brimstone elemental can take a long time when mining slowly, and as this block is not used in any progression-related crafts, it cannot really be abused for progression skip. There is some hardmode loot beneath this block, however it is available to be mined immediately into hardmode anyways(adamantite/titanium pick). Clearing out this section of hell is quite tedious manually mining when there is no reason it needs to be this way, especially when hell is already extremely limited vertically. Allowing brimstone slag to be blown up would make it a lot less tedious to clear out this area for whatever reason.

**Suggestion Author**

@bleak cedar

**Approved by**

@vestal charm

tawdry condor
#
**increase the visibility of Anahita's attacks during Leviathan phase**

When the Leviathan spawns in, the sky darkens greatly and most of Anahita's attacks barely visible, which makes the fight way harder than it should, there are already two boss class enemies trying to kill you and on top of that there are minions there too, and not being able to see the projectiles clearly makes the fight even harder. there are two solutions to this problem.

Either add a "glow" affect to Anahita's projectiles during leviathan phase or make the sky darkening less potent.

**Suggestion Author**

@primal sable

**Approved by**

@vestal charm

tawdry condor
#
**Give Pole Warpers more visual presence.**

Pole Warpers is one of the most underwhelming Arsenal weapons in terms of visual feedback. They're small and they don't have anything to show their movement and impact on enemies. This is unlike other summoner weapons, where seeing minions swarm enemies is part of the fun in the class. Not only that, Pole Warpers are Auric-tier, and it has zero presence visually compared to other Auric-tier weapons.

Giving Pole Warpers visual improvements (such as trails when moving or explosions when impacting enemies) would at least make the weapon not as obviously weak, if the stats doesn't show that already.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Rework the stealth strike of Jaws of Oblivion.**

Jaws of Oblivion's stealth strike will make the teeth create an area explosion that applies Crush Depth. Added with the fact that latched teeth would only inflict Venom, the weapon seems to be pretty underwhelming when used on stealth.

Reworking stealth strike of Jaws of Oblivion would make the weapon's stealth strike a bit better to use in comparison to other post-Polter stealth rogue weapons (like Valediction).

One way to rework its stealth strike can be, but won't be limited to making the latched teeth deal a portion of weapon damage on an interval. This would make the latching mechanic a bit more substantial instead of just a counter for the Venom debuff.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Remove the Ravager’s geode drops and let them drop from the Armored Digger instead, with respective design changes.**

While his utility as a bulk material farming boss is undeniably helpful, it’s confusing that the Ravager is the dedicated boss boss that drops bars and alloys, despite how the boss looks and what he implies with his current design. Considering the inconsistency in the Ravager’s purposes and themes, it may be better to move at least some of these assorted material drops to some other areas of the game, to focus the Ravager’s purpose as a primary source of bloodstone and powerful weapons.

I believe the Armored Digger would be a good fit to inherit these drops, either directly, or from grab bags the miniboss drops. Having this currently frustrating, rare, and nearly useless foe become a consistent source of life alloy post-Golem, and an even better source post-Providence would make the Digger worth looking out for, and make grinding the miniboss helpful. Of course, bloodstone would still drop from the Ravager, it would just drop directly.

In light of this change, there may be some encouragement to improve on the miniboss. If the Armored Digger becomes useful to farm, it may be worthwhile to make some sort of summoning method for the enemy and improve his stats according to the quality and quantity of his drops. The specifics of these ideas, or if they will be required, can be decided by the developers.

**Suggestion Author**

@oblique topaz

**Approved by**

@vestal charm

twilit carbon
#

Make Abyssal Crates drop the Torrential Tear

As its purpose, Abyssal Crates function as an alternative way to get Shadow Chest items, Acid Rain tier 2 items, and also materials like Scoria Bars or Reaper Tooth.
Its understandable that weapons dropped by abyss mini-bosses after Polterghast aren't on Abyssal Crates, due the player can skip the entirety of the abyss while doing fishing.
However, Abyssal Crates do not drop Torrential Tear after Skeletron, contrary to other items found on Shadow Chests including Strange Orb, weapons and accesories.

Making it drop from Abyssal Crates could full-fill the purpose of Abyssal Crates, which is the alternative way of getting items from the abyss, as in, the player can get all the drops from the abyss, by doing fishing.

Suggestion by: @tired zephyr

#

Make the description of plasma draedon arsenal items say "Bypasses part of an enemy's defense"

The tooltip makes it seem like the weapon will deal more damage after the damage was reduced by the defense, which is actually not true.
the star swallower containment unit, which has the highest damage gain based on defense, only bypasses defense instead of actually dealing more damage than usual, because it adds half of a target's defense to its damage, and it should state that in its tooltip.

Suggestion by: @marsh wind

twilit carbon
#

Remove Planty Mush and Depth Cells

?

Depth Cells and Planty Mush are two of the six materials found in the Abyss (that being Depth Cells, Tenebris, Planty Mush, Lumenyl, and Scoria Ore). The problem I have with these materials is that they serve to propagate material bloat, being used in only Fathom Swarmer (on their own) for Depth Cells, and Life Fruit additionally for Planty Mush. Depth Cells is otherwise always used with Lumenyl.

Starting with Depths Cells, they're never the purpose of a journey to the Abyss. It's usually Lumenyl, or Scoria Ore, or the minibosses post-ml. They're dropped as you go after other things, and you never run out of Depth Cells you almost always run out of Lumenyl due to the rarity of the latter. There's no real purpose to them besides material bloat and for theme/lore.

As for Planty Mush, they're most well known for adding some plant life to the Abyss and for crafting Life Fruit. However, the Abyss already has it's own theme established through Voidstone, Tenebris, and Abyss Gravel, and Tenebris could easily replace Planty Mush in Life Fruit's recipe. There's already enough variety in the blocks used in the Abyss's creation, so Planty Mush isn't necessary, and it isn't necessary in recipes.

In conclusion, neither of these materials are necessary to the mod as a whole, and can easily be replaced by other Abyss materials. Trimming down on material bloat is important, and these two materials are a good example.

Suggestion by: @pine kestrel

#

Give an ingame way to determine if the enemy you're attacking is organic, inorganic, or both.

A good bunch of Calamity weapons react differently to the compound of the enemy. For example, Magnum deals more damage to organic targets, while Pulse-type Arsenal weapons 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), as well as making special traits of weapons that utilize these stats a bit easier to use.

Suggestion by: @wise radish

#

Mention in boss summoning tool tips whether a target is organic/inorganic

The reason for this is because this aspect of the mod is the most unfamiliar to people, and requires looking up exactly which targets are deemed organic/inorganic as such. Furthermore, with the mention of this in the Draedon weapons' tool tips, there should be some form of consistency to allow the user to see which weapons may do better on certain bosses than others, and use that knowledge to their advantage.

Suggestion by: @twilit carbon

twilit carbon
#

Include a rare rogue item variant like the Spear of Destiny for the corruption's Cursed Dagger

Currently, the corruption is lacking in content that makes it even remotely equivalent to the crimson. The less powerful tools, weapons and armor, combined with lack of Ichor already make it less appealing, but the lack of a rare and powerful rogue item makes it significantly worse for rogue playthroughs. While the spear of destiny is not essential, it is very helpful. While the corruption does get the Cursed dagger, it does not have a rare alternative, worsening the corruption further. Adding a rare variant of the cursed dagger would make it more on par for rogue classes and also add a fairer choice between these two world evils.

Suggestion by: @tawny lantern

#

Add more Rare Item Variants for Summoner weapons

This is a pretty simple one. Summoner only has one RIV, while all the other classes have at least four and as many as eight (for Ranger). Summoner needs some more love, why not start by giving it a respectable number of RIVs compared to the other classes?

Suggestion by: @feral grove

tawdry condor
#
**Remove the differences between Helmets for All Class Armors (besides Melee)**

?

Melee is first in defense, then ranged, mage, and summoner. Rogue is slotted somewhere inbetween ranged and summoner most of the time. It’s the status quo of defense for classes, but there’s no actual reason for the difference in defense in Calamity, where all the classes share a relatively similar power level. Melee however does ocassionally get up close to the enemy, so it should maintain this feature of having more defense to facilitate tanking hits. However, there’s no reasoning for arbitrarily gutting summoner defense and putting ranger on a high pedestal of defense and dodging in Calamity, when they all share relatively similar attack ranges. It’s a norm from Vanilla Terraria that can and should be fixed.

**Suggestion Author**

@pine kestrel

**Approved by**

@vague flame

tawdry condor
#
**make summoners be able to use minion slots differently**

summoner is really unique in concept, therefore i think it should have a unique mechanic, like using spare minion slots to your advantage, for example the more spare minion slots you have the faster or stronger your summon will be, that would be a cool mechanic cuz that would allow for strategy, and i feel like that's what summoner is all about. It would also make some armor sets or accessories more unique cuz they could strengthen the effect that spare minion slots would give you.

**Suggestion Author**

@crimson thunder

**Approved by**

@vestal charm

tawdry condor
#
**Increase the yield when crafting Laboratory blocks.**

At the current moment, to craft most laboratory blocks, it requires one iron for each three blocks. This makes large structures require an obscene amount of iron. A good example of building block recipes being done right is sunplate; which requires only one fallen star per 25 sunplate blocks.

**Suggestion Author**

@clear barn

**Approved by**

@vestal charm

tawdry condor
#
**Make providence unable to enter her cocoon while guardians are alive**

This is generally the main issue the fight has, you having to dodge a lot of projectiles from cocoon phases, but the guardians end up getting in your way.
The other attacks are fine and dont clash with guardians too much.
This is a way of making the guardian phase less messy, while also not having to rework it entirely

**Suggestion Author**

@marsh wind

**Approved by**

@vestal charm

#
**After defeating a mechanical boss, make hallowed ore spawn underground in pearlstone**

Similar to how luminite is now going to spawn underground after defeating ML, hallowed ore should spawn in pearlstone and spread, similar to chlorophyte, after any mech boss is defeated. This will reduce the grinding needed to obtain hallowed bars for their various crafting recipes.

**Suggestion Author**

@gleaming raptor

**Approved by**

@vestal charm

tawdry condor
#
**add more active summon weapons**

Active summon weapons like Borealis bomber kind of help with the lack of player input
therefore there should be more weapons like that, ofc they shouldn't all be exactly the same , byeah, borealis bomber is a cool weapon that solves part of the problem with summoner which is basically lack of actual fight during boss fights therefore there should be more active summon weapons

**Suggestion Author**

@crimson thunder

**Approved by**

@vestal charm

tawdry condor
#
**Add a maximum limit to the amount of suggestions a single member can post, either per day or per week, to reduce suggestion bloat**

This would force players to be conservative with both the content and quality of their posts, in addition to allowing good suggestions to shine for longer and reach star requirements.

**Suggestion Author**

@feral grove

**Approved by**

@vestal charm

tawdry condor
#
Remove the frigid bar.

The frigid bar is an utterly pointless material. There is no reason for cryogen to drop it when he already has his drops, cryogenic bars and unlocks permafrost. Cryogenic bars and frost cores can serve the same purpose in crafting. Basically it’s complete worthless.

**Suggestion Author**

@dire anchor

**Approved by**

@vestal charm

tawdry condor
#
**Revert Cryonic metal's name to Verstaltite and make it more noticeably connected to Daedalus in some fashion (and rebrand/rework/resprite/etc. its crafts as appropriate).**


Cryonic metal is nothing short of a mess thematically.

  • It spawns after melting a giant floating ice cube. Disregarding the fact that Cryo already has Permafrost and a perfectly serviceable material drop (which gets no proper use fsr) for a second: if something spawns after defeating a cold entity, you generally expect to receive cold items/material from investigating that something. The current name, Cryonic, would imply this is the case. but....
  • The metal itself is heavily implied in all pre-existing writings to be directly connected to Daedalus, a brilliant inventor in Calamity's lore. Why is it, then, that this metal in-game is given no connection to the inventor himself?
  • The metal itself is in-game comprised primarily of an uneventful blue material and...crystals. Cobalt and crystals. Where have we seen these two items before...?
  • Its crafts are all over the place thematically --- half of them are sky-related, half of them are vaguely related to darkness, and half of them still are related to crystals. There's no consistency at all.

In short, Cryonic metal's theming is incredibly inconsistent. However, there are vast sums of untapped potential in the concept of this metal being Daedalus' preferred alloy, and the metal's old name --- Verstaltite --- sounds like it would lend itself much better to cementing that concept as reality. Rebranding the metal and its various crafts accordingly would not only allow Frigid Bars to potentially be given a proper use, as Verstaltite would no longer need to be strictly post-Cryo, but would also allow the latter to really come into its own as a unique crafting material and perhaps even allow a glimpse into the work of the great mastermind behind virtually all of its past uses.

**Suggestion Author**

@sour hornet

**Approved by**

@vestal charm

tawdry condor
#
Add the pogu emote

It is a good, classic emote that is useful for situations when something good happens like congratulating someone, for example, after beating SCal.
While we do have options like hellyes, pogfish, and AmidiasPog, emote variety is always a good thing. Having similar emotes is not an uncommon thing for this server such as wegud, wedragud, ech, ODech, CirrusLoveCyan, and CirrusLoveBlue.

**Suggestion Author**

@weak cedar

**Approved by**

@steep oracle

tawdry condor
#
**Grant Drew's Wings immunity frame bonus like Celestial Tracers.**

Celestial Tracers got its i-frame bonus (for context, taking over 200 damage gives the player 1 second worth of i-frames) out of nowhere just from crafting the accessory directly from Drew's Wings. This makes Celestial Tracers a no-brainer to use for the rest of the mod due to Drew's having basically nothing aside from boosted flight time.

Giving Drew's Wings this i-frames boost like the Tracers would make Drew's Wings not just a material to Tracers, and it'd explain where the Tracers got boosted i-frames in the first place.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

#
**Make summoning Old Duke less exhausturating**

Make bloodworms cratable please I'm dying while going through the whole acid rain or waiting 1 hour for bloodworm to spawn or just make the spawn rate higher at least to truffle worm spawn rate SAD sorry for my crappy engrish

**Suggestion Author**

@cunning canyon

**Approved by**

@vestal charm

tawdry condor
#
Make the spirit skulls in the S-cal fight more noticeable

The skulls below 10% that bob up and down are hard to see, it would be better if they were slower so you have more time for you to notice them, but more were spawned to balance the change. This would overall make the fight have less infuriating when you die to a projectile you didn't see coming.

**Suggestion Author**

@west rose

**Approved by**

@vestal charm

timber acorn
#

Make Crab Shrooms immune to Galvanic Corrosion

Using Tesla Potion simply make 1/4 of Crabulon attack useless, since Crab Shrooms get stunned in place because of the debuff.

Suggestion Author: @sharp light

#

Add a holy flame circle around Providence to indicate the arena limits for her.

Currently, if you leave the radius of Providence's boss fight, you take RAPID damage and also go blind, which would prove to be a mechanic that makes her furthermore challenging, but currently, it's more infuriating than a challenging mechanic. There is no border to indicate the arena's limits, which is a major issue for a boss as active and engaging as Providence. Not to mention her second phase at under 50% HP when the Guardians come in. All of these factors all keep the player trying to build distance between Providence and them, which more often than not can lead to some boundary pushing.

This would also be an excellent addition for the fight, as Providence tends to move off screen more often than not with her attacks. So, without mods like Boss Cursor or similar, the player can only take relative guesses on Providence's position and theirs.

Suggestion Author: @tawdry condor

#

Make Auric Ore renewable

Every single other ore this mod adds is renewable. Even stuff that generates in large quantities, like Perennial and Aerialite Ore. Auric Ore just generates once, never to be obtainable again after all ore is mined. It needs to be renewable.

This could be done multiple ways. Some suggestions are making enemies or bosses (that) drop it, or making it spread or regenerate.

Suggestion Author: @modern walrus

#

make the guardians in Providence fight a seperate phase of its own

If your unlucky you will have to deal with the guardians, occasional lasers and cacoon attacks, which imo is too much to focus on, if it was just one attack repeated every now and then it would be much more enjoyable, for example if the guardians spawn it would randomly pick a phase that it will repeat, for example lasers

Suggestion Author: @crimson thunder

tawdry condor
#
**Make the clothier sell the guide voodoo doll after defeating WoF**

Voodoo dolls are infamously annoying to get, as the demons seem to only spawn when you don't want them to and never spawn when you do. While they ARE craftible with relative ease it is a bit slow to get the ingredients in the quantities often needed for grinding. Other boss summoning items are available to buy from other NPCs, even if they are easy to craft, so it is a bit out of place for the voodoo doll not to be one.

**Suggestion Author**

@tawny lantern

**Approved by**

@vestal charm

tawdry condor
#
**Give rogue a different way to inflict specific debuffs exclusive to itself.**

At the moment, rogue shares the flask system with melee in order to inflict debuffs, with ranger using ammo. Rogue can definitely get a different method of applying debuff that isn't shared with melee, primarily in order to further make rogue stand out as a single class and not rely on the other two, relatively physical classes, that being melee and ranged.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Make Galvanizing Glaive's energy flux appear every a few hits instead of based on chance**

RNG based weapon is not great, because sometimes you can stack a lot of fluxes in one go, other time you can get none, this make boss fight really inconsistent. Making the energy flux appears every few hit will make it more consistent and less infuriating.

**Suggestion Author**

@sharp light

**Approved by**

@vestal charm

tawdry condor
#
**Expand midrange melee weapons.**

Melee is a class that struggles with identity. The projectile weapons dominate this class, even though they contradict the idea of melee. The true melee weapons are generally unsued by the average player, as their lack of range makes them impracticle. While they can be viable, it's only do to extreme min-maxing in gear and often rely on melting the bosses or on gimmicks like lifesteal. However, there is somewhat of a medium between these two types of weapons. Yoyos, flails, and melee whips (i.e. solar eruption) that lack projectiles provide long enough range to be usable on bosses while remaining limited. These weapons also tend to provide better dps close to enemies, rewarding you for getting closer while not forcing you to go close. This allows melee to feel more like melee while not forcing it to be horribly bad or based on gimmicks. Currently, there are 19 yoyos, 11 flails and 5 melee whips added by calamity. Many of these weapons are essentially projectile weapons, relying upon them to do damage. This means that overall there are very few proper midrange weapons in comparision to true melee and projectile melee weapons. For a potential expansion, it would be ideal to convert existing weapons or replace them with new midrange wepons, as well as reworking some yoyos and flails to be proper midrange weapons.

**Suggestion Author**

@dire anchor

**Approved by**

@vestal charm

tawdry condor
#
**Have rev+ Moon Lord’s top eye open up more frequently each time a hand eye is killed and it’s still alive.**

The top eye’s long invulnerability time drags out the fight longer than it needs to once you kill the hand eyes. Having it open more frequently each time a hand is killed and until it is killed would solve this issue.

**Suggestion Author**

@spring breach

**Approved by**

@vestal charm

sharp zinc
#

Have DoG' laser walls be unmoving laser beams instead of travelling laser projectiles

This would give these attacks more visual feedback, and make them not be able to be outrun, while looking significantly more threatening, insead of the rather weak looking lasers.

EDIT: This would also make The Evolution less stupid against this boss.

Suggestion author: @knotty hill

sharp zinc
#

——————————
Make Reaper Teeth only drop from Abyssal Crates after a Reaper Shark has been killed

Currently, you can simply get Reaper Teeth from Abyssal Crates after defeating Polterghast. This entirely defeats the purpose of killing Reaper Sharks for their teeth, since you can just open them up from crates. Even the tooltip for the Reaper Tooth Necklace says "A grisly trophy from the ultimate predator", which (somewhat) contradicts gameplay.

Reaper Teeth should only drop from Abyssal Crates after Polterghast AND a Reaper Shark have been defeated.

Suggestion author: @modern walrus

#

——————————
Make infinite piercing resistance behave differently.

Taking Aquatic Scourge as example, projectiles will deal less damage divided by their piercing amount when hitting the boss. However, infinite piercing projectiles only deal half damage when hitting the boss, which is equivalent to 2 times piercing. And due to how easy the boss is to line up, infinite piercing projectiles can shred the boss no problem.

Changing how the infinite piercing resistance works would make the resistance actually works. One idea to change can be, but won't be limited to making infinite piercing projectiles lose damage by a percentage everytime they hit a boss with the resistance. This would make sure that inf piercing weapons effectively cannot deal much more damage past piercing a boss with resistances.

Suggestion author: @wise radish

tawdry condor
#
**Make Light/Dark dark shards convertible**

Since it is rare to have both a good corrupt/crimson dessert and a hallowed dessert in the same world (especially in small worlds), it would make sense to be able to convert light/dark shards to their respective counterparts. For example, crafting a light shard with a dark shard and souls of light. This would also stay in theme with Calamity making vanilla drops craftable.

**Suggestion Author**

@lucid nexus

**Approved by**

@vestal charm

tawdry condor
#
**Add the why emote. **

❔ : For when you need to ask "why" at such a high degree, that text does not convey the meaning of how much you're asking "why".

**Suggestion Author**

@clear barn

**Approved by**

@vestal charm

tawdry condor
#
*Remove/reduce the summon nerf while holding other weaponry while wearing old one's army armors*

These armors give bonuses to other classes alongside summoner, similarly to the rogue forbidden armor set, so it only makes sense that they shouldnt have to suffer the same penalty all other summoner armors do.

**Suggestion Author**

@neat kraken

**Approved by**

@vestal charm

sharp zinc
#

Include a number of Life Crystals into Starter Bag.

Early game is quite a horrid experience because players are as brittle as a balloon filled with needles at that point in the game. Giving a number of Life Crystals in Starter Bag would make early game a bit faster to start up.

Suggestion author: @wise radish

#

Make the cosmic plushie pet a simple death mode drop without the need for a hardcore character

Kind of a strange thing that crossed my mind but is there any reason for the cosmic plushie having the condition of death mode with a hardcore character? The only other similarly exclusive item is the Levi pet from SCal which just requires having beaten her on death mode and anyone that wants the cosmic plushie can easily bring in a fresh character to open the DoG bag.

Suggestion author: @magic ocean

sharp zinc
#

Drastically change how the Brimstone Monsters work in SCal's fight.

?

SCal's fight is slow, methodical, and pattern based. Each time you go through the fight, you get slightly better at knowing how each attack works, and to move just enough to dodge them. However, as soon as the Brimstone Monsters spawn, it's nowhere close to a similar fight. Due to the speed of the Brimstone Monsters, you have to move at a pretty rapid pace around the arena (especially in Death Mode due to the tiny arena size.), or risk taking around half of your health. Additionally, you can't really pay as much attention to SCal's current attack phase, and it's much harder to see due to the Brimstone Monsters covering up bullets.

Brimstone Monsters should force the player to move, and not just stay in one place. However, they currently go against the more slow and methodical pace of the fight by moving way too quickly, and taking up too much space in the limited arena itself.

Suggestion author: @pine kestrel

sharp zinc
#

Give Endo Hydra similar interactivity as Gamma Heart.

Gamma Heart has an interactive gimmick that spawns some sort of a pickup occasionally when the player uses 7 or more Gamma Hydra heads that can empower them. Endo Hydra is the only other minion that behaves similarly to Gamma Heart in terms of concept, but it's much more bland in comparison.

Adding a way for interactivity with Endo Hydra minion(s) would make the minion much more interesting to play around with.

Suggestion author: @wise radish

tawdry condor
#
**Let people who play normal mode be able to craft dev armor**

People who play normal mode probably cant take on expert as it is too hard for them but they could really like the dev sets,I personally like the Lazure set because i like the circlet and barrier platform. But some people could have no access to them therefore thats why I'm Suggesting this

**Suggestion Author**

@fierce moss

**Approved by**

@vague flame

tawdry condor
#
**__make turtle/spectre/shroomite armor craftabe with corresponding chlorophyte armor__**

while I feel like currently it is in a good state, these armors require the same amount of chlorophyte, which can be fairly annoying to get for the armor set, requiring you to farm for any extra chlorophyte you need. adding an alternate recipe for these given sets that use chlorophyte armor sets can help speed up progression for people who do not want to use reaver armor

**Suggestion Author**

@gusty estuary

**Approved by**

@vestal charm

tawdry condor
#
**Lower the price that NPCs sell Post-ML boss summons**

Right now Exotic Pheromones sit at 5 platinum in the Witch Doctor's shop, which is far above almost every other Boss summon in the game. With most of the bosses, the summons are designed so you almost always turn a profit, which is a good system imo.

But the system is even worse with Profaned Guardians, which cost an extraordinarily high 5 platinum. The Profaned Guardians are a boss many players will only fight a couple times, so setting the bar that high only encourages players to never touch the boss again for fear of wasting either precious Unholy essence or spending a huge quantity of money they cant't get back.

Given Pre-ML summons are about 50 gold at most, they should change it to 75 Gold for ML, 1 plat for PG, and 1.5 plat for Dragonfolly.

**Suggestion Author**

@maiden heron

**Approved by**

@weak cedar

tawdry condor
#
**Limit the game to only allow one event per in-game day.**

❔ : With Acid Rain being added to the fray, the chance of multiple events coinciding on the same day has risen sharply. Attached below is an image that sums up the frustration of a player after receiving multiple events in a single in-game day.

**Suggestion Author**

@clear barn

**Approved by**

@vestal charm

tawdry condor
#
**expand on some of the lore items with no effects currently in the game**

As of right now, there are many lore items that have no effect whatsoever, 8 of them to be exact. It would be nice if there were small things that could be added to these lore items that are fitting such as how the crimson and corruption lores disable cyst spawns. Some ideas i had were for the sulfur sea lore to disable the natural spawning of the acid rain event, as rain can be quite annoying, and for the red moon lore to increase the chance for blood orbs to drop during a blood moon, or for the astral infection lore to decrease or remove the haziness on screen in the astral infection biome.

**Suggestion Author**

@bleak cedar

**Approved by**

@vestal charm

tawdry condor
#
**Remove Asgardian Aegis' DR underwater and give it better bonuses than its upgrades.**

Asgardian Aegis' dash distance is just slightly better than Elysian Aegis. This can entice people to use Elysian Aegis more, since it has bonus life regen on top of HP. Asgardian Aegis, aside from hp bonus, only has a situational DR that would only really work on a small niche of players, despite it should've being the penultimate shield dash accessory.

Removing the DR underwater and giving Asgardian Aegis a better attribute would make it better to be considered for an upgrade.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Add Kekw to the server**

reposted for embed

**Suggestion Author**

@tulip phoenix

**Approved by**

@vestal charm

tawdry condor
#
**Rework Yharim's Crystal to be more interesting and worth it's drop rate**

?

Yharim's Crystal is exceedingly boring weapon, being just a higher damage Last Prism with different colors, dropped at a 1% rate by Yharon. No special effects, status effects, or anything else. Just Last Prism++. Void Vortex is dropped at a higher rate (2.5%), and has not only higher damage than it's predecessor, but also has a unique firing method when compared to Voltaic Climax.

Giving Yharim's Crystal some unique effects such as these examples would make it more interesting and fun to use.
-Firing additional lasers from the corners of the screen after extended use
-Summoning homing fireballs aside the player (ALA ROB’s final smash)

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Drastically rework or remove Astral Injection**

?

Astral Injection doesn’t really make sense to actually be seriously used in a mage’s arsenal. If you prefer regenerating mana, you’re not going to use it because it inflicts mana sickness. If you prefer using mana pots with mana flower, it can’t automatically be used by mana flower or it’s upgrades. Additionally, obtaining them is harder than just buying super mana pots and upgrading those, unless you feel like using your water bottles to make astral injections instead of potions.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

sharp zinc
#

Flesh out the Arsenal Lab furniture set!

There's already a little bit of background furniture for the labs, but no table, crafting bench, chairs, or similar at the moment. Fleshing out the furniture for the Arsenal Labs would make this very unique theme much easier to build with.

Suggestion author: @feral grove

#

Remove Permafrost's "Delicious Meat" item and make him just sell Bacon.

The Delicious Meat item is entirely redundant. It functions exactly the same as Bacon (30 minutes of Well Fed). Incidentally, Bacon already has sort of an ice theme, due to the fact that it drops from Pigrons, an enemy exclusive to the Underground Ice biome. If anything, Pigron's Bacon makes more sense as a thing an ice-themed NPC would sell, instead of this new unrelated blue meat item.

Depending on how this is executed, this would "raise" the buy price from 50 Silver to either 1 Gold or 5 Gold, or somewhere in-between. This is fine, because Bacon (and by extension Delicious Meat) is one of the best food items in the whole game, even with the food revamp in 1.4. It deserves to be more expensive than Pho (7 mins Well Fed).

Suggestion author: @paper bramble

#

Remove Ectoblood and increase Dungeon Spirit/Ectoplasm drops to compensate

Ectoblood has the sole purpose of crafting Ectoplasm. However, it also fills up your inventory with another useless item that could occupy the Ectoplasm slot but doesn't for some reason. Why not just remove the extra item and get higher Ectoplasm spawns?

Suggestion author: @feral grove

tawdry condor
#
***Auric Wings and buff post ML wings***

I've found that the post ml boot wings are just better than having the wings and the tradeoff for them is too minor
So I think that there should be better post ml wings for a bigger tradeoff
and a set of Auric wings to counteract Celestial tracers and to add a tradeoff there

**Suggestion Author**

@humble apex

**Approved by**

@vestal charm

vague flame
#

While holding Cursed Flames, or Betsy's Wraith doesnt reduce minion's damage, or making an analogue of Golden Gun(Neutral Damage)

Let's be quick, Ichor debuff reduces only 20 DF(defense), Cursed debuff 20% DR(damage reduction), and Betsy's Curse reduces 40 DF and 34% DR. So holding non-minion weapon reduces your minion dmg like -50%. This maybe tells something. (We have only one classless weapon that inflicts reduction debuff - Golden Gun, that's all)(For example SCal is immune to Betsy's Curse)

Lowering DR in lategame is more viable than DF. Switching between weapons is pain, cause minion penalty. That's all I want to say.

Suggestion by: @noble mulch

#

Make it start raining during storm weaver’s fight, and make it possible to summon it anywhere on the surface

This would make more sense than fighting storm weaver in space, because in space it doesnt rain, and storm weaver is themed around storms and lightning. Additionally, this could be changed to a thunderstorm in 1.4, but since tml 1.4 wont come out in a while this part can be ignored

Suggestion by: @flint atlas

#

Make providence drop more geodes

The amount of geodes Providence drops is nowhere close to the amount you would need to get the weapons you want and tarragon armor, causing you to have to fight this very hard boss battle 3+ times.

Suggestion by: @civic pawn

#

Nerf DoG portal spawning

When you fight DoG phase 2, after laser phase he spawns a portal and teleports from it, charging you with his head. I think it should be nerfed , because he can just one-shot you right after you survived other phase and you have not time to run from it because of lasers and other. He can probably be slowed down after teleporting for you to have a time to dodge it, or after teleporting he will charge other direction.

Suggestion by: @steel merlin

#

Increase Angry Dog spawn prehm/Cryophobia drop rate

Currently the only way to get the Cryophobia is from Angry Dogs. It is already very rare with the 1% chance, but Angry Dogs also have a very low spawn rate. I think that the rate for the angry dogs to spawn at should be increased, or the Cryophobia have a higher drop rate. This would make it feasible to get and easier to farm. Not to mention, it's only viable in prehm, so it shouldn't be too hard to farm for.

Suggestion by: @sonic bloom

tawdry condor
#
**Change the Thorn Blossom to drop from a Nebula Pillar enemy instead of Lunatic Cultist.**

It’s very annoying to farm for (especially since it’s an RIV) as Lunatic Cultist triggers the Celestial Events on death and can’t be summoned during it. Having it drop from a Celestial Events enemy - likely one from the Nebula Pillar since it's a mage weapon - would keep it at the same tier and make it way less tedious to obtain.

**Suggestion Author**

@spring breach

**Approved by**

@vestal charm

tawdry condor
#
**Make it so (at least Rev+) Astrum Deus will not go too far away so it will not ram people because yes**

Why? Well... Imagine a situation: You're fighting the AD. They had already reached their split phase, one of worms gone so one is very close to you so you're just attacking him... and then the second worm that gone just rams you at the speed of light. Why? Just why? So i suggest: Astrum Deus will not be able to go too far away from player and by that it will not ram innocent players. That will balance him a bit and make him not too unpredictable.
i'll even pin a video (im too lazy to cut an exact fragment sry): https://youtu.be/SWax6NAdaRQ

**Suggestion Author**

@orchid frost

**Approved by**

@vestal charm

tawdry condor
#
**Make Frog Leg display the amount of Jump Speed boost it gives in its description.**

Every other jump speed boosting item says how much of a percentage boost the bonus is, but not with frog leg. It'd be very convienent to be able to easily compare it to other items that boost jump speed, and be easier to tell just how good it is instead of just having the bonus having the vauge description "Inceases jump speed".

**Suggestion Author**

@proud olive

**Approved by**

@vestal charm

tawdry condor
#
**Add Purified Gel to the recipes of the Night's Edge and the Bloody Edge, and make them more interesting to compensate.**

  1. Consistency with Lunarian Bow and Night's/Carnage Ray.
  2. These swords are incredibly boring, yet adding any unique features to them without changing them somehow would seem awkward. Why not move them to a more appropriate location and give them some actual new features at that spot to make them more suitable for getting into Hardmode?
**Suggestion Author**

@sour hornet

**Approved by**

@vestal charm

tawdry condor
#
**Give all true melee weapons moonwalk.**

❔ : Being able to move and swing/shoot in different directions is a luxury given to all classes, even projectile melee, but not true melee. Right now, most true melee weapons require you to move and swing in the same direction, making dodging and dealing damage with true melee weapons nearly impossible. Giving true melee weapons moonwalk would bring more viability to an under-utilized class.

**Suggestion Author**

@clear barn

**Approved by**

@vestal charm

tawdry condor
#
**Give more uses and value to Astral Ore**

?

Astral Ore is teased through the entirety of hardmode, seen whenever you go into the Astral biome to do anything. However, when you finally are able to mine this elusive ore after defeating Astrum Deus, you are presented with a mediocre armor set and set of standard weapons. There is some value, in the form of Radiant Star, two melee weapons, and a mana upgrade. However, it's exceedingly disappointing, and has little uses past it's initial discovery. I'd like to stress that this ore is teased in front of the player throughout the entirety of harmode, but is treated with less uses than something like perennial bars or lumenyl, and is discarded almost instantly.

Giving more uses and actual value to Astral Ore (and possibly define it more in it's weaponry/armor) would make the wait for it more worthwhile, and make the ore more special.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Give the Sunken Sea more ways to passively obtain loot!**

Mechanics like those for obtaining the Rusted Jingle Bell (by using a bug net on a Baby Ghost Bell) are really unique and very fitting to the passive nature of the Sunken Sea biome. Additionally, being able to obtain loot without murdering every mob in sight would be a welcome break from the hack and slash nature of Calamity.

**Suggestion Author**

@feral grove

**Approved by**

@vestal charm

tawdry condor
#
**Make items that allow you to summon bullethell/laserhell phases**

?

I enjoy the DoG, Yharon, SCal, and Providence fights for their bullet/laserhell phases. However, in order to practice these phases, you have to start the fight and go through it repeatedly. An item that would summon, say, the Supreme Calamitas initial bullet hell would be very useful to practice that phase, as it is quite challenging at first. Being able to practice the fight without the boss chasing you and firing at you would be wonderful.

**Suggestion Author**

@olive thistle

**Approved by**

@vestal charm

tawdry condor
#
**Add alternate versions of block/platforms for blocks like Brimstone Slag that don't spawn Mobs**

I enjoy experimenting with different materials in Calamity but I find that some just can't be used when they create a mini-biome. For instance I was using a build that would have used Voidstone and Brimstone Slag to make and red-blue arena, however the Brimstone biome mobs began spawning and it was impossible to use. I just like the raw aesthetic of certain blocks and find it limiting that I can't find a way to use them that wouldn't impede my creativity.

**Suggestion Author**

@nocturne scaffold

**Approved by**

@vestal charm

tawdry condor
#
**Change SCal's Exploding Blasts to Have a Consistent Pattern Instead of a Random One**

Recently, a lot of Calamity's bosses have gone through changes to make them more consistent, such as Providence's spear cocoon attack and the entire Astrum Deus fight. These changes make it so that much less adaptive skill and instead allows you to dodge the same attacks with the same method when approached in the same way, which is much fairer in my opinion. However, the exploding projectiles in SCal's fight explode into a random pattern of darts, and haven't been changed.

This random spread of darts can be quite painful some times, as they have a tendency of exploding offscreen and presenting a mostly undodgeable clump of darts to the player when they move that way, and is a complaint among many players about the fight. You have to learn how to dodge between a large gap of darts, how to dodge between a smaller gap of darts, and how to go around an undodgeable clump of darts to dodge between a small or large gap, and which one you have to use can't be predicted, forcing the player to constantly be on their guard for these patterns--and god knows they have enough to pay attention to during the SCal fight.

By changing the dart explosions to have a set distance between each instead of a random set of gaps and clusters, they would be much less frustrating to deal with and much easier to quickly adapt to if you run into one unexpectedly, provided you've put in the necessary practice to learn how to dodge it, and would continue the much better trend of consistent attacks and patterns.

**Suggestion Author**

@gaunt birch

**Approved by**

@vestal charm

tawdry condor
#
***Make Perforator Shoot through blocks***

Make it so the Perforator can shoot its projectiles throw blocks because its such an easy challenge once you place down that single roof. The dashes are easy to avoid, and the worms cant really do much unless you are really struggling with mobility.

**Suggestion Author**

@elder topaz

**Approved by**

@vestal charm

tawdry condor
#
Add a roar to the DoG when he is defeated and when you take damage from the head

The DoG seems like it isn't as menacing as it is said to be. If it were to have a roar or a custom roar (Ex. Shen Doragon's roar from AA), the fight would seem much more menacing when you fight and more satisfying when you win.

**Suggestion Author**

@west rose

**Approved by**

@vestal charm

tawdry condor
#
Make the abyss chest at the bottom contain valuables besides terminus

The chest right now looks cool and all, but the loot besides terminus is literally glowsticks. I believe the chest should contain items such as reaper teeth, potions and similar items, but in amounts that are unable to be used in anything. This would provide some larger reward for making it to the the bottom while not providing any progression break.

**Suggestion Author**

@west rose

**Approved by**

@vestal charm

tawdry condor
#
**Buff Gaze of Crysthamyr and lower the cost of it's recipe**

?

This thing is massively outclassed by the Alicorn mount in almost every way. The Gaze of Crysthamyr may have higher flight time, but that doesn't really matter when horizontal movement speed is all you really want mounts for, and it's vertical momentum is outclassed by wings. Alicorn may be only obtainable in Rev+, but most people play in Rev+. Alicorn is easier to obtain as you can just pop a Fabsol's Vodka before dealing the final 1% of DoG's hp, instead of getting a Dragon Egg from OOA and 100 souls of night, and it even has more horizontal speed than Gaze.

The thing deserves a buff in some way, maybe even something like vertical speed or a unique damage/health buff to give it a combat use, and a trim on the recipe (such as swapping the DD2 Dragon Egg for Yharon's Dragon Egg, and lowering the souls of night needed).

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**add an endgame/ pre scal upgrade to crystalline**

Crystalline is an original rogue weapon and it's also a playthrough-long type weapon but it just abruptly ends after Providence. Most other playthrough-long type rogue weapons last till Endgame like the enchanted boomerang upgrades
Or seafoam bomb Paladin hammer/pwnghmer
They're all the main weapons you would use in your playthrough and they last until endgame but crystalline doesn't, I think it's the most original rogue weapon that lasts for long so it's sad that it's useless after poltherghast is defeated or even earlier, so I think there should be a pre scal shattered sun upgrade, it would also add more weapon choices for rogue before scal

**Suggestion Author**

@crimson thunder

**Approved by**

@vestal charm

tawdry condor
#
Make it so that wall of flesh doesn't give boss zen but the horrified debuff does.

Have you ever failed a wall of flesh fight and plan on getting more powerful items to kill it and the realize, that boss zen is active and then you have to wait for the wall of flesh to cross the underworld before anything can happen, My suggestion is that it doesn't inflict boss zen but you make it so that the horrified debuff does what boss zen is supposed to do.

**Suggestion Author**

@rich heath

**Approved by**

@vestal charm

tawdry condor
#
**Make Aestheticus not so particle-heavy**

Plain and simple, the weapon has too many particles and can lag games very easily, especially in multiplayer or with lower end computers, please tone it down a bit.

**Suggestion Author**

@neon siren

**Approved by**

@vestal charm

tawdry condor
#
**Give Draedon Arsenal weapons a charge bar somewhere on screen when held**

It's incredibly annoying to have to check the charge on a weapon during a fight, since you have to open your inventory and hover over the weapon while simultaneously fighting. Since Draedon weapons are so dependent on charge levels for maximum damage, it would make sense to have an easier way to see the charge on your current weapon at a glance.

**Suggestion Author**

@feral grove

**Approved by**

@vestal charm

tawdry condor
#
**Classify Scal as neither an Organic or Inorganic enemy type**

Many Draedon's Arsenal weapons do increased damage to either organic or inorganic enemies. This is done by taking a chunk of their max life and adding it to the base damage of the weapon in particular. This is a big problem for many bosses, as it means weapons are used much further into progression than they should, including against Scal herself. There are only two real solutions for balancing this:

  1. Give Scal a unique damage sound effect that is classified as neither Organic or Inorganic, which would mean that the damage bonuses granted by these weapons don't work on her specifically. This would in turn only effect Scal in the balancing, and would mean that the other bosses don't get the same treatment.

  2. (my preferred option) Make all bosses immune to the % effect of these weapons. This could possibly screw with the balancing of a couple weapons but is honestly just better IMO because you won't be using Pre-ML weapons against Yharon.

Overall, though, any nerf would probably work, such as adding a flat total increased damage to these, rather than Max Life.

**Suggestion Author**

@maiden heron

**Approved by**

@vestal charm

tawdry condor
#
**Make the Antlion's projectile not place a tile of sand wherever it lands**

As you most likely already know, the Antlion enemy's single attack is vomiting a block of sand at the player. This works more as an annoyance than actual difficulty, since it just makes you have to clean up the sand afterwards, something which only gets accentuated in Death Mode, where Antlions have the ability to occasionally fire a large shotgun blast of sand, cluttering even more when you're making something like an arena for the Desert Scourge.

**Suggestion Author**

@barren berry

**Approved by**

@vestal charm

#
**Add an Auric Tesla/Exo Tier Spear**

At this current point of the mod, we basically have an Exo/Auric Tesla tier for each weapon type in every class, except for Spears. Nadir is the dead end for Spears and is only Pre-Yharon Phase 2. It would certainly fill out that gap of all the available choices players, including melee users have and could potentially have some real unique features built from the spears it would potentially be crafted from.

**Suggestion Author**

@stable dust

**Approved by**

@vestal charm

tawdry condor
#
**make rage give you a health regen boost**

Well, rage isn't that useful, especially since you have to get hit to charge it, so since we already have adrenaline Which gives you a damage boost why do we need a second damage boost that's basically useless. it could be reworked into a defensive boost like, as the suggestion states, giving the player a health regen boost it would make it more fair for having to take damage for an almost unnoticeable damage boost.

**Suggestion Author**

@crimson thunder

**Approved by**

@vestal charm

tawdry condor
#
**Make Arcane scale throughout progression, similar to Warding**

❔: At the current moment, Arcane is one of the worst reforges in the game, and only gets worse throughout progression as base mana increases. Giving it bonuses throughout progression would help it keep relevancy. Additionally, giving Arcane a mana cost reduction bonus (similar to how Warding also gives DR) would give the reforge more of a reason to be used.

**Suggestion Author**

@clear barn

**Approved by**

@vestal charm

tawdry condor
#
**Guarantee each weapon in the first layer of the Abyss**

It gets really annoying when you go through the Abyss and can't find that one weapon you need. Rather than getting it, you get a different class weapon or an acc. I think that in the first layer, each class weapon should be guaranteed.

**Suggestion Author**

@sonic bloom

**Approved by**

@vestal charm

tawdry condor
#
**Reduce the noise caused by the soul of cryogen’s falling icicles**

The soul of cryogen is a really good set of wings in early hardmode but the falling icicles are extremely loud compared to all the other sounds in game. Sure I could just turn down sound fx but then you miss out all the other sounds since the icicles are so much louder than everything else. Keeping sound fx on makes it cover the music as well. It would be great if it was a bit quieter.

**Suggestion Author**

@ember nimbus

**Approved by**

@vestal charm

tawdry condor
#
**Make Moon Lord harder in Revengeance**

I've seen people say that ML is easier compared to vanilla Terraria because the True Eyes of Cthulhu don't fire the lasers. This doesn't seem fitting for the final boss of Terraria (vanilla) be an easy fight. So, it should be buffed.

**Suggestion Author**

@scenic stump

**Approved by**

@vestal charm

tawdry condor
#
**Add an upgrade to Architect Gizmo Pack**

Building large arenas is necessary for a chunk of Post-ML bosses, mainly Providence, Yharon and SCal. Currently we are limited to Builder Potion + Gizmo Pack and it can take a long time to finish an arena without the help of other mods. I think a Gizmo Pack upgrade to enhance placement/building abilities would make the process smoother and less time consuming.

**Suggestion Author**

@floral nova

**Approved by**

@vestal charm

tawdry condor
#
**Make the Architect Gizmo Pack Ingredients + the Other Building Tools Sold by the Travelling Merchant Craftable/More Consistent to Obtain**

Calamity does a lot to make basically all useful vanilla items that require a lot of RNG to get more consistent to obtain. Building is a pretty important part of the game, and is especially necessary later in the game when making large-scale arenas.
...but for whatever reason, the building tools sold by the travelling merchant can't be obtained any other way. By making these items consistent to obtain, people who are willing to put in the effort can have an easier time building, and it would match with the consistent methods of obtaining almost all other RNG-based Vanilla items.

**Suggestion Author**

@gaunt birch

**Approved by**

@vestal charm

tawdry condor
#
**Make Iron Heart Disable all Forms of Healing**

Iron Heart sells itself by forcefully setting a limit on the number of times you can get hit in a fight and a challenge to remove healing options. However, some late game healing options such as life steal (empyrean knives) or the profaned soul artifact (healer guardian) completely trump natural life regeneration, which detracts from the purpose of the gamemode. It also creates unnecessary inconsistency among which types of healing are forbidden.
Plus, this would make accessories like necklace of vexation and the old duke scales more appealing since it would be easier to keep oneself at low health to reap their benefits.

**Suggestion Author**

@marsh gyro

**Approved by**

@vestal charm

tawdry condor
#
**Add more late game armor sets**

Currently the late game armor sets for different classes are just variants of the same armor set with a few cool exceptions such as the Fearmonger set. But generally regardless of what class challenge your doing for your specific run the grind is the same, Tarragon>Bloodflare>GodSlayer>Silva>Auric. I think it would be a good idea to add more late game class specific sets to change up the grind a bit. and force the player to go to different areas and explore more of the world to do their class challenge.

**Suggestion Author**

@balmy basalt

**Approved by**

@vestal charm

tawdry condor
#
**Have the bubble around the Baby Ghost Bell light pet disappear when in water**

Nothing all that much, just a minor detail to make the Baby Ghost Bell light pet more logical.
There's generally no reason as to why you should have a bubble filled with water in water.

**Suggestion Author**

@open prism

**Approved by**

@vestal charm

tawdry condor
#
**Move Biome Blade's debuffs from it's projectiles to true melee hits**

?

Biome Blade is a pre-hm sword that fires projectiles, that can apply a variety of highly powerful debuffs, such as Brimstone Flames or Holy Flames. It does pretty much everything you'd want in one weapon, and can barely be called a melee weapon, since you only really care about the debuffs that the projectiles inflict. Moving it's debuffs to true melee hits would make it's projectiles less obnoxiously powerful, and support melee's actual supposed identity.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Remove Old Duke's Invulnerability in Phase 3**

Old Duke is still flawed and unfun to fight where he stands atm. His AI is already a pain to put up with but is slightly bearable in his first 2 phases. Phase 3 however...pushes it too much, the fight is already more about endurance and having Old Duke become invulnerable at the beginning of Phase 3 is just unfair, at that point all his attacks become extremely difficult to dodge and not being able to dmg him for quite a bit of time can what ultimately leads to the player's death in the fight.

**Suggestion Author**

@stable dust

**Approved by**

@vestal charm

tawdry condor
#
**Convert Old Duke's Scales into a pair of Old Duke-themed wings.**

The Old Duke isn't worth making time for in most playthroughs, and one of the reasons for this is his lack of useful items. Old Duke's Scales are a particular offender, as the item is uninteresting, unusually weak, and disappointing.

So, rather than buff this item to make it more of a "stat stick", the Old Duke's Scales could be given new functionality as wings. This would make the item more interesting, consistent with vanilla precedents, fill in wing progression gaps, and overall give players more options post Moon-Lord.

**Suggestion Author**

@oblique topaz

**Approved by**

@vestal charm

tawdry condor
#
**Make a death effect for Scal, Yharon and DoG**

Its just a little when you are litterally killing ancient gods that can destroy everything in the blink of an eye, and when you kill them they just go poof in the air, they just kinda deserve a death effect, ya don't need to do a super complex death effect, something similar to moon lords death effect would be nice. all of the death effects should only happen the first time you kill the boss.

**Suggestion Author**

@regal plinth

**Approved by**

@vestal charm

tawdry condor
#
**Rework the Meteor Armor set bonus**

Meteor Armor is nerfed into the dirt in Calamity, and is basically useless compared to Jungle Armor which carries many players to Slime God. Meteor has lower defense, lower damage, and the set bonus is extremely situational and only affects a single weapon. I think instead of the current set bonus, it should have an increase to all magic damage, to solidify itself as a damage-focused alternative to Jungle.

**Suggestion Author**

@maiden heron

**Approved by**

@vestal charm

tawdry condor
#
**Replace Carnage/Night’s Ray with a weapon similar in design to Lunarian Bow, or give them unique effects based on the evil staffs**

?

Carnage/Night’s Ray have no differences besides the color of their beams and their appearance, unlike Bloody Edge vs Night’s Edge. It should just be one weapon, like the Lunarian Bow, or have unique effects based on the evil staff.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Allow Dryad to sell Seeds of the Opposite Evil when in the Underworld**

In the Vanilla 1.4, The Dryad sells Opposite evil seeds when in a Graveyard. This is a useful feature allowing different crafting materials to be obtained, such as Ichor in a Corrupt World. Since there are no graveyards in the current version of Modloader, It would make sense to allow the Dryad to sell Opposite Seeds in the Underworld, as It is the only Biome that feels remotely Evil.

**Suggestion Author**

@prime slate

**Approved by**

@vestal charm

tawdry condor
#
**Let the Spelunker Potion show the location of Tenebris**

Tenebris can get very annoying to find, especially with how it blends in with other blocks. I suggest that Spelunker Potions show the location of Tenebris to make it easier to find and not a pain.

**Suggestion Author**

@sonic bloom

**Approved by**

@vestal charm

tawdry condor
#
**Lock Victory Shards/Victide behind the Desert Scourge**

Victide armor is a very good set all the way until Hive Mind/Perforators, where it gets replaced by Aerialite. However, being able to obtain Victide from Cnidrions pre-boss completely negates the purpose of Wulfrum armor, which is currently only used until a few Cnidrions have been killed. Locking Victide behind the Desert Scourge would force players to actually use Wulfrum to defeat a boss and cement its place in the mod.

**Suggestion Author**

@feral grove

**Approved by**

@vestal charm

tawdry condor
#
**Giving Clone Calamitas some sound effects like Supreme Calamitas**

Clone Calamitas is literally Clone of Supreme Calamitas, so why not? It adds more feeling that she is alive and if you are playing in headphones you can hear where she is.

There is only 2 attacks which their sounds at low volume. Cloneomitas's Hellfireball and Catastrophe's Fireball.

**Suggestion Author**

@noble mulch

**Approved by**

@vestal charm

tawdry condor
#
**Buffing the sharpening station's sharpened buff to make it worth using**

currently out of the 4 station buffs the sharpening station is the least useful, giving melee weapons a pathetic 4 armour penetration. compared to the crystal ball's all-around good buff or a whole minion slot from the bewitching table, the measly 4 ap does pretty much nothing even as early as wall of flesh. even vanilla buffs it to 12 ap in 1.4, but that buff feels like it won't work for modded balance- it's far too high for early game and very weak for endgame. i suggest making the sharpened buff scale throughout the game similarly to the crystal ball's % damage increase by making it pierce a percentage of armour with a softcap
i feel that this is going to be much better than 1.4's flat increase to a value far too high for pre-hardmode but not very good beyond mid-hardmode, and keep the station buffs more even between classes without resorting to a complete change of mechanics, i.e. reducing dr or applying a debuff

**Suggestion Author**

@quartz vault

**Approved by**

@vestal charm

tawdry condor
#
**Make Rod of Discord reduce minion damage when held.**

Rod of Discord is a powerful tool with its only real drawbacks being cooldown, and the fact that you need to hold the item to use it, halting your weapon use. Summoners don't get to experience the latter, as they're already encouraged more to dodge and attack actively less, hence why one of RoD's drawbacks don't work as well on them. RoD reducing minion damage when held would give summoners a bit of drawback that other classes have in attempting to use the item.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Add a rouge armor made with umbraphile armor and darksun fragments**

This simply makes a lot of sense thematically, and with the update changing around post ml armor progression. Rouge is a bit weak post darksun in my opinion, so this would help buff them a bit, and provide an alternative to silva armour.

**Suggestion Author**

@full jasper

**Approved by**

@vestal charm

tawdry condor
#
**add boohoo to the sever**

right now we have sad SAD DoGCri for sad emotes but none of theme carry a ironic feeling in they're emote boohoo however has a very ironic feeling that comes with it and is good for dumb situations.

**Suggestion Author**

@ionic notch

**Approved by**

@timber acorn

tawdry condor
#
**Buff totality breakers**

As it is right now, the totality breakers are much weaker compared to one of its materials, desecrated water. This means that as of now, it is useless to craft totality breakers until you are ready for its upgrade the supernova. Not only this, but also it has no homing ability which desecrated water does. Less damage and harder to hit is no good for an "upgrade"

**Suggestion Author**

@haughty scaffold

**Approved by**

@vestal charm

tawdry condor
#
**Make an item dedicated to explaining how the Rogue class functions**

At the moment, most Rogue armor sets are stuck with a stupidly long wall of text describing how Stealth works, which is basically screen bloat. I suggest implementing an item that would drop from the Starter Bag / be craftable with a single block of Stone (similar to a piece of rock with text engraved on it) that would explain in detail how Rogue and the Stealth system works, reducing text on the items and give a stronger focus on the stats (aswell as unique Stealth effects).

It could be made similarly to the Stat / Proficiency Meter the Goblin Tinkerer sells and just sit in the inventory.

**Suggestion Author**

@neon wind

**Approved by**

@vestal charm

tawdry condor
#
**Entirely rework Rage to actually be something useful**

Currently, Rage makes little if any sense as a mechanic and is practically unusable. And it seems to me that its main problem lies within the whole purpose of the mechanic. Rage rewards taking damage by giving you a brief (5 seconds) damage boost if you take enough damage, which only results in 3 scenarios:

• The player dies from receiving a lot of damage before the Rage bar is fully charged;
• The player wins the bossfight before the Rage bar is fully charged;
• The player gets Rage outside of a bossfight, which is usually a waste, except for events, where you can actually use Rage to your benefit if you get it.

Also, the damage boost provided by Rage, while being big at first glance (50% — 110%), doesn't actually make that big of a difference (at least it didn't for me), especially as compared to Adrenaline (200% — 245% boost for the same 5 seconds), and that is if you manage to actually use it and not waste it, which happens sometimes.

The only way I (and a lot of other people) was able to use Rage is to prepare the bar in advance using the Heart of Darkness or Draedon's Heart, which takes ages and isn't guaranteed to help you.

There have been several proposals to tweak Rage and make it more sensible, but history shows that just tweaking Rage won't fix it, as there have been several changes to Rage, but none of them made it actually usable. Therefore there are only two ways forward with this:

• Completely redesign the mechanic (possibly renaming it in the process) to reward something else entirely, e.g. being in close proximity to danger (though that has already been suggested and it has flaws of its own) or doing something fancy related to class gimmicks, like, for example, tying it much closer into True Melee.
• As a last resort, remove it if you can't fix it. After all, MGR:R only has one Ripper Mode. (I realise that this probably won't happen, but I still wanted to include it as an option)

**Suggestion Author**

@sturdy oar

**Approved by**

@vestal charm

tawdry condor
#
**Ban stickers from the server.**

❔ : These giant sized "emotes" bypass image perms, and take up huge space in chat. If I were to cut up a crab rave gif into twenty five different individual emojis and stitch them together, I'd receive a warning. If the hypothetical crab rave is against the rules, why not stickers?

**Suggestion Author**

@clear barn

**Approved by**

@sharp zinc

tawdry condor
#
**Change event horizon graphics**

Out of all their ingredients and components, the event horizon just feels a bit lackluster visually compared to them. Some more robust visuals would definitely help it stand out with other weapons at it's teir.

**Suggestion Author**

@full jasper

**Approved by**

@vestal charm

tawdry condor
#
**make slime god's mines despawn when he dies or despawns**

currently slime god's lingering projectiles will live out their whole lifespan no matter what, which makes retrying slime god fight extremely frustrating since it becomes a minefield. they should despawn when slime god is no longer there to fix this, since they aren't slimes, they're just projectiles.

**Suggestion Author**

@quartz vault

**Approved by**

@vestal charm

tawdry condor
#
**Shadow potion invisibility toggle**

Similar to the "Stealth Invisibility toggle" in the settings I believe there should be a toggle to disable the Shadow potion invisibility so you can see your character while playing rather than having to rely on stationary pets, or potions like Inferno or Tesla for the approximate location of your character

**Suggestion Author**

@sick solar

**Approved by**

@vestal charm

tawdry condor
#
**Post-Plantera, vanilla Dungeon weapons should be sold by Town NPCs post-Cultist instead of post-Golem.**

Weapons like Rocket Launcher, Sniper Rifle or Shadowbeam Staff are inferior compared to on-tier Calamity weapons, and usually just used for crafting upgrades at minimum post-Cultist. These can be sold by Town NPCs post-Golem, which doesn't make much sense, as Golem is barely a major progression point that barely makes purchasing these weapons any useful.

On another hand, making them sold post-Cultist would give players an immediate option to buy the crafting material for their post-Cultist upgrades. Shifting when Town NPCs sell these weapons would make grinding these weapons actually matter right post-Plantera, as people usually just immediately kill Golem after Plantera anyways.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Make more of the Magic Gun weapons magic/ranged hybrid weapons**

The ranger class feels lacking in weapon variety, and a simple and easy way to lessen this would be to make more (ideally the majority) of the magic guns ranged/magic hybrids. Without taking from the Mage class at all, Ranger can have more weapon variety and some more breaks from the same old "fast gun", "fast gun but slower", "gun but explode", etc.

**Suggestion Author**

@orchid flicker

**Approved by**

@vestal charm

tawdry condor
#
**Make Bloodfin Buff be usable with the Potion Hotkey as well**

Bloodfin is unique potion, it heals for 240 HP and grants the bloodfin buff. But the thing is the buff activates with the Buff Hotkey and not the potion Hotkey meaning its harder for people to adjust to that/ having to consume a buff every time. The thing is that people will find it much easier to have bloodfin buff be able to activate via the potion hotkey and not the buff hotkey.

**Suggestion Author**

@elder topaz

**Approved by**

@vestal charm

tawdry condor
#
**Add a config option to edit all sexual references in Calamity and base Terraria to remove their suggesive content.**

Examples of suggestive content include the Elementals, their waifus, Heart of the Elements, the Dryad, Lost Girls/Nymphs, Dryadisque, Cirrus, enemy names/dialogue options, and item names.

Calamity, and base Terraria itself, is currently not appropriate for younger kids with these veiled sexual content. Adding a config option to resprite the suggestive parts of Calamity and Terraria would make the game more fitting for all ages. In addition, this would make Calamity and Terraria more friendly to YouTubers, as well known personalities including Chippy have had videos striken for the suggestive content mentioned. Fixing this would make it much easier for content creators to safely make videos about Calamity and Terraria without fear of getting striken.

**Suggestion Author**

@feral grove

**Approved by**

@vestal charm

tawdry condor
#
Move all balance changes to all modes.

Calamity attempts to improve the game by changing vanilla items. However, some of these balance changes, such as the nerf to shadow dodge, cap to immunity frames, and nerf to life regen only apply to certain modes. I feel like leaving the other modes less balanced is a poor move, at it leads to a less balanced experience in these modes and creates confusion. For example, someone used to rev may reccomend using Daedalus armor over titanium to an expert player, leading them to use a worse armor. One might say that these changes are restricted because they make the game harder, but I feel like having balance is more important, even if the game is harder. Plus, the addition of calamity gear should lead to a much easier overall expert experience, counteracting these nerfs.

**Suggestion Author**

@dire anchor

**Approved by**

@vestal charm

tawdry condor
#
**Emote suggestion: Heart of the Elements** :heartOfElements:

I thought this server was kinda lacking in emotes/animated emotes and I was honestly kinda surprised that this wasn't in the server already, considering how popular this item is. And also, heart emotes are nice.

**Suggestion Author**

@drifting brook

**Approved by**

@vestal charm

tawdry condor
#
**Rebrand Amalgamated Brain and Bloody Worm Scarf so that they don't use Expert drops of bosses from both evils.**

Calamity makes a lot of other world evil stuff too accessible (Evil Island, Dryad selling other evil stuff ect.) in a single world, diminishing the integrity of choosing world evil on worldgen. Rebranding Amalgamated Brain and Bloody Worm Scarf should be a small step towards returning said integrity and make actually choosing world evils relevant.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Allow Crabulon to be spawned outside of Glowing Mushroom biome.**

Glowing Mushroom biome has stupid worldgen structure (at least pre-Journey's End), and building a massive, slowly-expanding biome for an arena of an optional boss is a bit annoying if not very.

Allowing Crabulon to be spawned outside of Glowing Mushroom biome (With enrage rules still applied) would make the boss a lot more convenient to be fought against.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Make Sulphurskin Potion sell for less money.**

As most people know, the Sulphurskin Potion is a potion that grants the player receive less damage per second by the Sulphuric Poisoning debuff.

The base materials for this potion are simple, a water bottle, and a Sulphuric Scale, which in this case, the Sulphuric Scale sells for 3 silver. Although, the potion's sell price is 40 silver, meaning that the player could get easy money by making tons of Sulphurskin Potions and sell them. My solution for this is making Sulphurskin Potion's sell price to be lowered, so the player can't get too much money by making tons of these potions and selling them.

**Suggestion Author**

@tired zephyr

**Approved by**

@vestal charm

vocal aspen
#

Add more flare varients

Flares are iconic in terraria for being a meme to fight with against king slime. Calamity adds in a pre ml but post lunar events flare gun named the spectralstorm cannon. The best flares we can use are basically blue flares. because they are the only item that does more damage and are flares. so if we get more flare types i feel like it'll make it more useful.

Suggestion by: @reef wolf

tawdry condor
#
**make the supernova explosion larger**

well first of all it's a supernova and the blast radius is underwhelming, second of all, it's smaller than scorpio's nuke blast radius which makes zero sense
also i think it would make the supernova a tad bit more useful cuz aiming with supernova can be difficult, plus its weaker than plasma grenades or celestus anyway so increasing the size f the explosion would help increase the damage output i guess

**Suggestion Author**

@crimson thunder

**Approved by**

@vestal charm

tawdry condor
#
**make Providence' blackout less sudden and opaque**

It's supposed to serve as a warning to not go any further but as it is right now it serves more as an annoyance, it just suddenly blacks out your screen making you confused for a second resulting in you taking more damage than you would if the black out didn't even exist

Since it's supposed to be a warning it shouldn't be pitch black and shouldn't be so sudden, players will know that they're going too far anyway, just make it less opaque so you can actually see the projectiles, also make it less sudden so that you actually know when to stop going too far cuz right now going a little bit too far is basically death for some people cuz u will most likely run into a projectile when going back to safety,

Conclusion: make the provi blackout more fair cuz right now it's annoying and not fun

**Suggestion Author**

@crimson thunder

**Approved by**

@vestal charm

tawdry condor
#
**Add countermeasures to abuses related to Philosophers Stone and The Bee (and some other stuff)**

Currently, you can just equip the Philosophers Stone (or its upgrades), drink a healing potion, and switch it off, reducing potion cooldown by 15 seconds for free. You can achieve a similar feat with The Bee, by only wearing it when the effect isn't on cooldown and switching it off when the effect goes on cooldown or when not at full health. They are similar in that you don't need to wear them all time to gain their effects. This is made even easier with autopause on.

I suggest adding a debuff or a feature to the accessories that prevents the user from switching the accessories off when their effect activates (45 seconds for Philosophers Stone and its upgrades and 10 seconds for The Bee). Also Core of The Blood God. One option would be just to lock accessories during bossfights

**Suggestion Author**

@modern walrus

**Approved by**

@vestal charm

tawdry condor
#
**Remove the Death mode nerf to the Torrential Tear**

This nerf is just annoying and a waste of time. The rain "event" isn't dangerous, it's merely annoying when you want to fight a boss and it rains and you need to wait a minute before being able to see anything.

**Suggestion Author**

@orchid flicker

**Approved by**

@vestal charm

tawdry condor
#
**buff or replace on fire with something more effective**

The in fire debuff is useless even in early game, it barely deals any damage and is used by a pre moonlord armor set and a few mid/late game weapons
So since the on fire debuff is so bad why not replace it with something more effective or just buff it
Another idea would be to buff it according to progression

overall the in fire is bad and should be buffed or replaced with a better debuff

**Suggestion Author**

@crimson thunder

**Approved by**

@vestal charm

tawdry condor
#
**Retier Hadarian Wings to Post-Aureus, making it drop directly from Hadarians.**

Hadarian Wings are in a stiff spot because it needs to compete with Exodus, and even if you used the former, you'll trash it as soon as you killed ML. Moving Hadarian Wings to post-Aureus would make the wings have a bit more, but not as strong, competitions and making it actually usable for a good chunk of time.

Hadarian Wings are quite unique in terms of gameplay design and it's unfortunate to see it shafted in favor of Exodus Wings on pre-ML. Though why does it need to have a bloat material for crafting it? (Hadarian Membrane)

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Make the Wizard NPC sell Guide Voodoo Dolls.**

Right now there isnt an NPC that sells the Guide Voodoo doll. This is incredibly frustrating as it drops the emblems required for making your Class Accessories. It would also just be more consistent with other Boss Summons, as once the consumable Profaned Core is removed, it would be the only consumable Boss Summon that isn't sold by an NPC.

Yes there is a crafting recipe out of leather and evil powder, but that is basically redundant because the other summons have recipes too.

**Suggestion Author**

@maiden heron

**Approved by**

@vestal charm

#
**Rework some damage overtime debuffs to behave differently on certain conditions, like Crush Depth.**

Crush Depth, unlike most damage overtime debuffs, lose damage the higher the target's defense is. This gives a bit of unique interactivity with various enemies in the game, and makes the debuff less boring. Reworking some other DoT debuffs with this in mind would make them less repetitive and a bit more unique.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**re-tier gamma heart**

The gamma heart faces stiff competition from the other summons at that stage of the game. It's a very cool and well done item, however it simply doesn't have much use for the stage of the game you get it at.
It should be moved to a drop form t2 acid rain instead of t3, and get it's damage nerfed.

**Suggestion Author**

@full jasper

**Approved by**

@vocal aspen

vocal aspen
#

Rework brimstone crag.

It dosent really have much to it, it's literally just a quarter of what could be a hardmode underworld. The chests have all the stuff you could get anywhere else in the underworld and isnt useful against any of the bosses present in the stage of the game where you explore it in. It should honestly get the same treatment as the sulphurous sea.

Suggestion by: @drowsy delta

vocal aspen
#

make slime god core have to accelerate when he's leaving a slime

currently slime god core exits slimes at max speed in a random direction, which leads to situations like this video. i think slime god should have his normal acceleration from zero when he leaves a slime, that way the player has a chance to react rather than being forced to predictively charge with shield of cthulhu to bonk or otherwise eat the hit.

Suggestion by: @quartz vault

vocal aspen
#

Remove the cooldown of Gravistar Sabaton

?

Gravistar Sabaton is a really cool accessory, but it's not really worth the accessory slot since the fall speed and small bonus damage since it has a heavy cooldown. Removing the cooldown on it would make it a much more viable accessory.

Suggestion by: @pine kestrel

vocal aspen
#

Rework Late HM

?

Late Hardmode in Calamity is in a really bad spot. I’m specifically referring to all of the progression in between Post-Clonelamitas/Plantera and Pre-ML. There’s a couple of reasons why it’s in a bad spot. While it’s easy to blame the high number of bosses in such a short time frame, Pre-Clone has 6 bosses, and it’s less prominently messy than Late HM. The major problem, in my eyes, is how easy it is to skip over everything, and how much outclassing of weapons there is. You don't lose a lot, besides some accessories people (with exceptions) don't generally use and weapons that will be outclassed, by doing only Golem and LC.

The weapons outclassing is something that is probably most prominent, as each class is highly encouraged to abandon any weapons obtained from the defeat of previous bosses in favor of Lunar Fragment weapons. Any weapons obtained from Astrum Aureus and Leviathan or the dungeon are outclassed once you reach Cultist. Late HM progression just generally leads to weapons being outclassed incredibly fast by the new options you are presented with.

The solution to this problem would be to make less weapons immediately outclassed.
This is most prominent with Post-Cultist vs. Pre-Cultist weapons, so one solution would be to actually make Lunatic Cultist a major point in progression like Clonelamitas/Plantera. This would make it so that you actually need to gather your weaponry in preparation for Cultist, and make the use of those weapons feel more prominent.
Golem should be less of a prominent point in progression then he currently is as well. It leads to back to back progression points, and highlights abandoning your pre-golem weapons in favor of the weapons you make from Scoria ore. It also would grant non-linearity to PBG, which also occurred with Ravager being freed from it's connection to Golem.

Suggestion by: @pine kestrel

vague flame
#

Make Lunatic Cultist significantly harder based on how many post-golem bosses you haven't killed.

On the present version of Calamity, there's not really that great of incentives to kill most/all of the post-golem bosses as Cultist is far easier than most as well as having superior items (pillar gear outshines PBG/Ravager/Deus gear by a wide margin). Giving Lunatic Cultist buffs based on how many post-golem bosses you haven't killed would turn LC into an actual roadblock that'd force you to fight a difficult fight OR spend time hunting down some under-fought bosses.

Suggestion by: @clear barn

#

**Make there be a clear signal when Astrum Deus ends his invincible phases **

Astrum deus has a ridiculously long immune time, especially when he splits into two worms. Attacking him already causes some frame rate drops and when he is immune, the frame rate goes much worse. It is also kind of annoying to not know whether to attack him or focus on dodging because his immune time is so long. I suggest to play a roar or show a sort of shockwave when his invincibility is over. This way the player will know when they are supposed to attack.

Suggestion by: @ember nimbus

vocal aspen
#

Give the Borealis Bomber Auto-fire

The borealis bomber is a weapon that, when obtained, becomes a kind of main weapon for summoners. However, it does not have auto-fire, and can make your finger hurt pretty quickly from mashing mouse 1. I suggest that you simply give the weapon auto-fire so it doesn't hurt your finger as much

Suggestion by: @empty bough

tawdry condor
#
**Add some furniture/decor items crafted with ancient bone dust**

Ancient bone dust is a relatively common drop yet its only uses are a few potions and two accessories. Adding some kind of porcelain pots/dishes/whatever crafted with clay and bone dust would give some more use to an item only broadly useful early on and briefly. It would also add some welcome new non-set decorative tiles to the mod, which are a bit lacking currently.

**Suggestion Author**

@hallow crystal

**Approved by**

@vestal charm

tawdry condor
#
**Make the Ice Bio-Center Lab's Frozen Chest contain a new, unique item as opposed to a vanilla item that's usually notably later in play.**


There are three items you can obtain from the Ice Bio-Center Lab. One just sorta makes you skip out on a bit of vanilla play (Blizzard in a Balloon) and doesn't really offer anything new aside from free meta items, another is a Hardmode accessory (Frozen Turtle Shell --- it's an awful Hardmode accessory, but a Hardmode accessory nonetheless), and the third one is the Arctic Diving Gear, which allows you to skip an immense portion of the earlygame travel time by complete chance. The only thing these items have in common is that none of them have any reason to be in a high-tech laboratory constructed by Draedon of all people.
A unique, new item replacing all of these in the Lab's special chest would not only most likely be much better connected to the location you find it in, but would also allow for a little more earlygame diversity in actual builds and do so consistently, rather than just letting the player skip some significant bit of earlygame based on RNG.

**Suggestion Author**

@sour hornet

**Approved by**

@vestal charm

tawdry condor
#
**Make the bonuses for summoner weapons from fearmonger armour work on all classes**

As stated in announcements the fearmonger armour is intended to be an all class armour, so i think that the bonuses for summoner weapons to apply to all type of weapons considering that it is intended to be an all class armour, or maybe rework the bonuses of the armour to apply better to the hybrid armour term.

**Suggestion Author**

@ember vault

**Approved by**

@vestal charm

tawdry condor
#
**Make dragonfolly not enrage for a few seconds after spawning**

(I'm going to refer dragonfolly as "birb" for ease)
Birb is a fast-paced boss which attack consists of dashing, summoning feathers and spawning servants. Birb's behaviors are if you're 75 blocks away from birb or being out of the jungle for at least 3 seconds, it will enrage, gaining increased aggression and feather speed. If both conditions are met, it'll gain 65% DR.

The spawning conditions of mobs are here: https://terraria.gamepedia.com/NPC_spawning#Spawning_Basics . If you read the wiki, birb will almost always spawn enraged since it spawns far away from the player, getting stuck on blocks and your first instinct will more likely than move away and possibly making birb further away from you causing it be able to dash with mach speed makes you get a cheap, undodgeable hit and more often than not you'll get hit for +150 damage. These are videos that show how birb can be a bit unfair at times(ignore me being one shot, I just happen to be using armageddon at the time) https://cdn.discordapp.com/attachments/697433383793459234/786141676636864522/Terraria__Better_than_life_2020-12-09_14-28-17_Trim.mp4
https://cdn.discordapp.com/attachments/697433383793459234/786139959366516745/Terraria__Better_than_life_2020-12-09_13-46-41_Trim.mp4
https://cdn.discordapp.com/attachments/697433383793459234/786141396884914176/Terraria__Better_than_life_2020-12-09_14-16-26.mp4

TL;DR, when birb spawns, it gets enraged almost immediately and when it chooses to do a dash it leaves the player with no reaction time, hitting the player and dealing a massive amount of damage

**Suggestion Author**

@random robin

**Approved by**

@vocal aspen

tawdry condor
#
**Nerf Frog Leg to give way to other jump speed boosts in Calamity.**

Frog Leg is probably one of the dumbest accessories base Terraria has ever introduced, with 48% jump speed boost (that translates to 48% ascent speed boost on wings) from fishing pre-boss. This thing can last a player not only throughout the vanilla progression, but also throughout most of Calamity's post-ML. Nerfing the accesory by reducing its effectiveness in some way would not only make the accessory less absurd statistically, but also giving way to other jump speed boosts in Calamity that got overshadowed by Frog Leg (like Statis' Ninja Belt and Void Sash).

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Make an Auric Tesla burst dye**

The Auric Tesla bar has an awesome glow animation that unfortunately doesn't appear on the armor. Making an animation for the armor might take too much effort for something so minor,so I feel a dye that makes items or accessories glow like the bar would be a good alternative to making a new animation

**Suggestion Author**

@rapid bough

**Approved by**

@vestal charm

tawdry condor
#
**Rework Leviathan Ambergris**

?

Leviathan Ambergris is a expert mode drop that provides some damage and defensive benefits when underwater, while providing a tiny benefit while out of water. It's not really that great of an accessory, easily being outclassed by a simple class emblem or avenger emblem or pretty much any other damage accessory. The only real use it has is underwater arenas, but those are incredibly niche. Reworking it would make it a much more viable and useful option, instead of the easily outclassed accessory it is now.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Make the Gehenna brimstone fire rain move towards your cursor**

?

Gehenna is currently well known for being an incredibly bad accessory for its tier, mostly because it is incredibly difficult to hit enemies with the random fire rain. Allowing the fireballs to aim at your cursor should make this accessory a lot better and usable.

**Suggestion Author**

@fleet swan

**Approved by**

@vestal charm

tawdry condor
#
**Make Supreme Calamitas' arena more interesting**

The last update brought new structures that looks incredible, full of details and depth. While Supreme Cal's has the most bland uninteresting 1 block thick box. It's the most epic boss fight of the mod with the most epic song, but with the most non-epic arena. I saw the potential of the designers with the new underground structures, so the arena could get a bit more thought about it's design

**Suggestion Author**

@supple oak

**Approved by**

@vestal charm

vocal aspen
#

Rework Underworld Generation to be better for combat/arenas

?

Hell generation is pretty bad. It's so bad that you're forced to build a bridge across hell to fight the main boss of the underworld, or suffer with the erratic lumps of ash and hell houses that sometimes completely block your pathway. Additionally, it forces two other bosses, Brimstone Elemental and Hell Providence, to be a pain to build arenas for. You often times have to blow up space with dynamite, and then place down platforms, all while being harassed by enemies that are on-tier threats. Making the underworld's generation not as icky would make fighting these bosses and crafting their arenas a lot more tolerable.

Suggestion by: @pine kestrel

#

Explain how attacking with Flamsteed Ring works in its tooltips.

It's not a surprise that countless of players got confused when booting up Flamsteed Ring and immediately de-mounted. They never knew how to actually attack with the weapon (by holding other weapons) and it was never explained in the tooltip despite the tooltip being quite massive already. Slipping in a line about using other weapons to use Flamsteed Ring's weaponry in its tooltip would make the weapon clearer to use to anyone that don't read wiki consistently.

Suggestion by: @wise radish

#

Give more uses to prism shards

Prism shards are currently used in only a few recipes, one of which is to make another crafting material (sea prisms). Thus it is effectively material bloat in its current state. However prism shards also significantly contribute to the aesthetic of the sunken sea, so rather than removing them, they should be given more uses beyond effectively being an alternative source of sea prisms.

Suggestion by: @neon pecan

tawdry condor
#
**Give the Sunken Sea more ways to non-aggressively obtain loot**

Mechanics like those for obtaining the Rusted Jingle Bell (by using a bug net on a Baby Ghost Bell) are really unique and very fitting to the passive nature of the Sunken Sea biome. Additionally, being able to obtain loot without murdering every mob in sight would be a welcome break from the hack and slash nature of Calamity.

**Suggestion Author**

@feral grove

**Approved by**

@vestal charm

tawdry condor
#
**Make player-inflicted debuffs stronger based on how many are afflicted onto the target.**

❔ : Right now, there are player-inflicted debuffs that're literally just straight upgrades to others (example: On Fire vs Holy Inferno). If combining player inflicted debuffs multiplied their strength, it'd encourage using a wide array of debuffs (and the weapons and consumables that'd inflict them). DoT debuffs are almost entirely useless throughout most of the game, especially in the endgame. This suggestion would not only make DoT debuffs stronger, but it'd also encourage using debuffs that aren't just the strongest ones available.

For example, combining On Fire and Holy Inferno would increase both of their DPS, similar to how Oiled works with Vanilla's fire debuffs.

**Suggestion Author**

@clear barn

**Approved by**

@vestal charm

tawdry condor
#
**replace some DoT debuffs with more unique ones that don't necessarily affect the player directly**

Most main debuffs in calamity are DoT's or just in general things to do with overall dps but the problem with that is at some point u can barely notice them because it's so normal to loose health over time during battle. But if Some of them were more unique, let's say if brimstone flames wasn't a DPS debuff but an actual more noticeable and interesting debuff it would feel more special, since brismstone is the main debuff in the game it should be more than just a DoT or not a DoT at all
maybe it could give you a slight neusea effect, or smth, maybe holy inferno could make your screen gray-scale for a while, idk those are just ideas I thought at the top of my head but yeah
My point is, there's so many DoT's in calamity and not enough unique debuffs that are actually debuffs so replace or rework some of them into something more special

**Suggestion Author**

@crimson thunder

**Approved by**

@vestal charm

tawdry condor
#
**Making Providence not to switch into cocoon phase while Guardians are alive**

Weaker Provi + Guardians is ok, but not when she switches into cocoon phase(spear or flame thing) you have less room for dealing with Guardians, and if you dont have Adrenaline or Rage for dealing with Guardians, you are dead.

Yes, fight will be easier, but for compensate Provi will be Normal Providence, not Weaker one.

**Suggestion Author**

@noble mulch

**Approved by**

@vestal charm

vague flame
#

Revamp Death's environmental effects to be proper effects and not just glorified instagibs when unprepared.


As of right now, Death's environmental effects are an earlygame nuisance at best, with all of them save for lightning being easily mitigated with basically any actual items worth their salt. This generally forces the player to bring a specific item or buff to a fight they otherwise would never need or want to bring that item to or face what is effectively a drawn-out instakill for being in the wrong place at the wrong time, and they have a much harder time being actually effective at any point where the player has actual stuff. The proposed solution is essentially to make these effects discourage entering certain areas early on, but not completely gate them off (a couple of examples on what this means can be found within the embedded image). This would make these effects more enjoyable to put up with early on and allow them to be made much more interesting than they currently are.
https://media.discordapp.net/attachments/699359022364491868/794589652111589426/unknown.png

Suggestion by: @sour hornet

#

Cutscenes

Recently I played a mod called Elements Awoken and of the coolest things is that there were cutscenes for some of the bosses. It brought me goosebumps for almost each one and the final boss brings the Credits that also shows snippets of the whole world and that was the best thing i've ever experienced in a mod. And I think Calamity could do the same, bringing cutscenes and effects on-screen to make the defeat of a boss for the first time more epic.

Suggestion by: @supple oak

vocal aspen
#

Find a way to enable/disable other player's projectiles like the elementals in heart of the elements.

Recently I was playing multiplayer with some of my friends and one of them came up with the idea to be able to disable the visual effects of other player's projectiles in some way, to make later game bosses like Cryogen easier to fight in multiplayer since there is not too many projectiles to focus on. I also think, if we were to find a way to do this then it would hopefully be able to solve a lot of issues in multiplayer, such as the immense amount of lag that goes along with it, and maybe may even lead to balancing multiplayer in the long run.

Suggestion by: @noble temple

tawdry condor
#
**Make charge-based Draedon tools**

I thought some day: what if we added some tools, that can be accelerated for a while, for example, building underground and borrowing caves. Pickaxes are mining area 1×1, so we have to use buffs to make it fast, hammers are pretty annoying, because we just can't take the walls down fast, not only because of doing it slow, but because of the same mining area as pickaxes. And then I remembered about Draedon Energy Cells, and that we could have some kind of tools, which speed and area of mining could be increased by charging it. For example, we can make a martian laser drill much more useful by upgrading it up to some kind of Draedon's mining drill prototype, make a really useful hammers and many stuff like this could be done.
But also for balancing it, at 0% charge level tools will be as usual ones: no extended area and with a medium mining speed.

**Suggestion Author**

@livid tapir

**Approved by**

@vestal charm

tawdry condor
#
**Add Draedon's Arsenal accessories and armor which consume charge or synergize specifically with Arsenal gear**

Currently, every other major weaponry tier has accessories and armor with it, but the Labs have none. The additional effects gained from using charged armor/accessories could make Draedon weapons more viable, specifically against early game bosses, and give more advantage to using Arsenal weapons as opposed to other, often better ones.

Another problem this could solve is a very pressing issue currently: managing charge levels when you don't have access to a charging station. Not everyone likes charging their weapons, and since max damage requires high charge levels, you will often see players crafting many copies of a weapon to get the most use out of their charge.

Players shouldn't be forced to do this, so an accessory or armor set that allows charge regain (or otherwise makes Arsenal weapons less need less micromanaging) through some mechanic other than the charging station would be a great step towards making Arsenal gear a viable option without needing multiple weapons.

**Suggestion Author**

@feral grove

**Approved by**

@vestal charm

tawdry condor
#
**Give true melee ways of reducing contact damage.**

True melee in Calamity is generally more accessible compared to vanilla, but it isn't by any means truly a viable option. The issue mainly resides on the bosses, be it vanilla or Cal, all of them having contact damage, making getting close and personal harder on top of the projectiles they spit out. Giving various means of reducing contact damage for true melee (e.g. debuffs like Temporal Sadness or buffs like Titan Scale somewhat) would make true melee-ing in Calamity a bit more fun and actually a viable melee option.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Make downsides of certain potions more debilitating.**

Stuff like Ale and Astral Injection somewhat punishes the player upon use (Ale being -4 def when active and Astral Injection being -5hp on use), yet none of these punishments can last for longer than 3 bosses tops. Making these punishments properly adapt to the progression would make these things actually have drawbacks later into the game.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Make Scutlers Jewel affect all rogue weapons**

There are not very many rogue javelins in the early game, and since this has a soft cap I think Scutlers Jewel should not affect only javelins, but all rogue weapons. It is only useful for about 5-6 weapons since it is soft capped at 50 damage, and deals half of the weapons damage.

**Suggestion Author**

@livid crag

**Approved by**

@vestal charm

tawdry condor
#
**Add a dungeon arena room**

The mod already offers an increase to mining speed but making an arena is still tedious
Both dungeon bosses require a lot of space, Polter with it's speed and CVoid with it push and pull

This could also extend to other bosses, or adding an arena biome of sorts in world gen, if SCal can build an arena (I get it's to limit the player tho) why can't this be the case for other bosses?

I get that certain issues, like getting stuck on jungle floor while fighting Yharon, can be simply solved by adding a layer of platforms, but still, I believe that arena building is something the mod could recieve some work on (an NPC?)

**Suggestion Author**

@winter frost

**Approved by**

@vestal charm

tawdry condor
#
**make luxor's gift work with yoyos and flails**

currently luxor's gift only work shoots its projectile on the initial release of the flail/yoyo, effectively making it worthless. i suggest making the projectile spawn at the flail/yoyo's location (as opposed to spawning at the player's location) and shoot in the direction of your pointer at the rate of the weapon's fire rate, rather than being a one-time shot that does practically nothing.

**Suggestion Author**

@quartz vault

**Approved by**

@vocal aspen

tawdry condor
#
**Allow All Enemies to be Afflicted with Celled, Similar to Shellfish Claps**

Celled is the debuff inflicted by the Star Cell staff, and is one of the largest damage sources of the minions. Although most of these enemies are late- or endgame, with Star Cell staff being a post-Cultist weapon, weapons that inflict Shellfish Claps are equally outclassed at this tier.
In addition, the debuff provides a key visual aspect to represent the theming of the staff, and functions very similar to Shellfish Claps, so it doesn't make much sense to me why a given enemy would be immune to it, while almost no enemies are immune to Shellfish Claps.

**Suggestion Author**

@gaunt birch

**Approved by**

@vestal charm

tawdry condor
tawdry condor
#
**Lower/Change the sound effect of the Genisis/Wingman/Alpha Ray**

Not an enormous deal, but when you play mage, getting one of those weapons is very nice. What isn't so good is hearing that loud "use sound" very often, because of the style of the weapons themselves, which are meant to be spammed. Of course, it doesn't make said weapons bad in any way, but it sure does make them annoying to use in extended periods of time.
So just use a different, weaker sound or reduce the volume of the pre-existing one, that's it.

**Suggestion Author**

@karmic spruce

**Approved by**

@vestal charm

tawdry condor
#
**Remove Pitbulls, or add some sort of useful drop from them.**

Pitbulls are a rather useless enemy with boring AI. The only thing they drop is the Adhesive Bandage, which nobody would bother equipping after EoC. Adding a useful weapon or other item would give these enemies a reason to exist.

**Suggestion Author**

@vapid badge

**Approved by**

@vestal charm

tawdry condor
#
**Rework the gladiators locket**

The gladiators locket is a summon accessory, however it deals damage in a very close range despite it being a summon weapon. If the weapon was reworked to be more like the terraprisma, or other summons, it would be more viable.

It should still scale in damage, but not to the degree it does right now. This would put it in line with the luxor's gift and other shrine accessories, which are not intended to be used even in endgame setups.

**Suggestion Author**

@full jasper

**Approved by**

@vestal charm

tawdry condor
#
**Scal's brothers should drop better versions of what they drop in the clone fight.**

it would add some way to get better weapons in between yharon and post scal, it would make sense, and it would reward you for making it through part of the fight, much like how EOWs segments drop materials, BOCs creepers, calclone's brothers, etc

**Suggestion Author**

@lucid saddle

**Approved by**

@vestal charm

tawdry condor
#
**Heavily slow down S-Cal's Brimstone Monsters during Bullet Hell 5.**

The current iteration of Brimstone Monster is contradictive to BH5's accuracy needed and projectile density.

The density of projectiles encourages you to take relatively slow steps in dodging, but the Brimstone Monsters chase the player like they're chasing Black Friday sale, heavily pressuring the player, leading in tendency to move recklessly.

Slowing down Brimstone Monsters during BH5 would make the segment a bit more controlled, and less of a confusing jumble as it is right now.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Make hardmode bosses unable to spawn naturally after you just killed WoF in death mode**

Pretty self explanatory, giving the player a few in-game days to prepare for hardmode bosses after killing wall of flesh would make unfair circumstances where destroyer spawns and completely decimates you.

**Suggestion Author**

@random robin

**Approved by**

@vestal charm

#
**When Elemental Quiver is not visible in your accessory, it wont split**

Helps against potato pc. And if you make it visible from your accessory it will split.

**Suggestion Author**

@noble mulch

**Approved by**

@vestal charm

tawdry condor
#
**Add Samuel's smile as an emote (:SamSmirk:)**

Sam's smile is kinda smug and similar to armsmirk at first glance, but it both gives off a "hiding the pain" and "smug" feeling at the same time. A smile that's so sarcastic it's like an ink blob test, conveying many different emotions. Considering Calamity is extremely hard and I've seen tons of painful moments where this emote could be used as a "hidethepain", I think it would be used quite a lot. Also, as much as it isnt really a reason, it is from MGR, and a lot of people here have played that game, so they would probably also use it, same as armsmirk.

**Suggestion Author**

@balmy barn

**Approved by**

@vestal charm

tawdry condor
#
**Make the Lead Core a common drop from Old Duke**

We all know the pain of grinding for the Lead Core for Silva armor. I've had playthroughs where it takes multiple Acid Rains to even get one. Having it drop from Old Duke as well as the Slimes would make the grind much shorter and less painful.

**Suggestion Author**

@maiden heron

**Approved by**

@vestal charm

tawdry condor
#
**Have a public emote poll**

?

Emote suggs are very common, and barely go through any reasoning or approval throughout suggestions. There’s very few that don’t go through, and it’s pretty much just a free approval.

Thus, I suggest having an emote contest to fill 50-75% of our remaining slots, with multiple rounds of voting from publicly submitted emotes. This would allow us to efficiently add more emotes, as well as keep the emotes out of suggestions, where they’re very out of place.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**add cirnosip**

Cirnosip brings a emotion I don't feel is expressed in any of the emotes here it has the emotion of everything else is burning down and I'm just here something non of the current emotes have so it won't feel like another emote that's interchangeable with a different emote

**Suggestion Author**

@ionic notch

**Approved by**

@vestal charm

#
**Add JunkoNom**

JunkoNom is a cute emote that helps to express a sort of innocent, docile and cute attitude in various situations. On top of that, it's an emote everyone can enjoy

**Suggestion Author**

@vocal aspen

**Approved by**

@vocal aspen

tawdry condor
#
**Tone down or remove the extra ores that can be found in planetoids, BUT add some new, unique pre-boss content to planetoids (and the Space layer in general) to compensate for this removal.**


This is something of a long-standing feature that is integral to skipping most of the pre-boss gameplay loop, which tends to make the early parts of the game even more boring than they already are, regardless of whether or not you get done with 'em faster. Reducing the amount of, or removing, bonus ore veins that can be found in planetoids would mitigate this problem and make it so you can't just immediately get a full set of Gold/Platinum stuff with some rope and some wood. Adding some new content alongside this would ensure that people still have a reason to visit the Space layer aside from getting some quick metals.

**Suggestion Author**

@sour hornet

**Approved by**

@vocal aspen

tawdry condor
#
**Consider making boss summoning more interesting.**

Most bosses is Calamity are spawned by just holding up an item. There are a good number of outliers like:

  • Spawning by killing NPCs (like Anahita)
  • Somewhat using the environment (like Deus)
  • Fishing (Old Duke)
    Having more interesting boss summonings can give the bosses a bit more interesting substance from spawning by wildly different methods.
**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Overhaul Aerialite's method of unlock/obtainment to give it more thematic consistency.**


Aerialite is ancient, without question. Being one of the few original 1.0 materials to survive Calamity's 4 years+ of life and evolution, it's very thematically dissonant in terms of how it is initially presented. It is spawned upon killing Evil Bosses 2: Electric Boogaloo, it spawns in the Cavern layer, and it is a sky-based ore that is named around the sky and which makes crafts using materials from the Sky layer. The main problem is that its spawn location and spawn requirement are very dissonant from the metal's actual theme, despite it being fine progression-wise. It may be beneficial, therefore, to make Aerialite spawn higher up and on a different condition in order to make sure it stays consistent with its pre-established sky theme. Other options could include having new enemies spawn in the Sky layer to drop the stuff, and thus making it not necessarily a generated material at all, or allowing it to be farmed in a fashion similar to Chlorophyte or Tenebris.

**Suggestion Author**

@sour hornet

**Approved by**

@vestal charm

tawdry condor
#
**Rework recipes for Exodium Clusters and Solstice Claymore to use Galactica Singularities instead of the Lunar Fragments**


The Exodium Cluster recipe is quite weird, it uses Luminite and the 4 fragments, although every item from Calamity that uses the 4 fragments combines them into one, the Galactica Singularity.
On another note, the Solstice Claymore does this exact thing, it uses the same quantity of fragments, but it's all divided and not combined into Galactica Singularities.
So my suggestion is quite simple, making the recipes require a Galactica Singularity instead of the 4 fragments, since they all require the same amount of fragments, and this way it will fit Calamity's recipes

**Suggestion Author**

@wise patio

**Approved by**

@vestal charm

vocal aspen
#

rework the calamitas clone boss fight

The fight is extremely repetitive, it's just:

Calamitas hovers above u and shoots stuff
She switches position and shoots again
Goes back to hovering above u

That cycle is repeated for the entire battle except she spawns her brothers in her 2nd phase and dashes in her 3rd
Not gonna mention how the brothers are basically the twins with slightly different attacks

I personally think that that's a bit boring for a mid hardmode boss, especially a superboss clone, it's really underwhelming cuz it's not even a hard boss fight and the pattern is too easy to learn and predict for what seems like an important boss (I think she's important at least)

Conclusion: cal clone is too repetitive

Suggestion by: @crimson thunder

#

Make The Perforator Hive unable to flip its sprite

The current sprite is amazing, but when the hive tries to ram you, the sprite starts looking wonky. The ichor streak on it flips with the sprite when it turns around to ram you again. Along with there being a mouth on both sides, rendering the mirroring of the sprite redundant. My idea is to prevent it from turning its sprite around so it can utilize both mouths, along with making the sprite look better.

Suggestion by: @west rose

vague flame
#

Make the Heart of the Elements able to be dyed.

This might seem kind of dumb, but I think dyes would work very well with this accesory, and as it's something many people use, it would change very many people's playthroughs for the better. For example, my character is using a blue-green color scheme, and the Brimling pet looks really good in Cyan Dye. I tested it out with the Rose Stone and then the HotE but it didn't do anything. Again, not a huge deal, but would improve the game significantly.

Suggestion by: @blissful merlin

sharp zinc
#

Make arms dealer or other NPC sell gel

This mod just has so many weapons that use it, and it's kind of slow farming king slime over and over. Would just make using the flamethrower type weapons a bit easier to consider.

Suggestion author: @marble cedar

#

Align Flamethrower ammo with the standards of other Ranged ammo types

Flamethrowers are a somewhat large subclass in Calamity, with over 20 weapons in total, but at the moment they can only use a single gel type that must be farmed for. Even though multiple other gel types exist, they cannot currently be used as ammo. And the current method to obtain gel in usable quantities for a Flamethrower is murdering King Slime over and over, which can be annoying with the amount of gel required to use Flamethrowers.

To make Flamethrowers easier to use and more "ranger-esque" in their playstyle (since bows and guns both have many ammo types), it would be welcome to see some changes to how Gel functions in Flamethrowers.

Ideas for possible changes include:
-Adding an infinite gel ammo source, crafted at the same time as the Endless Quiver and Infinite Musket Pouch.
-Allowing other gel types (Pink, Blighted, Purified) to be used in a Flamethrower, and have unique properties.

Suggestion author: @feral grove

#

Slightly reworking Halibut Cannon

Sure Halibut Cannon is the most op weapon, but sometimes because of i-frame, some bullets will just pass by enemy. Just making less bullets and slightly giving more damage, or bullets from Halibut should ignore i-frame.

Suggestion author: @noble mulch

#

Put both of Crystyl Crusher's effects on left click, with right click as a way to cycle between the two functions.

Crystyl Crusher is notorious for its internal issues, making its main pickaxe function be put into right click instead of the other way around. Instead of just swapping the buttons (which is impossible on the scope of Terraria's code), the right click can instead be a "toggle" to swap between pickaxe and beam functions.

Doing this would not only make the right click function somewhat "free", but also avoid the common issues with Crystyl's current state. Some of those issues being putting channeled uses on right click and right clicking not harmful towards NPC housing when wanting to talk to them while holding the tool.

Suggestion author: @wise radish

tawdry condor
#
**Make it so that post moon lord weapon drop rates scale with what class you are mainly using**

Most post moon lord bosses are hard to beat, and when you do beat them, they will most likely drop a weapon that is completely different from you're current class. This might seem fine during pre hardmode/hardmode, but this starts to be a problem for post moon lord bosses such as yharon because of the sheer difficulty of the boss. Doing this will make it so that 1 class only playthroughs are easier to complete and will make farming post moon lord bosses easier.

**Suggestion Author**

@quaint estuary

**Approved by**

@vestal charm

sharp zinc
#

Make the Moon Lord weapon drops craftable with Luminite Bars

Moon Lord drops a rather large variety of weapons, even in Vanilla Terraria, and the Calamity Mod adds a rogue weapon as a drop. It can be very time-consuming to fight the Moon Lord over and over again just to get the one weapon you want, so it may be prudent for some of these weapons to be craftable. Since Supreme Calamitas' weapon drops can also just be crafted with Shadowspec Bars, this isn't unprecedented.

Suggestion author: @bitter mirage

tawdry condor
#
**Replace the Brimstone Monsters in SCal's fight.**

?

SCal's fight is slow, methodical, and pattern based. However, as soon as the Brimstone Monsters spawn, it's nowhere close to a similar fight. Due to the speed and ridiculously high damage of the Brimstone Monsters, you have to move at a pretty rapid pace around the arena (especially in Death Mode due to the tiny arena size.), or risk taking around half of your health. Additionally, it's much harder to see anything due to the Brimstone Monsters covering up projectiles.

The player should be forced to move in SCal’s fight, and not just stay in one place, but I don't think that the current iteration with Brimstone Monsters is very fair when considering how the rest of SCal's fight works.

An alternate solution would be to actually make use of the SCal arena, separating it into sections that slowly burst into brimstone flames, before cooling off. This would force the player to move at a moderate pace, while not blocking their visuals.

**Suggestion Author**

@pine kestrel

**Approved by**

@vague flame

tawdry condor
#
**Post ML sentry items**

Currently sentries are very unexplored. The only way to get more sentries is from the old ones army. Adding more post ML sentry items (armor/accessories) would help expand on where the subclass is lacking.

**Suggestion Author**

@warm swift

**Approved by**

@vestal charm

tawdry condor
#
**Change the attacking Profaned Guardians’ in Providence’s fight to somehow buff her instead.**

Currently, the attacking Guardians during Provi’s fight either don't add much to the fight or are simply annoying, especially during her cocoon phases. Changing them to not attack the player and act more like the Healer Guardian, giving Providence bonuses based on their ‘roles’, would make them more of a consistent threat in Provi’s fight while being consistent with how the Healer Guardian works.
Some examples of how they could empower her are:

  • the offensive guardian making Provi switch between attacks faster
  • the defensive guardian giving Provi extra defense/DR
**Suggestion Author**

@spring breach

**Approved by**

@vague flame

tawdry condor
#
**Rework the HotE and it's components**

?

The HotE is a very boring stat stick, with the only real use coming from it's myriad of minor buffs and the healing elemental, unless you're playing summoner. In addition, it's components are incredibly underpowered and outclassed, with the only worthwhile one being Aero Stone due to it's mobility bonus pre-hm.

Reworking each component to be less of a stat stick and more worthwhile on it's own would make the HotE much more unique, and the components more viable than they currently are.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**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

**Approved by**

@vestal charm

tawdry condor
#
**Controllable Wand Upgrades (Flamelash, Magic Missile, Rainbow Rod)**

The controllable wands sure do suck in 1.3, but some weak weapons do make the cut and get some calamity material upgrades. Also, the only controllable wand upgrade is Shifting Sands in Calamity, so it'd be cool to add some mage variety to calamity, even if it's only like 2 or 3 more upgrades.

**Suggestion Author**

@placid wadi

**Approved by**

@vestal charm

vague flame
#

Trim down lower tiers of accessory modifiers.

The way accessory modifiers are designed right now is tiered into 4 tiers per type (take example of damage boosting ones: Jagged, Spiked, Angry and Menacing). This system can definitely be seen as encouraging minmaxing, as people would just go for the best one and dare wasting money on Goblin Tinkerer as much as it would take.

Making accessory modifiers being only one of each type (with adjusted stats to compensate) would diminish the minmaxing nature of reforging, and makes reforging accessories actually give a sense of variance.

Suggestion by: @wise radish

tawdry condor
#
**add an effect to the laser attack for brimstone elemental**

The effect I was thinking of is similar to touhou where a pulse is sent down the laser and then that laser disintegrates into projectiles
The reason I think that should be done is because it would make brimstone elemental look more powerful and would make the fight more visually appealing since that attack is so frequent,
It could potentially also serve as a telegraph when the laser splits into projectiles.

Here's a video for reference (not mine)
https://youtu.be/HU5hof6j_2I

**Suggestion Author**

@crimson thunder

**Approved by**

@vestal charm

tawdry condor
#
**Replace the new critpog emote with my altered version**

❔ The new emote, critpog, was a replacement of pogu due to current events. In my opinion, the current iteration is not as memorable due to the extra features (hair, beard, etc) so I created a new version that I think better captures the feel of pogu.

**Suggestion Author**

@clear barn

**Approved by**

@vestal charm

tawdry condor
#
**Tie the progression line to Counter/Evasion Scarf into something else**

Don't get me wrong, the Evasion Scarf is amazing, but it seems lack-luster as once you upgrade the Counter Scarf into the Evasion Scarf, as there is nothing after that. As the title says, I am suggesting tying the progression
into something beyond that, because as the bosses become bigger, stronger, and harder, you feel like you are tied back by this one item that you have had for so long in the progression.
I would suggest adding it into a pre-existing dash item, just to make the dash progression lines not any more dominant than they already are.

**Suggestion Author**

@willow rock

**Approved by**

@vestal charm

tawdry condor
#
**Crit Damage**

Add a system of boosting crit damage thought the game. This makes menacing not the complete meta and allows unique setups and changes to occur in the game. It just adds another level of depth to crit setups, and can add some dimension to late game, which is usually 100% crit chance at all times.

**Suggestion Author**

@full jasper

**Approved by**

@sharp zinc

tawdry condor
#
Nerf tesla potion

Tesla potion is too op in some cases and chesing crabulon and eow, killing mushroom/vile spit projectiles before reaching player

**Suggestion Author**

@vale vapor

**Approved by**

@vestal charm

tawdry condor
#
**Eidolist Resprite**

From what I can tell, its sprite still seems to be based off the old Ghost Leviathan-esque sprite for the Eidolon Wyrms, which is obviously outdated. Unless there is some reasoning for this I am unaware of, I think it should be updated to be more consistent the current Eidolon Wyrm sprite.

**Suggestion Author**

@livid sail

**Approved by**

@vestal charm

tawdry condor
#
**Option to turn off Luxor's Gift sound effects**

I love using Luxor's gift, i mainly use automatic ranged fast fire rate weapons. An option to turn the sound effects of Luxor's gift would be a great addition, because if how much it bloats other sound effects in music in that particular scenario

**Suggestion Author**

@small escarp

**Approved by**

@vestal charm

tawdry condor
#
**Change Mounted Scanner's Sound**

The mounted scanner has that "Calamity loud laser fire" sound and it destroys my ears when I have more than 5 active.
Another sound that may fit would be the vanilla laser fire sound (the one that retinazer makes)

**Suggestion Author**

@placid wadi

**Approved by**

@vestal charm

tawdry condor
#
**Remove Distorted from Slime God**

Slime God is notorious for being extremely hard in comparison to every other pre-hardmode boss, maybe even including hardmode, when using items that can be used at that time. Distorted, I believe, is the main cause of this, making it seem like a no-hit kind of boss, which most players are not up to, and there is a reason why vanilla Terraria only had this in the pen-ultimate stage of the game. The boss seems hard enough as it is, though maybe changing it's effect to like slimed or something not quite as "certain-death" as distorted.

**Suggestion Author**

@willow rock

**Approved by**

@vestal charm

tawdry condor
#
Make Master Bait Sold Right off the start of Hardmode

Every time I do a play through, I fight cryogen, the essences of eleum to get the cryo key are such a pain to farm, so I fish for them commonly, but I can’t fish efficiently due to not having the Supreme Tackle Fishing Box thing. I can’t get this because it requires master bait, additionally, I need to fish for the rod of discord contents, and for many buffs for the bosses. This is a way you could make fishing easier and less time consuming.

**Suggestion Author**

@quaint walrus

**Approved by**

@vestal charm

tawdry condor
#
**Lessen the visual effects of many endgame weapons**

This is pretty self explanatory, however many weapons near the endgame of calamity have particle effects that nearly cover the screen, adding too much visual clutter, this would not be a major problem if calamity were where it's at now, but considering the mod is intended to expand, more bosses' projectiles at the near endgame stage (Post-Yharon 1) are covered by your own weapon. Some are almost completely invalidated as viable weapons because it's too difficult to see incoming damage. This is especially true for Scal since you're restricted to such a small arena, where near-perfect movement is a must. Some examples of endgame particles that provide too much clutter IMO:
Voidragon
Red Sun
Exoblade
Heavenly Gale (tornados)
Subsuming Vortex

These are just a few listed, a lot of weapons provide so much visual clutter to a point where picking your weapon not based on attack preference or dps but the ability to see the enemy is the right choice.

Also note this could be approached in any way from a setting to change the opacity of such effects to straight up changing the effects if the community warrants this idea as a whole necessary.

**Suggestion Author**

@urban carbon

**Approved by**

@vestal charm

tawdry condor
#
**Give the tactical plague engine a chance to not consume Ammo**

The tactical plague engine is a post moon lord minion crafted from the black hawk remote and various plague themed materials. It is unique among other minions as it uses bullets in order to attack. This doesn't seem that bad when you have 4-5 minions, but at the point where you get the plague engine you will most likely have 10+ minion slots, in which case it can easily tear through an entire stack of bullets in a couple minutes. This is a major issue with expensive bullets such as holy fire. I recommend that the plague engine is given a 50-75% chance to not consume ammo. This will allow you to keep them attacking for longer without spending lots of money buying bullets to craft with or farming for materials such as unholy essence or chloryphite (sorry if i misspelled that).

**Suggestion Author**

@empty bough

**Approved by**

@vestal charm

tawdry condor
#
**Make an artificial abyss item**

Maybe post-polterghast or post DoG, I like making artificial biomes in my world (ex:Surface brimstone crag, Astral infection Islands etc)
And I think it would be really interesting to be able to make a surface abyss

Maybe BG walls that are safe and unsafe for this biome (as well as brimstone crag as the enemies spawn and kill my npcs) or a fountain from the witch doctor with ruinous souls crafted to make it spawn

**Suggestion Author**

@lilac aspen

**Approved by**

@vestal charm

tawdry condor
#
**Brimstone Crag Background**

Add a background to the brimstone crag as its the same as the underworld making it seem more like a landmark rather than a biome.

**Suggestion Author**

@lilac aspen

**Approved by**

@vestal charm

tawdry condor
#
**Change Shadowspec armor to have class specific helmets**

A lot of the fun of the game is getting the specific gear you need for your build and having it be unique from other classes. Base terraria does this perfectly by having a set of endgame weapons and armor for each class. It seems disappointing that the very endgame armor is the exact same for every class. It's no fun if now everyone get's the same damage buffs and abilities. Specializing is what makes the game even more fun with friends. I understand that some things are meant the be hybrid but not for endgame gear. Ideally there could be armors for each class or at least something like the auric armor where each get's a different helmet. It just seems like a wasted opportunity at the moment.

**Suggestion Author**

@lime siren

**Approved by**

@vestal charm

tawdry condor
#
**Add an item, or change DPS meter to allow the player know how many DPS their debuff(s) does**

Currently we dont have a way to know exactly how many DPS from debuffs in game, but many weapon, accessories, and even potions/flask like Mythril Knife stealth attack, Yanmei, Knife, and Abyssal Amulet basically rely on debuf(s) to do damage, having an exact way to know if accessories, weapon, or potion/flask worth to use or not.

**Suggestion Author**

@sharp light

**Approved by**

@vestal charm

tawdry condor
#
**Make the Sparkling Empress only obtainable after desert scourge like Voltaic Jelly**

Not many people know this, but you can get into the sunken sea pre-boss (If your world gen sucks and doesnt generate a hole into sunken sea you still have the lakes at the very top to fish in.
Anyhow, the Sparkling Empress lets you skip right to EoW aka hellstone weapons since you can just destroy the worm in under 60 seconds (also i used it to kill DAD desert scourge first try)
It's basically like fishing for reaver shark then getting [insert hellstone weapon here] to destroy pre-hardmode.

**Suggestion Author**

@placid wadi

**Approved by**

@vestal charm

tawdry condor
#
**MAKE CALAMITY PLUSHIES**

If this is voted on fab can hopefully do a kickstarter for raising money to hire a third corp to produce these and make a longterm source of profit once financially stable as these would sell much more than mousepads and make it so that certian amounts donated get a free plush or even get to choose a boss to prioritze in production
TLDR this would be a very good decision once it is possible to create financially

**Suggestion Author**

@stone oriole

**Approved by**

@vestal charm

tawdry condor
#
**Rework Post-Skeletron Dungeon Weapons**

?

https://docs.google.com/document/d/1LF_gn0lAnlXpkKFaFh_Pn4EsPmnP650rcqFDewrGu78/edit (This document contains info regarding more specifics surrounding each weapon and the possible reworks they could get)

Post-Skeletron Dungeon Weapons are pretty worthless, due to being easily outclassed both by Slime God Drops, and by Shadow Chest/Hellstone upgrades. There's practically no reason to use any of them, as they are either immediately upgraded into something else, outclassed, or are just plain bad like Aqua Scepter.

There's a couple ways to fix this problem, such as making certain ones not instantly upgraded (Muramasa and Handgun), as there's no reason to use them otherwise. Another method could be giving more unique status effects to the weapons, or making them pierce through walls like the Dark Casters' attacks.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Optional Brimstone Elemental Sprite**

A sprite of brimstone elemental but clothed should be toggle-able in the config. This helps not only content creators who have run into issues with the brimstone elemental demonetizing their videos, but also people who are just generally uncomfortable with her being naked. This also benefits those who are playing with family nearby and prefer not to be asked questions about it later.

**Suggestion Author**

@modern timber

**Approved by**

@vestal charm

tawdry condor
#
**Better Dungeon Gen**

Something I have noticed is that is general the dungeon is that is has absolutely horrific generation. The amount of non-existant rooms that doorways lead to sucks, and the chests can sit on spikes and cracked bricks which is a pain to get too. If this was revamped, it could be solved quite simply by introducing some specific patterns, or scripts to prevent issues like the ones i have explained.

**Suggestion Author**

@slow shale

**Approved by**

@vestal charm

tawdry condor
#
**Remove the auto-turn on spears**

This does not have an impact on gameplay, but it just looks pretty off when your character is facing the direction that they are running while the spear is stabbing in a different direction. Changing this would make things look a bit more polished and consistent.

**Suggestion Author**

@vestal quail

**Approved by**

@vestal charm

tawdry condor
#
**Move Bloodstone to post-Polterghast**

Bloodstone is a super cool crafting material, making a lot of super fun weapons. However, so much stuff happens after Providence dies, and unless you grinded beforehand, you're going to be ignoring it until you make Bloodflare armor anyway.

Another consequence of making Bloodstone post-Providence is that it severly limits the armor sets you can use until her death. Much like Geodes and Uelibloom are available at the same time, and Cosmilite and Ascendant Spirit Essence are the same tier, making Bloodstone post-Polter would allow players to craft a different armor, namely Bloodstone, before the defeat of Provi.

Finally, Bloodstone is powerful. For as ignored as it is, Bloodstone weapons can be used against DoG, unlike every Provi weapon set. This means that a minimal amount of rebalancing would have to occur, only requiring the tweeking of a couple of damage values.

Making Bloodstone post-Polterghast would allow more variety and consistency in armor, as well as airing out a very dense amount of weapons available at each phase, and give more use to a powerful but underused set of gear.

**Suggestion Author**

@maiden heron

**Approved by**

@vestal charm

tawdry condor
#
**Buff infinite piercing resistance on worms.**

Currently the way pierce resistance works is that the weapon damage is cut by number of piercing. This doesn't apply to infinite piercing ones, where their damage is only halved. This makes many infinite piercing weapons absolutely shred worms no problem, considering a decent lineup. Reworking the resistance on infinite piercing projectiles would make worms not be able to just die to infinite piercing weapons.

A proposal to this change can be, but won't be limited to making the infinite piercing resistance cut damage by a percentage on each hit.

(Note: Video linked above used Palladium Javelin)

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Move Ravager to post-Provi, reworking and upgrading it as seen fit, and change Bloodstone to be related to it/unlocked on its death.**


The short answer: Ravager and Bloodstone are both thematic messes, but together they have the potential to create a unique boss with unique unlocks and which isn't strictly necessary for post-ML progression, while also alleviating the thematic dissonance that exists at Provi's tier due to the inclusion of Bloodstone.

The long answer: https://docs.google.com/document/d/1ts-ll2OfiwLJcK4DpHsjUX9rQATPmw9VuA9gIXleJ_4/edit?usp=sharing

**Suggestion Author**

@sour hornet

**Approved by**

@vestal charm

tawdry condor
#
**Rework Daedalus Armor**

Daedalus armor is a generalist all-class armor unlocked upon beating cryogen, the first hardmode boss. However, a generalist 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. This means that another generalist armor for these classes simply isn't needed. These classes also have orichcalcum for damage and palladium for survivability. With so many vanilla armors covering those classes, I suggest that daedalus either get reworked similarly to reaver, or for it to become rogue/summoner exclusive. This would give the armor a more distinct identity while avoiding invalidating vanilla sets.

**Suggestion Author**

@dire anchor

**Approved by**

@vestal charm

tawdry condor
#
**make the two astrum deus worms in phase 2 distinguishable**

In phase two, Astrum Deus splits into two, and just killing one of the worms will end the fight, So most players will basically focus on one worm and ignore the other, however, both the worms look exactly the same and its very hard to properly differentiate between the two worms with just your plain eyes. As of now, we need to look at their health bars to distinguish them from one and the other, which can mess up dodging because we either have to focus on the health bar and see if we are attacking the correct worm, or we need to dodge and hope we are attacking the currect worm.

to remedy this, just make the 2nd have have a slightly different shape/colour. simply making the Blueish parts of the 2nd worm orange or something like that should be enough.

**Suggestion Author**

@primal sable

**Approved by**

@vestal charm

tawdry condor
#
**make the malachite less laggy**

The malachite is at its current state is fine and nothing needs to be changed to it, however, the amount of particles it creates when you use it really drops the frame rate of the computer. and it is really potent when you are fighting bosses like astrum dues or doing events, which is already somewhat laggy.

to remedy this, I reccommend slightly reducing the amount of particles effects it creates

**Suggestion Author**

@primal sable

**Approved by**

@vestal charm

tawdry condor
#
**All members should be able to react to messages.**

Reactions are banned because it feared that they will be disruptive and can potentially be negative. However, the lack of reactions results in the use of emotes in the chat instead. Emotes in the chat are far larger than reaction emotes, making them far more annoying and disruptive. Just letting us react would reduce this emote spam.

**Suggestion Author**

@dire anchor

**Approved by**

@vestal charm

tawdry condor
#
**Lower the speed/damage of signus's dash**

Signus's dash is the most powerful and irritating weapon in his arsenal. This is simply because it can deal hundreds of damage per hit and outspeed most wings in it's tier. I recommend either lowering the dash's speed or lowering signus's damage while he is performing said dash.

**Suggestion Author**

@empty bough

**Approved by**

@vague flame

#
** Add a crimson variant to the Cursed Capper **

The cursed Capper is a weapon that requires cursed flamed and is used to create powerful weapons like the Dodu's Handcannon and the Prideful Hunter's Planar Ripper. Problem is, there is no crimson/ichor variant of this weapon, making these weapons extraordinarily difficult, if not, impossible to obtain in a Crimson World. So I suggest an alternative to the cursed capper that uses ichor instead of cursed flames, and can be used as a substitute to the cursed capper to make the aeries, which makes these powerful weapons.

**Suggestion Author**

@hushed sparrow

**Approved by**

@vague flame

#
**Increase the information Amidias gives you after each major stage of the game**

In my experience playing Calamity is a bit cumbersome due to the vast amount of new content added. While this content is amazing and wonderful it becomes confusing as to what becomes available or what a player should aim toward at which stage of the game. A solution already exists which is the Calamity Wiki however spending hours combing through the wiki on a playthrough can be quite irritating. Adding more information about the different stages of the game to Amidias' quotes could help reduce the wiki-reliance of the mod. Some of the aspects of the game Amidias could hint to or speak about could include new ores, bosses, events that have become available or suggesting weapons, armour, etc. would greatly reduce the struggle of new and experienced players in this regard.

**Suggestion Author**

@wooden moth

**Approved by**

@vague flame

#
**Rework Astral armor.**

Being an omniclass armor, this doesn't even have anything remotely interesting to be dissected. The buff bonuses on each piece isn't relatively enticing since none of the buffs really matter when Omniscience Potion exists. The set bonuses are nothing interesting either. Falling stars on hit? Extremely bland. Pure stats? This gives no actual substance of having armor pieces in the first place, with each piece doesn't actually give much stats beyond increased movement speed.

Reworking the armor from ground up would make the armor actually able to be designed in an interesting way, especially since Titan Heart armor, a similarly themed armor, is way more interesting than Astral is.

**Suggestion Author**

@wise radish

**Approved by**

@vague flame

tawdry condor
#
**Buff Cold Divinity's right click**

Cold Divinity is by far my favorite item in the game and I often use it even when there are better summon weapons available at that stage of progression. I am very satisfied with it and would actually like to give props to the devs for making such a cool and unique summon weapon. My only nag is that the right click takes a really long time to trigger and its damage payout seems very lackluster even with 30+ ice shards. I think it would be a good idea to either make it fire faster or make the damage per ice shard higher(only with the right click not the normal minions).

**Suggestion Author**

@lime siren

**Approved by**

@vestal charm

tawdry condor
#
**Make the Cyborg sell an item to summon Martian Invasions**

The Cyborg is a very niche NPC as it is, his primary use atm is funding the Rocket subclass for rangers and selling nanites.
Martian invasions are, to my knowledge, the only event in the game currently without a method of spawning them at will. I believe that it would be optimal both for farming, and giving use to an NPC, to make the Cyborg sell an item to spawn the Martian Madness event when one has been defeated

**Suggestion Author**

@wraith egret

**Approved by**

@vestal charm

#
**Rework Nanites-based ammunition and buffs.**

Ammo and buffs made from Nanites inflict Confused, which, let's get real here, doesn't have any of substantial relevance for when you can get them (post-Plantera). Reworking the effects (and perhaps how the ammos work) of these can make Nanites actually relevant instead of just crafting for a few Calamity's weapon upgrades.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Make Greatswords of Judgement and Blah not cause I-frames**

The "Sentry Swords" seem good at first, but they cover up the entire DPS output of weapons that don't ignore i-frames. It's like a player helping you kill king slime with a slime staff to summon a GoJ/GoB "Sentry."

**Suggestion Author**

@placid wadi

**Approved by**

@vestal charm

tawdry condor
#
**remove the high damage effect from waterless areas in the abyss**

The abyss is probably one of my favorite areas in calamity and I bet other love it too but you can’t build or make anything in it since you’d run out of breath due to the voids basically instant kill effect where waterless areas damage you fast so I propose we remove it so me and my fellow builders and build in the void

**Suggestion Author**

@random terrace

**Approved by**

@vestal charm

tawdry condor
#
**Add :gone: as an emote**

gone is similar to boohoo and can be used in certain scenarios where someone loses something and gives off a feeling of tragedy that can't quite be accomplished with boohoo alone. Plus gone is funny and there aren't really many animated emotes in the server as of current.

**Suggestion Author**

@coarse sequoia

**Approved by**

@vestal charm

tawdry condor
#
**add a colour transition for the elysian tracers**

The elysian tracers use the DoG colour palette but they only use 1 DoG component, and that's the cosmilite bars.
I think that a smooth animated transition between the DoG colours and Providence colours would 1) make the accessory look nicer 2) would make a bit more sense
Ofc that also means the wings will have that colour transition too

**Suggestion Author**

@crimson thunder

**Approved by**

@vestal charm

tawdry condor
#
** Rework the Eye of the Storm minion **

The Elemental minions are all unique with different attacks, for example sand tornadoes, brimstone flames, healing orbs, etc. However, all the Cloud Elemental does is just ram herself into enemies, which seems kind of bland and boring.

I personally think the Cloud Elemental should also have a unique attack of her own, as using an accessory slot for her is pretty redundant in her current state when you have the other elementals to use in battle instead.

**Suggestion Author**

@hushed sparrow

**Approved by**

@vestal charm

timber acorn
#

Make it easier to differentiate between Providence's healing and damaging stars while on the surface

When providence enters the star cocoon phase, she shoots out harming and healing stars, the harming ones being white and the healing ones being green. In the underworld it's easy to tell the difference. However, while in the surface hallow it is quite difficult to tell the difference. Making it easier to tell them apart would make the fight more fair.

Suggestion Author: @empty bough

#

Give Yharon different roars to indicate his attacks

Yharon is a boss with many subphases along with many attacks. His roar is to indicate when he is going to attack. The only problem is that he uses 2 roars for all of his attacks, and 1 of the roars is barely ever heard. This makes it hard for all players because not only does the roar offer no hints whatsoever, you are constantly focused on dodging his attacks, fireballs, and tornadoes. My solution for this would be to give Yharon different roars for different types of attacks. A deep roar for his fast charge, a long roar for his bullet-hell attacks etc etc. This would allow for players to have a better indication of what attacks Yharon will do

Suggestion Author: @river oxide

#

Give Skeletron Prime a sound when he fires rockets

Currently, Skeletron Prime fires rockets silently, both from the Cannon and the Head, which leaves players to see if rockets are coming, which can lead to a bunch of unfair hits given the chaotic nature of the fight and the small size and dim glow of the rockets. I suggest giving Prime the current Grenade Launcher sound effect to warn players of incoming danger or another similar cue.

Suggestion Author: @neon wind

sharp zinc
#

Rename ???

There have been a lot of renames, from DoT to cosmic guardian, bumble birb to dragon folly, etc. I think ??? should have a legitimate name by now since ??? is an odd name compared to other names in the mod. I feel like she could have a name that fits with the reason why anahita spawns on ??? kill. Unless the name is on purpose, she should get a rename.

Suggestion author: @dense basalt

vague flame
#

Improve Supreme Calamitas’s dash telegraph to better tell when she will actually dash.

The fade-out telegraph currently only tells you that she’ll dash as her next attack but doesn’t tell when that will happen. While this is less of an issue if you memorise how long each attack lasts, there are also factors which interrupt attacks, such as her invincibility phases. Making it more accurately tell when SCal will dash - e.g. having her fade out progressively until she dashes - will improve it as a telegraph.

Suggestion by: @spring breach

sharp zinc
#

Change the Tundra Flame Blossoms Staff's and Frigidflash Bolt's crafting recipe.

I believe that the Frigidflash Bolt is too easy to obtain for it's power, and since the Flower of Frost/Fire haven't been used in the mod yet, maybe they could be used? I'm suggesting a new crafting material, which will be a combination of the Flower of Frost/Fire, and possibly some Essence of Sunlight/Chaos/Eleum. This item (or maybe weapon?) will be used for crafting both the Tundra Flame Blossoms Staff and Frigidflash Bolt because of it's thematic similarities.

Suggestion author: @open peak

tawdry condor
#
**Add a weapon obtained from fishing in the Sulphurous Sea**

Every other mod-added biome that the mod adds (well, except the Abyss) has a weapon fish that can be obtained directly after the biome generates. The Sunken Sea has the Sparkling Empress, the Brimstone Crag has the Dragoon Drizzlefish and the Astral Infection has the Gacruxian Mollusk and the Polaris Parrotfish. This is an awkward inconsistency. Shadow chest loot doesn't count, since 1. It's obtainable after Skeletron, not at any stage and 2. The weapons not uniquely obtained from fishing (similar to Sunken and Astral Crates, which only drop weapons after certain bosses are defeated).

I suggest adding a weapon fished up in the Sulphurous Sea. The type of weapon doesn't really matter, but it would preferably be a Summon weapon, since it's the only class without a fishable weapon.

**Suggestion Author**

@modern walrus

**Approved by**

@vestal charm

tawdry condor
#
**Make the Sentinals in the DoG fight a constant, and an actual phase in the Dog fight itself.**

The first time you fight DoG, his sentianals appear to defend him between phase 1-2, this is great, however it's exceptionally easy to kill all three, and is just an easy phase, worse yet, it only happens the first time.
The sentinals are basically the DoG's providence "Profaned Guardians", in my eyes, and providence has them appear in her fight just the same. I feel like, instead of DoG just having the sentinals once, and have it basically be a free phase, the sentinals should appear in each and every fight, and all at once.

A problem with this would be ceaseless void, as he might be a bit to handle with all three there, but perhaps just nerf some of his gravity if the other two are alive?

I think this change would work great for the DoG fight, sentinals are already pretty easy, and quite fun, and the phase where you fight them with DoG is quite free usually, and not that interesting, instead, if they were like this, they would have an interesting part in the fight, it wouldn't be too hard to fight all three at once, but it would actually be difficult compared to the current part of just shredding them through the first try.

This would also solve the issue of the sentinals being quite lacking in their content, they're all fun bosses, except for the fact that you fight them once or twice (ceaseless a few more times for ceaseless hunger potions), and then just leave them. They hold little to no threat, and you can just breeze through all three like nothing. Instead, if they were refought in the DoG fight, and all three at once, it'd be an interesting part of the fight forcing you to not only know all three individual bosses quite well, but also react quickly to multiple foes who can be a threat to you.

Again, ceaesless may need to have gravity nerfed a little for this, but I don't think it requires much else balancing at the surface of it.

**Suggestion Author**

@brazen storm

**Approved by**

@vestal charm

tawdry condor
#
**Rework the tempest staff in calamity**

Duke fishron is extremely hard in rev+. He's a post golem boss and most of his weapons are very good for their teir. However the tempest staff barely out damages early hardmode summons.

It was intended to be an innacurate but high damage staff. As such it could gain the ability to shoot tornadoes (like the alluvion) and have immensely increased damage and a far higher fire rate. This will make it actually viable with other post golem summon weapons.

**Suggestion Author**

@full jasper

**Approved by**

@vestal charm

vague flame
#

**When everything will be pitch black(15% Final Phase), DoG instakill you in Rev, and giving some DR(15-30%) in Rev+ **

Because it feels like he is really enraged, fast, serious, and you cant make any fatal mistake. And DR(Damage Reduction), so DoG cant be wiped out with Adrenaline.

Suggestion by: @noble mulch

vague flame
#

Decrease the volume of the Greatsword of Judgement

Why you may ask? its just way to loud and the sheer sound of the sword seems to cancel out the other sounds. It also doesnt help that by turning down the volume for the sword you also turn down the volume for Yharon's roars, with the GS being one of the best weapons for the boss

Suggestion by: @river oxide

vague flame
#

Make Gamma heart display the laser mechanic in its tool tip
Gamma heart is an interesting summon mechanical-wise, however these mechanics are not so obvious and might confuse newer players, having the tool tip mention something about the gamma rods and how they trigger the hydra’s laser attacks would make the summon seem more interesting and provide an accurate description of its mechanics

Suggestion by: @tacit arch

tawdry condor
#
**Hive mind should spawn on the sides**

Calamity is pretty against cheap hits, making twins lasers more accurate so random stray shots dont hit u, devour of gods fireball, and hits on the cosmic guardians. Hive mind spawns directly on top of you which means it pretty much gets a guaranteed hit unless u 1) dash or 2) run at top speed. This is completely unfair and he should spawn on the side where it prevents those cheap hits.

**Suggestion Author**

@elder topaz

**Approved by**

@vestal charm

#
**Perhaps buff Crabulon after Plantera is defeated.**

Crabulon is a great fight, but I cannot express the frustration I fell when I can’t fight the Perfect One because I didn’t find a mushroom biome in time, the first time I fought Crabulon I had Statigel gear.

So maybe Crabulon could get a buff after Plantera, because shroomite and also for the people that didn’t find the biome in time. Who knows, maybe there could be some new gear or attacks that Crabulon could do. I dunno, I just think it would be nice.

**Suggestion Author**

@woeful sierra

**Approved by**

@vestal charm

#
**Don't allow snowstorms during Cryogen fight**

The Cryogen projectiles are already hard enough to see, I don't think adding a snowstorm during the fight feels right. It makes it feel like forced difficulty, which isn't too fun tbh.

**Suggestion Author**

@short saddle

**Approved by**

@vestal charm

#
**Make Astreum Deus fire less projectiles**

Deus is a lag machine, hopefully you all know it. By making deus fire less projectiles it makes it a more enjoyable fight by making it so anyone can enjoy it instead instead of lagging their pc. To compensate for the reduced projectiles they can just do extra damage.

**Suggestion Author**

@elder topaz

**Approved by**

@sharp zinc

tawdry condor
#
**Make dash priority a thing**

When equipping dash related gear such as solar armor or the asgardian shields, the priority is always given to one item out of all the dash items, it should go to the last equipped item, example being: if you equip solar armor then the asgardian aegis then the dash should be from the asgardian aegis, this would make it so you can actually use the dash you want without compromising.

**Suggestion Author**

@waxen tide

**Approved by**

@vestal charm

tawdry condor
#
**Nerf astrum deus invulnerability period**

Worm bosses in calamity have an period in which the boss has 99% DR to allow it to unwind and not be immediately melted by piercing weapons. For most other worm bosses bosses this is a reasonable time span, but for astrum deus it seems to be far too long, lasting much longer than it takes for the boss to uncoil.

This makes the fight incredibly unfair, as you cannot do damage to it even after it has already unwound itself. It is also an issue when the boss splits, leaving you essentially defenseless for a few seconds after both worms have uncoiled, while both can still do their full damage. This only makes the boss less fun than it already is, especially in multiplayer where it is already incredibly buggy.

**Suggestion Author**

@mossy kraken

**Approved by**

@vestal charm

tawdry condor
#
**Make Brimstone Slag renewable**

Currently, the Brimstone Crag is the only biome in calamity that cannot renew itself with the primary blocks it consists of, the amount of slag the player has access to is limited to the amount that generated upon world creation. I think that players should be able to collect ample amounts of slag similar to the sunken sea without having to completely tear apart their Brimstone Crag.

I think a good way to do this would to have Brimstone crates give the player slag once Brimstone Elemental has been defeated or to allow a certain enemy to drop slag. (ideally, Despair Stone)

**Suggestion Author**

@coarse sequoia

**Approved by**

@vestal charm

tawdry condor
#
**Remove evil islands.**

Evil islands of opposite world evil that spawn in the top corner of the world is a substantial issue in evil world playability (or a lack thereof) in Calamity. This gives a grossly cheap access to both evils in a single world, which invalidates the actual function of the game giving you a choice in the first place. With that in mind, this is no more QoL in the sense of helping the player out, this is QoL in the sense of destroying a major chunk of whatever is left on world evil design.

Furthermore, a load of other QoL mods can give way to both evils instead of having Calamity diminishing the value in replayability of world evils. Removing these islands would make choosing world evils actually worth a damn.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Add an option in the config to remove potion visuals.**

Potions like the Cadance potion and the Tesla potion create visuals such as the hearts or tesla orb. These can ruin perfectly good vanity sets or just be bright and annoying when trying to play. There should be an option in the mod config to turn these visuals off.

**Suggestion Author**

@sonic bloom

**Approved by**

@vestal charm

tawdry condor
#
**Make It So SCAl is More Multiplayer Compatible**

Right Now Scal is not a Multiplayer boss Due to it's Bullet Hells and Single Targeting and how if you die Someone could stay in the Fight and Allow you to heal which can cheese the Boss, My Suggestion is to make it so that when you revive you will be teleported in the arena or Give It a Unique Death Count that If you die too many times your Out of the Fight, Like Say In Multiplayer you die 5 times It'll Turn you into a Ghost But once Scal Despawns you revive, And I could depend on the Amount of people like 5-10 depending on how many people you have or it scales with difficulty the amount of times you can die.

**Suggestion Author**

@rich heath

**Approved by**

@vestal charm

tawdry condor
#
**Try to make Javelins different from Daggers**

Currently, javelins aren’t actually that different from daggers. They’re both thrown weapons that don’t have any shared unique trait, being ol’ reliables. Other rogue weapon types have differences from daggers. Bombs explode. Boomerangs fly back to you. Spiky balls roll around and stay for prolonged periods of time. Meanwhile with javelins, the only actual difference with daggers is their design and sizes. It would be nice if there was something majorly different between daggers and javelins.

My personal idea is to make javelins have charge times. (as in the charging mechanic of The Final Dawn.)

**Suggestion Author**

@bitter mirage

**Approved by**

@vestal charm

tawdry condor
#
**Allow Boss Health Bar Position Editing**

Allowing positioning changes to the built in boss bar would add more customization, and could clean up some visual clutter by being able to condense vital information to be readable at a glance.
For customization, various UI mods change the placement of vital Information such as health and mana. Being unable to move the Boss Health Bar means its hard to use it and reading the information it gives.
For Visual clutter, due to the nature of Terraria, there is an immense amount of visual information that a player needs to take in to be successful in whatever they're doing. Requiring an additional check to a corner and not having the relatively information rich Health bars in the same location as other information could distract the player. Being able to move the bars or resize them would help.

**Suggestion Author**

@hushed igloo

**Approved by**

@vestal charm

tawdry condor
#
**Don't allow the Fungal Clump to attack Perforator Cysts / Hive Cysts**

Today, I was building an arena in the underground Crimson for the Brain of Cthulhu, when abruptly my Fungal Clump decided I would skip half the Pre-Hardmode bosses and start fighting the Perforator dude... I died quite quickly.
Essentially, I feel it would be best if you were to make it so that Fungal Clumps don't attack the Cysts so that those bosses don't randomly spawn. I don't know if other summons attack them (I'm not a summoner), but they might.

**Suggestion Author**

@warm coral

**Approved by**

@vestal charm

tawdry condor
#
**Make Pulse Bow Craftable or More Easily Obtainable**

In Calamity, the Pulse Bow is required to make the Ultima, a late-game bow. However, getting the Pulse Bow for this weapon is incredibly tedious and completely RNG-based, as it is obtainable exclusively from the travelling merchant at a very rare chance. Most crafting materials for important things in Calamity have a fairly consistent method to obtain them, yet the Pulse Bow does not.

**Suggestion Author**

@gaunt birch

**Approved by**

@vestal charm

tawdry condor
#
**Make Cosmic Guardians actually threatening**

Currently they are weak meatshields that die really fast from any competent weapon. They can be safely outran with any decent wings, so the only way to have trouble is being very unlucky or very inexperienced.

**Suggestion Author**

@queen linden

**Approved by**

@vestal charm

#
Add god glasses emote

This would fit this server well and would fit in many contexts.

**Suggestion Author**

@tepid trellis

**Approved by**

@sharp zinc

tawdry condor
#
**Add intresting descriptions to the tooltips of bars**

The descriptions of how a bar would smell or feel and as a result how the gear created with it feels really ties the player into the world and makes using gear feel more substantial.

**Suggestion Author**

@full jasper

**Approved by**

@vestal charm

tawdry condor
#
**Make summon weapons buffs tooltip change based on how many active minions are there**

Some summon weapon have tooltip suggesting that you only have summoned one of them, like A cute forest spirit is following you (Bellladona Spirit Staff) and A skeleton is observing you, while its true when you only summoned one of them, it's not anymore when you have summoned more than 1 of them, i'd suggest that the tooltip will change based on how many minions you've summoned, for example A skeleton is observing you --> The skeletons are observing you.

**Suggestion Author**

@sharp light

**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 farm the much easier boss, DS, for the item instead of AS, making this a redundant drop from AS. 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
#
**buff most HotE components**

As they are right now they are nothing more than crafting materials, there's no reason for you to equip them over any other accessories since their stats are unnoticeable, they're either useless stat accessories ( chaos stone, aero stone, bloom stone etc) or minions that usually miss (rose stone)
Ofc there are some ok HotE components like eye of the storm but it still isn't something you would equip over the usual accessories at that tier
So buffing the components to be a bit more noticeable would make them more that just crafting ingredients

**Suggestion Author**

@crimson thunder

**Approved by**

@vestal charm

vague flame
#

Hardmode Ore Slimes

To most players, the start of hardmode is usually the dullest part of terraria. This is usually due to having to farm out all of the hardmode ores, especially the last tier, which you need so much of but at the same time are extremely rare. This can be solved by adding slimes that drop titanium/adamantite, similar to the ones that drop aerialite and perennial ore etc. It'll overall boost the hardmode experience for most players and makes ore armor something that isn't a pain to farm for since you need so many bars to make it.

Suggestion by: @modern timber

vague flame
#

Make sulphurous sea and brimstone biomes harder to make

Currently the minimum amount of sulphurous sand needed to make the sulphurous sea biome is 31, and minimum slag for the brimstone crag is 50, which is incredibly low compared to other biomes requirements such as the snow biome needing 300 snow or ice blocks. This makes it incredibly hard to use sulphurous sand or slag in builds or minibiomes without getting an unwanted background and enemy spawns.

Suggestion by: @lucid nexus

#

Make old duke more like duke fishron.

Old duke is obviously a variant of duke fishron. But while duke fishron is loved by the vast majority of players, many dislike old duke. This is because duke has many qualities that make him perferable over old duke.

1: Duke fishron can be fought at any time in hardmode. This is because his fight is short, but very instense. Compared to bosses of the same tier, duke fishron has low hp. However, because the boss fight is very intense and challenging, he is still a significant challenge. For example, plaguebringer golaith has 180,000 hp in revegance mode with 40% dr while duke fishron has 111,00 hp with 10% dr. This relatively low hp is what makes it possible to fight him pre-mechs. In contrast, old duke has 1,200,00 million hp, 50% dr most of the time, and 100 defense most of the time. The boss preceding him, polterghast, has 792,00 hp, 15% dr and 90 defense, for refernce. This hp and dr is a towering amount that would make any sort of out-offf progression fight with him nigh-impossible, removing much of the orginal appeal of duke fishron.

The final reason duke fishron is more liked is because he is more intuiative. Duke fishron dashes at the player, so the player instantly knows how to avoid him. Old duke dashes are predictive, so the player does not intuitively know how to dodge him. This can be frusterating to newer players, causing them to quit the boss and simply do DoG instead . Because of this, I suggest the addition of a brief phase at the begining intended to teach the player old dukes special dash ability. This phase could be adjusted with the mode.

Suggestion by: @dire anchor

sharp zinc
#

Add more Post-Moon Lord spears

I noticed that the same spear would be used against Yharon-Phase 2, SCal, and Boss Rush (Nadir). So, it would be very nice if there was some kind of melee spear you could make with Auric Tesla Bars. Also, there's no new spears obtainable by defeating Providence, so add one out of Bloodstone or Uelibloom. There are also several holes in Spear progression, mainly Pre-Skeletron and Pre-Plantera. In general, melee is just a really weird class in the way that it caters towards swords, and I'd like to see some more variety. Plus, melee has the most weapons of any class in the game, yet it's one of the most monotonous. I would really like more ideas being put in to sub-classes and making all classes equal in terms of power and content.

Suggestion author: @open peak

#

Make Defender Medals Craftable

Old One's Army is known to be one of the worst events due to how long and grindy it is for a reward of what? 25 defender medals just to repeat it a couple more times for 15-20 minutes each time to buy an entire set of tavernkeep gear. Tavernkeep gear are easily avoided due to the grindy nature of this event and its difficulty. By making them craftable there would be more options to go for the gear instead of skipping it completely. It could be a hard recipe but then at least it would be obtainable easier and the tavernkeep could actually be useful besides the ale.

Suggestion author: @elder topaz

tawdry condor
#
**Lower/Change the sound effect of the Genisis/Wingman/Alpha Ray/Biofusillade**

Not an enormous deal, but when you play mage, getting one of those weapons is very nice. What isn't so good is hearing that loud "use sound" very often, because of the style of the weapons themselves, which are meant to be spammed. Of course, it doesn't make said weapons bad in any way, but it sure does make them annoying to use in extended periods of time.
So just use a different, weaker sound or reduce the volume of the pre-existing one, that's it.

**Suggestion Author**

@karmic spruce

**Approved by**

@vestal charm

#
**Add a separate emote suggestions channel, with similar regulations to current suggestion channels.**

It has been quite known that emote suggestions often do not have much substance compared to actual suggestions that can help either the mod or this server. And their mere existence can be a bit intrusive to the general suggestions flow. Adding a separate channel (with similar regulations to current ones) just for these emotes would isolate these emote suggestions from actual suggestions, thus making the suggestion environment slightly better.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Change the appearance of Providence's Healing Stars**

As a colorblind person, I never knew these existed, because I couldn't see the difference between these and Providence's attacks. I am suggesting to make them appear different so that colorblind people can make out the difference, rather than hope they touch the right stars. I think it would be preferable for it to be a different shape, as it wouldn't matter if you were colorblind or not with this change.

**Suggestion Author**

@willow rock

**Approved by**

@summer finch

sharp zinc
#

Make Bloodworms Craftable

I feel like many people do not like fighting Old Duke and tend to skip him. One of the possible reasons is that the fight could take many attempts and having to go through a long event or scrounge for bloodworms every time you want to fight him is horrible, and very unusual for a post moon lord boss. If bloodworms were craftable or even non consumable the fight would be much less frustrating. The recipe I suggest is a truffle worm+ 5 bloodstone cores, but a different one could be used.

Suggestion author: @solemn egret

vocal aspen
#

Tie the progression line to Counter/Evasion Scarf into something else

Don't get me wrong, the Evasion Scarf is amazing, but it seems lack-luster as once you upgrade the Counter Scarf into the Evasion Scarf, as there is nothing after that. As the title says, I am suggesting tying the progression
into something beyond that, because as the bosses become bigger, stronger, and harder, you feel like you are tied back by this one item that you have had for so long in the progression.
I would suggest adding it into a pre-existing dash item, just to make the dash progression lines not any more dominant than they already are.

Suggestion by: @willow rock

tawdry condor
#
**Add unique fish to the Sulphurous Sea**

It's ridiculous how the fish in the Sulphurous Sea are the exact same as in the Ocean. You would imagine that the fish have adapted to the toxic environment, but no, you still catch Tuna and Red Snappers there.

I suggest adding unique fish fished up in the Sulphurous Sea. This would make Sulphurous Sea fishing more realistic and distinguished from Ocean fishing. Some ideas include a fish to make Sulphurskin Potions (since those are currently locked behind EoC), and a weapon fish, since the Sulphurous Sea is the only mod-added biome that doesn't have one.

**Suggestion Author**

@modern walrus

**Approved by**

@vestal charm

tawdry condor
#
**Restore voodoo demons' spawn rate to how it is in vanilla**

I suggest doing so because they make it extremely inconvenient to build an arena for WoF, especially since it's really hard to kill without on on expert/revengeance. Additionally, the dolls clutter your inventory and you don't need this many of them because they are craftable.

**Suggestion Author**

@fiery jungle

**Approved by**

@vestal charm

tawdry condor
#
**Add wings for the Auric Tesla set**

I like the tarragon, solar, and silva wings and the overall aspect of wings finally giving actual stat boosts. I understand the reasoning behind these not existing (cuz celestial tracers), but the seraph tracers conflict with the lunar wings (or elysian wings conflicting with tarragon wings) and there aren't many problems there.

**Suggestion Author**

@placid wadi

**Approved by**

@vocal aspen

#
**Make Polterghast's projectile more noticable**

At the stage you fight polterghast you probably have a lot of stuff going on on your screen, especially when you play summoner. Between all the (mostly orange shaded, like the projectile from the brimstone elemental summon) explosion of many weapons, your pets, summons and projectiles you can barely see the little orange arrow from the boss. Making them bigger, shinier, or just giving them a different color than most explosions might help.

**Suggestion Author**

@hazy estuary

**Approved by**

@vestal charm

tawdry condor
#
**Add an elemental accessory from the earth elemental**

We all know the earth elemental. He's that one big dude with the cool armor underground. Also the only "male" elemental. However, he is also the only elemental that cannot be summoned by an accessory (Note: I am not counting the cosmic elemental because he isn't a boss/miniboss). I recommend that you add an accessory that summons the earth elemental as a minion, and add it to the heart of the elements.

**Suggestion Author**

@empty bough

**Approved by**

@vestal charm

vague flame
#

**Make the God Slayer Armor Mechworm summon not take up any minion slots. Alternatively, replace it with a unique summon. **

Note: I realize the God Slayer Summon set is getting removed in the future. However, I know Auric Tesla has this effect as well. I'm not sure how they will change in the future, so I wanted to suggest this anyways.

Right now, the Mechworm being summoned doesn't really have a point. For God Slayer, you are going to either fill out with Mechworms anyways (which means the armor doesn't have to summon it in the first place) or will be replaced by a superior summon by temporarily taking the chestpiece off. The same would go for Auric Tesla, however you cannot use the chestpiece trick to replace the Mechworm.
I believe these summons should either not take up any slots or (since I have doubts that it would be code-able in the first place) replace them with a unique summon. Having a separate summon would be very useful since it can target separately from your main army of summons (or use-all-slots summons).

If there are any other sources which do this (where it summons something and it takes up summon slots) those should be changed as well. The only situation in which I think this would be OK is if the summon is unavailable at the point at which you can get the armor/accessory. And even then, there may be better summons you'd rather have depending on the situation.

Suggestion by: @placid fjord

sharp zinc
weak cedar
#

Rework the Flak Kraken to be a more direct upgrade from the Flak Toxicannon mechanically.


Flak Kraken and Flak Toxicannon. Indeed, these are two of the most mechanically unique weapons in Calamity's entire ranged arsenal, and to that end they're both quite alright...but:
Flak Kraken encourages simply keeping your cursor over the enemy whereas Flak Toxicannon requires a decent bit more skill.
Now, I know both of these concepts are enticing to any average person, but to be blunt, the former concept is already virtually the entire playstyle of any ranged players, with just about any ranged weapon worth its salt having immense projectile speed (and that's not counting ammo speed and accessory bonuses!). Flak Toxicannon's gimmick makes the weapon extremely interesting to use, and it's a damn shame one of the more fascinating ranged weapons the mod has goes into the epitome of "playing ranger is a point-and-click adventure". On top of that, the HM Abyss """set""" already has the Megalodon, a ranged weapon which doubles down on the point-and-click-adventure-style gameplay! With all this in mind, changing the Flak Kraken to be more like the Flak Toxicannon would make it more interesting to work with, providing a skill-based alternative to the mighty Megalodon at the same tier.

Suggestion by: @sour hornet

tawdry condor
#
**Make Brimstone be less aggro if there is little vertical space**

Some people don't dig up the crag biome to be able to fight brimstone with ample of space, some people don't want to use their time making a 30m arena just to fight her. To help people with this, she should be less aggro the less amount of vertical space there is so people that aren't building a huge arena shouldn't be at a detriment due to brimstones many projectiles and the low vertical space of the underworld

**Suggestion Author**

@elder topaz

**Approved by**

@vestal charm

tawdry condor
#
**Extend the gap between DOG's 1st and 2nd phase transformation**

The fight against DOG is extremely epic in my opinion, but I think if the tune that played at the beginning of the song "universal collapse" lasted as long as it did in DM Dokuro's "devourer of gods nonstop mix" to increase the amount of suspense from the transformation, it would be a lot more epic. Its just a tiny change that I think would make the fight a lot nicer.

**Suggestion Author**

@wanton seal

**Approved by**

@vestal charm

tawdry condor
#
**Make Voodoo dolls stack to 20**

These are really annoying items that constantly fill your inventory up, its annoying to manage without max stack mod. These are like one of the only boss summons to not stack to 20 at least. Also makes it consistent with other boss summons that are consumable which also stack to 20

**Suggestion Author**

@elder topaz

**Approved by**

@vestal charm

tawdry condor
#
**Make Sulphurous armor multiclass **

I feel there is a gap between the Victide armor and Aerospec armor, and it almost feels like Sulphorous armor sufficiently fills that gap, but exclusively for rouge class. If this is actually changed, it might need a small nerf.

**Suggestion Author**

@halcyon sphinx

**Approved by**

@vestal charm

tawdry condor
#
**rework the brimstone debuff inflicted on players**

For a debuff that's used by a few bosses, has its own biome and is probably the main debuff in calamity, it's a bit lazily done since it's just a DoT
I think that if the debuff was something like, let's say, the blackout debuff it would

  1. feel more like a threat
  2. be more noticeable
  3. be less anti climatic

I just think that brimstone debuff should affect the players stats/screen or even something else entirely rather than players health

**Suggestion Author**

@crimson thunder

**Approved by**

@vestal charm

tawdry condor
#
**Make the Supreme Brothers phase more dynamic**

The Brothers phase of Scal's fight is pretty infamous for being boring and pathetically easy, essentially being a free rest break to rebuff and heal up. The Brothers need something to make them more interesting.

Some suggestions could be lowering the projectiles spawned and making them more similar to their Clone counterparts, giving them their own projectiles and a dash. Alternatively they could function completely differently by buffing Scal herself and staying back.

However, both of those are just ideas and pretty much anything to make the Brothers less repetitive would be a pretty good improvement of the current version.

**Suggestion Author**

@maiden heron

**Approved by**

@vestal charm

tawdry condor
#
**Rework the Relic of Convergence**

As it is now, the Relic of Convergence is useless. For being post moon lord, it heals a substantially low amount of health. It is in desperate need of a rework.

An example of this could be that when used, it gives the healing set bonus of the spectre armor for a short time. I feel this would balance it well because it has a long charge time, and can be used as a team item.

Thanks to @west spruce for bringing this issue up and helping to think of ideas to fix it.

**Suggestion Author**

@queen wolf

**Approved by**

@vestal charm

tawdry condor
#
**Adjust Ceaseless Void’s fight to be more friendly to small arenas.**

The fight is very punishing to players without a large arena in comparison to Polterghast, another Dungeon boss. This is because in CV’s fight there are a lot of threats that appear at once that either quickly swarm you (the mobile Dark Energies) or reduce the space you can move through even further in a small arena (the Dark Energy rings), helping the other threats swarm you even easier. Additionally, while both Dungeon bosses have an enrage if in an open area, CV's enrage is overall more forgiving because of the stated problems. Adjusting the fight to solve these issues would help reduce the need for a large arena and make the tile enrage more forgivable to try and avoid. Some changes that could help solve this issue are:

  • increasing the size of the gaps in the Dark Energy rings
  • having the laser orbs and Dark Energy rings spawn less frequently
**Suggestion Author**

@spring breach

**Approved by**

@vestal charm

tawdry condor
#
**Make the Community's Stat buffs increase more in comparison to game progression**

The Community is an extremely good equipment, and is very warranting of it's 1% drop chance given that you can get it at any point in the game. An issue with it though is that the Community is supposed to increase in strength as you progress in the game, giving the idea that you would be able to use it all the way up to Supreme Calamitas. However, this is not the case as the minute you get past ML, the Community instantly gets overshadowed by other post-ML equipment, and then it just straight up gets replaced by the Affliction after you defeat Polterghast. And, even after defeating Jungle Dragon, Yharon, the community still does not have a significant boost to warrant equipping it again. As ML is possible without the Community, it feels more like a wast of time than an actual necessary or even desired upgrade. Some suggestions are:

  • Make the Community have better upgrades after defeating DoG.
  • Add a combination item that involves the Community.
  • Add a unique effect to the community that makes it more desirable late game and makes the hours of farming for it worth the effort.
**Suggestion Author**

@burnt schooner

**Approved by**

@vestal charm

tawdry condor
#
**Grant Legendary Rogue weapons 2 different stealth strikes.**

Current Legendary Rogue weapons (Leonid Progenitor and Malachite) use only one Stealth strike despite having 2 different attacks at base. Having these weapon initiate 2 different stealth strikes based on the attack used would make them a bit more unique to use in terms of Stealth.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Rework Gamma Heart**

Give the player the ability to aim the hydras. The regular projectiles are quite slow and will have problems hitting faster enemies. This ability is only available when all of your minion slots is consumed. Also, when all minion slots is full, you will have to manually attack with them.

**Suggestion Author**

@fickle raft

**Approved by**

@vestal charm

tawdry condor
#
**Make Heart of the Element Elemental's do more damage.**

Why? because they are very weak and there is no reason to keep them on besides the rare elemental for the healing. A damage buff will give a reason to actually turn them on instead of just using it as stat boosts. The healing isnt also as impactful as sources such as bloodflare core, bloodfin regen, and absorber and revival potion that give hp when damaged.

**Suggestion Author**

@elder topaz

**Approved by**

@vestal charm

tawdry condor
#
**Add a Part Detailing the Laser Attack in Gamma Heart's Tooltip** (resuggestion)

One of the most interesting parts of Gamma Heart is the ability to cause all the hydra heads to fire lasers if you pick up a randomly spawning canister that can appear if the Gamma Heart is currently using 7 or more minion slots.
However, there is nothing about this in its tooltip. This isn't exactly intuitive in any way, as people who don't know about the mechanic are likely only going to trigger it on accident and not see the canisters.

A very similar weapon, the Sulpherous Grabber, details how you should pick up green orbs in its tooltip. To omit this crucial information from the Gamma Heart seems unnecessarily confusing and inconsistent.

**Suggestion Author**

@gaunt birch

**Approved by**

@vestal charm

tawdry condor
#
**Make Box Jellyfish stings more lethal**

The Box Jellyfish in real life is the most deadly jellyfish there is, and can kill an adult in minutes if not treated. In Terraria, the Box Jellyfish does only 100 damage(0 defense + venom debuff, in Death Mode) which is enough to kill a new player, but by the time you have the equipment to actually see a Box Jellyfish, they aren't even a threat.

Other sea creatures are accurate, such as the Mantis Shrimp, and the Bobbit Worm. The Mantis Shrimp is extremely accurate in game, even down to the coloring, and the Bobbit worm does the amount of damage you would expect from something that can cut fish clean in half. If these details are willing to be put in for these creatures, why not do the same with the Box Jellyfish?

**Suggestion Author**

@halcyon sphinx

**Approved by**

@vestal charm

tawdry condor
#
**Change Calamitas' Brother's drops**

I've noticed that both flamethrowers drop from Cataclysm, and the Crushsaw Crasher drops from Catastrophe. See, the Brimstone Flameblaster is one of the flamethrowers from Cataclysm and also fits with him thematically. However, Havoc's Breath also drops from Cataclysm yet fits with Catastrophe in terms of colors. The Crushsaw Crasher also fits with Cataclysm. I think that the Crushsaw Crasher and Brimstone Flameblaster should drop from Cataclysm and the Havoc's Breath as well as another new weapon drop from Catastrophe. Also for this to make the most sense you would have to swap the Havoc's Breath and Brimstone Flameblaster's attacks.

**Suggestion Author**

@open peak

**Approved by**

@vestal charm

tawdry condor
#
**Add a void toilet to the voidstone decoration set**

Currently the voidstone set only has a bathtub to accompany a bathroom within a void themed build, adding a toilet would provide functionality to a voidstone-centered build involving a restroom. Additionally, a toilet fits the theme of the deep abyss; that being water, and in particular, high pressure. The pressure resistant materials gathered from the abyss would provide excellent flush capabilities, making it a throne truly suitable for a king.

**Suggestion Author**

@hard schooner

**Approved by**

@vestal charm

tawdry condor
#
**Expand on the "tentacle" magic weapons.**

There are about 3 "tentacle" magic weapons added by Calamity (putting SSV aside). Compared to the weapon these are based off (Shadowflame Hex Doll), they don't do anything more unique than the original, and don't seem entirely fun either. Expanding on the concepts of these tentacle weapons could hopefully make them more fun to use.

Some examples of these can be, but won't be limited to:

  • Having Augur of the Elements spawn a tentacle vortex on the cursor after the weapon deals enough damage.
  • Replacing the Brimstone tentacle chance on Tome of Fates to be a mechanically different type of tentacle.
  • Having Eldritch Tome spread even further the closer the cursor is to the player.
**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Move Revengeance Drops Out Of Treasure Bags**

As it is right now, players can easily just kill the boss in expert mode and then toggle revengeance to get all of the revengeance drops. The game obviously doesn’t want this, since there is a penalty when activating revengeance mid-boss fight. This is obviously just cheating the system and it isn’t very hard to figure out how to do it. I recommend having them drop next to the treasure bags like how providence drops the elysian wings and the elysian dash. This solves the issue of cheesing revengeance drops without creating a hassle for actual revengeance players. This can also apply for rare and legendary weapons since they are also rev exclusive loot.

**Suggestion Author**

@modern timber

**Approved by**

@vestal charm

tawdry condor
#
**add KILL to the server emotes**

I really don't have to put a reason, it's just a common emote among calamity

**Suggestion Author**

@rain zealot

**Approved by**

@vestal charm

tawdry condor
#
**add LIVE to the server emotes**

opposite of kill

**Suggestion Author**

@rain zealot

**Approved by**

@vestal charm

tawdry condor
#
**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 predictive 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**

@forest estuary

**Approved by**

@vestal charm

tawdry condor
#
**Old Duke’s Scale’s buff**

Old duke’s scales is a very niche accessory and pretty much always overlooked in any situation (that isn’t Iron heart or Nohits) and in its niche it faces competition with Necklace of Vexation and its usually overlooked by items such as affliction, reaper tooth necklace and destroyer emblem. The idea to make this item more usable could be to give it Old Duke’s lore item’s effects and making it inflict irradiated on the player to use said effects (or just giving the effects and provide immunity to irradiated), but reducing the dmg and crit boosts as hp lowers due to the power given with the new effects (it would still be a total 18% dmg boost and 9% crit at <25% hp but the initial dmg boost would not require being harmed)

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**make the calamitas fight not a twins clone**

It's an identical fight, calamitas is literally like retinazer, catastrophe is like normal spazmatizm and cataclysm is similar to rev+ spazmatizm. For a superboss' clone this is extremely underwhelming and gives the player no interesting, new experience. I personally think that calamitas should fire smaller/less detailed versions of hellblasts and other brimstone projectiles to make it feel even a little bit more new along with other changes and fixes to make the overall fight a nicer and better

**Suggestion Author**

@crimson thunder

**Approved by**

@vestal charm

#
**Squishy bean buff**

The mount currently feels like a slime mount downgrade with its bunch of nerfs and the infinite jumping being fixed (bean‘s infinite jumps needed to die though). I suggest buffing the default fall speed to the original amount and making the fall speed while holding S slightly faster and the speed while holding W the amount that it currently has as default.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Buff most Vanilla Mounts**

Vanilla mounts are mostly useless, barring some exceptions like slime mount and unicorn. Mobility is just generally bad, like fuzzy carrot limits your vertical mobility, hook, use wings, and the inability to dash for what? the ability to move 5% faster when you can just use lighting boots or use shield of chuthulu to dash to gain distance. They are so situational and barely useful that it isn't worth using over the slime mount or unicorn and in general shouldn't be used due to wings and accessories giving better movement options than mounts provide.

I will list now all the mounts that are very bad and deserve a buff:

  • Fuzzy Carrot
  • Bee
  • Turtle
  • Baslisk
  • Pigron
  • Rudolph
  • Scutlix
  • Cute Fishron (even though its very good in a water arena, that's like the most situational thing I have ever heard, having to build an entire arena made of water just so this thing can maybe prove useful when you can just use the deep diver)

Power Creep has turned some that could have been ok to decent mounts in vanilla to useless mounts in calamity due to the better options. These mounts either are very restrictive, slow, or situational. I do not like seeing items being useless due to how vanilla balances them, I want to see everything to be used successfully.

**Suggestion Author**

@elder topaz

**Approved by**

@vestal charm

tawdry condor
#
**Add an item, or change DPS meter to allow the player know what are the effects of debuffs their weapons inflicts **

Currently we dont have a way in-game to know exactly what are the effects of their debuffs (DoT, DR and defense reduction etc.) , but many weapon, accessories, and even potions/flask like Mythril Knife stealth attack, Yanmei, Knife, and Abyssal Amulet basically rely on debuf(s) to do something to the enemy, having an exact way to know if a weapon, accessory, or potion/flask worth it to use or not.

**Suggestion Author**

@sharp light

**Approved by**

@vestal charm

tawdry condor
#
**Make acidwood placeable as a block + add acidwood furniture**

To me it seems really strange that obscure themes like the sunken sea have their own furniture, but sulphurous sea doesn't. Plus, acidwood is the only wood that can't be used in building.

**Suggestion Author**

@fiery jungle

**Approved by**

@vestal charm

tawdry condor
#
**Cause enemies in Iron Heart mode to have an increased chance to drop health pickups**

Having used Iron Heart for a while, I find having no way to gain back health other than the occasional health pickup from defeated enemies less of an interesting challenge and more of a bother. While it is supposed to be a difficult challenge, I think it would be much more interesting if your only way to gain back health is by having enemies have an increased chance to drop health pickups of any sort.

This change, in my opinion, would make Iron Heart more satisfying to play, as your only way to survive would be to kill enemies and hope for a health pickup, instead of getting hit and hoping not to lose any more health, essentially having a set amount of hits before you respawn.

As a suggestion on how it could change for the better - since Iron Heart is based on Hollow Knight, replacing all health pickups with a unique health pickup that could scale with player health and/or enemy health, with the drop chance varying on how low your health is, would be a cute idea. Given this is a possible idea on how it could work, this should not be taken as how the item should work, rather a concept on how it could.

**Suggestion Author**

@rain zealot

**Approved by**

@vestal charm

#
**Buff the DPS of damage over time debuffs applied onto enemies.**

DoT debuffs feel quite weak on-tier compared to weapon DPS, and the only way to make them work is to put them on a select number of weapons way under their intended tier. This is already an issue in vanilla, and Calamity doesn't seem to fix it. Drastically buffing the DPS of damage overtime debuff would make them actually a reliable source of damage instead of just either flavor or stat reduction (like defense).

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Add option to disable (most) vanilla tweaks**

Tweaks are fine but the problem is they cannot be undone while Calamity is enabled, which most people will dislike changes and prefer unchanged instead

**Suggestion Author**

@burnt sparrow

**Approved by**

@vestal charm

tawdry condor
#
**Rework Soul Seekers**

?

The Soul Seekers are a largely unimportant phase during both the Clonelamitas and SCal fight, only really serving to screw up visibility in the latter. They have low health, die quickly, and are even less important than the brothers in SCal’s fight. I would suggest reworking them to be permanent additions for the remainder of the fight, firing the wobbly Brimstone Flame Skulls present in certain parts of SCal’s fight. This would both introduce the player to the projectile, and make the Soul Seekers much more noticeable overall.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Decrease the amount of people that can be in VC 2 and 3.**

Having twenty people in one voice call can be hectic. Having each channel have a different user cap could let people avoid huge crowds. Changing VC2 to only allow 15/10 people and then having VC3 have a cap of 5/10 could alleviate the chaotic nature of these channels.

**Suggestion Author**

@clear barn

**Approved by**

@weak cedar

vague flame
#

Allow Gravistar Sabaton to consume flight time when the fall speed boost is used, and rebalance its additional effects based off flight time used.

Gravistar Sabaton feels incredibly rigid in how it works. You can hold it for a maximum of 5 seconds, but with a fixed cooldown, making the use of the fall speed boost in actual fights a lot more annoying than just grabbing Slime or Bean mounts. Having the accessory consume flight time and rebalancing its cooldown and explosion effect based off it would make the accessory a lot more fluid in usage and generally a lot more favorable in use.

Suggestion by: @wise radish

tawdry condor
#
**Remove the attacks Ravager gains as limbs are destroyed.**

Overall, most of them don’t add much to the fight, as they disappear in Phase 2 and only the laser burst is a noticeable threat; the leg sparks only pose a threat if you decide to move under Rav and the fireballs serve the same purpose as the lasers and don’t do much outside an enclosed area (Golem’s arena). Removing them would simplify the transition between phases and further help distance Rav as a boss from Golem, since two of the attacks belong to Golem.

**Suggestion Author**

@spring breach

**Approved by**

@vestal charm

tawdry condor
#
**Add more info to the Calamity Health Bar**

?

There's currently not a lot of reason to use the Calamity Boss Health Bar except for the fact that it gives you precise info regarding health percentages. This is highly useful, as it lets you track how close a boss is to swapping phases. Adding more info, such as debuff icons or even changing the color of the health bar depending on the phase the boss is in, would drastically increase the usefulness of the boss health bar and give the player useful info during fights.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Calamity Music Vinyl**

So I don't Know if this should be posted here or not but I'm going to ask anyway. Would There be a way to sell the Calamity sound track as a Vinyl Record or a CD. Or would you have to get DM Dokuro's Permission or something of the sort for this to work. If Possible I know I would Like to buy one and probably others would too.

**Suggestion Author**

@cedar shell

**Approved by**

@vestal charm

tawdry condor
#
**Fix various aspects about Cosmilite Bricks**

I love cosmilite bricks, but there are a lot of things that prevent them from being a great building block aside from their appearance. The only reason I didn't list them in the title is because there are quite a few

  1. They can only be broken by the Blossom Pickaxe. This is very annoying if your Uelibloom has been in short supply, so you haven't made the Blossom Pickaxe yet. Making it broken with a copper pickaxe would make it much less tedious to break. This issue extends to a lot of other building blocks in Calamity.

  2. 1 cosmilite bar only translates to about 20 bricks. Despite DoG dropping quite a lot, if you didn't get enough from him, you'll waste a lot of precious bars getting more, bars that could go to more important. I think making one bar worth 30-40 bricks would make this admittedly small annoyance much less annoying.

  3. The biggest issue IMO, the furniture is crafted at a Draedon's Forge. That means that even after obtaining the bricks you still have to go through the grind of getting the Forge. Making the furniture crafted at an Ancient Manipulator or Anvil would go a long way toward making the Cosmilite brick set a lot more commonly used.

**Suggestion Author**

@maiden heron

**Approved by**

@vestal charm

tawdry condor
#
**make a sentry based weapon for Scal's tier.**

reason: there are 2 bosses that i know about that make arena for themselves Scal and Yharon, and Yharon's arena is half made like every early game arena for a certain bosses
so having the only boss with a real arena not have a sentry to defeat him seems a little counter intuitive.
there is much less need to continuously summon new sentries because you and Scal are not flailing about all over the world, farther more the boss is mostly IN the arena making the fight pretty fair.

**Suggestion Author**

@novel sapphire

**Approved by**

@vestal charm

vocal aspen
#

Make a faq channel/pin for #lore-discussion

From what I've noticed, there seems to be a lot of repeated questions asked, namely who Noxus/Goozma/Xeroc/Draedon is, why Calamitas is human despite being an eye ingame, etc. While these are all answered in the Calamity Archived Lore doc, not very many people know it exists, and instead often consult the Total Calamity wiki for information, despite it being for a fanmade roleplay.

As an alternative to a faq, the CAL doc could instead be pinned to the channel and the channel name could be changed to "lore discussion read pins", so that people can consult it beforehand and have and overall better understanding of the more obscure parts of the mod's lore before joining in on discussion.

Suggestion by: @livid sail

tawdry condor
#
**Make shark tooth necklace effect not apply to Belladonna spirit staff**

From my experience, its a little unbalanced for a PRE BOSS weapon. The only thing thats the problem is its low damage. The shark tooth necklace buff the crap out of it, and it can even go up to pre wof.

**Suggestion Author**

@fleet leaf

**Approved by**

@vocal aspen

tawdry condor
#
Add a solution for the clentaminator that can convert dirt into mud.

Current Green Solution can convert evil blocks like rock or grass to normal grass, but there's no way to convert those back into mud, thus not really restoring the jungle, only cleansing the evil.
My suggestion is to give Steampunker or hardmode Witch Doctor a Jungle Solution for people that are unlucky enough to get Corruption/Crimsom/Hallow in the middle of the jungle.

**Suggestion Author**

@cosmic ingot

**Approved by**

@vestal charm

tawdry condor
#
**Add more true melee weapons that function like Murasama's swing**

After recently completing my first playthrough of Calamity as melee, I felt that it was a shame that the most fun weapon for me to use, Murasama, had no other weapons like it before post yharon. Having a radial aiming sprite based melee weapon is extremely fun and engaging to play with, and to my knowledge this only belongs to Murasama, Phaseslayer, and Arkhalis. Arkhalis to Murasama is a massive gap for players wanting to play with this type of weapon, and while I'm not asking for Murasama level size, effect quality, and damage output, I feel more weapons like this could be introduced to bridge this gap and introduce the choice of more control with a true melee weapon vs more range and flexibility with other melee weapons. The pre hardmode Phaseblades and the hardmode Phasesabers seem like prime candidates to me to receive this treatment, for example.

**Suggestion Author**

@umbral latch

**Approved by**

@vestal charm

tawdry condor
#
***Add a toggle that disables Astrum Deus' spawn animation. Why?***

As it is right now, players have to wait a total of 16 seconds between the time that you use the Titan Heart at the beacon and when you can actually deal damage to Astrum Deus. Not everyone has the patience for this, and it can get annoying, especially when no-hitting as you generally need to spawn the boss quite a lot. I propose making an option to disable the animation of the particles leaving the beacon and having Astrum Deus spawn in a similar manner to Golem (spawning where he usually would, above the player's head). This would cut down on the time that it would take for him to spawn, making it less time consuming to fight the boss. The toggle would be so that people can still experience the spawn animation.
(Clip of him spawning attatched)

**Suggestion Author**

@modern jacinth

**Approved by**

@vestal charm

tawdry condor
#
**Add an in game way to tell if an enemy is organic or not**

A lot of weapons interact with this and aside from the obvious examples (plantera, mech bosses, etc) it’s very hard to tell what’s organic or not, a simple way to tell would just be a very nice qol thing

**Suggestion Author**

@pine talon

**Approved by**

@vestal charm

tawdry condor
#
**Remove Combination Material Items**

Calamity has very well designed weapons, and to accompany them well designed and balanced crafting recipes, however some of the crafting recipes seems to have something that my brother would call "crafting to craft". These are additional crafting steps for the soul purpose of making the player do more work without adding anything to the game. some examples of this would be: Galactica Singularity, Life Alloy, Core of Calamity, and Ascendent Spirit Essence. These items are combinations of multiple resources, however making these before turning them into weapons/armor/accessories seems pointless when the recipe could as easily just use the raw materials. The only reason I could think of other than to be mean to the player for needing these would be if an NPC sold them, but that is not the case. I suggest removing these items from the game to lower the amount of crafting steps to make an item while still keeping the same amount of required resources. Another option would be to create an alternate source for these items, like boss drops from DoG, or just adding a way to uncraft them if you need the raw materials alone.

An alternative option would be to make an NPC that sells these combination items, giving a point to needing them (However this would probably be difficult for the devs).

**Suggestion Author**

@burnt schooner

**Approved by**

@vestal charm

tawdry condor
#
**Make Rogue items for OoA**

Rogue currently has no reason to do the Old One’s Army event, something that could be done is giving 1 or 2 armors (or an accessory) that provide Rogue bonuses will give a reason for Rogue players to do the event, it will also provide consistency as now every class would have an armor from the event and will give rogue (as well as mixed) players more armor variety in hardmode. But that wont be all, new weapons dropped by the events mini bosses will make rogue get more content as well as make it more varied and give an incentive to complete this tedious event

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

#
**Old duke scales buff/rework**

Old Dukes scales are a pretty overlooked accessory with a small niche where it increases damage as you take damage, this niche is pretty much never used unless the player is playing iron heart and/or nohitting where this niche is performed better by necklace of vexation or it is just better to equip an emblem or other accessory that can provide more utility and isn’t as situational such as Affliction, Bundle of Balloons, Deific or Ambrosial ampoule.
The proposed changes are as follows:
Buffing the damage to 20% and crit to 10% and making the boosts begin to activate differently, 4% dmg and 2% crit at 80%-100%, 8% and 4% crit at 60%-80, and goes on. Additionally to be more useful outside of said niche make it provide additional defense and life regeneration as hp lowers and providing immunity to debuffs such as irradiated and feral bite.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Make the Post-DoG events more interactive, possibly with new enemies**

?

Currently, the Post-DoG events are incredibly bland and boring. You just wail away with a high area damage weapon, and watch everything die until bosses spawn and one shot you. While this is true partially for the vanilla events, the problem is exacerbated by Post-ML movement accessories, meaning that only Pumpking and Ice Queen really pose a threat if you know what you're doing.

T3 Acid Rain by contrast is much more interesting, as it not only mauls you if you're even close to the ground, but also fires projectiles at you constantly from both the Nuclear Terror miniboss and normal enemies. Changing the Post-DoG events to be more similar to T3 Acid Rain would make the events more interesting and fun to do.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Allow ichor spear & cursed dagger to be crafted**

Instead of having the ichor spear and cursed dagger to be drops from their respective enemies, I feel they should be crafted from the respective materials, and keep the spear of destiny as a drop. They are not that good, and instead of waiting a while for one to drop I feel they should be crafted with some ichor/cursed flames for the respective one.

**Suggestion Author**

@livid crag

**Approved by**

@vestal charm

tawdry condor
#
**Rework Brimstone Monster's appearance so that they're mostly hollow inside.**

Brimstone Monsters are big. Really big. They cover a lot of the arena (and if you're on lower resolution, screen as well), and their visuals make the projectiles going through them very hard to see. Having the Monsters be mostly hollow in visuals (with the edges being the prominent factor of the hitbox highlight) would make projectiles be easier to see when going through monsters.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Add more unique Phantoplasm enemies**

?

Phantoplasm enemies barely exist, with all of them being variants of other enemies, and just adds to the point that Phantoplasm is a copy and paste of Ectoplasm. The Post-ML Dungeon is also pretty barren, with the only new additions being Spirit Variants that don't add anything new or interesting. Adding more unique enemies to the Post-ML Dungeon that can drop Phantoplasm would help expand the area more, and make farming for Phantoplasm less boring.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Replace Fridgid Bars with something more distinct**

Mainly for clarity. I've encountered questions about them on more that one occasion, mainly where the aforementioned person was inquiring about them and their differences to Cryonic Bars - so in order to avoid confusion, I suggest to completely redo their name and appearance.

**Suggestion Author**

@proper timber

**Approved by**

@vestal charm

tawdry condor
#
**Make the Obsidian Skull crafting line grant Heat Immunity**

I find it strange how the Obsidian armour set bonus grants Heat Immunity, but the Obsidian Skull and its crafting line do not, given they're both crafted more-or-less the same way and at the same time. Unless there's a specific reason, I don't see why giving it that feature would be a bad idea. It would make day time space exploration and underworld excavation early on possible, for people who want the freedom of doing so without relying on Obsidian Skin potions or wearing an entire armour set - which is not a problem unless you're not a rogue.

**Suggestion Author**

@rain zealot

**Approved by**

@vestal charm

tawdry condor
#
**Have more NPCs drop shark fins**

Shark fins are fairly difficult to get - especially early on - as they drop only from Sharks, Sand Sharks and Maulers. They're used for some crafting recipes, notably Seafood, Water Walking potions and Hunter potions. I feel like it would be fair to make more enemies drop shark fins.

NPCs that could drop shark fins: Frogfish, Catfish, Aquatic Seeker, Devil Fish, Fusion Feeder, Reaper Shark, Great Sand Shark, Sunskater (:sadcat:)

**Suggestion Author**

@rain zealot

**Approved by**

@vestal charm

tawdry condor
#
Issues with astrum aureus that have to be solved

pretty sure that not much people care about this boss, but i'd like to report some issues i found in the battle while fighting him: astrum aureus does not stand on platforms, making him very easy to cheese by simply standing on a platform away from the ground; the other issue is that minions target asreus' bombs, which will only detonate once damaged, while other classes can try to not hit the bombs, minions will automatically target and attack them, not just attack them accidentally while hitting aureus, and this means that summoners will have to deal with those annoying bombs during the entire battle unlike the other classes

**Suggestion Author**

@dark inlet

**Approved by**

@vestal charm

tawdry condor
#
summoner should have more rare weapons

for some reason summoner has only 1 rare weapon in the game, cold divinity is a legendary not a rare, i find rare weapons fun since they can give you a bigger advantage in your current stage of the game by the cost of excessive griding, and they're always variations of other weapons, and summoner seems to have the most variated rare weapons, since guidelight of oblivion, unlike cosmilamp, is a sentry with a much different attack

**Suggestion Author**

@dark inlet

**Approved by**

@vestal charm

tawdry condor
#
**Make Astral Sand work with the Sandgun/Sandstorm**

It's not too much of an important feature, but I would appreciate the extra detail since, well, its a sandgun, therefore, it should be able to shoot all things sand. Even if it's Astral Sand.

**Suggestion Author**

@hushed sparrow

**Approved by**

@vestal charm

tawdry condor
#
**Give brimstone elemental a delay before doing attacking during her bullethell**

Brimstone elemental has 3 attacks, although we'll just be focusing on 2 for today. Brimstone elemental's first attack is rapid fire of brimstone hellfireballs and a spread of 4 brimstone darts but for ease we'll call this the shotgun attack. Her second attack is firing a ring of 12 brimstone darts along with a barrage of 6 brimstone hellblasts and while doing this attack she'll be covered by her rose petals, being highly resistant to damage. For the sake of ease we'll be calling this attack the bullethell attack.

In her later phases she could choose to do her shotgun attack then continues flying around, shotgun attack then bullethell attack and sometimes bullethell attack then shotgun attack. If she does choose to do her shotgun attack and bullethell attack consecutively she can shoot the first of multiple rounds of bullethell attack right after her shotgun attack as seen bellow(ignore me using halimeme or getting one shot, i just happen to be using the weapon and armageddon at the time CompleteFailure). Now the problem arises when you're not too far from her and shoots high speed brimstone hellblasts at you while the brimstone darts from her shotgun attacks are still close to you almost instntly, giving you no reaction time as a brimstone dart moves closer to you forcing you to take a hit. Giving her a slight delay before attacking her next attack in lower health would fix this

TL;DR, brimstone elemental can shoot her fast moving brimstone hellblasts immediately after shooting brimstone hellfireballs and brimstone darts, giving you no reaction time and forcing you to take a hit.

**Suggestion Author**

@random robin

**Approved by**

@vestal charm

tawdry condor
#
**Add more Sentry weapons and accsesories**

In Calamity mod , Sentries are unrepresented to minions , so we should do them some justice . Like making Post-ML summoner sets give extra sentry slots . Or we can make a Summoner based accsesory which is diffrent from Nucleogenesis , like Nanotech and Darksun Mirrior are diffrent from each other . Also (obviously) more Sentry weapons , even a Terra , Elemental and Exo-tier Sentry weapons.

**Suggestion Author**

@quartz tundra

**Approved by**

@vestal charm

tawdry condor
#
**Make the Infinity Not Consume Ammo**

The Infinity is meant to be a reference to the Borderlands 2 gun of the same name. In Borderlands 2, it was known for the fact that it does not consume any ammo at the cost of reduced damage (in comparison to other guns at that stage) and being very inaccurate. In Calamity, it retains the fact that it is inaccurate with the reduced damage, but it still consumes tons of ammo, which essentially removed the entire point of what it was meant to reference. Making it not consume ammo while maybe nerfing the damage slightly will make it more true to what it was referencing.

**Suggestion Author**

@modern timber

**Approved by**

@vestal charm

tawdry condor
#
**Make Voodoo Demons drop a stackable consumable version of the Guide Voodoo Doll which can be crafted into an Accessory variant**

During the underworld grind, one will inevitably run into the issue of inventory space being clogged up by Guide Voodoo Dolls, which are classed as accessories and thus don't stack, despite the fact the main method of using them is to destroy them in lava to summon the Wall of Flesh. Given the improvements to special boss spawners such as the Profaned Shard for Providence, I wish to propose that Voodoo Demons have a tweak whereby they drop a Guide Effigy that behaves much like the Voodoo Doll in that it can be thrown into lava to summon the Wall of Flesh, but stacks in the inventory like many other boss summons. Heck, one could have it so the effigies act like regular boss summons, calling said boss when used and the Guide is alive. To balance the lesser used aspect of the doll as an accessory to beat up the Guide with, I also propose that the Guide Effigy can be crafted at a Demon Altar into the vanilla Guide Voodoo Doll. In the same vein, one could also use the same mechanic with the Clothier Voodoo Doll and make a Clothier Effigy that when used at night, kills the Clothier and summons Skeletron. This proposition will save much needed inventory space during underworld visits and prevent you from missing a falling doll due to having fifteen others taking up space, helpless as it burns up and Death Approaches.

**Suggestion Author**

@formal shadow

**Approved by**

@vestal charm

tawdry condor
#
**Make the Fungal Clump itself Glow**

The Fungal Clump does not actually glow, only the spores it releases do, which makes no sense as it has several glowing mushrooms on its back. This also makes its lighting very jarring especially in tight spaces where some of the spores are spawning in blocks.

**Suggestion Author**

@dense parcel

**Approved by**

@vestal charm

tawdry condor
#
**Clean up the Antlion's sand blast attack in Death Mode**

Antlions on Death Mode shoot an insane amount of sand, and its hard to clean up. It doesn't add anything gameplaywise, as it can only hit you once, the same amount as a normal piece of sand. The only thing it really does is make it so that my builds are covered in sand all of the time and require constant maintenance.

**Suggestion Author**

@halcyon sphinx

**Approved by**

@vestal charm

tawdry condor
#
**make Adult Eidolon Wyrm not despawn when you are trying to challenge him**

i think is pretty annoying that Adult Eidolon Wyrm despawn when the player tries to challenge her, i think it would be an easy "fix" if you put like a damage countdown that when the Wyrm doesn't take damage for an x time it despawn or add an icon in the map so it's easier to stay near him

**Suggestion Author**

@trail sail

**Approved by**

@vestal charm

tawdry condor
#
**Make sulfuric sand behave like regular sand**

I farmed some to make seafood, and it was annoying because the sand wouldn't fall for easy farming. Like c'mon, sulfuric sand has sand in its name. All the variations of sand, like ebonsand, pearlsand, and crimsand, all are affected by gravity. But why not sulfuric sand? It seems like a minor detail, but to me its a little odd.

**Suggestion Author**

@distant forum

**Approved by**

@vestal charm

tawdry condor
#
**Give Rogue javelins and daggers unique distinction from each other mechanically.**

Each of rogue subclasses has something interesting going on (bombs usually have area of effect, boomerangs return to you, and spiky balls linger while dealing continuous damage), meanwhile javelins and daggers are practically the same. They're thrown, and that's about it. There's not a single thing keeping them apart of the base level beyond hitbox and visual size. Giving either or both unique distinctions would make these 2 subclasses basically not a copy of each other mechanically.

One idea for this can be, but won't be limited to keeping daggers as the fast yet low damage option, while javelins can be changed to be way slower in use, but with heavier impact on hits.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Make the Cosmic bolter and Plantary Annihilation's name more on par with the other weapons of the tier**

Thematically, both of these weapons are the "terra bow" and "elemental bow". Why do they have such random names?

**Suggestion Author**

@fleet leaf

**Approved by**

@vestal charm

tawdry condor
#
**Unban emote suggestions, but impose new rules to better integrate them into our current suggestion system.**

Right up to being banned, emote suggestions were outliers due to not requiring a reason, being large, and a handful of smaller, more irrelevant complaints.
I feel like making new, emote specific rules could help them be integrated better into the current suggestion system. Some ideas include, but are not limited to:

• Requiring emotes to be a certain size, to take up less space in voting/posting
• Limiting the amount of emotes posted per month to try to decrease the frequency of emote suggestions
• Requiring emotes to fill niches that current emotes do not fill.
• Limiting the amount an emote can be reposted, either for a certain amount of time or indefinitely.

Emote suggestions have been a pain point for the suggestion-discussion community and I feel having an outline for what is and isn't allowed could alleviate the headache and stop the arguments over what should and shouldn't be a valid emote.

**Suggestion Author**

@clear barn

**Approved by**

@sharp zinc

tawdry condor
#
**Reduce projectiles for some weapons**

I just started playing modded, and I play a lot with my friends. I recently started my first modded playthrough. Obviously, I've been using calamity. I'm using ranger right now, with elemental blaster as my main weapon. This causes a little lag in multiplayer. However, my friend uses elemental disk, which causes a crazy amount of lag, making it very hard to dodge bosses. A suggestion to possibly enhance multiplayer is reduce the amount of projectiles for some weapons but compensate with additional damage.

**Suggestion Author**

@nocturne fractal

**Approved by**

@vestal charm

#
**Give Providence a slight delay in between entering a cacoon, and firing cacoon stars**

Providence's cacoon stars attack is one of her most difficult attacks, especially in death mode. I think it really adds an extra layer of depth to the fight and is a very unique attack. That being said, I have had numerous experiences where I have been on top of providence's spire when she enters her cacoon. Because there is very little delay between when she enters the cacoon, and when she starts firing stars, I die almost immediately. It is also difficult to tell when she will enter a cacoon, so you really could be insta-killed at any point when you are too close to the boss. Adding a small (.5 second or so) delay between when she enters a cacoon and starts her attack can fix this issue.

**Suggestion Author**

@little ledge

**Approved by**

@vestal charm

#
**Improve the Plague Bringer Goliath Fight**

The Plague Bringer Goliath is a well designed boss, but it has some major issues, one being that it just feels like a weaker Duke Fishron. It does less damage, has slower movement speed, has less variety of attacks, and has less ranged attacks. If you can beat Duke Fishron, you can beat Plague Bringer Goliath, which is completely unfair as Duke Fishron can be taken out with base vanilla gear, let alone the massive power ups you get from playing Calamity. It just feels like a pointless add-on that only serves to give the player the Malachite if they are playing rogue, as all the other weapons are not necessary.

**Suggestion Author**

@burnt schooner

**Approved by**

@vestal charm

tawdry condor
#
**Make acid wood a block, and make acid wood furniture.**

It would be fun to build houses on the floating islands floating in the sulphuric sea, but there is no acid wood furniture to decorate, and no block to build with.
Thematic furniture and blocks are in most other biomes included in the mod, so why not for the Sulphurous Sea?

**Suggestion Author**

@graceful sinew

**Approved by**

@vestal charm

tawdry condor
#
**Remove ammo damage 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
#
**Nerf Luxor's Gift's effect on Eldritch Tome**

The Eldritch Tome combined with Luxor's Gift can completely destroy anything up to WoF in about a minute max. I propose that Luxor's Gift shoot a single projectile rather then three for every shot of the Eldritch Tome, as this would noticeably reduce the DPS, perhaps even to a balanced level.

**Suggestion Author**

@brittle patrol

**Approved by**

@vestal charm

tawdry condor
#
**Give Old Duke some indicator, at least in Phase 1, that his dashes are predictive.**

Without external sources like the wiki, it’s jarring to figure out how OD’s dashes work in comparison to other tracking attacks (Brimmy’s laser, Moon Lord’s bolts), which have some indication that they are predictive, while OD’s dashes don’t and are performed quick enough to just cause confusion.

Giving them an indicator that they’re predictive, e.g. have OD’s sprite look at where it thinks the player will move, would make it an easier and smoother experience to get used to the fight. This indicator could gradually disappear after Phase 1, moving the fight back into its current state.

**Suggestion Author**

@spring breach

**Approved by**

@vestal charm

tawdry condor
#
**Make town NPCs' hp scale**

I think it would be helpful if NPCs had more hp in later progression stages (specifically hardmode) since that adds alot of new enemies with higher damage.

**Suggestion Author**

@primal zephyr

**Approved by**

@vestal charm

tawdry condor
#
**Add the earth elemental in the heart of the elements**

The Earth Elemental in the current version of the mod doesn’t serve much of a purpose, as he only provides Arid Artifacts and a few weapons. Arid Artifacts are craftable, and the weapons are easily outclassed
By giving him a designated accessory drop, he would be less of a bother for players that are underground, especially early hardmode players, since it's not worth it to fight them.
On the same note, adding such item into the Heart of the Elements, he would be more relevant to the progression of the mod overall, since he already has an influence on the HotE's acquiring, by facilitating the spawn of sandstorms.

final note, he IS an elemental by name, so it seems fitting to be a part of the heart

**Suggestion Author**

@proud gull

**Approved by**

@vestal charm

tawdry condor
#
**Buff Polterghast**

Polterghast's drops allow you to create some of the most powerful weapons in the game. While it is not a necessary boss, if you want to have a decent weapon for DoG, you will need to kill it. That being said, I have always found the boss to be way too easy, even in death mode. Its attacks are predictable, and it's really easy to just abuse life steal (because at this point every class seems to have good life steal). I even find the sentinels to be more difficult in most situations. I suggest that Polterghast either has some of its attacks reworked to be more difficult and less predictable, or at very least stops the player from using life steal with its projectiles, similarly to moon lord.

**Suggestion Author**

@little ledge

**Approved by**

@vestal charm

tawdry condor
#
**more darts and dart-firing weapons**

darts are arguably one of the more unique types of ammo (not counting flares that have 2 types that are extremely similar), and are fun to use. having an upgrade to the upgraded dart rifle around maybe post moon lord, or having like a sniper (high damage low fire rate), or maybe even one that shoots darts in unorthodox ways (from the sky, or like xenopopper style), would be great, not to mention the fact that you dont have to make darts act like bullets or arrows, so theres a lot more creativity (crystal bounces, ichor splits, and cursed drips)

**Suggestion Author**

@lucid saddle

**Approved by**

@vestal charm

#
**New DoG attack during Final Phase**

Have DoG occansionally do a unique attack after he shouts "A GOD DOES NOT FEAR DEATH" where he leaves a visual cue of two portals across the screen at a random direction from the player's position. DoG will then proceed to directly charge between the two portals at a high speed. The player will get a few seconds to react and run from the charge.

It's a small change but it'd be a nice nod to his lore since he likes to pop out of his pocket dimension and surprise attack his prey. And it'd make the end of the fight a little more memorable.

**Suggestion Author**

@sharp sparrow

**Approved by**

@vestal charm

tawdry condor
#
**Lower the chance of dropping Wulfrum Battery**

Wulfrum enemies likes to spawn massively in pre-HM and sometimes, Wulfrum Batteries fill your inventoy. Before that it was 10% but dropped from only Wulfrum Drone, and Batteries was really rare. And now it droos from every Wulfrum Enemy but Wulfrum Battery drop chance is 7%. Making his drop chance 4-5% would be great.

**Suggestion Author**

@noble mulch

**Approved by**

@vague flame

#
**Rebalance Wulfrum Armor for Rogue and Ranger**

Wulfrum armor is great for a starting armor that you get the materials for while simply exploring. However, it’s completely overshadowed when you play as either rogue or ranger. As rogue, you can literally just go to the snow biome, chop down a few trees and mine some snow and ice, and you have a better armor with much less effort. As ranger, you can go to the desert and kill a few vultures while getting some sand and you have much better armor and a really good set bonus with minimal effort. This allows players to literally ignore the entirety of wulfrum’s existence with those classes, when other classes rely on it as their pre boss gear. This would be fine if other classes had the option of a better armor at a lower cost, but currently, it’s just a free head start for rogue and ranger.

**Suggestion Author**

@modern timber

**Approved by**

@vague flame

tawdry condor
#
**Make dragonfolly not enrage for a few seconds after spawning**

(I'm going to refer dragonfolly as "birb" for ease)
Birb is a fast-paced boss which attack consists of dashing, summoning feathers and spawning servants. Birb's behaviors are if you're 75 blocks away from birb or being out of the jungle for at least 3 seconds, it will enrage, gaining increased aggression and feather speed. If both conditions are met, it'll gain 65% DR.

The spawning conditions of mobs are here: https://terraria.gamepedia.com/NPC_spawning#Spawning_Basics . If you read the wiki, birb will almost always spawn enraged since it spawns far away from the player, getting stuck on blocks and your first instinct will more likely than move away and possibly making birb further away from you causing it be able to dash with mach speed makes you get a cheap, undodgeable hit and more often than not you'll get hit for a lot of damage. These are videos that show how birb can be a bit unfair at times(ignore me being one shot, I just happen to be using armageddon at the time)((You can copy the link and paste it in a server somewhere else if you don't want to download them)
https://cdn.discordapp.com/attachments/697433383793459234/786141676636864522/Terraria__Better_than_life_2020-12-09_14-28-17_Trim.mp4
https://cdn.discordapp.com/attachments/697433383793459234/786139959366516745/Terraria__Better_than_life_2020-12-09_13-46-41_Trim.mp4
https://cdn.discordapp.com/attachments/697433383793459234/786141396884914176/Terraria__Better_than_life_2020-12-09_14-16-26.mp4

TL;DR, when birb spawns, it gets enraged almost immediately and when it chooses to do a dash it leaves the player with no reaction time, hitting the player and dealing a massive amount of damage

**Suggestion Author**

@random robin

**Approved by**

@sharp zinc

tawdry condor
#
**Rework and retier Wulfrum armor.**

Wulfrum armor has been in a stiff competition with a lot of other early game armors, particularly Desert Prowler, Snow Ruffian and Victide. You exert roughly the same effort to get Wulfrum armor just for a worse version of Victide. Reworking and relocating the set would make the armor actually a feasible option to be used instead of having to compete for Victide for the rest of its life.

One idea to achieve this can be, but won't be limited to, making the armor omni-class (not catering to specific ones) later in the progression, with its set bonus reworked to involve the "supercharge" method from Wulfrum Pylons.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Increase the drop rate of Vesuvius.**

Vesuvius is a Legendary weapon that drops from Betsy. Betsy, a boss that you need to encounter by suffering through the first 6 tiers of Old One's Army post-Golem. Unlike most bosses with Legendary drops, Betsy's 1% chance of dropping Vesuvius is quite unjustified due to the difficulty of encountering her (on-tier) in the first place. Raising the drop rate for Vesuvius would make the effort to get the weapon roughly equal to getting Legendaries from other bosses.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Remove Murky Sludge, Murky Paste, Beetle Juice, Trapper bulbs, Mysterious Circuitry, Demonic Bone Ash, Ectoblood and either Lumenyl or Depth Cells**

Theyre unecessary, and add unecessary material bloat to the mod, their recipes could easily deal with already present materials, or change their crafting station to lock them behind some boss.

Murky sludge wouldnt affect anything, and a bottle could be added to radiant ooze recipe. and it could be replaced by either gel or blighted gel.
Murky Paste drops from 2 of the jungle enemies, but there are already 3 jungle materials in vanilla, Murky paste could be removed and the bezoar recipe could be changed to just use jungle spores.
Beetle juice and Trapper bulb would also not cause any significant changes, and could be changed to a honey bottle on the vitamins recipe, and vines on the honey dew recipe.
You already know what the deal with ectoblood is.
Mysterious circuitry has the same sources and uses as dubious plating.
Lumenyl/Depth cells drop from the enemies ecnountered in the same environment, so either Lumenyl could be just a decor block, or depth cells could be removed

**Suggestion Author**

@marsh wind

**Approved by**

@vestal charm

tawdry condor
#
**Add more items that only use one kind of mechanical boss soul**

I find it kind of annoying how, to get most of the post-mech upgrades, you need to beat all three mech bosses. In my experience, most people have much more trouble with one mech than another, so small gear upgrades that you could get from whichever you find easiest might make the whole of early hardmode more manageable.

Now, this part of the suggestion is a less important bit, but it'd also be nice if these upgrades could not use hallowed bars. It gets really annoying when you go above and beyond, beat a boss you normally couldn't, and then get way too few bars.

TL;DR minor gear upgrades using only souls of sight, might, or fright (and preferably not hallowed bars) could make the mech boss grind feel less grueling for people who have trouble with them.

**Suggestion Author**

@brittle patrol

**Approved by**

@vestal charm

#
Increase the amount of bars dropped from DoG, and Calamitous Essences from SCal

It might be just bad luck, but I always have to do these bosses several times to get enough bars to craft everything, which is very aggravating since you need to fight them to get the upgrades for the next stage, and they do not drop enough to make any real upgrades, so you have to grind them all with the same gear you fought them within the first time, which means that you will still lose relatively often, which makes grinding these bosses ridiculously aggravating

**Suggestion Author**

@loud panther

**Approved by**

@vestal charm

tawdry condor
#
**Convert the Old Duke’s Scales into an Old Duke-themed pair of wings.**

The Old Duke’s main accessory drop attempts to juxtapose Fishron Wings by offering defensive benefits, but ends up falling flat on it’s face as a stand-alone item due to its strange conditional damage boosts and awkwardly implemented debuff immunities. The scales aren’t worth picking up for these reasons; it’s effects are hard to actively maintain or even notice in many cases. Simply put, the accessory needs something new.

Since the post-polterghast tier currently lacks any, a good way to rework the scales may be to turn it into a pair of wings. It could still inherit more defensive effects at the expense of more mobility from other options, to keep it in line as an opposite to Fishron, if this aspect of the Old Duke’s Scales is to be retained. Gating a powerful alternative mobility option here would make Old Duke more worth killing than he currently is, and will open up more choices between post-moon lord mobility accessories.

**Suggestion Author**

@oblique topaz

**Approved by**

@vestal charm

tawdry condor
#
**Change what Poseidon's projectiles are called (very minor pet peeve)**

They're called typhoons right now, but that just makes no sense. Razorblade Typhoons are called that because they actually look like a weather forecast view of a typhoon. I'd call Poseidon's projectiles runes or orbs instead.

**Suggestion Author**

@brittle patrol

**Approved by**

@vestal charm

tawdry condor
#
**Make DoG actually look like he's coming out of the portal whenever it teleports, just like the mechworm**

the portal telegraph should stay stay overlayed on his tail while a body segment is on it, it'd look a lot more like it's actually coming out of the portal, if DoG didnt teleport as often, it wouldnt be a very big issue but atm it looks very akward and silly.

**Suggestion Author**

@marsh wind

**Approved by**

@vague flame

#
**Plantera should drop Trapper Bulbs**

In the calamity Trapper Bulbs are required to reach max Heath, but they are very tedious to get. this could be solved by making Plantera drop Trapper Bulbs.
It would make sense if Plantera dropped Trapper Bulbs because, the phase two sprite of the boss is similar to that of Angry Trapper, as well the Trapper Bulb is used in the item recipe for the plantera summoning item the Portabulb, this leaves me to think that Plantera is a trapper and should therefor drop Trapper Bulbs

trapper bulbs could be a drop from the enemys plantera summons in phase 2 Plantera's Tentacle as they more closely resemble Angry Trappers.

**Suggestion Author**

@tender snow

**Approved by**

@vague flame

#
**The Spear and Trident Should Get a Crafting Tree/Use**

In Terraria, these weapons really arent used at all and are useless throughout nearly the whole game. They just, exist in Terraria. Even if you do find one pre-Hardmode, its not going to be useful for very long. They should be given a use or crafting tree to have more use, as it would make them more valuable to the player. And if so, make them craftable. Because finding them can actually be a bit annoying as they generate in chests, which is RNG.

**Suggestion Author**

@eager quartz

**Approved by**

@vague flame

#
Disable boss zen in the abyss

You can cheese the abyss completely by spawning an eye of cthulu, teleporting to the abyss with boss zen active, and go exploring. This boss zen should be disabled, or make abyss enemies immune to boss zen.

**Suggestion Author**

@upbeat obsidian

**Approved by**

@vague flame

tawdry condor
#
Make the Biome blade require materials from the calamity biomes

I think the biome blade is pretty fun but I feel like its kinda weird that it doesn't need any materials from the newly added biomes, something like sulferic sand and sea prism could be added to make it feel more at home (and maybe require something from the Astral infection for the true biome blade but its fine without it) because the sulfiric sea is almost completely different from the normal ocean except that its on 1 side of the world and there is water and the Sunken sea is completely unique all to its own

**Suggestion Author**

@abstract hare

**Approved by**

@vestal charm

tawdry condor
#
**Make Calamitas Clone start in phase 2 upon first defeat**

The whole purpose of phase 1 is to serve as a fakeout phase, yet it is unavoidable and happens at the start of every battle, even after beating her. Having a fakeout phase means nothing if everybody knows that there is a fakeout phase. Due to it being pathetically easy to avoid her lasers, it mainly serves as a place to get easy Adrenaline (and Rage if Heart of Darkness is equipped) to practically skip a significant portion of phase 2.

**Suggestion Author**

@plush fiber

**Approved by**

@vestal charm

tawdry condor
#
**Give some difference between crimslime and corroslime staff**

These staves exist only to have some sort of variety, i understand, but maybe we could get some sort of difference between them? Maybe a status effect or knockback and speed or something, idk I just feel like there should be a reason to get both.

**Suggestion Author**

@crude totem

**Approved by**

@vestal charm

tawdry condor
#
**Make Zen Potion disable naturally spawning bosses in Death Mode**

As far as i know, the Zen Potion is pretty underused, adding this effect would make the potion more interesting, and give another option to players that aren't ready to fight the bosses, other than having to escape the boss' biome or leave&rejoin the world.

**Suggestion Author**

@still cobalt

**Approved by**

@vestal charm

tawdry condor
#
**add Lumenous Amulet to Abyssal Diving Gear tech tree**

the Abyssal Diving Gear is the final upgrade to a lot of item relating to water and the abyss, but one item is left out that i feel should be included in the tech tree the Abyssal Amulet, (which is then upgraded to the Lumenous Amulet) i feel like it should be part of the tech tree as it fits with the theme of the item but is left out for some reason.

**Suggestion Author**

@tender snow

**Approved by**

@vestal charm

tawdry condor
#
**change the movement speed in ranger proficiency to ammo consumption chance reduction**

currently every class has 3 stat bonuses from proficiency: Class damage, class crit (summoner has kb but that doesn't matter), and one boost unique to the class (except for rogue but that's a whole other story not for this suggestion). For ranger's 3rd boost it has movement speed, which is a general stat to all classes, instead of the already existing special ranger stat. In addition to this, a small boost in movement speed does very very very little compared to the other classes 3rd boost. It makes more sense for ranger to have ammo consumption chance reduction than movement speed

**Suggestion Author**

@fossil ingot

**Approved by**

@vestal charm

#
**Make Nychthemeron's recipe craft more units at a time.**

Nychthemeron's recipe is exhausting to make, because you need 5 of Light and Dark Shards each in order to get a full stack of the weapon. Considering there aren't any ways to reliably get Shards by that amount (and the fact that most other weapons use no more than 2 of either or 1 of both), Nychthemeron becomes hard to get. Increasing the yield in Nychthemeron's recipe would make the weapon a lot more accessible for crafting.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

#
**Replace rogue velocity stat in Rogue's Proficiency line with max Stealth.**

Each class has 3 stats boosted by Proficiency: Class damage, class crit chance (Summoner has minion knockback instead), and a stat unique to each class (for the most part). Rogue has velocity as this unique stat in its proficiency, which isn't as unique to Rogue as its Stealth mechanic. Replacing velocity in Rogue's Proficiency with max Stealth would give its Proficiency line an actual unique stat for Rogue.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Make the hallow, corruption and crimson more difficult in death mode**

in death mode most biomes are getting more difficult (the jungle, ice, underworld, underground and space)
it would be more consistent with the other Death Mode biomes to add more difficulties to these biomes.
it doesn't have to be instant death like in the blizzards of the snow biome but it can be similar,
like increasing spawn rates while corrupting the animals in the crimson and corruption.

**Suggestion Author**

@novel sapphire

**Approved by**

@vestal charm

tawdry condor
#
**Change the i-frames of some weapons**

Mainly weapons like Plague Staff, only one projectile can hit because of the piercing, I feel that making weapons like these use custom i-frames would make them actually good for the average dps for the tier. In contrast, The plague staff can do 900 dps, where forbidden sun can do around 3,000 - 4,000 dps

**Suggestion Author**

@livid crag

**Approved by**

@vestal charm

tawdry condor
#
**Controllable Wand Upgrades (Flamelash, Magic Missile, Rainbow Rod)**

The controllable wands sure do suck in 1.3, but some weak weapons do make the cut and get some calamity material upgrades. Also, the only controllable wand upgrade is Shifting Sands in Calamity, so it'd be cool to add some mage variety to calamity, even if it's only like 2 or 3 more upgrades.

**Suggestion Author**

@placid wadi

**Approved by**

@vestal charm

tawdry condor
#
**Add a Betsy Spawner**

Vesuvius is the most annoying Legendary Weapon to grind for, since normally Betsy only spawns in wave 7 of the post-golem OOA event.
Adding a direct spawner would make it easier to obtain it for players that don't want to install other mods for their play experience.
This is also a better way to make obtaining it easier than increasing the droprate, since Legendary Weapons (and The Community) all have a 1% droprate and not 5%+.

**Suggestion Author**

@stable condor

**Approved by**

@vestal charm

tawdry condor
#
**Give an actual progress update on the Lore**

?

The lore of Calamity has been in a limbo sort of state for over a year now, with two fairly major content patches happening in that time (Rust and Dust, and Acid Rain). It’s shocking then that writing, that takes far less time than major content patches, has not seen a single lick of progress. The only note we’ve seen is Anahita and Levi being reworked, and the addition of lore tablets in game via Rust and Dust, which is interesting but very minor. Any progress update, or even updates to individual lore pages on the wiki would be very appreciated.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Give All Homing Weapons Servant-Ignoring Homing Properties**

When using homing weapons on bosses that have adds such as yharon or leviathan, they will often ignore the boss in favor of targeting the adds which can reduce DPS greatly with a lot of adds. The Nanoblack Reaper, on the other hand, completely ignores small enemies if there is a boss nearby which greatly helps focusing on the boss rather than the minions. Giving the other homing weapons this style of homing will make it much less annoying to try to target a boss with minions.

**Suggestion Author**

@modern timber

**Approved by**

@vestal charm

tawdry condor
#
**__Give Gulper Eels a unique drop post-Polterghast.__**

These enemies spawning in the 3rd and 4th layers of the abyss have no purpose other than to be a hazard; giving them a unique drop will not only give them another purpose, but will also give players an incentive to actually want to encounter them. It is not like this cannot be done or is limited to the biome's minibosses as Bobbit Worms have a unique drop post-Polterghast.

**Suggestion Author**

@sharp zinc

**Approved by**

@vestal charm

tawdry condor
#
**Make the stealth meter capable of building up regardless if the player has rogue armor or not**

Not having the stealth increase before getting rogue armor is pretty annoying, especially for multiclass users that for example, use summoner gear, armor and weapons but also use rogue as a subclass to help the player fight too.

**Suggestion Author**

@buoyant arrow

**Approved by**

@vestal charm

tawdry condor
#
**Make Bloodflare armor's mines look different from Polterghasts**

I'd like you to picture this situation. You've beat polterghast and crafted bloodflare armor, but you did not get the weapon you wanted from polterghast. You go to fight him again, only to find your bloodflare mines identical to his polterghast mines. I simply recommend you change the set bonus texture.

**Suggestion Author**

@empty bough

**Approved by**

@vestal charm

tawdry condor
#
**Make summoner armor set bonuses more interesting.**

A lot of Calamity's summoner armors only add a minion beyond simple stats as set bonuses, and this goes throughout most of the armor progression, with post-ML in particular. Giving summoner armors actually interesting set bonus to play around with would make the summoner armor progression not as bland and actually significant beyond stats.

Some examples to improve on can be, but won't be limited to:

  • Adding a toggle on a certain armor to force minions to target the cursor.
  • Making minions summoned have interesting way to be used instead of following how most minions work.
**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

#
**Rework accessories that consume Stealth to instead have better effects the higher the player's Stealth is.**

Certain accessories that consume Stealth (Some include Plagued Fuel Pack, Blunder Booster, Spectral Veil and Momentum Capacitor) seem to try to appeal to the playstyle mixing, while in fact the Stealth consuming mechanic is iffy to use on both parties. Spam players can't really get time to build stealth enough to activate these without crippling their DPS temporarily, and stealth players would need to wait for a whole lot more since a good amount of stealth is consumed by these accessories.

Having these accessories work without consuming stealth would make these more versatile to use for both playstyles. Additionally, having stealth boosting the effects of these accessories would make the accessories still work as intended, with stealth somewhat affecting these accessories.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Have either the Dye Trader or the Dryad sell certain plants for certain upgrades**

Some plants, like Orange Bloodroots, are rather difficult to find. However, an idea I have is for certain plants to be sold after certain bosses are defeated. (i.e., Orange Bloodroots after Plantera, Blueberries after Polterghast, etc.)

**Suggestion Author**

@pseudo plaza

**Approved by**

@vestal charm

tawdry condor
#
**Give Demon Shade Armor more buffs**

Demonshade armor is a good endgame armor, giving the player 10 extra minion slots, and well as a lot of defense and an array of buffs for other classes, but in many cases can be outmatched by the specific abilities the different variations of Auric Tesla. I suggest that Demonshade armor give another set bonus to give a reason to use it as you have to kill Supreme Calamitas to get it.

**Suggestion Author**

@burnt schooner

**Approved by**

@vestal charm

sharp zinc
#

Make players far away from a boss not gain adrenaline

In multiplayer your friends will often be farming bosses while you are mining or building. Your adrenaline fills and it does nothing. Its not important but making it so players far away from the boss don't gain adrenaline would be cool (or make it reliant on if the players damage the boss)

Suggestion author: @vale vapor

#

Give Providence a Unique Out of Biome "Enrage"

Currently, Providence and the guardians just go invincible when out of biome, without letting you damage it. This feels lazy and cheap compared to many other bosses like plantera or golem in revengeance+. With the other bosses, it's still possible but at challenging enough to make you want to bring it back to the biome, rather than forcing you to. A good solution to this is to possibly give it the night time AI (but retain the ability to spawn guardians) when led out of the biome, giving a challenge without forcing the player to move into the biome to actually continue the fight.

Suggestion author: @modern timber

#

Rework Ceaseless Void

The Ceaseless Void's fight pretty much revolves around the Void throwing way too much projectiles and minions at you. The orbs are way too wide-ranging, and the minions are very aggressive. All of this turns what could be an interesting bullet hell into a bullet tartarus.

Suggestion author: @bitter mirage

tawdry condor
#
**Make Cold Divinity a little bit more worth obtaining/using**

This thing is pretty disappointing. It's supposed to be a hardmode legendary. Early hardmode, sure, but it is still a hardmode legendary nonetheless. This thing is extremely underwhelming, and lackluster, in my opinion. It requires devotion of a crap ton of minion slots for it to be effective, and even still, it is held back by its painfully hilariously bad fire rate, and the right click, the one thing that could be of some interest, due to it's potential for 'group damage' and burst, is put on such a massive delay. It actually rarely ever pops if cast on a mob, or maybe luckily clears mobs around the one you cast it on, or feels so slow against bosses that it doesn't really have much impact other than "well I added an extra like 1500 dps after like 20 seconds of waiting. This much commitment is a poor trade off for an armada of minions." This weapon feels like a trade off when there's far more consistent, and far more effective items within a similar caliber, that have much better interactive use, or a more solidified role. Sure, it is an auto-homing weapon, which is centered on the player, but nearly every minion at this point of time has some capacity of high tracking, and more dps to boot, or unique gimmicks that make it fun and powerful at the same time. Cold Divinity feels like it's trying to do the same, but it missed the mark, pretty hard.
My suggested changes for example(?): Potentially reduce the time it takes for the RMB to implode on a target. Increase the speed at which the crystals can recharge & fire, this things lackluster recharge rate is really holding it back. Even a tiny increase would help tremendously to cement a role in this thing. Increase the damage by maybe a few points higher? I know that this can be risky and most damage values are set as they are for a reason, but something to justify using this over other minions is much needed. This thing also has a 1% drop rate, too.

**Suggestion Author**

@bleak gyro

**Approved by**

@vestal charm

tawdry condor
#
**Improve on Plaguebringer Goliath's rocket dash attack in Phase 2.**

The rocket dash in Phase 2 is ridiculously easy to avoid. With the initially small area of coverage and the way the spread goes towards where the boss is heading, it's easy to just run under or fly above the rocket formation to avoid it. This essentially invalidates the attack considering you have decent space to dodge. Reworking this specific attack would make the rocket dash attack actually challenging to fight against.

One idea to rework it can be, but not limited to reducing the amount of dashes while making the rockets shoot in all directions instead of a cone-ish spread.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Make the calamitas clone fight more interesting**

I feel like the calamitas clone fight is very underwhelming for such a milestone boss. It's very visually bland and is also considerably easy even more so than some of the mechanical bosses, she might as well just be an easier twins fight at the moment.

An idea i had which would work in tandem with the track by DMDokuro is to all previous calamity bosses involved in someway eg. having each boss spawn through the fight at a weakened state to help the clone. eg. desert scourge spawns when she is at <80% and could have some visual difference like the calamitas color scheme more health and attack so its a threat but still inferior to calamitas. then perhaps at <70% health crabulon spawns with the same changes then <60% hive mind spawns with changes then at <40% the perferators so on and so forth untill every boss has made an appearance up to the brimstone elemental.

You could have calamitas go invincible while the bosses are alive or perhaps just give her increased defence but she will attack less.

Overall i think the first fight with calamitas needs a major overhaul. Something i think the team should really consider.

**Suggestion Author**

@drowsy gulch

**Approved by**

@vestal charm

tawdry condor
#
**Add some pre hardmode rocket launchers**

rocket launchers are a cool part of ranged class, but seeing it's bound to hardmode is pretty unsatisfying. it would be a good idea to add some rocket launchers to pre hardmode, making rangers have a bit more choice instead of shredding ds for bow to shred eye and crab and use that gun up to star cannon/phonix blaster/molten fury. Because how grenades exist and can be utilized as ammunition for early game rocket launchers, i think they should all deal damage to the user to balance things out. I personally would like to see rocket launchers at pre boss stage, pre evil boss stage, aerialite stage and statigel stage, which balances out progression like rocket launcher progression balance in hardmode

**Suggestion Author**

@storm sierra

**Approved by**

@vestal charm

tawdry condor
#
**Rework Raider's Talisman's effects to be temporary but faster to get.**

Raider's Talisman is a potentially useful accessory, yet it's probably one of the most tedious ones to be worked on to get its advantage. Reworking Raider's Talisman would make the accessory a lot more smoother in design, without needing to farm King Slime everytime the player respawns.

One idea to buff this can be, but won't be limited to making the stacks quickly decay after not dealing critical hits for a short time, but the stacks are easier to get. The stacks per hit can also be raised to the player's stealth points, to make the accessory a bit easier to build on stealth.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**add a way to craft the stones related to the HoTE (bloom, cryo, aero and chaos stones)**

reason: relating on luck to obtain a stone that you probably won't use at all is trash you can go on killing 40 of one of the bosses and not get the item you looking for (this is happened to me in the past and is happening to me right now and it can happen with any of the bosses)
this won't be so bad alone the HoTE is not a super late game accessory and not necessary to every run of calamity.
however those who want it can have a terrible time obtaining that last 1 or 2 items making you stuck on the tasks grinding the same boss for hours.
and more devastating is the fact that the cryo stone is used in another crafting recipe to make the kelvin: a rouge/melee weapon which it really good against worm bosses like the tough challenge of the destroyer up ahead so this can but not have to result in the anti-fun and boring type of challenge for these 2 classes.

making these items obtainable through a form of crafting can really help stop the luck based element that driven many of grinders to raging over a such items.

**Suggestion Author**

@novel sapphire

**Approved by**

@vestal charm

tawdry condor
#
**Fix Rocket launchers, post moonlord and harmode**

At the moment, rocket launchers are perfectly balanced, they don't have many issues.
However, one main problem with a lot of, especially magnomaly cannon and chicken cannon, is their issue with lag/dust prevalence. Chicken cannon could be changed to remove the dust prevalence, which (by use of other mods),
can fix the issues. However, with magnomaly the FPS still drops by approx 50%.
I believe preventing them from intentionally splitting with the elemental quiver, would be a huge fix to the lag issue,
as there would be no excess projectiles.

**Suggestion Author**

@fleet leaf

**Approved by**

@vestal charm

tawdry condor
#
**Make all Laboratory blocks (Plating, hazard blocks etc...) Meshable**

I.e. make different types of lab blocks join together instead of having little gaps between different types. This is helpful for building and making structures look better.

**Suggestion Author**

@balmy flame

**Approved by**

@vague flame

#
**Make all Calamity building blocks easily breakable**


Calamity adds a big pallete of new blocks and tiles, and thats wonderfull for builders, but later on in the game building just becomes more tedious by normal blocks like Voidstone Slabs, Ashen Slabs, Otherwordly stone ect.
The suggestion is to make said building blocks more easily workable with, since it can get annoying to build with these in normal playthroughs (especially if you dont build after Blossom pickaxe, which makes more blocks take longer)
https://cdn.discordapp.com/attachments/465195069406707722/808288239911436319/Terraria__I_dont_know_that--_aaaaa_2021-02-08_12-47-09.mp4

**Suggestion Author**

@wise patio

**Approved by**

@vague flame

tawdry condor
#
Make Providence not spawn in the loot cage on death in the Hallow.

This makes it a nightmare to have to clear out every time you farm Providence, and is just an unnecessary nuisance. I know that in the Underworld, its kinda necessary because the lava can hide the drops, but in the Hallow, thats a non issue.

**Suggestion Author**

@silent turret

**Approved by**

@vestal charm

tawdry condor
#
**Make Providence's drops float in the air**

The box that currently spawns is incredibly annoying to clear out, and its also REALLY big. Having Providence's drops float in the air would remove this issue entirely.

**Suggestion Author**

@bitter mirage

**Approved by**

@vestal charm

tawdry condor
#
**Add more Prebuilds (i.e. Labs, Asteroids, Brimstone Crag)**
  • A new underwater ruins area (Atlantis - could include Siren/Leviathan related items)
  • More environmental features; Waterfalls, mountains, hermit/treasure caves, swamps, rivers, old mineshafts etc.
  • More abandoned old areas; Asphalt roads over long distances, a Space Rocket Draedon Laboratory, a factory with incomplete Draedon machines etc.
  • Improve current prebuilds e.g. improve Hell towers, add different abandoned underground rooms, add intersections to railways.
  • Add/improve event-spawned Structures; improve Astral biome spawning (commonly glitches and messes it up), add a Spaceship spawned by the 1st Martian Invasion, add a Pirate Ship spawned by the Pirate Invasion etc.

Prebuilds are the best part of Terraria - and the more the merrier. They're so exciting to come across when adventuring, and the recent addition of the Labs shows just how good prebuilds can be, and make the game more immersive by expanding the lore - you could see the Siren's destroyed city, see the ruins of Terraria's great civilisations, have far better events than just "Defeat X enemies".
And they can be useful too - imagine finding a massive abandoned mineshaft that saves you work on a Hellevator, or an abandoned Asphalt Road that can speed up your exploration - not to mention the items that could be in such prebuilds.

**Suggestion Author**

@balmy flame

**Approved by**

@vestal charm

tawdry condor
#
**Remove Reactive Boss DR**

?

@sour hornet explains it better than I ever could in this google doc. https://docs.google.com/document/d/1Q2a8uvQ-JKesMBYj5YrpT7600WzdUvI16iMzHbrV8R4/edit?usp=sharing

Reactive Boss DR is an unintuitive mechanic that doesn't really serve any purpose aside from going against non-linearity, which Calamity has shown time and time again that it supports. Additionally, it's a bandage for weapons that perform better than they should at their tier which, while helpful for devs to not have to spend as much time testing, is only a temporary solution and prevents true balance. Removing it would get rid of an unnecessary, unintuitive, and harmful mechanic from the mod.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Add mode dart-related weapons and darts into the mod**

the dart subclass is cool, but it's outclassed by most other stuff at the same stage and is heavily undeveloped, making this high-potential subclass wasted. It would be neat to make more darts to fire with and have more dart weapons that is actually viable.
for every stage of game(mainly hardmode, since pre hardmode doesn't have much choice and star cannon/archerfish exist anyways), an extra type of dart and dart weapon would be enough. the major idea of dart weapons is they don't shoot a custom projectile regardless of ammo used, instead they shoot what they consume, and that's what made dart weapons unique.
There isn't much space in pre hardmode to add much dart-related weapons or darts, and the major part where dart weapons start to get noticeable is the start of hardmode, where you can get all 3 vanilla darts and a dart weapon from biome mimics. after that, you have charged dart blaster, which is post cultist, leaving a gigantic empty hole in between the 2 completely separate progression tiers.
It would be good to add a bunch of darts/weapons in between post-mech and post golem tier, filling that hole up and giving rangers a bit of variety. If possible, adding post ml dart content will make this subclass even better and make it stand out from gunslinger and archer due to the unique nature of dart weapons focused on the ammo instead of the weapon itself.
...and yes, a shroomite helmet boosting dart damage is needed CompleteFailure.

**Suggestion Author**

@storm sierra

**Approved by**

@vestal charm

tawdry condor
#
**Reduce the break time between waves in Old One's Army on higher tiers.**

The base 30 seconds introduced for Old One's Army's break time between waves is intended for Etherian Mana collecting and sentry placing. With higher tiers, it's much faster to collect Etherian Mana (naturally better mobility, Conveyor Belts, etc.) or place sentries, and the break time given is much wasted, leaving the player wait for a long time between waves, making the event grind grittily long.

Reducing this break time in higher tiers of Old One's Army would make the event a slight bit faster to go through for general attempts and farming.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Improve the Tarragon Mage Armor**

As it currently stands,the unique bonuses from the tarragon mage armor are practically useless at their state of progression.Gaining health on hit doesnt work for a good chunk of bosses that you would fight with the armor such as ceaseless and polterghast (last time I checked) and the leaf bonus is incredibly useless because you are often moving around at high speed for fights like polterghast and ceaseless,while the leaves are quite slow moving.You also need crits for it to work and the damage dealt by the leaves is quite bad/meh for being post prov.

I would improve this by making the health regain more applicable (wouldn’t break too many things, as polter already cancels it) and increasing the speed and damage of the leaves.

**Suggestion Author**

@finite blaze

**Approved by**

@vestal charm

#
**Make Tarragon Mage Armor leaf set bonus not trigger with any projectile created from mad alchemist's cocktail**

if you use mad alch's cock left click on let's say polter, and you kept him in the cloud(from one of the flasks) and you switched to biofusade, you'll shoot leafs almost as fast as the tome does, which is broken.
this is even worse on a worm boss like storm weaver p2, because how he'll repeatedly take damage and the set bonus will be triggered repeatedly if you swap to a fast attacking weapon, it can potentially dish out an incredibly large amount of extra damage

**Suggestion Author**

@storm sierra

**Approved by**

@vestal charm

tawdry condor
#
**Redistribute the stats of OOA armor pieces.**

Armor pieces of OOA armors aren't too balanced in terms of stat distribution, with the chest pieces having a major damage stat boost, enabling rather strong mixed armor potential. Redistributing the stats of these armors (or relatively, move some to set bonus), would make the armor pieces a bit less crazy for mixing.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

sharp zinc
#

Add weapons for each class similar to murasama in terms of being boss gated

I really like the idea of a weapon you can find early on but cant use until much later. Imo it gives even more excitement to progressing. I would love to see more weapons like that in the biome draedon labs but with different classes. Ex: A summon weapon in the jungle draedon lab that is really good in the endgame but you cant use it until after yharon 2. Melee shouldn't get all the cool stuff.

Suggestion author: @hexed raven

#

Add more Unique Enemies

?

A generous amount of Calamity is focused solely around boss fights, and rarely does exploration come into play, with some exceptions. The Abyss, Astral Infection, and Sulphurous Sea are pretty memorable because of their unique enemies that are very different from any other enemy in base Terraria. In contrast, certain biomes like Brimstone Crags, Post-ML Hallowed and Dungeon are very bland with little variety in enemies or AI. Adding more unique enemies to these biomes would flesh them out more, and make them feel more at home, especially if said enemies interact with their environment.

Some Examples:
A "aquatic" brimstone enemy that regenerates health in lava
Phantoplasm possessed furniture that tries to act as a mimic
Some type of holy fire bird (possibly a phoenix) that enhances other Profaned enemies

Suggestion author: @pine kestrel

sharp zinc
#

make the worm boss DR mechanic not occur on rematches

One of the most jarring features of the mod is that almost every worm boss takes time to uncoil, similarly to vanilla Destroyer, and during that time, they have insane Damage Reduction, so they take 1 damage from every hit.
This mechanic is completely reasonable and prevents insane sequence breaks with cheese. However, I believe that, for the purposes of farming, once a boss has been killed, the DR mechanic should be disabled, as the player has already proven that they can kill the boss without cheese, and it majorly slows down the farming of these bosses

Suggestion author: @wraith egret

tawdry condor
#
**Make bosses/treasure bags have a higher chance of dropping a weapon dealing the same damage type as the one you're holding**

We all hate grinding, and that's why grind-reducing QoL stuff exist, like craftable truffle worm, craftable ankh shield components and most noticeably, defilled rune drop rate increase.
But, I believe all of us here have had the pain of grinding a specific boss just to get a weapon from another class over and over again, like grinding deus for god spawn helix but ended up getting 20 starfalls, or grinding ml for sdmg and ended up with 20 sentry staffs HDfailure.
It would be good to make boss treasure bags have a higher chance to drop a weapon of the same class as the highest class proficiency you have. For an instance, you can have 5 levels on everything and 6 level on rogue and opening a ravhager bag will have a higher chance of dropping you the cranium smasher instead of ultimus clever.
There's another thought, which is to make bags/bosses have a higher chance to drop a weapon of the same class as the weapon you're holding. For an instance, doggo bags would have a higher chance to drop deathhail staff if you're holding ||wand of sparkling HyperFailure || dark spark. This however, have a downside of dropping a melee weapon when you're holding a tool such as pickaxe or hammer since they deal melee damage.
(i'm not entirely sure if such a thing can be implemented onto vanilla bosses/bags but i'm positive it's possible to do on calamity bags)
However, there's yet another idea, which is more general and doesn't require a large amount of code fussing: make bags drop more weapons at once that doesn't repeat. This way it's more friendly to multiplayer as all players have a better chance of getting their weapon.
Such grind-reducing QoL is surely welcomed by everyone and will make our gameplay more enjoyable

**Suggestion Author**

@storm sierra

**Approved by**

@sharp zinc

tawdry condor
#
**Rework Accessories that Spawn Minions to do Classless Damage**

Minion accessories such as heart of the elements or fungal clump do summon damage. This makes the accessories essentially useless for anything that isn't summoner because of the 50% summon damage nerf that calamity adds and the fact that you can't boost the damage. These accessories are meant to be for all classes and them doing summon damage completely negates that. A solution to this would be to make the minions do classless damage, which gets boosted by all damage increases and doesn't get nerfed to oblivion every time you hold a different weapon. This makes the accessories actually worth it on other classes rather than being summoner only

**Suggestion Author**

@modern timber

**Approved by**

@vestal charm

tawdry condor
#
**make the thron blossom drop from nebula enemies instead of lunatic cultist**

lunatic is just n annoying boss to farm, and since arch armulis is crafted with nebula fragments, thron blossom should be dropped from nebula enemies (possibly with a lower drop rate cuz you can just use zerg to boost spawnrates), it would make it way easier to farm for, plus, thron blossom isnt even worth the effort as it stands rn.

**Suggestion Author**

@crimson thunder

**Approved by**

@vestal charm

tawdry condor
#
**Retool Bonebreaker into a Rogue javelin instead of a melee weapon.**

Bonebreaker is one of the outliers in melee arsenal, in that it should be a Rogue javelin, since it works like a javelin would. No other melee weapon Calamity added is primarily thrown in the way Bonebreaker is, and Rogue javelins are designed similarly. Retooling the weapon to be a Rogue weapon would solve the inconsistencies with this weapon's design.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**make Deus when he splits in two have different appearances**

This is a big problem with certain classes as there is no difference between the 2 and when they both are together its hard to know who to focus damage on and it ends up being a boss with 720000 hp instead of 2 with 360000 hp
Summoners dont have a problem with this as they can focus attacks on one with a right click but with other classes you never know which one has lower hp just by looking at it
This could be easily solved by making the mini-map icon or appearance of them different when they split, for instance deus's color scheme is silver, blue, and orange have it so that one worm is blue and silver and the other worm is orange and silver, this can remove a lot of the difficulty and annoyance from the fight as i often get one to really low hp but I end up attacking the other one with adrenaline and dying as i expected to win the fight with that
Take the twins for example the key difference is the different colored irises in the first phase and Desert scourge which starts with 3 other DS have the 3 other ones be smaller and not have a boss health bar
Alternitvely you could just have the 2 smaller deuses both have a quarter of 360000 as it makes no sense that their hp resets when they split
TL;DR make phase 2 deuses have different color schemes so it is easier to tell them apart

**Suggestion Author**

@stone oriole

**Approved by**

@vestal charm

tawdry condor
#
**Make Astrum Deus' Split Worms more unique**

Astrum Deus' overall fight is very enjoyable, and a test of your maneuverability and weaponry. However, one main problem I have is that the second phase doesn't have much of a purpose when it comes to Deus splitting. Unlike the Twins, who each have their own unique moveset and appearance, the Split Worms are the exact same as Astrum Deus' first phase. You don't even have to kill both of them, unlike almost every other boss in the game. It would be much more interesting memorable if each of them had some different attacks and appearance, and you had to kill both of them to end the fight.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**make the slime staffs (crimulan and ebonian ) drop from the individual slimes in the slime god fight**

Their both slimes (ebonian and crimulan) and the weapons are both slime summons representing those enemies so why not make it drop from them

**Suggestion Author**

@crimson thunder

**Approved by**

@vestal charm

tawdry condor
#
**add more rare/harder to get summoner weapons to the game**

summoner has an extreme lack of content, most noticeably in grinding. The only two summon weapons/accessories you'd ever need to grind for are the HotE, and the Cryogen legendary, which both kinda suck. I propose adding more weapons that you actually have to somewhat grind to get, and just some more difficulty to gaining them (as you practically can make every single summoner weapon extremely easily in all stages of the game, while other classes require tough grinding).

**Suggestion Author**

@main swift

**Approved by**

@vestal charm

tawdry condor
#
**Give Summoner's Minion Targeting More Priority**

Summoners have an ability to right click on an enemy to "focus" their minions to attack it. The main problem with this is that it barely works. Targeting an enemy feels more like a suggestion to the minions than an actual command. They will sometimes ignore whatever enemy is being targeted in favor of whatever is closer to them, which literally ruins the entire point of the targeting function that summoner has. Giving targeted enemies more priority than they do now would help the minions actually attack the target you want them to attack rather than only attacking it if they feel like it.

**Suggestion Author**

@modern timber

**Approved by**

@vestal charm

tawdry condor
#
**Prevent on-hit effects from weapons such as Terra Edge's to not be triggered by enemies spawned via enemy statues**

Reason: the player can potentially facetank a boss via doing this strategy as causing to heal a desired amount of times depending how many statues you have and you can hit as much possible. In short, this is to prevent even more facetanking by part of abusing healing effects from weapons on enemies spawned via enemy statues.
A proper solution to this — is to prevent the player from healing from enemies from enemy statues.

**Suggestion Author**

@tired zephyr

**Approved by**

@vestal charm

tawdry condor
#
**Decrease the amount of blocks required to form the Astral Infection**

Not because I think it should be easier to make artificial ones, but because at the moment you leave the Infection while on the surface much too easily.
Currently, it takes 950 blocks for the game to consider the player to be in the Astral Infection. This means that flying above an infected area will often result in the player moving in and out of the biome, which is especially jarring considering its dark background compared to the surface. In my current play through, while my character is standing directly in front of the Astral Beacon, the game considers me on the surface, not in the Astral Infection. It feels wrong to be standing at the heart of a biome and to not even be in said biome.

**Suggestion Author**

@dense parcel

**Approved by**

@vestal charm

tawdry condor
#
**Make Astrum Deus drop Meld Blobs/Construct**

Meld Blobs are essentially the rouge equivelant to the celestial fragments, and Astrum Deus drops fragments so players dont have to grind out the Lunar Events for more, except for rogue, who has to go back to the pillars since they can't get Meld Blobs (which again is essentially the 5th celestial fragment) from Astrum Deus. Furthermore I don't think it would be a bad idea for it to drop Meld Construct, since since you just need to combine Stardust (which Deus drops) with blobs to make the construct.

**Suggestion Author**

@spice sable

**Approved by**

@vestal charm

tawdry condor
#
**Make Fish Bowl Prevent Icarus' Folly**

Being in liquid while the debuff Icarus' Folly is applied prevents the debuff, and this includes honey. The Fish Bowl when equipped makes you being to drown, meaning you would be submerged in liquid. I tested this today and wearing the fishbowl doesn't prevent the debuff. I think that it would prevent confusion to allow wearing the fishbowl to prevent Icarus' Folly during the fight.

**Suggestion Author**

@tepid trellis

**Approved by**

@vestal charm

#
**Abolish Mutually Exclusive Drops from Vanilla Loot Bags**

How many times has a crafting recipe required a drop from a boss with a massive loot pool (such as Plantera, Golem, or Moon Lord) where you only get one drop at a time, as opposed to every single Calamity boss being able to drop more than one weapon from their loot pool in the same bag? If the mutual exclusivity was removed from loot bags of vanilla bosses, getting a drop from these bosses would be less of a chore.

Instead, change each of these mutually exclusive probabilities to a standard probability (with a guaranteed chance to get at LEAST one drop). This would mean your bag has a 1 in 7 chance to have a Sun Stone that isn't spoiled because you happened to roll the Golem Fist.

**Suggestion Author**

@left basalt

**Approved by**

@vestal charm

tawdry condor
#
**Make the player know when It's Sandstorming**

The player may not know when it starts to Sandstorm.I think the mod can make it with a status message like:
"Dust is heavy in the air" or "Sands started to shift" this way the player wont need to check desert every second,Its hard to find Arid Artifacts in early Hardmode and players need sandstorms for obtaining Forbidden Fragments or Grand Scales.

**Suggestion Author**

@fallow nymph

**Approved by**

@vestal charm

tawdry condor
#
**Nerf Aegis Blade left click**

currently, this weapon with max melee speed is absolutely broken. not only does it shred a post cultist tier boss(deus) as only a post golem weapon due to the infinite piercing nature of true melee and the eruption, it's also surprisingly effective against pbg and even ravhager. the most astonishing thing is, with the right setup, you can melt cultist in under 30 seconds without any difficulty. with rage mode cultist falls in under 10 seconds
the right click is quite balanced as a legendary weapon, it's quite good on fishron, not bad on pbg but terrible on ravager p1. it's quite effective on cultist as well, in comparison to other legendary weapons the right click is way more balanced than the left click
there best way to nerf this weapon is to give the left click eruption some iframes that's separately counted(to prevent the blade from dealing no damage and making this weapon trash), or you can just nerf the damage or give the melee speed a softcap or something

**Suggestion Author**

@storm sierra

**Approved by**

@vestal charm

#
**Make Bosses music global.**

Im playing Revengence mode with my friend so when one of us go to nurse the music stops and resets after we're back. It feels wrong.

**Suggestion Author**

@past escarp

**Approved by**

@vestal charm

tawdry condor
#
**Add a way to toggle tool effects for weapon-oriented tools.**

Some tools, like Grax and Hydraulic Volt Crasher, can be exceptional in combat, but the fact that they have tool stats makes them a bit hindering to use in a custom arena, particularly with a lot of background walls. Having these kind of tools able to be completely focused on combat would make them a bit less chaotic to be used as combat in well designed arenas.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Allow Golem's lasers to spread more or remove the extra lasers and thicken the laser golem shoots**

currently the lasers that the head/body shoots make no difference than shooting a single laser, since they spread very little the extra laser make almost no difference.
making the lasers have more spread not only makes it actually harder to dodge(no more mindless circling ig?) and makes the second laser have some purpose, as well as buffing golem a bit indirectly

**Suggestion Author**

@storm sierra

**Approved by**

@vestal charm

tawdry condor
#
**rework the crimulan/ebonian slime staffs**

They don't do anything unique and act almost, if not exactly like the normal slime staff even tho they come from an essentially upgraded version of the enemy you get it from.
It feels kind of lazy, and especially disappointing since summoning in general is lacking in content, on top of that it's an end - prehardmode summon.

So my idea was to either make them distinct from each other or combine them together into one bigger summon
(Thank for help ChozoChorizo)

**Suggestion Author**

@crimson thunder

**Approved by**

@vestal charm

tawdry condor
#
**Remove Non-Furniture Items From Furniture Crafting Stations**

Many crafting stations in calamity are there just to be there, without much purpose. They do not gate anything as they are often acquired at or before the same tier and are usually used once for a specific set of gear and never again. Examples of this are the static refiner to craft statigel gear and the sky mill for aerospec. They are thematic crafting stations, which, in vanilla, are used to craft thematic furniture pieces, which is fine. However, aerospec and statigel sets require you to use the furniture stations for weapons and armor. This causes unnecessary bloat in terms of crafting stations needed and is very inconsistent when compared to every other thematic station. Removing the need for the furniture stations in favor of using basic stations such as the anvil or workbench streamlines the experience of crafting new gear and reduces clutter as well as makes crafting stations more consistent with each other.

**Suggestion Author**

@modern timber

**Approved by**

@vestal charm

tawdry condor
#
__**Make Sulphur Sea/Abyss Pots directly drop loot**__

All pots in the Sulphurous Sea and Abyss drop Sulphuric Treasures and Abyssal Treasures. This is presumably done to prevent inventory clutter due to the density and large drop pools of these pots. Not only does the logic not make sense (how is a chest in a pot?), there are a couple problems that follow here:
Issue A (minor): Nested lootboxes are double-edged swords. Each time you break a pot means you have to right click. There are tons of pots along the sea floor, so there's a lot of clicking that needs to be done.
Issue B (major): This is very outside of Terraria in nature. All pots and chests normally contain their immediate loot rather than some chests to open later. Terraria clearly shows that inventory management is important, and this shatters the idea. Imagine if you get a variation of "treasure chest" for every chest and pot you open, that would blatantly be insane, and frankly ruin the point.

These are some potential solutions that can be used, which in some way can solve all of the issues above.
Solution A: Make Sulphur Sea/Abyss pots drop a less pool of loot, and/or appear less frequently. This would make it less of an inventory clutter, maybe even less than regular pots do. It already benefits the player enough with a supply of high-tier potions such as Lifeforce and Endurance, which should be enough to incentivize the player to break them regardless of amount. (Quality > Quantity)
Solution B: Add a configuration option that allows pots to just directly drop loot. Sometimes people just prefer the satisfying moment of money and loot immediately popping out of pots, and other people like their inventory to be saved.

**Suggestion Author**

@unborn willow

**Approved by**

@vestal charm

#
**Convert the Death Mode Astral Infection biome changes to base-game**

The Astral Infection is a somewhat bland biome in terms of visual effects. Death Mode adds a low-gravity effect and a slight purple haze to the screen. This definitely makes the biome look better, but why Death Mode exclusive? These changes are only visual and have practically no effect on gameplay. The Death Mode effects are what makes this biome more unique and different from pretty much all other biomes in terms of effects, and should be converted into standard game.
Additionally, the haze effect is pretty light and is only really visible during noon. Making the haze "darker" or have other visual effects similar to a blizzard or a sandstorm would make the effect more noticeable.

**Suggestion Author**

@broken peak

**Approved by**

@vestal charm

tawdry condor
#
**Buff player-inflicted damage overtime debuffs.**

DoT debuffs feel quite weak on-tier compared to weapon DPS, and the only way to make them work is to put them on a select number of weapons way under their intended tier. This is already an issue in vanilla, and Calamity doesn't seem to fix it. Drastically buffing the DPS of damage overtime debuff would make them actually a reliable source of damage instead of just either flavor or stat reduction (like defense).

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Rework Death Mode Environment Effects to be more complex**

?

Death Mode as a whole is the toughest, most complex mode in Calamity, a mod known for being fairly deep and complex. Despite this it's most notable difference, environment effects, is strikingly boring. There is the immediately noticeable but boring cold and hot effects, but also the spiky bushes and environmental effects that are much less utilized.

The hot and cold environment effects are very well known, but practically only matter pre-boss/pre-hm. Once you're past that point, crafting gear to counteract the effects is trivially easy, and you can always just slap a Frost Barrier on to counteract all of the effects. Additionally, any exploration in certain areas is completely locked off due to how excessively punishing the debuffs are, which goes against Calamity's ideals to let the player progress how they want.

Reworking the environmental heat/cold effects to work more similarly to the Abyss' various mechanics (punishing the player for being unprepared but still allowing them to visit the biome) and buffing the current environmental dangers and making them scale would make the most unique changes in Deathmode much more enjoyable and challenging. Additionally, bosses could utilize some of the environmental dangers for new attacks, such as Brimstone Elemental shooting geysers from the lava or Duke Fishron summoning a larger version of his Sharknado from the water.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Allow the Perforator Hive's projectiles to pass through blocks, at least in Revengeance Mode or greater.**

The Perforators, and especially their Hive, have always been incredibly vulnerable to "cheese strategies," the most prominent of which, at least that I know of, is putting blocks above the player to prevent any dangers the Perforator Hive presents, while using artificial life regeneration to completely regenerate life before taking on the next Perforator that spawns.
Reworking the Perforator Hive's projectiles to pass through blocks, at least in Revengeance Mode or higher, would allow the fight to be more difficult, less cheesy and more exciting.

**Suggestion Author**

@steady jacinth

**Approved by**

@vestal charm

tawdry condor
#
**rework rev king slime to add something to the fight**

As it stands, the vanilla king slime fight strat is to run away from it in one direction. Revengance adds a new mechanic to ks (the crown jewel attack) that encourages players to... run away from it in one direction. This addition does absolutely nothing and is an insane contrast to the rev eye of cthulhu, who's horizontal dash adds a lot of depth to the fight and breaks the run away in one direction strategy

**Suggestion Author**

@fossil ingot

**Approved by**

@vestal charm

tawdry condor
#
Add permanent upgrades

Description: Many armors have passive abilities such as regeneration, damage boost, etc. Passive abilities that dont have to be equipped have to be found in a players world.

Reason: Since passive abilites must be equipped with armor, basically forces a player to switch armor for a specific ability. Passive abilities that are earned, are permanently equipped, (not damage boosts for passives) searching for passive abilities yourself makes the game more of a challenge. For example, if chase sequences were added, this would make passives vital.

**Suggestion Author**

@royal eagle

**Approved by**

@vestal charm

tawdry condor
#
**Add a second # calamity-mod-talk**

Due to the server's size this channel and #help-advice-read-pins (and sometimes even #general-talk and #general-media) have often become places where a conversation is often broken and topics are often mixed or interrupted, adding a second #calamity-mod-talk would allow the channels to be more consistent and each channel having its topics not mix with the others and make conversations in these channels better.

**Suggestion Author**

@tacit arch

**Approved by**

@paper bramble

#
**Fix buff slots**

Buff slots are a mechanic, that, while sounds good in theory, theyre not very well used, both by vanilla and calamity. The main issue is that a lot of things that arent buffs, take up buff slots, those being pets, mounts, minions, cooldowns, adrenaline and rage, armor set effects(abyssal madness, and nebula armor for example), transformations(such as abyssal diving suit, neptune's shell, and aquatic heart), and of course debuffs. Overbuffing also isn't much if an issue, since there are already other limits in place to prevent this such as alcohol poisoning and potion upgrades cancelling out their crafting components. In most situations where you end up using too many buff slots, its because too many of the non-buffs are using them. This is especially problematic with auric tesla summon armor. The set bonus summons 3 minions, has 2 revives. Sponge/cotbg also take up a buff slot with flesh totem cooldown/shell speed boost(it could be argued that this is technically a buff, but still its a very minor one, since sponge is post-DoG, it should just be removed from the accessory entirely) and scal takes up another 2 with vuln hex and abyssal flames, calamity itself also adds boss zen, which, even though disabling it wont take up a buff slot(in the draedon update), it shouldnt take up a buff slot in the first place. 40% of the buff slots are taken by "non-buffs". A solution could be making cooldowns, pets and such take up separate slots. Simply raising the buff slots would also help lessen this issue while taking less effort. Another potential solution would be either granting the player some sort of permanent upgrade to raise their buff slots, or make the things that shouldn't take up buff slots give an additional buff slot.

**Suggestion Author**

@marsh wind

**Approved by**

@vestal charm

tawdry condor
#
**make bloodfins used with quick heal instead of quick buff**

if a person is using a bloodfin, they are using it for healing, as a healing pot. The fact that not only can you not use it with auto-heal being incredibly annoying, but quick buffing will eat a bloodfin even if you didn't want it is absolutely stupid. Having it be an actual healing potion used by quick heal would make it less infuriating to try and use.

**Suggestion Author**

@fossil ingot

**Approved by**

@vestal charm

tawdry condor
#
**class specific endgame armor sets**

In my opinion, class specific armor sets are really cool because they have their own effects/set bonuses for each class making them feel more unique and different from each other. There aren't too many class specific armor sets for post ml which makes sense as they all build up to the auric tesla armor, however I think it'd atleast be nice to see class specific endgame armor because there basically aren't any class specific armor sets for most ml.

**Suggestion Author**

@slim zealot

**Approved by**

@vestal charm

#
**Rework Empyrean armor's set bonuses.**

Empyrean armor doesn't seem to have any interesting set bonus unlike Lunar Pillar armors, and it's just slapping more projectiles (that we have seen mainly on other armor set bonuses) on top of buffs on player hit, which makes the armor quite bland. Reworking Empyrean armor's set bonus to have an interesting quirk for rogue would make it an armor with not just stats and bland projectiles.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**adding potions to the Potion of omniscience**

Right now the potion only has 4 functions to it, highlight enemies, enemy projectiles, danger blocks and ores. But will leave you in total darkness if you dont have something akin to potion of shine and/or night owl. In current 1.3.5 they only last up to about 3 - 4 minutes. Adding them to the Pot of Omniscience would not only make sense, but greatly improve its functionality.

**Suggestion Author**

@long wedge

**Approved by**

@vestal charm

tawdry condor
#
**Make the Desert Shrine unable to generate inside Desert Fossil clusters**

Luxor's Gift is meant to be a pre-boss item. Desert Fossils require an evil ore pickaxe to mine, effectively locking Luxor's Gift behind the BoC or EoW when it could have been much more useful beforehand. Simply changing the spawning mechanics to prevent the Desert Shrine from being buried inside or in very close proximity to Desert Fossil clusters would solve this issue completely.

**Suggestion Author**

@storm sierra

**Approved by**

@vestal charm

tawdry condor
#
**Make Gills Last Longer**

Gills is a valuable buff for abyss spelunking. However, the fact that it only lasts for 1 or 2 minutes gets annoying fast as you constantly have to re-buff to make sure it doesnt run out and is jarring compared to the 5+ minutes other potions that you use, such as spelunker, hunter, and shine. This makes abyss exploration annoying and tedious. Making the gills potion last longer removes the need to constantly reapply the potion to have a decent diving trip in the abyss.

**Suggestion Author**

@modern timber

**Approved by**

@vestal charm

tawdry condor
#
**Give Roxcalibur background object a proper shrine**

The background object of rox is currently generated like enchanted sword shrines that isn't contained in a shrine structure, which makes it extremely rare considering there's only 1 per world and it's rng-dependent. Plus, you can craft rox with some easily obtainable materials, rendering the background object almost useless. Giving it a proper shrine structure would not only make it noticeable, it would also give players another way to obtain the weapon.

**Suggestion Author**

@storm sierra

**Approved by**

@vestal charm

tawdry condor
#
**Make Sulphuric Bubbles a Death Mode feature, instead of being present in all difficulties**

The Sulphurous Sea is already a dangerous biome for an early-game player, with its deadly mobs and toxic waters. It just feels like the Sulphuric Bubbles make the biome unnecessarily difficult to navigate and build in, for non-Death Mode standards.

I suggest making Sulphuric Bubbles only appear in Death Mode. This is due to reasons stated above, and because the Sulphurous Sea currently lacks any Death Mode exclusive feature.

**Suggestion Author**

@modern walrus

**Approved by**

@vestal charm

tawdry condor
#
Plantera and Polterghast should be able to hook into the air or make some spectral walls to hook into during boss rush

they're not just another flying boss that flies in a fancy way, they're actually limited by their hooks, they can't reach you if their hooks can't stretch anymore, and in boss rush where we're much less likely to fight them underground in a place with a lot of tiles and walls for them to hook into, it makes them limited to the ground as they have nowhere else to hook, and we can take a huge advantage of this, that doesn't seems to be fair to them, and since boss rush already breaks many rules for bosses such as enragement why not allow them to hook into the air to reach us?

**Suggestion Author**

@dark inlet

**Approved by**

@vestal charm

tawdry condor
#
**Remove Frigid Bars**

Cryogen drops Frigid Bars, yet unlocks mining Cryonic Bars. Both bars fit the ice theme role and are unlocked at the same exact time. Frigid Bars are only used in very few recipes that Cryonic Bars can easily sub in for. There is no need for Frigid Bars to exist other than just material bloat.

**Suggestion Author**

@modern timber

**Approved by**

@vestal charm

weak cedar
#

A summon for Devourer of gods phase 2 and Yharon phase 2

When fighting these two bosses, going through their phase 1 is a pain (especially yharon), so a way to get to their phase 2 after you've beaten it once or a few times would be really convenient, for example the DoG one can be made with a couple cosmilite bars and the cosmic worm, please inform me if this suggestion is absolute shit. it's just something i thought of from the back of my mind.

Suggestion by: @tawdry condor

weak cedar
#

Add more reason to explore the Sulphurous Sea

?

While there is a large amount of content within this very large and expansive biome, what with Acid Rain, there really is no reason to explore it outside of going to the Abyss. The pots have lackluster loot, and the chests items aren’t incredibly useful and can just be crafted, unlike some other areas like the Dungeon or Draedon Labs. Adding more reason to actually explore the area (such as unique items in the chests or better pot loot) would help expand upon it more, and open up more ways to progress regarding this area.

Suggestion by: @pine kestrel

weak cedar
#

Allow players to zoom further with right click when using any sniper rifle upgrade that doesn't already have a right click attack

Vanilla sniper rifle have the function of sniper scope, allowing the player to zoom out to the cursor's direction with right click. However, even if it's crafted with sniper rifle, the shroomer and it's upgrades doesn't have this function. Giving them the ability to zoom out with right click will make much more sense and will make these snipers have more usage.

Suggestion by: @storm sierra

tawdry condor
#
**Allow the Player to Disable the Sniper Scope Zoom**

The Sniper Scope is a direct upgrade to the Destroyer Emblem for rangers. The Sniper Scope also comes with a secondary function to zoom further while holding right click. While a good idea in concept, this quickly causes problems for weapons with a right click function, such as the Photoviscerator. You are unable to use the right click attacks without using the zoom function which can disorient the player while they're attempting to aim with the weapon. This can force some players to use the Destroyer Emblem, a direct downgrade in terms of stats, over the Sniper Scope solely because of the zoom function.

To solve this problem, the player could have a way to disable the Sniper Scope effect. This can be done by either have it be related to toggling visibility for the accessory, or with an option in the config.

**Suggestion Author**

@modern timber

**Approved by**

@vague flame

#
**Earth elemental in heart of the elements** **(frequently asked request)**

look i know theres probably a thousands of people asking but legit he should be in the accesory, (after all earth is an element)
concept of what he can do:
throws boulder at nearby enemies
enabling marked at an enemy causes the earth elemental to dash into them while boulders fall from the sky

this could make the accesory even more viable and useful, so it def should be a thing

**Suggestion Author**

@ancient aspen

**Approved by**

@vague flame

tawdry condor
#
**Fix Hive Mind's hitbox**

currently, hive mind's hitbox is slightly larger than it's sprite, making counter scarf dodging/shield of cthulhu bonking inefficient as a way to dodge the dashes, you will still take damage once after bonking with shield due to the hitbox being so large that even after bouncing off the boss you're still in it's hitbox(same with scarf dash not being far enough to escape the hitbox after dodging the boss). the hitbox size also made players confused of how they got stunlocked due to know knowing the hitbox being larger. simply shrink the hitbox's size/syncing it with the sprite would fix this problem
here's a pic of second phase, as you can see the bottom and the top corners have so much excess hitbox, and there's a bit of excess hitbox on the left and right side as well

**Suggestion Author**

@storm sierra

**Approved by**

@vestal charm

tawdry condor
#
**Add a better effect for summoner with Luxor's gift.**

Currently, Luxor's gift serves as a pretty good accessory, with extra projectiles with each class type of weapon. Most are helpful, except for the summoner effect. The small dinky green blade is basically useless, even in the start of the game. Buffing the damage and adding one for each summon would make it better, as since it's only 1 slow moving blade, it's really weak compared to the other bonuses. It becomes obsolete very quickly as well, and since Luxor's gift is used as an all class accessory, I think it's unfair to summoner that theirs is so weak compared to everyone else's. A buff, or adding one for every one or two summons would help balance it out

**Suggestion Author**

@marsh sapphire

**Approved by**

@vestal charm

tawdry condor
#
**Add Botanic, Bloodflare, Cosmilite, and Silva Toilets**

Auric items are usually made with ingredients being different tiers of a related item, such as Auric helmets being made of the 4 previous tiers of helmets. However, the same is not true for the Auric toilet. The Auric Toilet, while being a toilet, is made of chairs. This is highly inconsistent with the rest of the Auric tier items. Toilets of each tier should be added to be more consistent with the crafting recipes of Auric tier items.

**Suggestion Author**

@modern timber

**Approved by**

@vestal charm

tawdry condor
#
**Make abyss shocker's projectiles spawn less particles**

current abyss shocker spawns too many particles that the projectile become invisible after you shoot it like 5-6 times in low quality, making players unable to know where did the beam go, especially those with a potato like me. simply changing the beam to an actual thin line with particles instead of pure particles would fix it.

**Suggestion Author**

@storm sierra

**Approved by**

@vestal charm

tawdry condor
#
**Allow the player to toggle test mode**

This is a mode where all bosses will deal either 1 or very small amounts of damage. The bosses wont drop things when killed, but will allow newer/struggling players to learn a boss's patterns without dying instantly to a strong attack. This mode will be activated by an item like the iron heart that again like the iron heart cant be toggled during bosses. The item will also not change ai or hp, just a boss's damage.

**Suggestion Author**

@rare bridge

**Approved by**

@vestal charm

tawdry condor
#
**Update the name of some Astral infected blocks to make them more consistent with their Vanilla counterparts**

Specifically, the Vanilla Ice Block variants are called [none/Purple/Red/Pink] Ice Block. In contrast, the Astral infected version is called Astral Ice. Something like Odd Ice Block, or even just Astral Ice Block would work. In the same vein, Astral Dirt, Astral Clay, and Astral Snow should all have the word Block appended to them. Astral Stone and Astral Sand (and their variants) already pretty much fit the vanilla naming convention.

**Suggestion Author**

@crimson perch

**Approved by**

@vestal charm

tawdry condor
#
**Make the charging station display whatever weapon it is currently charging on top of the block's sprite**

As we know, the charging stations is a functional block that, when you put power cells in and put a not fully charged draedon arsenal weapon in, it charges the weapon until the power cells run out or the weapon is fully charged. The charging feature is implemented neatly, but it doesn't make any sense that a gigantic weapon such as tesla cannon can fit inside such a small charging station. Make the charging station display the weapon it's charging would not only save you the time clicking on the charging station to know what weapon you(or your teammate if multiplayer) put in, it would also make much more sense and look nicer.

**Suggestion Author**

@storm sierra

**Approved by**

@vestal charm

#
**Add a config option or setting to disable boss shaders.**

Some bosses (providence, cryogen, yharon) apply a shader to the game, and in a lot of these cases it makes projectiles a lot more difficult to see. Adding a config to disable boss shaders would help improve visibility in these fights.

A counterpoint could be switching your lighting option, but adding a separate option would let the user be able to use the lighting setting of their choice without having to compromise between disabling shaders and keeping their lighting detailed.

**Suggestion Author**

@clear barn

**Approved by**

@vestal charm

tawdry condor
#
**Make Old Duke look at where he is about to dash**

Old duke's dashes are very unintuitive, i doubt that you'd know they are predictive unless you were told so, or read it on the wiki. This wouldn't be uncommon as scal, desert scourge, and sw dashes are already telegraphed, and would make Old Duke easier to understand for newer players.

**Suggestion Author**

@marsh wind

**Approved by**

@vestal charm

tawdry condor
#
**Give Skeletron's Hands a Better Telegraph**

Skeletron, overall, is a fun fight that has apt telegraphs to help the player dodge attacks. His hands, however, ruin this. Skeletron's hands move completely independently with no warning for when they're going to strike. Though he does raise his hands before slapping the player, this is an ineffective telegraph. His hands can sometimes strike from completely off screen, going so fast as to the point where you cannot react and that you cannot see him raise said hand. Skeletron can also look like he is raising a hand while he is teleporting in rev+, faking the player out with a false telegraph. This is unfair to the player and can be infuriating when you die to them. Giving the hands a better telegraph, whether an audio cue similar to yharon's dash or otherwise, will make the boss much more fun and more fair to fight.

**Suggestion Author**

@modern timber

**Approved by**

@vestal charm

tawdry condor
#
**Move Ceaseless Hunger Potions to Earlier in Progression**

Ceaseless hunger potions are potions that suck in all items for quick item gathering. While useful, they are gained very late into the game, being after killing ceaseless void. By this point in the game, ceaseless hunger potions are rarely useful, only being used in the moon events after DoG and solar eclipse after Yharon1. Moving these potions earlier in progression allows them to have many more uses and makes them worth obtaining.

Although ceaseless hunger potions would not fit thematically if not obtained from ceaseless void, this can be solved by rebranding the potion to have the same effect, yet with a different theme, such as a magnet potion.

**Suggestion Author**

@modern timber

**Approved by**

@vestal charm

tawdry condor
#
**Rework stealth strikes that purely use additional traveling projectiles.**

Some rogue weapons (like Fantasy Talisman, Night's Gaze and Crystal Piercer) have additional projectiles as they travel for their stealth strikes. These stealth strikes don't really work for weapons with higher velocity (like those mentioned above) as there's no way to utilize these traveling projectiles on fast weapons when you can just hit stuff with the main projectile, which theoretically would perform better than maximizing the traveling projectiles. Reworking these stealth strikes would make these weapons have actually interesting stealth strikes to play around.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
Give the Flesh Knuckles/Putrid Scent a Recipe for them to be used in

Flesh knuckles as they stand are a pretty great accessory especially in multiplayer, its kinda a shame that they aren't used in any recipes, They are quite a useful defensive accessory since it gives you 7 defense without modifiers and is very useful for tanks. i would suggest perhaps adding it to rampart of deities so it would get some love. Also Putrid Scent could possibly be used in a late game ranger or mage accessory since it is mainly used for making enemies not target you since rangers and mages are more squishy than warriors

**Suggestion Author**

@sweet junco

**Approved by**

@vestal charm

tawdry condor
#
**A Configuration Option To Lower The Amount of Particles From Post-Yharon/Endgame Weapons**

Weapons that are post Yharon tend to be very laggy due to the amount of particles they make. For example, you want to fight Scal. You want to use the Subsuming Vortex. Well, due to the high amounts of particles, the fps dips and makes it not a viable option. A configuration option to lower or even turn off weapon particles would be great for many people that dont have the best pc's.

**Suggestion Author**

@eager quartz

**Approved by**

@vestal charm

tawdry condor
#
Add back the Charger Test Item

Of course this item was used to test Draedon's Arsenal without having to charge them all the time and that is now done, but it would be nice to have the item in the game in case players want to spawn in the item to avoid the annoyance of doing that, like in the very common instance in Calamity of very many boss attempts. It may bypass the Arsenal's main mechanic, but it already exists, so there's little reason for it not to be in the mod as an option, as it's the only way of bypassing the charging to my knowledge. To clarify, Im not suggesting to make it obtainable, only existing and available in cheatsheet.

**Suggestion Author**

@orchid flicker

**Approved by**

@vestal charm

tawdry condor
#
**Give the Perforator Hive another attack it can use, at least while no worms are alive.**

While the fight overall is in a good state, the sections between worm phases can get repetitive over time, as the Hive only alternates between two attacks. Giving the Hive an extra attack it could use periodically, at least while no worms are alive, would add more variety to the fight and make it feel less repetitive. An example of a possible attack is having the Hive rapidly shoot waves of its projectiles above you similar to Night Providence’s crystal attack.

**Suggestion Author**

@spring breach

**Approved by**

@vestal charm

tawdry condor
#
**Make Perforator projectiles not break on contact with blocks**

Ceiling cheese is a huge issue, and it makes a fight much easier than intended. If having them not break at all would cause issues, make them be immune to all blocks above the player at the very least.

**Suggestion Author**

@eternal ridge

**Approved by**

@vestal charm

tawdry condor
#
**Make Demonshade armor enrage sound effect differ from adrenaline/rage activation sound**

Currently they all use ml deathray attack sound, which might be confusing as new players might get confused at the sound effect(not knowing which is which), even experienced players will get confused if their keybind is somewhat messed up. changing the enrage sound effect would fix this

**Suggestion Author**

@storm sierra

**Approved by**

@vestal charm

tawdry condor
#
**Make the astral biome have a use Post-Moon Lord.**

The astral biome is the only calamity biome (plausibly, any biome) that is only useful in one major stage of the game (hardmode). I think making you go back to it Post-ML would be nice since going to a biome like 2 times just to kill bosses or get a summoner item is lame.

**Suggestion Author**

@placid wadi

**Approved by**

@vestal charm

tawdry condor
#
**Prevent healing effects such as Terra Edge's healing effect to not be triggered by enemies spawned via enemy statues**

Reason: the player can potentially facetank a boss via doing this strategy as causing to heal a desired amount of times depending how many statues you have and you can hit as much possible. In short, this is to prevent even more facetanking by part of abusing healing effects from weapons on enemies spawned via enemy statues.
A proper solution to this — is to prevent the player from healing from enemies from enemy statues.

**Suggestion Author**

@tired zephyr

**Approved by**

@vestal charm

tawdry condor
#
**Give calamity its own menu screen**

I feel that this would be a great addition to calamity as it already has its own menu theme so having its own menu screen would feel even more as if it was a full-fledged game in itself.

**Suggestion Author**

@native furnace

**Approved by**

@vestal charm

tawdry condor
#
**Nerf Old Duke's teeth balls**

Old duke is a pretty fun fight once you learnt his gimmick of predictive dashes, however there is one main problem: Tooth balls
These pseudo-projectiles spawned by Old Duke at first aren't hard at all to dodge specially with a decent arena, the problem comes when Old duke starts spawning more projectiles and more frequently in his second phase, the speed of these is pretty problematic and infuriating and turn what would be a pretty fun fight into a total mess, specially in Death mode were Old Duke's higher aggressiveness makes them even tougher to dodge specially with all of the sulfuric shark gore raining and the sulfuric vortexes, this is more problematic in smaller arenas. Nerfing their top speed and maybe making Old Duke spawn less of them in his second phase would probably solve this problem and make the fight more fun and worth it.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Rework Fulguration Halberd.**

Fulguration Halberd is a particularly bland weapon that its only real gimmicks are the fact that you can use it as a Broadsword and Spear, and inflicting a weak debuff. Reworking the weapon would make it a bit more interesting to play with.

Some ideas could be, but won't be limited to:

  • Removing its alt attack and reworking the weapon's style into a glaive (a swingy variant of spears, see: Ghastly Glaive, Galvanizing Glaive, and Banshee Hook).
  • Making its direct hit apply a more impactful debuff.
**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Make Elemental Lance's projectiles split less**

this weapon's splitting projectiles contribute a lot to it's damage, but the amount of projectiles that can be created tend to cause a lot of lag on low end devices, having them split less in exchange for more damage/crit would make it more friendly to players with potato pcs. It also happens to desync servers if players use the weapon too much due to the huge amount of projectiles that linger in an area, fixing the problem would make this good weapon multiplayer friendly.

**Suggestion Author**

@storm sierra

**Approved by**

@vestal charm

#
**Genisis continuous beam Rework**

The Genisis is a very powerful weapon but in terms of handling it is kind of awkward. The weapon unleashes a y-shaped continuous beam that is long enough to nearly reach the horizontal edge of the screen, but that is where the problem lies. Because of its length, the weapon has considerably reduced usefulness when fired vertically as the split part of the beam will go offscreen. This makes it uncomfortable to use as I can't see how effective my split beam is. Furthermore, the static length of the beam can make it clumsy to wield for players who may prefer to keep the cursor close to the center of the screen as this will then cause the beam to awkwardly jerk around when the cursor is moved in certain ways. Furthermore, the uniform length of the beam gives Genisis deficiencies at fighting many bosses around the point of the game which one might have it. The consistent shape of the beam forces the player to cling to a narrow sweet spot in range -- not too far from the target and not too close -- which when combined with dodging and aiming can make this weapon shine far less than it ought to. Said sweet spot in range doesn't coincide well with the range that mage players tend to keep between them and their enemies.

Overall, I think it would be more practical if the beam were to split at the cursor's position, but the beam simply splitting earlier could solve most of the aforementioned issues as well.

**Suggestion Author**

@fading crag

**Approved by**

@vestal charm

tawdry condor
#
**Increase the drop rate of Ink Bomb**

?

Ink Bomb is a stealth accessory that is necessary for Abyssal Mirror and Eclipse Mirror, making it incredibly useful for Stealth Rogue. Despite this, it has less than 5% drop rate from two fairly uncommon enemies in the Abyss, making it highly aggravating to get early on. While Colossal Squids do drop it at a rate of 10%, those aren't meant to be fought until Post-Polter, long after Abyssal Mirror and Ink Bomb itself are meant to be used. Increasing the drop rate would make it much less aggravating to get overall.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Nerf the Luxor's Gift + Eldritch Tome combo**

Eld tome + Luxor's is a close range mage combo that is able to shred wall of flesh in 40-50 seconds with full tank gear(min max damage and you get ~20 sec kill time), the major reason of it being op is eldritch tome happened to have a faster usetime than the use animation time(according to modder's toolkit), meaning luxor's gift projectiles will be shooting at a faster rate than the actual fire rate of the weapon(there are more examples, such as tome of fates) . One possible fix for this is to make luxor's only trigger once when the weapon start firing

**Suggestion Author**

@storm sierra

**Approved by**

@vestal charm

#
**Add a Guaranteed Way to Obtain the Arctic Diving Gear***

An almost must-have for exploring in the abyss post-Polterghast is the Abyssal Diving Suit, which requires the Arctic Diving Gear, which is completely RNG-based, even in Calamity (diving helmet is a low drop from sharks, flippers a low chance from crates and water chests, jellyfish necklace a low chance from jellyfish) save for the ice skates.
...that is, if you're trying to craft it. Arctic Diving Gear can be found with a 1/3 chance in the Draedon's Arsenal lab in the underground ice biome. However, there's only one underground ice biome lab, so the diving gear is far from guaranteed. I often get one of the items from the lab, and have to grind for hours to get the diving gear in order to get the Abyssal Diving Suit.

Some ways to implement this would be making its ingredients craftable, having it or its ingredients be sold by merchants, or having a guaranteed one in the ice biome lab chest. It really doesn't matter a whole lot to me, but grinding for it is really frustrating sometimes.

**Suggestion Author**

@gaunt birch

**Approved by**

@vestal charm

tawdry condor
#
**Rework Purified Jam to be consistently balanced without heavily limiting it.**

Purified Jam is a weird item in that it's overpowered to the point where you need hard limits in order to balance it (Potion Sickness and the per world max amount). Reworking Purified Jam would make the item a lot more workable without having it balanced around it being overpowered.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Make the adrenaline and rage bar change texture when filled to full**

The adrenaline and rage meter are indicators for the current rage and adrenaline charge, similar to the stealth meter, they play a sound when fully charged. But the stealth meter's bar color changes from dark blue + purple to yellow when filled and will stay like that until the stealth charge is no longer full, which is nice as the player can always know if they have full stealth without having to mouse over the bar. However adrenaline and rage only play a sound and have a custom bar animation to indicate it's fully charged, but the bar stays the same color after that, which can confuse players about whether their bar is almost charged or fully charged. Having the adrenaline and rage bars change color in a similar way would be very useful in the middle of combat, and just be a nice QoL addition.

**Suggestion Author**

@storm sierra

**Approved by**

@vestal charm

tawdry condor
#
***Make Brimstone Elemental have some kind of delay when entering closed petals state***

As of it is right now, Brimstone elemental is a fun fight for most classes and subclasses, but for someone that is doing a true melee playthrough it gets to be something kinda unfair since she can sometimes shoot her Hellblast Barrage the frame she enters in her protective state, making you to get some unfair hits by beeing too close for her without even an warning of when she's going to get in that state to start shooting the hellblasts. I know that for a true melee class, you just need to wait until you get adrenaline to basicly kill the boss in 5 seconds, but still, that issue dosnt only make it harder for you to get and keep adrenaline, but also encourages you to win the fight in a "unfair" way, for players like me at least. The solution would be simple, make so when she gets into the defensive state, she has a delay before attacking, and when her HP gets lower and lower, that delay also gets lower, because as it seems right now, she kinda have an delay before shooting the hellblasts, but it works on a random timer.

**Suggestion Author**

@river solstice

**Approved by**

@vestal charm

tawdry condor
#
**Add more post ML armor variety**

Right now, the selection of Taragon-Bloodflare-Goldslayer-Silva-Auric Tesla feel really cut and dry. I think that there should be more variety in armor because later game, you don't really have much choice on what you can use. Unlike vanilla, you can't choose which type of armor you want, really. It's always the same load out, and I think it's a huge missed opportunity. I think Omega Blue/Fearmonger/Prismatic armor are great examples of how this could be done, because it adds more variety into the armor selection

**Suggestion Author**

@marsh sapphire

**Approved by**

@vestal charm

tawdry condor
#
**Add mana flower to Sigil of Calamitas recipe**

Honestly, I get tired of having to use an entire accessory slot for my mana flow. Ever time I play magic I have to wait until Post-DoG to finally combine my manga flower with my magic damage accessory and it’s tiring. I know magic is already really good but it would be nice to not have to deal with the mana flower earlier than post-DoG.

**Suggestion Author**

@wide night

**Approved by**

@vestal charm

tawdry condor
#
**Rework the Flying Carpet Effect from Auric Tesla Cuisses to be Less Disruptive to Flight**

When I am using wings, 99% of the time I want to go into glide after exhausting my flight time and balance between fast and slow falls. However with Auric Tesla, I am first forced to first exhaust magic carpet flight time which removes my ease of use for a slow descent via wings. This forces me to move on the X-axis and react quickly to attacks that require a vertical motion to dodge OR completely ditch using wing slow fall.

Additionally, due to how much flight time endgame wings/boots have, it is hard to estimate when it is going to run out especially in the heat of battle. This has lead to getting hit by many of Supreme Calamitas' and other late game bosses' attacks which I would have easily dodged otherwise and a handful of deaths. The wing glide is very useful for attacks that require a bit of diagonal momentum to dodge, you get a relaxing descent and barrage the enemy with attacks the same time.

From my experience, the large gap between pre-hardmode usage/viability and endgame usage makes the magic carpet effect jarring and unexpected. I think others may enjoy the effect, but it is not for everybody. Many people have different preferences for how they get around and dodge attacks. Which is why I think something as different from other mobility options such as the magic carpet should not be forced on an endgame armor set.

**Suggestion Author**

@tardy summit

**Approved by**

@vestal charm

#
**Add the Lab Turrets as a Craftable Trap**

?

This refers to the Lab Turrets found within Draedon's Arsenal Labs. These turrets are very interesting, as they're essentially the only trap Calamity adds, and they thematically match up with the Arsenal Labs perfectly. Adding them as traps would add an actual trap into the mod, which is something Calamity lacks, and give players more to work with when creating Draedon themed builds.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Increase most of the Post-ML craftable block's yield**

After finishing calamity it becomes apparent that some post-ML building block gives so little yield in return
the perfect example of all this is the Stratus block
which cost 50 stone, 3 lumenyl, 1 ruinous soul and 1 exodium cluster
which in return just gives you 50 stratus block
this is not effiecient especially when doing no other mods as your continuously grinding back the materials because of how costly the block is

my suggestion is increase the base block (stone, glass etc) so that when you craft the blocks it doesn't become a hassle in farming.

**Suggestion Author**

@tacit pebble

**Approved by**

@vestal charm

tawdry condor
#
**Add a second qualifier for the abyss to become a biome**

As it currently stands, the abyss is a biome that will generate at the far end of the dungeon-side of the world under the sluphur seas, the location is the only thing that qualifies the abyss as a biome.
My request is not so much a problem rather a simple request as from where it currently stands. Worlds that have not generated an abyss will create an abyss biome in the designated location despite what blocks exist in it's place. I simply suggest a second qualifier besides the location (such as backwall and/or blocks) can be used to create/destroy the biome. Considering one qualification is the location, this would not allow for more than one abyss biome to be created. This would only prevent pre-existing biomes outside calamity to not become an abyss when adding it or allow for the biome to be removed of one was so tempted.
This is honestly just a QoL request that would make the biome less questionable in certain situations.
EDiT: (I saw a small problem) if this were to be implemented, abyss back wall should be breakable, because as it currently stands I am fairly certain you cant. This also brings up the problem of using a different variant back-wall than craftable due to one spawning water, etc. However I can still see this happening.

**Suggestion Author**

@urban carbon

**Approved by**

@vestal charm

tawdry condor
#
**A Spectre Armor Upgrade**

I'm not sure how much this borders on a SIS, as i'm giving a few example recipes for it, but I want the devs something to build off of slightly.
Example Recipe: Spectre set + Ruinous Souls + Bloodstone + Phantoplasm = New Set
Of course, the devs can use this or not, it's a example. The reason behind this is that the low amount of variety in post ML armor sets is lacking, and giving player more options against bosses in armor sets allows them to experiment.

**Suggestion Author**

@dense spindle

**Approved by**

@vestal charm

tawdry condor
#
**Add an Umbraphile armor upgrade made out of Darksun Fragments.**

Umbraphile armor is a great and relatively unique HM rogue armor that can last a good while. This is what post-ML feels relatively lacking in comparison to HM: Proper single class, unique armors.

Adding a post-ML upgrade to Umbraphile made with Darksun Fragments would not only be an remarkably matching thematic, but also giving way to more single class armors on post-ML, following Fearmonger (somewhat) and Prismatic.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Reduce the Tooltip Size on Some Items**

Post-moonlord item tooltips in calamity usually cover your entire screen with text that can be compressed. Examples of this are, but not limited to, the Sponge and any Auric Tesla gear. Reducing these tooltip sizes helps the player figure out what the item does easier as well as makes it much less likely for text to go far enough off screen that you can barely read it.

**Suggestion Author**

@modern timber

**Approved by**

@vestal charm

tawdry condor
#
**Add a config toggle for potion visual effects**

It seems a bit weird to have this really cool vanity set on and then have it be completely taken away from by the fact that you have hearts floating off of you from cadence, or a giant circle of electricity from tesla, or just being invisible from shadow. Nothing too huge just a nice quality of life change.

**Suggestion Author**

@pine talon

**Approved by**

@vague flame

tawdry condor
#
**Change wave 15 of the pumpkin moon and wave 20 of the frost moon**

At wave 15 of the pumpkin moon and wave 20 of frost moon, it gets way too intense, and over 9+ of each boss can be on screen, and it becomes way too hard, this could be good, but this gets to a point where it is really bad. I feel it should be changed to where it only can have 3-4 on screen, so it will be tricky, but not very annoying & stupidly hard.

**Suggestion Author**

@livid crag

**Approved by**

@vestal charm

tawdry condor
#
**Prevent Providence from spawning her box of profaned rock if fought in the Hallow**

Basically, currently if someone wanted to farm Providence, say for her 1% drop, every time she's killed she spawns in this treasure box that has to be cleared out. On top of that, there's not much point in the box spawning in the Hallow, since unlike the Underworld there's no lava for the items to fall into.

**Suggestion Author**

@odd basalt

**Approved by**

@vestal charm

tawdry condor
#
**Buff proficiency**

The proficiency system in Calamity is a good idea, although usually by the end of a pt (aka post SCal) you would have around level 12 proficiency unless you went out of your way just to farm proficiency, which is hard in endgame due to events and bosses being too hard, requiring alot of time just to beat the boss/event once, or too easy, causing you to have to spam the spawning item and not having enough time between attacks to get the proficiency increase to take place. On the other hand, proficiency is rather bland as it is just a stat boost which increases as you progress.
So, there are two solutions to the proficiency problem.

  1. Make proficiency easier to get. This can be implemented by either decreasing the proficiency earning cooldown or decreasing the amount needed. The proficiency meter could also be changed so instead of equipping it you can just favourite it to get the extra proficiency.
  2. Change proficiency from just a stat bloat to something more interesting. This is hard to implement, but something more like luxor's gift is okay, giving weapons of the class extra attacks/projectiles to make it stronger.
**Suggestion Author**

@sage ether

**Approved by**

@vestal charm

tawdry condor
#
**Make the sliding gimmick on Lunarian Bow and Cosmic Bolter actually work better.**

These 2 bows have a relatively unique sliding mechanic with their custom shots. But in most cases, shooting directly at enemies is easily miles better than actually working around the sliding mechanic. Immensely buffing the bolts while in the sliding state would make them a lot more interesting to work on.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Give Old Duke lore**

I'm not sure if many people really care about calamity's lore, but it's something truly interesting, with every boss/biome/(most) item(s) having their own unique story, so why doesn't old duke have one? iirc old duke and duke fishron themselves are supposed to be bosses released for jokes, hence their release date being April the first, but i think some neat things could be made for old duke. Giving old duke lore would also maintain consistency with calamity's current bosses.

**Suggestion Author**

@buoyant arrow

**Approved by**

@vestal charm

tawdry condor
#
**Make all Calamity building blocks easily breakable**


Calamity adds a big pallete of new blocks and tiles, and that's wonderful for builders, but later on in the game building just becomes more tedious by normal blocks like Voidstone Slabs, Ashen Slabs, Otherwordly stone ect.
The suggestion is to make said building blocks more easily workable with, since it can get annoying to build with these in normal play-throughs (especially if you don't build after Blossom pickaxe, which makes more blocks take longer)

**Suggestion Author**

@wise patio

**Approved by**

@vestal charm

tawdry condor
#
**Buff Confusion**

?

Confused is a interesting debuff, which causes enemies to move away from the player, but it falls flat when utilized in most situations. In boss fights it does nothing, because most boss minions and all bosses are immune to it. When exploring, it's better to use an actual weapon instead of something that might get the enemy away from you, due to Confusion weapons tending to have lower damage and a decent amount of enemies firing projectiles. Mobbing is where the debuff shines most, but this situation is very rare in Calamity, where most things are exploration or boss fights. Buffing it would make it much better, and utilized more often by players.

Ideas for Buffs include:
-Letting Confused reduce the damage dealt by targets it can't confuse
-Making more Boss Minions vulnerable to it
-Decreasing enemy projectile accuracy

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Make Golem Head behave the same way as SCal when holding a true melee weapon**

When you hold a true melee weapon scal's movement will be sloppier i.e. having a harder time to lock on to the side of the player making it easier to hit with true melee.

When Golem’s body is under 44% (in Phase 2), his head will change movement patterns, locking onto various positions around the player while firing explosive fireballs. This is similar to SCal’s movement, and as such should be nerfed in a similar manner while holding a true melee sword, to make the fight easier

**Suggestion Author**

@random robin

**Approved by**

@vestal charm

tawdry condor
#
**Reduce the mana cost of certain summon weapons**

(Disclaimer: I am not talking about the borealis bomber)

Certain summon weapons (Such as the endo hydra staff) have unusually high mana costs to summon. This adds nothing to the weapon, only making it so you have to wait a couple seconds for your mana to regenerate before summoning any more of them. I simply recommend you lower the mana cost of summon weapons with high mana costs.

**Suggestion Author**

@empty bough

**Approved by**

@vestal charm

tawdry condor
#
**Give Crabulon, Astrum Aureus, and Ravager the ability to stand on platforms during the Boss Rush**

If one chooses to utilize a skybrige during the Boss Rush, bosses such as Astrum Aureus will fall through every platform forcing the player to fight them on an area that they might have not prepared, and can sometimes lead to the boss despawning and needing to be fought again, pair this with the general tankiness of these bosses and it makes the fights much more iritating than they need to be. Giving these bosses the ability to stand on platforms solves this.

**Suggestion Author**

@cunning gate

**Approved by**

@vestal charm

tawdry condor
#
**Rework Profaned Guardians' role in Providence fight.**

These little donuts are relatively fine on their own, but the aggressive AI of 2 Guardians conflict a lot with Providence's cocoon attacks, and they become heavy nuisances. Reworking their roles in Providence fight would keep the essence of Providence's Guardians protecting her at low health without being heavily obstructive to Providence's design.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Make Devourer of Gods not switch into his "a god does not fear death!" phase while laser walls are active**

While fighting DoG it has happened multiple times to me now that laser walls would be active and some lingering projectiles bring DoG below the threshold to switch phases. This immediately makes DoG make contact damage and charge at the player again, leading to a cheap death as it is unexpected and the player is busy dodging a laser wall. Having the boss only switch phase when all laser walls have fully ended would help that. Alternatively there could be a health buffer a few percentages before the phase switch where laser walls would not spawn anymore, giving the player a little bit of time to finish dodging and prepare for the next phase

**Suggestion Author**

@pseudo gyro

**Approved by**

@vestal charm

tawdry condor
#
**Resprite Scoria Bars**

The sprite for Scoria Bars in game makes them look very out of place. In order to make space for the smoke in the sprite, the bar was shrunken down and becomes barely visible compared to every other bar sprite in the game. Respriting Scoria Bars to have a similar size to the rest of the bars improves sprite consistency between Scoria and other bars.

**Suggestion Author**

@modern timber

**Approved by**

@vestal charm

tawdry condor
#
**Make piercing weapons spawn less dust when hitting any worm bosses' segment**

As we all know, piercing weapons shred worm bosses, and they're generally preferred over non-piercing weapons. The problem is, upon hitting a worm boss with most piercing weapons, some dusts are spawned, and these dusts won't immediately despawn, which can lead to large accumulation of such dusts and cause your game to lag or even freeze(or even crash if you used celestus on br deus when it's invincible), this issue is very apparent on astrum deus. Making piercing weapons spawn less dusts upon hitting a segment of a worm boss would make the game run a lot smoother and prevent the issue of frame drops.

**Suggestion Author**

@storm sierra

**Approved by**

@vestal charm

#
**Rework early armor damage bonuses**

?

Most early game armors give decent defense, at the cost of giving damage bonuses that do nothing 99% of the time. For non-summoner Wulfrum armor, this is a measly 3%, which does nothing due to no early game weapon (outside of very rare exceptions) having enough damage to actually benefit from it. Flat damage, such as that given by the Desert Prowler Armor, would be much more beneficial at that point in the game. One could say this buffs rapid fire rate weapons like minishark, but the damage bonus could be limited to non-insanely fast use weapons.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

#
**Make vanilla non-sentry summon weapons have auto use and/or make them have faster use speed**

A big problem with vanilla summons is that they take a while to summon, this is specially annoying and tedious later in the game with the amount of summon slots available and the more dangerous surroundings or when attempting a boss. For instance it takes around 20 seconds to summon Stardust Cells just to fight Moon Lord. Another example is that you take around the same amount to summon Mini Twins to fight mech tier bosses. The long use time and no autoswing makes using vanilla summon weapons really tedious and making them autoswing and/or be faster will be a nice QoL change.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

#
**Add Specific Developer Roles**

The developer role is very vague in terms of what the dev actually does. A developer can either code in items, sprite items, or make music for the mod. Adding a role (likely colorless) to specify what exactly they do will make it easier to determine which dev does what in the development process so that the users know their specialty.

**Suggestion Author**

@modern timber

**Approved by**

@vestal charm

#
**Add a box to contain Signus' drops**

Both Wall of Flesh and Providence have boxes to contain their drops and prevent them from falling into lava. Signus is fought in the underworld, yet doesn't have a box. One could argue that since Twisting Nether floats, a box to stop loot from falling into lava isn't necessary. However, Signus can also drop weapons that can still fall into lava.
Another argument against this can be that drops don't burn in lava and people have lava immunity at the point of post moon-lord. This has lead to people petitioning the removal of Providence's box. However, the box can also be useful for locating loot. If everything is in lava, one would have to swim through the lava ocean of the underworld to try to find required loot. You could use a ceaseless hunger potion, but why would someone use a potion just to get a couple of drops? It's just a waste of a potion.
All in all, having a box to contain Signus' loot would help immensely.

**Suggestion Author**

@green quail

**Approved by**

@vestal charm

timber acorn
#

Make the dash from plagued fuel pack/blunder booster not remove your momentum

pfp and bb are good accessories on theory, but they're poorly executed because even if the dash managed to help you dodge stuff, you can still get caught in a dash or other projectiles. a good example is yharon, where you can dodge his dashes with bb dash but after that you lose all your momentum which can lead to certain death due to the spammy nature of yharon, another example is if you dash with pfp you can be potentially left in an awkward position without any velocity, leading to taking more hits. Reworking the 2 accessories to not remove your momentum would make them more useful

Suggestion Author: @storm sierra

#

Move the ore and boss material drops from EoW and BoC to when the last segment is killed/the brain itself is killed instead of from Segments/Creepers

Currently in Calamity the creepers from the Brain of Cthulhu and the Eater of Worlds segments drop their respective ore and material before the boss itself is defeated. This rewards the player for only finishing part of the job to get the main reward, that being the boss exclusive material and the evil ores respective to the corruption/crimson. Removing the creeper/EoW Segment drops and instead having the last entity killed would instead reward killing the entirety of the Brain of Cthulhu or Eater of Worlds instead of rewarding the player for partially finishing the boss fight.

Suggestion Author: @hearty quail

#

Rework Moon Lord Summoning

?

Summoning Moon Lord is a absolute pain. You either have to go through the LC fight and the Celestial Events, or use up 20 of each precious lunar fragment to summon him manually. Whichever way you choose, you then have to wait one minute until you can fight him, which is an excruciatingly long time when compared to any other boss fight (outside of Astrum Deus).

Summoning and farming Moon Lord is a massive sink of time and resources (if you choose to use lunar fragments), which you need to do for certain weapons as well as Luminite Ore. Reworking his spawn to take less time, and possibly even reworking what ways you can use to spawn him would be incredibly beneficial.

Suggestion Author: @pine kestrel

tawdry condor
#
**Make chlorophyte bullets create less dust**

Chlorophyte bullets are a very useful type of ammo, having homing ability, and are usually very good for fast moving bosses or ones that are offscreen most of the time. The problem is that chlorophyte bullets create A LOT of dust that can lag even good PC's, making combinations like P90, minigun, SDFMG, onixya etc + chloro bullets pretty much unusable.
Making chlorophyte bullets create less dust, similar to verium or any other cal bullets, would reduce the lag and make these bullets actually worth using.

**Suggestion Author**

@lyric frost

**Approved by**

@vague flame

#
**make bloodstone harder to be obtained the "cheese" way**

Currently you can just grind a lot of brimstone crates/ravager bags before providence and open them after provi, thus removing almost all danger from fighting buffed bosses/enemies
my idea is that crates/bags themselves should change after defeating provi, similar to crates in 1.4, so you actually have the danger to fight buffed bosses or fish while dealing with buffed enemies
Another way this could be changed is make bloodstone be dropped directly from the buffed bosses post-provi, not from their bags

**Suggestion Author**

@lyric frost

**Approved by**

@vague flame

tawdry condor
#
Make moonlord drop more luminite and Providence drop more geodes.

Currently it is quite annoying to farm out those bosses with the same gear you beat them with the first time. Beating the same boss with the same amount of difficulty multiple times in the same playthrough adds nothing to the game.

Note: apparently this will be solved for moonlord via luminite planetoids, but something similar could be implemented for Providence, such as geodes occasionally dropping from profaned enemies after her defeat.

**Suggestion Author**

@smoky river

**Approved by**

@vestal charm

tawdry condor
#
**Change how Storm Weaver lightning orb spawns/works**

To put it simple, Storm Weaver spawns his lightning orb too close to the player from any angle without enough warning causing cheap shots (roughly 0.2 seconds).

I propose a few changes to assist how orb works:

  1. The lightning orb may only spawn from a certain angle (to help predict where it may be)
  2. Telegraphs or a longer cast time so there is a better chance to evade the ball of death
**Suggestion Author**

@urban carbon

**Approved by**

@vestal charm

tawdry condor
#
**Expand the Post-ML Dungeon**

?

The Post-ML Dungeon is very barren. Outside of a boss (two if you count Ceaseless Void) and the Dungeon Spirit knockoffs, the Phantom Spirits, there isn’t anything new to find or do inside the dungeon when compared to the Post-Plantera dungeon. This is very much unlike the change between Pre Harmode Dungeon and Post Plantera which, in addition to the biome chests, has new unique skeleton enemies with unique drops as well as a new material to gather in the form of Ectoplasm.

As of right now, the Post-ML Dungeon isn’t that unique from the Post-Plantera dungeon, with only a Dungeon Spirit clone to justify the difference. Adding new unique chests that are openable Post-ML, or even adding new enemies would go a long way to making it feel more special and memorable.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Give an alternate, final upgrade to the swords that are crafted into the exoblade

**
Many of the swords completely lose their identity when combined into the exoblade, such as the floodtide and stellar striker, and adding alternate upgrade trees in addition to exoblade would increase weapon variety and player choice while adding purpose to weapons used as recipe fodder

**Suggestion Author**

@solemn matrix

**Approved by**

@vestal charm

#
**Make Waterfall Walls affected by Biome Fountains/Add different variants of Waterfall Walls**

So recently I was doing a build that was abyss related and I thought "Hey, what if I used waterfall walls and it would be abyss water? That would be cool." So, I put down a statue and to my minor disappointment the Waterfall Walls color was that of old plain water. This would be a small QoL for builds, but might add another style for builds that want to use the Waterfall Walls

**Suggestion Author**

@little spoke

**Approved by**

@vestal charm

tawdry condor
#
**Repurpose Cryogen’s minions to instead be regular snow biome enemies.**

They don’t add much to Cryogen’s fight other than being an occasional annoyance, since two can be knocked back and the other is generally too slow to catch up to you. Removing them from the fight and changing them to standard enemies would overall benefit the fight, add more enemy variety to the snow biome (especially the surface), and expand on the Cryon-like enemies which build up to Cryogen.

**Suggestion Author**

@spring breach

**Approved by**

@vestal charm

tawdry condor
#
**Move Ravager to Post-Provi and make him the only source of Bloodstone**

?

Ravager, progression wise, currently exists in a nebulous Hardmode and Post-Provi point, not being locked behind any progression point and getting buffed after Providence is defeated. Additionally, Bloodstone is one of his drops Post-Providence, and it’s very fitting for a flesh golem. However, the same material is dropped by Clonelamitas, Brimstone Elemental, and the Brimstone Crag enemies/crates. While this does give new life and a rematch to those enemies, Clonelamitas is just a clone of SCal, so she doesn’t really need a rematch. You already get that rematch through SCal. Brimstone Elemental and the Crag enemies don’t have quite as good of a reason to drop Bloodstone thematically, at least not when compared to Ravager.

One could kill two birds with one two then by moving Ravager to Post-Provi, and by making him the sole source of Bloodstone. This would prevent any cheese with saving treasure bags or crates and opening them Post-Providence, and give Ravager a more solid place in progression. It would also make Bloodstone less of a thematic headache, being focused on one extremely fitting boss instead of three vaguely fitting/connected ones.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Reduce the size of Providence's Profaned Rock square to that of Wall of Flesh's Demonite/Crimtane Brick square**

When farming Providence, every single time she dies it generates a massive box made of Profaned Rock to prevent the drops from falling in lava. This box is nearly quadruple the size of the one generated by the Wall of Flesh despite doing the exact same thing and is incredibly tedious to clean up. If one doesn't clean this up they run the risk of getting stuck on them during subsequent fights. In all, the squares being this massive has no advantages over a smaller square other than just being annoying to clean up.

**Suggestion Author**

@cunning gate

**Approved by**

@vestal charm

#
**Display debuffs above Super Dummy**

Basically, have the debuff icons displayed above super dummies much like enemies and bosses do. It will make it easier to know which debuffs are affecting it.

**Suggestion Author**

@drifting brook

**Approved by**

@vestal charm

tawdry condor
#
**Make a penalty for repeatedly violating suggestion rules **

Some people repeatedly suggest things with SIS, "for QOL", etc. If there was a penalty such as a temp suggest mute or warning, people would think a bit more before suggesting, cutting down on the mods putting the ! on suggestions. It would also help increase the quality of suggestions that get submitted.

**Suggestion Author**

@west rose

**Approved by**

@vestal charm

tawdry condor
#
**Add an upgrade to the clentaminator**

An upgrade to the clentaminator that gives it purification in an area similar to the scorpio's secondary fire, making it much easier to control biomes for endgame players on larger worlds. The clentaminator's primary fire requires players to dig tunnels throughout biomes in order to make the wanted changes, and adding an area of effect upgrade would allow players to manage larger biomes without a grid of tunnels. Calamity's increased focus on biomes that are vulnerable to corruption such as desert and jungle ramps up the need to protect them not seen in normal terraria, and adding a more efficient way to biome control would address that.

**Suggestion Author**

@solemn matrix

**Approved by**

@vestal charm

tawdry condor
#
**Make Hive Mind teleport the player to where they are before getting TP'd to hell by WoF in boss rush**

currently, hive mind teleport you back to spawn after WoF is killed in boss rush, which can be very annoying due to the fact that you won't expect to get yeeted back to spawn and won't set your spawn on your boss rush arena, this problem is most severe for new players as they won't even know where you get teleported to after WoF and can cause confusion if they ended up in their base
teleporting the player to where they were before getting teleported to hell by WoF will make boss rush more smoother and can prevent unwanted NPC deaths

**Suggestion Author**

@storm sierra

**Approved by**

@vestal charm

tawdry condor
#
**add an aiming line (config)**

Idk what it's really called but basically a line (typically red) that goes from the player to the cursor.
Why I think that's necessary is because later in the game the screen is so cluttered by projectiles/effects of multiple colours that it becomes near impossible to see your cursor no matter what colour you make it because it never stands out.
This could also help people that use anti-lag mod cuz some weapons rely on dust, so with some sort of aiming line they could see where they're aiming.
Even if you use homing weapons it's possible you are 1) so far off the target you still miss 2) going to click of screen which can be annoying

It could be a config and maybe there could be an option to switch it on for either
Ranged
Melee
Mage
Summon
All classes
That way it isn't too intrusive

**Suggestion Author**

@crimson thunder

**Approved by**

@vestal charm

tawdry condor
#
**Rework some of SCal's dialogues to be pop-ups instead of chat-based.**

Some of SCal's dialogues that aren't indicating major subphase changes can be changed from chat to pop-up (take example of DoG's lines when a player takes damage by its head or tail) to trim down on the chat spam in fights, and saving the space for the lines that indicate subphase change. Examples of lines that can be changed are those are at the start of Brothers subphase, start of phase 2, or when she's doing her last monologue at 1%.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Rebalance either Inferno buff or Tesla's Electricity buff.**

Inferno buff is vastly inferior to Tesla's Electricity buff in more ways than one. Its only advantage is bigger radius. Meanwhile Tesla's Electricity inflicts both direct damage (15) AND Electrified (up to 16dps) AND Galvanic Corrosion (stun on normal enemies), meanwhile Inferno does only On Fire! (4dps). And considering Tesla Potion is easier and earlier to get, Inferno is in a really bad spot compared to Tesla. Rebalancing either or with these in mind would help Inferno having some uses instead of being completely overshadowed by Tesla's Electricity.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Rework Bossrush (specially the first 3 tiers)**

Boss Rush currently feels like an 10-25 min (depending if the player is running glass cannon or a more survivability focused loadout) melt fest til later bosses such as Ceaseless Void, Old Duke, Scal, and many others while you try to avoid getting cheap shotted by things like Eater of Worlds spawn, telefrags from bosses like BoC and Yharon or avoiding extremely sped up attacks from other bosses.

The proposal is to make the bosses in this optional/ultimate challenge more challenging compared to their regular counterparts, specially the pre-hm bosses and tiers 1-3 of the boss rush rather than just the same boss but with way more health and sped up.

Some suggestions: make them more resilient, give them stronger reactive dr so that you dont melt the heck out of em, make bosses faster if off-screen to avoid just outrunning them by a lot via things like Alicorn and fix spawn kills/cheap hits such as Eater of Worlds's spawn or the telefrags i mentioned earlier and reduce the amount of hyper speed projectiles such as Brimstone elemental's cocoon's hellblasts, Signus's mines and some stuff later on like Plaguebringer's stringers

This would help so that this challenge is more of a melt and don't get melted and so that theres more strategy to defeat boss rush, specially tiers 1-3 and so that it isnt melt bosses for 8-16 minutes to attempt the last 6-4 bosses.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Add more Vanilla item recipes**

Some rare items in vanilla still dont have a recipe and adding a recipe would help obtain them
Some chest loot doesnt have a recipe such as Enchanted boomerang, boomstick, beam sword, mimic drops, etc. It would be a nice way to reduce/avoid grinding for certain items that might be required in weapons later or that could help fight bosses in their tiers

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Being able to upgrade plague hive**

It kinda feels weak atm, Like useless after ML, I feel like it deserves some love and some more upgrades, I have no examples but, This is just a small suggestion i was thinking off

**Suggestion Author**

@cedar trellis

**Approved by**

@vestal charm

tawdry condor
#
**Add an indicator in chat to tell what boss is up next during boss rush**

It's hard to remember in what order 40ish bosses come in, and sometimes going to the wrong arena for a boss can be disasterous.

**Suggestion Author**

@sage ether

**Approved by**

@vestal charm

tawdry condor
#
**Expand the Astral Biome when Astrum Deus is defeated**

Right now, the astral biome is only really used a few times in the game, then completely abandoned. You go there to summon the bosses from there, maybe farm some weapons and maybe get the astral ore. Afterwards, it’s completely ignored and forgotten. Expanding the biome after Deus dies could include spreading the actual biome in a radius around it; buffing the enemies; introducing new enemies; having them drop new items, etc. It also works lore-wise, since Deus is probably filled with the astral pathogen. Killing him would release all those pathogens, explaining the expansion of the Astral Biome.

**Suggestion Author**

@feral talon

**Approved by**

@vestal charm

tawdry condor
#
**Add a setting to switch weapons left and right click functions**

Some weapons have multiple functions with different clicks. As terraria doesn't have very good right click weapon functions, the left click tends to be the only thing used. This would make legendary weapons more interesting as you could focus on the special abilities. The Crystal Crusher would ignore this as it has been already stated that switching the functions of that wouldn't work.

**Suggestion Author**

@waxen crown

**Approved by**

@vestal charm

tawdry condor
#
**add more bee related weapons, or other rogue/gun weapons that shoot a bunch of small homing projectiles**

The beenades, and the bee and wasps guns are some of my favorite weapons in terraria, and its sad that they dont get much upgrades in calamity. I think it would be fun if more of these weapons existed, as more diversity in weapons can be helpful to make the game more interesting

**Suggestion Author**

@flint atlas

**Approved by**

@vestal charm

tawdry condor
#
**Make the Plague Hive not crafted at the Ancient Manipulator**

The Plague Hive is fine. It gives decent attack bonuses, through the Plague Seekers, and inflicts Plague. However, most of the bonuses are only good with Bee related weaponry, of which there is only one Post-Cultist weapon.

Additionally, the Plague Seeker damage is capped at 30, which means that it even lacks the ability to support you against even Providence, who takes very little damage from it. The HoTE, an accessory obtained at the same time, grants much more powerful damage and survivability buffs.

Tl;dr, the buffs it gives lack longevity due to how late in the game you get it, and how much better other accessories are.

**Suggestion Author**

@maiden heron

**Approved by**

@vestal charm

tawdry condor
#
**Retailor Expert Mode drops to be more unique, and not boring stat buffs**

?

Calamity Expert Mode accessories have nowhere near the same unique feeling they do in vanilla, where each one is wholly unique and useful in some way (except ML’s). Instead, Calamity Expert mode items are widely known for being very boring (with a few notable exceptions), and highly underpowered compared to other accessories. Even when comparing first boss drops, something like the Royal Gel can be used throughout all of Vanilla to prevent annoyance from slimes, while the same cannot be said by the Ocean Crest, which literally becomes replaced by a better copy of it from a future boss.

Reworking Calamity Expert Mode accessories to not just be boring stat buffs, and be more like Gravistar Sabaton, would be a welcome change and breathe new life into these accessories.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

#
**Update The Gravistar Sabaton**

One of the coolest Expert-mode items. super useless, you use it a few times and chuck it in a chest forever. The ability to fall super fast by holding down and making a big explosion is a cool and unique ability. These boots make a big af particle effect but it does very little damage, it just gives them a debuff that poisons them and they die slowly. My solution: 1st, make this item part of a recipe. something that makes sense, and give that item that effect. My item of choice that I would make this item a part of would be the Elysian Tracers. falling very fast is super useful in Yharon fights. It would also make the player refight Astrum Aureus post-Moon Lord if they misplaced the Gravistar, increasing a players chance to get the* Suspicious Looking Jelly Been* in a play though. 2nd, I'd improve the usability of the ability. Stuff like make it trigger when landing on platforms, increase downward acceleration etc. 3rd, make it feel powerful. give it some knock-back so it really feels like your making an impact, give it some solid damage numbers that make it worth hitting the ground. An item like this is a cool concept that should be explored.

**Suggestion Author**

@uncut dock

**Approved by**

@vestal charm

#
**Make Golden Crates drop Auric Tesla Bars after Yharon's phase 2 has been defeated**

As of now, Auric Tesla Bars are non-renewable as Auric Ore only generates once. Allowing Golden Crates to drop Auric Tesla Bars would match how Jungle Crates drop Uelibloom Bars after Providence has been defeated. This would make Auric Tesla Bars renewable, which would help rogue characters as one of their main endgame weapons are Plasma Grenades, which require Auric Tesla Bars and are consumable, which can run out if you die enough times. This would also give players another option over going into the long Auric grind for the endgame gear, which requires alot of these bars.

tl;dr - gold crates dropping auric bars solves the problem of these being non-renwable

**Suggestion Author**

@cunning gate

**Approved by**

@vestal charm

tawdry condor
#
**Make the Adrenaline, Rage and Demonshade Enrage sound different from Moon Lord’s death ray**

The sound is shared between all of these 4 things and sometimes you cannot tell if you accidentally triggered adrenaline during a Moon Lord fight or if Moon Lord’s death ray is coming when in reality you just use Enrage. Adding a different sound to the bars (and enrage) would make them feel more unique and distinct from one another and would help avoid confusion between them specially when focused during a fight

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Add a set of wings for Plague Reaper Armor**

Anyway, I'm surprised there aren't wings to be made with infected armor plating and/or plague cell canisters. I mean, all plaguebringer enemies save for the turtle and slime can fly. It'd be useful. On top of this, it makes very little sense that the boss with a giant jetpack doesn't reward you with any kind of jetpack or wings upon defeat.

Finally, the fact that most wings only give bonuses while wearing certain armor means that you'll be missing out by using an armor set that doesn't have corresponding wings. Hence, I think it would be best to give this set some wings to go along with it.

**Suggestion Author**

@brittle patrol

**Approved by**

@vestal charm

tawdry condor
#
**Rework dungeon gen**

The dungeon is very barren and tiny, and it isn't really interesting to explore (and it doesn't fit with the theme of a dungeon). Also the dungeon enemies appear out of nowhere, which doesn't seem realistic. Making it so that the dungeon has 3 separate layers (kinda like the abyss), could help the dungeon fit in lore wise. The first layer is post skeletron enemies. the 2nd is post- plantera, and the 3rd is post moon lord.
There are some problems like "how are you going to prevent players getting post plantera loot pre-hardmode?". My solution to this is to make it so that the enemies still spawn, but they dont drop any loot/coins until you kill their respective boss. another solution is that a dungeon guardian can spawn if you try to go down to the 3rd layer if you haven't defeated ML.

**Suggestion Author**

@quaint estuary

**Approved by**

@vestal charm

tawdry condor
#
**Make lunar kunai easier to make or harder to consume**

Lunar kunai, you craft 333 of them out of 5 luminite bars, and you use them up really really fast. They are a really solid option in that part of the game and I think they should be either easier to craft or given a chance to not be consumed, or both.

**Suggestion Author**

@slate cedar

**Approved by**

@vague flame

tawdry condor
#
**Fix IFrames on a lot of vanilla weapons**

Vanilla have a lot of weapons, some of them doesn't pierce but a lot of them does, as a measure of balancing, they give enemies immunity frames on hit. Looking at calamity however, a lot of piercing weapons at vanilla progression tiers ignore iframes partially, which is unfair to vanilla weapons. as an example, terra blade is out-classed by terra edge because of the iframes from terra blade's projectiles made the sworditself miss hits often while terra edge don't have such a problem. another example is vanilla flamethrower, which is post skeletron prime, giving a lot of iframes when meowthrower, a WoF weapon, give less ifranes and deals almost the same (if not more) dps. Make vanilla weapons give less iframes on hit will make them on par with calamity's weapons at respective progressions and will make vanilla weapons gain more usage, but not make them give too little iframes and became the equivalent of beenades on WoF

**Suggestion Author**

@storm sierra

**Approved by**

@vestal charm

tawdry condor
#
**Remove the post-polterghast requirement for the items from the abyss minibosses if the player is pre-moon lord**

The abyss is currently an incredibly dangerous biome with even more dangerous minibosses, which guard powerful equipment. This minibosses are hard to kill at their intended tier and drop some useful items (Bobbit Hook, Deep-sea Dumbell, etc). Naturally, these minibosses are much more difficult to kill before their intended tier, especially pre-moon lord, yet the player is rewarded by not receiving any items despite the feat they have achieved. If they player is able to defeat these difficult miniboss before intended tier, its pretty fair to say they deserve to be able to use the items these minibosses guard.

**Suggestion Author**

@cunning gate

**Approved by**

@vestal charm

tawdry condor
#
**Rework Marked and make it usable for more than just Pre-Hardmode and some of Hardmode**

While the title explains most of it, you really can't use Marked for most of Hardmode and definitely not on anything post Moonlord. That being said, the buff is incredibly strong so it would make sense to bar it from there... But why make a debuff if everything is gonna be immune to it.

For summoners, near the end all that's left for them with classless weapons is Golden Gun which is just an Ichor applicator, but at that point you already have something that can apply that or Elemental Mix which defeats the purpose of it. Marked at that point just gives an extra layer of debuffs that are applicable

**Suggestion Author**

@zinc stratus

**Approved by**

@vestal charm

tawdry condor
#
**Buff Psycho Knife's stealth effects.**

Psycho Knife is a particularly interesting weapon in vanilla, but its stealth gimmick is massively underpowered because of how inconvenient and weak the stealth damage for the weapon is. Reworking the weapon's stealth effects would make the weapon a lot better to use as intended.

Some ideas can be, but won't be limited to:

  • Substantially increasing stealth damage.
  • Allowing the weapon's stealth to be built upon at a slower rate while moving and not attacking.
**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Remove King Slime soul of night/light cheese, and lower recipe requirements to compensate**

?

King Slime is well known for being a way to cheese away any challenge of acquiring souls of night/light, and JE/1.4 removed it, so it would be in line with other balance changes like nurse price hikes throughout the game being implemented already. However, Calamity has some ridiculous soul requirements for certain items, such as Gaze of Crysthamyr's 100 Souls of Night. Lowering most recipes (or at least certain ones) would compensate for the loss of King Slime cheese.

As a small side note, Fish of Night/Light already exist, so if you want an alternative way aside from farming enemies you can already go fishing instead.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Make potions that require hardmode materials to craft require more than just blood orbs and water bottles at alch table**

Blood orbs and water bottle at alchemy table = a lot of different calamity/vanilla potions, while this QoL is accepted, potions like fabsol's vodka potion which clearly is hardmode(require unicorn horn pixie dust and crystal shard) can be crafted with blood orbs and water bottle at alchemy table, which is pre hardmode. this breaks the intended potion progression and made the regular hardmode potion recipes almost useless because you can shred through blood moon for orbs. Changing the blood orb recipes for hm potions will fix this.

**Suggestion Author**

@storm sierra

**Approved by**

@vague flame

tawdry condor
#
**Rebalance Yoyo Glove's effect.**

Yoyo Glove creates a copy of the yoyo the player is using (with full damage) upon damaging enemies with one. This practically makes the accessory (and its upgrade, Yoyo Bag) mandatory for yoyo gameplay that HM yoyos onwards have to be balanced around this existing. Rebalancing this accessory (and to the same extent, Yoyo Bag) would make yoyos relatively fine to use without either of mentioned accessories being mandatory.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Make worms not have collision (ex. DoG during laser walls) for 10 seconds instead of the current worm DR**

Currently all worms have insane DR (somewhere around 95%) for the first 10 seconds after they spawn in to prevent getting loads of damage off of the bunched up segments. This basically prevents the player from damaging the boss during these 10 seconds, but the boss can still damage them. This leads to 10 seconds of the player frantically flying around trying to dodge attacks to avoid losing their entire health bar before the boss can lose 1% of theirs and gives a big disadvantage to the player.

**Suggestion Author**

@cunning gate

**Approved by**

@vestal charm

tawdry condor
#
**Rework Tenebris into a Herb**

?

Currently, no herbs are actually added by Calamity at all, which is kind of a shame in my opinion. Tenebris is a block that naturally grows through Planty Mush and has no real definition to it outside of "darkness", meaning it could very easily be turned into a herb that naturally grows on Abyss Gravel/Planty Mush. Although it is used in several non-potion recipes currently, Fireblossom and Deathweed are also used for several normal item recipes, so it wouldn’t be out of the question. Additionally, this could open the door to more unique potions, giving players more options of what buffs to use during fights.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Add more modded content to the Frost and Pumpkin Moons Pre-DoG**

Pretty self-explanatory. The two events are quite skippable before you need to fight them to progress post-DoG. Martian Madness is much better in this area due to the unique drops, while the Frost and Pumpkin Moons have basically no Calamity content I can think of. Fixing this would add more variety to the mod.

**Suggestion Author**

@brittle patrol

**Approved by**

@vestal charm

tawdry condor
#
**Add a Quotes channel to the server**

A lot of great Discord servers have a channel specifically dedicated to quoting funny things people have said - and it's always nice to keep a place around where you can go and read if you want a laugh. I (and a lot of others, I imagine) would greatly enjoy a quotes channel to store random, funny, or even just generally memorable things people say.

**Suggestion Author**

@humble sun

**Approved by**

@vestal charm

tawdry condor
#
**Rework materials that are hard to gather/serve little purpose**

My reasoning is very simple: material bloat and or hard-to-gather materials that serve little purpose. Stuff like Murky Paste, Murky Sludge, Beetle Juice and Blighted Lens are dropped from a few enemies/uncommon enemies, which made them hard to farm for, and they're essential in crafting some good accessories such as ambrosial ampule, which can make it pain to get. Additionally, stuff like blighted lens only craft into 1 unique item(cal clone summon) and the archery potion recipe is almost useless considering it's easier to just grind demon eyes. Another material that i think should be reworked is meld blob, they drop from pillar enemies along with the enemies' respective pillar fragment according to loot table, while the pillar themselves drop no meld blobs, which makes almost no sense and tends to make it harder to grind meld constructs up. If meld stuff is unique and unrelated to pillars, then they should not drop from pillar stuff at all, which still works as intended since meld constructs are crafted at ancient manipulator.

Some rework ideas are, but not limited to:

  • Make murky paste crafted from vanilla jungle materials instead of dropped
  • Make beetle juice drop from more than just derplings
  • Remove blighted lens and make recipes requiring blighted lens require normal lens instead
  • Make pillars drop a reasonable amount of meld blobs/make meld blobs drop from something other than pillar enemies
  • Remove murky sludge and make recipes that require them use blighted gel instead/make them drop from the same enemies that drop blighted gel to reduce grind
**Suggestion Author**

@storm sierra

**Approved by**

@vestal charm

#
**make putting slush through the Extractinator post-cryo make it drop cryonic ore**

The title of this is fairly self explanatory. It would make the block somewhat renewable outside of slime farming, and give you a reason to keep Slush instead of putting it into the auto-trash

**Suggestion Author**

@wraith egret

**Approved by**

@vestal charm

#
**Turn Trinket of Chi into a powerful Stealth accessory**

?

Trinket of Chi is an accessory that gives you a buff after standing still and not using a weapon for a short time. Because you’re not supposed to use a weapon for this time, most people completely ignore it, due to the fact that not using a weapon massively detracts from your dps. However, stealth rogue already naturally does not use weapons for short periods of time in order to activate their powerful stealth strikes. Thus, I recommend turning the almost completely unused Trinket of Chi into a powerful stealth rogue accessory to support the class, similar to fungal Symbiote.

Ideas for what the new Trinket of Chi could do:

  • Double stealth generation when standing still
  • Stealth Strikes fire additional projectiles
  • Stealth Strikes also trigger another stealth strike from your hotbar
**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Rework Mounts to be generally more like Shrimpy Truffle or Tundra Leash**

?

Mounts in Terraria are currently heavily limited in their use. Most of them focus on granting the player insane mobility, but wings and boots already do this, without limiting the tight maneuverability and dodging during boss fights. They can be useful for traveling, but there already is the Burden Breaker, teleporters, and (in 1.4/JE) pylons to let you travel instantly. There are a small handful of exceptions though. Slime mount is one of the rare useful mobility mounts, because high downward speed is very rare and helpful, and infinite flight mounts are useful for building.

The other, more notable and important exceptions are the Shrimpy Truffle and the Tundra Leash. Each of them provides bonuses, damage (while "wet") for the Truffle and damage reduction for the Leash, as long as you're mounted. These benefits are very powerful, and could be used to help rework more mounts. Making mounts give you more effects, in exchange for their lower maneuverability in boss fights would make them much more appealing options during said fights.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Buff Drills, Chainsaws and Jackhammers to be more combat competent compared to their swung counterparts.**

A lot of these tools have poor combat capabilities compared to Pickaxes, Axes and Hammers, one of the major aspects being the lack of knockback coverage. Buffing these tools would make them more comfortable to use in comparison to their swung counterparts.

**Suggestion Author**

@wise radish

**Approved by**

@vague flame

#
**Make Band of Regen and Enchanted Boomerang Craftable**

Not much to say here. Band of Regen is used in 2 specific recipes and Enchanted Boomerang in one, both being pretty damn rare overall. If you're playing multiplayer, or if you just have poor luck, kiss those recipes goodbye.
On the other hand, Band of Starpower can be bought, and the Hermes/Flurry Boots and Anklet of Wind can be crafted, meaning you never need to worry about that.
Would be nice to not worry about world jumping a trillion times just for a Band of Regen or Enchanted Boomerang (potentially other items but those come to mind first)

**Suggestion Author**

@zinc stratus

**Approved by**

@vague flame

#
**add a page item that lists all vanilla changes that calamity adds along with links to the wiki for more info **

if you haven't heard about these changes because you're a new player or just haven't played the mod in a while you'll end up thinking the game is bugged or something because of this, especially because (at least i think) most people think calamity is just a content mod, when it also has a lot of vanilla changes. also a player shouldn't have to use the wiki of a mod to know what changes the mod has. an item like this could also be added for any changes death mod/revengence have that aren't directly mentioned on the items description.
it could just be an item that spawns in with you when you create a new character or something that the guide can give you.

**Suggestion Author**

@open scarab

**Approved by**

@vague flame

tawdry condor
#
**Add recipies for Cell Phone components**

Compasses and Depth meters are rare drops from pre-Hardmode enemies, so they become harder to get in Hardmode.

Most Compass dropping enemies are rare in the first place and become impossible to find in Hardmode, while Depth meter is still dropped by most bats, crafting both from iron and wire would be an alternate way to get them if you are unlucky enough to not have them till Hardmode or are just too lazy to grind them out.

Crafting Tally Counters could also be added as they are a rare drop too and for general consistency.

**Suggestion Author**

@fringe sapphire

**Approved by**

@vestal charm

tawdry condor
#
**Auric Equipment (fishing rod, grappling hook, etc.)**

There's an Auric-tier item for every class, there's an armor set, and there's even an Auric toilet, but there somehow aren't any Auric-tier fishing rods or grappling hooks. Maybe for the Auric rod, the amount of bobbers will be doubled and you can fish in lava with it. Maybe for the grappling hook, you can switch between normal (and extremely fast) grappling and Swing Grappling, like in Terraria Otherworld.

**Suggestion Author**

@frank stream

**Approved by**

@vestal charm

tawdry condor
#
**More water type debuffs in Death Mode**

Kind of like how the jungle has a water debuff in Death it would be more challenging within death mode to have other waters (like astral and both evils) their own water debuff would give death mode that tad bit more of challenge

Also death mode only items could be added that stop you from getting these debuffs and a recipe to make them into one big one (like how the abyss diving helmet's recipe is)
(I also don't mean for ALL biomes only a few)

**Suggestion Author**

@stiff pond

**Approved by**

@vestal charm

tawdry condor
#
**Make the mech trio drop mysterious circuitry and dubious plating**

It's already stated in the lore pieces that the mech bosses were created by draedon so to me it makes perfect sense to make them drop dp and mc. It's a massive pain trying to find draedon labs to get more and I usually want them for building anyway which is annoying considering they are in limited supply

**Suggestion Author**

@heavy sigil

**Approved by**

@vestal charm

tawdry condor
#
**Rework Shroomite armor Stealth**

Shroomite armor stealth is gained while not moving, which is impossible to achieve due to how facetanking is going to be killed next update and the majority of bosses that you're going to use shroomite on require a ton of mobility. these factors made the set bonus equal to non-existant, which is quite sad to see as the shroomite set's unique helmets dedicated to a specific ammo type is quite unique. changing the stealth to something else or rework it to be the opposite of what it currently is would not only make it usable but will make it stand out as a unique set

**Suggestion Author**

@storm sierra

**Approved by**

@vestal charm

tawdry condor
#
**Counter/Evasion Scarf Cold Protection in DeathMode**

It's a scarf I feel like it makes sense to give cold protection. It won't really make it OP or anything plus you can get the hand-warmers around that time I do believe but this just allows players to save a slot so they don't need hand-warmers.

**Suggestion Author**

@rare inlet

**Approved by**

@vestal charm

tawdry condor
#
**Rework astral armor to be combat oriented rather than exploration based**

currently, the major effect of astral armor, an end-of-hardmode armor, is treasure/creature detection and some minor combat bonuses, which feels out of place as there's nothing more to explore at this point. making these bonus into combat oriented ones would make the armor fit it's position more(and not get outclassed by hydrothermic)

**Suggestion Author**

@storm sierra

**Approved by**

@vestal charm

#
**Give the Slimes Gods possessed by the Core increased speed and aggression that scales with difficulty rather than Death Mode AI.**

Giving the possessed slimes Death AI is problematic as the difficulty it provides is inconsistent throughout the modes: it provides a standard challenge in Normal and Expert, doesn’t change the fight much in Rev, and doesn’t change anything in Death. Giving possessed slimes speed and aggression that scales with difficulty would make this part of the fight more consistent throughout difficulties.

**Suggestion Author**

@spring breach

**Approved by**

@vestal charm

tawdry condor
#
**Rework Celestial Magnet's recipe**

?

Most other vanilla item recipes require very little difficult items, and aren't too far off in terms of progression. However, Celestial Magnet (a pre-harmode accessory) requires not only hardmode, but Destroyer to be killed in order to be crafted. It's egregious when compared to something like Frozen Turtle Shell or Magic Quiver, which are hardmode accessories that don't even require a single hardmode boss to be crafted.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Rework the amount of repetitive chlorophyte mining required post ML**

With shroomire, chlorophyte and spectral bars all being required for many recipes, it gets really tedious to take a jungle trip every time a recipe asks for an assortment of bars.

**Suggestion Author**

@primal edge

**Approved by**

@vestal charm

#
**Make Auric Ore renewable through a post-yharon buff to the Slime God**

Since Auric Ore only generates after Yharon is killed, and never again, it can be possible to run out of Auric Tesla Bars. So, taking notes from how other slimes in Calamity drop ores, why don't we make a godly slime drop Auric Ore once it becomes available? There could be many changes to boost the Slime God's difficulty, such as an additional Blight Slime God, or any number of other changes to do, but why not make it so that Auric Tesla Bars, which are already looking to be big in the next update, can now be made renewable?
I think I should mention that the whole Slime God thing is an example of something that could be done, and after a lot of debating in the discussions channel, I don't think it's the best way to go about it.

**Suggestion Author**

@main timber

**Approved by**

@vestal charm

tawdry condor
#
** Make an option for minions to target your cursor **

So, summoner is good as it is but it would make playtroughs more fun if there was an option to toggle, which makes minions target your cursor (basically treat the cursor as an enemy) this would make fights more action packed instead of just concentrating on dodging and remember that if you don't like this you can turn it off (preferably with a button you can bind to make it easier to switch modes rapidly), and with this feature you could also make minions damage players to be able to be used in pvp.

**Suggestion Author**

@rigid quiver

**Approved by**

@vestal charm

tawdry condor
#
**Seperate the configuration file to client-side and server-side**

Seperating the configuration file/menu will solve the issue where users changing their config affects gameplay for everyone on the server. This would make it possible to host public servers and not have to worry about random players messing with the server settings.
Example: Some ninkerpoop changes boss health to 900%

**Suggestion Author**

@frigid pollen

**Approved by**

@vestal charm

tawdry condor
#
**Allow the player to toggle the visual effects given by certain potions**

Calamity adds a bunch of potions that have dust effects when drunk, one example is cadence, which have the love potion hearts effect. but, the cadence potion hearts blocks and ruins vanities most of the time, which is quite annoying to deal with. having a config option to toggle it would be helpful

**Suggestion Author**

@storm sierra

**Approved by**

@vestal charm

tawdry condor
#
**Config To turn off Iron Heart Noise**

Currently, the iron heart makes a extremely distracting noise. For me, it makes it really hard to focus because whenever you get hit you hear a very loud metal DING or something along the lines of that. It would be nice if you could disable it in the mod configuration menu.

**Suggestion Author**

@stoic knot

**Approved by**

@vestal charm

tawdry condor
#
**Allow Plague versions of normal enemies to drop their normal drops**

?

This specifically refers to the infected versions of Hornets, Giant Tortoises, Derplings, etc.. The fact that these almost identical enemies don't drop things like beetle juice or turtle shells makes farming and catching up rather annoying in a post golem jungle, and it doesn't particularly make sense that the plague would just cause a tortoise to no longer have a shell.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Add more enemy variety in the dungeon/world evils post ML**

Specifically, some new, powerful enemies or minor bosses in the dungeon or world evils that could spawn post-ML - it would add much more variety and challenge to the game where these places slowly become more obsolete, plus the world evils lose all relevance after early hm, aside from the occasional restock trip. Adding some world-evil or dungeon minibosses would be cool.

**Suggestion Author**

@humble sun

**Approved by**

@vestal charm

tawdry condor
#
**More stuff to get charged**

The power cell's energy system seem that could do a lot more than what is doing now, having only some weapons to charge feels like wasted potential on a thing that could be more influential than it is.
The Dreadon's arsenal weapons feels a bit out of place as how they are now so adding accessories and/or QoL items could make them feel less out of place since, especially the QoL items, would need constant charging and by doing this showing that this system exists; as it is now is just a thing you take out of the dusty box in the depot just to use it one or two time and that you can ignore without problems, but with this would be a useful thing you would like to have.

Examples of accessories and QoL items:
An electromagnet that works from inventory and the more is charged the more pickup range you get
A mechanical arm that increases the block placing range
An upgrade to jetpack that make you jump higher and faster the more charge it has
An armour that the set bonus take in count the charges of all the pieces

(DISCLAIMER: i am not saying to add those items, they are there only as examples on how much not used potential this feature has)

**Suggestion Author**

@warped fjord

**Approved by**

@vestal charm

tawdry condor
#
**Astral Infection bigger radius**

When you fly even a little high in the Astral Infection, it exits the biome and its extremely annoying. I think it would be better if there was a bigger amount of space you have to travel away from the blocks to exit the biome.

**Suggestion Author**

@elfin bloom

**Approved by**

@vestal charm

tawdry condor
#
**Remove embed perms from voice-channels.**

I've come to notice across my time on Calamain, that the embed permissions on voice channels (especially 1 and 2) rarely actually contribute to the channel, and are just used to post low effort/rule breaking memes that just end up wasting moderation time. It's gotten to the point where VC 1 is colloquially known as the "meme" channel. Tearing off the bandage and removing embed perms from VCs will save moderation time and bring the channels more in line with the rest of the server.

**Suggestion Author**

@clear barn

**Approved by**

@vestal charm

tawdry condor
#
**Adding more Content to the Abyss?**

I feel that the abyss (especially the lower 2 levels + the empty space at the bottom) are pointless time taking areas that could and should be improved with more powerful variants of upper abyss layers enemies; An example of an improvement is to create a permanent buff in those zones for boosted move speed, dmg, tankiness, etc. on the enemies (Maybe drop more coins or items?). Another possibility to boost exploration or revisiting this area is if there is post ___ content added that provides armor and/or items/weapons that are good and useful in select settings (Just throwing out ideas).

Potential "Things":
New enemies (Maybe some ranged enemies now?)
New completely invisible enemies (before fighting?)
Maybe reduce sight even more to be similar to blackout from the brain suckers?

New world gen in the lower "field" of the Abyss?

  • Maybe add a "Temple Zone" around the Boss rush item? (Vastly buffed traps {relative to jungle temple}, enemies, etc?)
**Suggestion Author**

@nimble gale

**Approved by**

@vestal charm

tawdry condor
#
**Buff Bosses in Multiplayer**

In vanilla, multiplayer bossfights are already arguably easier simply because of how you can respawn and carry on the fight so long as there are some people left. In calamity, multiplayer bossfights are even easier because of the reworked health scaling. Why is this feature even a thing? If there are 4 players, the boss should have 4 times as much health. I think that removing this rework would make it much closer to singleplayer difficulty.
Another thing that could possibly be implemented to bring it even more in line with singleplayer is to make it so that you lose a certain percentage of your max life whenever you respawn in a bossfight (it would work kind of like Silva, your max health would be restored afterwards.) This way, you actually get punished for dying when there are other players left. This would be balanced due to the hermit's box of 100 medicines causing you to spawn at full health, making multiplayer bossfights easier as well. In any case, at least 1 or 2 of these features should be added so that bosses dont feel like pushovers with 3 or more players.

**Suggestion Author**

@solemn egret

**Approved by**

@vestal charm

tawdry condor
#
** Change HM Wulfrum Spawns**

Small change. A way to stop wulfrum enemies from spawning once in HM. They lose all relevance fast in early mode being outclassed from gold+ ores and EoW gear. Maybe even adding a crafted item, "Wulfram EMP", to "power" them all off and stops spawns

**Suggestion Author**

@dawn berry

**Approved by**

@vestal charm

#
**Make the tongue debuff pull faster**

The Tongue is a debuff inflicted on the player if they go behind the wall of flesh in the range of 1800 blocks. however, the debuff doesn't pull you that fast and pulls you slowly while dealing tick damage, which is quite annoying especially in multiplayer(due to lag wall of flesh can dash to a player that caused it to dash and ignore all players in between leading to being pulled by the wall unintentionally). This is very frustrating to see as you can't do anything while being pulled but you also take tick damage. make the wall pull you faster would make WoF fight less annoying in multiplayer even with huge lag

**Suggestion Author**

@storm sierra

**Approved by**

@vestal charm

tawdry condor
#
**make The Sponge and The Absorber inherit the effects of Rover Drive**

Currently, The Sponge and The Absorber require the Rover Drive to craft but dont actually inherit its effects or anything similar to its effects. The Sponge even has the Rover Drive animation in its sprite but doesn't use its effects. Having The Absorber and The Sponge inherit the effects of the Rover Drive would make more sense as they both require it to be made.

**Suggestion Author**

@cunning gate

**Approved by**

@vague flame

tawdry condor
#
**Make DoG invisible before teleporting**

After a laser wall, DoG is partially invisible when casting a portal. I feel that it looks out of place and removes the effect of the boss ambushing you. I'd suggest either make it invisible or have the visuals of the boss when the laser walls occur before it teleports.

**Suggestion Author**

@torpid monolith

**Approved by**

@vestal charm

tawdry condor
#
**Nerf Red Devils into oblivion or tier shift them to post-plantera**

Currently, Red Devils begin spawning once one mechanical boss has been defeated. These things are as tough as post-plantera dungeon enemies at their intended tier due to the fact they have burst fire shots, and deal 300+ damage (this is more than the Destroyer's head in expert mode, why is this a thing?), tier shifting them to post-plantera or nerfing them to be more in-line with their current tier would reduce the annoyance and pain caused by these red floating balls of death

**Suggestion Author**

@cunning gate

**Approved by**

@vestal charm

tawdry condor
#
**When Ceaseless Void has no energies alive, replace its other projectile attacks with a nerfed version of DoG's laser walls**

You know what bugs me? The fact that Ceaseless Void and Signus barely teach you anything about what you should expect for DoG. This is an issue since it means they're not fulfilling one of their essential purposes as the servants of another boss.

It's pretty common in games for a boss that serves a different boss to have attacks that are similar in some way to the boss it serves. This is common because it's an effective way of giving players just enough knowledge before fighting the harder boss to make it always feel fair. Laser walls really need this, since they kinda come out of nowhere and can feel really unfair at first (despite how they're technically one of the most fair attacks in the mod).

As a side note, many people, myself included, seriously dislike Void's non-minion projectiles. This would pretty effectively kill two birds with one stone.

**Suggestion Author**

@brittle patrol

**Approved by**

@vestal charm

tawdry condor
#
Give Deific Amulet Regen Buff

Since the Charm of Myths needs the Band of Regeneration it doesn't make sense that Deific Amulet won't give any health regen, my suggestion is to give Deific Amulet and Rampant of Deities the relevant HP regen

**Suggestion Author**

@cosmic ingot

**Approved by**

@vestal charm

tawdry condor
#
Change revengeance eye of Cthulhu drop

when you get the scarf and the shield from eye of Cthulhu in revengeance, they cancel each other out. This leads to you having to discard one of them while the other is active, due to the fact they both have a unique dash. my suggestion is that you change the drop to either have a different mechanism/use, or correspond uniquely with the Shield of Cthulhu.

**Suggestion Author**

@strange spoke

**Approved by**

@vestal charm

tawdry condor
#
**Rebrand Cosmic Elementals into a swordsmith looking enemy.**

Cosmic Elementals drop rare swords (Enchanted Sword, Arkhalis, Beam Sword and Bone Sword). Yet the enemy itself has no relationship with any of these weapons whatsoever, even worse than some other weapons dropped from other enemies. Rebranding Cosmic Elemental's looks would make the enemy not feel like just a fodder for dropping unrelated stuff.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**When the perforator hive is about to initiate the projectile rain attack, make it have a chance to unleash a different attack instead**

During a boss it is necessary to give the player a wide variety of dangerous situations to avoid, however currently during most of your time fighting the perforator hive you will be dodging horizontal bullet hell after horizontal bullet hell and charges in between in revengeance mode, which can be very repetitive.

Adding one or more crimson themed attacks that can be initiated instead of the projectile rain will make the player have to react accordingly depending on what attack the perforator hive does, making the fight feel more unique throughout.

There are endless possibilities for crimson themed attacks that could be added, perhaps it spits balls of flesh that break down into spikes, which bounce off tiles in death mode, or a homing ichor bomb etc

PS: If you feel like the attacks wouldn't fit in with the worm phases, it would be better if they weren't initiated during those phases

**Suggestion Author**

@proven ruin

**Approved by**

@vestal charm

tawdry condor
#
**Re-tier either the Master Ninja Gear or Statis' Ninja Belt**

Master Ninja Gear is a post plantera accessory that gets overshadowed because once you've acquired it, you can immediately upgrade it into Statis' Ninja Belt, which made master ninja gear useless on it's own. Re-tier either of those will give master ninja gear some usage and balance things out

**Suggestion Author**

@storm sierra

**Approved by**

@vestal charm