#suggestions-voting

1 messages · Page 36 of 1

tawdry condor
#
**Make Phaseslayer's "rotation per second to damage" scaling increase to the player's melee speed.**

Phaseslayer is a somewhat interesting weapon that gains higher damage the faster the weapon is spun. This weapon, much like its successor, Murasama, currently isn't affected by melee speed. The proposition to make the damage scaling based on the weapon's angular velocity raise relative to melee speed is to make the weapon a bit more rewarding to use with melee speed bonuses. Not only that, the player is also physically moving the weapon around, melee speed should at least boost its stats in some way.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**change the BoC charge attack to make it more difficult **

in the current version of the attack BoC and it's illusion clones do a spin away from the player then charge them
this attack is easy to dodge and only a threat when the clones look exactly like BoC itself as the brain goes too far back allowing the player too much time to look at each brain.
instead make BoC spin around the player before backing away for a little and charging, this does a couple of things:

  1. gives more resemblance to the hive mind's attacks where he often teleport before spinning around then charging at the player
  2. will confuse the player a bit by needing of them more consecration to watch the right brain as all 4 models spin around you.
  3. be a good add on to the concept of BoC which in vanilla is heavily debuff based giving BoC a way to confuse the player without making use of annoying and convoluted/extremely powerful debuffs like confusion, cursed and silent.
**Suggestion Author**

@novel sapphire

**Approved by**

@vague flame

tawdry condor
#
**Add more early-game content to planetoids (and the Sky/Space layer in general).**


The Sky/Space layer has always been something of an oddity amongst vanilla and modded Terraria playthroughs for being, in most cases, completely and utterly irrelevant for most of the game. While Calamity does take a nice step in the right direction for fixing this by adding planetoids (one of which has a hopefully-important lab encased within it), there isn't really much else to do in the high skies for most of the game. The point in the game where this could be remedied easiest is early-game, where the player doesn't have enough stuff to completely nullify it but can get enough stuff to survive (mid- to late pre-boss ish). Adding some more unique content to the planetoids that generate up there, such as the bio lab in the main planetoid, can help to entice people into going up there for more than just a massive stash of resources with no danger in sight.

**Suggestion Author**

@sour hornet

**Approved by**

@vestal charm

tawdry condor
#
**make planetoids an option upon world gen or make them less abundant**

This might just be me but I personally feel like the planetoids are a bit unnecessary,
For multiple reasons

  1. this only affects a very small minority probably, but I personally spend a lot of my time in calamity in space,
    I fight bosses In space, I grind mobs in space, I have farms in space simply because that's where it won't affect my terrain too much, and also space is the least laggy place and clearing out planetoids is just kind of tedious, especially when you never intended on using them in the first place

  2. similar to 1). If you never intend on using the planetoids then why should you bother with them, sure, you can use dynamites and stuff to get rid of them, but it's just unnecessarily tedious, yet again, because you never cared much about them.

  3. planetoids can be op, so people that don't want to use the planetoids for easy pre boss skip can just disable them, or making them less common would reduce the loot you get from them. Detonating them isn't an option cuz you get the loot and I doubt people would trash the loot.

  4. this one is probably more subjective than the others but, they feel really forced, i mean, they are pretty large scale, probably more than anything else. (excluding biomes ofc)
    And since it is so large scale you would expect it to be at least more worthwhile (in a fair way)
    But no, there's nothing on planetoids that you can't get by other means, for example
    Gems
    Ores
    Life crystals
    Even exodium clusters and iirc cinderplate

Maybe, so that people actually experience planetoids first you could make it so that you have to defeat moon lord, or scal so that that option is unlocked, like the wof/evil biomes option

**Suggestion Author**

@crimson thunder

**Approved by**

@vestal charm

tawdry condor
#
**Make on-hit effects from weapons, accesories, armors, etc, to not be triggered by enemies spawned by enemy statues**

Enemy statues can be abused by many ways and purposes in favor of the player in an unfair and un-balanced way by triggering these effects. Most noticable of them are on-hit effects that can heal the player such as Terra Edge, for example. Other uses can vary such as accesories effects and armor can be abused too. A former solution to fix this unfairness and unbalance problem is to inihibit the ability of on-hit effects to be triggered on enemies spawned via enemy statues.

**Suggestion Author**

@tired zephyr

**Approved by**

@vestal charm

tawdry condor
#
**Rename <:lel:297070573014482944>**

Emote names are usually meant to convey the emotion being presented in said emote. However, lel does not convey much of a laughing tone. It conveys more of a disgusted/confused face.
Possible renames could be, but are not limited to: "wtf," "huh," or "ewwtf"

**Suggestion Author**

@modern timber

**Approved by**

@vestal charm

tawdry condor
#
**Remove worm boss starting DR after first defeat**

Thanks to this feature, most worm bosses cannot be shredded within the first few seconds of spawning, which is good since it prevents cheesing worms. However, some bosses require alot of grinding to get certain drops. This includes worm bosses (sea's searing, SHPC, shadow scales, souls of might, lunar fragments). Removing the feature after the first time the boss is defeated will make boss farming easier and more convenient. An alternative is a toggle rather than a permanent change to this.

**Suggestion Author**

@sage ether

**Approved by**

@vestal charm

tawdry condor
#
**Replace the tiny planetoids (aka nearly all planetoids except for the big one) with sky island variations.**

Planetoids don't feel as unique as Sky Islands, since there's a bajillion of them (many of which are tiny and uninteresting) hile there's like, what, 3 sky islands. Planetoids also don't have unique loot, while sky islands have unique chests with unique items.
Replacing most of the planetoids with new sky island variations could solve a lot of the issues with planetoids in general. Some of these sky island variants could be based on some actually interesting planetoids, such as jungle islands, islands with sword shrines, etc. This could also be a good starting point for new items to make them more interesting.
The main planetoid with Draedon's base should be kept anyways, since with the removal every other planetoid, it might feel unique again for once.

**Suggestion Author**

@bitter mirage

**Approved by**

@vestal charm

tawdry condor
#
**Buff Mounts**

?

Mounts in Calamity are mostly outclassed and very rarely useful. Most of them focus on granting the player much higher mobility, but Calamity's wings and boots already give fantastic mobility, without limiting the tight maneuverability and dodging crucial for boss fights. They can be useful for traveling around the world, but there already is the Burden Breaker, teleporters, and Astral Arcanum to let you travel instantly. There are a small handful of exceptions though. Slime mount is one of the only useful mobility mounts, because high downward speed is very rare and helpful, and slow 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 buff more mounts. Making mounts give you more effects, in exchange for their current 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
#
**Make Effigy's Toggleable.**

I feel like the Effigy's should be toggleable. I would think sort of like a waterfall, or music box, where if you turn it on, its effect is activated, and if its off, its effect isnt activated. I feel like this would be good for situational boss fights, or just Decoration, but you dont get the effect. Sort of similar to the Campfire.

**Suggestion Author**

@stoic knot

**Approved by**

@vestal charm

tawdry condor
#
**Add defense/dr to superdummies**

Add like a slider of some sort that can change the amount defense/dr to superdummies, so we can test items like shark tooth necklace, and also see how much damage we would be doing per hit to bosses, with the wepon that you are using, for example if you wanted to kill providence but it has 50 defense/25% dr so you dont know how much damage you would do per hit, since doing math isn't fun

**Suggestion Author**

@dull lynx

**Approved by**

@vestal charm

tawdry condor
#
**Make Mimics spawnable by the player**

A lot of mimic drops are very useful, especially in early hardmode, and are even more necessary in late game because some of them are used in long crafting chains like that of the Deific Amulet and its upgrades. However, there is currently no way to manually spawn them like there is for evil/hallowed mimics, and finding them naturally is, at best, annoying.

Allowing the player to manually spawn them, either by placing a golden key in a chest once hardmode starts or adding a new item that can be used to spawn mimics would fix this issue and reduce the amount of grinding at the beginning of hardmode.

**Suggestion Author**

@knotty maple

**Approved by**

@vestal charm

tawdry condor
#
**Make Polterghast drop more phantoplasm**

Auric Tesla bars require ascendant spirit essences (5 phantoplasm each) to be crafted, which means 2.5 phantoplasm per Auric bar. Polterghast drops 20-30 phantoplasm in revengeance or above.

If you want to make 50 Auric bars, you'll need to fight Polterghast roughly 15 times, give or take based on luck, phantoplasm dropped from enemies, and phantoplasm already used in other items.
(From one Polterghast fight, you can get enough phantoplasm for 4-5 ascendant spirit essences on average.)

I think it's a bit annoying having to farm this boss every time I need more Auric Tesla bars for something. Imo, raising the amount it drops in each mode by 10-15 would help a lot

**Suggestion Author**

@sullen thunder

**Approved by**

@vestal charm

tawdry condor
#
**Allow players to disable the magic carpet effect from auric tesla boots**

Auric tesla boots have a magic carpet effect that lasts for a few seconds after exhausting your flight time, which is very bad for scal fight(which you'd be using auric armor on) since it's horizontal blasts will 100% hit you if you don't reset your flight time/release space bar. it's also quite annoying because most players are used to the glide effect from wings as a sign of wing time ran out instead of the magic carpet hover.

**Suggestion Author**

@storm sierra

**Approved by**

@vague flame

#
Add a potion to avoid the sulphuric poisoning

I think that the sea is limiting to players earlyish game because of the debuff. It seriously can make the process hard with weaker armor, and the enemies there are quite strong (though I don't think that should be changed) Maybe you could encompass obsidian skin, or make a second tier to deactivate the debuff? I just think the potion that already exists (sulphurskin) might not help enough for new people, when it only makes the sulphur weaker. it likely won't help enough if you have low health and/or have few movement accesories

**Suggestion Author**

@main aurora

**Approved by**

@vague flame

#
**Rework/rebrand the Ocean Crest into something that relates more closely to the Desert Scourge in particular.**

(An example could be having the accessory augment food buffs in some fashion.)


The Ocean Crest is a lovely accessory according to just about anybody you'll ever talk to, and that's fine, but there are two problems with it:

  1. Its functionality better suits something obtained from the Ocean/Sulf Sea, the Sunken Sea, or the Abyss in terms of thematics --- infinite waterbreathing doesn't really relate all that well to a massive dried-up worm that eats everything.
    b) Infinite waterbreathing on an accessory is kinda really powerful and giving it to the player as early as post-DS can prove to trivialize a lot of otherwise fascinating exploration trips involving the various seas.
    Reworking the accessory to be something different and more relevant to the Desert Scourge's theme would prevent people from just being able to go anywhere underwater for free so early on, make Arctic Diving Gear and the like more relevant, and help connect the item to the boss it drops from. Furthermore, this would make the Aquatic Emblem --- the Aquatic Scourge's Expert drop which is just a better Ocean Crest currently --- distinct from the Ocean Crest itself and thus make both of them more unique, as currently the relation between them makes them both rather bland.
**Suggestion Author**

@sour hornet

**Approved by**

@vague flame

#
**Give the Omniblade an animation and function similar to that of the Murasama.**

Simply put, Murasama and Omniblade look alike, both true melee without major effects besides "deal high dmg on hit" and it would supply another outlet for this unique and fun animation and weapon style to be played besides post-yharon.

Omniblade is also over-shadowed by Blade of Emnity (which is basically better due to it's inflicting debuff) so creating some variance besides a few stat changes would be ideal.

**Suggestion Author**

@urban carbon

**Approved by**

@vague flame

tawdry condor
#
**Add a placeable item to give the Aurora Borealis effect caused when Cryogen is active**

This would line up with other methods of obtaining boss effects (See: Profaned Moonlight Dye) and allow for more detail in builds. This would allow for another way to obtain the aurora borealis effect without needing to have Cryogen follow you around everywhere you go inflicting you with the Frozen debuff

**Suggestion Author**

@cunning gate

**Approved by**

@vestal charm

tawdry condor
#
Rework heart statue availability

Heart statues are extremely useful, even borderline gamebreaking, from the point you recruit the mechanic to the point you defeat scal. However, it's completely up to luck how many you find or if you even find any at all. I've had playthroughs where I found 5 and playthroughs where I found 0.
I think there are two good solutions to this:

  1. Make them craftable. Simple, straightforward, and easy to implement.
  2. Remove the chance for them to generate randomly during worldgen, and instead make a set number of them generate guaranteed in certain locations. For example, one will always generate in the dungeon and one will always generate in the temple, while no others will generate elsewhere.
**Suggestion Author**

@barren nova

**Approved by**

@vestal charm

tawdry condor
#
Add the ending note from Epiphany to the beginning of Scal's 1.0% Acceptance phase. Why?

It seems like it would be a small thing that wouldn't affect much, but I feel like it would make the confirmation of Scal's defeat a lot more dramatic and satisfying. At the moment, the transition from intense music straight to calm music is kind of anti-climactic, and adding that end note would make it so much more fitting.

**Suggestion Author**

@modern jacinth

**Approved by**

@vestal charm

tawdry condor
#
Better/Buffed wulfrum armor set bonus

The present one is weak and not worth getting - it's only used to fight desert scourge and victicide that is on its tier is better and good for giant clam, so it should be comparable to victicide to make it more useful

**Suggestion Author**

@obsidian shell

**Approved by**

@vestal charm

tawdry condor
#
**Inrease the spawn rate of the sea snail**

It always comes down to looking for one of these when I'm trying to get my Absorber. And they're painful to find. I don't know if it's solely cause I'm getting really bad luck, but all I know is that farming sea snails is always the most painful part of trying to get The Absorber.

**Suggestion Author**

@wide night

**Approved by**

@vestal charm

tawdry condor
#
**Add a recipe for enchanted boomerang**

There is currently no way to craft the enchanted boomerang. This may seem little, but for rogue (and melee) players who want to craft an edisk, this will be especially hard for them. Perhaps to make one you would need: a boomerang, pixie dust, and a light shard. Of course, this could be unbalanced, so maybe negotiating a different recipe would be good.

**Suggestion Author**

@forest moth

**Approved by**

@vestal charm

tawdry condor
#
**make hive mind's summons drop true shadow scale **

perforator hive worms drops blood samples, but hive mind's summons don't. If hive mind's exclusive summons drop true shadow scale then it will be more consistent. Since this will make it infinitely farmmable, another option would adding a new enemy that it spawns that drops true shadow scales, like the worms during perforator hive fight.

**Suggestion Author**

@dull lynx

**Approved by**

@vestal charm

tawdry condor
#
**Make all the banners for material enemies (Aero and Bloom Slimes for example) craftable into the corresponding materials**

Aerialite and Uelibloom can be very annoying to farm if you're not lucky. The same goes for many other crucial materials. Now imagine if, with every 50 Bloom Slimes you kill, you get a bonus one or two hundred Uelibloom.

It wouldn't be overpowered, nor would it require you to go out of your way to get it. Just mine for a while or use a zerg potion and before you know it you'll have enough ore.

This would noticeably cut down on farming that many people, myself included, don't have fun with.

**Suggestion Author**

@brittle patrol

**Approved by**

@vestal charm

#
**Rework Wulfrum armor's set bonus.**

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. Additionally, its set bonus is really bland in comparison, and you can't really play around with it as it's just additional stat with HP threshold. Reworking the set and its bonus 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), with its set bonus reworked to involve the "supercharge" method from Wulfrum Pylons.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Give Wulfrum a narrative reason to exist**

Currently, Wulfrum enemies and gear just... exist. They're almost a red herring, a plot hook that goes nowhere. They're just robits, they roam around, and that's it. Making them the precursors or heralds to an event or a boss, or even just giving them some connection to something else would make this better.

**Suggestion Author**

@spark thunder

**Approved by**

@vestal charm

tawdry condor
#
**Add an alternative recipe to Grappling Hook that's easier to get and doesn't require Hook (item).**

Hook (item) is an inherently stupid thing to get. It drops at a low rate from a group of enemies (Piranha, Skeleton and Hoplite), and getting Gem hooks (which are better than Grappling Hook, by the way) are way easier than making Grappling Hook. Adding an alternative recipe that allows it to be crafted really early on would make the item actually has a use before you'd shift into Gem hooks.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

#
**Buff Herbs**

?

Herbs are currently an underutilized part of Terraria and Calamity currently. It’s peaceful and calming, and doesn’t take up too much time to do, but because it isn’t fighting enemies/bosses it gets shafted by Calamity. Blood Orbs even go against herbs, as they allow you to make potions without even touching a single herb seed.

Buffing herbs, such as making them produce more potions when crafted with them, would make farming them much more appealing. Another option would be to make them used in certain recipes, such as Deathweed in the Caustic Edge, but it would need to be an actually worthwhile amount and not just a single digit number.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Prevent cheap hits/deaths during scal**

When exiting a bullet hell, she often goes into the hellblast mode, and shoots them in an awkward position, which causes the bullets to cross the screen in a fraction of a second, which you cannot react to. A potential solution would be making her unable to shoot projectiles for half a second when exiting a bullet hell. Deaths at 1% due to a stray projectile are also infamous, making all of her projectiles fade out when at 1%, instead of only the brimstone monsters would solve this issue.

**Suggestion Author**

@marsh wind

**Approved by**

@vague flame

tawdry condor
#
**Fix early game armor damage stat increases**

The whole vanilla early game armor situation has been in jeopardy for a long time, and i really think calamity could improve it. The current problem is that early game armor damage stat increases synergise poorly with early game damage. Its no use to have a +3% increased magic damage on wulfrum armor ,for example , when your weapons deal 10 to 20 damage at that point, which results on a whopping 1 damage point increase, rounding it on average. In fact, many would argue that the only values someone cares about in early game armor are defense, and their setbonuses.

It doesn't matter if the weapon deals 1 damage or 30, the low percentages makes it so at the end , your armor will increase your damage by +1 point each, and thats a problem.

What can we do to solve this?

One approach to the solution would be to add flat values such as +3 class weapon damage, for example, to early game armor, instead of being percentage-based. Very opportune exceptions can be applied to early game weapons that would overbenefit from this such as the minishark and belladona staff in the name of balance, and not get as big of a flat number increase as the rest of the weapons, such as, "If the weapon damage relies on fast hits, it increases the damage by +1". A similar exception system is currently being applied with Luxor's Gift, except this would be far easier to do since the damage difference is very small.

Another approach would be, increase substantially the value of the damage modifiers to early game pre-hm armors (>+20% damage increase) so it matches properly the weapon damage of that stage of the game. This would not mess with the current balance of higher tiered armors since they already give 20%+ increase in damage, on top of the defense, critical, misc stats and any potential setbonus they might have, so the player would not consider wearing, for example, wulfrum armor for harder encounters.

**Suggestion Author**

@olive bolt

**Approved by**

@vague flame

tawdry condor
#
**In Rev+, Give True Eyes of Cthulhu Unique Coordinated Attacks when All Three have been Spawned **

In Revengeanace or higher, the True Eyes of Cthulhu behave differently, sticking closer together and always having their attacks synced such that they all do the same attack at the same time. This is a bit of a wasted opportunity in my opinion, as despite being simultaneous, coordinated, and consistent, the True Eyes will just do three copies of the same attack, which is almost never more deadly than just one.
If they all did more unique attacks one all three were out (like all collectively shooting a much larger ring of Phantasmal Spheres or circling around the player when they fire the Phantasmal Bolts), it would be a lot more interesting to dodge and wouldn't be pretty much the same as dodging one True Eye. Maybe having them do one of these attacks per attack cycle.

**Suggestion Author**

@gaunt birch

**Approved by**

@vestal charm

tawdry condor
#
**Modify early game armor bonuses to give extra damage bonuses to low-damage weapons**

There is a consistent problem in early pre-hardmode in which early damage bonuses have to be low to maintain balance against relatively high-damage weapons, but in being so low, tend to have negligible effects and getting cancelled by rounding calculations (most notably visible in the Wulfrum set's puny 3% damage increase). Additionally, early weaponry that attacks quickly tends to both further suffer from percentage-based boosts while over-benefiting from flat-rate boosts.
As such, I propose early armor damage bonuses be changed to give an additional damage bonus for weapons below some arbitrary base damage cutoff. In theory, this should only benefit weapons that do low amounts of damage without pushing early pre-hardmode armors into glass cannon territory once they get otherwise outclassed.

**Suggestion Author**

@proud palm

**Approved by**

@vestal charm

tawdry condor
#
**Make More Visual Effects Toggleable**

The "hide accessory" is not used enough. Many of Calamity's accessories, equipment, etc. have extra visual effects that cannot be disabled. For example, the Rover Drive is a relatively useful early prehardmode accessory. It has a visual effect that cannot be disabled, which purposefully covers up your character. One early game accessory wouldn't be cause for concern, but if The Sponge is reworked to actually add all of the effects of its ingredients (rover drive included), then a late game accessory many players use will conflict with any fashion the player is using.
Of course, there are more items. For another example, the Demonshade armor set is basically required in order to do boss rush in any amount of time under one century. It summons an undyeable pseudo-minion that barely even matches the design scheme of the armor itself in appearance. It cannot be disabled, and clashes with many armor designs, including the actual Demonshade set.
The Heart of the Elements is an example of how this can be done well. By making the elementals toggleable in exchange for stat increases, you vastly improve what could potentially be a massive source of screen clutter. Instead, it is an optional effect.

**Suggestion Author**

@fluid crane

**Approved by**

@vestal charm

tawdry condor
#
**Make Supreme Calamitas' projectiles appear over the Brimstone Monsters**

As it stands, Brimstone Monsters appear over Supreme Calamitas' projectiles. This makes it difficult to see the projectiles and can result in taking unfair hits due to not knowing where a projectile is. There is 4 of these Brimstone Monsters and they have a massive size, and tend to bounce around each other, covering more projectiles. Making Supreme Calamitas' projectiles appear over the Brimstone Monsters would reduce the amount of cheap hits from Brimstone Monsters obstructing projectiles.

**Suggestion Author**

@cunning gate

**Approved by**

@vestal charm

tawdry condor
#
**Add an Amidas tip for Supreme Calamitas after defeating Yharon**

Currently, Amidas gives tips on Auric ore, Yharim, and Dreadon. The intention appears to be to give the player direction and Advice on the endgame. However, the only bosses that he gives advice on are not implemented yet, while the one who is already in-game is not mentioned. This is a bit odd, and is likely an Oversight. Adding a dialogue that gives advice to defeat Scal would be beneficial for newer players

**Suggestion Author**

@stable pagoda

**Approved by**

@vestal charm

tawdry condor
#
**Extend Sulphurous Sea's Fishing Power mechanic to all Fishing**

?

Fishing is very awkward currently. It's a calm and relaxing feature, yet is still very annoying due to RNG sometimes refusing to give you the items you want. This is most prevalent with weapons such as Gacruxian Mollusk or Bladetongue, but can also apply to the ever valuable Crates, even with crate potions to improve your odds.

The Sulphurous Sea currently has a mechanic where it gives you certain drops at certain Fishing power ranges, making it much easier to acquire the items you actually want. Extending this mechanic to the other fishing spots in the game would make fishing much less frustrating and rng based, and give more importance to Bait and Fishing power in general.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Make tactical plague engine inherit the player's ammo consumption chance**

tactical plague engine always consumes ammo, which makes the minion very very hard to use when you summon a large amount of them since they consume ammo at p90 rate(maybe faster if you min max minion slots), which isn't ideal and doesn't make much sense that "ammo reservasion"(i only mention this potion because why tf would you use ranger accessories/armor when you're doing summoner) doesn't reserve ammo in this case. changing it would fix the problem

**Suggestion Author**

@storm sierra

**Approved by**

@vestal charm

tawdry condor
#
**Add an Indicator for When a Worm Comes out of Spawn Damage Reduction**

Worms in Calamity get extremely high damage reduction upon spawning in order to prevent players from cheesing the worms by spamming attacks at its coiled region for insane amounts of damage. While this is not a bad change, there is almost no way to tell whether the worm currently has its damage reduction or not without hitting it and seeing whether you're doing more than one damage. This can lead players to attack early, wasting stealth strikes/mana/rage/etc. or attack late, wasting what could have been an optimal time for attacking.

This problem can easily be solved by adding some sort of indicator to this mechanic. This indicator could be a visual change such as the worm being a different color when resisting damage, or an auditory change, such as a sound effect playing when the damage reduction wears off.

**Suggestion Author**

@modern timber

**Approved by**

@vestal charm

tawdry condor
#
**Make the dryad tell you how much astral infection is in your world**

The astral infection biome is actually quite large, altho it does not spread, it's size is quite hard to know considering it's not in a quadrilateral shape therefore quite hard to calculate with numbers. Knowing the percentage of astral infection in your world helps new players know roughly how large the biome is without having to go to wiki and do a ton of calculation according to the numbers.

**Suggestion Author**

@storm sierra

**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 odd for one of (if not the) biggest content mods in Terraria. Tenebris is a block that naturally grows through Planty Mush and has no real definition 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/exploration.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Rework obsidian armor**

obsidian armor got a rework that made it a rogue armor set. This sounds acceptable since it does almost nothing in vanilla. Obsidian armor now give 3 seconds of lava
immunity(like lava charm but only 3 secs) and obsidian skull effect, it sounds great but would anyone prefer wearing this armor set than drinking obsidian skin potion and equip obsidian skull?
One example of a good change is Eskimo armor(the general effect is to help the player survive in snow biome, check vanilla changes on wiki for detail). The effects are quite unique and prove to be useful when the player is gathering materials in snow biome.
An idea is to change the damage bonuses from obsidian armor into mining speed bonuses, as well as put "reduce the damage taken from fire related enemies" on top of that. Since you can craft obsidian armor right when you get nightmare/deathbringer pickaxe (assuming you don't bomb obsidian), and nightmare/deathbringer pickaxe is intended to be used to mine hellstone in underworld with(where a lot of fire enemies can easily kill you), this armor genuinely feels more like a mining-focused armor set than combat focused. And, since obsidian skin potion exist and is hella busted(it makes every phm heat immunity accessory useless), obsidian armor should give more bonuses that just heat-related protection because no one will use a more expensive solution when a cheaper one exist(in this case, obsidian skin pots).

**Suggestion Author**

@storm sierra

**Approved by**

@vestal charm

tawdry condor
#
**Rework Gladiator armor to be more javelin-focused.**

Gladiator armor is changed into a rogue armor in Calamity. Despite that, the set still feels quite bland with only added simple rogue stats on its pieces and mandatory stealth set bonus. Adding a unique set bonus focused on rogue javelins (parallel to what Terraria and real life Hoplites use) would make the armor a slight bit interesting, if not better, to use.

One idea is to make rogue javelins deal much more damage and travel much faster at the exchange of slower fire rate.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

sharp zinc
#

Add more post ML sentry weapons

As of currently, there's only 5 post ML sentry weapons, 2 of them vanilla, and only up to Old Duke tier. Sentry weapons lose their appeal, and become junk items around post-DoG or Yharon.

Suggestion Author: @dense spindle

#

make the astral start to spread after astrum aureus/deus is killed

i think since the astral infection is a space virus, it should spread like a virus. killing one of the bosses would probably release a bunch of virus particles and toxins to kickstart the spread. to avoid it taking over the world, it could the same shape, but smaller when WoF is killed.

Suggestion author: @wispy arch

#

Add a mechanic that shows whether a boss is enraged or not.

When fighting a boss such as the Ceaseless Void, it can become tedious to buy thousands of unsafe dungeon bricks from the Clothier, and it would be easier to just be able to see whether the boss is enraged. This also ensures the player isn't accidentally making a fight harder for themselves than they have to.

Suggestion author: @tawdry condor

#

Make M.O.A.Bs double jump automatically actives the next jump

Ita relly anoying to have to spam jump is laggy conditions in mutiplayer world and it would be better for people who dont have as good computers to just be able to hold down jump and after one double jump is activated the next

Suggestion author: @grand tendon

tawdry condor
#
**Give the tracer series a foot sprite**

Elysian tracers and Celestial tracers not only appear as a pair of winged boots as item form, they function as boots when equipped as well. But oddly, none of them have a boot sprite when equipped, which doesn't make much sense as all the vanilla boots have a foot sprite(even angel treads/seraph tracers do). Giving them a boots sprite will fix this issue.

**Suggestion Author**

@storm sierra

**Approved by**

@vestal charm

tawdry condor
#
**Change how Wulfrum enemies drop their items Post-Wall of Flesh**

Wulfrum enemies are early-game enemies that provide with a small armor and weapon tier pre-boss, but past that and two accessories that combine into lategame gear there is nothing really to Wulfrum enemies.. They simply exist.
So with that knowledge, it can be rather annoying when wulfrum enemies spawn only to get immediately decimated but drop items way past your tier that you will likely never use. What I propose is the drop rates for their scrap and energy cores go way down past Hardmode so there is simply less unnecessary item clutter. Also for clarification I only mean the metal scrap and energy cores, not their accessory drops as those are necessary for some later crafts.

**Suggestion Author**

@urban carbon

**Approved by**

@vestal charm

tawdry condor
#
**Make Time Bolt's time field affect the player positively.**

Time Bolt's time field reduces enemy movement speed by 15%. This is nice in concept if it's placed a bit earlier, but in post-Polterghast where most of the significant fights are boss fights, with which Time Bolt's primary quirk doesn't work, having the time field affect the player positively could help keeping use of Time Bolt's field regardless of NPCs.

One idea is to give the field an ability to grant increased movement speed to the player and/or increased velocity onto rogue projectiles inside of the field.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

#
**Rework or Replace Unnecessary Melee/Fighter AI Enemies in the Post-Moonlord Moons/Solar Eclipse**

The post-moonlord buffed events are very grindy, and I don't think this is due to a lack of things to get, but rather the enemy variety. In the Solar Eclipse, for example, the only things that will be able to touch you with your post-moonlord mobility are Mothron, Eyezore, and sometimes Nailheads--everything else is constrained to the ground, and just act as damage sponges until you have to land, which isn't frequently. This applies in the same way to the other events, with normal enemies being almost useless despite heavily buffed stats.
The Tier 3 Acid Rain, an event designed for post-Moonlord, is a great example of how to do this well. All the enemies shoot projectiles in some way, creating a dynamic and naturally flowing bullet hell that's interesting to dodge through while killing minibosses with more specific patterns and enemies in breaks between.
If these enemies were reworked or replaced with enemies with better anti-aerial capabilities, it would make these events a lot less grindy and a lot more interesting and challenging. Even just a few slow projectiles or projectiles on death.

**Suggestion Author**

@gaunt birch

**Approved by**

@vestal charm

tawdry condor
#
**rework/rebalance the bloom stone**

nobody wants to fight the plague bringer goliath like 10 times for some flower boots ripoff and it feels like it is only used as an ingredient for the heart of the elements. as it is it would be better served as rebalanced as a plantera drop or majorly buffed to give effects similar to the spore sack/ bee hive/ other jungle specific effects. it’s outranked by most if not all of the other heart of the elements items despite being much easier to obtain and the debuff and damage increase are subpar. the flower/growth stuff is just an annoyance and there are already 2/3 items (one being at the same tier yet easier to obtain) which are better choices. it could be moved to a plantera drop, have its damage boosted to 12% or have some stat added like damage reduction or life regen.

**Suggestion Author**

@whole oar

**Approved by**

@vestal charm

tawdry condor
#
**Change sniper scope zoom**

It is very annoying to use sniper scope sometimes, as weapons like shredder or provi's legendary drop have a right click atk that triggers the zoom, making it harder to use. Either disable the sniper scope zoom for weapons with a right click attack, make it togglable depends on accessory visibility or change the whole effect into a hotkey-triggered effect will fix this problem.

**Suggestion Author**

@storm sierra

**Approved by**

@vestal charm

tawdry condor
#
**Add an additional visual or audio feedback for the DoG state changes / the anti-air punishment charge**

How the DoG passive/aggressive states work are a crucial part of the fight. They're also unintuitive and easy to miss, with no clue to its current state or even the existence of states at all in death mode other than a debuff that you'd have to assume signifies an entire shift in behavior, despite it not mentioning it.

It's easy to chock the background color changes up to an aesthetic choice. Early phases will not punish you for missing this assumption. When you get punished for failing to realize the boss has different behavior states late in phase 2, you're more likely to associate the fast tracking charges with its massive speed buff than with the background colors from early in the fight - especially since the game intentionally removes them whenever his health gets low enough, and they are missing entirely in death mode. Either the game doesn't give you clues, or by the time they matter you've been taught to ignore them, leading to frustrating and seemingly arbitrary deaths that don't teach you about the deterministic mechanic you are expected to manipulate to win the fight.

A unique and clear audio-visual cue for the triggering of the aerial punishment charge could let the player know that they did something wrong, while not telling them explicitely what phase the boss is in before they make the mistake, requiring intuition just as before to predict the state changes, but with feedback telling them there's a non-arbitrary reason that the charge was faster and tracked better. A special death message for getting killed by the charge during that state could help to explain things even further, hinting at why the intentionally more dangerous charge was triggered.

**Suggestion Author**

@arctic hamlet

**Approved by**

@vestal charm

tawdry condor
#
**Add a second # calamity-mod-talk**

Due to the server's size this channel, #calamity-update-talk l 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. The server's size getting larger makes this more necessary/needed/convenient as it would have a second channel to talk about the mod rather than ~~ eventually getting to~~ disrupting #calamity-mod-talk, #calamity-update-talk or any other channel with a Calamity, non spoiler nor related topic to the ongoing conversation and potentially breaking the Do not be disruptive rule by accident.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Slightly change the drop requirements for the Profaned Soul Crystal to allow the Elysian Aegis/Asgard's Valor to be used.**

I am currently playing summoner in a multiplayer terraria server, and wanted to get the Profaned Soul Crystal, both for vanity, and just to take care of it early on. I completed the fight on a singleplayer world, while only using the Profaned Soul Artifact and golden gun, but did not get the item. The only cause I have thought of was that I dashed into providence a couple of times (accidents, simply was dashing while the boss was on top of me.) In its current state, these items are almost unusable for the fight, as you are almost always going to dash into the boss at some point.

**Suggestion Author**

@little ledge

**Approved by**

@vestal charm

tawdry condor
#
**Allow players to set the defense, debuff immunity, contact damage and damage reduction of super dummies**

The purpose of super dummies are to allow players to test the real dps of weapons, but as most bosses have defense/damage reduction, the damage numbers will always differ from the actual dps in a boss fight. Allowing players to set the defense and dr with a command would make them more useful and make the dps numbers more accurate.
A lot of bosses are immune to various debuffs, which are inflicted by some weapons at the same stage(i.e. scal HDfailure). Allowing players to toggle debuff immunity based on the list of debuff immunity a boss have will allow the player to test a weapon's dps more accurately and know the effectiveness of the debuffs(one thing is most post ml bosses are immune to marked but end game weapons like tyranny's end still inflict them, making the dps number go higher than what they should be). This also provides the player a way to know the debuff immunities of a boss without having to go to wiki every time.
Various accessory/armor effects such as god slayer melee set upon taking a hit/nebulus core deal some damage, but the numbers are unknown to most players unless they searched it up specifically. Some accessories like counter scarf also allowed players to dodge a damage source which then gives a damage buff. It is quite hard to test the effectiveness of the damage buff/the dodge because testing them on enemies are inaccurate as there's too much variables interfering with the test. Allowing players to toggle/set super dummies dealing contact damage will make testing the effectiveness of these accessories easier(also note that mirror blade deal increased damage the higher contact dmg an enemy deals, it'd be testable if we can set the contact damage of super dummies).

**Suggestion Author**

@storm sierra

**Approved by**

@vestal charm

tawdry condor
#
**make it so you can catch non-fish without bait.**

its all in the name aint it, and i dont think crates and junk and other non-living items can eat the bait, so if you fish without bait, you get nothing (or junk) instead of fish, maybe there could be fishing "magnets" that require fishing related potions to craft. i think its quite odd to not be able to catch anything without bait so this would def fix that issue!

**Suggestion Author**

@light juniper

**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**

@sharp zinc

#
**Rework Chaos and Cryo Stones to have proper niches as standalone accessories.**

These 2 stones don't have any merits existing as an accessory, as their sole reason to exist is for HotE. Some other stones (Aero) or Ankh Shield materials have some sort of a niche despite still mostly acting as a material. With Chaos and Cryo's arbitrarily small amount of generic bonuses, they don't even have their own niche to be even considered. Reworking these two stones could help giving them a reason as accessories that consume the precious accessory slots.

**Suggestion Author**

@wise radish

**Approved by**

@sharp zinc

tawdry condor
#
**Give Adamantite Armor a new effect**

We all know almost every player can and will trade adamantite for titanium. The set bonus for adamantite armor is absolutely pathetic compared to the shadow dodge given by titanium. Let's have adamantite and titanium be interchangeable instead of having one be supremely inferior to another.

Possible new effects could be something related to dealing more damage or getting more DR.

**Suggestion Author**

@feral talon

**Approved by**

@vestal charm

tawdry condor
#
**Change the Auric Toilet's Tooltip**

Right now, its tooltip is "This was used by the gods"
I suggest that it should be changed to "The throne of the gods" because it would be funny wordplay (porcelain throne is another name for toilet)

**Suggestion Author**

@plain bolt

**Approved by**

@vestal charm

tawdry condor
#
Better plantation Farming

Problem with the current situation
The bad part about farming herbs and making plantation farms is that the seed planting part is really slow and usually required you to take your dash/boots away so you can plant the seeds more easily.
You can harvest herbs really fastly with staff of regrowth but the annoying part is to plant the seeds back to the planter boxes since it is a way slower process.

Possible solution
Maybe you could give the staff an ability to plant seeds faster into the planter boxes?
Bonus points if there is a way to make it smart and only plant for example daybloom seeds into daybloom planter boxes.

End result
This would make plantation process a lot smoother and better since you could just quickly run and harvest the plants and then run and plant the seeds instead of quickly harvesting the plants but then having to plant the seeds back at a snails pace.

**Suggestion Author**

@cold prism

**Approved by**

@vestal charm

tawdry condor
#
**Make soul of cryogen sound less loud/harsh**

Soul of cryogen makes a loud and somewhat sharp sound when used normally because of the sound that the ice shards make when hitting a solid surface. This sound is very annoying and makes it more difficult to hear other sounds in the game because the sound occurs so frequently.

suggestion: make the sound of the ice shards from soul of cryogen's flight quieter or remove the sound entirely.

**Suggestion Author**

@tall crater

**Approved by**

@vestal charm

tawdry condor
#
**Allow Uelibloom ore to grow like chlorophyte and nerf bloom slimes**

Currently, uelibloom is in a quite awkward state, where people will just hollow out an area underground and grind bloom slimes instead of digging the ore(even fishing is more efficient than mining lol), which is quite awkward as that made the ore itself useless. Changing the bloom slimes to be rarer but allow uelibloom to grow can make it more efficient to farm for, and make the ore more interesting and have it actually serve a purpose.
Ideas are, but not limited to:

  • Allow uelibloom to spawn post ml like chlorophyte in hardmode, but limit it to only be minable post-providence so that when the player is preparing and fighting providence there is time for the ore to grow(like how the time spent to fight mechs are supposed to let chlorophyte grow).
  • Reduce the ore drop from bloom slime/make them rarer, so grinding these slimes with zerg and or chaos candle wouldn't be way more efficient than mining the ore
**Suggestion Author**

@storm sierra

**Approved by**

@vestal charm

tawdry condor
#
***give the lunarian bow piercing***

Let's be real, the only time you're ever gonna use the lunarian bow is for the wall of flesh, and maybe an event if you want but the weapon has literally nothing that could help with wof's hungries or crowd control for that matter.
Also, the lunarian bow is the last bow in pre hardmode but its barely any different than a wooden bow for example
I mean the lunarian bow does have its sliding gimmick but its barely useful
And I think that giving the lunarian bow piercing would solve the biggest problem with it, in my opinion at least
Aka: lack of crowd control

**Suggestion Author**

@crimson thunder

**Approved by**

@vestal charm

tawdry condor
#
**Raise the volume of scal's sounds**

Simply put, most scal sounds are hard to hear amongst the loud hit sound scal has(which is probably gonna be changed next update but still)and if you raise your sfx to hear scal's projectiles, you get an extremely loud noise from being hit, especially with the sponge, and it can also be overshadowed by the sound of your weapons/summons.

**Suggestion Author**

@marsh wind

**Approved by**

@vestal charm

tawdry condor
#
**Change astral meteor/normal meteor impact logic so that the latter cannot crash into the former**

self-explanatory. if your astral meteor crashed into a normal meteor, you probably won't give much shit but if a normal meteor crashed into an astral meteor, then you will be screaming in agony because you have half to a quarter of astral ore available(in the meteor) compared to what you should normally have. This is quite annoying as you gotta either fish or get another astral meteor to drop if you don't have a skybridge covering the entire world.

**Suggestion Author**

@storm sierra

**Approved by**

@vestal charm

#
**Expand on how Sentinels defeat affect DoG's fight.**

Currently Sentinels are basically optional in terms of DoG spawning, but the death of Sentinels affect only a small part of the fight (Sentinels phase) that is immediately turned off once the player reached DoG's Phase 2. Expanding on how the Sentinels death affect DoG in his fight would make the interaction between them a bit more interesting gameplay wise.

One of the possible ways to implement this can be, but won't be limited to giving DoG various new attacks depending on what Sentinel has been defeated.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Get rid of the mana usage of minion-based summoner weapons**

Pointless game mechanic that doesn't make sense. Summoner gear should not have attachments to the mage class, the same way neither melee, ranger or rogue need another class resource. I shouldn't have the need to get full mana crystals to summon a couple times yharon kindle staff because it costs 50 each summon, its just an annoying novelty at this point. Sentries are excluded from being mana-free to prevent resummon exploiting.

**Suggestion Author**

@olive bolt

**Approved by**

@vestal charm

tawdry condor
#
**Nerf Wall of Flesh in Boss Rush**

im currently at the end of a playthrough with 3 of my friends and we have attempting boss rush, it's fine until WOF, the way he currently works is he teleports you somewhere random in hell and he starts near a random player. our real problem is the random teleporting he does. we have had multiple attempts die because half of us spawned behind him so he pulled us and instantly killed us. So maybe a good fix is everyone TPs to the same place or something

**Suggestion Author**

@abstract hare

**Approved by**

@vestal charm

tawdry condor
#
**Change the Borealis Bomber to better fit the summoner class**

The Borealis Bomber is a somewhat unique summon weapon due to the fact that it summons a little Aureus Bomber minion that doesn't take up any minions slots and it despawns after hitting an enemy. Its a cool concept, but alongside the mana cost and spammy nature the short lifespan minions encourage, it feels more like a magic weapon than a summon one to the point where the wiki itself states this. It should feel more like a summon weapon, possibly changing the minions to have another quirk than spam summoning them.

**Suggestion Author**

@worthy pecan

**Approved by**

@vestal charm

tawdry condor
#
**Reduce yharon's acceleration when you're holding a true melee weapon**

Yharon is a boss that deals very heavy contact damage, but when it comes to true melee atm the only way to hit yharon is either have him perfectly lined up which is incredibly hard to do, or throw in and tank everything when he does the spin attack, or, just try to cripple him when he dashes past you. These things made true melee yharon fight extremely long(old scal fight is almost impossible with tru meme is also because this). Reduce yharon's acceleration will make the fight doable with true melee.

**Suggestion Author**

@storm sierra

**Approved by**

@vestal charm

tawdry condor
#
**Make rogue stealth attacks more lasting**

Currently when waiting to use a stealth attack, The payoff is generally not worthwhile. And while I agree that you can use accessories in order to boost the damage and regeneration of stealth, I don't think it's worth sacrificing useful accessory slots in order to boost an attack that will only hit at the beginning of a fight. I believe stealth should be more lasting, With perhaps an explosion scaling and changing depending on your choice of rogue armor. This could work well with armor sets that already boost any stealth stats, Since they could have something more behind them. (This type of feature does somewhat exist in the game, I just think seeing more of it would make stealth worth while).

**Suggestion Author**

@wheat zealot

**Approved by**

@vestal charm

tawdry condor
#
**Give Calamitous Essence more of a purpose**

At the moment, all they're used for is Shadowspec Bars, which are used for a few endgame weapons, tools, and armor. If they could be used for something other than than, such as a couple of endgame accessories, it would make them more worthwile. Also, Calamitous essence only drops from Surpreme Calamitas, so if they could drop from other enemies upon her defeat, it would make the grinding process alot easier.

**Suggestion Author**

@pseudo plaza

**Approved by**

@vestal charm

tawdry condor
#
**Replace Mana Cost on Summon Weapons with a Debuff that Lowers Summon Damage if the Duration gets too High**

(Naturally, Borealis Bomber is exempt from this)
Mana cost on summons is kinda strange. It forces the class to get mana upgrades despite not being mage, and by using mage accessories you can benefit some summons, like hermit crabs or sentries, more than a summoner accessory would--just because they use mana instead of something else. Additionally, this means that summoning minions or sentries with high mana costs before a fight gets really tiresome because you have to regen your mana. Also, using mana potions negates mana cost since mana sickness only debuffs magic damage, not summon damage.
If instead of mana, summon weapons gave a duration of a debuff that reduces your summon damage should you get too much of it, it doesn't make summons cost anything just by summoning them once (if it doesn't reduce summon damage immediately, but only after you have too much, as I suggest) but still deincentivises spamming them--while separating the class from mage and its mechanics.

**Suggestion Author**

@gaunt birch

**Approved by**

@vestal charm

tawdry condor
#
**Let astral meteor generation ignore platforms**

There's no way for someone playing calamity for the first time (or who just hasn't encountered the issue before) to know that building a skybridge over your world will completely prevent the Astral Infection from generating when you enter Hardmode, without consulting some external source of information like the wiki or this discord. In fact I can think of a handful of mods that make it easier to make skybridges as a form of QoL, which aggravates this problem. Letting meteors ignore platforms when picking a spot to land would solve this issue, though I understand that this might be vastly harder than I think it is.

**Suggestion Author**

@icy socket

**Approved by**

@vestal charm

tawdry condor
#
**Massively buff Relic of Convergence or rework it**

This item is honestly pretty awful, it forces you to hold the item and massively slows you down for 10 seconds to get a pitiful 35 hp heal which is NOTHING. The slowdown is also a massive 50% less movement speed which is extremely noticeable and makes the player a sitting duck while trying to use the item.
Buff the healing and rework the item so that either (you could do multiple even)
-The heal is massive and worth snapping your movement speed in half
-Gives you additional damage resist and more healing so that the item is more safe to use
-Make it slow you way less
-Heals you while its being charged
-Allows you swap to another item while the aura is charging similar to relic of resilience

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Give Relic of Deliverance some adjustments**

This item allows you to traverse the world in 2 click (or 2/3 for large worlds), you can click to change direction 3 times (4th cancels the spear after a while), on paper this sounds good for traveling and avoiding projectiles during boss fights (namely Providence) until you realize: bumping into a wall cancels it, needs to be clicked to change direction, cannot be canceled quickly and its better to just use burden breaker for traveling purposes.
Making it always aim towards the cursor
This will make it easier to maneuver around tighter areas and make it more useful during combat similarly to the other relics as well as useful for traversing the world and being able to maneuver around a build, mountain or even enemies while using it to travel, something that will differentiate it from burden breaker.
Making it so that it can be canceled easier
Making it you having to hold click with the item to be moving and releasing the mouse or swapping to another item will make it trigger the fading/ending of the spear will similarly help. This would make it a good alternative to burden breaker by making it not miss the point you want to go to by overshooting the place by a lot. To add to this it will also make it less awkward for combat and more usable during boss fights like Dragonfolly and DoG.
Making it have more linear acceleration rather than instant, also maybe increase its top speed when outside of boss fights
This would make it so that you cannot just gain an instant burst of speed during boss fights and prevent cheesing or gaining an unfair advantage, maybe making it require 7-15 seconds of using the item to gain acceleration would make it both usable in combat without being the terror that was pre-nerf bumbledoge or unicorn and extremely useful for traveling long distances

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Give the Adult Eidolon Wyrm a unique drop for killing it, similar to the Bone Key from the Dungeon Guardian**

In my opinion, the Adult Eidolon Wyrm is a huge challenge - even with end-tier weapons, gear, and armor - due to the creature's immense (99.9%) damage reduction. Similar to the Dungeon Guardian, its purpose is to guard areas that certain things shouldn't be done in. If the player can somehow kill it, I think that there should be some sort of powerful weapon or novelty item as a reward for killing it.

**Suggestion Author**

@humble sun

**Approved by**

@vestal charm

tawdry condor
#
**Remove/Change the Death Mode change that causes Antlions to vomit large spreads of sand**

Currently, Antlions shoot out a spread of sand in Death Mode which makes it slightly harder to dodge, but these sand blasts place sand on the ground. Antlions shoot quite often and can shoot very far, which often leads to builds or arenas getting covered in random sand blocks. These can be annoying to clean up early game without the slow tools you normally have, and with Desert Scourge being the second boss, it's almost mandatory to build an arena in the Desert and have to deal with these. Removing this feature would make building in the Desert alot less annoying. Alternatively, making Death Mode sand blasts not place sand on impact would also fix this.

**Suggestion Author**

@cunning gate

**Approved by**

@vestal charm

tawdry condor
#
**Make it so zombies would add a poison debuff in death mode**

So, like many other people I want to torture myself physically and mentally by making it so that a zombie actually bites you and poisons you so whenever you are fighting a boss and you accidentally hit that poor weak zombie on the ground you get a debuff to make the fight more spicy and also because its such a small change that would make a big impact.

**Suggestion Author**

@still gyro

**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 boss instead of three vaguely connected ones.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Swap the names of empyrean rage and wrath**

These 2 buffs are from empyrean armor, one give 10% all dmg buff and one give 5% all crit buff. however, the one that give the damage buff is empyrean rage instead of empyrean wrath according to holy wrath and profaned rage/ wrath and rage logic, and since they say nothing about the stat buffs in their tooltip new players may confuse them. swapping the names will fix the issue

**Suggestion Author**

@storm sierra

**Approved by**

@vestal charm

tawdry condor
#
**Change Gunk Shot to shoot a unique type of bullet when using Musket Balls.**

Both Gunk Shot and Overloaded Blaster are themed after Slime God, which is all about slime. Overloaded Blaster takes this concept nicely as its projectiles bounce and fall down after a bounce. Meanwhile, Gunk Shot is just...a shotgun. There's nothing about its design that's significant enough to warrant usage compared to Minishark (Low, rapid damage which is boosted by armor penetration significantly), Archerfish (Piercing, which helps a lot on WoF fight), or Overloaded Blaster. Adding a unique bullet to Gunk Shot while shooting with Musket Balls would make the weapon a slight bit more interesting to work with.

One idea about its unique bullet can be, but won't be limited to making it bounce off enemy hitboxes on hit, with reduced damage after each bounce. Combined with the shotgun mechanic, the weapon could be an excellent crowd control option, especially on tight formations.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Add a cursed flames counterpart to Golden Gun**

There is no way to inflict this debuff in a classless manner and theres also not a counterpart to Golden gun similarly that there is to other weapons (Cursed Capper is not a counterpart to this weapon due to how it functions). Adding a Cursed flames counterpart to Golden gun would allow classes (specially summoner) to inflict this debuff more reliably and conveniently and would be the counterpart to golden gun in corruption worlds.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Add an upgrade to Golden gun**

Golden gun is an useful debuff tool for all classes (specially summoner) that is used throughout the whole game. Strangely, unlike the similar Golden Shower it never gets an upgrade that allows it the infliction of other debuffs (like cursed flames) more conveniently (unlike Caustic staff because it wont take a minion slot (which will be more scarce next patch), longer lasting debuffs and not locked into only summoner). Adding an upgrade will allow other classes to have an extremely reliable way to inflict debuffs to cripple their enemies.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Add a unique icon for Brimstone Elemental phase 3**

Adding a separate icon for Brimstone Elemental's phase 3 would let players prepare for the powerful projectiles while not having the boss on their screen. Additionally, the phase 3 sprite is very different from the other two sprites for the boss, while the icon stays identical.

**Suggestion Author**

@obtuse vapor

**Approved by**

@vestal charm

tawdry condor
#
**Make goblin tinkerer spawn automatically after defeating the goblin invasion**

Right now, it takes a while to get goblin tinkerer, after beating the invasion you have to run around caves for a while, waiting for him to spawn, which isn't that common, and then you need to find him before he despawns or dies which can be really annoying. He should be able to arrive without first finding him underground after beating the goblin invasion.

**Suggestion Author**

@plain bolt

**Approved by**

@vestal charm

tawdry condor
#
**Make the dungeon a more dangerous place to explore, in return boosting the items from gold chests**

Dungeons in almost every single game are dangerous places filled with traps and powerful enemies guarding various treasures. In Terraria, our dungeon does have... some loot I guess. There are traps, but the type of traps are not dangerous because they either deal little damage(dart trap_ or can be destroyed with ease(spike). Aside from that, there's no other traps in the entire dungeon, which is quite disappointing to say the least. Going to the "powerful enemies'' part, we can see a lot of the dungeon enemies gets easily stunlocked by weapons from all classes(melee have mycelial claws, rangers have pumpler, mage have tradewinds, summoners have belladonna, rogue have mycoroot) and have too little defense/health to not get killed in singular hits(i.e. meteor fist 2-3 shot dungeon enemies most of the time). The only enemy that pose genuine threat are cursed skulls as they inflict the cursed debuff banning you from using items, which can be lethal. Aside from that, the problem the dungeon faces is the loot being downright garbage/completely useless. The only useful items are shadow key(unlocks underworld and abyss shadow chests) and cobalt shield which can keep you alive(kb immunity in pre hardmode) until you recall and craft it into obsidian shield. As most dungeon chest items are useless, the exploration of the dungeon becomes “grind for gold keys -> unlock random chest -> if it didn't have a shadow key then repeat”. This is quite sad, as the place’s huge potential is getting wasted. Giving the dungeon more traps and buffing the useless weapons would be a thought on fixing this problem.

**Suggestion Author**

@storm sierra

**Approved by**

@vestal charm

#
**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
#
**Make evasion & counter scarf's dash trail color change with dye**

Self explanatory, as dyes affect magic carpet color, spectre boots(or better) running dust color and many other dusts that come with accessories, i think making them change evasion scarf and counter scarf's dash trail color would make more sense as well as opening up more options on vanities

**Suggestion Author**

@storm sierra

**Approved by**

@vague flame

tawdry condor
#
**make any mines spawned by a boss despawn with the boss **

its just a slight qol change to save time if you fail on a boss, so you dont need to wait for the mines to detonate/despawn

**Suggestion Author**

@foggy pulsar

**Approved by**

@vestal charm

tawdry condor
#
**Specify multi-class helmets via a class tag on the bottom.**

Calamity adds a big chunk of multi-class armors, all having 5 helmets for each class, and each helmet having its own (somewhat unique) name.
The problem is, these "unique names" for each helmets often get mixed in every tier (for example, the Wulfrum Headgear is the ranger class helmet, while the Victide Headgear is rogue's) leading to bigger confusion regarding every armor set and its corrosponding class helmet.

You could argue that the description should tell you which helmet belongs to each class, but the helmet description are very hard to read, especially later on when they get longer and longer.

A solution to this can be easily done via adding a little tag to each class helmet specifying their class type, to allow easier crafting and to help avoid any confusion.

**Suggestion Author**

@cold gust

**Approved by**

@vestal charm

tawdry condor
#
**Make a visible dust/projectiles density(or maximum count) config to control in-game performance **

For a boss example, I want to take Astrum Deus. His astral mines in Death Mode after explosion makes an enormous amount of dust, that absolutely destroys fps counter in the game. For an armor, I want to take Tarragon armor set bonuses for mage and ranger. It also makes my computer cry, because it's just spamming leaf projectiles for nothing. For weapon, I want to take as an examples Plaguenade, Shredder and Infinity(I think it is obvious how many projectiles do these weapons shoot). I could take too many examples, and from vanilla too, because it is everywhere and many people, that play with such a problem without any possibility to solve this are very annoyed. It would be great if we had some slider that give us possibility to change density of dust/projectiles, or kind of maximum amount of any visible dust/projectiles in-game(we already seen such an option in some minecraft mods - optifine, as an example), so we could control performance and quality balance.

**Suggestion Author**

@livid tapir

**Approved by**

@vestal charm

tawdry condor
#
**Craftable Blood worms **

The rarity of blood worms is honestly ridiculous, and I want to be able to fight the Old Duke without having to complete a full acid rain

**Suggestion Author**

@quasi zinc

**Approved by**

@vestal charm

tawdry condor
#
**Do something with God Slayer set bonuses**

Almost every other post-ML armor set gives you healing abilities, while God Slayer only gives them for mage.

80 damage thing is worse version of Prismatic set bonus and is practically worthless in Expert+ because there is almost no enemies that are that weak at this stage of the game.

Ranged helmet's bonus is significantly less useful than Bloodflare's one.

Taking damage as mage? Seriously? Also flames are just Spectre armor rip-off.

Only summoner's set bonus is remotely cool, as it gives mechworm... and some additional flames, thanks.

Rogue set bonus is just cross necklace, thanks.

Overall, God Slayer's set bonuses are all a bunch of comparatively weak side abilities to not overshadow revive? But why?

**Suggestion Author**

@queen linden

**Approved by**

@vestal charm

tawdry condor
#
**Buff some ammunition**

Currently, most vanilla bullets are useless because other bullets outshadow them. Golden bullets are intended for farming money but doesn't perform well at all, explosive bullet's self-harming ability sucks, which made the bullet solely a crafting material for holy fire bullets, cursed bullets just doesn't do anything useful nor does good damage, frostspark bullets are completely useless like cursed bullets, arctic arrows are just cursed bullets in form of an arrow(cursed arrow does excellent damage), high velocity bullets are not that great because they still require aiming but doesn't do more damage than others, unholy arrows are shit compared to jesters arrows, chloro arrows literally does nothing useful, bone arrow is... a myth i guess. There are so many more examples that i can't list out. a good idea would be to change these ammo to be more unique/does more than just inflict a debuff, which would make the wide range of ammunition not only focused on a few bullet/arrows that are outstandingly good.

**Suggestion Author**

@storm sierra

**Approved by**

@vestal charm

tawdry condor
#
**Prevent all bosses from dealing or receiving damage for a few seconds after spawning**

?

One of the most cheap ways to be hit in Terraria is when a boss or enemy spawns on top of you. Most notably Skeletron does this, and it makes it so you take almost guaranteed damage. It’s very cheap and forces you to use health pot or pan excessively around it. Additionally, a large amount of bosses have been changed to prevent them from dealing damage immediately after spawning, so that the player doesn’t get hit by any unfair shots. Thus, I propose that all bosses receive this condition, so that this problem doesn’t arise again.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Specify the fact that Majestic Guard and Grand Guardian can keep reducing defense under a certain condition.**

These weapons have 2 unique traits: Small defense reduction on hits that isn't tied to a debuff, and healing when hitting enemies with no defense. On surface level, these don't seem to realistically do much together unless the player stacks defense reduction effects. But the fact that the weapons can keep reducing defense until the NPC affected changes their defense connects these 2 traits and makes them seemingly workable now.

Unfortunately, said fact isn't mentioned anywhere in the tooltip of these weapons. Adding this detail to their tooltips would make their function a slight bit clearer to the users.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Improve the Brimstone Crag Houses**

Currently, the Brimstone Crag houses look generally uninhabitable and its hard to see that there was once an entire culture of people living there. I think that there should be more variety in form and block types, as well as furniture inside the buildings. There could also be piles of bones on the ground from when Calamitas killed everyone, so you don't have to look deep into the lore to realize a genocide took place there and wonder why nobody lives there.

**Suggestion Author**

@subtle otter

**Approved by**

@vestal charm

tawdry condor
#
**Make Astrum Deus drop meld blobs**

Right now, Deus drops the 4 pillar fragments in large amounts. But however, despite being a rogue substitute for fragments, meld blobs (or constructs) are not dropped. Though he is technically a god of the stars, it would be better for rogue players to drop meld blobs , as it is a rogue fragment in all practical terms.

**Suggestion Author**

@fervent swallow

**Approved by**

@vestal charm

tawdry condor
#
**Add an item to manually summon Anahita and Leviathan**

We all know that grinding these bosses sucks due to having to wait for a rare mob to spawn. Adding an item to summon ??? or the bosses themselves manually will make refighting them better and more accessible and less of a waiting game for ??? to show up. It would also make them consistent with Hive Mind and Perforators who also need a rare mob to be found and killed to be summoned and yet they have an item to summon them once they've been fought/defeated once

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Make acid rain tier one less tedious**

There’s a good chance this is me being impatient and nitpicking but regardless, acid rain one takes a rather long time to complete, and it’s more inconvenient than anything, you just stand on an island and hold left click for a few minutes and heaven forbid you go into the water, where the hellspawns known as water leeches exist. Either way just make acid rain one more enjoyable or just shorter in general is my point

**Suggestion Author**

@pine talon

**Approved by**

@vestal charm

tawdry condor
#
**Remove or change some of the unnecessary status messages**

Some of the status messages in calamity are there to inform you of very minor changes or are serve no purpose in aiding the player through progression.
"The Sunken Sea trembles..." informs you of the new enemies in the sunken sea and the buffed mini boss which is a given since every other biome gets new enemies and other content in hardmode.
"The desert sand shifts intensely!" only informs you of a miniboss which isn't needed since the miniboss isn't important.
"Cosmic terrors are watching..." informs the player of the existence of the sentinels right after Moon Lord's defeat even though progression wise they are after the defeat of Providence
While these messages don't hurt the player by existing they do take attention away from more important messages after the bosses defeat by bloating the chat with less important information

**Suggestion Author**

@quiet junco

**Approved by**

@vestal charm

tawdry condor
#
**replace some swords with different weapon types or add them**

most of melee is just swords. all classess excluding summoner and melee have a good balance in weapon variety, ranged has more or less as many bows as it has guns and mage has about as many tomes as it has staffs,
even if there is more of certain weapon type, its not as noticable with other classes as it is with melee.
its a shame really, melee has a lot of different weapon types, boomerangs; spears; swords; flails etc but they barely get any content at all (except yoyos maybe) and so,
certain swords that arent used as much could be replaced with a different subclass to give them another chance. for example, burnt sienna could be replaced with a flail-like weapon maybe, since at that tier you have like, 20 swords to choose from anyway.
terra edge has no reason for existing so it could also be replaced with a different subclass too.

tl;dr melee has too many swords

**Suggestion Author**

@crimson thunder

**Approved by**

@vague flame

tawdry condor
#
**Generate a new Cosmilite Ore in the Underground Astral Infection after Devourer of Gods has been defeated**

Firstly, the underground astral infection is rarely explored, simply because there isn't much reason to explore it in the first place. Most enemies and loot can be fought and gathered on the surface. Additionally, the only current way to get Cosmilite bars is to farm the Devourer of Gods, which is not always a trivial task even with post-DoG equipment, and it can take a long time. Generating Cosmilite Ore in the astral infection would fix both problems at once. Additionally, due to the thematic similarity of space between the two, the astral infection would be a great spot for the ore to generate.

**Suggestion Author**

@knotty maple

**Approved by**

@vestal charm

tawdry condor
#
**Allow Flying Carpet to be Crafted in Pre-Hardmode**

Right now, Flying Carpet is crafted with souls of light and night and ancient cloth, both obtainable as soon as hardmode starts. However, at this point, wings will have vastly outclassed it and the only use for the crafting recipe is to make the Auric Tesla Cuisses. Sandstorm in a Bottle, the other useful item from desert pyramids, is craftable prehardmode to allow it to be usable at that time, albeit with a somewhat-costly recipe--and this addition is very useful for prehardmode mobility. I don't see a reason why Flying Carpet can't also be used in its intended stage of progression, too, as it's no more or less powerful than the Sandstorm in a Bottle.

**Suggestion Author**

@gaunt birch

**Approved by**

@vestal charm

tawdry condor
#
**Add a variant of a bewitched table for rogues.**

Each vanilla class has some sort of placeable that give them buffs upon clicking: sharpening station, ammo box, crystal ball and bewitched table. So, why don't we give one to rogue as well? Perharps it could be some sort of storage that either boosts stealth generation/gives you the chance to not consume throwing items, etc. Just saying, it would be alright for rogue to have a buff only for them, since they share some buffs with melee(crumbling and flasks).

**Suggestion Author**

@zinc gyro

**Approved by**

@vestal charm

tawdry condor
#
**Make the Polaris Parrotfish give buffs to damage instead of just defense, damage reduction, and life regen.**

The weapon is made so that over time, you gain more and more defensive buffs, when the style of the weapon, just like Drataliornus, is clearly based around not getting hit. It should give more reward in terms of damage, instead of an increase to the more defense oriented stats, not to mention making it a better option for glass cannon setups, not just defensively focused ones.

**Suggestion Author**

@zenith basalt

**Approved by**

@vestal charm

tawdry condor
#
**Rework Eldritch Soul Artifact to abolish its stat stick nature.**

Eldritch Soul Artifact (or ESA for short) is by far the worst "Soul Artifact" accessories and overall the more bland accessory throughout Calamity's arsenal. It's heavily reliant on basic stat sticks that also doesn't have a specific niche. Even though other non-donator Soul Artifacts are fairly simple as well (Dimensional making the player a glass cannon of sorts, and Godly just giving 2 chicken), they still have somewhat their own niches and can work under certain circumstances. ESA doesn't get this treatment and ends up being a basic accessory that no one seems to want to use.

Reworking ESA would make the accessory have at least a single niche to work off, and to make the accessory a slight bit interesting. One idea can be, but won't be limited to making the accessory revolve around consuming health in replacement to mana when using magic weapons without mana available.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Make the Healer Guardian stay closer to the player during Providence's fight**

Currently, the Healer Guardian that spawns during the fight with Providence tends to float off to random spots, and is fairly difficult to find and kill while also dodging Providence's attacks if you didn't bring a homing weapon. This can lead to the Healer Guardian fully healing Providence to full and sometimes dragging the fight out long enough that Providence changes to Night Providence. Making the Healer Guardian stay closer to the player would fix this problem.

**Suggestion Author**

@cunning gate

**Approved by**

@vestal charm

#
**Allow Providence and the DoG to damage each other**

In the lore, the current goal of the DoG is to ruthlessly hunt down and kill Providence. In the game, they can spawn and move on top of each other while ignoring their entire goal. I think they should be able to passively damage each other, while still targeting the player with their attacks. While it may seem like people would exploit this and let them duke it out while they sit back and wait for the drops, this would actually still be a very difficult challenge as bosses do insanely low dps in comparison to players at the same stage.

**Suggestion Author**

@echo reef

**Approved by**

@vestal charm

#
**Natural underground Dungeon Prison for Polterghast and possibly ceaseless**

I’ve been playing this mod for a bit and I must say that every time I go to fight polterghast and ceaseless. I have to dig out an area of the dungeon, which is already packed with enemies making it more tedious. A way to fix this is to make a locked underground prison area that is decently sized due to the amount of vengeful prisoner spirits were used to form polterghast. I see this as a big win because this will help with making an arena for polter and even ceaseless because the two bosses will enrage outside of the dungeon. This would also really make the dungeon more like a dungeon if it had a prison room.

**Suggestion Author**

@digital moth

**Approved by**

@vestal charm

tawdry condor
#
**Rework Deathwind's Nebula Arrows.**

Currently Nebula Arrows made by using Wooden Arrows on Deathwind don't do anything aside from inflicting irrelevant debuffs at post-DoG (On Fire! and Frostburn). Reworking the arrow would make the weapon a lot more interesting to use with Wooden Arrows, like how Monsoon and Alluvion convert their Wooden Arrows.

One idea can be, but won't be limited to making Nebula Arrows return to the player on enemy or tile hits, piercing indefinitely on return.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**make a lore-like item that stops pillars from spawning when you favourite it**

lunatic cultist isnt the most fun to farm because of the pillars that spawn when he dies, if he dropped and item that stops pillars from spawning im sure it would make the lunatic cultist a lot more enjoyable to farm (by lore-like i mean smth like the ball and chain, not specifically a lore item)

**Suggestion Author**

@crimson thunder

**Approved by**

@vestal charm

tawdry condor
#
**Make Spectre Hood say it grants lifesteal with the full set in its tooltip**

Spectre Hood as of now just has 20% reduced damage as its tooltip, which looks as if its just a stat decrease to your character. This can turn some players away from the Spectre Hood's set bonus, which is only revealed when wearing the full set. Making the Spectre Hood say it grants lifesteal with the full set in its tooltip would make it easier to understand why it just nerfs your damage by 20% without needing to check the wiki

**Suggestion Author**

@cunning gate

**Approved by**

@vestal charm

tawdry condor
#
**Make Ichor more useful**

Cursed Inferno is much more useful than Ichor. Reducing enemy DR is going to be more useful than defense 9/10 times. My idea would be to have applying Ichor to an enemy give the player a buff to damage (a la Kami Injection), rather than reducing enemy defense. The amount granted should be equal to the amount of DR reduction granted by Cursed Inferno, thus making them as effective as each other on bosses which have reduced DR reduction from Cursed Inferno.

**Suggestion Author**

@quasi zinc

**Approved by**

@vestal charm

tawdry condor
#
**Add a Calamity Mod history discussion channel to the Discord server**

Many people like studying the old days of the amazing Calamity Mod, and, while there are channels discussing the Calamity Mod itself, there are no channels specifically made for talking about the mod's historical versions and content. It would give a place for Calamity historians to share that old screenshot they found on the Forums page or discuss how our beloved DoG evolved. You could always use #calamity-mod-talk, yes, but different discussions would overlap with each other due to that channel being generally about the mod. A separate channel for discussing Calamity Mod history would reduce clutter in #calamity-mod-talk and be amazing for people who are interested in older versions.

The Calamity Mod wasnt always this huge and amazing content mod that it is today. Like all mods, it started small, with 3 glitchy bosses, a few armor sets, materials and swords. It took the Calamity Mod 5 years to reach this point. It is important to know where this mod came from and how it evolved. This seperate channel might attract novice and expert historians alike, and maybe the topics discussed on the channel would inspire others to read about Calamity history and such. This channel might open an untapped playerbase of historians who like to find and read the history of the mod. As they say, "if you make it, they will come", and this channel will give a place for historians to chat in without disruption from unrelated topics.

**Suggestion Author**

@versed flame

**Approved by**

@paper bramble

tawdry condor
#
**Make every worm bosses spawn 1 segment at a time from head to tail**

Just like the way Aquatic Scourge spawns in Boss Rush, 1 segment at a time from head to tail. This way it can prevent the player from attacking the other body segments that are still crammed together without having to give them 99% DR (if the player attack these crammed segments while they still have this DR, it could cause severe lag for some low end PCs). This could apply to The Destroyer, Eater of Worlds (especially when he spawns in Boss Rush), Astrum Deus or Devourer of Gods upon spawning and also when he teleports from his portal as well. Plus it'll look a lot better and cooler than just having a bunch of segments not moving because the boss just spawned.

**Suggestion Author**

@dusk niche

**Approved by**

@vestal charm

tawdry condor
#
**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

**Approved by**

@vestal charm

#
**Make Phaseslayer's "rotation per second to damage" scaling increase to the player's melee speed.**

Phaseslayer is a somewhat interesting weapon that gains higher damage the faster the weapon is spun. This weapon, much like its successor, Murasama, currently isn't affected by melee speed. The proposition to make the damage scaling based on the weapon's angular velocity raise relative to melee speed is to make the weapon a bit more rewarding to use with melee speed bonuses. Not only that, the player is also physically moving the weapon around, melee speed should at least boost its stats in some way.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Add a variant of the Cosmic Worm that lets you fight the Sentinels Phase**

For me, Devourer of Gods is one of my favorite fights. Its an absolute spectacle and very fun, however, I find myself disappointed with one aspect with the fight. After you kill DoG phase 1 for the first time, you have to fight the Sentinels, after you've done this, they never show up again. I, and I'm sure other people do as well, like to just fight DoG just for fun, so I think it would be neat if there was a variant of the Cosmic Worm that let that phase not be cut out of the fight.

**Suggestion Author**

@covert root

**Approved by**

@vestal charm

tawdry condor
#
**change the height at which Crawltipedes begin to attack the player**

Crawlitpedes fly around passively until the player starts flying, but the height that is considered flying is incredibly low. Simply jumping is enough to make Crawltipedes immediately start charging the player. This combined with the onslaught of ground-based enemies, and Corites, which prevent you from just spamming your sword everywhere to win as they will come from behind walls and from underground to hit you, makes the Solar Pillar prone to lots of unfair attacks. Increasing the height that is considering flying would give a way to dodge the ground enemies without needing to bring homing weapons to take out the Crawltipedes

**Suggestion Author**

@cunning gate

**Approved by**

@vestal charm

tawdry condor
#
**Remove Frog Leg from Statis' Ninja Belt**

Statis' Ninja Belt currently uses Frog Leg in its crafting recipe, inheriting the auto jump mechanic, but only giving an 8% jump speed boost as opposed to Frog Leg's 48%. Because of this auto jump inheritance, it still nerfs most other jump speed boosts despite the fact it gives nearly as little jump speed as a Shiny Red Balloon. Removing Frog Leg from the recipe, or just making Statis' Ninja Belt not have auto jump, would make it much more useful, and a viable option compared to Asgard's Valor.

**Suggestion Author**

@cunning gate

**Approved by**

@vestal charm

tawdry condor
#
**Add Worm Teeth to the loot from the Perforator worms.**

Currently, Worm Teeth are unobtainable in Crimson worlds, due to them being dropped only by Devourers on Corruption worlds. Adding Worm Teeth to the loot table for The Perforators allows Thorns potions to be made far easier in Crimson worlds.

**Suggestion Author**

@kind beacon

**Approved by**

@vestal charm

tawdry condor
#
**Add an in-game crafting guide for each class**

Okay I’m not sure if this is possible, not to mention the wiki exists. But that’s exactly why I’m making this suggestion. It can be annoying to constantly look at the wiki to find out what weapons you can make at the stage your playthrough is in, so having in-game items that show what weapons/equipment for your class are currently available would be really neat. It could add some details like if the weapons/equipment are drops or crafted, and if crafted could also describe where the materials come from. Again, I’m unsure if it’s even possible to make something like this, but all I know is that it would be one of the most incredible quality of life features in the mod, especially for those who easily forget about some of the content like me.

**Suggestion Author**

@wide night

**Approved by**

@vestal charm

tawdry condor
#
**Add some worldgen quirks after post-ML**

I hate how ML's death, despite screaming in chat so many things, ultimately means nothing for the world other than making it into more of global grinding area.

Like, it tries to show how many things have happened, but only new stuff I see is new monsters that die anyway from my OP equipment?

I believe than adding some small but plentiful changes (like phantoplasm blobs in dungeon, rock formation in hallow, cosmilite statues in Astral) will add immersion and the feel than world have been changed from defending one of essential deities here.

**Suggestion Author**

@queen linden

**Approved by**

@vestal charm

tawdry condor
#
**Add a landing shockwave to the Flamsteed Ring**

The flamsteed ring is easily the coolest weapon ever, but I feel it lacks the immersion of piloting a heavy mech, similar to the roxcalibur effect, when landing from high areas as the big version it could have an impact shockwave that deals minimal or no damage or knockback, it would make the concept of this item incredibly cool

**Suggestion Author**

@slate sluice

**Approved by**

@vestal charm

tawdry condor
#
**Accesory to remove piercing ability from weapons**

Many items suffer greatly from i-frame interference especially against bosses and other single target enemies, and would benefit greatly without peirce (against a single target atleast)

Some of these weapons include (but are not limited to), phantom lance, celestus, elemental disk, nanoblack reaper, most things + nanites, most summons, holy arrows, flamethrowers, piercing projectile swords, and some weapons when used with a profaned soul crystal.

I suggest an accessory that makes it so that weapons no longer have any piercing ability and don't trigger i-frames.

This would be a direct nerf in most circumstances but it might just provide that little power kick you need to beat the next boss, (or it might makes your weapon absolute garbage). Its a tradeoff you'd need to consider before investing the time and resources into obtaining such an accesory.

it could also greatly help summoners who get cucked by i-frames as thats usually the hardest hit class.

**Suggestion Author**

@gilded plover

**Approved by**

@vestal charm

tawdry condor
#
**Make Time Bolt's time field affect the player positively.**

Time Bolt's time field reduces enemy movement speed by 15%. This is nice in concept if it's placed a bit earlier, but in post-Polterghast where most of the significant fights are boss fights, with which Time Bolt's primary quirk doesn't work, having the time field affect the player positively could help keeping use of Time Bolt's field regardless of NPCs.

One idea is to give the field an ability to grant increased movement speed to the player inside and/or increased velocity onto player projectiles going through the field.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Add more rogue weapons that give stealth upon hitting**

Weapons like Sylvian Slasher and Final dawn have a unique and unexplored concept of regaining stealth upon hitting a target. Adding weapons that do that could add more variety to rogue's small arsenal and open new playstyles and even improve areas where it could be falling behind (specially stealth oriented rogue). It would also add more variety if they also got a stealth strike and make the weapons more dynamic and fun to use.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Rework Eliodic wail and Hadopleagic Echo**

This rare eidolon worm drop (and its upgrade) havr a pretty unique concept of shooting sound waves that deal more damage the further they travel (or exist); however the damage takes pretty long to rack up and you are extremely unlikely to hit a moving target (unless its a worm like DoG yet sometimes it even struggles) like Old Duke or Scal. These weapons have a lot of damage potential that is rarely reached at all, even vs the devourer unless you get really lucky.

Making this weapon's sound wave projectiles faster (they are supposed to be sound waves come on) (and stop faster/instantly in the case of Hado) and amplifying the sound waves (and damage) quicker, higher base damage but reducing the lifetime of the projectiles will make the weapon more overall useful vs more stuff other than DoG while not shredding the devourer in the case of wail.

Alternatively make then just shoot sound wave projectiles that just hit and dont pierce at all, this would remove their gimmicks but make them easier to use and balance as well as making then viable for once.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

#
**move the triggering of the acid rain from the Eye of Cthulhu to the Desert Scourge**

There doesn’t seem to be any thematic reason for the acid rain to be tied to killing EoC. However, the desert scourge has links to both the ocean and the aquatic scourge (which spawns after defeating the acid rain tier 1). DS and EoC are of comparable difficulty levels, so I don’t think this would significantly impact progression through pre-hm. In fact it may help certain weaker weapons find a use such as the toxibow, caustic croaker staff and basher, which are often overlooked for more powerful options

**Suggestion Author**

@finite raft

**Approved by**

@vestal charm

tawdry condor
#
**Make debuffs significant and potentially unique and by extension less abundant**

Overall most debuffs inflicted by the player in either calamity or in vanilla have a pretty similar theme of dealing damage over time, or reducing/changing stats, however in-game these are usually lack-luster besides core debuffs like ichor or endgame fire debuffs. And because these debuffs are not only lackluster but are also straight up ignored by most bosses (Old duke as an example below) late-game, the debuffs serve no purpose aside from Boss Rush as regular enemies are obliterated by your attack before debuffs even to anything, and even if a boss does not ignore the debuff, they lack heavily in power to influence the fight by any noticeable margin. This probably happened due to some Hardmode-endgame weapons accumulating up to 5+ debuffs alone, and there are plenty of weapons that inflict at the very least one. I propose that debuff distribution be rethought and put into specific weapons to create more unique weapons and strategies against bosses rather than picking the weapon that only has the highest consistency when it comes to dmg, and buffing debuffs effectiveness to compensate for lower abundance. This way debuffs are not in every weapon and bosses can have more unique weaknesses than just stat and movement manipulation.

**Suggestion Author**

@urban carbon

**Approved by**

@vestal charm

tawdry condor
#
**Expand on Acid rain t3**

Acid rain's concept is pretty amazing but the event's last tier is a big letdown compared to the previous versions of the event. It only brings one mini boss, reworks the previous one and replaces an enemy with a stronger version and just adding one item while the rest are drops from the Old Duke (who will no longer require Acid rain to be done once 1.5 drops).

Adding more drops and even a material drop would make the event feel more dynamic and diverse rather than an event you just do to summon the Old Duke, add more loot from the event and possibly make items from previous tiers more relevant with upgrades to them (maybe made with the new material) that you could use to fight the next bosses and give more reason to do the events prior to fighting the bosses.

For enemies the concept of replacing previous ones with new more radioactive (and deadlier) ones is quite a nice concept like with Irradiated slimes turning into Gamma slimes for example. Expanding on this idea would add more diversity to the event while making it more dynamic and make it feel less of a repeat of t2 with some changes.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Add a "No Weapons" Curse for Boss Rush**

Boss rush has curses that can be activated, these serve to make it harder if your seeking a tough challenge.

I propose a curse that prohibits the use of weapons, forcing the use of accessories, some accessories you could use are;
Godly Soul Artifact, Profaned Soul Artifact, heart of the elements, Amalgam, Yharims gift (among other lingering effects), the Sponge, Shield dashes, damage reflection, npc damage, and any other non-weapon method of dealing damage.
This would be an incredibly hard challenge and be one of the ultimate flexes.

**Suggestion Author**

@gilded plover

**Approved by**

@vestal charm

tawdry condor
#
**rework or add some summons to be less damage orientated**

so far almost all summons just deal damage, when they could do so much more, for example, some summons could heal the player, like the rare elemntal
some summons could focus on guarding the player while some would go off screen to attack etc etc
so far summon is the only class ( including melee) that lacks consistent variety and expanding upon the summoning concept would really encourage more strategic plays because right now a lot of summoner mains probably use one summon because there's either no point in using more than one, its just not worth it or its simply impossible and since summon already lacks in surviability, reworking/adding some summons to be more of a defensive type would encourage multiple summons at the same time even more, that would also increase replayability because there would be a lot of different builds for summoner to try out

**Suggestion Author**

@crimson thunder

**Approved by**

@vestal charm

#
**Have the Calamitas Clone fight start in Phase 2 after her first defeat.**

Phase 1 serves as a fakeout, being pretty easy and basic compared to her actual fight while also losing its relevance after she is defeated. Having her start in Phase 2 after defeat would jump you straight into the real action of the fight and save the trouble of going through Phase 1.

**Suggestion Author**

@spring breach

**Approved by**

@vestal charm

tawdry condor
#
**Decrease the number of blocks required for an astral biome**

Currently, an astral infection biome requires 950 astral infected blocks. This is far too high for a few reasons. Firstly, it makes creating an artificial astral to fight bosses extremely annoying. Secondly, as the biome is hardmode exclusive, the player can be expected to have wings for this biome, however the high block count required means that flying even a little bit above the biome causes the player to leave it. This is extremely immersion breaking.

**Suggestion Author**

@bleak cedar

**Approved by**

@vestal charm

tawdry condor
#
**Noise Indicator for Counter Scarf Dodge When Debuff Cooldown Ends**

Counter scarf has the ability to allow the player to dodge an attack which then activates various buffs/debuffs and a chaos state. But I’m not constantly watching the debuff/buff area when I’m fighting a boss. There is no proper indicator as to whether or not the player will be able to dodge the next attack other than the assumption that when the cooldown is done you should be able to evade an attack. A noise could be used as an indication that your next dodge will evade the attack similar to how rage and adrenaline give off a sound when fully charged to let the player know that they can be activated.

**Suggestion Author**

@digital moth

**Approved by**

@vestal charm

tawdry condor
#
**change how damage reduction is displayed in game**

with how calamity changes damage reduction it can be pretty misleading seeing a ton of accessories with lots of damage reduction, but not being as effective as you would think especially if you don't know how it changes, and how damage reduction is usually multiplicative in most games. changes how it is displayed would be less misleading as it could give a different perspective on how you view damage reduction in Calamity. this change could be removing the percentage, or changing the name "damage reduction" to something else.

**Suggestion Author**

@true palm

**Approved by**

@vestal charm

tawdry condor
#
**Add a natural spawn for the Sentinels of the Devourer if you have Rune of Kos in your inventory and are in their respective biome**

The Rune of Kos "contains the power hunted relentlessly by the sentinels of the cosmic devourer", according to its tooltip. However, it still only functions like any other boss summon. There should be a natural spawn for the Sentinels if you have the Rune of Kos and are in their appropriate biome. This could be present in all modes and have special flavor text (Like the mech bosses/eye of cthulu.), or it could alternatively just be another tier of "Something is coming..." (and as such be Death exclusive).

Its been made somewhat clear that there is a bit of a desire to implement more of the lore into the gameplay from what I've seen said, and this would be a good way to do that. It wouldn't even be that annoying, since you could just put the Rune of Kos away in my your Money Trough if you are doing something in that biome (like making an arena).

**Suggestion Author**

@covert root

**Approved by**

@vestal charm

tawdry condor
#
**Make rams do classless damage instead of melee damage**

every single in game ram(from SoC to asgardian aegis) does melee damage at the moment, altho it makes sense since rams are done at close/point blank range therefore it does melee damage, but I can counter this by giving out end-game melee weapons such as ark of the cosmos which... isn't even melee anymore (inb4 melee weapons magically summoning ranged projectiles HDfailure ) as it's main source of damage comes from it's projectiles which clearly have more range than what melee is supposed to have(and the blade doesn't even do as much damage as the projectiles does lmao). Changing rams to do classless damage that scales with all class damage bonuses would make their damage actually more than a few 2-3 digit numbers and would make dashes benefit all classes equally to all classes instead of befitting melee the most(at the moment, dashes either have a ram that does melee damage or give a boost to melee stats like counter/evasion scarf, the only dashe without such effects is cryogen lore dash which is getting removed)

**Suggestion Author**

@storm sierra

**Approved by**

@vestal charm

tawdry condor
#
**Make it clear that eidolon tablet summons Lunatic Cultist**

When going into the post plantera dungeon to farm for materials, you're bound to find eidolists and maybe get the eidolon tablet. The item's tooltip currently is just "consumable." Not only is this unhelpful this will trick players' curiosities into using the item and spawning Lunatic Cultist

**Suggestion Author**

@random robin

**Approved by**

@vestal charm

tawdry condor
#
**Give the dance of lights flash a debuff**

As it stands the flash is very weak and rather pointless, having it apply a debuff would help to aid in this issue.

"Blinded by the light" (name and stats subject to change)
Increases all damage taken by 25% from any source except the Dance of Light

This would greatly increase the skillcap as you will need to plan your weapons around switching them to deal massive dps, (like ichor but endgame)

**Suggestion Author**

@gilded plover

**Approved by**

@vestal charm

tawdry condor
#
**Buff Crabulon and make him drop shroomite bars after Plantera is defeated**

Crabulon is a boss that is pretty fun but easily missable, and shroomite bars are kind of a pain to make if you are trying to make other things with chlorophyte(specter bars, turtle armor, etc), so this would help a lot in group playthroughs and give more love to an easily missable boss, after all, other bosses get buffed after certain checkpoints to drop new items, so why not Crabulon?

**Suggestion Author**

@flint atlas

**Approved by**

@vestal charm

tawdry condor
#
**Fix the Visual Effect of the Primrose Keepsake by Staggering the Pets**

As it is right now, with the primrose keepsake equiped, the dog and cat both have the exact same AI so they stand in the same spot and usually you can only see the dog. A fix would be to stagger the pets so you could see both without having to move around and it would be purely visual.

**Suggestion Author**

@idle roost

**Approved by**

@vestal charm

tawdry condor
#
Make the power cell factory filter draedon power cells straight into the charging station if they're side by side or wired or something

because its a pain in the butt putting them in every minute

**Suggestion Author**

@split mauve

**Approved by**

@vestal charm

tawdry condor
#
Add a warning just before DoG charges

DoG can be a bit unpredictable, for his charging attacks, an audio cue that plays means the DoG is gonna charge at that specific area, this lets the player know they need to get a move on or its death.

This could be very useful for players that just started, it only appears on expert, normal, and easy, it does not appear at all in death mode or revengance

**Suggestion Author**

@royal eagle

**Approved by**

@vestal charm

tawdry condor
#
**Make the Death Mode Nurse disable global to all modes**

In Death Mode, Nurse healing is disabled while a boss is alive. This should be the case for all modes. I don't know how or why something like the Nurse was approved for Terraria or how it has stayed this way for so long. The NPC allows the character can instantly heal themselves back up to full HP at any time. While rev mode as well as 1.4 makes the heal more expenisve, its still not enough to have any effect on how much money you have. I don't see how this is in any way balanced, especially since autopause exists. Nurse cheese is such a prominent strategy and it completely takes away the difficulty in most fights, especially with pre-ML bosses. Besides making this change, it could be changed so that the price is more of a hefty fee (especially with the latest Goblin Tinkerer rework, with players having more money), but I still think the best way to do is to disable nurse healing while a boss is alive.

**Suggestion Author**

@solemn egret

**Approved by**

@vestal charm

tawdry condor
#
**make aerialite be found in space, and remake the aeroslime to be found in space as well**

everything about aerialite is space-themed, the recipes, crafting station required and name, however, the ore is found udnerground, and the respective enemy is also found udnerground, which makes little to no sense.
it would make more sense if aerialite either spawned as little planetoids, was droppped by space enemies, or was crafted with space materials
and by extension you could remake the aeroslime to also be found in space

**Suggestion Author**

@crimson thunder

**Approved by**

@vestal charm

tawdry condor
#
**Rover Drive Rework**

As of right now the rover drive only gives the player 10 defense for 10 seconds with a 20 second cooldown. But there’s a problem. The item isn’t consistent (doesn’t have a debuff timer), which can mislead players away cause it takes up a slot even though it has a 10 defense boost for 10 seconds.

The rework could be: Keep the current cooldown and defense abilities, but make the activation more consistent by having a debuff show up in the buff/debuff area so that the player knows that it’s regenerating. Also due to the fact that this is a shield, there could be a small amount of knockback resistance so you have a slight advantage in those early stages of pre-hardmode/pre-Skeletron.

**Suggestion Author**

@digital moth

**Approved by**

@vestal charm

tawdry condor
#
**Have DoG laser indicators stick around longer**

Currently they flash twice very briefly making it difficulty to properly dodge them, having the indicators stay longer would make it easier to know where the lasers will be so you can dodge accordingly.

**Suggestion Author**

@gilded plover

**Approved by**

@vestal charm

tawdry condor
#
**Allow players to disable the ice skate effect from boots via a toggle**

The ice skates effect may prove useful somewhat when you're exploring, but it will ruin your ice arena if your arena depends on the special sliding effect of ice to give you extra mobility. Having a toggle for that would be neat and will open up more creative arena choices for players that doesn't want to fight bosses with a plain skybridge. (The toggle could be visibility or config)

**Suggestion Author**

@storm sierra

**Approved by**

@vague flame

#
**Make a research station in the void area of the Abyss**

Abyss themed research station in the void area since theres open space there with abyss lore concerning the inhabitants of the abyss (ie Eidolon Wyrms reaper sharks etc) and how they came to be
the reason is : the abyss has a lot of empty space near the terminus box in the void are a and not a lot of lore in game other than that the terminus is there and there's big Eidolon Wyrms, it could be a shrine or something instead of a research station but Draedon left his mark all over the world and it wouldn't make much sense for him not to explore the abyss unless there was something stopping him (other than the pressure since his gear would be advanced enough to nullify that) but it could be something else, a shrine or a house or smthn like that

**Suggestion Author**

@outer bobcat

**Approved by**

@vague flame

#
**Add certain types of blocks or background walls that nullify Abyss' air pocket damage.**

The air pocket damage existing in the Abyss area is meant to avoid cheesing the biome, but in the flip side, the damage made the biome basically harder to put custom buildings in. Adding certain blocks or background walls (likely way later in the progression) to negate this damage would allow players to expand their building potential within the Abyss.

**Suggestion Author**

@wise radish

**Approved by**

@vague flame

tawdry condor
#
**Make Wormhole Potions either unable to be used on people who are in the Abyss or Make Wormhole Potions inflict Chaos State**

Currently, the Abyss is completely trivialized in multiplayer, and the exploit doesn't even require any form of effort/thought. All you have to do is think to use a wormhole potion to teleport to you friend who is about to die, essentially starting you further in the abyss with a full breath meter.

While it is understandable to not try to address multiplayer exploits, because of the fact that there are so many, this exploit feels more important than just your normal "wormhole back to boss after respawn". The entire identity of the Abyss is lost because of this exploit.

This could be fixed by either making players unable to teleport to players who are in abyss. If that is not possible due to limitations, the potions could instead inflict the Chaos State debuff, which would anger the Adult Eidolon Wyrm since it reacts to Chaos State.

**Suggestion Author**

@covert root

**Approved by**

@vestal charm

tawdry condor
#
**Make bosses emit red particles effects when naturally enraged**

Mostly a clarity thing, so you can react to pattern changes accordingly, also makes it easy to notice if your arena has issues even if a boss enrages for a small amount of time.

**Suggestion Author**

@flat hill

**Approved by**

@vestal charm

tawdry condor
#
**Rework Hellborn**

Hellborn is a unique weapon that shoots 3-5 bullets at once and turn all ammo types into explosive bullets, which damages the user if the explosion touches them. The gun also have a unique property which is the weapon does contact damage, which is rarely seen for ranged weapons, and the contact damage is 15 times the gun's base damage, which encourages melee range combat. However the property of explosive bullets counter this by dealing damage to the player in return, this can kill the player very quickly due to it firing multiple bullets per shot and the fire rate of this weapon is quite high. This again fells into the "neat concept poor implement" failure category, which can be fixed by either removing the self-harming property, reduce the damage the explosive bullets does to the player or rework the entire weapon to be more of a melee-range gun than a suicide machine HDfailure.

**Suggestion Author**

@storm sierra

**Approved by**

@vestal charm

tawdry condor
#
**Toggles for certain buff vfx**

Sometimes you want to conserve your buff slots and be powerful at the same time so you use a cadence potion, the issue with this is the constant flurry of heart particles that surround you while the buff is active, while this doesn’t make a huge difference during boss fights it’s a bit possible that this combined with similar particle effects could cause a bit of lag to lower end PCs, plus it’s a bit annoying to have no choice but to see the aforementioned hearts at all times if you do use cadence potions.

**Suggestion Author**

@pine talon

**Approved by**

@vestal charm

tawdry condor
#
**polish more bosses in multiplayer**

I would like to suggest to rework some bosses for multiplayer. I have recently played a 200 hours calamity playthrough with a friend, it was our first look at the mod. I'm amazed that this is called a mod and not an extension for the vanilla terraria. But has some fatal mistakes on multiplayer that ruined our experience with some bosses, an example could be the Plaguebringer Goliath who literally tried to kill me instead of my friend all the time, even when i was dead he went to my bed and tried kill me on spawn. I suggest that bosses should alternate which player they are attacking, or have a different pattern for multiplayer, they are really exploitable or abusing. With the Dog we had the problem that only focused one of us and my friend was literally afk on the fight and we won, this could be also fixed with a condition that if some player is afk or not moving, the Dog could teleport behind him. Anyways I hope my suggestion gets some atention from the devs and sorry for my messy english

**Suggestion Author**

@full sun

**Approved by**

@vestal charm

tawdry condor
#
**Make Yharon's infernados push you instead of one-hit KOing you**

Yharon's infernados have led to many unfair deaths for me in the past, and honestly, even if it didn't, it's still a completely rediculous way to keep the player from running away. I always end up placing 2 large walls next to the things just so that I won't run into them accidentally. I think that a good idea to solve this issue is to make the infernados launch you back instead of killing you (similar to the Wall of Flesh when you get too close to it). This would be a more fair way to keep you in Yharon's boundaries and make the punishment less extreme.

**Suggestion Author**

@faint knoll

**Approved by**

@vestal charm

tawdry condor
#
**Add more Arsenal Lab furniture**

To be more specific, tables and chairs which match the Arsenal Lab aesthetic. A player can not do builds using Arsenal Lab blocks that function as NPC houses without the tables / chairs looking out of place as there’s no chairs or tables that share the same bunker/lab style in vanilla or calamity. A light sources made specifically for this set that could be attached to walls would also be nice as the vanilla light sources which match this set well can only be put on floors or ceilings (lamps/lanterns). While not as big as an issue as the lack of tables/chairs, it would still help improve build diversity.

**Suggestion Author**

@glass scroll

**Approved by**

@vestal charm

tawdry condor
#
**Rework Stealth-consuming Rogue accessories to not rely on additional keybinds.**

Accessories like Plagued Fuel Pack, Blunder Booster, Spectral Veil, and Momentum Capacitor use their specific keybinds to use their effects, and personally, this seems like too excessive of a way to design accessories. These are basically unusable until you fumbled into controls settings. Reworking these accessories to not rely on specific keybinds would slightly reduce keybind bloat and make these accessories way more comfortable to use.

One idea for this can be, but won't be limited to, making the diagonal dash accessories (Plagued Fuel Pack and Blunder Booster) activate their dashes the same way as most other dashes do; by double tapping a direction. Despite their diagonal orientation, they're still a dash in technicality.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Allow the Rage, Adrenaline, and Stealth meters to be clicked through normally.**

It’s inconvenient when your cursor moves over them mid-combat and you stop attacking, fail a RoD teleport, etc. Allowing them to be clicked through would solve these issues. This would not need to apply when the config for moving the meters is on, since you need to click on them to move them.

**Suggestion Author**

@spring breach

**Approved by**

@vestal charm

tawdry condor
#
**Make Golem drop Solar tablet fragments.**

Golem is a boss of a jungle temple, so it would not only make sence thematically, but logically, since somehow he manages to function. Maybe the solar power?
I mean, Plaguebringer Goliath drops plague canisters, so why not make Golem drop components unique to his location?

**Suggestion Author**

@zinc gyro

**Approved by**

@vestal charm

tawdry condor
#
**Allow peforator hive's projectiles to go through blocks if the projectile is above the player**

I believe everyone knows perf's projectiles doesn't pass through blocks, which gives an easy way to cheese the boss especially if fought underground, since not only is the hive slower there's also a natural ceiling for you to block the projectiles with. The fight is also focused around dodging the projectile rain while trying to kill the worms and dodge the hive's rams, but the projectiles being broken when they touch blocks kind of deletes most of the fight's dodging part, since it is quite likely that players will kill a cyst and summon perfs in a crimson chasm, it can cause confusion to new players as Calamity is famous for it's difficulty while perfs without projectiles is a joke to beat in even arma HDfailure. Allowing them to pass through blocks above the player will fix the problem of players cheesing the boss without knowing they're cheesing, and will make the boss much better.

**Suggestion Author**

@storm sierra

**Approved by**

@vestal charm

tawdry condor
#
**Add a upgrade to the True Tyrant Ultisword post DOG or Yharon**

The sword becomes pretty useless after polterghast which doesn't make much sense seeing as the sword is meant to be Yharim's sword. The buff the sword gives is undoubtedly useful but against stronger bosses it's a risky venture to go for a true melee strike, especially as a solo player. I think an upgrade for it using cosmolite or auric Tesla bars would make it much more viable especially in the late game.

**Suggestion Author**

@vast canyon

**Approved by**

@vestal charm

tawdry condor
#
**Give the sunken sea a proper background**

The sunken sea is a neat biome to make housing in, it's music is calming, the navystone furnitures are neat, and almost everything that spawn is neutral(except Blinded Angler), which is way more suitable for housing than forest considering a slime will spawn every few seconds or so to distract you and you get demon eyes and zombies at night HDfailure. However, the biome does not have a background that shows up behind the walls, and considering the biome can be moved to the surface by simply moving the blocks, there's a good chance players will build a base on the surface with it, it would be disappointing to see the forest background or whatever background it is before the biome changed to sunken sea. Not to mention this biome and crags are the only biomes that can exist on surface but doesn't have a background(sulfur sea have, astral have, you can't have abyss on surface due to how it works HDfailure), which makes them feel incomplete/something is missing. Giving the sunken sea a proper background would make it better overall, and people would actually appreciate this biome more. Here's a vid proofing that sunken sea does not have a background: https://cdn.discordapp.com/attachments/754173511584710706/834754954429202462/sadge.mp4

**Suggestion Author**

@storm sierra

**Approved by**

@vestal charm

tawdry condor
#
**make the sprites for Blood Orb and Blood Sample different**

i was just about to craft the carnage ray and, in my excitement, took the wrong blood-related orb-shaped material. i dont believe im the first, because those sprites look almost the exact same. the names too.

**Suggestion Author**

@raven obsidian

**Approved by**

@vestal charm

tawdry condor
#
**limit the amount of event mini-bosses that can spawn at the same time**

this might be designed to work like that but specifically pumpkin/frost moon have ludicrous amounts of mini-bosses spawning all at once, causing massive amounts of lag and just makes the event not all that fun cause you can barely respawn without dying a few seconds later. and summoners have it worst, they can barely re-summon their summons without dying, meaning they're not even progressing, in fact, glass cannons in general have it bad. Even full tanks aren't that durable when it comes to last waves of frost/pumpkin moon.
capping the amount of mini-bosses able to spawn at once would maybe make the events less of a chore and would also make it playable in the first place

**Suggestion Author**

@crimson thunder

**Approved by**

@vague flame

#
**Give some background indicator that you're in the Brimstone Crags**

Currently, so far as I can tell the only indicator that a character is within the Crags or not is the background music and the change of enemy spawns, both of which are impossible to notice during a boss fight (Brimstone Elemental). Adding a background image that's distinct from the Underworld's, and/or tinting lava a noticably different shade (as other biomes do to water) would make identifying this biome much easier. This would be important both for fighting the Elemental (as she enrages outside of the Crags) and for anyone relying on lava immunity near the edges of the biome, as once within the biome no immunity can save you from damage.

**Suggestion Author**

@icy socket

**Approved by**

@vestal charm

#
**A Lava Fountain for the Brimstone Crag**

Every new biome has a fountain, the abyss, the Sulphuric sea, The Sunken Sea, and the Astral Biome all have one but the new Brimstone Crags do not. It seems a bit unfair that it is excluded since its the only one left out. It could have a red lava texture since after all it is in the underworld.

**Suggestion Author**

@elder topaz

**Approved by**

@vestal charm

#
**Add a custom crafting recipe for the flipper**

Just a simple quality of life addition. Most other items found in chests can be crafted or are drops from mobs, and the flipper is one notable exception, considering it's part of a fairly important crafting chain. Additionally, one ocean is replaced by the sulphurous sea, making water chests less common, and though this is supplemented by the ability to find water chests in planetoids, if you have bad RNG (like me), you sometimes won't get a flipper. Further, water chests are fairly uncommon outside of the oceans and planetoids, so being able to craft one or find one as a rare drop would be extremely useful.

**Suggestion Author**

@knotty maple

**Approved by**

@vestal charm

tawdry condor
#
**Give orichalcum armor petals homing

**
Its set bonus is 36 damage petal that spawns every 20 frames which results in ~100 additional DPS. This sounds good on paper until you realize the petals will miss and they miss badly. It received 0 changes in calamity, the 1.5 update is not fixing the main issue of them missing a lot, and having even a bit of homing to hit its petals better will result in it having a higher dps on smaller targets like twins, and cryogen.

**Suggestion Author**

@elder topaz

**Approved by**

@vestal charm

tawdry condor
#
**Do something to Yharon phase 2 Dragon Fireball attack, whether it is nerf or a rework**

R&D Yharon is without a doubt one of my favorite bosses of all time. The first phase is what I would call a perfect balance in difficulty, but when phase 2 starts everything just falls apart. Let me paint you a picture "Imagine you fighting Yharon and then he suddenly spits fireball and it splits and rain down explosive fireballs in a massive quantity that has no consistent pattern". My suggestion is to make the attack more pattern based instead of just spam or maybe more telegraphing would be nice

**Suggestion Author**

@frigid kayak

**Approved by**

@vestal charm

tawdry condor
#
**Make Amidias’ Trident more in-line with other Early Game Weapons**

?

Amidias’ Trident is a melee weapon you can obtain after defeating a single boss. With the traditional early game melee weapons in mind, one would assume it to be fairly simple and actually melee oriented. Despite this, it shoots out a projectile that homes, goes through walls, and provides light. Not only is this better than some Hardmode melee weapons, it’s projectile is better than most ranged and magic weapons around it’s tier, the classes which are supposed to have good projectiles. Removing the homing and wall-piercing or straight up reworking the weapon to have a more melee ability would justify it’s existence as a early game melee weapon much more.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Make the Rare Sand Elemental better in tight spaces **

This accessory spawns a sand elemental that heals you for 25 hp per healing orb. I think that the rare sand elemental should be reworked to do an aoe heal instead of the current healing orb, as the orb gets caught on blocks and negated. This will also make it better late game when you outrun the healing orb because of the speed buffs you get. The aoe heal would be better in multiplayer as the elemental would heal multiple players.

**Suggestion Author**

@vocal cipher

**Approved by**

@vestal charm

tawdry condor
#
**Be able to craft opposite hardmode ore**

I find adamantite terrible compared titanium since the railgun exists and the armor bonus is way better. The other hardmode ores also have there own special reason for people to want them but I would mainly like the adamantite to titanium or vise versa. (this is also similar to the courruption/crimson crafting)

**Suggestion Author**

@calm echo

**Approved by**

@vague flame

tawdry condor
#
**Add recipes for chlorophyte armor into spectre, shroomite and turtle armor**

Chlorophyte armor is largely overlooked because it requires a large amount of chlorophyte bars. This is not a problem on its own, however the armors available directly after plantera(shroomite and spectre) also require this. Because of this, players avoid making chlorophyte armor due to it taking up the resources required directly after. If there were recipes for, say, chlorophyte armor+ectoplasm into spectre, or add mushrooms in an autohammer for shroomite, this would alleviate the main drawback to making this armor. Turtle armor is available at the same time chlorophyte is, however a recipe to create this from chlorophyte armor too would add consistency between armors

**Suggestion Author**

@bleak cedar

**Approved by**

@vestal charm

tawdry condor
#
**Plague Bringer Goliath Wings for the Plague Reaper set**

The Plague Reaper set is the armor set is a post-Golem armor, but there are no wings to go along with them, which kind of stinks cause armor wings usually have an additional set bonus when wearing the armor it relates to. The wings could be jets. Also the wings could apply to the donator set cause it is related to the Plague Bringer Goliath.

**Suggestion Author**

@digital moth

**Approved by**

@vestal charm

tawdry condor
#
**Give the hook item a better use**

The hook item is used to craft the grappling hook, while gem hooks are far easier to get than a 1-4% drop chance item, the grappling isn't better than most of the gem hooks(except perhaps amethyst), which renders the hook item useless. Furthermore, the goblin tinkerer sells the normal grappling hook, such that collectors doesn't have to go grinding skeletons for the grappling hook. This made the hook item irrelevant, pointless, useless and not even worth obtaining in most scenarios(except in no WASD playthroughs where you either grind for a hook to start moving or you use rails to get gems for gem hook, and both are as difficult). Having all hooks crafted with the hook item would make it critical if you want mobility and would give meaning to this item as well as fixing game logic since why could 15 gems be made into a hook that grabs onto blocks??

**Suggestion Author**

@storm sierra

**Approved by**

@vestal charm

#
**Add a cooldown to event/mechboss spawns**

There are many times where I am trying to prepare for mech bosses, or do something like that, but I get interrupted because of a blood moon or solar eclipse or a mech boss spawning before I am ready.

So I propose that some sort of cooldown is added so events like this can’t just happen back-to-back. Nothing big, just like a day or two so you don’t feel cheated. Just a small gap between when events can spawn, so a solar eclipse can’t happen right after a blood moon.

Having a longer cooldown when hardmode starts would also be a godsend, just like ~7 days where a mech boss cannot spawn, because I have seen many people complain about that. And if people don’t like this, you can just add a config option to disable it.

**Suggestion Author**

@woeful sierra

**Approved by**

@vestal charm

tawdry condor
#
**Enable crafting of biome seeds**

Now, I know these are available at the Dryad's, but Mushroom Grass Seeds may be hard to come by early on as you need to specifically make her move into a house located within the Biome. Considering there is a pre-hardmode boss spawnable in the underground Mushroom biome (Crabulon), it would be rather convenient to be able to craft its seeds to artificially enlarge the biome more easily (which spreads slowly compared to others) for a proper-sized arena (which comes in handy since Crabbo becomes enraged outside of his home biome). It would make sense for Expert mode + Revengeance players, even though the crab itself is not as dangerous, but Crab Shrooms he releases can be rather deadly if careless and may require some more spacious biome for dodging. Other grass seeds could also be craftable just for convenience's sake and to not single this one out.

**Suggestion Author**

@lusty gazelle

**Approved by**

@vestal charm

tawdry condor
#
**Make Amidias' behave like Permafrost in their shop aspect**

Permafrost is an NPC known to sell quite a bit of nice weapons (and various items) from Cryogens defeat until almost Pre-Golem (due to his "tiered" weapon selling) which makes Permafrost more relevant in that part of the game, aiding the player gain weapons without the need to grind and has reliable and easy to access weapons and gear.

Sadly, the same couldn't be said about Amidias:
Amidias is an NPC the average Calamity player will almost SURELY meet, yet his relevance is little gameplay wise, he has 1 set of weapons for the player at that tier, the water themed boss summons every now and then, and the water breathing buff, which is mostly only used for the first and second Abyss trips (to then be likely lost quickly), making him pretty much irrelevent for the player after the first time they meet.

My proposal to make Amidias more relevant for a period of time, like with Permafrost, will likely lead the player to have more reliable weapon options, and add more variety to pre-HM in regards of weapon options, and can also lead the player to seek out different events (like how Permafrost rewards the player for defeating the Frost Moon).

**Suggestion Author**

@wise patio

**Approved by**

@vestal charm

tawdry condor
#
**Add a potion that strengthens debuffs**

A potion that strengthens player-inflicted debuffs would help make debuffs more viable and helpful throughout the game, as in their current state they are not very useful for the most part. This potion would double the effects of most debuffs (with the exception of cursed inferno and ichor), and would be locked behind astrum deus or some other boss that is easily skippable to give more incentive to fight it. This would make debuffs more interesting and powerful.

**Suggestion Author**

@solemn egret

**Approved by**

@vestal charm

tawdry condor
#
**Give a niche for the necro armor and bone wings combo over the shroomite armor**

The bone wings is given a huge buff in calamity when used with necro armor, with the intention of making a previous tier of armor reusable. This a really good idea, but both bone wings and shroomite armor are available in the same tier (post-Plantera) and shroomite outclasses the combo in both defensive and offensive aspects( 49 defense vs. 51 defense, 25% increased damage vs. 13% plus the 1.15 multiplicative helmet bonus, 16% crit chance vs. 25%). They give similar movement speed bonus too, and shroomite even has access to stealth mode. Even worse, using other wings than bone would be giving other bonuses too.

A possible niche for the armor would be keeping it subpar but making it much more easily obtainable than it is at the moment (it requires the 1/400 drop chance bone feather), for example making the feather craftable with bone, cobwebs and ectoplasm. Shroomite armor can be quite troublesome to acquire, so it would be a proper niche.

Of course, other possibilities for making the armor more worth it would be simply buffing it, maybe making it more defensively focused than shroomite, or tier shifting it for before plantera (not having the ectoplasm in the feather recipe)

**Suggestion Author**

@unkempt thunder

**Approved by**

@vestal charm

tawdry condor
#
**allow dye trader to sell all dye plants**

let's be real, you probs wouldn't bother with dye plants if you don't know about the perma hp upgrades requiring them, which is where the problem becomes apprent, as those plants are actually kind of rare and may take ages for you to find(in the end you'd either cheat it in, have dream luck and find it as soon as you starts looking or abuse hote/bloom stone/plague bringer armor growing dye plants on dirt thing), which is also the reason that players almost never bother with finding crafted dyes(personal experience: last time i farmed for rainbow dye more than half the time is spent on searching for sky blue flower and bloodroot instead of the dye thing sea snails drop). Having dye trader sell dye plants would make these crafted dyes used more and would make grinding for perma hp upgrades take less time

**Suggestion Author**

@storm sierra

**Approved by**

@vestal charm

tawdry condor
#
**Add an Abyssal Lock Box on Abyssal Crates' drop pool to avoid skipping Shadow Key.**

Abyssal Crates' drop pool gets an upgrade after you beat Skeletron, in the case here, it drops abyss' Shadow Chests items such as Ball o' Fugu and many others that can be encountered on the Shadow Chests. The problem here is that while the Shadow Chests found in the abyss, these require a Shadow Key to be opened, while Abyssal Crates doesn't need a Shadow Key to get most of the same loot that is found on the chests.

A solution to this problem is isolating the Shadow Chest's drop to an Abyssal Lock Box (similar to Golden Lock Box from the Dungeon Crates which drop Dungeon loot), and requiring to have a Shadow Key to open it and get the respective loot from the Shadow Chests found in the Abyss.

**Suggestion Author**

@tired zephyr

**Approved by**

@vestal charm

tawdry condor
#
**Make Weak Petrification massively reduce jump speed instead of straight up removing extra jumps.**

This debuff seems to be heavily nerfing extra jump mobility while wings still have full mobility, just less wing time. Changing the extra jump removal on Weak Petrification to be heavily reducing jump speed instead would make these debuffs fare a bit more balanced between extra jumps and wings.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Make Drunk Princess' candles and effigies toggle-able**

Candles and effigies provide pretty useful buffs, however they are not without their drawbacks (in the case of corruption and crimson effigies) which can be undesirable at times. It would improve arena building as you could toggle them off and on (via right clicking like with fountains and/or wiring) when needed as well as allowing them to be used for decoration purposes and to be consistent with peace and chaos as well as the vanilla candles which can be toggled.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

#
**Add more rogue weapons that give stealth upon hitting**

Weapons like Sylvian Slasher and Final dawn have a unique and unexplored concept of regaining stealth upon hitting a target. Adding weapons that do that could add more variety to rogue's small arsenal and open new playstyles and even improve areas where it could be falling behind. It would also add more variety if they also got a stealth strike and make the weapons more dynamic and fun to use.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**despawn ambient enemies in the dungeon when a boss is active**

its a nuisance when theres a spiked ball or blazing wheel in a polterghast fight that you can do nothing to counter.

**Suggestion Author**

@foggy pulsar

**Approved by**

@vague flame

tawdry condor
#
**using a portal from a portal gun/ wormhole potions to cheese the abyss should summon an eidolon worm**

its teleporting the same as using a rod or normality relocator, so it should also trigger the worm. The portal gun allows you to skip a large portion of the abyss every time you go down, and the wormhole potion essentially allows indefinite diving time as long as you or your teammate doesnt die

**Suggestion Author**

@foggy pulsar

**Approved by**

@vestal charm

tawdry condor
#
**Add more variety to rogue bombs**

Most rogue bombs do the same thing: you throw them then they explode upon hitting sometimes spreading/leaving shrapnel or a stationary projectile which gets the interesting effects which makes them kinda repetitive in concept. There is no cluster bomb, theres only 3 bouncing bombs and 1 sticky bomb. And their stealth strike is not that different from their regular attack.

Maybe giving them or making ones some properties (specially in stealth strikes) like sticking to enemies, bouncing a couple times until it hits a target or enough bounces, spawning more explosions/bombs would make the bombs more unique and varied in how they function like with knives and javelins which vary a lot more in effects and functionality specially with their more unique stealth strikes

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Rework status sphere in a similar way to Subsuming Vortex**

Stratus sphere is pretty much used as a side weapon where it performs rather underwhelming. Subsuming Vortex (SsV for short) had this exact problem when 1.4.5.001 first released and was reworked in later patches to be a more effective main weapon. My proposal is to make similar changes to what SsV (slower use time and harder hitting but no cap on the amount projectiles) received making it a far more effective and less awkward weapon to use.

Making the spheres release their projectiles while moving and bounce on tiles rather than passing through em would also help them to keep them in an area, increasing their potential, viability and make them more fun and appealing to use with many combat strategies that would come with their new changes.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Allow DCU's mining power to scale with your pickaxe power like onyx drill mount**

the onyx drill mount is a very useful mount when it comes to mining, as it's speed + almost instantaneous block mining allows you to mine large amounts of anything in a short time. the DCU(drill containment unit) mount is a vanilla version of this drill that have a longer reach, a larger range(also not limited to your left and right side) and infinite flight, making it great for carving out large spaces quickly. While the onyx drill mount's pickaxe power scales with your max pickaxe power, the drill containment unit cannot mine auric tesla ore even if you have crystyl crusher in your inventory due to it's pickaxe power being a fixed value(210%, just enough to mine every single vanilla block). Having DCU's mining power scale with your pickaxe power would make this mount more useful than onyx drill mount at the late game. Another point is, onyx excavator key is found in cavern shrine pre boss, but it's usable up to moon lord and is somehow on par with dcu if not better, which is unfair since it does not require anything to obtain while DCU require a lot of different bars that can be hard to gather.

**Suggestion Author**

@storm sierra

**Approved by**

@vestal charm

tawdry condor
#
**Buff Gaze of Crysthamyr**

?

Gaze is outclassed in almost every way by Alicorn, except for flight time and being able to be obtained on lower difficulties than Rev+. The lower difficulty thing doesn't particularly matter that much, as most players are going to be playing Rev+, and flight time is really only important for wings and not mounts. Meanwhile, Alicorn moves faster and is more easily obtained, only requiring you to pop a Vodka before killing the last 1% of DoG. Buffing Gaze of Crysthamyr would make it actually worth the effort of getting, and make it more comparable to Alicorn.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Add rogue content into Old One's Army.**

Rogue has zero reasons to go and try fighting in Old One's Army, because the event doesn't give them anything to work with. Adding rogue things into Old One's Army (like a Betsy rogue weapon) would give a reason for rogue players to get into the event.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Add a new attack for the DOG**

as the title suggests, the DOG is already a cult classic boss with a good set of attacks that seem fair. what i'm proposing is that the DOG should get a new rush attack where the DOG flashes glowing spots on the screen similar to its current telegraphed teleport before disappearing into a portal and zooming between those telegraphed points similar to how the new mechworm attacks where it warps near the enemy and charges through it before teleporting again.
I think this change would add some needed variety to the DOG fight and provide players with the added challenge of watching out for the DOGs telegraphed attack similar to the laser walls, while also including more of the DOG charging at the player.

**Suggestion Author**

@celest copper

**Approved by**

@vestal charm

tawdry condor
#
**remove reaper teeth in abyss crates**

presently, the easiest way to get reaper teeth by far is to fish for them. This shouldnt be the case, as a late game material like that shouldnt be easier to obtain from fishing then actually fighting the miniboss. Ik fabsol has said he intentionally made abyss items available without visiting the abyss itself, but tbh thats also not a good decision. If a player doesnt want to visit the abyss, they dont have to, but that shouldnt mean they can get the harder to obtain items by sitting at the surface fishing. Would making cosmilite bars obtainable from fishing bc some players might not want to fight dog be a good mechanic? no, ofc it wouldnt, so why is it in effect here?

**Suggestion Author**

@foggy pulsar

**Approved by**

@vestal charm

tawdry condor
#
**abyss diving suit should grant immunity against sulfuric poisoning**

self explanatory, if the abyss plates can withstand the pressure of the abyss, they should be able to shield you from acidic water, and its a pain to deal with the damage every single time you want to enter the abyss

**Suggestion Author**

@foggy pulsar

**Approved by**

@vestal charm

tawdry condor
#
**Add an Enchanted Boomerang recipe**

This was discussed earlier. I'm posting this suggestion in regards to the user who wanted this.

The Enchanted Boomerang is an extremely good weapon to get early game, due to its relatively high damage and medium-ranged attack. A lot of the time RNG is a pain and it can take players ages to find weapons, especially if they're playing many mods that may overlap the loot tables of natural chests, or playing on small world sizes where chests are less common.

It is also a recipe that's used in the Flamarang, further going into the Equanimity, which is required to craft the endgame boomerang, Celestus. In addition, In the 1.4 update, you are able to craft the Enchanted Boomerang, so it would make sense for Calamity to adopt this feature.

**Suggestion Author**

@warm coral

**Approved by**

@vestal charm

tawdry condor
#
**make heart of the elements stronger**

As title suggests, this accessory requires a lot of materials and an ancient manipulator to make. By the time you have everything, other accessories and items far surpass this item. Making it quite redundant. I think adding some small buffs to the damage or changes to the speed of fire would make this item up to speed to where it needs to be.

**Suggestion Author**

@unborn python

**Approved by**

@vestal charm

tawdry condor
#
**Have The Community's stat buffs cover more stats or buff it's stats**

The Community is a legendary accessory drop from leviathan that buff quite a lot of stats and is class controversial. It's stats also scale with progression, which is a nice niche. However, the accessory's stat buffs are too little to be considered worth using at the stage you would obtain it, and it's stats are outclassed by other accessories such as the sponge, dark sun ring and many others at end-game tier where it's stats are maxed out.

These aspects makes this 1% drop rate accessory a complete waste of time if you grind for it, which is quite sad to see among legendary items(even malachite or Leonid progenitor, which quite a lot of people claim it's not good, is comparable to the stuff at same tier unlike community. Another example is sea's searing, which grants you the power to tear through mechs and beat even golem with it in exchange for the time you used to grind it up, such that it fits the position of a legendary item).

Looking at the wide range of stat boosts, this accessory can be considered a "stat stick" type of accessory, which means having it buff a lot more different stats will make it more useful as you progress, since the sheer amount of stats that scale will make it more powerful than what it is at the moment(in all progression points).

**Suggestion Author**

@storm sierra

**Approved by**

@vestal charm

tawdry condor
#
**Give Old Duke an indicator for it's enrage range**

Not many players know, but the old duke will enrage if it's out of a certain area(which is above the natural sulfur sea), and quite a few players get their ass kicked by enraged old duke without knowing why he's enraged even in the artifical sulfur sea biome they made. Giving old duke an indicator would make the fight more fair and would alert new players that this boss' enrage isn't what they'd expect

**Suggestion Author**

@storm sierra

**Approved by**

@vestal charm

tawdry condor
#
**Allow stat meter to display sentry related stats along with minion stats**

When holding a summon damage weapon, the stat meter item will display your summon damage bonus percentage as well as your minion slots, but it does not display your sentry slots, which gives an unfinished feeling to this item. Allowing it to display sentry slots would fix this.

**Suggestion Author**

@storm sierra

**Approved by**

@vague flame

#
**Reduce the amount of particles the Chicken Cannon produces**

When using the Chicken Cannon, when the rockets hit something, large amounts of tiny particles appear. When I was fighting Yharon, the game slowed down to around 50% of its original speed, either making it a free slowdown or an annoying distraction. I suggest having the area of damage the same, just a lot less particles.

**Suggestion Author**

@fervent swallow

**Approved by**

@vague flame

#
**Add Genesis Pickaxe to Crystyl Crusher Recipie**

Techically, this pick is a rogue version of a lunar pickaxe. And why we can't craft Crystyl Crusher with it, although the recipe says "Any lunar pickaxe". Genesis is identical to other Post-ML pickaxes in every way. So, why not add it into the recipe?

**Suggestion Author**

@zinc gyro

**Approved by**

@vague flame

tawdry condor
#
**Change the Silva Invulnerability from "Once per life" to "Once per bossfight"**

It's a little annoying whenever during a bossfight you use the Silva revive which only occurs once per life, because then after the bossfight is finished, your have to die before doing another boss in order to get the revive back. And further, if you forget to do that, you may get the next boss low and let your guard down a bit thinking you have an extra revive when you really don't, and so you die. Changing the set bonus from activating just once per life to once per bossfight would solve this, and as for when not in a bossfight, maybe just a cooldown timer like with God Slayer armor would work, since I don't think anyone relies too much on their Silva revive when not fighting a boss.

**Suggestion Author**

@knotty maple

**Approved by**

@vestal charm

tawdry condor
#
**During multiplayer boss fights, have a small visual indicator that shows who the boss is currently targeting**

In multiplayer, you have to constantly guess which player the boss is currently targeting and by guessing wrong, you may take an unfair hit. One example of the several boss battles that would heavily benefit from this added indicator would be Wall of Flesh since his lasers have the additional challenge of not knowing if they will be shot at you, or one of your teammates. As for some examples of a visual indicator, it can be as simple as having a small arrow over the head of a currently targeted player or maybe even have them glow a certain color, but of course, there are countless options.

**Suggestion Author**

@winged raptor

**Approved by**

@vestal charm

#
**Make bosses take reduced damage from the players that it's not actively targeting**

Luring bosses is a common tactic to get the boss to a position you like or to get the boss away from your teammates if multiplayer. This tactic have no problems in singleplayer, but in multiplayer it leads to boss cheesing as the one luring the boss away by having the boss target him can easily go full defense/mobility and let his teammates snipe the boss down with relative safety, which negates the point of "dodging the boss while trying to kill it" in boss fights. Have the boss take reduced damage from players it is not currently targeting will cease multiplayer boss cheesing and would make the reduced multiplayer hp scaling make more sense

**Suggestion Author**

@storm sierra

**Approved by**

@vestal charm

tawdry condor
#
**Increase the height of The Underworld**

The Underworld is a biome where you will most likely fight four bosses: Wall of Flesh, Brimstone Elemental, and Profaned Guardians & Providence. The ceiling or the actual height of the underworld is fairly low and can result in the player getting stuck during these fights. Yes you could blow it up or mine it, but that takes a long time. A way to fix this is to lower the building levels/ground layer of the Underworld, because there is actually a lot of space below the building/ground layer that is unused and could be used to increase the height of the Underworld.

**Suggestion Author**

@digital moth

**Approved by**

@vestal charm

tawdry condor
#
**Add a Meld/Empyrean Block**

I just think that it would be super cool if there was one, and it would be a nice way to complete meld stuff. It would probably be something like H.R. Geiger, which could be interesting to use for builders and the like. The other lunar materials have blocks, so why not meld?

**Suggestion Author**

@woeful sierra

**Approved by**

@vestal charm

tawdry condor
#
*Add dedicated rooms/areas for some bosses*

Bosses in this mod are practically flawless. However, there's one problem. Most of these bosses feel like they come out of nowhere. Some bosses should have a mini temple or dungeon that you could fight the boss in. Imagine if there was no jungle temple, no, dungeon, and you crafted the boss summon and fight it. These new areas would add atmosphere to the boss your fighting and would make exploring much more exciting. Here are a few examples I think would fit greatly.

Ice temple: A temple that is half the size of the jungle temple would spawn underground in the ice biome. There will be a few chests containing early-game loot and an alter at the end. Putting the key in the alter would summon the boss.

Ravager Ruins: An arena that spawns randomly in the underground jungle after the golem has been defeated. It would match the looks of the ravager boss and could be summoned there

Haunted Dungeon: The mini extension to the dungeon where at the end would be a mini room for poltergast. Would look like the dungeon but white and a ghost background.

These are just examples but you get the idea. Adding these new areas would spice up the gameplay. It also gives you a reason to explore other biomes and adventure more. There are so many opportunities that these new areas could do.

**Suggestion Author**

@serene compass

**Approved by**

@vestal charm

tawdry condor
#
**Give Roxcalibur background object a proper shrine**

The background object of Roxcalibur is currently generated like enchanted sword shrines that generates outside shrine structures, which makes it extremely rare considering there's only 1 per world and it's worldgen-rng dependent(it is able to end up anywhere in the cavern layer, which is huge even in small worlds). Plus, you can craft Roxcalibur 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
#
**Retier Electrician's Glove to post-Martians.**

Electrician's Glove being craftable from Martians stuff instead of Hallowed Bar would balance the progression length between the glove, Nanotech and its materials a little bit. Additionally, due to how many of Martians stuff are oriented around electricity, Electrician's Glove obtainable from that event would be a good thematic connection.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**make cryogen's projectiles blend in less with the background**

has someone who cant see light colors next to other light colors (example: light blue and white) its very hard for me to see the projectiles cryogen shoots, so its pretty hard to dodge the projectiles, i often find myself running into the less visible projectiles when trying to avoid the main boss, with something like scal i can clearly see all of the projectiles while dodging the main boss because the projectiles are bright red infront of black, so i think that the shards and spiky balls cryogen shoots out should be a darker blue, or constantly be the color that they flash a bit during the fight.

**Suggestion Author**

@plain yoke

**Approved by**

@vestal charm

tawdry condor
#
**Boost the spawnrate of Draconic Swarmers before the Dragonfolly is defeated**

The Dragonfolly is known for dropping Effulgent Feathers, a material used to craft the summoning item for Jungle Dragon, Yharon, alongside some weapons and a mount. Actually, there is an enemy spawned in jungle biome at the same stage that drops Effulgent Feathers, the Draconic Swarmers, as an alternative source of the feathers.

However, the spawn rate of Draconic Swarmer is pathetically low on surface jungle, and it's even lower underground, rendering the mob pointless. You can argue this mob is supposed to exist so that you do not necessarily have to fight dragonfolly to progress but doesn't spawn commonly to also encourage players to fight dragonfolly, but what about players that cannot beat the boss after hours of attempts? They will attempt the boss with gear from later tiers, which still nullifies the fight by shredding the boss in mere seconds, and allows players to get feathers with almost no effort, which negates the point of "encouraging players to fight dragonfolly".

Moreover, their pitiful spawnrate also negates the "do not necessarily have to fight dragonfolly" point due to fighting the boss for effulgent feathers being the only actually viable way to grind up effulgent feathers.

Giving Draconic Swarmers a spawn rate boost before Dragonfolly is defeated would allow players to skip this boss entirely without spending a lot more time grinding for effulgent feathers, or rather waiting for draconic swarmers to actually spawn.

**Suggestion Author**

@storm sierra

**Approved by**

@vestal charm

tawdry condor
#
**limit the amount of event mini-bosses that can spawn at the same time**

this might be designed to work like that but specifically pumpkin/frost moon have ludicrous amounts of mini-bosses spawning all at once, causing massive amounts of lag and just makes the event not all that fun cause you can barely respawn without dying a few seconds later. and summoners have it worst, they can barely re-summon their summons without dying, meaning they're not even progressing, in fact, glass cannons in general have it bad. Even full tanks aren't that durable when it comes to last waves of frost/pumpkin moon.
capping the amount of mini-bosses able to spawn at once would maybe make the events less of a chore and would also make it playable in the first place

**Suggestion Author**

@crimson thunder

**Approved by**

@vestal charm

tawdry condor
#
**Cut down on the keybind bloat.**

A chunk of keybinds in the mod are reserved for one or two items, like:

  • Momentum Capacitor's effect
  • Sand Cloak's effect
  • Spectral Veil's effect
  • Booster Dashes (Plagued Fuel Pack and Blunder Booster)
  • Elysian Guard (Elysian and Asgardian Aegis)
  • Astral Teleport (Celestial Jewel)
  • Astral Arcanum UI toggle (true to name, Astral Arcanum)

Having hotkeys dedicated to certain non-dedicated items seems excessive when these items can be potentially changed to not require additional hotkeys at all. A change to these items to remove their hotkey dependency would help clean up the keybinds option, as well as limiting the keybinds to actually important ones.

Some examples for change can be, but won't be limited to:

  • Using the same double tap LEFT / RIGHT mechanic for most dashes in the case of Plagued Fuel Pack and Blunder Booster, instead of a hotkey.
  • Reworking Momentum Capacitor, Spectral Veil and Sand Cloak's effects to not rely on additional hotkeys.
  • Using DOWN to activate Elysian Guard, instead of an additional hotkey.
  • Merging Astral Teleport and Astral Arcanum UI keybinds, as they're essentially the same thing.
**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Make Old Duke unlock Abyss tier 3 and 4 instead of Polterghast**

At the moment there's no real reason to play Acid rain tier 3, while i believe it's a fun event, there needs to be more at stake then it simply giving access to Old Duke. This is why I suggest that instead of Polterghast unlocking the Tier 3 and 4 abyss, an action that doesn't really make too much sense, we make Old Duke do it instead, due to the connection between the abyss and sulfurous sea. It also makes Acid rain and Old duke an actually important event, as right now, there's nothing to gain from fighting other than a few weapons. This way there's a reason to fight Old Duke and a reason to do the event as well. It also wouldn't really hurt Polterghast in a major way, while he unlocks those items, Polter also gives access to the stratus weapons as well as a few odd weapons here and there, furthermore Polter's own set of weapons isn't too bad either, so giving the Abyss weapons to Old Duke would give him a reason to be viable, as well as keep Polter viable as he'd still be providing other extra weapons as well as a new armor set.

**Suggestion Author**

@lyric girder

**Approved by**

@vestal charm

tawdry condor
#
**Allow Tiki Armor to give buffs based on each unique minion you have**

?

Tiki Armor is in a weird spot. It's outclassed by Spooky in damage output, and it can't really be changed into a defensive armor due to Fathom Swarmer already fulfilling that niche. Thus, I propose making it so the more spread out your minions are, the more various buffs such as damage, defense, or movement speed you get from Tiki Armor. This would encourage not just spamming the most damaging minion, and provide more variety in summoner, a class that somewhat lacks it. What buffs the Tiki Armor gives is up for debate, and could even be something unique.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Make adult eidolon wyrm able to kill even when jam is active**

I killed a wyrm by doing this tactic spawn him i teleport near the end of sea then i stab him with coldheart icycle i get killed i eat jam and go into the head of thewyrm in this way the wyrm get angry because he will thinks he didn’t kill anyone before resetting the action of him going back to the abyss but for a sintetized explainatiln its the old eidolon cheese method but u put a spawnpoint near the abyss and using jam for triggering him back sorry if the technique explaination isn’t that explained well but its simply the old method but with jam and an anyss base

**Suggestion Author**

@round hamlet

**Approved by**

@vestal charm

tawdry condor
#
**More special visuals for late bosses**

This is something that has recently begun appearing in some mods (like ancients awakened, split, and spirit), and has actually been in vanilla since 1.3. Calamity currently only uses the basic screen tint shaders (aside from cryogen's aurora), which considering they start as early as hardmode are a bit underwhelming. Stuff like custom backgrounds, screen overlays, shaders, etc would make important bosses feel way more professional, intense, and, well, important.

**Suggestion Author**

@raw plover

**Approved by**

@vestal charm

tawdry condor
#
**Link T2 and T3 Acid Rain more to the Sea King**

As of right now the Sea King or Amidias is only useful pre-hardmode and has two boss summoning items plus the caustic tear. Right from the start this NPC offers all their weapons to the player, which really ruins their shop progression. Due to the fact that the Sea King already holds two Acid Rain linked items could mean that he can also give Acid Rain t2 and possibly t3 item upgrades with all or most of the weapons that he already sells. This would make this NPC more useful because right now they are only useful in pre-hardmode and post t2 acid rain with the boss summon and the caustic tear.

**Suggestion Author**

@digital moth

**Approved by**

@vestal charm

tawdry condor
#
Fix unintentional King Slime cheese

When fighting the King Slime I've come across a unintentional cheese method that happens a vast majority of the time, what happens is when you're fighting the King Slime near Your Spawn and it kills you, most of the time it will get caught on a structure or natural Terrain and be stuck there until you respawn, thus letting it teleport back to you like nothing happened, making what was already the easiest boss in all of Terraria into a laughable joke even in Death Mode. A way to fix this would be to make the King Slime teleport away and despawn when every player has died.

**Suggestion Author**

@wanton seal

**Approved by**

@vestal charm

tawdry condor
#
**Add an Abyssal Lock Box on Abyssal Crates' drop pool to avoid skipping Shadow Key.**

Abyssal Crates' drop pool gets an upgrade after you beat Skeletron, in the case here, it drops abyss' Shadow Chests items such as Ball o' Fugu and many others that can be encountered on the Shadow Chests. The problem here is that while the Shadow Chests found in the abyss, these require a Shadow Key to be opened, while Abyssal Crates doesn't need a Shadow Key to get most of the same loot that is found on the chests.

A solution to this problem is isolating the Shadow Chest's drop to an Abyssal Lock Box (similar to Golden Lock Box from the Dungeon Crates which drop Dungeon loot), and requiring to have a Shadow Key to open it and get the respective loot from the Shadow Chests found in the Abyss.

**Suggestion Author**

@tired zephyr

**Approved by**

@vestal charm

tawdry condor
#
**make the arcane modifier either not count towards the mana cap or make it increase it**

arance is arguabely the most obsolete modifier, it can be useful early game, but in hardmode it just loses its relevance because it isnt that rare for armors/ accessories to fill up the mana cap, and while there are the upgrades that increase the cap, it's still only a short term solution because even later in the game you're still gonna get a lot of mana uprades. Dont get me wrong, i think 550 mana is enough for late game, but it just makes arcane a really bad modifier.
and thats why i think if arcane either increased the cap or didnt count towards it it would make it a decent modifier

**Suggestion Author**

@crimson thunder

**Approved by**

@vestal charm

tawdry condor
#
**add more class-specific reforges**

violent and silent are both great examples on this, they add to stats that may change how you play a specific class.

arcane could use some work, as in its current state it is fairly useless. It is far too easy to hit the mana cap and even if you dont, 4% damage is generally more valuable than +20 mana. Maybe reworking it to boost mana potion heal amount or reduce mana cost would make it more viable.

ranger and summoner currently do not have any class specific reforges and are stuck just using menacing. Adding more viable class specific reforges would allow for more choices when picking gear and more variety between loadouts provided one doesn't completely outshadow the rest.

**Suggestion Author**

@bleak cedar

**Approved by**

@vestal charm

tawdry condor
#
**Move Yo-yo bag accessory materials and Yo-yo bag itself higher up in progression**

So Yo-yo bag is kinda wacky, because you're able to get the materials for the item nearly right off the bat, and the yo-yo bag accessory is available as soon as hard-mode starts. For such a powerful accessory, you'd expect it to be a post Plantera item, but nope, easily accessible right off the start of hard mode. I suggest moving some of the Yo-yo bag materials higher up the progression ladder, maybe keep yo-yo string and yo-yo glove where they are, but make counter-weights only available in the beginning of pre-hard-mode, an example would be post perforaters / hive mind? And make Yo-yo bag itself a post Planterra/ mech item to balance out the sense of progression.

**Suggestion Author**

@lyric girder

**Approved by**

@vestal charm

#
**Make Phaseslayer's "rotation per second to damage" scaling increase to the player's melee speed.**

Phaseslayer is a somewhat interesting weapon that gains higher damage the faster the weapon is spun. This weapon, much like its successor, Murasama, currently isn't affected by melee speed. The proposition to make the damage scaling based on the weapon's angular velocity raise relative to melee speed is to make the weapon a bit more rewarding to use with melee speed bonuses. Not only that, the player is also physically moving the weapon around, melee speed should at least boost its stats in some way.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Add more reason to explore and mine inside astral underground**

Astral underground feels very lack luster, only bringing a reason to explore it for a slight bit once you've killed Astrum Aureus with its new weapons and gear if mage (astralacnhea staff) or summoner (starbuster core and hive pod staff). Adding a new block that provides resources like stardust during early hardmode (and even astral ore and/or celestial fragments once Deus is defeated) and even a new material (which could be used later) would give an incentive to explore and mine inside the biome and would provide an alternative way to gather stardust rather than spending a bunch of time in the surface killing enemies.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
Make minions summoned by armor set bonuses desummonable.

It is a nightmare trying to get Profaned Soul Artifact with any late game armor set, as they all summon minions that interfere with the task of beating Providence with only the Profaned Soul Artifact. You have to downgrade yourself to not interfere with the challenge.

**Suggestion Author**

@silent turret

**Approved by**

@vestal charm

tawdry condor
#
**Make draconic swarmers more common**

These mobs are supposed to be an alternative way to gather effulgent feathers, however they are too rare to even make them an alternative way to get them, making them more common (and maybe reducing the feathers’ drop rate a bit to compensate) would still would allow the player to get feathers every now and then while also making the jungle more dangerous, exciting and most importantly giving an incentive to fight the Dragonfolly to get them more reliably and even prepare to fight it with some of the feather crafts if the player needs to.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Add more unique Yharon roars**

Very minor issue that's starting to haunt my dreams.
Look, the most common roar itself is well made, it has good volume and all, but the constant spam of it is maddening to me.
I'm just asking if it's possible to play it way less often, use the smaller one more (the one used when birb summons tornadoes), as that one is already less annoying, or just make new, unique sounds.
I get that this sound is supposed to be the most iconic thing of Nugget Dragon Birb, but do we really need to get reminded of it every two seconds ? ...if you ask me, I'd say no.

**Suggestion Author**

@karmic spruce

**Approved by**

@vestal charm

tawdry condor
#
**Rework status sphere**

Stratus sphere is pretty much used as a side weapon where it performs rather underwhelming. Subsuming Vortex (SsV for short) had this exact problem when 1.4.5.001 first released and was reworked in later patches to be a more effective main weapon. My proposal is to make similar changes to what SsV (slower use time and harder hitting but no cap on the amount projectiles) received making it a far more effective and less awkward weapon to use.

Making the spheres release their projectiles while moving and bounce on tiles rather than passing through em would also help them to keep them in an area, increasing their potential, viability and make them more fun and appealing to use with many combat strategies that would come with their new changes.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Add more rogue weapons that give stealth upon hitting**

Weapons like Sylvian Slasher and Final dawn have a unique and unexplored concept of regaining stealth upon hitting a target. Adding weapons that do that could add more variety to rogue's small arsenal and open new playstyles and even improve areas where it could be falling behind and lacking options. Perhaps giving some of them stealth strikes or some other stealth effects would make weapons more dynamic and fun to use and provide support for other weapons with powerful stealth strikes.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Rework Wulfrum Drone AI**

Right now, wulfrum drones have an incredibly frustrating AI, constantly getting stuck in walls and randomly despawning. All that would be needed to fix this is to reduce stationary hover time so that the drones won’t fly into walls and stay there until thay despawn.

**Suggestion Author**

@silent mantle

**Approved by**

@vestal charm

tawdry condor
#
**Make Time Bolt's time field affect the player positively.**

Time Bolt's time field reduces enemy movement speed by 15%. This is nice in concept if it's placed a bit earlier, but in post-Polterghast where most of the significant fights are boss fights, with which Time Bolt's primary quirk doesn't work, having the time field affect the player positively could help keeping use of Time Bolt's field regardless of NPCs.

One idea is to give the field an ability to grant increased movement speed to the player inside and/or increased velocity onto player projectiles going through the field.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Tweak various properties of Wall of Flesh’s Rev+ fight**

I’ve had lots of times where even if I keep the WoF’s heads on-screen, he ends up charging me. But, at the same time-- there’s been moments where I keep his heads off-screen for an extended period of time, yet he still refuses to charge. Turns out it's based on line of sight with the mouth + distance, but it's incredibly hard to tell that just by fighting the boss.

Him charging would be fine if it weren’t for the fact that he shoots a ton of wall-piercing lasers right after he does it. Not only are these lasers incredibly hard to weave through just one time, you’ll likely be doing it more than four times. On top of all that, once he’s done firing his barrage he immediately goes back to shooting his regular lasers, which can overlap with the piercing lasers and cause an undodgeable situation.

I think if WoF’s charge is going to be this punishing, it should at least be a consistent range. As it is now, the only thing that reliably reduces the amount of charges is changing your arena to be taller, and even then I’ve had him charge for no discernible reason. His overlapping laser patterns also punish you for having the open arena the boss forces you to have, which just feels plain unfair.

A potential solution could be to have WoF shoot the slower wall-piercing lasers throughout the entire fight (with a nerf to how many he shoots at once) instead of after it's charge, and / or make his enrage purely based on distance instead of the combination of distance and line of sight

**Suggestion Author**

@mighty wolf

**Approved by**

@vestal charm

tawdry condor
#
**Retailor Expert Mode drops to not be 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 bosses, something like the Royal Gel can be used throughout all of Vanilla to prevent annoyance from slimes, while the same cannot be said for the Ocean Crest, which literally becomes replaced by a 2.0 version 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

tawdry condor
#
**Add building boosting items and possibly even increase the default building speed**

Building is just painfully slow specially considering the big scale arenas you have to use for bosses later in the game, all of the npc houses. Many players just don't build nice looking stuff just because it takes too long.
Mining and fishing had similar problems which Calamity addressed by adding items that improve/boost them and even a flat boost (which is available in configs) for mining, so why not add some for building too to make it more on par with them?

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Add post moon-lord buffs, accessories, and armor for sentries**

With the new post-moon lord phases, the Old Ones Army Sentry armor and accessories quickly become underpowered, and with the new Summoner buffs, I feel it’s only fair that the same thing happens with Sentries, having multiple choices of armor and accessories rather than just one accessory and 2 sets of armor. Or even just make post moon lord armors have one extra sentry slot.

**Suggestion Author**

@white breach

**Approved by**

@vestal charm

tawdry condor
#
**Give the Ice Claspers minion a movement speed boost **

Ice claspers are overshadowed by black hawk, apex, and caustic staff. As it generally struggles against fast moving targets and is unable to catch up to them like cryogen's phase 5-6 and twins in their 2nd and 3rd phase. Giving them a speed boost will allow them to consistently catch up to their targets and deal consistent damage instead of having to respawn them in front of the target.

**Suggestion Author**

@elder topaz

**Approved by**

@vestal charm

tawdry condor
#
**Add more Rogue equipment that benefits certain Rogue subclasses.**

Rogue currently has a number of things that boost purely Javelin weapons (like Scuttler's Jewel) or stuff that has various effects depending on the Rogue subclass used (Shadow and Invisibility Potions). Expanding rogue equipment to boost certain Rogue subclasses (Bombs, daggers, and boomerangs alike) would give a bit more diversity in possible build options for Rogue.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Consistent patterns for the Destroyer lasers**

I've noticed myself that the Destroyer's lasers lack any kind of pattern, which can lead to some hits and overall makes the boss kind of a slag heap. So, I've come up with a concept for a pattern that could make the fight much more interesting and gimmicky.

First off, all lasers fired from both body segments and probes are fired synchronised, at the exact same time. In normal mode this could be around once every two seconds. Probes fire directly at the player's position, while body segments follow a special pattern.
The first lasers are fired directly up. Each subsequent shot fires the lasers slightly more clockwise than the last.
Prior to the lasers firing, little red indicator lines not unlike those of the ethereal lance attack of the Empress of Light will appear marking the direction the lasers will be shot in. Lasers won't be shot from body segments inside ground

**Suggestion Author**

@glacial tide

**Approved by**

@vestal charm

tawdry condor
#
**Change how Cryogen is summoned**

?

Cryogen’s summoning item, like most in Terraria, doesn’t make much sense. After holding a key in the air in the snow biome, this floating ice structure comes to attack you. It’s very weird, and feels very disconnected from something like “worshipping” Brimstone Elemental’s Charred Idol by using it, or destroying the Hive Mind/Perforator Cysts.

One example would be having some kind of locked structure, similar to the Hive Mind or Perforator Cysts, that spawns in the ice biome while holding a Cryo Key. Something like this would make it feel a lot more connected to the actual boss instead of just being another random hold summon item and poof, boss appears.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Allow Starcore to speed up Astrum Deus' spawn animation when used in the Beacon.**

Starcore is intended to be a grind-free alternative to Titan Hearts for farming Astrum Deus (hence it being non-consumable), but if the intention of the item is indeed for farming the boss, Starcore could speed up the spawn animation of the boss when used in the Beacon. It would give a bit more time efficiency for farming Deus, and if one would prefer having the original speed of the spawn animation, they can use Titan Hearts.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Increase the drop rate of Defective Sphere**

Defective Sphere is a Post-Plantera weapon that drops from Deadly Spheres, and its one of the stacking rogue weapons, it stacks up to 5. The only problem is that it is a 3.75% chance to drop from Deadly Spheres at best. You cant even boost it with Defiled. Deadly Spheres aren't the most common enemy in the world during the Solar Eclipse, and using a Zerg potion or anything like that at this tier is immensely dangerous during the Solar Eclipse. (You'd be too busy with the constant flow of Mothron to farm the Deadly Spheres anyways.) The drop rate should be increased to compensate for the fact that to use the weapon effectively you need to farm it 5 times.

**Suggestion Author**

@covert root

**Approved by**

@vestal charm

tawdry condor
#
**Add rogue drops to seasonal moons**

Rogue unlike other classes doesn’t get any drops from pumpkin and frost moons unlike every other class and has no reason to do them until Post-DoG.
Adding rogue weapons to these events will incentivize doing the events before taking on the tier’s bosses and give it more variety in its available arsenal.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Prevent Shadow Potions from making the player disappear visually**

As an avid rogue player, I enjoy using most features the class has to offer (glares at spike balls), and one of the coolest things about Calamity's Rogue class is that it entirely revamps invisibility potions to give rogue bonuses. However, this comes with a major downside to someone playing rogue: they have no idea where their hitbox actually is, and unless they have a very specific dev wings accessory that causes the player's eyes to glow blood red, they're entirely invisible. This makes maneuvering a lot more difficult, especially in later boss fights, where you need to have pinpoint precision with your movements.
To fix this issue, one would have to take the invisibility out of the invisibility potion, which obviously isn't an option. However, invisibility potions have an upgrade in Calamity: Shadow Potions. They, in addition to the invisibility potions' rogue bonuses, allow the player to occasionally launch bonus projectiles on hit, as well as boosting stealth generation by a relatively good value: 10%.
However, I've noticed that you are still invisible with this potion active, even though this potion has little more to claim for its invisibility than an invisibility potion being an ingredient within the potion. While, for the record, it DOES turn off the invisibility effect during bosses, I, personally, don't think that it should make you invisible because there just isn't much of a basis for them. In fact, there is a negative basis, given the name and the fish used to create these potions: a Shadowfish, which is a pitch black fish with red eyes, but the potion itself makes you invisible, despite the potion's additional black coloration, as opposed to the Invisibility Potion's light, sky blue color.

I propose that Shadow potions change the player's visibility, but turn the player into a black and red shadow, instead of being entirely invisible.

**Suggestion Author**

@main timber

**Approved by**

@vestal charm

tawdry condor
#
**Rework Summoner’s Silva Crystal**

?

When compared to Bloodflare armor’s bonus for summoners, Silva’s is fairly boring. It’s essentially just a Rainbow Crystal sentry that sits above your head, providing some damage and taking up a buff slot that you could otherwise use. Reworking it to not be incredibly similar to another minion and changing it to not require a buff slot would make the set bonus feel a lot more unique and powerful.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Make the Squirrel summon functional**

It tries to attack things on the other side of walls, it teleports and flies out of nowhere, it gets stuck on things, it can't kill a slime in half an hour

**Suggestion Author**

@tardy dew

**Approved by**

@vague flame

#
**Rework Auric Tesla Armor’s Set Bonuses**

?

Auric Tesla armor is currently the penultimate armor in Calamity (excluding shadowspec since it’s kind of just a no-hitter set), and is an amalgamation of the Post-ML armor sets, with very little added on it’s own. Ranged and Mage don’t even have any unique set bonuses from Auric Tesla, just the previous armors’ set bonuses. Not only does this make the armor itself incredibly bland and boring since the appearance of the set bonuses aren’t changed to match Auric Tesla’s look, it also causes the armor sets it absorbs to become less unique due to their abilities straight up being copied later.

Comparing this to Terraria’s endgame armor sets, most of the Pillar armors have a almost completely new gimmick that makes Auric Tesla look fairly uninspired in comparison. Nebula’s boosters from damaging enemies are a entirely new concept, Solar’s dash that improves over time is...a boosted version of Tabi and Shield of Cthulhu’s dashes that still works well with melee and inspired the shield line in Calamity, Vortex...is the weakest with a buffed up shroomite stealth that doesn’t require you to stand still, and Summoner has a entirely unique Stardust Guardian you can command. Each set is unique in some way to the class, and (outside of Vortex) doesn’t copy ideas from earlier armor sets.

Making Auric Tesla have new visuals for set bonuses that actually match the armor and other weapons and giving each class something new to play with concept/mechanic wise would go a long way to improving this final armor. Removing the previous armors set bonuses/effects would help a lot in making the set feel more prominent, but isn’t entirely necessary if the new set bonuses for each class are exciting enough.

**Suggestion Author**

@pine kestrel

**Approved by**

@vague flame

#
**Combine both empyrian wrath and rage into 1 buff**

They last for the same amount of time and are granted of the same time (getting hit) and grant stats, combining them into 1 buff would be convenient and beneficial as it would free a buff slot that could be used for another potion (mount, cooldown, drink, placeable, or pet) that could help in a fight

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Add good weakening debuffs to summons**

you normally just find a good summon and get as many as possible of it, usually causing boring appearances but using separate summons to apply all sorts of debuffs along with good damage summons would increase the time summons are viable and adding more strategy to picking summons

**Suggestion Author**

@civic cairn

**Approved by**

@vestal charm

tawdry condor
#
**Turn plague fuel pack and blunder booster into Omni-directional dashes (or at least let them dash downwards) and reduce the cost of the dashes**

These 2 items are often overlooked due to them costing quite a bunch of stealth and giving low stats (in the case of plague fuel pack), which is understandable considering its primary function: upwards/diagonal dash that spawns projectiles. However here's the thing, the stealth cost makes it very unusable outside of stealth builds and the direction that can dash its quite limited 45° away in the direction the player is facing which makes them very situational to use. Allowing the dashes to have other directions and reducing their cost would make the accessories less situational and more impactful and reliable ways of mobility.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

#
**Rework/adjust Empyrean armor**

Empyrean armor is pretty boring, it brings nothing new and unique to the table (unlike the other luminite armors, umbraphile and statigel to name a few which bring unique setbonuses like a ram, boosters, explosions on hit and buffing potions, jump + invul, etc), just spawning some projectiles which do a small amount of damage, which a lot of rogue accessories do already (feather crown line, ethereal exhorter, blunder booster dash, electrician's glove, etc). Most of the projectiles are spawned every now and then very rarely; as an example go on and try to spot them in this video https://youtu.be/LQyKq-OH914

To add insult to injury, the under 50% hp effect is also extremely lame and completely useless during boss fights where the player is likely to be under said amount quite often but already has the buffs (which get removed when healed back over 50%) or their post-ML upgraded versions which overwrite them, making the bonus pretty pointless so it should probably get changed entirely.

Increasing the chances of the projectiles spawning and changing the bonuses (or at least the <50% hp one) would help the armor to stand out, be more impactful and be more than just stats with bonus projectiles.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**New uses of dark plasma or dark matter or smth idk but its dropped from black hole(also related to other envoys and their drops)**

There's not that much usages of materials from heralds of Doggo. Armor, poorly fitting for Doggo, summon of Doggo, ninja sash. Biggest amount of uses along these materials belong to dark plasma, but even then ve have... 4 uses of it. I think that there can be more uses for material from unique dungeon boss - for example some 1-hit protection with a cooldown, great if u really think u cannot survive etherial lances\Doggo's head in revengeance\Yharon's magmatic spew without them. Or smth to rogue's Eclipse mirror. Or even analogue to a Piggy Bank - a portative storage that has some other properties where the TOAA Fabsol is absolutely free. Also, Plating from Doggo's relatives might be used in endgame swords (not developer tier, I meant auric one, or even exomechs tier - boy like this ever meant endgame)
P.s. I named just an EXAMPLES of new usages of envoys' drops

**Suggestion Author**

@flat fossil

**Approved by**

@vestal charm

tawdry condor
#
**Allow the stealth/adrenaline/rage meters to be clicked through**

Basically what the title says. When lock meters is turned on in the mod settings you should be able to click through these meters. While they only take up a tiny portion of the screen it gets irritating when you have to click there for some reason and it just doesn't let you.

**Suggestion Author**

@empty bough

**Approved by**

@vestal charm

tawdry condor
#
**Make post-ML platforms and furniture lava-resistant**

It kind of bothers me that post-Moon Lord furniture, which is built from extremely powerful materials, can't survive lava. Making such furniture (and platforms) immune to lava would definitely increase the building potential in the Underworld, as well as Profaned-themed builds (including Underworld Providence arenas).

**Suggestion Author**

@distant mason

**Approved by**

@vestal charm

tawdry condor
#
**Move the Elysian Tracers to post-Polterghast and slightly nerf them to compensate**

At the moment, Yharon is the only on-tier boss to fight with them, which is an issue since wings outclass the tracers for both phases of his fight. By moving them to post-Polter, the player could have them for DoG, where ground mobility is better, as well as spreading out the tracer upgrade line instead of having two upgrades in rapid succession.

**Suggestion Author**

@thorn saddle

**Approved by**

@vestal charm

#
**Config option to disable teammate projectiles **

As the title says, an option that would make teammates projectiles invisible from your end. This would be the greatest QOL change ever if added and would make endgame multiplayer boss fights much less cluttered. As it is currently, if I were to join a game with a Rogue, Mage, and Melee, it would be absolute hell to fight Yharon phase 2 without getting hit bunch of times, due to the confusion between teammate's projectiles as well as the frame drops that result from such projectile heavy weapons

**Suggestion Author**

@silent edge

**Approved by**

@vestal charm

tawdry condor
#
**Adding a Boss Damage Percentage Boost into the Config Menu (like the health one)**

This would help players like me to further increase the difficulty. It also helps if you play with a lot different mods which can make the game too easy at some point (face tanking bosses), but you still dont want to miss them. Only increased the health will not solve this problem because it only extends the duration of the fight, but not the overall difficulty.

**Suggestion Author**

@native cove

**Approved by**

@vestal charm

tawdry condor
#
**Have Yharon's border infernadoes show on the map**

The purpose of the border infernadoes is to keep people in an area and does so by instantly killing you, which, in combination with the amount of speed you have at that point, may cause an end to a good run because you accidentally ran into the infernado at mach 10, and how it currently slightly changes color every once in a while does not help at all. Having the infernadoes show on the map will alert players when they are approaching them and let them react accordingly.

**Suggestion Author**

@sage ether

**Approved by**

@vestal charm

tawdry condor
#
Add a counter/indicator for the right-click of Deep Sea Dumbbell

This weapon is mostly for fun, but its actually quite good and promotes the use of stealth strikes. The right-click ability allows you to boost your damage significantly, but its a lot of mental resources to count how many times one successfully activates the boost before pulling the trigger.

**Suggestion Author**

@muted carbon

**Approved by**

@vestal charm

tawdry condor
#
**Have Plaguebringer Goliath always start the fight in her charging phase.**

This change would make the beginning of the fight less annoying and more consistent, allowing her to move closer to players before they have to deal with her randomised attack pattern, similar to other random-pattern bosses (e.g., Queen Bee, Brimmy, Signus).

**Suggestion Author**

@spring breach

**Approved by**

@vestal charm

tawdry condor
#
**Add unique boss rush bonuses to bosses, instead of adding difficulty mode changes**

?

Certain bosses gain their bonuses from higher difficulties during boss rush. While this does increase the difficulty for lower tier players, it does nothing for Deathmode, and means that the whole experience is less unique during higher difficulties due to lacking new changes and content. Making new boss changes instead of just putting harder difficulty changes on would make the experience a lot more unique overall, and keep it harder for higher difficulties.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**The Odd Mushroom should have a warning about its potentially harmful side effect.**

_ _

For the unaware, the Odd Mushroom is a consumable sold by the Drunk Princess that inflicts the Trippy buff; increasing damage by 50%, but giving you a nauseating effect that duplicates a projectile 3 times on all sides of the player that fade in and out every few seconds with a cycling rainbow effect. This can cause players who use it nausea or potentially worse physical side effects. I believe that the mushroom's tooltip should have some sort of a warning of this so that certain players don't end up feeling ill without finding out the hard way.

**Suggestion Author**

@slim hornet

**Approved by**

@vestal charm

#
**Make Ceasless Hunger potions last longer**

I usually find myself having to use multiple of these to get all the items in a world that are there. So this would make it so that they're more useful.

**Suggestion Author**

@formal bridge

**Approved by**

@vestal charm

tawdry condor
#
**damage increasing accessories increase damage dealt to player(purely for summoner)**

Heard about summoner is unbalanced because he do not needs to aim to deal decent damage? I heard, but this might be imbalance because summoner still has chance to make a mistake(unless he is in death armageddon defiled or smth) as only lategame bosses like SCal or Yharon can deal high enough damage to not let to recover from them(oh, and DoG can true oneshot you). As the summoner's armor is entierly offencive, I suggest to make summoner's accesories decrease damage reduction and defence even including making it negative, so you asked it you got it - you only need to dodge, but if you fail to do this once... you know what I mean. Or you can make additional summoner(non-minion summoning, like orbs\whips(but not whips, u got my idea)) weapons to make summoners to distract from dodging and make them get more damage though deal more damage - that's how we all win(note that due to increased damage summoners in 1.4 will not fight nighttime EoL or daytime Providence because they still oneshot you, but there's completely other story about this)

**Suggestion Author**

@flat fossil

**Approved by**

@vestal charm

tawdry condor
#
Make the perferators projectiles go through solid blocks.

Fighting the perforators underground negates almost half of the attacks because the projectiles get destroyed from hitting the ceiling. Also, bosses that are earlier in progression such as, king slime, eye of cthulhu, and crabulon don't have this problem.

**Suggestion Author**

@unique orchid

**Approved by**

@vestal charm

tawdry condor
#
**Supreme Calamitas Mask**

For any players who may be working towards collecting masks for display, as some players do this for fun, it also doesn't make sense for the only "SUPERBOSS" to be only boss lacking a mask, especially with the difficulty of supreme calamitas, not having that cosmetic item to show off kind of sucks

**Suggestion Author**

@main flower

**Approved by**

@vestal charm

tawdry condor
#
**Have Amidias and the Guide suggest that ??? and aquatic scourge should not be killed and hurt in pre-hardmode**

This is because new players may stumble on it while exploring the ocean late pre-hardmode and just die because the boss is supposed to be fought much later in the game which is very frustrating if they had a lot of gold and they have to travel all the way back just because they were curious. By telling players that they should not hurt or kill aquatic scourge and ??? that they will hopefully be more aware and not gain frustration of spawning a very strong boss.

**Suggestion Author**

@elder topaz

**Approved by**

@vestal charm

tawdry condor
#
**Rework Coldheart Icicle**

The Coldheart Icicle is a hardmode weapon sold by the Archmage, its a unique shortsword in the sense that it takes 2% of the enemy's and bosses' total hp with the exception of Providence and while the player is under the effects of the Invincible buff.
So what's the problem with this weapon?

· The weapon by itself compared with the uses of other on-tier hardmode melee options, is worse than other true melee options such as Fetid Baghnakhs and Aftershock to name a few.
· The weapon for reaching its maximum potential of use requires going into a full tanking loadout. Which compared to other loadouts using the weapons mentioned above can do a safer performance when using both defensive and offensive loadouts depending on your playstyle, without the need of dedicating your loadout into excessive defense and almost no mobility.
· The weapon to be usable requires knowing which debuffs bosses inflict, and what I mean for this is that some bosses such as Brimstone Elemental can inflict Brimstone Flames and Abyssal Flames, which you can't counter by using a debuff immunity accessory before Plantera and above.
· The weapon due its short-range its very risky or deemed impossible to use on certain on-tier bosses such as The Twins, Brimstone Elemental, The Destroyer, Clonemitas and Aquatic Scourge to name a few.

Reworking it to be a weapon similar to Archmage's weapon arsenal and many other hardmode melee weapons - in the sense that the weapon doesn't need an specific loadout to perform decently compared to other options at a certain tier -, would make the weapon more worth using.

**Suggestion Author**

@tired zephyr

**Approved by**

@vestal charm

tawdry condor
#
**Make the Counter/Evasion Scarf's dodge/invincibility last longer**

The Counter and Evasion scarves offer a unique mechanic where a player can dodge an attack while dashing, the activation of said dodge being indicated with a burst of red particles at the player's location, and a buff/debuff being granted to the player upon activating this dodge.

However, this dodge is inconsistent and doesn't work well - in my experience, the dash's relevant debuff/buff will appear (as well as the particle effects), but attacks, be it projectiles or enemy contact, will not be truly avoided, and the player will still take damage. While it may be that attack hitbox size, relative projectile/enemy velocity and a number of other factors determine whether an attack is actually avoided with the dodge's i-frames, the dynamic nature of these factors and the difficulty of keeping track of them makes intentionally using the dodge simply not worth it. This also has the added effect of making successful dodges during the dash more incidental than intentional (similar to the 'random dodges' from the Ink Bomb and upgrades, or the Ninja Belts), because actually trying to intentionally dodge an attack using the dash's i-frames is much too risky.

Increasing the amount of invincibility frames granted when the dodge effect is triggered to be able to consistently dodge most damaging attacks (and possibly increasing its cooldown to compensate) would greatly increase the enjoyment of using this accessory and allow players to incorporate it into their strategy or playstyle. As of now, avoiding an attack during a dodge is something that just "happens sometimes", and it is rare that I actually plan for dodging an attack during a dash (as opposed to the way I might plan for using Melee's Tarragon Cloak or the Rod of Discord).

**Suggestion Author**

@dusk harbor

**Approved by**

@vestal charm

tawdry condor
#
During Yharon’s transition phase, make him stand still for the whole duration (similar to SCal), or remove contact dmg.

Reason: Yharon is completely invulnerable while transitioning, but still continues to deal contact dmg and attack the player. You’re basically forced to stall while not running into the infernadoes, which just feels unfair and unfun on top of the amount of i-frames he’s already gotten throughout the fight.

**Suggestion Author**

@azure gale

**Approved by**

@vestal charm

#
I would suggest a nerf to rev+ wall of flesh, i have seen quite a few people (including myself) who really struggle with beating this monstrosity, and here I will list the reasons

-first and foremost he is needed to be beat to unlock hardmode which unlocks almost all the rest of the content that the mod has to offer, which is most of the progression, therefore him being insanely difficult makes it next to impossible to progress anymore

-the reasons hes overpowered
He shoots a Little too much, and they do a little too much damage, including on fire, and hes just a little to fast etc. (The charging speed can stay the same)

-what should be nerfed
*Laser damage
*The on fire debuff duration
*firing speed and velocity


Boss rush version
*Just health scaling speed

**Suggestion Author**

@keen lance

**Approved by**

@vestal charm

#
add the desert medallion with the slime crown in the starter bag

It would leave a good first impression by introducing players to a modded boss immediately along with a vanilla one

**Suggestion Author**

@fringe adder

**Approved by**

@vestal charm

tawdry condor
#
**Put fishing rod and bug net in starter bag**

This will give more options in game progression for new character. A lot of cool stuff can be fished in pre-hardmode.

Edit: ofcource you can craft both bugnet and 2 fishing rods early in the game, but you will waste whole first day to get iron/lead, cobweb, furnace. You will also waste time finding natural cave or digging your own with weak starting pick.

**Suggestion Author**

@trail cloak

**Approved by**

@vestal charm

tawdry condor
#
Changing Luxor's Gift for summoners to something more akin to the Borealis Bomber Staff

So Luxor's Gift is an all in all good accessories for every class since it adds them extra damage and/or range but it always feels less good for summoner, since all it does is add another summon, making it more of a "+1 minion slot" equipment for it.

Making it similar to the Borealis Bomber staff would not only make it similar to the other classes' ability, but it would also add the possibility for more gameplay for the summoner early game than just dodging and letting ur minions do the rest or using a bunch of classless weapons.

I would say that to balance it it would need to have its damage be at a cap like the other ones and like the Borealis Bomber, it doesnt take a minion slot and simply homes into an ennemie and hits it, maybe 2-3 times before going away, it would make all the rods you use into more of weapons, where higher damage might come at the cost of higher mana usage.

so basically if you made it that you could then use summon staffs as weapons, when all your minion slots are taken, if you use the staff it'll shoot the sigils and hit a target a few times before going away, which is more similar to all the other classes' use of Luxor's gift, being adding a spammy projectile

**Suggestion Author**

@jovial brook

**Approved by**

@vestal charm

tawdry condor
#
**Give all bosses an indicator for their enrage**

Boss enrages are very finicky and having to guess when you'll leave the biome or 'arena' in case of yharon is a major pain. A particle border outlining the enrage area would be a very helpful change.

Alternatively or additionally, make boss enrages more lenient, or more reliant on how far away you are from said boss. Currently, a lot of big arenas require actuated blocks or other mods (fargo's mutant fountains). It would be a nice change to make it so that bosses relied more on distance instead of biome, which makes for extra arena building and takes away from the overall experience.

**Suggestion Author**

@lean ice

**Approved by**

@vestal charm

tawdry condor
#
**Add new tiers for weapon ability descriptions**

When in the endgame, it is almost a given that your weapons will have insanely fast speed and insane knockback. This defeats the point of those descriptive features as you are no longer able to compare the weapons ability in those fields against other weapons of the same tier. I propose adding higher levels of these as to provide a more accurate description of the weapons capability and to stop people from overdoing their attack speed bonuses.

**Suggestion Author**

@echo reef

**Approved by**

@vestal charm

tawdry condor
#
**New config option**

Disable Starter bag

this will help people (like me) who are making modpacks. As sometimes the starter bag gets in the way of other starter bags that we may want. Notably it effects Starter Classes (Mod support). most likely because i also have Krpg and MrPlague's custom races installed. if this simple option is added it would help me immensely.

**Suggestion Author**

@crisp moth

**Approved by**

@vestal charm

tawdry condor
#
**Add more “half slot” Minions**

?

Half Slot Minions, utilized for Herring and Ethereal Subjugator, allow you to summon two minions for one slot. These are incredibly unique and underutilized, allowing for more variety in summoner and how they fill their slots, and could be expanded upon more to help the class feel more rounded out when compared to something like ranged.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Mod Calls which would assist in avoiding or finding places to generate through soft cross-mod.**

I'd like some Mod Calls for Calamity that simply return a Rectangle which encloses the width and height of a Calamity biome.
As someone who develops mods outside of Calamity, It would be very useful for me, as it'd allow me to easily avoid generating over a Calamity biome without having to create my own method for indexing the world to find the constraints of one.
For people who might do cross-mod content with Calamity, it'd be useful for them, as they'd much more easily be able to find places to generate in or relative to it if they can simply use the rectangle to index a limited area for their generation conditions, and never generate outside of that.

**Suggestion Author**

@near owl

**Approved by**

@vestal charm

tawdry condor
#
**Give Ankh Shield and its upgrades immunity to the mighty wind debuff**

The Ankh Shield and its upgrades (Ankh Shield+) are basically supposed to give you immunity to most pre-moon lord debuffs, and immunity to knock back. Mighty wind, the effect you receive while in a sandstorm, seems like the type of debuff that Ankh Shield+ is specifically used to counteract, and the fact that it isn't negated can be very annoying while trying to build things in the desert. If there are any similar debuffs for other biomes I am missing, it would be useful to have Ankh Shield+ negate those too

**Suggestion Author**

@echo reef

**Approved by**

@vague flame

#
**Gladiator's Locket progressive change aesthetically

And add the description of the Scaling of damage**

Make Gladiator's Locket actually change in appearance after reaching the progression need for the locket to actually increase in damage
The Gladiator's Locket scales its damage with the progression the player has done
Increasing from Hardmode, killing plantera,moon lord and Devourer of Gods
The locket doesn't aesthetically change per kill progression making it hard to actually notice of the item changed being given that the item does scale with progression and with the lack of information without the wiki's help

If the item doesn't favor an aesthetic progression atleast add the scaling of damage in the description like how the community tells the player that it gets buffed per progression

**Suggestion Author**

@tacit pebble

**Approved by**

@vague flame

tawdry condor
#
Overall Nerf Providence

I do have a couple ideas for this, those being making the revengance laser be the non revengance laser when the guardians come out, having the guardians drop 3 hearts each, and finally making the green healing projectiles a bit more distinct at a distance. It becomes harder to distinguish at a distance for me, although it may just be them blurring in with the hallow desert background.
Reasonings: This may just be me, but I feel like overall providence is a bit too overwhelming in the guardians phase. Even after disabling revengance and giving myself 2 extra remote nurse heals through cheats, I still die pretty soon after the guardians.

**Suggestion Author**

@hexed raven

**Approved by**

@vestal charm

tawdry condor
#
**Remove Purified Jam’s limited number per world and character**

?

Purified Jam is an item balanced out by it’s limited amount, and the fact that you might not take damage while it’s active and put yourself on potion cooldown for nothing. However, the limited amount only means that those that want to use it have to create new worlds and characters in order to utilize it more than once. Making the drop not limited by world, and giving it a cooldown nerf to compensate, would make it a alternative option to healing potions.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**add an alternate recipe for sigil of calamitas**

?

sigil of calamitas currently requires celestial cuffs and and a sorcerer emblem, why not allow for celestial emblem and mana cuffs instead? there's no real downside you still get the same combination of accessories while allowing for people to have more varied accessories when making their way to sigil of calamitas.

**Suggestion Author**

@naive tide

**Approved by**

@vestal charm

tawdry condor
#
**Rework Pre Hardmode Mage Armor Progression**

In it's current state there practically is no pre hardmode mage armor progression, due to Jungle armor being good enough to take the player all the way through pre hardmode, even with the new challenge brought with calamity, I feel that ESPECIALLY with this being pre boss armor the fact that It will carry straight into hardmode kind of ruins its progression, most other classes have armor that is obtainable through different stages, however all mage armor is pre boss and the only other armor types are obtained near the very end of pre hardmode, being aerospec and statigel, which to be honest these are completely optional and really don't boost progression for a mage far too much,

Tldr; Nerf jungle armor, give mage another pre hm armor set or 2 so that jungle armor isn't like the only armor you use for all of pre hardmode

**Suggestion Author**

@main flower

**Approved by**

@vestal charm

tawdry condor
#
**Rework Devourer of Gods' Second Form AI**

Devourer of Gods is fun, but he doesn't seem challenging enough for myself and including some others. The reason why the Devourer of Gods is not that challenging is because of lack of attacks, some attacks lazily coded, too easy for progression, and including the part where he just teleports from a portal when his HP is low. So here's three ideas I got for him:

Circling around the player, shoot projectiles from the center of the body segments when the player is circled: Some worm bosses have these attacks, it makes a worm boss extra challenging and fun to look at.

Make him do a trail of cosmic stars or different cosmic projectiles that attempt to home onto the player from the tail: Since he is a powerful worm, he probably should have that since he is considered a powerful boss.

Make him float over the player going straight and making him shoot projectiles from his body segments: It would look unique if he is flying straight and dashing above the player, shooting down projectiles.

**Suggestion Author**

@tulip fiber

**Approved by**

@vestal charm

tawdry condor
#
**Make the Abombination summon non - consumable, but make it harder to get**

I was always quite confused why abombination was a consumable summon. It is a remote that calls in the plaguebringer goliath, so you should be able to use it multiple times, right? Well, oddly enough it disappears right from your hands. So the remote should not disappear upon use, but instead should be a permanent summon, but harder to obtain. I say the plaguebringer mini bosses should each drop an item that can be combined together at the draedon lab for the jungle. There should also be a summon for plaguebringers, making farming them easier

This would add more progression around the plague stage of the game, and make a bit more sense.

**Suggestion Author**

@ancient star

**Approved by**

@vestal charm

tawdry condor
#
**Add emblem craft**

there are 5+ emblems, and only one can drop. This is too random. Why not add crafting like from hallowed bars? Makes sense i think. Killing wof 30 times for a single item with a theoric 20% drop chance isn't fun. So if most of vanilla things can be crafted, why can't emblems?

**Suggestion Author**

@river moon

**Approved by**

@vestal charm

tawdry condor
#
**Alterantive Magic Power / Mana Regeneration Potion recipe that uses Enchanted Starfish instead of Fallen Stars**

Gathering fallen stars for magic power / mana regeneration is a slow and tedious process in the mid-late game (especially when you'll be spending most of your stockpile on mana upgrades). I think enchanted starfish would work well for an alternative recipe, as it fits the theme and additionally gives an extra use to these fish once the player reaches 200 base mana.

**Suggestion Author**

@surreal lava

**Approved by**

@vestal charm

#
Make auric bars easier to get

Every time I play calamity, by far the least fun part is the grind for auric armor and weapons, especially in multiplayer. I'm no game developer, but I think this is because you have to play many of the most repetitive parts of vanilla terraria (solar eclipse, pilars, pumpkin/frost moon) over and over to get enough resources. Every time you get enough of one resource, you always run out of another a few bars later. Either use less different items, or reduce the amount of bars needed for items.

**Suggestion Author**

@compact roost

**Approved by**

@vestal charm

#
**Add a Minion Staff associated with Fathom Swarmer**

?

Every summoner set in hardmode has a specific minion staff almost directly related to it. Spider armor gets the spider staff, Tiki armor is acquired through the tiki staff, Spooky and Raven are similar in color scheme and come from the same event, Plaguebringer armor comes alongside the Fuel Cell Bundle and Remote, and Stardust is tied in with the dragon and cells. Except Fathom Swarmer just gets a sentry, the Dreadmine Staff, unlike the rest of all these armor sets which get minion staffs to go along with the armor. Additionally, Fathom Swarmer is mostly based off the look of a angler fish, while the Dreadmine Staff is a mechanical mine base that summons mines around enemies, which leads to the two being fairly unrelated.

Adding a minion that comes from the Abyss post-clonelamitas and is related to Fathom Swarmer would add more variety post-clonelamitas for summoner, and would also make Fathom Swarmer feel more rounded out when compared to the rest of the Hardmode Summoner sets.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

#
**Gradually increase the drop chance of an item every time it *doesn’t* drop**

The worst part of grinding for a specific item in Terraria is that no matter how long you grind without getting the drop, you are no closer to receiving the item than when you started, despite the gambler’s fallacy. This makes grinding, in my opinion, quite excruciating.

To solve this, you could make the base drop chance of any random drop lower, but gradually increase the drop chance every time it doesn’t drop, and when it finally drops, reset the chance to its base value. This can apply to enemy drops, boss drops, and fishing, and maybe even other random factors like traveling merchant shop.

This will make grinding somewhat less excruciating, because even if it doesn’t drop, you know that the chances are higher next time.

I haven’t gotten into Terraria modding, so I don’t know how difficult this would be. However, drop chances clearly can be changed dynamically at runtime, as with the Defiled Rune. Ideally, it would be okay to apply the same general rule to every random item drop (ex. Halve every drop chance, and make it increase by 15% every time it doesn’t drop), instead of fine-tuning for each item.

Also, I am not sure whether this should apply per player (if that is even possible) or per world. I always play cooperatively with friends, and we share loot, so I would personally be okay the changes not applying per player. However, I understand it could be very frustrating if another player gets the drop you were grinding for, resetting the odds. If the drop chance applied per-player, it could solve this issue.

Also, I understand, it would negatively impact the loot of defeating a boss for the first time if the base drop chances were decreased across the board, so perhaps boss drop chances should begin at their unmodified value, and only reset to their lower base value when the item is dropped.

(I came up with this idea when I was grinding for a compass for cell phone)

**Suggestion Author**

@chrome gull

**Approved by**

@vestal charm

tawdry condor
#
**Add some kind of item that disables the cultists from spawning.**

I would like something like this to be implemented because it's incredibly easy to accidentily kill the cultists, which would inevitably lead to an unlikely death, an annoying inconveniance of having to go kill the pillars, or unwanted progression. It just gets quite annoying after 50 some-odd times, and I would like there to be some way to prevent this.

**Suggestion Author**

@high sparrow

**Approved by**

@vestal charm

tawdry condor
#
**Add auric tesla furniture.**

It would be really epic to have auric tesla blocks/furniture. If we can combine bloodflare armor, tarragon armor, silva armor, and god slayer armor into auric tesla armor, why can't we combine bloodstone, botanic, silva, and cosmilite furniture into auric tesla furniture? There isn't a big gameplay reason for this suggestion, furniture is just really fun and gives you more options for building.

**Suggestion Author**

@plain bolt

**Approved by**

@vestal charm

tawdry condor
#
**Add a dedicated music box slot in the Equipment menu instead of Accessory.**

The only time a player would have the music box equiped as a accessory is when they have little to no other useful accessories to equip, and placing it down only plays the music next to where its placed and can cause annoying transitions from whatever music you were just listening to to suddenly listening to the song. A dedicated music slot will allow people to enjoy the calamity songs without sacrificing a valuable accessory slot.

**Suggestion Author**

@long wedge

**Approved by**

@vestal charm

tawdry condor
#
**Bloodfins should not be used when quick buffing**

bloodfins are used by quick buff for the regen buff before a fight, giving you potion sickness and making the quick buff key unusable when bloodfins are in your inventory

**Suggestion Author**

@astral trail

**Approved by**

@vestal charm

#
**Crabulon should stay in air for a while after summon**

Armageddon + your summons like Heart of elements = instant death if player have no dash items

**Suggestion Author**

@trail cloak

**Approved by**

@vestal charm

tawdry condor
#
**Add some kind of way to fine-tune the lifeform analyzer/metal detector to pick and choose what enemies/ores it shows you.**

Let's be honest, grinding sucks. There are quite a few ways how to fix this, but this way i think would be simple and effective. Essentially, under the mod configs, there would be a huge list. This list would contain all of the enemies/ores in game (or at least all of the enemies with rare drops), and you could turn off and on certain things that you either want or don't want. I don't know how difficult it may be to code in, but in the case that it's easy, I would like to see this implemented.

**Suggestion Author**

@high sparrow

**Approved by**

@vestal charm

tawdry condor
#
**GUI for timed abilities**

There's a lot of accessories/armor sets that include abilities with timers. These usually use debuffs to tell you how long the effect lasts. The problem with this is that later in the game you have so many abilities and potions that finding these becomes way too hard, especially when fighting a boss. For me at least, it's impossible to tell how close to death I actually am during SCal since I have no idea how much is left for my revives. Instead of using buffs/debuffs, give all gear timers bars that display somewhere on the screen as long as said timer is active. These would stack similarly to status effects

**Suggestion Author**

@raw plover

**Approved by**

@vestal charm

tawdry condor
#
**Rework DoG and Yharon summoning**

?

DoG, Yharon, and Supreme Calamitas all have very boring and identical summoning methods of simply holding up their summoning item and poof the fight has begun. It would be alright if one of these final bosses had this method of summoning, but all of them having it feels somewhat lazy and uninspired when compared to Astrum Deus' altar summoning or Duke Fishron being fished up. Giving at least DoG and Yharon something more complex, such as cracking his egg by hitting it, would make the summoning feel more interactive and unique.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
Add a recipe for the Rover Drive

Maybe something involving energy cores and wulfrum scraps, it is required for the Absorber craft and is painfully slow grinding even with chaos candle.

**Suggestion Author**

@heady compass

**Approved by**

@vestal charm

tawdry condor
#
**Rework some summons AIs**

Currently, some summoning weapons really lack in speed, making them really annoying to use since they can't catch up with fast bosses.
The most notable cases (for me) are Deepsea Staff, Ancient Ice Chunk and Haunted Scroll, all of them are just too slow to catch up with bosses like the Twins and Skeletron Prime.
And while there are other options, those weapons don't deserve being thrown away because they CAN be good, but they just lack in one stat that make them awful to use.
Also, there might be some other subjects that I missed, but the argument would be similar.

**Suggestion Author**

@karmic spruce

**Approved by**

@vestal charm

tawdry condor
#
Wulfrum creatures spawnrates:

I would like to have wulfrum creatures to have higher spawnrate, cause for all 4 of my playthroughs, i have only seen wulfrum creatures spawn a lot when i have late PH gear, and this suggestion could rlly give relativity to wulfrum items and not make them just another useless set.

**Suggestion Author**

@clear lake

**Approved by**

@vestal charm

tawdry condor
#
Give the goblin army early game weapon drops from their units

I was going to say each goblin should drop perhaps a weapon that depends on what they are. like a ranged weapon from the goblin archers that could act like a slightly better basic platinum bow. or perhaps an accessory that could raise non-consumed arrows rate. perhaps for melee they could get the goblin warriors armor set or a mace weapon i'd say. Goblin thieves could act as rogue weapons by dropping a rogue weapon (dagger related. their weapon is a dagger). And for the sorcerers maybe something like the water bolt except it fires a fireball that can travel through blocks

What im saying here is: The original 3 weapons (warblade/harpoon/plasmabolt) either dont fit the event mostly. or they're use at this point in the game is kinda harder to use. (warblade if your going melee on say any difficulty higher then expert like rev/death.) And plasma bolt is really awkward to use cause its mostly usable as a debuff giver rather then an actual weapon. specifically its 5 different debuffs. then its small beams also kind've make it hard to use the weapon (taken from wiki here). By giving the goblins perhaps these weapons or change it up depending how you want. Harpoon would fit better with pirates and well the other weapons could be used depending if you prefer debuffs or true melee. but giving us these extra weapons could add a lot more variety into the event until hardmode (When summoners arrive). Making the event in pre hardmode other then to get goblin tinkerer (and spiky balls if you need that) a lot more well, "collective" shall i say because of how important of an event it is for goblin tinkerer.

**Suggestion Author**

@reef wolf

**Approved by**

@vestal charm

tawdry condor
#
**Buff the Skyfringe Pickaxe's pickaxe to match the Molten Pickaxe**

Right now, the Skyfringe Pickaxe has a 95% pickaxe power, making it useless due to the Molten Pickaxe being able mine Cobalt and Palladium, despite the Aerialite being obtained arguably later than Hellstone. Buffing its pickaxe power from 95% to 100% would do wonders to make the Skyfringe Pickaxe actually an actually usable alternative to the Molten Pickaxe. Alternatively, it could have its base mining speed buffed to compensate for the lower pickaxe power, giving it a niche.

**Suggestion Author**

@maiden heron

**Approved by**

@vestal charm

tawdry condor
#
**Include Invisibility and Shadow Potions' invisibility in the "Stealth Invisibility" toggle in the mod config**

I find it really annoying to not be able to see my character's exact position when on the move, say, during a boss fight, not attacking, because I want to build stealth. Not being able to see my character perfectly clearly allows for a lot of ambiguity when trying to dodge attacks, as well as navigating through complex terrain, so not being able to see my character at all when not attacking is especially annoying. In this case, without the ability to toggle it off, I'm forced to make the choice between having 10% extra stealth generation and not annoying the hell out of myself, making the Shadow Potion disproportionately less attractive and less useful than it should be to myself and probably a fair number of others.

**Suggestion Author**

@stiff oriole

**Approved by**

@vestal charm

tawdry condor
#
**Make the Elemental Lance less laggy**

For those who do not know, the Elemental Lance is the Pre-Providence Elemental spear. It fires an initial spear that splits into nine projectiles total, with those projectiles splitting into six each, with those projectiles splitting into three projectiles each. This results in the Elemental Spear being able to fire up to 162 final (and rather large spear-bolts, not just dust) projectiles per use.

The projectile count, while impressive, is also problematic for lower-end PCs. This weapon's massive flood of spear-bolt projectiles inevitably lags a great deal, creating a potentially unenjoyable gameplay experience. Often times I find myself not using this weapon simply because its absurd lag just makes the game harder to play, and I'd rather use a more consistent weapon that makes the game not horribly laggy. A good way to deal with this issue would be to make the spear spawn less projectiles by splitting less often, but by simply increasing the damage of the spear to compensate for the lost damage from the projectiles.

**Suggestion Author**

@dusk harbor

**Approved by**

@vestal charm

tawdry condor
#
**Add Weapon Element Tags**

Items such as Eskimo armor, Cinnamon Roll, and Evergreen Gin provide a special buff to "element-based weapons" including ice, fire, and nature respectively. However, their classification is rather vague, with descriptions such as "The weapon must be more fire-related than anything else" from the Fireball for example. Adding element tags to weapons when relevant will help solve the ambiguity these items have.

Example of how a tag may be implemented:
https://cdn.discordapp.com/attachments/465195069406707722/852894672308535308/tag.png

**Suggestion Author**

@unborn willow

**Approved by**

@vestal charm

tawdry condor
#
**Add Auric Tesla Wings.**

I know celstial tracers exist, but meh. The wings would be in similar function as the armor, combining a bunch of previously used wings, and combining all of their effects. When paired with auric tesla armor, it would have each specific set bonus (for example, with the wings, silva armor revives would heal up to half hp). It would be a nice culmination of effects, and could make beating difficult bosses just a little bit easier.

At this moment in time, your only two options are Celestial Tracers or Drew's Wings. Drew's wings don't even have any special effects, so adding Auric wings would not only add variety, but would also add in more items that culminate a lot of items you have collected before, such as Auric Tesla armor/Auric Tesla weapons like the Exoblade. (On this note, I realize that Auric accessories would also be a cool thing to add.)

You could also just make celestial tracers have this effect, but I feel like that wouldn't add as much choice as adding auric wings would be.

**Suggestion Author**

@high sparrow

**Approved by**

@vestal charm

tawdry condor
#
**Make super dummies configurable**

Super dummies are generally fairly inaccurate as they don't move and can't have their DR and defence changed, so it would be much easier to test the effectiveness of a weapon if super dummies were made configurable so they can move in a certain way, have a certain DR/defence, and (maybe) launch some kind of non-damaging projectiles.

**Suggestion Author**

@slim flame

**Approved by**

@vestal charm

tawdry condor
#
**Make non flying early game summons actually follow you**

It would be really nice if they flew to where you are when they go off screen like the slime staff does because I had to keep resummoning them a few times in 1 minute. Examples: squirrel, stormjaw, scab ripper

**Suggestion Author**

@visual cloud

**Approved by**

@vestal charm

tawdry condor
#
**Make boss summons harder to get but non - consumable**

Many boss summon items such as the cryo key are a bit of a pain to get and are consumable, which means if you fail you have to go through the arduous process of crafting them again. It would be great if the materials required to craft them are doubled, but they are non - consumable.

**Suggestion Author**

@torn hedge

**Approved by**

@vestal charm

tawdry condor
#
**Make the visual effects of subsuming vortex change by your quality**

The subsuming vortex is an endgame mage weapon that i would love to use on scal, but it gives really bad frame drop, meaning i am losing out on a lot of extra damage. So the colours of the subsuming vortex should change depending on your quality, meaning if you are on a lower quality the weapon will have lesser visual effects, removing the lag.

**Suggestion Author**

@ancient star

**Approved by**

@vestal charm

tawdry condor
#
***Add the ending note from Epiphany to the beginning of the in-game Acceptance track for Scal's 1.0% phase. Why?***

Although it seems like a very minor change, I feel that it would make the confirmation of Scal's defeat a lot more dramatic and satisfying. As of now, it transitions from intense music straight to calm music and is somewhat anticlimactic. Adding that last strike of the bell/chord on the organ would give a sense of "The witch has finally been slain."

**Suggestion Author**

@modern jacinth

**Approved by**

@vestal charm

tawdry condor
#
**Disable the Nurse while fighting a boss in Expert+ difficulty**

The Nurse can easily be a way to cheese boss fights and should be disabled during boss fights. This would only apply to Expert mode or higher and Normal mode would still have 5x the cost. I already know that deathmode has this however, why should expert and rev mode be able to cheese bossfights?

**Suggestion Author**

@crimson peak

**Approved by**

@vestal charm

tawdry condor
#
**Add more biome starting armors for other classes**

After playing Calamity I thought that was really cool adding a starting armor set you could kinda easily get, being Snow Ruffian for Rogue and Desert Prowler for Ranger, it would help as well as the only armor set for the other classes would be Wulfrum, which can be a pain to get sometimes, plus they’d give unique set bonuses compared to the “5 helmet everyone gets the same thing”

**Suggestion Author**

@woven flume

**Approved by**

@vestal charm

tawdry condor
#
**Make the Angler Sell Fish and Fishing Related Items, and Expand his Shop the More Fishing Quests have Been Completed**

Right now, the Angler is, ah, kinda useless. He offers fishing quests, which are really annoying to do and rarely give anything useful--which is why Calamity adds in alternative ways to get the important items. This is great, but it means this already unused feature, the ONLY feature of the Angler, becomes even more obsolete. Another thing players hate to do when it comes to fishing is to grind for specific items or fish, especially ones like potion fish that are needed in bulk.
As such, I propose these two problems be solved simultaneously, by allowing the player to get these fish easily and in abundance if they do a different kind of fishing--Angler quests--giving said quests a purpose.
The shop could start simple, with some fish that just make food like bass and some weak bait or a rod, but start to gain more and more valuable fish over time. Even aside from fish, this allows a way for the player to get a consistent source of the three fishing potions and an unlimited source of bait, two things that can deter fishing if they are lacking.

**Suggestion Author**

@gaunt birch

**Approved by**

@vestal charm

tawdry condor
#
**Make Astrum Aureus' hit sound significantly quieter**

The sound is really loud, really annoying, and drowns out basically every other sound in the game. While fighting him the other day, I had a very hard time hearing the sound cues for stuff like the Adrenaline meter filling up, or my own hit sound, even the music, which I always leave about 40% higher than sound volume. Should probably lower the volume 40-60%.

**Suggestion Author**

@stiff oriole

**Approved by**

@vestal charm

#
**Make any weapon to have autoswing**

So take this suggestion this in mind: I play a lot, other people do too, and I don't think I'm the only one with wrist/hand problems because of too much clicking in games/posture

I think that the "not be able to autoswing" that some weapons/tools have is a feature that maybe adds to the flavor of the weapon, but it diminishes the QoL and healthiness of the playstyle of the game. Some weapons like Valkyrie Ray and some of the early (vanilla) weapons having this feels pretty bad, and also sometimes its even weird to have those weapons being like that, while most of the other weapons have autoswing.

**Suggestion Author**

@viscid vale

**Approved by**

@vestal charm

tawdry condor
#
**Add more visual vanity for Calamity accessories**

It's quite underwhelming that at least half of the Calamity accessories don't appear in your character, as vanity. It is really weird when you notice that Statis Curse appears on your character, while Statis Void Sash does not. I believe that Calamity has a lot of potential for vanity and I really wish that many accessories had some visual manifestation on your character. I'm sure the talented artists of the Calamity community can achieve that, even if it takes a long time to implement.

**Suggestion Author**

@distant mason

**Approved by**

@vestal charm

tawdry condor
#
**Make the Wizard Sell the Aqua Scepter**

In Calamity, the Wizard sells several magic weapons that can be difficult to obtain that are used in crafting recipes, examples being the Shadowbeam Staff and Magic Missile. However, the Aqua Scepter is missing from his inventory, despite being necessary for the Ultra Liquidator, which is in turn necessary to make the Vivid Clarity, a (very important) auric-tier weapon. While it's rarely difficult to obtain, trashing it or having it be in a really inaccessible place makes finding it annoying--it just doesn't make sense that the Wizard sells all the other necessary magic weapons like this for convenience while the Aqua Scepter is left out.

**Suggestion Author**

@gaunt birch

**Approved by**

@vestal charm

tawdry condor
#
Make perforator hive projectiles travel through blocks for longer

When fighting the perforators underground, the waves of projectiles launched up by the hive will travel through blocks for two seconds, but will disappear upon contact with blocks afterwards. This can lead to an incredible loss of difficulty, as two seconds is usually not enough time for the projectiles to leave the ceiling of the crimson caves, meaning all you have to dodge are queen bee-esque rams (in rev+), and worms reminiscent of EoW but less. Since the hive enrages on the surface, it can be assumed that it is meant to be fought underground, but doing so removes one of the most dangerous parts of the fight. A simple solution is to increase the amount of time the projectiles can pass through blocks.

**Suggestion Author**

@dark helm

**Approved by**

@vestal charm

tawdry condor
#
**Make Necroghast's(Phase 2 Polterghast) hooks unable to fire projectiles while repositioning and shortly after getting into a new position**

One of Polterghast's main qualities is the ascending amount of stress it puts on the player as the fight goes on. With the projectiles it fires getting more numerous by the phases, it makes sense that the boss should have atleast something for it's hooks to do. However, being able to move directly on top of the player and seemingly randomly hit them isn't really stress inducing, but frustrating. Nobody can react to a projectile that spawns directly on top of them, and these hooks cause that issue to not be from player mistakes, but of the boss's own accord. Therefore, I propose to make Polterghast unable to shoot projectiles from it's hooks while they're repositioning and for 10 frames after getting into position. This change would make Polterghast a much more enjoyable fight, especially for people playing with Armageddon turned on or other items similar such as Defiled Rune or Blood Pact.

**Suggestion Author**

@icy escarp

**Approved by**

@vestal charm

tawdry condor
#
**Give the Revengeance, Death, and Armageddon items proper names.**

They're just named after the modes that they trigger, but nothing else. It is quite jarring to see these items get named seemingly nonsensically.
Perhaps these items could be renamed similarly to the Defiled Rune, which does not suffer from this issue. Possible names for the mode items could be Totem of Revengeance, Totem of Death, and the Rune of Armageddon.

**Suggestion Author**

@bitter mirage

**Approved by**

@vestal charm

tawdry condor
#
**make the axe of purity able to purify walls**

It is just unsatisfying leaving the walls corrupted

**Suggestion Author**

@subtle quartz

**Approved by**

@vestal charm

tawdry condor
#
**Make the slime god drop more gold**

The slime god only drops 8 gold, which is very unusual considering how bosses such as the eye of cthulhu drop 16 gold and lots of demonite, and is one of the first pre - hardmode bosses.

**Suggestion Author**

@torn hedge

**Approved by**

@vestal charm

tawdry condor
#
**Make Calamity tools cheaper to reforge**

Calamity's tools share the same money cost with weapons, which makes them 2x-4x more costly to reforge than vanilla tools at same progression tier. This extra cost reduces the viability of Calamity pickaxes and axes because they are unreasonably expensive for getting good mining speed modifier.

**Suggestion Author**

@queen linden

**Approved by**

@vestal charm

tawdry condor
#
**Add a resource sink for Wulfrum**

A common trait among early game/highly common enemies is that the resources they provide have very common long term "sinks", items which these plentiful resources can be dumped into and maintain their usefulness for nearly the entire game.

Gel is one of the most dynamic and useful crafting materials in the game, Lenses can be used for archery potions, weapons, boss summons, and vanity items. Even Calamity's own mobs typically follow this logic, like the ore slimes with life alloy and profaned enemies with unholy essence.

The only common enemy who has a drop who does not follow this design is Wulfrum enemies. Wulfrum crafts a handful of early game armor and weapons and that's it. They aren't even materials for other weapons/items. This stuff becomes a trash item you have a hard time avoiding literally pre-Boss if you get Victide.

All I'm suggesting is something to get rid of it with. I know you could just trash it, but it's annoying to do, and Calamity makes even some of the most worthless items worth keeping for good crafting later on, but not the very first custom item most players encounter. I don't care if it's a Dradeon weapon which needs 3996 of it, or some arena buff, or hell, make it craftable into wires post WoF or something. Just give it some persistent use so these things are less of a hassle and more of a, y'know, actual enemy worth fighting and giving an actual reward for doing so.

**Suggestion Author**

@olive shale

**Approved by**

@vestal charm

tawdry condor
#
**Add additional new enemies to the buffed versions of The Pumpkin- Frost moon and The Solar Eclipse**

Endothermic Energy, Nightmare Fuel and Darksun Fragments are very important crafting materials for progression. For you to get these materials, you have to re beat the buffed versions of The Pumpkin Moon, The Frost Moon and The Solar Eclipse. Since the only thing changed is the stats of the enemies, re beating these events feels less meaningful. I'm suggesting that it would make the events feel much more meaningful and overall give more motivation to grind these events if new enemies were added to them. I know that this would probably take much time to implement, but it would be a welcome change.

**Suggestion Author**

@open cradle

**Approved by**

@vestal charm

tawdry condor
#
**Add Abyss Campfire**

Decoration purpose. Since we got Abyss Torch, might as well add campfire to the collection.

**Suggestion Author**

@young agate

**Approved by**

@vestal charm

tawdry condor
#
**change statis’ ninja belt to be craftable in a different tier**

this may seem insignificant but all it does it contributing to what i already think is wrong with master ninja gear in vanilla terraria.

In vanilla terraria, the black belt and tabi are items dropped from bone lee, both obtainable at the same time and never see individual use due to having a direct upgrade incorporating both of them at the same tier of gameplay as them.

The satis’ ninja belt item incorporates master ninja gear into itself, and the core of elleum required is obtainable using ectoplasm from the same place.

This may be completely irrelevant because of the added frog leg upgrade line in 1.4, incorperating the climbing claws, so it would look like the item would be rebalanced regardless

**Suggestion Author**

@whole oar

**Approved by**

@vestal charm

tawdry condor
#
**Change the frog leg's recipe such that it is more easily crafted**

Quite simply, like the lightning boots or its upgrades, the frog leg is one of the most important accessories in the game. Currently, its recipe is 10 frogs, something that can take quite a while for people to acquire. By changing the recipe to something more accessible, like only 5 frogs, or changing it to be more similar to the anklet or red balloon recipe, would make it more accessible.

**Suggestion Author**

@wispy vigil

**Approved by**

@vestal charm

tawdry condor
#
Have visibility toggle dashes

Its kinda annoying when for example you want to equip asgards valor for the purpose of no knockback and debuff immunity, but you want to use the ninja gear, or stasis ninja belt for the purpose of dashing, but having both the dashes reduces the dashes all together

**Suggestion Author**

@keen lance

**Approved by**

@vestal charm

tawdry condor
#
**Rework the way Meld Blobs are acquired**

Meld Blobs is the strange material. They are considered a fragment for Rogue class, but it doesn't have its own pillar; they are connected to Astral Infection, but do not drop from Astral enemies; it's not usable in raw form unlike any other fragment, and so on.

So why Meld should drop from Celestial enemies, if it doesn't behave like anything else?

**Suggestion Author**

@queen linden

**Approved by**

@vestal charm

tawdry condor
#
**Make Luxor's Gift More Useful To Summoner**

In it's current state, simply due to it's interesting effects that change dependent on the class, it is meant to provide a cool and interesting damage buff to most classes, but for summoner it does little for that, as all it does is take the base damage of a summon, copy it once and slap it on some crappy ai, completely disregarding any minion slots, minion attack speed, and minion ai, which all take heavy effects on how a summon works, for example, one of the weapons this is likely to be used wioth, belladonna spirit staff, when looking at raw damage, should have the lowest dps of all pre boss summons, yet its ai and speed make it the best, so I really think that similar to other classes the other aspects of a class should be brought into consideration in the effect and usage of Luxor's gift for a summoner

Message brought to you by random kid trying summoner

**Suggestion Author**

@main flower

**Approved by**

@vestal charm

tawdry condor
#
**Increase the Distance Providence's Holy Spears Travel with their Dash-like Movements**

Example: https://cdn.discordapp.com/attachments/417898680423546881/857503948511379466/holy_spear.gif

Right now, Providence's spear barrage is somewhat strange to dodge (with no RoD). The stream of green spears that follows the players forces you to move between the lines of yellow spears to avoid it, but the way you go through those lines isn't intuitive at all. Said spear lines use 'dashing' movements to move outwards, staying in one place and then rapidly going to the next, with the next spear quickly following suit. With a movement like this, one might assume you have to time your movement to go in between two spears' dashes. However, in practice, the gap between the spears is much too small to have this be a viable dodging strategy.
Instead, the most common dodging strategy is to instead outrun the spear lines before they can get too far away from Providence and just go over them. Normally this would be a fine solution but Providence's fight heavily deincentivizes moving too far away from her, especially in the cocoon phases when the radius of the 'death zone' is much smaller. In order to dodge the spears in this way, you have to get dangerously close to the death zone, and more or less guess if you'll remain within it as it has no visual indicator. This makes no sense as the most viable dodging strategy, as everything else in the fight conditions the player not to run away from Providence.
By making the 'dash' movement carry the spears further, it lets the former, more intuitive strategy be viable by making it less precise and also makes the latter, less intuitive strategy more difficult as the spears will reach the point where you can't just outrun them much more quickly.

**Suggestion Author**

@gaunt birch

**Approved by**

@vestal charm

#
**Allow Summoner to make weapons from bars**

?

Summoner as a whole almost never makes weapons out of bars or ores in general. While one could say this is due to ores and bars being less magical, mage doesn’t have any problems crafting materials with books to get new weapons. Additionally, outside of getting bars for an obligatory new armor set, summoners have very little reason to actually go mining for new ores like scoria or perennial.

Allowing summoner to make weapons out of bars would give the class more variety in weapons, reason to actually mine, and make them more in line with the other classes.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Add some icon or light above Calamity's NPCs when they have new progression-depending dialogue**

We all know how Amidias and Permafrost get ignored past bosses they are gated after. A noticable highlight would encourage players to read helpful lines from them. New shop items are already highlighted, so why not add something simular for guiding NPCs?

**Suggestion Author**

@queen linden

**Approved by**

@vestal charm

tawdry condor
#
**Buff all Wulfrum Pylon functions**

Throughout every single one of my calamity playthroughs I've never seen a wulfrum pylon be able to successfully supercharge a wulfrum enemy before dying, a couple ways to fix this is to increase its supercharging range or maybe increase the spawns of wulfrum enemies even more than it already does. Either way as of now, wulfrum pylons don't really feel like they fit in to me because they never live long enough to fulfill their purpose.

**Suggestion Author**

@wanton seal

**Approved by**

@vestal charm

tawdry condor
#
**Make Daytime Providence fire 4 lasers if under certain hp threshold**

This video makes a short comparison between Daytime Providence and Night Providence's holy ray attacks to give you an idea and briefly explains the issue.

But if you dont have time to watch the video heres the suggestion:
Providence is a very fun and challenging boss with attacks that always have you paying attention. However one of them, her holy ray attack, can easily be avoided by teleporting behind her. Night Providence makes it so that you have to pay attention before teleporting with 2 extra rays that sweep behind her before converging with the 2 main ones. The idea here is to also give Daytime Providence this ability (except when guardians are alive cuz it will be somewhat unfair, might need some tweaks for MP) to make dodging this attack more threatening while still having the option to teleport behind but it not being so easy and trivialize the attack completely.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Change the Abyss's generation**

As good as the abyss currently is with the music and the creatures, it is very cramped, which is counterproductive to the vast emptiness that instils thalassophobia that something bearing the name 'the Abyss' should be. A solution to this would be to extend its generation much further into the underground areas on a world size medium and above, and make the great drop act much more similarly to the Corruption cervices, with no solid ground in the middle. To allow players to get down, the ledges along the sides of the area could be kept, but the fathomless drop in the centre is key to the fear that the Abyss should use to its advantage.

**Suggestion Author**

@vital sand

**Approved by**

@vestal charm

tawdry condor
#
**Retier Wulfrum armor**

Who actually makes Wulfrum set (except Summoners, but shhh)? It's barely better than evil wood armors and metal armors (which have actually practical bonus for mining). -4 damage when enemy can kill you in 3 hits doesn't sound very helpful either. Hell, Snow Ruffian sounds better as early all-class armor because of gliding ability.

Compare that to Victide armor which can be obtained at same time with some survival strategy. It offers 20% better defense, gives boosts for Ocean, Abyss and Sunked Sea, and seashell is DPS increase.

I suggest to move it somewhere else in progression. Wulfrum aesthetics are cool, and it's sad to see it getting wasted for such early-game set.

**Suggestion Author**

@queen linden

**Approved by**

@vestal charm

tawdry condor
#
**For certain events without timers (e.g slime rain or sandstorm) make it so you can see a counter depending on what event it is**

Im saying for specifically slime rain here as an example: How many slime kills you need before king slime would spawn and how long the event will last for. Sandstorm could be for sand elementals as those dont show on the healthbar. Im not sure of many more events that dont have a little textbox thing besides maybe lunar events? but then again those are easier to tell with. So basically just adding a counter for maybe slime rain to see how many kills it takes for king slime would help players from accidentally summoning the boss while unprepared

**Suggestion Author**

@reef wolf

**Approved by**

@vestal charm

tawdry condor
#
**Rework the Staff of the Necrosteocytes**

_ _

The Staff of the Necrosteocytes is a bit of an odd summoner weapon. It's one of the two summoner weapons obtainable right after you beat Skeletron, alongside the Herring Staff, but ends up being heavily outclassed by it due to the fact it operates similarly to the Pirate Staff. The small skeletons it summons run around at a medium-slow pace attempting to ram enemies; but the aforementioned speed generally gives it problems actually reaching its target in the first place, especially if these are bosses. The skeletons also leave these lingering bits of dust that deal some extra damage, but these are quite small and don't do a notable amount of damage. The Herring Staff's minions are excellent at targetting enemies and bosses with good DPS and allow the user to summon two minions per slot, leaving the Necrosteocytes in the dust. In addition, the Necrosteocytes is a 4/5% drop from Dark Casters, a considerably uncommon enemy in the pre-Plantera dungeon.

I feel as though our poor skeleton staff needs a rework in order to be on par(give or take, even) to the Herring Staff, adding a bit of variety to pre-hardmode summoner, which it seems to lack. Perhaps a good idea of approaching this is to look at how the skeleton enemies in Terraria work, particularly in expert mode. They will, if within a reasonable range, throw bones at the player. Perhaps this could be applied to the Staff of the Necrosteocytes' minions to make it more usable? It would give summoners more of an interesting choice when choosing between it and the Herring Staff. Would it be better to have minions that constantly deal contact enemies and effectively double, or would it be better to have minions that throw ranged bones to hit some of the more troublesome enemies?

**Suggestion Author**

@slim hornet

**Approved by**

@vestal charm

tawdry condor
#
**Give Blazing star auto use**

The weapon is very painful to use due to having to constantly have to click to use it a problem which nearly no weapon has at its point in the game (early hm)

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Increase the pickaxe power of the Skyfringe Pickaxe and Gelpick**

These pickaxes are at a strange place in progression. The skyfringe pickaxe's power of 95% makes it less useful than the molten pickaxe (100%), which you can craft before the skyfringe when going by the intended progression. While the molten pickaxe can mine the first tier of hardmode ores, the skyfringe pickaxe can't. Then there's the gelpick. This is significantly harder to get than the molten pickaxe, requiring the killing of the hardest pre-hm boss - the slime god. However the gelpick still can't mine any more blocks than the molten pickaxe.

This causes both of these pickaxes to be overlooked in favour of the vanilla pickaxes, so I suggest increasing the skyfringe pickaxes power to 100-109, and the gelpick to 110-149, allowing the former to mine cobalt/palladium and the latter mythril/orichalcum. You may think this will make the gelpick too powerful, but I'd argue it is fitting as a reward for beating the slime god, which is arguably on the same level of difficulty as the wall of flesh. This would also bring some much needed non-linearity in early hardmode, allowing players to skip over cobalt/palladium pickaxes, which are just another boring ore-based pickaxe.

**Suggestion Author**

@finite raft

**Approved by**

@vestal charm

tawdry condor
#
**Add crafting recipes for the dye plants required to make the Life Fruit upgrades, or have the Dye Trader sell them outright.**

This is mostly a targeted complaint towards the Blood Orange, but it can be beneficial to apply it to the other plants. The rarity of these plants when they're such helpful upgrades should be fixed so that they aren't overlooked due to a lack of materials. Plus, crafting recipes for dye plants would also be fun because players wouldn't have to choose between 25 extra health and an orange-dyed hat.

**Suggestion Author**

@deft canyon

**Approved by**

@vestal charm

tawdry condor
#
**Make Calamitous Essence an animated sprite**

It just feels really weird with it being a still image, and it gets even weirder when you realize that shadowspec bars are an animated sprite

**Suggestion Author**

@plain yoke

**Approved by**

@vestal charm

tawdry condor
#
**Add gimmicks to Calamity tools**

Not only those tools cost a huge amount of money to reforge, they are also not that different from vanilla tools in terms of efficiency, especially in middle of hardmode.

I suggest to add some thematic features to many tools in the game to make them more interesting and viable for player. Axe of Purity and Inferna Cutter are already existing example how it would work.

For example: Skyfringe Pickaxe could mine faster with continuous usage (building up an air pressure as lore), Abyssal Warhammer could spread crystal shards in short range while being swung (crystal shard theme), or Bestial Pickaxe could protect you from monsters in some way (hunting theme).

**Suggestion Author**

@queen linden

**Approved by**

@vestal charm

tawdry condor
#
**Vanity Elementals**

Adding the respective elemental accessory to the vanity slot wont make the elemental dissapear but instead make her stop attacking/healing

Sometimes you want to have an elemental by your side but your accessory slots aren't big enough or you have better accesories, this would be the solution to it

I know this isn't beneficial or a gamplay change but still it would be a nice detail to have

**Suggestion Author**

@eternal flower

**Approved by**

@vestal charm

#
**Make Purified Jam renewable but give it a use limit per-fight like the RE guns**

Purified Jam currently sees very little use for a lot of reasons. Its un-renewable, meaning if you use it and still lose the fight you're down a resource that you both are likely relying on and can't get back. Purified Jam already has a lot of balancing side-effects such as causing potion sickness making it not so useful that its worth the risk of permanently losing a charge of it. Finally Calamity expects you to refight bosses to get all the materials you need, encouraging lasting and not wasteful strats to farm that boss.

That last reason is the biggest strike against the jam, as you can't make any lasting strategies involving it due to its short supply. However, were it given a use limit of say once per fight then one could involve it in strategies to get around a particular difficult attack or to ensure they can close out a fight and be able to apply that consistently. The jam should not be JUST for getting one boss downed flag activated, it should be a viable part of boss strategy.

As for how to make it renewable, any method like Slime God drop, NPC, or crafting recipe would do but I'd advise against SG drop as that could make SG into too valuable of a farm.

**Suggestion Author**

@errant lagoon

**Approved by**

@vestal charm

tawdry condor
#
**Rework Purified Jam to nullify next fatal hit**

Why you die on boss fights most of the time? Many would agree that they didn't react fast enough or happened to hit stray projectile. It causes huge frustration because you have an impression that you were unlucky despite your efforts.

Invulnerability is overpowered because you can use it to cheese patterns and not learn from them. And if you still die, you have wasted quite rare consumable.

So we have a problem: Purified Jam is too rare to be used often, and it's impossible to balance properly. What could be done?

Instead of giving the ability to ignore hard attacks, I propose anti-bullshit function:
Purified Jam lasts until you get fatal hit, which is canceled with buff being detached. Of course, this is only once per life as other strong revives.

So you can use Purified Jam as safety net in case if you didn't dodged good enough or got hit by some stray lasers (Namess% moment).

**Suggestion Author**

@queen linden

**Approved by**

@vestal charm

tawdry condor
#
**Give Heavenfallen Stardisk an upgrade like the rest of other biome chest**

I played as rogue and been collecting rogue weapons from pre-HM until post-ML but I didn’t even know this weapon exist. maybe giving it an upgrade would be nice since all of the biome weapons have at least one upgrade.

**Suggestion Author**

@young agate

**Approved by**

@vestal charm

tawdry condor
#
**Move Barracuda and Cosmic Rainbow later in progression**

?

The biome chest upgrades are very interesting, allowing the player to continue utilizing the extremely unique weapons after they have long fallen off in progression, however with Barracuda and Cosmic Rainbow it feels less impactful due to being very close progression wise. You get to use piranha Gun for golem before immediately upgrading it to barracuda. Same with Rainbow Gun, but just with a slight delay to post cultist. It feels much less significant than the post dog Endo Hydra Staff or either of the two melee weapons’ upgrades. Moving the Barracuda and Cosmic Rainbow later in progression (possibly to post dog with the other biome chest upgrades) would give the original weapons more time to shine, and make them more consistent with the other biome chest weapons.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Add a feature sugg posting channel**

Purpose
a new #suggestions-posting channel that allows for item and feature suggestions but is more strict to get into #suggestions-voting
Benefits
To begin, while not all ideas will be great, the ones that the community likes can get filtered into #suggestions-voting, allowing for the devs to see a much less cluttered roster, leading to a much more refined list of ideas, while filtering out this shitpost ones
Also, while nowhere near every idea presented will be implemented, this can give a different point of view on cool gear or mechanic changes, which wouldn't need to be implemented to the T, they just provide a starting point for devs to take ideas from that can transform into a new feature in the mod, ie. add bow that shoots lasers made from yharon materialsif devs like the idea they can edit it, saying cool idea, but would fit better as a post destroyer weapon, so if I nerd dmg and change crafting etc. that idea would fit really well
Lastly this is just gonna give the community a place to voice their ideas, something that just in general is super healthy for a community and can lead to theory crafting great ideas maybe even worth being given some thought by the devs
Implementation
Obviously this channel is gonna get flooded, there are a LOT of people in this server, likely having ideas to present, so this is gonna get hectic, but I think it could work, if implemented well
To start, devs really wouldn't pay attention to this channel, instead they should be looking into #suggestions-voting where the better ideas would be filtered, and these ideas should also be substantially more liked by the community compared to those in this channel to get put there, just to really thin out these suggestions as much as possible
There should also be a way to get posts removed from this channel that way meme and other sucky suggs don't flood out the decent or even great item suggestions

**Suggestion Author**

@main flower

**Approved by**

@vestal charm

tawdry condor
#
**Buff wulfrum pylon stats and range**

I've noticed that wulfrum pylons' immobility, relatively low stamina and passive attack just make them free wulfrum core factories as opposed to providing any shred of challenge to players.

Therefore, I would change the following:
-significantly increase its base health
-double or triple the Pylon field's range
-boost its spawn rate increasing properties
-make a few robots spawn off-screen as soon as a player enters the Pylon field

**Suggestion Author**

@glacial tide

**Approved by**

@vestal charm

tawdry condor
#
**Remove Victory Shards**

Victory Shards are an ancient part of the mod, being a part of it since 2017, and haven’t been touched very much outside of being added to certain recipes. They’re not very consistent drop wise, being dropped by Aquatic/Desert Scourge, Cnidrions, and EoC. There’s no real relation to these drop sources outside of them being tough early game enemies/bosses. Additionally, Victory Shards don’t seem to be anything. Unlike most other materials which are fantastical elements made of dead space gods or mechanical plague nanobots, Victory Shards just look like shiny shards with nothing else elaborated on.

Victide Bars would be a concern, as it would no longer be progression locked by Desert Scourge (or Cnidrion). However, it's not too difficult to obtain them anyways, only requiring killing the first boss in the mod. Additionally, getting to the Ocean isn't a simple task in early pre-hardmode, and it doesn't really have any relevance in the mod overall. It is only really used as a arena for two bosses (Siren and Duke Fishron), which is very tame compared to the Dungeon or even something like the Sulphurous Sea.

Victory Shards highly inconsistent in usage, don’t fit well with the other parts of the mod. Removing them would help trim something pretty unnecessary from the mod, and help polish things up more by giving the Ocean a purpose, via making Victide Bars easily.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Remove the walls from the 4th layer of The Abyss. **

Why? The Abyss, a completely water and darkness themed biome, is meant to give players a sense of Thalassophobia and anxiety. It does well at this, however the term "Abyss" usually means a wide-open nothingness. With the way that the Abyss is generated at the moment, it's not as good at its job since the background makes it seem less open than one would imagine. Removing the background walls from the 4th layer would make it feel a lot more open and cavernous. It would make it seem like something could emerge from the shadows at any moment. Since the background walls are currently there to spawn more water if the player decides to attempt to drain the Abyss into the underworld, there could be an alternative of something else that puts the water back (for example, the blocks that make up the walls of the Abyss)

**Suggestion Author**

@modern jacinth

**Approved by**

@vestal charm

#
**Shove Mantis Shrimp to hardmode only**

Pre-HM ocean is already a relatively dangerous location when going for its loot. Underwater mobility, vision, and breath are all lacking. Deaths are punishing due to the long distance between spawn and ocean on medium+ which Calamity is built around. All of the loot is on the ocean floor, which combined with the effectively flying enemies makes getting anything down there hard to do.

So does the ocean really need a small, hard to see mob that deals 400 base damage when your mobility and vision are gimped on top of the timer being underwater gives?

**Suggestion Author**

@errant lagoon

**Approved by**

@vestal charm

tawdry condor
#
**Add a new enemy to the 4th layer if The abyss**

The fourth layer is kind of boring it has mini bosses but fighting them is also boring just fall down, so a new enemy/ boss minion would spice it up a bit nothing crazy just something to keep you on your toes.

**Suggestion Author**

@formal laurel

**Approved by**

@vestal charm

tawdry condor
#
**Add seeds that spread the astral infection**

1- Would add consistency with the other biomes that have grass, possibly make Dryad sell it to be consistent with the other seeds (except jungle), this also could help for other things that I'll mention.
2- Making them placeable on dirt to transform it into astral dirt (with or without grass) would be an alternative way to create an artificial astral infection, specially when steampunker is not available or dont want to bother grinding the money for clentaminator (even more in 1.5 where steampunker wont be available pre-mechs, yet some desirable early-hm gear (namely things like gacruxian mollusk, alluring bait, titan hearts (for then to make the armor once mech dies), and specially stardust) is obtained)
2.1- Would work as a failsave for when astral meteor doesnt generate, being too much torches, platforms, skybridge, other mod stuff, or anything that would/could prevent the astral meteor from landing
3- Could replace astral monoliths in star struck water, making it easier to adquire and create an artificial astral biome using them specially when clentaminator is unavailable due to things that I already mentioned; would also be more consistent with the other water biome spread items

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Reword Throwing Brick’s stealth strike**

?

Unlike a majority of other rogue items, the stealth strike is mixed in with what the weapon actually does. It currently is “Throws a brick that shatters if stealth is full”. Not only is this inconsistent with other Stealth Strikes, it becomes actively false with Coin of Deceit and it's upgrades.
Making the line ”Stealth Strikes cause the brick to shatter into pieces” would make it consistent with the majority of Rogue’s other weapons.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

#
**Make Hardened Sulphurous Sandstone drop from Abyssal Crates**

Currently, there are three blocks that compose the Sulphurous Sea biome (Sulphurous Sand, Sulphurous Sandstone, and Hardened Sulphurous Sandstone). Sulphurous Sand and Sulphurous Sandstone can be obtained from Abyssal Crates, making them renewable. However, Hardened Sulphurous Sandstone can only be obtained by destroying terrain, making it non-renewable. Adding it to Abyssal Crates would make it consistent with the other two Sulphurous Sea blocks.

**Suggestion Author**

@old glade

**Approved by**

@vestal charm

#
remove the pickaxe requirement for sulphurous sand and similar blocks

it doesn't make sense that a powdery material would be harder than rock when you try to mine it, it could have something more creative like spawning small enemies upon breaking

**Suggestion Author**

@proven ether

**Approved by**

@vestal charm

tawdry condor
#
**Add a fishable alternative to life crystals**

It would add consistency with enchanted starfish, which increases mana and would be an alternative to searching for the crystals in the early game, making them very rare would still make crystals usually better.
Early game focuses too much on exploration but sometimes specially on higher difficulties it can be though due to the rarity of life crystals at this point and the dangers of the underground and other biomes such as desert, jungle and evil biomes very early on. The fish could act as a small boost so that the player can explore more in the early game (possibly even add a cap to the number of usable fish so that the player still has to search for life crystals) and prepare for boss fights

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Make Brimstone crag enemies immune to On fire and Brimstone flames**

Its strange that they live in the hottest part of the underworld, and yet unlike the other demons and inhabitants of hell, the Brimstone enemies are not immune to the debuffs from the place they reside in. Making them immune to those debuffs makes sense and could also slightly make them more dangerous.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Increase the yields of the crafting recipes for various consumable rogue weapons**

Hardened honeycomb, bouncy spike balls, sticky spike balls, sludge splotch, cobalt kunai, palladium javelins, adamantite throwing axes, titanium shurikens, oricalcum gemstone, mythril knives, shards of anthumbra, plaguenades, shock grenades, and crystal piercers.

All of these's consumable rogue weapons yield too little for what they cost compared to other weapons, for example hardened honeycomb only yields 10 per craft and feather knives yield 20, meanwhile weapons on the tier like rot balls, tooth balls and infernal kris yielding 100. Other example we can see is on the hm ore weapons where all except oricalcum and titanium ones yielding less than 50 (and less than 70 including those exceptions), and items from previous tiers (like the previously mentioned infernal kris) yielding more.

Others are very expensive for what they do: bouncing spike balls yield 3 despite pink gel being extremely rare to get; and sludge splotches yield 50, while murky sludge also being very rare and valuable and those weapons not doing much compared to the likes of something like gilded dagger. Shock and plague grenades despite looking cheap are also hard and/or tedious to amass in large quantities.

Increasing the yield of these items would make getting the materials to get a decent amount of them less of hassle and make consumable weapons a more reliable option to get for combat in general.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Make Abaddon provide resistance or immunity to searing lava**

The Searing lava debuff makes the Brimstone crags very hard to navigate due to the threat of the lava inside, although it makes sense at first of being deadly; this issue is present for the whole game. On the other hand we have Abaddon, a Brimstone elemental drop which provides resistance to the brimstone flames debuff, which doesnt do much and is only known for being absorbed by Asgard's valor.
Making the item reduce or disable the damage from the searing lava would "kill 2 birds with one stone" by making Abaddon more useful and allowing better exploration of the brimstone crags once Brimstone elemental is defeated.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Make the Space arsenal lab's planter boxes drops more consistent and increase the number of planter boxes given**

It seems to always have an inconsistent amount of planter boxes (5-9 per chest), does not give the crimson variant of the deathweed box in crimson worlds and does not give any blinkroot.
Making the box give an increased number of planter boxes with equal amount per type as well as give the respective world's deathweed box as well as containing blinkroot boxes would make it more consistent and better for setting an herb farm in the early game.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Make Snow Ruffian armor require Leather**

Snow Ruffian armor is in this weird spot of being both super easy to craft and pretty obscure. This is partially due to Wulfrum existing thus giving players a different target for their first rogue set. This is also because players wouldn't think to toss in any of its materials into a recipe browser seeing as they are either trash blocks or due to not tossing in Boreal Wood in particular as opposed to any other wood. If you DO know about it you can get a really good armor relative to its super low of cost of 5 or so of your starter bag bombs.

Making Snow Ruffian require Leather would bring the set out of that weird spot. I'd imagine most players first exposure to Leather would be via Angry Dogs, and their first response to getting a new material is to throw it into a recipe browser. This would make the armor more well known and see more use, while also making it slightly more difficult to craft.

The armor would be kept snow biome focused as Angry Dogs are a much safer source of Leather than evil biome at game start, so no concern of it requiring a visit to a more dangerous biome. It would also help to increase either of Angry Dog's spawnrate or drop rate to make Leather more obvious.

**Suggestion Author**

@errant lagoon

**Approved by**

@vestal charm

tawdry condor
#
**Give Cosmic Guardians clearer attack patterns and make them tankier**

Currently the Devourer of Gods' second phase spawns a number of smaller Cosmic Guardian worms throughout the fight. In the approximate ten seconds before they are slaughtered they do little more than continuously charge at the player, not dissimilar to wyverns. They really just end up making an already boring and unfocused fight messier.

If the guardians were to have a more sophisticated and restricted attack pattern, and also attack in unison, they could feel like a far more organic and integral part of the Devourer of God's fight. For example, the worms could charge at evenly spaced angles from off-screen and converge on the player, collectively create a small set of laser walls, or go into portals and quickly come out near the player's position in unison.
The important part is that they start doing something more interesting than mindlessly charging without cohesion.

The guardians should also become much more of a constant throughout the fight, for example by making them far more durable to attacks. On higher difficulty modes they could even become entirely invincible to up the ante.

**Suggestion Author**

@glacial tide

**Approved by**

@vestal charm

tawdry condor
#
**Make the upgrades to the Seraph Tracers also change the colour of your ninja dash and sprint particles when dyed**

i assume it’s a bug, but only the seraph tracers allow you to dye your dash and sprint, it’s purely cosmetic of course, but it just seems nice to be able to change the colour

**Suggestion Author**

@calm path

**Approved by**

@vestal charm

tawdry condor
#
**make shrine items craftable with their original one, and the original item shouldn't be consumed**

QoL change to allows multiple people to have the same item (such as the tundra leash) and the duplicate should be crafted from the original item to encourage players to explore and find the items first. The items should relate to their biomes (e.g. crimson effigy requiring materials from BoC and preformators to craft). Also the crimson/corruption effigy should be used to craft its counterpart so both items are collectable in the world (or this could be solved by locking the alternate item inside the floating island chest). Also the item should have some crafting ingredients to prevent people just crafting and selling them for money. This doesnt have to be a progression lock, just a way to prevent infinite coin farming

**Suggestion Author**

@pulsar saddle

**Approved by**

@vestal charm

tawdry condor
#
**Make Slick cane into a boomerang**

Slick cane is a very risky and unviable way for making money as its very bad for combat due to its low dmg and range (its a true melee weapon, but its rogue cuz sold Bandit).
Turning it into a boomerang (like enchanted axe or fallen palladin's hammer) will not only improve its combat capabilities by a lot due to fixing its devastating range problem, it would make it fit the rogue class better as a whole as it has everything except for being a thrown projectile and would make it more useful for getting money.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Reduce the summon penalty of Old One's Army Armors**

Forbidden Armor set bonus gives reduce penalty, and Fearmonger armor reduces the penalty, so should the old one army armor's who hybrid in summons and different classes get the same treatment since its basically you are not allowed to use explosive traps with red riding armor to its full effectiveness since you are basically hit with -75% damage at all times to your traps. It does not feel right that other hybrid summon armors get this treatment of being able to reduce the penalty of their summons but the old one army armors do not.

**Suggestion Author**

@elder topaz

**Approved by**

@vestal charm

tawdry condor
#
**Add Golem body mini map icon**

Recently I have been frustrated by how high golem can jump up in death mode. He'd go up so high I would lose sight of him and get inevitably crushed, which can be unfair and annoying. Giving the golem body a mini map icon would help people see the boss during these times. The head has an icon, but you usually target and kill that part of golem first which makes it only possible to see golem in your resolution.

**Suggestion Author**

@hollow latch

**Approved by**

@vestal charm

tawdry condor
#
**Add some minor particle effects/Screen filter to the jungle Between Golem and Goliath**

Right now it really doesn't feel like a Plague is loose in the jungle when the story says it is. It just feels like some Enemies have been painted green, and now you have another boss to kill. I propose adding some minor visual effects to make the jungle at least feel infected. A Minor screen filter to make the jungle look sickly, some toxic smoke, or other changes could make the Jungle actually feel like a Plague is sweeping through it.

**Suggestion Author**

@stable pagoda

**Approved by**

@vestal charm

tawdry condor
#
**make elemental axe an axe as well as a summon**

it would be useful if the elemental axe could be used as an actual axe with 165% axe power because it would give other classes a reason to go for it and use it as a bit of extra dps as well as being a good axe.

**Suggestion Author**

@arctic meteor

**Approved by**

@vestal charm

tawdry condor
#
**Make Sunken Seas Deco Placeable**

I want to decorate my sunken seas base with the amazing natural platforms and have a "garden area" in it.
I think allowing players to place the decorations they find would be amazing for landscapers.
Or maybe even the stalagmites.

**Suggestion Author**

@lone fable

**Approved by**

@vestal charm

tawdry condor
#
**Add more insensitive to go to the pre-aquatic scourge sulphuric seas**

Currently, other than and our lord and savior trash man, there is no reason why anyone would go to the sulphuric seas. I think that there should be some more early-game loot from there. The enemies are way to strong and the only item worth the struggle in pre acid rain is trash man. That’s it. That’s the only one that’s worth it. Lastly, the water hurts so much that nobody would ever go down to get the rusty chests. Thank you for coming to my ted talk.

**Suggestion Author**

@elfin hornet

**Approved by**

@vestal charm

tawdry condor
#
**Reduce the amount of splitting on the elemental lance**

This weapon is a lag machine to any device that is not godlike or above average. The amount of splitting that happens especially when fighting a boss is insane due to having the potential to have 100+ projectiles per use. I doubt the extra projectiles matter that much since the pink, and blue projectiles will rarely hit unless you position yourself well.

**Suggestion Author**

@elder topaz

**Approved by**

@vestal charm

#
**Config for both Client & Server scopes instead of just client**

#bugs-read-pins message
Calamity configuration is scuffed in Multiplayer. This is an ongoing issue for the best & most popular mod in Terraria. Especially on public dedicated servers. Everyone is admin, everyone has the power to change the configuration. Basically the only config options that cannot be changed on the fly are the ones that require a server restart. Also, if this is considered, I would tie HerosMod into the server scope in the case that the server & client (owner) do not have the same IP. In that case, an admin would also have access to server config aside from the server itself. HerosMod Implements a permissions system that can assign a player the proper permissions. And, of course, Singleplayer worlds should not be impacted by this change. Some of the options that impact difficulty are Frozen Lungs debuff, Lethal Lava debuff, Rage and Adrenaline mechanics, and all the Boss Rush stuff. These were pointed out bc they were more easily tested. However, there may be more that I didnt test that take players off an even playing field even further or cause chaos. Not to mention the trolling that an open config is just asking for.

**Suggestion Author**

@mossy remnant

**Approved by**

@vestal charm

tawdry condor
#
**Allow a way to live in the abyss**

The abyss is one of the most fan favorite biomes in Calamity, but you can't build a house in there because air pockets allow for cheese, but if there was a material you could get post-polterghast, you could be able to make plating, bricks, slabs and their respective walls that allow you to breathe without killing you almost instantly. Since it is post-polterghast, the progression won't be broken at all, and people can finally build bases in the abyss.

**Suggestion Author**

@cyan zealot

**Approved by**

@vestal charm

tawdry condor
#
**Add more thrones**

It may not seem like a significant thing to add to terraria in general, but to builders, this would mean their beautiful thronerooms built with wonderfully sprited modded blocks wouldn't have to go without a just as epic throne. (Not to mention the fact that dyed default thrones look akward asf)

**Suggestion Author**

@hard schooner

**Approved by**

@vestal charm

tawdry condor
#
**Add a option to the config to make allies projectiles invisible**

Now this is somewhat self explanatory but it would be nice if there was an option in the config that reduced the visibility of allies projectiles (arrows, bullets, summons, etc) kinda like fargo’s soul mod. Now I suggest this because when my friend and I were doing a playthrough (he was summoner) when fighting any hardmode/post ml boss we couldn’t really tell what was an enemy projectile or one of ours, as summoner has ultimate screen clutter in the latter stages of calamity.

**Suggestion Author**

@faint solar

**Approved by**

@vestal charm

tawdry condor
#
**Put clouds under the evil island**

I think this one should be self-explanatory. The evil island is just a floating hunk of stone, and it makes no sense how it stays up like that. If it stays up the same way as the planetoids, it would be a sphere. I believe adding another layer of clouds under the island (preserving the stone and ore, effectively making it a big floating island) would just it more consistent with other structures in space.

**Suggestion Author**

@glad kernel

**Approved by**

@vestal charm

tawdry condor
#
**Make Supernova's explosion bigger and louder**

Supernova is known to be a very disappointing weapon, hard to hit, small explosion despite its name and overall very hard to use effectively.
Making the explosion bigger would make it easier to land; differentiate them from vivid clarity's explosions (as in effective range), compete more with plasma grenades and make the weapon more viable and less disappointing.
As for making it louder; the explosion sounds can barely be heard at all, you'd expect a post-ML weapon called Supernova to be loud (dont make it so loud), strong and menacing rather than a measly explosion.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Make WoF less aggressive the more blocks there are nearby**

?

Building an arena for Wall of Flesh is obnoxious. Not only do you have some of the most difficult enemies of pre-hm in that biome, you also have a lot of lava getting in the way, as well as obnoxious landscaping making it significantly more difficult than building an arena slightly above the surface of the world. Polterghast currently has a mechanic that makes smaller, less time-consuming arenas more valuable since it has less damage and speed if there are blocks around it, but moves faster and deals more damage if there are less blocks around it. Adding a similar mechanic to WoF would make it so excavating half of hell isn’t necessary to have a decent arena.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Make Plaguebringer Goliath summonable at any point of Hardmode**

Currently, Calamity adds many non-linear changes into the base vanilla gameplay, such as for example Lunatic Cultist being summonable at any point of Hardmode without needing to defeat Golem in first place.

These changes are very nice by the most part, letting players choose what boss to kill first on the hardmode progression, being that Plantera, Golem, Cultist, etc.

But then there's Plaguebringer Goliath, she's the only boss in the hardmode progression that isn't summonable (aside from Moonlord which requires Lunatic Cultist but that its intended) at any point the progression without the need of killing Golem.

Making her summonable at any point of the Hardmode progression, would fix this problem, and would let players fight PBG early on.
Although for obtaining its summoning method, which is a crafteable item that requires post-Golem materials, I'd say as an example that the Bio-Center Draedon Lab's at the jungle — inside its chests — would contain the summoning item.

**Suggestion Author**

@tired zephyr

**Approved by**

@vestal charm

tawdry condor
#
**Add friendly Lab Turrets**

I mean come on, it would be really nice for mob farms and to keep enemies from literally breaking down your doors or phasing through walls to kill your NPCs.
No one likes it when a wraith, invasion enemies, or blood moon enemies walk into your base and kill your NPCs and then you have to wait a whole night to get them back. Even if you have the config enabled to let NPCs spawn at night, it's just really annoying.
If you don't have other mods and happen to get a goblin invasion or pirate invasion, then the enemies can be REALLY annoying, even if you are further in progression, because you have to keep running back to peel them off your innocent NPCs.
It could also be helpful for mob farms, in some situations they could be pretty helpful there too.
While normal traps risk harming you or your npcs, the turrets would remove that risk and just generally be a versatile and fun tool for mob farming and base building.

**Suggestion Author**

@plain bolt

**Approved by**

@vestal charm

tawdry condor
#
Rebalance Fallen Paladin Hammer

I'd say either increase it's damage at the cost of some speed because the Pwnhammer, the main weapon used to craft it has not only more range, but far more damage at the cost of speed, and it sucks to get a new weapon that feels inferior to it's predecesor.

**Suggestion Author**

@cosmic ingot

**Approved by**

@vestal charm

tawdry condor
#
**Expand on the marnite set**

With a total of 3 weapons (1 being also a tool), the weapon set helps melee and ranger to progress in the early game, however the other classes get nothing. Adding more weapons and possibly even an armor would aid the other classes to explore the more dangerous biomes, flesh out the set and provide more options to kill the early game bosses.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

#
More pets!

I just need more of these lil fluff balls and reptiles, etc. They (mostly) are just so cute and it would be nice to have more pets. Also it would give people who like grinding for vanity items something else to do.

**Suggestion Author**

@high plume

**Approved by**

@vestal charm

#
**Add recipes or increase drop rate for the gladiator armor set**

Gladiator armor is a pain in the ass to grind for, with a roughly 5% drop chance of a piece getting dropped from hoplites, and many players would just get obsidian outlaw rather than grind hoplites for quite a while. Adding a recipe or increasing the drop rate of the pieces would make them easier to adquire for use as an early game rogue armor and an alternative to obsidian outlaw.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

#
An upgrade to the money trough

Ok so the vanilla piggy bank/money trough is nice but it runs out of inventory spaces fast. It would be nice to have an upgraded money trough that has more inventory slots, separate slots that holds coins, and mabye even have it auto transfer coins to the upgraded money trough. This would be useful considering that running out of inventory space is just a really big inconvenience, that disrupts gameplay. And having it be accessible later in the game where having access to a large inventory space on the go wont be as huge as a game changer when you are at a point where it would just be convenient, not make gameplay easier.

**Suggestion Author**

@high plume

**Approved by**

@vestal charm

tawdry condor
#
**Placeable Acidwood, Acidwood platforms and furniture set**

I am the kind of person to make a house in every possible place out of everything with a furniture set and I’m sure there are more people like this too and when I was about to make a house in the Sulphurous sea for an acid rain spawn-point/house I noticed that Acidwood wasn’t placeable despite being in any-wood crafting recipes and also having a placeable looking sprite, so I propose that a furniture set and placeable blocks of Acidwood should be made. Acidwood furniture would also be good for when you’re in the Sulphurous and need to make a quick spawnpoint or house to have an npc sell a special item that is only sold in the Sulphurous sea biome, (I know you can just go to the dungeon and get some trees there but sometimes worldgen screws up and does something dumb. So in conclusion placeable Acidwood and a furniture set would be great and I can imagine it looking great too.

**Suggestion Author**

@viral night

**Approved by**

@vestal charm

tawdry condor
#
**Reduce the volume of Draedon Lab Turrets**

Relative to other sounds, the Draedon Lab Turrets are really loud. This is made worse by the turret's high fire rate, large activation radius, and the fact that there is always more than one present. This makes the turrets somewhat painful to listen to. A volume decrease and perhaps an active range decrease would make being near and in a lab only painful in game instead of out.

**Suggestion Author**

@errant lagoon

**Approved by**

@vestal charm

tawdry condor
#
**Add a crafting recipe for the Snowball Cannon**

Right now, if your playing vanilla calamity (No fargos dlc, ect) You cant obtain the snowball cannon if it dosent spawn in your world. A crafting recipe could let you obtain the Snowball Cannon if you just cant find it, like the Anklet of the wind. This would allow people who just got unlucky with loot tables to obtain a weapon used in crafting a pretty good ranged weapon (flurrystorm cannon).

**Suggestion Author**

@modest wind

**Approved by**

@vestal charm

tawdry condor
#
**Reduce the cost of Tattered Cloth for Goblin Battle Standard from 10 to 3**

Goblin invasion is a crucial yet entirely rng dependant event that should be easier to enforce in order to keep playing the intended progression path. The goblin scout is too rare and yet it only drops one to two clothes, requiring up to 10 potential kills to alleviate rng-screwed players, which in itself, is much worse than actually waiting for the event to happen out of pure chance, which is a bad system. Killing 3 of these rare-spawning zone-dependant enemies with the worst luck possible for a standard seems like a reasonable number.

**Suggestion Author**

@olive bolt

**Approved by**

@vestal charm

tawdry condor
#
**Make a summon item for the leviathan and anahita, and have amidias sell it.**

An alternate way to summon the leviathan would be with a summon item that can be used to summon them after you beat them for the first time. The hive mind/perforators already have a dynamic similar to this, so I believe that it would be a beneficial addition. This would also be sold by amidias after leviathan is defeated cause that makes sense. Additionally, this can also offer a more reliable way to summon these bosses. I believe that this can alleviate a problem I, and possibly others have with going to the normal ocean.

**Suggestion Author**

@glad kernel

**Approved by**

@vestal charm

tawdry condor
#
**Make Scaly Truffle be catchable in Astral Ice and possibly add Pigron type there too**

The reason is consistency: pigron mount can be obtained in infected snow biomes and they have pigrons.
Astral Infection is sort of infection biome, so having pigrons there would be consistent with other hardmode infections.

**Suggestion Author**

@queen linden

**Approved by**

@vestal charm

tawdry condor
#
Cause Yharim's Stimulants to lead to addiction

In real life, if you take Stimulants for extended periods of time, you become addicted. One way to do this is that if you take Stimulants multiple times in an hour, then when the effect ends, you get negative effects for a duration based on how long you took them

**Suggestion Author**

@turbid minnow

**Approved by**

@vestal charm

tawdry condor
#
**Have a new evolution to the beenade post-ML**

The beenade currently has two evolutions inside of calamity:
the beenade, and the plaguenade.
As just one evolution of the beenade, it does kind of get forgetten, which in most cases, doesn't really matter. But, if you look at most endgame weapons, they are usually upgrades of upgrades of upgrades. Seeing as the beenade has already started this chain of upgrades, it makes sense to give it one or two more pushes, so that the use doesn't stop after 5 minutes.

**Suggestion Author**

@keen rose

**Approved by**

@vestal charm

tawdry condor
#
**guide to plant fiber cordage**

It is the most useless item in the game. I am currently playing a modpack with like 20 other content mods and none of them make the item useful. You can be the first to make something unique with it. Please add it into an early-game accessory. Or, as people have stated in the suggestion discussion chat, just buff it in general by making it allow you to place rope much faster or an early game grappling hook. Please.

**Suggestion Author**

@elfin hornet

**Approved by**

@vestal charm

tawdry condor
#
***Add a new late game tier to the Bloodmoon***

Reason being that it’s one of the most common events in the game and stays relevant thanks to the blood orbs, but once you reach those higher power levels it does feel rather lackluster. It would be nice to see it remain a relevant threat throughout the adventure. Either just before Moonlord, or post Moonlord after the stat flattening is finished a mini-boss could be added akin to Mothron or the Pirate Ship

**Suggestion Author**

@fathom pollen

**Approved by**

@vestal charm

tawdry condor
#
**Make Leviathan start with her summoning attack instead of meatballs**

Leviathan's first attack upon spawning being meatballs / meteors, which move pretty damn fast and are aimed at the player often results in cheap hits. Combined with their high base damage and powerful debuff, I propose to make Leviathan start by summoning her minions to give the player a small chance to recoup after Anahita.

**Suggestion Author**

@lean ice

**Approved by**

@vestal charm

tawdry condor
#
**Make Leviathan enrage when gravity is reversed**

Using the gravitation potion completely invalidates a good half of the Levi&Anahita fight (The solo Levi section, plus if you killed Anahita first in the last phase). Flipping gravity dodges every single attack that Leviathan has (The minions can't catch up, the meatballs miss, and the charges come in far too late to hit you, and Levi spends several seconds just trying to get on a level equal to you to perform them anyways).

Thus, I suggest making Leviathan gain a huge burst of speed like the Aquatic Scourge when gravity is flipped, to remove a super easy cheese strategy.

**Suggestion Author**

@lean ice

**Approved by**

@vestal charm

tawdry condor
#
**Make a better visual for how far you can get from Providence**

It's just generally annoying that the only visual for how far you can get from Providence without being blinded and taking massive DPS is a slight screen darken a few tiles from the radius, especially during her cocoon attacks. This visual isn't very helpful, because if you don't notice in time or are mid dash, you can easily end up taking a lot of damage anyway. If there was like, a line showing how far you can go before getting hit by the Holy Inferno debuff, it would be really nice.

**Suggestion Author**

@plain bolt

**Approved by**

@vestal charm

tawdry condor
#
**Add progression scaling to furniture buffs**

These are things like the sharpening station, crystal ball, etc. I feel like the buffs they grant should increase throughout the world's progression in a similar way to how defense prefixes do. Especially the sharpening station. Against post-ML enemies and bosses, +4 armor penetration isn't anything at all, but it still seems like a reasonable number at the beginning of the world.

**Suggestion Author**

@eternal cobalt

**Approved by**

@vestal charm

tawdry condor
#
**Make the sentinels come before DoG phase 1**

Currently, the phase 1 fight of the devourer of gods is extremely easy compared to other post ml bosses and it will be easier with the removal of the one-shot mechanic in the next update. adding the sentinels before the phase 1 fight not only makes it so that the player has less health before fighting DoG phase 1, but also makes phase 2 more of a surprise for unsuspecting players because they just finished the phase 1 fight.

**Suggestion Author**

@patent forum

**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 a actual flesh golem like Ravager.

One could kill two birds with one stone 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 much more solid place in progression. It would also make Bloodstone less of a thematic headache, being focused on one incredibly fitting boss instead of three vaguely connected ones.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**PLEASE MAKE CALAMITY MORE SAFE FOR WORK (kid friendly)**

I love playing terraria with my brother so i wanted to play calamity, but i noticed something: the brimstone elemental. So i would love it if you could make it a bit more sfw, and maybe make the "do u have a fetish for dying" a bit more sfw as an option. And I am sure many content creators would appreciate this too. I hope this is in the right format for suggestion

**Suggestion Author**

@earnest cosmos

**Approved by**

@vestal charm

tawdry condor
#
**Add more options for adding or taking away aggro for multiplayer**

Multiplayer is one of the best ways to play Terraria. I believe that making Calamity mod more accessible to multiplayer is a very good idea. Adding more aggro items will help with that. Sometimes there simply aren't enough ways to keep aggro on a boss, and with solar armor being the last class of armor with added aggro, it is very hard to keep our melee person stay alive while having solar armor and flesh knuckles. Either adding accessories that boost damage/defense for increased aggro, or adding increased aggro to melee armor sets would help immensely with people who are trying to play multiplayer but keep having the boss constantly switch targets.

**Suggestion Author**

@hollow latch

**Approved by**

@vestal charm

#
**Implement post-ML running shoes that can be equipped with wings**

Currently, if a player wants to use both the higher flight-time wings and maintain a respectable ground speed in post-ML, they're stuck with the Angel Treads and the wings of their choice. This leads to a dilemma where:

  • The Angel Treads feel vestigial and weak, because upgrading them would also prevent you from equipping wings, yet the Angel Treads themselves are an accessory obtained as early as post-Mechs (with roughly the power level of that as well). This feels significantly worse when one considers the fact that the Tracers, being upgrades to the Treads, are better running shoes than the Angel Treads.
  • The Tracers are more often used and greatly preferred because they offer the significant benefit of freeing up an accessory slot that would otherwise be dedicated to wings/running shoes. Since the Angel Treads do not feel as significant or as powerful as the extra accessory slot, the trade-off for increased flight time at the cost of an accessory slot for ground mobility feels weakening and awkward.

Implementing some form of post-ML running shoes (whether it be crafted from the Treads or not) would allow players to have a more comfortable choice in their post-ML mobility options, and help elevate the choice of wings+boots to be more on-par with picking the Tracers.

**Suggestion Author**

@dusk harbor

**Approved by**

@vestal charm

tawdry condor
#
Add Subtle audio cues for when providence does her Cocoon attacks.

Providence can be an engaging boss right after Moon Lord. However, her cocoon phases can throw people off guard especially newer players who are unfamiliar with her spear and star attacks especially when she's off-screen where her stars gain speed over time.

A way to alleviate this is to put subtle audio cues similar to what Yharon does before he does his attacks (albeit a bit less noticeable), this can make providence easier to new players and provides quicker reaction time to Provi's attacks, even when she is off-screen

**Suggestion Author**

@proven patrol

**Approved by**

@vestal charm

#
**Add idle animations/movements for wulfrum enemies**

Wulfrum enemies are quite notorious in the early game due to its materials but when encountering them you'll notice that they are just sitting/jumping/hovering in place waiting for the player to approach them.
The idea here is to give them something to do, whether its roam/fly around minding their own business (this does not apply to wulfrum pylon) until approached by or approaching the player. This will add more personality (despite being machines) to them and make them more active overall rather than sitting there and waiting for the player

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Add more sfx to wulfrum enemies**

Wulfrum enemies are not very engaging to fight and use the generic metal clank when hit.
Adding sfx to (some) of the enemies and their actions would make them more distinct and engaging to fight and possibly find due to how rare they can be at times.

Heres a list of some of the actions that could get sound effects, even if they are subtle:
Pylons triggering their supercharge field
Any robot getting powered up by the pylons
Rovers' movement
Gyrators' jumping and landing
Hovercrafts and drones' thrusters (maybe as a sort of telegraph)

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Buff Herbs**

?

Herbs are currently an underutilized part of Terraria and Calamity currently. It’s peaceful and calming, and doesn’t take up too much time to do, but because it isn’t fighting enemies/bosses it gets shafted by Calamity. Blood Orbs even go against herbs, as they allow you to make potions without even touching a single herb.

Buffing herbs, such as making them produce more potions when crafted with them, would make farming them much more appealing. Another option would be to make them used in certain recipes, such as Deathweed in the Caustic Edge, but it would need to be an actually worthwhile amount and not just a single digit number.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Auric Tesla Furniture**

Almost all the ores and bars in endgame have some sort of furniture except for one which is Auric Tesla. The only furniture that Auric Tesla gets is a single toilet while others like Silva and Cosmilite all get their own furniture sets. Plus if you think about it would Yharim really use pathetic bricks for a fortress or would he use an otherworldly material that only he can get. This would be good for those player who have way to much Auric Tesla and would just love to make a house entirely out of the material.

**Suggestion Author**

@past prism

**Approved by**

@vestal charm

tawdry condor
#
**Have Slime God spawn from Slime Rain post Skeletron**

The Slime God is undoubtedly a very cool boss and what would be even coolor is if there was a natural way for it to spawn. Not only that, but essentially Slime Rains can spawn at any point of the game, and 95% of the time they are completely worthless, just a waste of time, because King Slime is the first boss. Having Slime God spawn instead after you beat Skeletron would allow the event to remain relevant for longer. Of course, this would be locked behind Skeletron to prevent any progression mishaps.

**Suggestion Author**

@solemn egret

**Approved by**

@vestal charm

tawdry condor
#
**Rework Momentum Capacitor**

This obscure stealth item sold by Bandit after mechs is very bad and is usually outperformed by things like electrician's glove, old die, rogue emblem and raider's talisman for a damage boost. I'll quickly make a summary of why its bad.

Why does it suck so much in current version?
Its radius is very small making it unusable for hitting moving targets, it also cannot be repositioned until the area ends.
Its speed boosting capabilities arent noticeable at all unless using weapons with slow projectiles like Star of Destruction, Regulus riot, Terra Disk, and spikeballs in general.
And the damage boost it provides is the same as an emblem, and other items such as old die, electrician's glove, ruin medallion and corrosive spine have gimmicks that make them better to use.
Stealth's viability being inconsistent doesn't help either
Overall its not worth using EVER.

How could it be improved?
The gimmick is a good concept but it needs some improvements:

Increasing the radius of the effect by a substantial amount, the duration of the field and allowing it to be repositioned will help a lot to make the accessory more useful overall.

Alternatively/Additionally allow the player to place multiple fields at once, placing more than the limit will destroy the first field.
If a projectile passes through multiple fields they will receive a smaller additional boost per field; the projectiles would not be boosted by the same field more than once. This would make it more versatile in its placement by having multiple fields at once and open possibilities for rogue players daring to experiment.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Combine the sentinel portion of the DOG with phase 1**

Currently, two large issues are part of the DOG fight, phase 1 being too easy and the sentinel portion being strange. If the two parts were combined, it would solve both issues. The sentinels would be part of the fight for more than 1 or 2 attempts, and the 1st phase would be difficult with the sentinels appearing at certain hp thresholds. The way this could be added is a sentinel would spawn at 75%, 50%, and 25% in a predetermined order. Adding this would also probably mean that the cosmic guardians would be removed from phase 1.

**Suggestion Author**

@west rose

**Approved by**

@vestal charm

tawdry condor
#
*Rename Rev+ Desert Scourge's minions to avoid name similarities*

The title says it. Though, I suggest their name to be "Desert Scourge Jr." as a reference to Larry Jr. from SMB

**Suggestion Author**

@sterile wind

**Approved by**

@vestal charm

tawdry condor
#
Make demon flames deal more damage and be able to be afflicted onto most bosses

This is in order to make sure that the debuff can actually be utilised for good damage and to make it more useful for bossfights as end-game bosses are immune to it.

**Suggestion Author**

@stuck sun

**Approved by**

@vestal charm

tawdry condor
#
**Make the lasers that Calamitas fires split faster**

The lasers split honestly too late, and the split lasers almost never effective, making the mechanic useless but yeah. I didn’t even know they split until I read the wiki page.

**Suggestion Author**

@earnest cosmos

**Approved by**

@vestal charm

tawdry condor
#
**Reduce the sound volume of certain weapons**

Some weapons currently have an absurdly loud sound when fire such as Eye of Magnus or the Pulse Pistol and a lot more (list below), which can be really annoying and damaging to ears if you have to use those weapon for long period of time such as fighting bosses. Lowering the game's sound effect volume doesn't quite help it either because it'll also lower the volume of other important sound cues of enemies as well (Yharon's roar before dash for example).

Here's the list of weapons I find a bit too loud and quite obnoxious when use for a long time:
Gauss Pistol, Heavy Laser Rifle, Phaseslayer, Plasma Caster, Plasma Grenade, Pulse Pistol, Pulse Rifle, Mounted Scanner, Tesla Cannon, Alpha Ray, Apoctosis Array, Eye of Magnus, Biofusillade, Genisis, Hadopelagic Echo, Ion Blaster, Plasma Rifle, Nano Purge, Purge Guzzler, Shadecrystal Barrage, SHPC, T1000, Thunderstorm, Wingman, Lazinator, Anti -Material Rifle, Auralis, Deathwind, Molecular Manipulator

**Suggestion Author**

@dusk niche

**Approved by**

@vestal charm

tawdry condor
#
**Give cosmic guardians a minimap icon**

The devourer of gods can be chaotic in phase 2 when guardians spawn in. It is annoying when you’re trying to avoid the boss but randomly get sniped by a guardian without knowing where they are. Adding an icon would help players manage the fight better without getting a cheap hit from them

**Suggestion Author**

@torpid monolith

**Approved by**

@vestal charm

tawdry condor
#
**Make a way to make the projectiles fired from Tyrant Yharim's Ultisword target a specific mob**

If the projectile speed was faster this wouldn't be a problem, but every time i fight a boss that spawns enemies, the projectiles target the enemies, and almost never the actual boss (example: leviatathan). Maybe make a right click to target or something

**Suggestion Author**

@earnest cosmos

**Approved by**

@vestal charm

tawdry condor
#
**Buff Spectral veil**

This Signus Revengeance drop is a very interesting rogue accessory that allows you to teleport at the cost of stealth, giving you invincibility while teleporting and if hit during invincibility stealth meter fills up.

This sounds good in theory until you realize that its a worse Normality Relocator, that has a downside: takes stealth to use, gives no other stats and has limited range. and takes an accessory slot

Here are some proposed solutions to actually make the thing worth using while still keeping it a defensive rogue accs:
-Increase its teleporting range by a substantial amount (i mean come on #suggestions-discussion message seriously?)
-Give (defensive) stat boosts like stealth regeneration, aggro reduction, movement speed and/or defense.
-Possibly make it give increased iframes.
-Maybe remove stealth cost (removing the cost will make the item usable outside of stealth builds, but may be too strong)

This will make the item more worthwhile using while being able to compete with the other powerful defensive accs available at the tier.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
More controllable Relic of Ruin

The relic of ruin seems a bit difficult to control at longer range, and i feel like it would be a bit more viable as a weapon if it was reworked or had a right click attack that removes the homing and just sends the projectiles in one direction, like it does if you're close to an enemy but towards the cursor instead of an enemy.

I don't expect it to be implemented and I do like it how it is, but i just thought it would be nice to be able to use it better at long range, also meaning more of a reason to get the fragments for it for early hardmode bosses

**Suggestion Author**

@cunning river

**Approved by**

@vestal charm

tawdry condor
#
**Buff vanilla yoyos to be as agile as Calamity yoyos**

Currently, there is not a single viable vanilla yoyo that isnt outclassed by a calamity yoyo. Yoyos such as the Amazon, Amarok and The Eye of Cthulhu are all made irrelevant and outclassed by calamity.

They should be buffed to not only be as agile as calamity yoyos, but should also get their range increased on top of possibly getting a new ability. They could also be re-tiered so that it doesnt make certain yoyos redundant.

**Suggestion Author**

@deft harbor

**Approved by**

@vestal charm

tawdry condor
#
**More secondary attacks for summoning weapons**

Summoner is one of my personal favorite classes and I love the glass cannon/bullet hell like feel that the class gives, but aside from the golden gun for debuffing or the other classless weapons there aren't many options for pure summoners in battle other than dodging. I really enjoyed how a few of the summoning weapons would start launching secondary attacks once all of the summon slots were filled (Dormant Brimseeker), how the midnight sun beacon causes lasers to rain down before the summoning, or how Cold Divinity has an alternate right click attack. I'm especially a fan of how the above mentioned secondary attacks feel more like laying traps for pursuing bosses rather than directly attacking which fits in nicely with the summoners fragile nature. I'd really like to see more of this implemented in the future if possible.

On top of this, while I don't think every summon weapon should have a secondary function, increasing the number of these would give some of the weapons a longer lifespan in a play through. Rather than purely upgrading to the next summon and tossing the old one, if the older one has a particularly useful secondary function then it would become viable to keep it on hand, maybe several.

**Suggestion Author**

@fathom pollen

**Approved by**

@vestal charm

tawdry condor
#
**Cirrus should congratulate players who died 0 times (Hardcore)**

Something like "that's not fun, just die already".

It would definitely sprinkle some humor on the eternal torment that is Hardcore, and the phrase seems quite casual and unimportant as it is. Surviving Hardcore should be a noteworthy achievement, and I can't think of a better way of congratulating the player. It'd also work as an easter egg of sorts, because I'm not sure how many people playing Hardcore would look at their death count.
Maybe the quote can also change depending on difficulty? In Normal, Cirrus just congratulates you, while in Death she's being sarcastic about it.

**Suggestion Author**

@distant mason

**Approved by**

@vestal charm

#
**Introduce a Brimstone Shrine/Altar in the Crags' worldgen**

So, Brimmy used to be glorified by the brimfolk of the Crags, and we use one of their Charred Idols to draw her out. It would be interesting if a structure representing a destroyed shrine appeared in the center of the Brimstone Crags, to symbolize that past and to give the boss a deeper connection to her biome.

**Suggestion Author**

@distant mason

**Approved by**

@vestal charm

tawdry condor
#
**Make all the Cosmic Guardian phases in DoG’s fight either rev+ exclusive or present in all modes.**

Odd inconsistency that the Phase 1 Guardians are rev+ exclusive while the Phase 2 ones aren’t, especially since the latter arguably adds more difficulty to the fight.

**Suggestion Author**

@spring breach

**Approved by**

@vestal charm

tawdry condor
#
**Unique fishing drops for Mushroom and Forest biomes.**

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As of now, fishing in Calamity is quite versatile - it allows to farm vatious materials through specific crates, has unique drops, and can increase catchrate of crates and potion material fish, allowing to get a lot of ore/money and rare fish in quite a short time.

Despite all of that, some biomes are still pretty much useless fishing-wise (if we do not take quest fish into account).

I'd like to focus on Mushroom and Forest biomes in particular.
Currently Mushroom biome has no unique drops besides that one quest fish. Neither does Forest.

I would suggest:

For Forest: Making Stuffed fish drop unique to forest, increasing catchrate/making it possible to increase it further.

Example: If you do not stack fishing power without thinking and use Alluring bait (Increases chance to get material fish), Enchanted Pearl (Increases chance to get crates) and Crate potion not in combination, but separately, you get significantly more biome-specific drops, e. g. Prismite and Princess fish in surface Hallow using only Alluring bait (without Pearl and Crate potions).
In forest though, you only get bass. A lot of it.
Making stuffed fish more easily accessible would make farming plants unnecessary if you spend more time fishing instead.

For mushroom biome: A counterpart for the "normal" Stuffed fish - a consumable drop that gives Mushroom Seeds and and Glowing Mushrooms when consumed.
As of now, getting mushrooms can be a bit of a hassle, especially early on, but this addition would reward working on a pond in the biome early on by making Crabulon summons and tier 2 healing potions farmable more easily, and getting Shroomite bars later in the progression.

**Suggestion Author**

@hardy geode

**Approved by**

@vestal charm

tawdry condor
#
More downtime in between bosses in the post-ML phase of the game.

Yeah I know this one’s gonna be very unpopular since the mod is already considered too grindy by some players, but once you beat ML, the rest of the game is more or less non-stop bosses as compared to pre-hardmode or hardmode. Personally, I prefer having some grinding to do between the bosses, and I find post-ML too “fast-paced”, where it essentially becomes a boss rush after coming out of hardmode.

While post ML has many many bosses (which is great, don’t get me wrong), there isn’t too much farming for materials, mining for ores, exploring new biomes (okay to be fair this last one is pretty understandable), to do anymore, which feels rather different from the first 2 phases of the game. I know I’m in the minority of players here, but I would appreciate more “fluff” activities to do in between these bosses, similar to the farming/grind in pre-hardmode and hardmode. I won’t suggest anything too drastic, but at least some minor activities would be welcome. Thank you for reading.

**Suggestion Author**

@cold vortex

**Approved by**

@vestal charm

tawdry condor
#
Buff the rusty beacon prototype

It’s really really bad. Like, worse than the copper short sword. It might be a joke weapon but I think its cool and should be viable

**Suggestion Author**

@vital mist

**Approved by**

@vestal charm

tawdry condor
#
Changing Classless weapons to better fit the summoner class

Since summoners, to deal with the changes to summoner damage have to use classless weapons for most of the game, as there aren't a whole lot of conventional weapons that deal summoning damage, it would make summoner a little more intuitive if classless weapons were tweaked slightly to offer a little bit more utility for summoners! Specifically, being able to set the summoning target with right click would be a god send for fights where phases are progressed through dealing with specific ads in a specific order, or just being able to focus down a specific target to get them out of the way.

Summoners are the only class who utilize the classless weapons as their "work horse" since they are essentially the only form of damage that they have control over that triggers the summoner nerf, and arguably the only ones who utilize them period, as every other class's weapons dramatically outclass them in every way in all stages of progression, in terms of damage, flexibility, and ease of use.

Having to quickly switch between items to make your minions attack the proper target and back again so you don't lose out on your buffs/debuffs can often kill you, especially if you aren't very dexterous; But being able to change the minions target with the classless weapons that already lack a secondary fire, would make summoner much more flexible, dangerous, and fun to play.

**Suggestion Author**

@livid marsh

**Approved by**

@vestal charm

tawdry condor
#
**Add a way to get opposite evil mimic drops**

Crimson and Corruption mimics have mutually exclusive drops making it near impossible to get both in one world without other QoL mods or spreading the biome a lot in caverns and waiting a long time to find the elusive mimics.
Having some sort of key to summon the opposite evil mimic would give a way to fight em or sold by an npc would allow to get their drops regardless of world allowing more variety in players' arsenal and maybe even development/upgrades for their items in the future without having to worry of not being able to acquire them in your respective evil.

**Suggestion Author**

@tacit arch

**Approved by**

@vague flame

#
**Improve Evil islands**

Currently they are very simple in design and have the simple yet nice purpose of giving access to the opposite evil's ore and biome chest weapon, however they do not provide access to other desirable content from their respective evil.

Tweaking the islands to give access to Shadow Orb/Crimson Heart stuff via having one in the island, as well access to the opposite effigy via a shrine inside them, maybe even a small pond for fishing crates or potion fish. Making the islands resemble more their respective biomes would help to also give them more immersion and possibly fitting the items inside the island better (possibly having to be made bigger), would also look better than the current pile of ore and sandstone it currently has, don't you think?

**Suggestion Author**

@tacit arch

**Approved by**

@vague flame

#
**Make leviathan spawn coming out from the ocean**

When leviathan spawns, she appears in the air out of no where. Making her spawn rising up from the water would be both visually appealing and logical

**Suggestion Author**

@torpid monolith

**Approved by**

@vague flame

tawdry condor
#
**Add more fishing armour sets**

Currently there is only 1 fishing set, which is created in vanilla. Calamity improves fishing, introducing more fishing accesories and fishing rods, however there are no new fishing armour sets. Having more fishing armour sets (maybe unlocked with angler quests or crafted) would make fishing for buffs easier, and would also add more incentive for fishing.

**Suggestion Author**

@fleet leaf

**Approved by**

@vestal charm

tawdry condor
#
**Increase devourer of gods background shader distance**

Bosses such as yharon, plaguebringer goliath and leviathan have a background shader to make the fights more visually appealing. However, the devourer is a boss that tends to be off screen a lot. That means that the background shader will often fade out ruining the feel of the fight. Increasing the background shader distance will fix this issue.

**Suggestion Author**

@torpid monolith

**Approved by**

@vestal charm

tawdry condor
#
**A group of weapons that are slightly stronger than others of their tier but consume Rage or Adrenaline like Mana when used**

This would be largely beneficial towards newer players getting into Revengeance for the first time, as it would give them a way to engage with the Rage and Adrenaline systems whilst they are still getting accustomed to the difficulty and don't yet have the skill to completely fill either bar.

**Suggestion Author**

@deep orbit

**Approved by**

@vestal charm

tawdry condor
#
**Make it so Brimmy's Cocoon phase occurs less frequent when she's above 50%**

because smh imagine not being able to hit a boss for 4 seconds and then again and again

Okay. Sometimes she goes too often, maybe even x times in a row (example: https://www.youtube.com/watch?v=wW-deSz-uvc ), and fight goes from casual 2 minutes to frustrating 5. The name of suggestion says everything by itself, so I won't repeat. If someone already posted it and it was accepted and/or it was already added in the mod then I am sorry, but please

**Suggestion Author**

@orchid frost

**Approved by**

@vestal charm

tawdry condor
#
**Rework Auric Tesla Armor’s Set Bonuses**

?

Auric Tesla armor is currently the penultimate armor in Calamity (excluding shadowspec since it’s kind of just a no-hitter set), and is an amalgamation of the Post-ML armor sets, with very little added on it’s own. Ranged and Mage don’t even have any unique set bonuses from Auric Tesla, just the previous armors’ set bonuses. Not only does this make the armor itself incredibly bland and boring since the appearance of the set bonuses aren’t changed to match Auric Tesla’s look, it also causes the armor sets it absorbs to become less unique due to their abilities straight up being copied later.

Comparing this to Terraria’s endgame armor sets, most of the Pillar armors have a almost completely new gimmick that makes Auric Tesla look fairly uninspired in comparison. Nebula’s boosters from damaging enemies are a entirely new concept, Solar’s dash that improves over time is a boosted version of Tabi and Shield of Cthulhu’s dashes that still works well with melee and inspired the shield line in Calamity, Vortex...is the weakest with a buffed up shroomite stealth that doesn’t require you to stand still, and Summoner has a entirely unique Stardust Guardian you can command. Each set is unique in some way to the class, and (outside of Vortex) doesn’t copy ideas from earlier armor sets.

Making Auric Tesla have new visuals for set bonuses that actually match the armor and other weapons and giving each class something new to play with concept/mechanic wise would go a long way to improving this final armor. Removing the previous armors set bonuses/effects would help a lot in making the set feel more prominent, but isn’t entirely necessary if the new set bonuses for each class are exciting enough.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Add a unique ammunition for Prismatic Breaker, and replace Cosmic Rainbow with Last Prism**

Prismatic Breaker is made with a magic weapon (Cosmic Rainbow) and a melee weapon (Solstice Claymore), so it should logically be a Magic/Melee weapon. But it’s a ranged/melee weapon. This is even more appalling because Cosmic Rainbow is the upgrade of the Rainbow Gun, the mage biome weapon. It has no reason to be Melee/Ranged besides the Cosmic Rainbow looking like a bow.
Thus, I propose changing the Cosmic Rainbow in the recipe to a Last Prism, and adding an analogue to the “heavy mana consumption” cost of Last Prism to Prismatic Breaker in the form of some unique ammunition that it burns through quickly and deals less damage without. This would make the weapon much more of an actual ranged weapon, since it has an ammo associated with it that boosts the power of the weapon.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Make the Sentinels of the Devourer patrol the area's they're fought in after Providence has been defeated**

However, make them passive and unable to take nor deal damage so that the player does not accidentally initiate a boss fight when they're not ready for one. One should be able to aggro the sentinel on-screen simply by using the Rune of Kos within their presence.

Through these factors, one can increase the immersion of the player in the game, and also provide a bit of extra atmosphere and dynamic to the three biomes these sentinels are fought in.

**Suggestion Author**

@glacial tide

**Approved by**

@vestal charm

tawdry condor
#
**Allow for some way to toggle the Tarragon spawn decrease**

It's a nice bonus, but sometimes, when you're farming for Phantoplasm for Polterghast, it can take ages for stuff to spawn, and even then, there's a chance for no Phantoplasm. It can take ages. Some way to toggle it without taking off the armor would be nice.

**Suggestion Author**

@dense spindle

**Approved by**

@vestal charm

tawdry condor
#
**Make it so that melee weapons can be swung in any direction similar to spears; they’ll always point towards cursor. And true melee strikes can knock the player back**

True melee receives many-a-buff in calamity. While I’m not quite sure if the goal was to make true melee more viable on it’s own or to have it merely be a bonus source of damage, if it’s the former, I personally find it to be far too risky for the potential rewards it has. I think this feature would be an amazing addition considering the large variety of true melee weapons which are rendered unusable against knockback resistant enemies.

The self-knockback is intended to be a safety barrier against bosses and knock back immune enemies to allow true melee weapons to do an entire fight alone. if this is impossible for whatever reason, then the spear like omni-directional swings that always go towards the cursor’s direction would be more than enough.

I think true melee weapons are really cool and should have always been something that are completely usable on their own in the first place. I’d like to note that I have literally 0 experience when it comes to game development or any programming, so please feel free to give suggestions or criticism when it comes to the idea itself or how realistic it is. It is something I thought up randomly, however i think it could turn out to be an amazing feature for melee weapons.

ok after posting this i realized that overhaul exists, however i still stand by these changes as calamity should be independent when it comes to a feature like this.

**Suggestion Author**

@tranquil obsidian

**Approved by**

@vestal charm

tawdry condor
#
**Make Omega Blue armor reduce your regeneration, instead of completely disabling it**

Omega Blue armor has infamy of being an armor only used in glass cannon due to its powerful offensive capabilities and its downsides being mitigated somewhat by getting quickly killed.

The reason for this is its complete lack of regeneration and relying on the tentacles the set has to heal instead, however the tentacle's short range (even with setbonus ability) limits them so much specially since the bosses afterwards rely on contact dmg. This can lead to scenarios where you try to get close to lets say Old Duke to heal, to then get rammed for a big chunk of your health and then have debuffs rapidly reducing your hitpoints. The setbonus is simply too risky to use for regular gameplay.

Changing the drawback of the armor so that its less crippling would allow the armor to be used on regular gameplay and be a viable option to pick for the following options rather than to be eclipsed by other armors.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Make Scuttler's jewel's spike be guaranteed on stealth strikes and make it not exclusive to javelins**

Scuttler's jewel is a somewhat obscure accessory but kinda decent in spammier rogue builds even with the lack of javelins in pre-hm (which hurts its viability badly as only 3 (Dune Hopper being a RIV) javelins exist in pre-hm) and its softcap. However, this accesory has many issues with its design: when using stealth strikes or something that is not a javelin the item becomes near useless due to how inconsistently and rarely its effects trigger (which is worse due to how long stealth strikes take to be used) or not trigger at all, making the accessory not worth using most of the time and being easily discarded in favor of more useful and consistent accessories. Allowing the effect to be guaranteed on stealth strikes and remove its limitation to only javelins would provide it a much needed buff and increase its viability throughout pre-hm (even early hm) and be able to compete with accessories such as Raider's Talisman, Sand Cloak and Coin of Deceit; it would also make it more consistent with other "spawns extra projectiles" accessories which arent restricted to certain weapon types.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Tweak Ravager's Rock Pillars Ravager's Rock Pillars**

So, what's the problem with them you might say:

  1. They can hit the second they spawn, the most common situation being running away from the boss at full speed and get hit by the pillars.
    My suggestion: make them spawn further away to avoid insta-damage
  2. Dealing with them during Ravager's second phase is harder, considering Rav's speed, and again the pillars' ability to hit the player right when they spawn
    My suggestion: the same with the 1nd one, avoid insta-damage
  3. This one is absolutely subjective, but I tried to fight Ravager with Rock Pillars despawned (using Cheat Sheet). Even without them, he's still not a pushover, just more fair and fun to fight
**Suggestion Author**

@sterile wind

**Approved by**

@vestal charm

tawdry condor
#
Add the Rusty Beacon Prototype to the Midnight Sun Beacon recipe.

The Rusty beacon prototype is a summon that is barely used or even well known for the matter, since its usability isnt as powerful unlike the early pre boss summons and it is hard to obtain, being in the sulphur chest.

A way to make it lets say more known is to make it a crafting material in the Midnight Sun Beacon. Not only do they look simiar in looks and how they attack and are in idle. It can also make sense in a long run, restoring a destroyed drone to it former glory, a fragile pitiful looking drone turning it back into a powerful beacon of destruction that it was before

**Suggestion Author**

@proven patrol

**Approved by**

@vestal charm

tawdry condor
#
Terraria Ambiance support, here's how it would work:

hearing stuff like spiders crawling in the astral infection, as well as hearing the sound of lava bubbling and fire crackling in the brimstone crag for biome ambiance.

Hearing the sound of metallic taps when walking on lab blocks would bring out the fact that they are made of iron, the sound of stepping on wet rocks when walking on navy stone, theres a lot of stuff you could do a lot with giving blocks unique sounds for when you walk on them!

adding more life to the world is why I use Terraria Ambiance, so giving more life to the cruel world of Calamity would be great!

**Suggestion Author**

@autumn lance

**Approved by**

@vestal charm

tawdry condor
#
**Make reforges affect Calamity rarities**

Like how Cyan could turn Red and Purple, Turquoise should be able to turn Pure Green, for example.
Just a little visual flavor and consistency with vanilla rarities.

**Suggestion Author**

@queen linden

**Approved by**

@vestal charm

tawdry condor
#
**buff the ambrosial ampule’s components**

as it is, there are a few parts of the ambrosial ampule that are almost completely useless on their own- the radiant ooze and archaic powder accessories.

The radiant ooze only works during night time and requires purified gel, a post-slime god crafting material. In return for using an accessory slot on the radiant ooze it offers you 1 life regen and makes you emit light during the night. There is little to no reason to use this instead of, for example, life jelly or one of the other life-based accessories- it’s just worse than them. I would recommend to make it either more useful by making it work all the time and by having it offer more life regen, an amount of max health or by having it give a specific effect all the time. It could also have an upgrade like the living dew does in hardmode centered around, for example, the hallowed by combining it with the band of regen or panic necklace, or perhaps the cross necklace or something similar that has a similar theming to that of the hallowed. otherwise it sits in a chest or in the magic storage waiting to become the ambrosial ampule for a while

the archaic powder, while somewhat useful at certain points such as the wall of flesh fight, is not something most players use even with the explicit intention of mining in the underworld or underground. this one is in less of a need of a direct buff, but it runs into a similar problem where it will never see an accessory slot, likely not a vanity slot either.

**Suggestion Author**

@whole oar

**Approved by**

@vestal charm

tawdry condor
#
**Add in the config for targetting passive mobs like piggy or ???**

Certain mobs like the piggy or the ??? (siren entity) Dont get targetted by summons. meaning you'd have to have atleast a weapon that can do enough damage and keep the summoner safe while the summons just do fuck all. Making a configuration would also help us focus down the boss entities rather then just watching our summons target like a crimera instead of the perforator cyst as an example. So perhaps making it target passive mobs like this would help summoners in not needing extra items just to summon certain bosses.

**Suggestion Author**

@reef wolf

**Approved by**

@vestal charm

tawdry condor
#
**Give some bosses special hitboxes for more vulnerable parts of the sprite**

Some bosses with parts of the sprite that appear more vulnerable (e.g The Hive Mind and its exposed brain) could have special hitboxes for that specific area. These special hitboxes would be much weaker by having reduced defense/DR (similarly to the WoF's eye hitboxes taking more damage). This would be balanced by not only their difficulty to hit in certain situations but also by possibly buffing the regular hitbox or adding invincibility phases for the weaker areas. While not entirely necessary I think it would change a lot of boss dynamics and not only make fights more interesting, but also incentivise players to not just circle a boss and get a free kill. While unrealistic due to the amount of work that would go into it it's a fun thought regardless and would be cool to see ingame.

**Suggestion Author**

@heavy sigil

**Approved by**

@vestal charm

tawdry condor
#
**Give players the option to disable wings 100% (instead of just reduced flight time in defiled) in the configs.**

If you play with defiled rune, wings are essentially disabled. What I noticed is that if you equip items that give you a speed boost when hit, like hard turtle shell or the sponge, and when you use the sandstorm jump from either a sandstorm in a bottle or the first jump in a bundle of balloons WITHOUT ANY WINGS, you can reach speeds of 91 mph which is very useful to dodge bosses or make space from bosses. However, as soon as you equip wings in either accesory slot or even a vanity slot, the sandstorm horizontal capacity is replaced with more vertical movement from the wings. Obviously this can be done by simply not equipping wings, but for accessories like Seraph's Tracers, which provide a really good running speed, making it a must have, you are stuck with only using its predecessor. It would be nice if there is a way to disable wings 100% in configs folder so people can utilize specific movement mechanics more effectively? I realize that this movement thing may not be so obvious after talking about it to some people, so I am more than willing to show people a demo of what I mean.

**Suggestion Author**

@bright cliff

**Approved by**

@vestal charm

tawdry condor
#
**Add a new upgrade to bundle of balloons that differs from the MOAB. Maybe 'The Balloon' or 'Cluster of Balloons' **

If you are playing with defiled rune enabled, the bundle of balloons is a very nice accessory to have since it gives you vertical mobility still, but with a less precise control when compared to wings. One little obscurity I found while playing calamity is that since you cannot equip multiple wings, you cannot equip Seraph's Tracers (or any other upgraded version of it) and the Bundle of Balloon's upgrade: the MOAB. It makes sense that the MOAB cannot work in conjunction with Seraphs's Tracers (+) since they are both wings, but it isn't the most intuitive for new/unexperienced players. I also don't think its a good idea to have a accessory upgrade makes it more restrictive in terms of what other accessories it can work with. It would be nice if there was an alternative upgrade to the bundle of balloons that gave it a 4th jump (maybe the fart in a balloon or a tsunami in a balloon) but it didn't count as a wing. That way, there is an upgrade to the Bundle of Balloons that doesn't face restrictions. The only thing to mention is that this should be hardmode crafting recipe for balancing purposes, so it would require soul's of might, sight, and fright.

**Suggestion Author**

@bright cliff

**Approved by**

@vestal charm

tawdry condor
#
**Add in Wulfrum Plating as a Building block**

I think something to add to the game that would be a nice touch would be Wulfrum plating as a block, it would most likely be crafted with Wulfrum shards and Stone and would have a similar sprite to Tin/Copper plating and would be a nice alternative for people looking to build in Calamity. Plus this only makes sense since Wulfrum enemies are robots, and it would give people more incentive to try using different building materials early game.

**Suggestion Author**

@orchid furnace

**Approved by**

@vestal charm

tawdry condor
#
**Make a way to convert miscellaneous metals into iron or lead**

Since iron and lead remain in use for nearly the whole span of a playthrough while a variety of ore types are simply discarded after a few tiers of progression. Adding such an item, crafting station, or however it is decided to be implemented could add more use to ores and bars such as Wulfrum Scraps or Copper/Tin which currently spend a whole playthrough clogging up your inventory.

**Suggestion Author**

@glacial tide

**Approved by**

@vestal charm

tawdry condor
#
**Change back pistols to no longer have autofire**

This would reduce the copious amount of machineguns that ranger currently has, and would make playing ranger a little bit more challenging overall. Perhaps to compensate they could get some dmg increases?

**Suggestion Author**

@ornate blaze

**Approved by**

@vestal charm

tawdry condor
#
**Add a vanity option for turning on the iron hearts vanity looks**

Sometimes you may just want to have the look of iron hearts "heart" symbols. but without the iron heart effects and since thats in reality impossible as of now. Adding a way to have the iron heart heart symbols is a cool little vanity part that some people may like.

**Suggestion Author**

@reef wolf

**Approved by**

@vestal charm

tawdry condor
#
**update the background of important post ml bossfights**

currently, most post ml bosses changes the background to a different colour to enhance the fight. but bosses such as seth from split mod, Mutant from fargos souls mod, and Erebus from ultranium mod all have really unique backgrounds that makes the overall fight “cooler”. If calamity implemented this to some of the important post ml bosses (which is definitely possible and cryogen is a great example of this) it would really make the fights more visually appealing.

**Suggestion Author**

@patent forum

**Approved by**

@vestal charm

tawdry condor
#
**Add an Option to toggle On/Off Ally Projectiles **

When playing Calamity in Multiplayer it can get very confusing sometimes. Calamity has some Bullet Hell bosses and seeing through that and the projectiles of your team mates can be hard sometimes. Some people said we just should change weapons with less projectiles but this kinda takes away the fun. And maybe this could help weaker pc´s to handle Calamity in Multiplayer.

**Suggestion Author**

@mortal axle

**Approved by**

@vestal charm

tawdry condor
#
**Change the Spelunker Potion’s highlight effect to look like the ore/treasure is painted with illuminant paint rather than glowing yellow.**

The yellow glow of the spelunker potion often causes issues with players struggling to be able to correctly identify blocks. a few examples are amethyst/ruby and Orichalcum/Adamantite. making the blocks glow like illuminant paint will make identification much easier.

**Suggestion Author**

@jaunty mason

**Approved by**

@vestal charm

tawdry condor
#
**Make the Murasama chest stand out from the others.**

If Draedon takes pride in it, then why does he store it in a location only as valuable as his logs. It’s anticlimactic to just pick it up from a random chest.

**Suggestion Author**

@zealous snow

**Approved by**

@vestal charm

tawdry condor
#
Make the boss HP and Damage and Speed scale higher in multiplayer.

btw sorry for bad grammar

rn i can tell from experience that calamity isn't really balanced with multiplayer, since its probably not the main focus. but i think a few simple adjustment can be made to make it a little more balanced

i think the HP of the bosses need to be scaled up way higher than it currently is per player, since rn we can just melt trough bosses in multiplayer, also up the damage just a bit per player,

and the most important thing is i think the speed, not the general movement speed of the boss, just that if the the player the boss is chasing is way too far from it, the boss will speed up drastically to the next player, or probably just teleport to the player general area,
since some boss can easily be cheesed that way, like the aquatic scourge, profaned guardian, etc

**Suggestion Author**

@hardy badge

**Approved by**

@vestal charm

tawdry condor
#
**Make the respawn timer longer when you fight bosses in multiplayer**

I just did a month long session of death mode and I thought people were exaggerating how easy it is. Nope its as easy as they make it sound, you can just easily stall out boss fights and just have your friends infinitely come back to just batter on the boss . Having the respawn timer be longer will punish deaths and encourage skillful play rather than run away, player 1 dies, player 2 run away, player 1 respawn, damage the boss a bit, player 1 dies, so on.

**Suggestion Author**

@elder topaz

**Approved by**

@vestal charm

tawdry condor
#
*Add Gravistar Sabaton item to Seraph Tracers' Recipe*

Sabaton's effect by itself is kinda helpful and even essential in some of the post-ML fights. But the problem is that you most likely don't want to spend whole accessory slot just to be able to dash down.

The suggestion makes even more sense, since G.Sabaton are boots, so are the Tracers

**Suggestion Author**

@sterile wind

**Approved by**

@vague flame

tawdry condor
#
**Increase the size and height of natural Brimstone Crag**

You have to exterminate a huge amount of biome to have a good fight with Brimstone Elemental because of how small is empty space between ceiling and floor of boome. The simular thing was done to Golem, so it would be appreciated if arena for Brimmy required less terraforming and limited space would be less of an annoyance.

**Suggestion Author**

@queen linden

**Approved by**

@vestal charm

tawdry condor
#
*make a room on the dungeon for fighting polterghast and ceaseless void*

kinda like the golem thing you didso that terraforming the dungeon is not a must. With things as is a lot of people that don't know how dungeon 'biome' works end up enraging the bosses

**Suggestion Author**

@slow spindle

**Approved by**

@vestal charm

tawdry condor
#
**Reduce the attack delay of the caustic croaker staff**

The caustic croaker staff is a sentry that explodes into slow moving orbs arcing upward when within a certain proximity of enemies then disappears to be resummoned. But when you re-summon the frog, it cannot attack for roughly a second, making it incredibly inconsistent and basically unusable outside of a quick debuff (assuming it hits).
I recommend this attack delay be removed, heavily decreased or the staff be reworked into a non-expendable sentry to make it a more consistent weapon.

**Suggestion Author**

@urban carbon

**Approved by**

@vestal charm

tawdry condor
#
**Remove Pulse Turret Remote’s sentry limit so that it benefits from more sentry slots**

The limit is a hinderance unique to this sentry that really hinders its combat capabilities and area denial, making it unable to compete with the likes of powerful sentries such as the mighty Hive Pod, and Spikecrag, sometimes even OoA sentries (specially Ballista, nasty with Valhalla set) can outclass them on more sentry focused summoner builds. This is due to Pulse Turret Remote having a 1 sentry limit regardless of sentry slots.

Having their 1 sentry limit removed will likely make them a more viable and consistent choice in sentry summoner builds and make them overall stronger and able to compete with the other sentries as well as make them more entertaining to use and manage their positions to maximize their effectiveness and area control that having multiple of them would provide.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
Rename ??? and Calamitas after defeat

Anahita(passive) is named "???" as you (the player/character) does not know what she is. After you kill ??? they reveal themselves to be Anahita. However when you encounter ??? a second time in the same world you/the character know what ??? is. Therefore i suggest once you defeat Anahita ??? is renamed to "sleeping anahita" or something similar to show that you know what ??? is.
Same thing goes for calamitas clone which is named "calamitas" since you do not know she isn't the real calamitas. When you kill calamitas clone the message "Calamitas clone has been defeated" will show. Thereby i believe after you kill Calamitas clone for the first time "Calamitas" should be called "Calamitas Clone"

**Suggestion Author**

@lilac cliff

**Approved by**

@vestal charm

tawdry condor
#
**Add a way to get both evil effigies in the same world**

Calamity has the evil island to provide stuff from the opposite evil, some requiring more work than others such as spreading the evil and grinding there. However one thing is not obtainable in the world no matter what: effigies
Adding a chest with em inside the evil island or somewhere in the world would solve this issue. Perhaps a recipe for them would also allow this and possibly even get multiple of them to use in arenas.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Make Wulfrum Pylons not deal contact dmg**

Calamity makes enemies that rely on projectiles such as Dark Casters, Goblin Sorcerers and Probes not deal contact dmg. Wulfrum Pylon being the exception.
It does not move nor have a “don’t touch” appearance and rather than trying to attack calls for help and buffs the Wulrum robots that come to its aid instead.
Having it not deal contact dmg would make sense and would also help to avoid accidental damage from stubbing your toe in one of em.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
Make the pulse bow and all rare TM items craftable

My buddy and I just finished a rogue/ranger playthrough and the tm didnt have the pulse bow once. He cried over the mic and I had to comfort him, dont put me in that situation again, please.

**Suggestion Author**

@limber hinge

**Approved by**

@vestal charm

tawdry condor
#
**Make Uelibloom generate more, preferably scaling with amount of Providence kills**

I have noticed than bark ore is spawned in surprisingly small patches compared to all other ores in the game, which means than mining enough materials for armor and weapons requires more time than it should. I have been mining in a jungle for 40 minutes or so and got only enough for 50-60 bars.

Bloom slimes exist but then what's a point of ore generation if majority of ore is gathered from slimes?

**Suggestion Author**

@queen linden

**Approved by**

@vestal charm

#
**Refillable Potions**

Calamity on rev+, which is what the mod is balanced around, expects you to use some amount of potions. Thus it is really important that potions be readily accessible so that players can meet that expectation and not have to do long grinding sessions between particularly hard boss attempts. Implementing a refillable would allow players to frontload all of that grind meaning no awkward breaks between boss attempts.

Refillables would also give herbs a much needed boost as they are currently outclassed entirely by Blood Orbs. Why spend the time to grind herbs, make a farm, and spend storage space on relatively limited materials when one could just farm for the universal material instead?

Function: Refillable potions should contain some amount of charges of that buff before needing a refill, both to make it more immediately appealing and to ensure they work for long fights/events. I'd recommend a crafting recipe of a high amount of that potion's materials then a massively reduced cost for refill, potentially just the herb the potion uses to give it further edge over blood orbs.

**Suggestion Author**

@errant lagoon

**Approved by**

@vestal charm

tawdry condor
#
**Cold Divinity icicle re spawning sound effect**

Cold Divinity honestly one of my fav summoner weapon but the icicles re spawning is the most ear piercing loud sounds i have ever heard out of a weapon.
Maybe change its actual sound effect of it re spawning or just reduce its sound

**Suggestion Author**

@meager shard

**Approved by**

@vestal charm

tawdry condor
#
**Change Exodus Wings to use Luminite instead of Souls of Flight**

Their stats is comparable to post-ML wings yet they are craftable post-Cultist, which is an issue of inconsistency. Lunar Wings also do not use souls of flight, and Empyrean armor is made from luminite, like all other lunar stuff.

**Suggestion Author**

@queen linden

**Approved by**

@vestal charm

tawdry condor
#
**Remove Hadarian Membranes, and make Hadarian Wings drop straight from Hadarians**

Hadarian Wings are in a tricky spot, the Hadarian Membranes are locked behind Astrum Aureus, and are left unused until post Astrum Deus, Due to the Hadarian Wings recipe requiring Astral Bars, which are locked behind Astrum Deus.
This over-complication is unneeded, and Hadarian Membranes serve no use in any other recipe in the game, other then in the Hadarian Wings recipe, in which they only serve as a slight inconvenience for any player who wants to craft said wings.
Not only is achieving the wings annoying to do, but they are also outclassed by wings prior to them, namely Exodus Wings, which are available post Lunatic Cultist, Half a tier or so before Hadarian Wings, and are locked behind a non optional boss, meaning the player is very likely to use them in almost every situation, over Hadarian Wings.

Due to the reasons above, I suggest removing Hadarian Membranes, due to them only serving as item bloat and an inconvenience, and making the wings drop DIRECTLY from the Hadarian enemy (post Astrum Deus, seeing the use of Astral Bars), to make these wings simpler to get, and from that, making them quicker to use in comparison to Exodus Wings or Betsy wings.

**Suggestion Author**

@wise patio

**Approved by**

@vestal charm

tawdry condor
#
Alter the themes of the Frost Moon, Pumpkin Moon and Solar Eclipse Post DoG

These three events get buffed after DoG and Yharon P1 (with all three being Post DoG in the future update). So with it being significantly harder and considering that it is a post ML event. An alternate or revision of the Three themes will add to the aesthetic that these three aren't the same events you tackled in Hardmode.

**Suggestion Author**

@proven patrol

**Approved by**

@vestal charm

#
**Include all yharon's subphases in death mode**

Death mode bosses used to skip their earlier phases, but in recent updates have been changed to include all their phases to make them feel more fleshed out. A good example is dragonfolly and old duke, which initially skipped phase 1 but later on didn't. Adding back both subphase 1 and 4 into the fight will make the fight feel more complete. This also removes the awkward transition where yharon needs to pause after fully transitioning into phase 2 which ruins the pace of the fight but in revengeance, he continues attacking due to not needing to change phase.

**Suggestion Author**

@torpid monolith

**Approved by**

@vestal charm

#
**Make the draedon turrets have a charge limit**

I understand you're probably not going to understand what i mean but. im talking about the charge limit like how draedon arsenal weaponry have the power limit before needing a refuel. the draedon turrets that you find in the labs dont have a limit so they infinitely fire once in a range of you. making it kind of hard to destroy them early game for some of that draedon material. and even so it can get annoying just hearing that sound. so i suggest making them require a recharge after a certain amount of shots to balance them out from just "infinitely shoot and hit target most of time"

**Suggestion Author**

@reef wolf

**Approved by**

@vestal charm

#
**Shift Disseminator to post-Polterghast**

Disseminator is an often overlooked weapon on its tier due to being overshadowed by many other options such as Onyx chain blaster, Shredder, Starfleet and Golden eagle (post-Folly) fulfilling its niche already and being overall more consistent vs the tier’s bosses (Guardians, Dfolly and Providence) and even the Sentinels.

On the other hand there is no shotgun weapon right after Polterghast (and a lack of ranger weapons in this tier with just 5 and later 2 more after Old Duke) leaving here a hole that Disseminator could fill. This would make the weapon finally stand out and fix the lack of weapons at this tier.
Additionally would also solve the problem of Conclave Crossfire being upgraded the tier afterwards as a bonus as well.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Permanent gravity normaliser**

Placeable furniture item that provides the Gravity Normaliser Potion effect within a certain range.
Space gravity can make it really difficult to make a skybase viable due to the significantly reduced movement. Considering the majority of sky islands in Small worlds are in space, it makes it a total pain to build around them. Normaliser Potions are a step in the right direction, but it's a major hassle, and often one that isnt worthwhile. Functionality would be similar to a campfire/heart lanterns

**Suggestion Author**

@heady cave

**Approved by**

@vestal charm

tawdry condor
#
**Remove the Aerialite Bars in the Angel Treads Recipe**

angel treads have an unnecessarily long recipe for an item that is already part of a massive crafting tree, additionally, it requires arialite bars despite requiring the Harpy Ring which already needs aerialite bars to craft, its not adding any new resources to the recipe, its not a new material to gate the item, its just there to add additional unnecessary grinding, which I dont belive is a good thing

**Suggestion Author**

@naive tide

**Approved by**

@vestal charm

tawdry condor
#
**Move Celestial Magnet’s crafting recipe to Pre-Hardmode**

?

Celestial Magnet is one of three vanilla items that is obtainable in pre-hardmode, but can only be crafted in Hardmode. The other two are Cobalt Shield (which can alternatively be obtained with Dungeon Crates, so the recipe with cobalt is for those who don’t wanna fish), and Magic Carpet crafted with souls of night/light and ancient cloth. However, Celestial Magnet is further locked behind Destroyer’s souls of might. Magic Quiver and Frozen Turtle Shell, actual hardmode accessories, can be crafted before Celestial Magnet can be.

Moving Celestial Magnet to Pre-Hardmode would make it more in-line with the other craftable vanilla accessories, and allow mages to start utilizing it sooner, without having to rely on the luck of Traveling Merchant.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Make the Sulfurous Sea larger and with better terrain generation**

We’ve all been there before, finding our Sulfur Sea and being met with one of 2 things. A massively overfilled ocean, maybe even spreading over to the dungeon. Or, a half drained ocean with almost no water making the acid rain event almost impossible. And that’s not all I’ve seen, the corruption cuts through on occasion. So I propose a fix or change, make it so the sulfur sea will override any biome changes (like how the abyss always has a void stone wall) or make the shore of the sulfur sea larger or higher.

This change should be able to save the Sulfur Sea from buggy terrain generation and maybe could lead to a change to the abyss entrance or just better terrain than before.

**Suggestion Author**

@novel sphinx

**Approved by**

@vestal charm

tawdry condor
#
**Make energy cores craftable into Wulfrum scrap**

Energy cores are dropped by Wulfrum Pylons and are solely used to make Wulfrum armour. However, once you make said armour or skip it, the cores are useless. You should be able to craft them into Wulfrum scrap, which is more useful early game with the weapons and tools you can make with it.

**Suggestion Author**

@plush lion

**Approved by**

@vestal charm

tawdry condor
#
**Make less difference between Sulphuric Sea enemies' damage in pre-hardmode**

So we have natural spawning enemies like Thrashers, Gnashers and Catfishes, which deal humongous damage (100+ in deathmode and ~50 more, including venom debuff).
Then we have the Acid Rain event, when we can encounter enemies like Skyfins, Acid Eels, Nuclear Toads, which deal ~20 damage in deathmode, not to mention that most of them does not inflict debuffs

Why pre-EoC natural spawning enemies are far more dangerous than the post-EoC event ones?

**Suggestion Author**

@sterile wind

**Approved by**

@vestal charm

tawdry condor
#
Re-color armor sets based on their class.

Calamity seems to have a lot of same armor-different head piece sets, which are great. Buut, it would provide a lot od diversity, if different head pieces changed the accent color/secondary color of theese sets. The colors could be the same as vanilla endgame (orange melee, green ranged, purple magic, blue summoner). It would give emphasis to different classes, that sadly calamity has kinda taken away. Or maybe, they could have auras, of the classes color, so vanities wouldn't hide them.

**Suggestion Author**

@hallow quiver

**Approved by**

@vestal charm

tawdry condor
#
Make it so the blunder booster's lightning field doesn't break grass from flower boots and other accessories with the same effect (HotE).

It instantly breaks spawned grass in the same manner as a flare, which means that you'll get a constant stream of particles at your feet while you're standing on grass.

**Suggestion Author**

@quaint kettle

**Approved by**

@vestal charm

tawdry condor
#
Custom UI for Lore Items and Draedon's Logs

Create some menu that can be opened from a button in the inventory or through a hotkey. This menu would look like a book, similar to Boss Checklist's Boss Log (but Calamity themed obviously). It would hold all the lore in the mod, so the player can look through it without having to have the actual boss Lore Item or Draedon's Log. Current lore items and logs would then be consumables, which when used fill in entries in this new book. The Calamity mod is full of in-depth lore that explains most of the enemies, weapons, biomes, etc. in the mod. With this new UI, players would have an easier access to that lore in-game by centralizing it all in one place instead of spread out across multiple items. It can also help completionists, so they can more easily track which lore they have obtained without having to sift through their chests to find an item. This UI could also be an outlet to add more lore into the game in future updates.

**Suggestion Author**

@minor vigil

**Approved by**

@vestal charm

tawdry condor
#
**Change the auric toilet to live up to the name as an end-game toilet**

All the other items at this stage have ridiculously complex crafting recipes comprised of tons of inferior items. Yet this isn’t the case with the auric toilet, which is simply craft with some bars and chairs. That’s just silly. It is the final toilet. It should be comprised of many lesser toilet combinations that are in turn also formed from many lesser toilets.

**Suggestion Author**

@umbral peak

**Approved by**

@vestal charm

tawdry condor
#
**Make The Astral Infection's Water Inflict The Astral Infection Debuff**

Making the water in the infection deal the debuff adds a extra hazard to the biome and makes the astral infection slightly more dangerous, of course there are already ways to counter this in the mod but none of them are early hardmode, i also want this change as the biome is relatively basic and simple (other then the enemies).

**Suggestion Author**

@woeful spruce

**Approved by**

@vestal charm

tawdry condor
#
**Add sprites for vanilla debuffs with placeholder/no textures**

The mod adds a very helpful option to show debuffs over the bosses; however theres some debuffs with placeholder/no textures such as Besty’s curse, celled, daybroken, penetrated and oiled.
Adding an icon to these debuffs would make them easier to identify and more distinct rather than seeing such placeholders (or no texture at all) on bosses.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Complete furniture sets for all Calamity furniture sets**

Most sets lack a sconce, basin, or toilet. Several others are missing various random pieces. A furniture set should be a complete set.

**Suggestion Author**

@umbral peak

**Approved by**

@vestal charm

tawdry condor
#
**Give Amidias more to sell post-aquatic bosses**

?

Amidias is a npc that provides a single set of water themed items, and summons for aquatic bosses such as Old Duke and Aquatic Scourge. Aside from this, he provides minor lore benefits and hints via his help feature. Overall, he becomes fairly irrelevant very quickly when compared to Permafrost, who sells not only one set of weapons, but an additional set after the frost moon is defeated. Giving Amidias a similar treatment would ensure he stays relevant like the rest of the Cal NPCs, but would likely need a change due to over abundance of weaponry. Fishing equipment would make a lot of sense, and could help alleviate bait from the merchant.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Give Astrum Aureus a natural spawn method in all modes.**

In the lore it says Astrum Aureus stays dormant in the astral infection, only awakening to protect it.
Giving it a natural spawn would show this. For example: Spawns and lies dormant in the astral infection
after defeating plantera and has to be interacted with to spawn. This causes it to scan you and dub you
as a threat, activating and starting the fight. Another way to spawn it, could be to use an astral chunk
in its presence. Doing this could make it more interesting and make more sense.

**Suggestion Author**

@zenith venture

**Approved by**

@vestal charm

#
**Adding more content between the post ml bosses**

The post ml bosses are a nice addition, but them currently being the only content is kind of a huge issue. Terraria's bosses work so well because if you lose to a boss, you get the option to do something else to power up. Calamity's post ML bosses don't allow for this since there's nothing to do between bosses. This is not only exhausting for the player, but leads to a ton of frustration. Me and my friends pretty much got burned out before we could even finish supreme calamitas in the playthrough we did. I get that it may be a pretty big undertaking, but it's a major flaw that makes all of post ml unfun.

**Suggestion Author**

@manic valve

**Approved by**

@vestal charm

tawdry condor
#
**Unique Boss Spawning's**

Adding Unique boss spawining ways makes the boss spawning more fun instead of just using an item, Deus has something similar to it with the alter having a custom scripted boss spawn, alot more of these will change the feel of the mod as having scripted spawning animations will make things feel unique
A couple examples i can think of:
Storm weaver spawning with the rune flying other the player and cosmetic lighting strikes around the player.
Anahita singing a lullaby to summon levi.
Signus's Spawn has the rune fly over the player then get covered in darkness.
Ceaseless Having the rune fly over the player then A plasma orb spawns over it and explodes, not dealing damage.
And Cryogen Having the cryokey fly into the air then shatter in to pieces.
Adding something like these will make the mod feel more unique then having bosses spawn by just using the item.

**Suggestion Author**

@woeful spruce

**Approved by**

@vestal charm

tawdry condor
#
**Buff Momentum Capacitor**

Momentum Capacitor is an obscure accessory that is sold by the bandit. It summons a small electromagnetic(?) field that gives a boost to the rogue projectiles that go through em, the gimmick sounds good on paper but its horrible in execution; Momentum capacitor is simply not worth using, it is outclassed badly by old die, emblems, electrician's glove and possibly even raider's talisman, this suggestion aims to buff and/or rework the item so that competes with them instead.
Here's 2 takes on how I would change this item, the developer team can pick which one would be the best for the mod.

Idea 1:
Rather than having to rely on a field to boost the projectiles, its now an activated ability that gives you x seconds of boosted projectiles. Additionally buff the dmg gain a substantial amount so that its worth using over an emblem.

This would remove the passing through field gimmick and give it a separate one that's usually only seen in armors; it would also make it more usable outside of builds that have not specked into stealth, giving a significant dmg boost to stealth strikes and regular attacks alike.

Idea 2:
Giving it an effect similar to Tesla potion and Blunder booster, increase the size of the field a bit and projectiles that pass through inflict electrified, maybe this can be absorbed by blunder booster as a sort of upgrade. It would also have a passive velocity and a small dmg buff to still have an effect when not using the field.

This one keeps the field gimmick and improves greatly on it, thus making the accessory powerful yet tricky to get the most of it while also giving a significant increase to the dmg output if using its strengths and not being punished as badly for not making the most out of the field and keeping its effects later in the game (if it gets absorbed by blunder booster that is).

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Make Bandit less obscure to find**

Bandit and her items as a whole are very obscure and unknown to the player base; players will never know of her existence and items unless someone told them prior due to her requirement of having 1 platinum coin on the inventory (or piggy bank) which they may not have after Skeletron has been defeated. As an npc and her items she can be considered the rogue counterpart to the Arms dealer.
I propose that her requirement is changed to something more relevant and easier to stumble upon.

An idea discussed in #suggestions-discussion suggests that making her encountering method be linked more to the world such as looting a lab but needing to be saved from the pulse turrets (say hiding inside a crate) would be far less obscure and more impactful as players would need to find a lab eventually, the requirement should be moved to be at any point in the game rather than post-Skeletron to make her easier to stumble upon, but keeping most of the items she currently sells (such as Cniceda and Old die) post-Skeletron for balance (and maybe progression) reasons.

Acquiring her earlier could also open possibilities to alternative ways to getting certain rogue items such as Bloody/Filthy glove and Scuttler's jewel, consumable weapons and more depending on progression. Could also add some more general items to help players early on.

**Suggestion Author**

@tacit arch

**Approved by**

@vague flame

#
**Buff Scuttler's jewel by allowing its spike be guaranteed on stealth strikes and making it not exclusive to javelins**

https://calamitymod.fandom.com/wiki/Scuttler's_Jewel in case you don't know what item it is, I don't blame you.
Anyways Scuttler's jewel is a somewhat obscure accessory but kinda decent in spammier rogue builds even with the lack of javelins in pre-hm (which hurts its viability badly as only 3 (Dune Hopper being a RIV) javelins exist in pre-hm) and its softcap.

However, this accesory has many issues with its design: when using stealth strikes or something that is not a javelin the item becomes near useless due to how inconsistently and rarely its effects trigger (which is worse due to how long stealth strikes take to be used) or not trigger at all, making the accessory not worth using most of the time and being easily discarded in favor of more useful and consistent accessories.

Allowing the effect to be guaranteed on stealth strikes and remove its limitation to only javelins would provide it a much needed buff and increase its viability throughout pre-hm (even early hm) and be able to compete with accessories such as Raider's Talisman, Sand Cloak and Coin of Deceit; it would also make it more consistent with other "spawns extra projectiles" accessories which arent restricted to certain weapon types.

**Suggestion Author**

@tacit arch

**Approved by**

@vague flame

tawdry condor
#
**Place commas in the damage and DPS readings**

In the end-game of Calamity Mod, one can get DPS into the millions, reading is tough as 6, 7, or 8 digits is very hard to read correctly and quickly. Therefore I suggest that commas should be introduced to the DPS display. This would make it much easier to tell the difference between the hundreds of thousands, millions, and tens of millions.

**Suggestion Author**

@long glade

**Approved by**

@vestal charm

tawdry condor
#
***What about adding support to "Extra Large" type world generation for Calamity biomes?***

Apparently, tModLoader running in 64 bits mode allows the user to create extra large worlds which are, obviously, even bigger than the large option.
It does sounds good but when you realize that custom/modded biomes are not adapted for such type of generation, it gets disappointing real quick.

The problem is, compared to any generated structure or biome from vanilla, Calamity's biomes are quite small and/or kind of glitched (yea, i'm looking at you, Abyss).

Adding/fixing such a feature would allow some players to experience a crazy amount of exploration and still enjoy Calamity's atmosphere via feeling how big those bizarre biomes can get.

**Suggestion Author**

@worthy vale

**Approved by**

@vestal charm

tawdry condor
#
**Add viable and interesting alternatives to healing potions**

The health potion is probably the most important consumable in the game (especially during bossfights or combat), yet the implementation of it is somewhat lacking. You press a button and get healed, and a timer is put into place to prevent you from spamming the potions. While simplistic and easy-to-understand, this implementation is very uninteresting and leads to stale gameplay that mostly boils down to "press the quick-heal button sometimes to not die".

There are a few alternative healing potions that we currently have, such as Bottled Honey, Bloodfins, Wine, Margarita and Restoration Potions, but they're still very similar to the base health potion and the essence of the items still are "press a button to not die". Other methods of healing, such as the Relic of Convergence, the Rare Sand Elemental, or even lifesteal and regeneration are used in conjunction with healing potions and don't really remedy the issue of the staleness of health potion gameplay.

Possible ideas for alternatives include:

  • A healing item that requires you to fulfill criteria in order to receive the healing (for example, doing enough damage/landing true melee strikes/not getting hit)
  • An item that uses the same timer as health potions with an equal or possibly greater defensive power than just healing (something similar in concept to purified jam)
**Suggestion Author**

@dusk harbor

**Approved by**

@vestal charm

tawdry condor
#
**Some form of change/buff to the camper**

The camper is a mid-game accessory that provides a few buffs. However, they require the player to be standing still to take effect. Not only that, but using a weapon while moving with the camper equipped means the damage output will be set to 0. Given that players more or less need to dodge to survive a boss fight (especially for the later bullet hell fights), the benefits would have to be extremely high. Yet the benefits of the camper are more or less just… some placeable arena buffs that you likely already have and a damage boost. Even during pre-hardmode- well before this accessory is available- it would probably still be considered bad due to the massive drawbacks. While the concept makes sense from a name perspective (the player is required to “camp” in one spot to gain effects), the implementation makes it utterly useless from a gameplay perspective.

**Suggestion Author**

@umbral peak

**Approved by**

@vestal charm

tawdry condor
#
**Same-world source of duplicate shrine items**

Having to go to different worlds because your multiplayer buddies also want a luxor, locket or drill is a really bad feeling, it breaks up the flow of gameplay as the session needs to be remade every time your group has to hop worlds. Calamity is otherwise great at accounting for ways to gear up infinitely many players while staying on one world, shrine items stick out like a sore thumb in contrary to this design goal.

Access to more copies of shrine items should be gated behind finding the original in the world though, to preserve the integrity of searching through your homeworld for it.

**Suggestion Author**

@fervent ingot

**Approved by**

@vestal charm

tawdry condor
#
**Add tooltip lines in Death Mode for items which help combat cave darkness**

Death Mode adds cave darkness, a mechanic where the underground becomes darker the lower you go. Of course, you also know that there are several items which can be used to combat this darkness effect. However, there isn't exactly anything specifically stated in-game about which items can be used to counteract this, which can be confusing and inconvenient.

Therefore, I suggest adding a tooltip line for items which can be used to combat cave darkness. Like the heat/cold immunity tooltip, this tooltip could only appear when you're playing in Death Mode. Also, certain items counteract the darkness better than others, which can also be reflected in the tooltips. (For example, "Slightly reduces cave darkness" vs. "Greatly reduces cave darkness")

**Suggestion Author**

@novel patio

**Approved by**

@vestal charm

tawdry condor
#
**Server-sided configuration (with Hero's Mod Support)**

Make the config file server sided for settings like Boss HP adjustments, NPC spawning, etc. This will be helpful to worlds with dedicated servers (usually, for open server scenarios, HERO's mod is usually installed). Reasons are as follows:

  • Unable to change the HP on the fly when we need to as we made an extremely difficult world and is still balancing out. The server needs to edit the config file manually in the server so that it will take effect and restart it.

  • Enabling/disabling rage and adrenaline only affects client-sided players, meaning we can't disable it for all players in the server effectively as it requires all players to also edit their configuration to disable them, and as such there is no way to enforce it as a rule.

  • Boosted mining speed cannot also be respected as this is only client sided. we wanted to disable boosted speed but the rule cannot be applied to all players as this setting is client-sided.

UI stuff like positions of the meters or stealth invisibility effect should remain client-sided.

**Suggestion Author**

@bronze roost

**Approved by**

@vestal charm

tawdry condor
#
**Blizzard expansion/new features**

Currently blizzards in both vanilla and calamity are a very minor event that only has 1 exclusive enemy, ice golems, that could be considered an equivalent to sand elementals in sandstorms. However, sandstorms not only have several unique enemies that spawn only during it (i.e. sandsharks) and allowing underground enemies to spawn above ground, but also a post plantera boss with no snow biome equivalent, the great sand shark, which while obscure at least adds a continued purpose to sandstorms beyond early to mid hardmode.

Blizzards are very lacking in this department and should be expanded on to keep them relevant, whether through a new great sand shark miniboss equivalent (alpha/apex snow wolf?) that gives new drops for new gear/upgrades to previous snow biome gear, or giving a similar feature to sandstorms where certain normally underground enemies or entirely unique enemies will spawn only during blizzards, or making existing snow enemies (i.e. the somewhat rare angry dog) spawn more frequently. This would hopefully give blizzards just a bit more purpose beyond just one enemy during one stage of the game.

**Suggestion Author**

@obtuse birch

**Approved by**

@vestal charm

tawdry condor
#
**Make Calamitas Brew apply on rogue damage as well**

Every other flask in the game has been changed to work with rogue weapons, except for Calamitas' brew. It's a confusing deciscion as it removes the consistency set by all the other flask buffs

**Suggestion Author**

@heady cave

**Approved by**

@vestal charm

tawdry condor
#
**One or two more upgrades to the grax**

Currently, the grax is the final hamaxe in Calamaity. Yet the ultimate hamaxe is available post providence and has a mine speed of 4? The final hamaxe should be on par with the final pickaxe, the crystyl crusher, with a mine speed of 1 and some ultimate ability. Thus, an upgrade or two to the grax. These could remedy this by making the ultimate hamaxe a later item as well as living up to the name of the “best” hamaxe in the mod. Naturally, the grax should stay the same- these would just be upgraded versions.

**Suggestion Author**

@umbral peak

**Approved by**

@vestal charm

tawdry condor
#
Increase the drop rate of the ink bomb.

At the moment, it's far too rare for an item that's required for essential post-plantera and onwards rogue accessories. The current rates are 1%/2%/5% (normal/expert/defiled) from cuttlefish, 2.5%/4%/5% from giant squids, and 10% across all modes from colossal squids.

**Suggestion Author**

@quaint kettle

**Approved by**

@vestal charm

tawdry condor
#
Stained, Brutal Calamity music box

I think that you should be able to craft all four Scal music boxes together so that they play one after the other
This has no purpose other than convenience

**Suggestion Author**

@soft nexus

**Approved by**

@vestal charm

tawdry condor
#
Reduce the amount of Dragonfolly's Lightning Feathers

I've noticed that once dragonfolly drops to around 35-40% hp it fires a pretty much unmanageable amount of lightning feathers, pretty much immediately killing you. I feel that reducing the amount of feathers and its rate of firing them would make the fight a little more manageable.

**Suggestion Author**

@modest badger

**Approved by**

@vestal charm

tawdry condor
#
**Make iron heart disable lifesteal and give a chance for enemies and bosses to drop hp pickups**

Most of the player base does not use it due to how unappealing it is. Currently the the majority of the players use the difficulty use it alongside Armageddon to abuse items that have effects under certain thresholds of hp such as Old Duke's Scales and Necklace of vexation during fights, or just to brag.
Outside of these cases, the difficulty encourages to min max, either for dmg due to how quickly the player dies thanks to the minimum dmg and no healing (and many defensive accessories playing around regeneration (which is disabled) such as Sponge and its components) or get as much lifesteal effects as possible via gear (such as vampiric talisman, or spectre hood armor) or using weapons with the effect. This creates and extremely rough early game and a semi-trivial late game and low setup variety, it also creates scenarios where players are more inclined to run a certain class due to the availability of lifesteal; for instance Rogue players get a huge headstart over the rest with Bloodstained glove, while other classes have to wait for later in the game (usually Rare Sand elemental; mages can try to use Mana polarizer) for a reliable way to heal. This is not even taking into account the lifesteal cooldown penalites for higher difficulties or how inconsistent it can be.

Shifting the focus from lifesteal to health pickups would give a more reliable way to heal across the game, for every class. By making enemies have an increased chance of dropping them and have bosses occasionally drop hearts during fights would provide a more consistent mean of healing for all classes regardless of difficulty and progression. It would additionally make using items that work under certain % of health more intriguing and easier to use as well as give more room for defensive accessories and weapons without lifesteal, rather than centralizing the mode around items with it.

**Suggestion Author**

@tacit arch

**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 such as bleeding in jungle water 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 single accessory on like 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 relevant. 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
#
**Add More Items That Nerf Certain Aspects Of The Game (Like The Ball And Chain)**

Adding more items That Nerf Certain Stuff gives players more choice on challenges.

By changes on what it nerfs i mean, one nerfs combat like thing like attack speed and damage so that the player has to come up with more strategy for boss fights

another could nerf healing and mana regen, such as increasing time between healing and regenerating mana or making healing potions and mana potions heal half of what they will usually heal

More things like this could add more variety on what challenges could be done.

Also They Will Be Toggleable Via Inventory Favorite.

There already is a ball and chain that nerfs speed, so why not more varied ones?

**Suggestion Author**

@woeful spruce

**Approved by**

@vestal charm

tawdry condor
#
**Make It So The Onyx Excavator Doesn't Allow The Use Of Items While Active**

I want this to be a thing because sure the easy way would be not have an item in hand but while excavating you don't always have that privilege and I often find my self placing blocks or things down that I then I have to stop and mine if it's too high or remine with the excavator which if you mining out an arena can be obnoxious at times

**Suggestion Author**

@urban kindle

**Approved by**

@vestal charm

tawdry condor
#
**Rebalance or remove some post-ml armor sets**

After Moon Lord, there are 6 main armor sets: Lunar, Tarragon, Bloodflare, God Slayer, Silva and Auric Tesla. The problem is while Lunar and Tarragon are used for 3 and 4 bosses (respectively), Bloodflare is used for 2, and the rest only 1 (1/2 for God Slayer).

While these armor sets are cool and fun to use, using an armor set for 1 boss and then immediately ditching it straight after feels like a waste, especially when most of the time the next armor is a near-direct upgrade to the previous tier.

Vanilla doesn't have this problem (as much) because a) there are less armor sets in general and b) some armor sets have a use much further in progression than when they were acquired (like titanium, for example).

**Suggestion Author**

@quartz rock

**Approved by**

@vestal charm

tawdry condor
#
**Give Anahita a better spawn mechanic**

In the lore she is meant to lure you in to kill you and feed you to Levi, not for you to have to kill an 'enemy' for her to awaken. It would make more sense if the method to spawn her was not based on attacking her, rather something more similar to being lured in.
A different method to change her spawn could be: To interact with her and have a dialogue option like "Listen" or something which spawns her."

**Suggestion Author**

@zenith venture

**Approved by**

@vestal charm

tawdry condor
#
**Add Ashen/Ancient Chair to the Auric Toilet crafting recipe**

Auric Tesla Armor requires Cosmilite, Tarragon, Bloodflare and Silva armor, while Auric Toilet only requires Cosmilite, Botanic (Tarragon) and Silva, Calamity Mod does not have a Bloodflare Chair, however, so the next closest chair is the Ashen/Ancient Chairs, adding either one will keep the Auric Toilet's crafting recipe similar to the Auric Tesla Armor.

**Suggestion Author**

@latent zenith

**Approved by**

@vestal charm

tawdry condor
#
**Make the Armoured Digger an Actual miniboss instead of just an Enemy With high Hp**

right now the armoured digger is just there, its not an enjoyable fight at all and it doesnt have that much reward (minus draedons remote and arsenal components but thats it) and its a shame because its a really cool enemy imo and has a lot of potential, so i have a way of making the armoured digger an actual fight

Add more attacks: adding more attacks then just dash and drop debree would make the fight better like adding some sort of laser projectile it shoots or something a long those lines
you could also make it have a dash phase that makes it have a speed boost but lose defence

Adding more loot: right now when the armoured digger dies it doesnt drop anything unique (apart from draedons remote) so adding some weapons it can drop will make it actually worth a fighting for some loot (not too much)
(the reason i say the draedons remote isnt worthwhile is because it summons buffed mech bosses, which is cool when you first get it but gets a little stale after a while, arsenal parts are also cool but there are easier ways of getting them (chests) and the amount you get from the chests are pretty high amounts)

**Suggestion Author**

@woeful spruce

**Approved by**

@vestal charm

tawdry condor
#
**Unique comments from Scal dependent on certain names**

This is a very niche suggestion which would make Scal say unique comments based on your name but mainly only lore names such as Calamitas, Draedon or even Yharim. After all Scal already has so many comments she says during her boss fight. This would only cater to people who perhaps like secrets or just want to use lore names when playing the mod.

**Suggestion Author**

@past prism

**Approved by**

@vestal charm

tawdry condor
#
**Give super dummies configuration options**

Some of these options could include defense, dr, debuff immunity etc. This could help with properly testing dps and would be a good qol feature.

Not sure how hard it would be to program though.

**Suggestion Author**

@quartz rock

**Approved by**

@vestal charm

tawdry condor
#
**Add minor visual tweaks if computer time set to June 1st**

06/01 is Calamity Mod's birthday, this is a good opportunity to have small edits that show Calamity's history and how much have been changed. NPCs could get unique phrases, the background and clouds could have some red letters or balloons, items could just change their name and description to reference older times.

**Suggestion Author**

@queen linden

**Approved by**

@vestal charm

tawdry condor
#
Add servant interactions in the DoG battle besides the fight in between the 2 phases

In my opinion DoG is one of the least difficult and most repetitive "major boss fight" post ML, sure the sprite, music, lore and all that is awesome but past the first fight you'll notice that besides the occasional laser wall all it does is chase you and shoot some lasers. As a way to spice the fight a bit there could be some new attacks the DoG can do by way of summoning his servants for a short time to try to throw the player off balance and overall make it a more entertaining fight.

Some ideas: when the DoG is charging straight at the player it also shoots lightning at the position of the player like storm weaver. In the laser wall section the ceaseless void spawns shortly to throw its spheres and get the player distorted, then leave. While its throwing lasers at the player a beam locks to the player and a few seconds later Signus charges a few times in a straight line and then leaves.

I know some players might already be struggling with the regular DoG fight but this new attacks could be added in revengeance or death mode, after all death mode is supposed to be as hard as it gets in calamity and if I'm being honest I don't think DoG stands up to Providence or Yharon in terms of difficulty or replayability

**Suggestion Author**

@ripe burrow

**Approved by**

@vestal charm

tawdry condor
#
Add a maximum depth at which the jungle arsenal can spawn.

Reason: It's supposed to be a jungle spawn, in the jungle, not sometimes bordering hell with demons flying at you. See picture, this happened in a large world.

**Suggestion Author**

@sterile spoke

**Approved by**

@vestal charm

tawdry condor
#
Create a large natural area of the dungeon for CV and Polter fights

Reason: At the moment, when you get to the Ceaseless void and polterghast fights, you need to mine out a huge area of the dungeon to fight them in. This end up being time consuming and if the arena isn't created well there can be a buff to the boss increasing speed and damage due to active block count. If there was a naturally generated arena, like in the jungle temple for golem then it would be much more practical and avoid unfair deaths to bosses.

**Suggestion Author**

@tacit dagger

**Approved by**

@vestal charm

tawdry condor
#
**Super Dummy Size**

Add some way/configuration to make super dummy’s larger. Some weapons such as the monsoon have a large vertical area where the projectiles can hit, and some of the projectiles could miss the dummy, providing a false dps. This small feature could be a nice improvement to help you show your dps with some of those weapons that may have a larger projectile spread than the current dummy size.

**Suggestion Author**

@grand salmon

**Approved by**

@vestal charm

tawdry condor
#
**Provide Signus and CV with unique armor sets like Storm Weaver's**

Currently, Storm Weaver is in a weird spot among the Sentinels, being the only one with an armor set locked behind it. Despite that Prismatic Armor is technically a patreon item, this still doesn't make sense from a gameplay standpoint.

Currently, there's little to no reason to refight Ceaseless Void and Signus unless you are looking for obtaining/upgrading very specific items such as Cosmic Kunai, Arcanum of the Void and Statis's Void Belt, and as such these two bosses have a very very dimished impact on progression, while Prismatic Armor's unique functionality can lead to a variety of unique strategies.

Giving these two bosses their own armors could give people more reasons to fight them other than for the next boss's summon, and making these armors unique could lead to more interesting strategies and setup variety

On top of this, Post-Moonlord as it currently is is very barren and linear in terms of what setups (especially armor sets) to use. You go from the Luminite armors to either Tarragon, then a boss and a few refights later Bloodflare armor which you immediately discard after DoG for Godslayer Armor, a set which in turn is discarded half a boss later for the next upgrade, after which are all combined into one amalgam of all of the above, with a grand total of three alternatives spread across Post-Moonlord's long, tall and barren progression tree.
So, a few extra specialised armor sets could be beneficial, especially with the upcoming power curve flattenning potentially delinearising this last stage of progression.

that said, some ideas to top it off because why not:
For Void: an extremely tanky summoner set, with a large part of its tankiness tied to a group of vulnerable dark energies

For Signus: a rogue armor working with the way in which you are moving

**Suggestion Author**

@glacial tide

**Approved by**

@vestal charm

#
**Control Blunder Booster's damaging aura with accessory visibility**

As someone who has photosensitive migraines, the red-white flashing of Blunder Booster's aura means I can't use it at all. I suggest that when the accessory visibility is toggled off, the aura is removed, along with the damage within its radius if necessary. This would allow users who suffer from photosensitive health conditions such as myself to make use of the accessory without causing issues. Users who just dislike the rapid flashing would also benefit.

**Suggestion Author**

@paper hamlet

**Approved by**

@vestal charm

#
**Make it so SCal has a little break after the BH**

I don't know, it just feels unfair when you went through a hard bullet-hell and then you immediately get a hit because Calamitas shot a projectile/dashed into you. Maybe you should add a little break for her, like 10 frames? It will definitely give a player some time to prepare for SCal herself

thanks to Blast

  • Why don't you use timers and lighting?
  • Because timers are quite expensive plus nobody likes to bang with timings and wiring
  • But you can use watches/timer on ur phone!
  • Good argument but SCal might not give you a chance to look at the time before the dash/projectile
**Suggestion Author**

@orchid frost

**Approved by**

@vestal charm

#
**Make Invisibility potion not go away when getting hit**

The mod makes invisibility potion give a bunch of boosts to the rogue class, however if you get hit as seen here you'll lose the buff. Thankfully its upgrade, Shadow potion, does not have this problem, so why does invisibility potion get its buff removed on hit?
Making the buff stay would make it a reliable potion to use as the rogue class and not have to consume lots of them to keep the buff and make it more useful overall.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
__**Fargo's Both Evils mod enabled at world creation disables the generation of the evil island.**__

The evil island is generated to compensate for the lack of that evil in your world. Since Fargo's Both Evil's mod allows for both Corruption AND Crimson to generate in a single world, the island is essentially rendered obsolete/redundant aside from maybe an easy source of Demonite/Crimtane.

**Suggestion Author**

@weary silo

**Approved by**

@vestal charm

tawdry condor
#
sunken sea should be leak proof

the sunken sea could have a layer around the bottom to stop all the water leaking out. at the moment for me a lot flows into adjacent cave systems or starts floating.

**Suggestion Author**

@north bane

**Approved by**

@vestal charm

tawdry condor
#
**Greatly increase Draconic Swarmer Spawnrates in early-PostML Jungle, make Efflugent Feather drops rarer**

Currently, Draconic Swarmers pretty much solely serve as an alternative source of Efflugent Feathers. However, they are so incredibly rare that they're almost never considered worth farming for. The easy solution for this is to subtly increase the spawnrates so that you can amass usable amounts of Efflugent Feathers in a reasonable amount of time...

...however, the Swarmers have the potential to also do silent storytelling, and tease the Dragonfolly's boss fight. If, instead, the Swarmers can be found in spades in the jungle (especially on the surface), not only attacking the player but also other enemies, possibly accompanied by "nest" worldgen structures all throughout the surface jungle, they could help liven up the place- and also foreshadow the Dragonfolly fight.

To balance this out, the droprates of Efflugent Feathers from the swarmers should be drastically decreased, so that the Dragonfolly is still worth fighting as an Efflugent Feather source.

Bonus: if a player is carrying Exotic Pheromones in their inventory all Draconic Swarmers gain increased aggression towards that player

**Suggestion Author**

@glacial tide

**Approved by**

@vestal charm

tawdry condor
#
**Allow pets to give very slight buffs and/or debuffs**

I honestly feel like pets are completely overlooked in this game, and I'd really love to see some use for them in the future. However this is implemented doesn't matter, but I feel as if giving pets a slight use would be a pretty fascinating addition to the game, considering it would allow for more unique strategies. I don't really have a lot of other info I could give about this idea, but I think the point kinda sits in the title. Idk, just a thought I had.

**Suggestion Author**

@safe jasper

**Approved by**

@vestal charm

tawdry condor
#
**Make "The Underworld" and other similar lore items effect whole servers**

1) Makes it so the server owner automatically can toggle these lore items and it effects the whole server
2) or add an option in world creation that makes it so these lore items effect the whole server
3) or make it a per-player toggle so that that player personally doesn't accidentally summon WOF/Hive Mind
In multiplayer as a summoner is it incredibly annoying when my summons accidentally spawn the WOF and the like.
Sometimes new players to the server accidentally break some of the spawns.

**Suggestion Author**

@noble sleet

**Approved by**

@vestal charm

tawdry condor
#
**Change how the slime god drops gel**

At the moment, sg just drops loads of individual gel items at once, which causes ridiculous desync on multiplayer, lasting up to more than a minute. Changing it to a single stack or it dropping from the treasure bag would solve this

**Suggestion Author**

@marsh wind

**Approved by**

@vestal charm

tawdry condor
#
**Increase the accuracy of the clockwork bow**

It's not that the clockwork bow is a bad weapon by any means.In fact,it can probably reach 2k dps on a single target.It's the accuracy of the bow.This bow can only reach these dps numbers on large enemies or worms.Problem 1:can't hit nothing Most post moon lord enemies and bosses are not large enough for this weapon to hit them with every single arrow(making this weapon highly inaccurate and therefore,overshadowed by many other weapons that have better accuracy).The innacuracy of this weapon might make it unappealing to some players and the accuracy also makes it highly unreliable.

**Suggestion Author**

@hushed lark

**Approved by**

@vestal charm

tawdry condor
#
**An item to prevent the Cultists from spawning outside the dungeon.**

Honestly, surprised this hasn't been added yet. I mean, we have items preventing the spawning of Perforator and Hive Cysts, Voodoo Dolls from Voodoo Demons, and the Anahita Lure. Yet one of the easiest bosses to accidentally summon, the Lunatic Cultist, has no item to prevent the cultists from spawning? Well, either that or just make it so the item makes them unable to be damaged while favorited. Sure, while you could just manually block the dungeon entrance to stop the cultists from spawning, it'd be much more convenient to have an item in the lines of the other anti-accidental boss spawn items. Nothing worse than accidentally summoning that annoying plague doctor-masked dude when you just wanna rematch Polter.

**Suggestion Author**

@brazen steppe

**Approved by**

@vestal charm

tawdry condor
#
**Make Victide Bar placeable**

For some unknown reason victide bars cannot be placed, unlike any other metal/alloy in the game; that is an issue of inconsistency.
Yes, I checked #bugs-read-pins, #changelogs and #suggestions-voting.

**Suggestion Author**

@queen linden

**Approved by**

@vestal charm

tawdry condor
#
**Tweak/simplify certain boss titles and summon messages**

A number of bosses have unnecessarily long titles in-game, which may increase confusion when talking about them - for example, Providence, the Profaned Goddess; Polterghast's extra names; and Jungle Dragon, Yharon. I suggest shortening Providence to "Providence" and Yharon to "Yharon." Polterghast's extra names could be turned into an April Fools exclusive.

Some summon or death messages are also strange, including Desert Scourge, Calamitas Clone, Astrum Deus, and The/A Dragonfolly (although the latter makes slightly more sense.) I would suggest fixing DS and AD's triple summon/death messages respectively, and possibly removing The/A from Dragonfolly's title.

Just a random thought.

**Suggestion Author**

@woven knot

**Approved by**

@vestal charm

tawdry condor
#
**A way for more than 1 shrine item to be obtained per world.**

Here's another one I think should've been implemented a while ago; Shrine items are completely non renewable once you've taken them once. You accidentally trashed them? Too bad, you're never seeing them again unless you make a new world! Playing multiplayer? Looks like it's time to fight to the death over who gets that Luxor's Gift, now isn't it? I think you can see my point. I'm not sure how exactly this issue could be fixed without defeating the whole purpose of the shrines. Maybe NPCs could sell them for high prices at fixed game progression points, maybe they could be in specialized chests that trigger flags allowing said shrine item to be found elsewhere once the chest has been opened once, I'm honestly not sure. Point is, this issue really needs addressing somehow.

**Suggestion Author**

@brazen steppe

**Approved by**

@vestal charm

tawdry condor
#
**Allow Astral Sand (and possibly Sulphuric and Eutropic Sands) to be used as ammunition for the Sandgun and the Sandstorm**

The Sandgun is a pretty well known weapon for its somewhat unique way of attacking, that being using actual sand tiles and hurling them up at the enemy.
The Sandgun(s) can use Sand tiles as ammo, but can also use Ebonsand, Crimsand and Pearlsand, with the added bonus of the latter three piercing the enemy.

With that in mind, how come the 3 (1 of them being a falling sand tile with an existing Sand Ball sprite, being the Astral Sand) new sand types not get this treatment, or atleast inclusion in the ammunition group? This gets wierder when you look at the Sandstorm, an upgrade to the Sandgun, showing clear knowledge of this weapon and its unique properties.

I suggest to include the 3 Calamity Sand Tiles, and perhaps giving them a fresh gimmick (be it a DoT, faster projectile speed, and the likes), to allow the Sandgun to get a fresh indirect "Buff", increase the likeliness players would visit the 3 biomes to acquire these Sand blocks for the use of the weapons, and to make the mod more consistent with the game.

**Suggestion Author**

@wise patio

**Approved by**

@vestal charm

tawdry condor
#
**Add a rogue buff station to the game**

All other classes have a placeable furniture piece that, when interacted with, provides a general, class-based buff for 10 minutes. Melee has the Sharpening Station, Ranged has the Ammo Box, Mage has the Crystal Ball, Summoner has the Bewitching Table.
It would be nice if rogue had a similar buff station, that would provide a general buff useful to both spam and stealth rogue.
Not only would it be a great addition in terms of consistency, it would also bring some appreciation for the rogue class and influence players who are playing/want to play the rogue class.

**Suggestion Author**

@distant mason

**Approved by**

@vestal charm

tawdry condor
#
Specify what metal detector is searching for

If I'm looking for iron, but the metal detector weighs titanium higher than iron, I'm going to see that titanium is nearby which isn't helpful. A GUI to attach personal weights to each item that can be detected by the metal detector would improve QOL

**Suggestion Author**

@fresh forum

**Approved by**

@vestal charm

tawdry condor
#
**Animated cores and essences**

Cores and essences (ie essence and core of eleum/calamity/chaos/sunlight) are in some ways calamity’s version of souls (light/night/the mech souls) and since souls were eventually made animated, why not essences and cores too? It would add consistency and fix the odd look of floating unmoving items. It could be a full animation or just a simple effect like pulsing, up to you guys really.

**Suggestion Author**

@obtuse birch

**Approved by**

@vestal charm

tawdry condor
#
Boss bar changes

Changes requested:
Total hp of segmented boss (ex:EoW) Or total boss hp once arms are defeated on specific bosses (ex: skp and skeletron)
Reason:
Ok so say you are doing an intense boss fight and the boss has segments or arms (kinda like EoW, and skeletron) If you want to see the boss's actual health you must hover over the boss itself. This is problematic in single player if your player char is low (yes I know percentages exist) you cant see the actual health of the boss without possibly dying so make it so for bosses with arms/must kill extras that once those are dead, it displays the heath of the main target (like other bosses). This, if possible, would be a nice QoL feature - I think.

**Suggestion Author**

@hoary brook

**Approved by**

@vestal charm

tawdry condor
#
Shield of Cthulhu Upgrade

In right hands, using it counter-attack ability, this could help to dodge a lot of attacks in pre-hardmode and some people succeded to use it even till mid-hardmode. It works like dashing to an enemy, giving him damage, and finally knocking him and you back with no damage. It is also a preferable choice in no-hits, because it gives you i-frames to skip the damage and continue battling. Using Asgard's Valor, for example, will also give you i-frames, but instead of bouncing off and knocking enemy back, you will just go through it, so you will have a little more chances to take damage after that. SoC have a slow cooldown and a little dash length for balancing purposes in pre-hardmode, and so can't be used against top-tier bosses, for example, Yharon.
I know this sounds pretty oddly to use SoC in the top-tier - even when small amount of people(as I see) thought to use the ability to actually dodge the attacks with counter-attacks in pre-hardmode, but I think, if to make this one correctly, it would make a real one alternate way to beat the bosses.

**Suggestion Author**

@livid tapir

**Approved by**

@vestal charm

tawdry condor
#
I think dashes from accessories like shield of Cthulhu should be able to be used vertically as well as horizontally

This would allow much more convenient positioning around boss attacks, currently the dodge is most effectively used when flying directly above a boss or when fighting bosses that have falling projectiles such as crabulon and hardmode giant clam, however lingering boss attacks such as the brimstone elemental’s laser beam and spazmatism’s breath dont allow players to make much use of the i-frames provided by the dodges, its the same problem with worm bosses charging directly at the player. It would also allow players to position themselves around horizontally fired projectiles instead of needing to perfectly time immunity frames
The change could also allow a quick change in vertical momentum instead of waiting for the acceleration/deceleration from wings to kick in to change direction, allowing players to make fast decisions about their vertical positioning to better dodge boss attacks

**Suggestion Author**

@lean elk

**Approved by**

@vestal charm

tawdry condor
#
An item, accessory, or straight up mechanic that allows summoner to directly control their minion's attacks and positioning.

i believe that this will help alleviate what i believe is summoners biggest issue, summoner more so than other classes feels like just a bystander, dodging attacks. there's no real engagement, not a fight, just a survival. but this change will make summoners have to invest effort into the attacks at the boss, as well as provide a greater sense of engagement to the player by directly involving their input into the fight itself
i believe that this change will also add to summoner as a class, by giving it a proper identity. in this new mechanic, summoner will feel like a leader commanding it's summons rather than them just doing whatever, it will also allow summoners greater control over their attacks, where currently they're suggesting where their attacks go, now they will really be dictating where they go.

**Suggestion Author**

@shadow locust

**Approved by**

@vestal charm

tawdry condor
#
**Correct ore slime spawns**

Currently the Bloom and Cryo slimes both spawn in the caverns layer despite their respective ores being exclusive to the underground ice and jungle biomes respectively (yes uelibloom can technically spawn anywhere but the chat message when it spawns implies it belongs there, and mud is uncommon elsewhere) which is inconsistent and looks very odd, seeing an icy slime in totally ice free areas or a planty slime in caves with little to no plantlife just looks wrong. It would also prevent the slimes from cluttering your inventory with ores that you may not want when you're simply trying to get other items or cavern enemy drops.

**Suggestion Author**

@obtuse birch

**Approved by**

@vestal charm

tawdry condor
#
**Buff or Rework Momentum Capacitor**

Momentum Capacitor (https://calamitymod.fandom.com/wiki/Momentum_Capacitor if you don't know what it is, I don't blame you) is an obscure accessory that is sold by the bandit. It summons a small electromagnetic field that gives a 15% dmg boost as well as a movement boost to the rogue projectiles that go through em, an interesting gimmick that is simply not worth using due to the following:
-Its outclassed badly by old die, emblems (yes even avenger emblem), Ruin medallion and possibly even raider's talisman due to their boosts not needing a gimmick.
-Corrosive spine, and electrician's glove have far better and more consistent gimmicks, none of these items are worth replacing by capacitor
-It occasionally boosts boomerang's speed so much that they don't return due to the projectile despawning.
-The radius of the field is too small and can't be repositioned until expired
-Stealth cost is too high and inconsistent, other items (Boosters, Spectral veil, and Sand Cloak) consume 25% stealth while this one 30%

Buffing the item to have its boosts be more meaningful as well as having the cost be consistent with other items and/or as well reworking the item to be more useful would make this item more worth using (and buying)

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Buff Aureus Cells**

Aureus Cells are an obscure boss drop that serves as as a Mana, Mana Power and Mana Regeneration Potion at the same time. It also serves as an ingredient for Astral Injections (and the Astral Beacon, for worst-case scenarios).

However, that's not enough to make it stand out, or at least worth the grind. Everything beneficial about Aureus Cells themselves can be obtained through other means, even before fighting Astrum Aureus.
That's why I suggest giving Aureus Cells their own buff, combining the Mana Power and Mana Regeneration effects into one buff slot, something like "Aureate Mana" (I'll use this name for reference later on).

Such change would make them a great drop for Mages. With their own buff, Aureus Cells would stack with Mana Power and Mana Regeneration Potions, providing more options for Mages that wish to improve the base stats of the class. Furthermore, uniting the Aureus Cells bonuses under one buff would free up a buff slot, which would be great for people who are struggling with buff management or that wish to use the aforementioned strategy (stacking buffs).
Combining "Aureate Mana" with "Mana Regeneration", for example, would take just as many buff slots as the current Aureus Cells, but with a significant mana regeneration bonus over the latter.
I feel like that would improve it as a boss drop and provide a fair, moderate alternative to the Astral Injection - while also not buffing the Aureus Cells directly (since they'd still give the same effects).

Elaborating on the Astral Injection dilemma, some Mages just don't use them often. They're somewhat niche, given that "mana potion" Mages would rather use potions that are consumed automatically, and "mana regen" Mages don't usually have a need for such absurd mana regen/don't like the Mana Sickness debuff.
Reworked Aureus Cells would make for a more moderate and versatile buff while not surpassing Astral Injection in quality.

**Suggestion Author**

@distant mason

**Approved by**

@vestal charm

tawdry condor
#
**Add voice acting for bosses with dialogue as a setting.**

As someone who loves lore and reading dialogue from characters, it really bugs me that I'm barely able to read the dialogue spoken from bosses. I feel it would be a neat idea to have an option to enable boss voice acting.

Having voice acting would be extremely helpful because the dialogue is incredibly difficult to read what the bosses are saying while trying to dodge/beat the boss. It doesn't help either that the dialogue text is extremely small on larger monitors which I have.

We have already seen a few examples of voices being made indirectly with the mod. Examples of voice acting has already been shown in the intro of the music video of "Stained, Brutal Calamity" (SCal), end of "Left Alone" (SCal), and the end of "Boss Rush Tier 3" (Draedon). (Possibly even more, but I do not recall more examples at the moment.)

Having voice acting will hype up the final bosses even more as it would feel a lot more personal if the bosses spoke directly to the player while in battle with a voice.
I've talked to a few people about it and it seems to be a 50/50 split if people want it or not, which is why I'm suggesting it as a setting in the config, as some people don't feel like it would fit in with Terraria. Another solution to this would be to bind the setting to turn it on and off in a key bind, so you could enable/disable the voice acting in-game instead of opening the menu to enable/disable it. (It could have a volume slider for the voice acting as two key binds as well.)

**Suggestion Author**

@small walrus

**Approved by**

@vestal charm

tawdry condor
#
**Make worm bosses unable to attack, ie deal contact damage and fire projectiles, when their anti-chesse coiling resistance is active**

This has bugged me for a while, especially with Asrum Deus's second phase. The 2 worms are uncoiled well before they stop taking minor damage, and will happily put mines and shoot at you, while you only deal 1 damage to them. Deus is just a severe example, with the way the boss works. Some bosses, like the Destroyer, are much less effected by this. Oddly enough, DoG doesn't have this problem.

**Suggestion Author**

@dense spindle

**Approved by**

@vestal charm

tawdry condor
#
**Limit Scal's attack range to prevent unnecessary NPC slaughter**

Not sure if this is a bug or not, but whenever I attempt to fight Scal, stray attacks like the brimstone gigablasts and the bullet hell attacks always end up massacring my NPCs, which is frustrating because it takes at least 2-3 nights for them to all return, and when they do, they're all in different places than I wanted them to be in.

My town is sort of close to my scal arena, but it's not close enough that it's remotely within my immediate vision during the fight, so it seems unnecessary that Scal's attacks should be able to reach that far to kill NPCs.

To fix this I suggest limiting her attack range so that her attacks only do damage to entities within the player's field of vision or an area slightly larger than it. This change could also apply to multiplayer so that additional players trying to cheese the fight by being outside the cube are still affected by bullet hells and attacks, but any NPCs are still safe as long as they aren't within any player's immediate field of view.

**Suggestion Author**

@errant falcon

**Approved by**

@vestal charm

tawdry condor
#
**Add items that increase grab range**

With the removal of buffs on lore items there is a void of items that increase your grab range. I think that increasing grab range was a very useful buff for these items and should be re-introduced somehow.
My first thought was a Demon Heart like item that permanently increased it but another thought could be changing the enchanted butterfly to increase it instead of going to pick up the items for you.

**Suggestion Author**

@earnest rune

**Approved by**

@vestal charm

tawdry condor
#
**Make Duke Fishron weapon drops be counted as nature weapons**

Duke Fishron can be considered a nature boss due to his origins in a "natural" biome (the ocean), Duke Fishron's weapon drops are based off of this natural design, and similar bosses to Duke, such as Aquatic Scourge and Anahita & Leviathan, have their drops counted as nature weapons. So, why aren't Duke weapons counted as nature weapons?

**Suggestion Author**

@novel patio

**Approved by**

@vestal charm

tawdry condor
#
**Make the Travelling Merchant rarer and make it sell counted materials that scale on how far you're into the playthrough**

The Travelling Merchant becomes increasingly useless the more you advance into the mod (Especially since the only modded item he sells is the Frost Barrier), so I'd raise the rarity of how often he can spawn at the start of each day from 22.12% chance of spawning to a rarer 10-15%, and make it sell different modded and vanilla materials (But not ores) along with the normal vanilla (mostly vanity) stuff.
Examples: After WoF is defeated and the astral meteorite appears, make him uncommonly sell a Titan's Heart or some stardust along his normal shop items.
After Calamitas is defeated, make him rarely sell 1 to 3 units of Ashes of Calamity or a small amount of abyss materials.
After the Brimstone Elemental is defeated, make him rarely sell 3 to 6 Unholy Cores.

**Suggestion Author**

@paper field

**Approved by**

@vestal charm

tawdry condor
#
**Nerf rare elemental in a bottle**

Just make them heal less like holy crap i know it takes up an accessory slot and the healing projectiles aren't too fast but but holy crap i can let so many things hit me in the face and within like 5-20 seconds of chilling out i'm back at full health

**Suggestion Author**

@jaunty kayak

**Approved by**

@vestal charm

#
**Add Hardmode environmental effects in Death Mode**

The environmental effects are, in my opinion, one of the features that make Death really stand out. Unfortunately, from mid pre-Hardmode onwards, they're not really a problem and a cool difficulty gimmick is basically abandoned.
This is why I suggest adding Hardmode environmental effects. Here's a couple examples.

The Astral Infection is a biome that, despite its nature-warping properties, doesn't really have any effect at all on the character.
Which is why I think that being in the Astral biome should give you a passive debuff (something like "Astral Conversion") that reduces the player's max HP. This loss grows exponentially over time, until it hits the cap.
Defeating Astrum Aureus weakens that debuff, or unlocks a potion/structure that can negate this effect for a few minutes, and defeating Astrum Deus removes the debuff from the biome entirely.

Likewise, the Jungle should have a passive plague debuff after the Plague befalls it and before the Plaguebringer Goliath is defeated. After a while in the Jungle, the player starts to lose HP, and this effect grows exponentially until it his its cap. As mentioned, defeating PBG would make the debuff disappear from the biome completely.

These changes not only make sense in the context of Death Mode, but would also help solidify the connection of the biomes and bosses to the world, showing the effects of their presence in the environment.
Also, I want to point out that the aforementioned examples are merely ideas, the suggestion itself is just "Hardmode environmental effects".

**Suggestion Author**

@distant mason

**Approved by**

@vestal charm

tawdry condor
#
**Fix Clam Crusher's collision**

Clam Crusher has a minor but very irritating issue, where firing it from the ground in any direction other than almost straight up will cause it to hit a block instantly. Simply adjusting its hitbox, or making it go through blocks for a few more frames, would solve this and improve its usefulness as a weapon for regular enemies alongside the Eutrophication effect.

**Suggestion Author**

@woven knot

**Approved by**

@vestal charm

tawdry condor
#
**Implement Calamity's Summoner Staff QoL Changes into Vanilla Summoner Staffs**

Calamity makes its summon staffs have a fast use time as well as auto-cast, while vanilla summon staffs are left in the dust. This makes vanilla summons even worse in comparison to the calamity summons purely based off being annoying to recast every time you spawn or want to switch summons. Globalising the QoL changes will make staffs more consistent among each other as well as making vanilla summons less annoying to use.

**Suggestion Author**

@modern timber

**Approved by**

@vestal charm

tawdry condor
#
**Buff certain Vanilla summoner weapons**

A large amount of Vanilla summon weapons (especially hardmode ones) are completely left in the dust by Calamity's updated roster of weapons. Whether it be bad AI (pygmy, tempest) or lacklustre damage (spider, deadly sphere), most of the time it's just not worth using a completely inferior weapon. Some weapons do hold up (imp, xeno, cell), but they are in the minority.

An AI rework would probably help most of these weapons more than a straight damage buff, or (some)Vanilla summons could ignore the Calamity damage penalty, so they could be used in multiclass playthroughs (like in Vanilla).

**Suggestion Author**

@quartz rock

**Approved by**

@vestal charm

tawdry condor
#
**Rename the Dragon Egg (the Yharon summon item)**

Reason is simply due to the fact that it shares the exact same name that an item in Vanilla does. Renaming it wouldn't be hard at all (could even be something simple like adding Jungle to the beginning) and would reduce any potential confusion.

**Suggestion Author**

@old glade

**Approved by**

@vestal charm

tawdry condor
#
**Remove or Rework Dried Seekers**

To simply put it, they add nothing of value to the Desert Scourge fight, as they are only a hazard while you're on the ground, which is already extremely hazardous due to the Scourge itself. Taking them out of the fight would make immediately refighting the boss a bit less tedious since the seekers tend to linger around after the fight and take awhile to fully clear out. If fully removing them isn't preferable, they could be moved to the Sandstorm since the event doesn't have too much new content in pre-hardmode.

**Suggestion Author**

@old glade

**Approved by**

@vestal charm

#
**Add recipe for Ultrabright torches involving Sea Prisms**
  • They have very similar colors.
  • Sunken Sea is very bright cave.
  • Those are a few of only torches that can't be crafted.
**Suggestion Author**

@queen linden

**Approved by**

@vestal charm

#
**Fix monolith light source crafting costs**

For some reason, the monolith candelabra, candle, chandelier, lamp, and lantern all cost way more materials to make than other furniture sets' do (even in this mod).
Other candelabras cost 6 of their respective material and 3 torches (monolith is 15 and 3)
Candle cost 4 of the material and a torches (monolith is 12 and 1)
Chandeliers cost 4 of the material, 4 torches, and a chain (monolith is 12 and 4 without a chain)
Lamps cost 3 of the material and a torches (monolith is 9 and 1)
Lanterns cost 6 of the material and a torches (monolith is 18 and 1)
By the way, other monolith furniture item costs are normal which makes these super weird.

**Suggestion Author**

@inner lotus

**Approved by**

@vestal charm

#
**Aquatic scourge natural spawn health bar shouldn’t appear until you hit it**

When your out at the sulphuric sea (fishing, grinding, etc.) and aquatic scourge naturally spawns I feel it’s kinda useless to have the healthbar there unless you choose to attack it since it’s passive before you attack it.

**Suggestion Author**

@earnest musk

**Approved by**

@vestal charm

tawdry condor
#
**Establish various Sunken Sea materials and items more into the game in various other areas**

The Sunken Sea is a modded biome added by Calamity with minor prevalence at the start of the game and Early HM, Providing with 3 new material types (Sea Prism, Prism Shards, and Mollusk Husks)

The issue with these materials is their very limited use:
Sea Prisms are used for a singular (and small in comparison to other areas) weapon tier and a potion, Sea Shards are used in conjecture to Sea Prisms, and Mollusk Husks are used for a grand total of 4 items (Prismalline and the Mollusk Armor) leaving them highly unused when compared to materials of the likes of Phantoplasm, Depth Cells, Stardust etc.

My suggestion is to scatter these items into more use throughout the game, to allow for more interesting Sunken Sea content and to give a bigger reason to revisit the Sunken Sea more often (and therefore, find the various Item Drops that are hidden from players, like the Eutropic Scimitar)

**Suggestion Author**

@wise patio

**Approved by**

@vestal charm

tawdry condor
#
**Change the Magic Mirror Sound effect**

The idea behind this is just for qol sakes. It just feels like the magic mirror sound effect is just too much at everything. When the volume is quiet it feels like the specific sound can be heard even across a room, and when you're wearing headphones, it has the potential to make you go deaf. So something softer would be nice.

While this is a complaint/suggestion I should probably tell Relogic, It could be nice here too, since this mod already alters some vanilla aspects.

**Suggestion Author**

@primal whale

**Approved by**

@vestal charm

tawdry condor
#
**Add Boss Rush to the Boss Checklist**

Despite being considered an event, even with its own progress bar, the Terminus Boss Rush event is not present on the Boss Checklist mod's checklist. Adding it to the checklist would make it consistent with other events and stop a fair amount of new players (who rely on checklist) from missing the event.

**Suggestion Author**

@old glade

**Approved by**

@vestal charm

tawdry condor
#
**Boss Rush improvements**

I know that its getting changed in 1.5, but we're focusing on 1.4.5.007 BR and we don't know if these issues will get fixed

Boss Rush overall feels quite unbalanced (weapons is a topic for another time) and weird (and even unfair at times) I propose some changes to overall improve it and why:

  • Make bosses that change they time to day change it to noon or at least a couple of hours after the current time, as it is sometimes too dark to spot things depending on the arena
  • Make EoW segments coiled because they can sometimes spawn on top of you due to the way they spawn and how long EoW is
  • Add some reactive DR, tiers 1 and 2 feel like a pushover due to stuff simply dying too quickly even with a lack of damage investment
  • Change BoC to not telefrag, telefrags are unfair as seen here (Andromeda hitbox does not matter, check where the dmg numbers are) https://cdn.discordapp.com/attachments/516928309058076672/901312542255747122/telefrag2.mp4
**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Add an upgrade to Blazing star**

Unlike the other 2 pre-WoF weapons (Cinquedea and Kylie), the Glaive line just has 1 upgrade being Blazing star, the others have a hm upgrade and a post-ML one (Kylie > Frostcrush Valari > Celestus and Cinquedea > Stormfront razor > Deific Thunderbolt). Adding an upgrade to this weapon would not only be consistent with the other 2 but, will also be useful in expanding rogue's arsenal and perhaps fill a spot where rogue weapons are lacking.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Add post-DoG sentry weapon**

The last sentry obtainable being just post-Polter is lackluster compared to hardmode, where you get new sentry after every major bossfight. Also one of sentries in post-ML is RIV, which is a little sad from perspective of variety and creates a huge gap between other two sentries.

**Suggestion Author**

@queen linden

**Approved by**

@vestal charm

tawdry condor
#
Indicate Phase transitions for Bosses on the Health Bar

It will be very comfort for observe boss progress and help, when boss change phases out of the monitor

**Suggestion Author**

@swift bane

**Approved by**

@vestal charm

tawdry condor
#
**make ranger ammo usage correlate with weapon use time**

Use of ammo is not usually an issue with ranger, but some weapons use more ammo than it seems they should. One particular instance that stands out to me is the Clock Gatlignum, which unlike it’s downgrade, clockwork assault rifle, has a chance to consume ammo every bullet fired, rather than every time the weapon is used. More instances of this are the Astral Bow, and the Astreal Defeat. Making this change would provide parity with vanilla weapons that fire in bursts in this way. I know this can be mitigated by using mods that provide infinite ammo, but it would benefit those that don’t use QoL mods.

Also, there should obviously be some exceptions to this proposed change, such as extremely slow weapons that fire multiple projectiles like Infinity.

**Suggestion Author**

@winged laurel

**Approved by**

@vestal charm

tawdry condor
#
Make an option to disable multiplayer respawning during boss fights (via a toggling item preferably)

One of my favorite ways to enjoy calamity and other mods is usually with a party of around 3-4 friends. However, I find that most boss fights end up being cheesed or ruined due to constant respawning, which breaks difficulty in multiplayer. I think it would be a simple easy addition that most masochistic calamity groups would like.

**Suggestion Author**

@amber glade

**Approved by**

@vestal charm

tawdry condor
#
**Make the player unable to mine/craft with the alchemy table pre skeletron**

The alchemy table can be used to make most buff potions with blood and makes for a great boost in a players arsenal. unfortunately one is able to get the alchemy table pre skeletron, by diving down in the dungeon and picking it up. This causes players to get a big boost in stats when it was not intended, and one can even get these potions pre-boss, which is not intended.

Maybe make the blood orb potion recipes locked until skeletron has been defeated and/or make them only locked in rev/death+?

**Suggestion Author**

@timid lintel

**Approved by**

@vestal charm

tawdry condor
#
Give Demonic Bone Ash to the Red Devil

Demonic Bone Ash is mainly used for Zerg potion. However, I feel I can not use this potion safely until after some Mech Bosses are defeated. Just do to the amount of enemies on the screen, most will be overwhelmed in pre-hardmode. So this had me thinking on why it isn't dropped by hard mode enemies as well? I run into the issue where when I want start using Zerg potion, I would need to have already farm a lot of the Ash before hand, or deal with normal demons spawn rate taken away by the hard mode versions of enemies.

I run into like one Armored Digger a playthrough, let alone farm it to find to get the 2-4 Demonic Bone Ash to drop. So that is defiantly out of the question. Bone Serpent feels like a rare spawn when you are in hardmode and Demon and it's Voodoo part basically gets replaced with the Red Devil, which does not drop Ash for some reason. Having Red Devil drop this ingredient would off set the swarm of slimes and bats I would normally see when using a Zerg potion in the underworld.

**Suggestion Author**

@whole cedar

**Approved by**

@vestal charm

tawdry condor
#
**An option to turn off Reactive Damage Reduction for bosses in the configs**

I find it annoying to have dps seemingly randomly be messed with makes nuke builds feel like wet paper, even worse when you have downtime with it. This can make average players like me, even in a group, take that problem boss and make it a huge wall that eats everything with no explanation other then we dont do enough damage.

...And guess what 'more damage' does, not much at all.

For those that don't know it, it leads a horrible thought pattern on the isolated player(s) level.

For average players it's just confusing trash. Imagine if you got tired of a boss and hyper farmed a damage build to shorten the fight as much as possible into a small stressful maybe more fun skirmish but you ended up seeing not much change despite what your dps should.

BUT it should still be an option, default on unless dictated by smarter, more experienced people otherwise.

**Suggestion Author**

@vale hornet

**Approved by**

@vestal charm

tawdry condor
#
***Profaned Soul Crystal should change at night***

-The Profaned Soul Crystal is a very fun endgame accessory. However, there is one thing that would make it even better: If it changed at night the same way Providence herself does.

-It already inflicts nightwither at nighttime, but the item would be aesthetically more pleasing if it turned blue/white in the light of the moon. It doesn't make sense that Provi has this ability when the soul crystal does not. Some of the profaned mobs, like the stationary Profaned Energy also have attacks that turn blue/white.

**Suggestion Author**

@topaz compass

**Approved by**

@vestal charm

tawdry condor
#
**Allow the Sons of Yharon summoned by the Godly Soul Artifact to be controlled by the right-click minion targeting**

Currently, the nuggets from the GSA don't follow the minion targeting system added by Calamity. This is irritating in specific situations (eg. targeting a specific brother in the Scal fight). Fixing this would be a small QOL change that makes a lot of sense.

**Suggestion Author**

@quartz rock

**Approved by**

@vestal charm

tawdry condor
#
**Allow some sort of dash override**

So I’ve been playing calamity a lot recently, and I noticed there’s no way to choose which dash activates if you’re wearing multiple, which is a huge inconvenience if you want the statis’ ninja belt dash but also the defensiveness of the asgard’s valor, because the dash will always be the worse valor dash as opposed to the better belt dash.

**Suggestion Author**

@silent mantle

**Approved by**

@vestal charm

tawdry condor
#
**Make Profaned enemies gain blue tinted flames at night like how Providence does**

It would simply make them more consistent with Providence herself gaining blue flames at night, along with the projectiles shot by Profaned Energies which already turn blue at night. This would also likely apply to the fireballs shot by Impious Immolators.

**Suggestion Author**

@old glade

**Approved by**

@vestal charm

#
**Provide More Options Of Pre-Boss Underground Lighting Gear**

Currently Death Mode underground blindness (cavern level) become workable around 2/3 light levels. While several light gears option are available, some of them can be unrealistic: Campfire (stationary, had to break and pick it up constantly); Shadow Orb (most people break 1-2 in fear of evil bosses, drop at 20% chance and first attempt don't work); Magic Lantern (timing and high gold cost pre-boss); Mining Helmet (good) and Shine Potions (require finding glowing mushroom)

Except for Shine + Night Owl which will negate the blindness, the only other real option is Mining Helmet especially when exploring for Life Crystal. Thus it always feels like just 1 light level short of making the blindness feels workable, or alternatively making Crimson Heart/Shadow Orb guaranteed to drop alongside the weapons on first heart/orb break works too

**Suggestion Author**

@drowsy mantle

**Approved by**

@vestal charm

tawdry condor
#
*Make the Yanmei's Knife have a different sound effect on hit that fits it better.*

Yanmei's Knife is (in my opinion) a very satisfying thing to use because of its clean swing animation and the satisfaction of maneuvering around (even if you're a ranged class) to get in that valuable debuff/buff. However, the sound effect it produces on hit (being the same as the deathray/adrenaline sound effect) does not match the weapon at all. It doesn't match the swing sound effect and does not make sense for a quick knife slice to make the same sound on hit as a death ray/activating a powerup.

I suggest that on hit, it should be a clean slash sound effect that falls out into another sound implying its poison application (sort of like the Toxic Flask sound effect on hit being the breaking of the glass falling out into the gas sound). This would make it feel much more like a quick toxic slice you sneak in during the fight to land its good buffs/debuffs.

This is by no means an important change, but I feel like it would be a nice quality change that would make using Yanmei's Knife feel much better.

**Suggestion Author**

@tribal spear

**Approved by**

@vestal charm

#
**Make the Mana Polarizer not give negative life regen**

Currently if you have a low enough life regen, the mana polarizer can give negative life regen, which makes you gradually lose health. This becomes very annoying in most situations, as even with a charm of myths / band of regeneration, it still gives negative life regen. You have to take off the accessory whenever you aren't fighting, and it's just an unnecessary inconvenience (there's no real point in having to take it off and put it back on all of the time). The mana polarizer should still reduce life regen to 0, but just not into negatives. For the sake of mechanic balancing, it could simply only give the negative life regen when holding a magic weapon, like how it's lifesteal works.

**Suggestion Author**

@slim bough

**Approved by**

@vestal charm

tawdry condor
#
**Add a way to summon slime rain**

Slime rain is one of the few events that cannot be summoned in calamity, and despite being useless for a lot of things, one good enemy can spawn, the pinky. Pink gel is used for a lot of recipes in both vanilla, and calamity, and it really annoying when you get unlucky and never find a pinky. This is especially annoying for if you need an accessory like the anklet of the wind, or life crystals and you jus can't get it, OR craft it because you can't find or farm pinkies. Summoning item could use the slime crown, and be post king slime for balancing and anti-exploit purposes. I know gastropods drop them in hardmode, but that doesn't fix any pre-hardmode problems. King Slime can also spawn pinkiesm though it is very rare, and comes with the slime rain anyways. Slime rain could perhaps have a boosted chance for pinkies, though it is already better than king slime. Finally, for the sake of consistency, having slime rain by summonable makes a lot of sense, as it is one of, if not the only unsummonable event.

**Suggestion Author**

@slim bough

**Approved by**

@vestal charm

tawdry condor
#
**Give a hardmode upgrade to Heart of Darkness, Laudanum and Stress Pills**

Currently, these three accesories are basically useless except for early pre-hardmode, and even then they're unreliable due to be being rare drops. They are only used for crafting Draedon's Heart which is a bad accesory anyway a post DoG accesory, which leaves a massive gap where they are little more than junk. Giving them a hardmode upgrade would make them slightly more useful throughout the game.

**Suggestion Author**

@quartz rock

**Approved by**

@vestal charm

tawdry condor
#
**Make iron heart have a chance for enemies and bosses to drop additonal hp pickups during fights**

Most of the player base does not use IH it due to how unappealing it is by its own. Currently the majority of the players only use the difficulty alongside Armageddon to abuse items that have effects under certain hp threshold during fights, or just to brag.
The difficulty pretty much encourages to min max (usually offensively) due to the overall lack of survivability, items that are usually a necessity are items with healing effects (lifesteal or direct) of which there aren’t many and are inconsistent making the player die extremely quickly specially where those effects are lacking. This overall limits the player too much unlike other difficulty modifiers and causes low setup variety. Overall (on my opinion) its very similar to Armageddon (but you can take few hits) due to the limitations it has.

Adding a way to consistently heal via health pickups would give a more reliable way to heal across the game, regardless of gear. By making enemies and bosses occasionally drop hearts during combat would provide a more consistent mean of healing for all classes regardless of difficulty and progression, rather than having to wait later until more reliable lifesteal/healing accs or going glass cannon. It would additionally make using items that work under certain % of health more intriguing and easier to use (being able to have their boosts for a while and then return to a safe hp amount for instance) as well as give more room for accessories that don't heal the player or do damage, as well as making more room for weapons without lifesteal, rather than centralizing the mode around items with it. It would overall make the mode more appealing to use on its own and to be more unique.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Give the Butcher (Weapon), Flurrystorm Cannon and perhaps other weapons a visual cue to indicate when it is fully charged, like the Drataliornus**

As simple as the title suggest, giving these weapons a visual cue to when it finishes winding up would not only add consistency with already existing "wind up" weapons (Norfleet's, Starmada's & Drataliornus' particle bursts, and Dark Spark's white / rainbow coloring), but would also help the player know when it reaches its full climax instead of being confused as to when it stops winding up its power, especially since the Butcher (& Flurrystorm Cannon) don't mention that it maxes out eventually, and the other weapons sometimes do not mention a charge up at all.

The other weapons that currently posses Windups and can use an indicator / cue may include:
Flurrystorm, Contagion, Daemon's Flame and Phangasm.

**Suggestion Author**

@wise patio

**Approved by**

@vestal charm

tawdry condor
#
**Make Murasama's size scale with melee speed**

The Murasama is no doubt a powerful sword,but it lacks in something.Range.
Now you might be thinking that this would be too OP,but to balance it out the range would scale with melee speed similarly to how Omniblade's melee speed scales.(Example:+100% melee speed = +25% size).This feature would make Murasama unique to all other weapons (and hopefully be balanced enough to be but in the game).

**Suggestion Author**

@hushed lark

**Approved by**

@vestal charm

tawdry condor
#
**Make Bound NPC's invincible until they are unbound**

At it's current state the goblin tinkerer can be hard to find, and made even more tedious without the help of hunter potions. If you are extremely unlucky however you can watch the poor goblin die to the hands of monsters walking back and forth through him. You can spot him through the corner of your screen, but you may not have enough time to dig your way to him before the skeleton kills him. This is beyond infuriating and would save a lot of time.

**Suggestion Author**

@hollow latch

**Approved by**

@vestal charm

tawdry condor
#
**Add Plague Hive to The Amalgam Recipie**

The Amalgam uses a lot of "creepy" items to create itself, and the plague hive is relatively creepy, and also a cool accessory. If only it wasn't thrown out the window the second you kill Providence.

**Suggestion Author**

@placid wadi

**Approved by**

@vestal charm

tawdry condor
#
**Remove dye plant items from the extra health upgrades**

chances are you're among one of the people who were kept from having any of the 4 extra health upgrades because you had all the ingredients except the plants you threw out because you thought they were for dyes and therefore didn't need them

it stings even more if you actually did turn them into dyes

**Suggestion Author**

@jaunty kayak

**Approved by**

@vestal charm

tawdry condor
#
**Reduce the amount of Ashes of Calamity needs to make Brimflame Armor**

It's quite simple. Calamitas clone drops around 15, and brimflame armor costs 45 in total. This results in the player having to kill Calamitas at least three times in order to craft the whole set of armor. This is tedious to do, and not really necessary; if you can beat the boss once, you can beat it three times. I suggest making the cost five ashes per piece so that you can get the full set of armor on the first kill.

**Suggestion Author**

@slim bough

**Approved by**

@vestal charm

tawdry condor
#
**Lightly buff Hive Mind and Perforators upon the activation of hardmode**

the perforators and hive mind have ichor and cursed flames added to their loot when in hardmode, however they still have the exact same stats and behavior, meaning hardmode items make easy work of them. buffing their stats slightly would also make sense giving the nature of hardmode, and how it makes the evil biomes stronger. (also im not suggesting they get new AI or changes to AI in hardmode)

an alternate route i have for this suggestion if that ^^^ isn't good is adding corruptors and world eaters to the list of enemies that the hive mind can spawn when in hardmode

**Suggestion Author**

@winged laurel

**Approved by**

@vestal charm

tawdry condor
#
**Add an item to prevent Phantom Spirits from spawning Polterghast upon destroying 30 of them.**

Preferably one available right after Moon Lord is summoned. It's just too annoying when you're trying to make a Polterghast arena, but oooh noooo you killed too many Phantom Spirits and now Polter wants you dead. This is especially egregious if you're trying to grind Phantoplasm, where you just get random interruptions by Polterghast whilst trying to grind it en masse. I'm not saying this feature should be removed, as it adds to Polterghast's lore, but an item or config option to prevent it would be nice.

**Suggestion Author**

@brazen steppe

**Approved by**

@vestal charm

tawdry condor
#
**Boost spawn rates of Sea Snails, Giant Shellys, and Crawdads**

(Giant shellys and crawdads in hardmode)
All of these creatures have fairly low spawnrates. The sea snail in particular is extremely rare. While these creatures aren't particularly useful on their own, their drops are needed to make the absorber, a powerful late hardmode accessory. This wouldn't be a problem, except that the spawn rates of these creatures are extremely low. While the giant shellys and crawdads are common in pre-hardmode, if you were unlucky and didn't get their drop (giant shell and craw carapace) before hardmode, it is a massive pain to farm for it due to their much lower spawn rates. The sea snail is unbelievably annoying to farm for in general, due to the spawns getting clogged by many other enemys, and ??? spawning (??? is extremely easy to accedentally kill in hardmode, and currently the only way to prevent it from spawning is the post leviathan lore, which doesn't work in multiplayer). My suggestion is to boost the giant shelly and crawdad spawn rates in hardmode, and heavily boost the sea snail spawn rate in general, to make the process of grinding for their drops less painful.

**Suggestion Author**

@slim bough

**Approved by**

@vestal charm

#
**Add a transparency option for the Adrenaline, Rage, and Stealth Bars in the config**

The meters' can take up a part of the screen. In most cases, they are placed on the sides in order to maximize what the player can see. Adding an option to make them as transparent as the user wants them to be would not only solve the problem of the meters blocking the view, but would also make having them in the center of the screen a viable option

**Suggestion Author**

@covert kernel

**Approved by**

@vestal charm

#
***Add a "Proficiency Farming" Potion***

My suggestion is to add a potion that makes farming Proficiency slightly easier. I know that the whole point of proficiency is supposed to be that basically "the more you use a weapon class, the stronger it will become" but sometimes I find myself lacking in proficiency in some classes, and then having higher proficiency in another... for example, I have done a run of prehardmode, for each class, Warrior, Mage, Ranger, Summoner, and Rogue, with a stat meter of the respective class each time, completely clean slate for each character, and I'd find myself getting higher summoner prof levels than for the rest of the classes... I'd easily get to at least level 5 for summoner, but then for the others, I'd be lucky to barely get to level 4 by the time I beat the Wall. I simply feel like the other classes just don't farm as easily as Summoner does (granted Summoner has always felt like a farming class to begin with) and I feel as tho, with how important Proficiency is to Calamity, there should be at least SOMETHING to make up for the imbalanced proficiency levels...

I'm not suggesting we get rid of Proficiency, nor am I suggesting an option to make proficiency grinding slightly faster, but at least add a potion that makes it slightly, at least SLIGHTLY easier to grind for proficiency. So my suggestion is a "Proficient Mastery" Potion, with relatively expensive pre-hardmode/early hardmode ingredients, so that way it's not as much of a chore to grind.

**Suggestion Author**

@midnight agate

**Approved by**

@vestal charm

tawdry condor
#
**Make Proficiency Actually Useful**

Proficiency is a very cool game mechanic, but is seems completely pointless. Proficiency almost never gives a significant enough damage boost to create a noticeable difference, so often times you say "Oh, cool" and then never look at it again. It seems like an incomplete and ineffective RPG thing that has no impact on the game other than its cool particles.

A change that would be good would either be increasing the amount of damage boost proficiency gives, or making it give additional effects, like maybe for ranger making all projectiles homing.

**Suggestion Author**

@burnt schooner

**Approved by**

@vestal charm

tawdry condor
#
**Add an upgrade or two to the MOAB**

I absolutely loved using the MOAB during the pre-ML phase (especially with the unicorn mount). It was a great way to dodge bosses where wings might have failed, but I was shook to see that it has no upgrades. It’s unique enough in that it would not overlap much with other mobility options, so it would be cool to have an upgrade.

There is no reason to run it over the Seraph Tracers or the standalone wings simply because the MOAB doesn’t even get any more upgrades so it couldn’t compete with that level even if it wanted to.

I suggest it gets at least one post-ML upgrade. If we’re following the reference the MOAB makes (at least I’m pretty sure it’s making a reference), we can easily make the upgrade named the BFB and the one after that the ZOMG.

This of course depends on where the MOAB change lands it in progression (changelog says they made it acquired later in progression), but I doubt they made it post-ML so my suggestion still stands.

**Suggestion Author**

@tribal spear

**Approved by**

@vestal charm

tawdry condor
#
**a texture transition between ash and brimstone slag at the brimstone crags**

Its kinda ugly how abrupt the change is, why not add something like dirt and stone have? In addition, when it improperly generates under ash, itll look like the ash has weight on it.

**Suggestion Author**

@dense surge

**Approved by**

@vestal charm

tawdry condor
#
**Add the ability to trade with the angler**

All NPCs in the game have this option, except for the angler, guide and tax collector, I think it would be useful at the beginning of the game to buy worms or some fish-themed decorations, for example, "Ship in a Bottle", the probability is 1.43% so it will be easier to decorate the fisherman's house, rather than catching it throughout the game, hoping for luck. As you progress, you can add more lures, unique fishing rods, decorations and accessories.

**Suggestion Author**

@pallid crane

**Approved by**

@vestal charm

tawdry condor
#
**nerf the luxors gift and elf melter speed( i dont really know what other flamethrowers get affected by this but i hope you guys will nerf all)**

when using luxors gift there is a very weird speed in flamethrowers( i used elf melter) and there will a massive damage boost to flamethrowers at that stage, it can deal up to a few 10ks dps which is very massive and cheaty

**Suggestion Author**

@vague depot

**Approved by**

@vestal charm

tawdry condor
#
**Reduce the use time of items at the extractinator**

The extractinator is a decnetly useful item, though it's quite annoying to use. Especially if you have lots of excess draedon power cells, and you want to sift through all of them to gain circutry and plating, it can be quite tedious to do. My suggestion is just to increase how quickly you can place items onto the extractinator, just to make this not as annoying, which would give more motivation to use the extractinator in general.

**Suggestion Author**

@slim bough

**Approved by**

@vestal charm

tawdry condor
#
*Give Providence's Holy Ray attack a better visual indicator.*

While me and my friend were fighting Providence, I noticed that I was getting surprise swiped by Holy Rays super often because I couldn't tell when she was going to do them. I know there are indicators such as her slowing down and apparently the crystal in the middle of her sprite has some particle effects (I had to pull up a video to even see this, and I barely even noticed it there), but compared to the Moon Lord's deathray attack (where you can see the top eye open up and start charging), she does not give enough indicator before her Holy Ray attack.

I suggest that the visual indicator for her Holy Ray attack should be made more visible. Making the pink glow much brighter and making the pink charge-up particles more apparent would be a good and simple way to go about it.

I know this is not as much of a concern in singleplayer due to how the Holy Ray works, but it's a real pain to be weaving around her homing flames only to get clapped because she targeted a Holy Ray at my friend and the beam hits me in a fraction of a second.

**Suggestion Author**

@tribal spear

**Approved by**

@vestal charm

tawdry condor
#
**Add other ways to obtain proficiency stats**

Proficiency is an overlooked function that just gets thrown by just saying "oh i got a proficiency level. probably not gonna remember in the long run" So what i thought of was more ways to earn these specific stats that are optional for the player but still go out of their way to feel like proficiency is looked at. by either adding one station or multiple stations that train stats. This'd probably make proficiency feel more "oh hey im here too dont forget me" then just "oh i got a level. probably gonna forget about it later"

**Suggestion Author**

@reef wolf

**Approved by**

@vestal charm

tawdry condor
#
**Add a Terraforming Accessory, similiar to the Supreme Bait Fishing one.**

I like to do some terraforming, mostly huge arenas and some farms too. At the moment, before Moon Lord i have to put on a whole Plat/Gold Armor set, the mining ampule, archaic powder, the ancient fossil and drink a mining pot. If i also plan to build something i gotta get the Gizmo, toolbelt and maybe if im lucky the toolbox, and drink a builder and zen potion. That's a lot, right?

Just like fishing, terraforming is tedious. Would be a lot more enjoyable if i could have all that gear in one accessory, just like the fishermen do! Just combine what I mentioned (add a crafting recipe for the toolbox too) and some souls of light or dark so it's another reward for hardmode, and building the plantera arena won't be as much of a pain as it already is!

**Suggestion Author**

@proper owl

**Approved by**

@vestal charm

tawdry condor
#
**Give the clentaminator an upgrade**

Cleaning out large parts of a world from being corrupted or hallowed, or even making an artificial one of these biomes is a large hassle mainly because the clentaminator is quite limited. A craftable upgrade to it that boosted its capabilities would make these tasks quicker and easier. This would especially be nice for those situations where a spreading biome is encroaching upon your home base, and no matter how many times you take the base clentaminator to it, it just won't go away. A more effective upgrade would make dealing with these invasions less of a chore.

As food-for-thought, ways in which the upgrade could potentially work: Doubling the range, increasing the width of the spray, maybe giving it a chance to not consume solution (this is pretty low priority though because the price of solution is lowered in calamity). This last one is a bit out-there, but maybe the upgrade could act as both a tool and a weapon.

**Suggestion Author**

@karmic pecan

**Approved by**

@vestal charm

tawdry condor
#
**Grant Wormhole Potions I-Frames**

Wormhole potions should be given I-frames as they don't fulfill their function well at all currently. Teleporters are a much preferred option due to the lack of being immediately damaged when wormholeing to your ally, especially with very aggressive bosses like Duke and PBG, and bosses with many projectiles with different trajectories like Aquatic Scourge or Calamitas that your teammate cannot accurately tell when it is safe to teleport over. Walking over to the boss takes valuable time and is a boring downtime in what should be a boss fight.

**Suggestion Author**

@orchid flicker

**Approved by**

@vestal charm

tawdry condor
#
**Move the Biome Blade's biome/event effects to the sword itself**

Currently, this line of weapons is the kind that gives the player absolutely no incentive whatsoever to get close to whatever they're fighting, which as with many projectile swords doesn't correspond at all to what "melee" is supposed to be (e.g. close-range high-risk high-reward combat).

Making the biome/event-related effects, including the projectile changes, be applied only when the sword itself hits a target (rather than the projectiles) might help make the biome blade line less like pseudo-mage and more like actual melee, especially considering many other weapons on every tier fill in the former niche.

To compensate for the higher risk gameplay originating from this, some revisions may be warrranted such as for example:
-moving all the different biome-specific buffs and debuffs to a singular buff that carries over the same functionality
but can be rebalanced to the respective tiers
-giving the main sword more range
-increasing buff/debuff durations

**Suggestion Author**

@glacial tide

**Approved by**

@vestal charm

tawdry condor
#
**Either make the Aureus Spawn actually killable or dodge-able.**

The Aureus Spawn are probably the single worst part of Rev+ Astrum Aureus, as they are way too easy to trigger (Thanks to the fact that they teleport and hang around the boss)and their movement extremely difficult to dodge.
My suggestion is quite simple:
Either make the Aureus Spawn actually killable, or make them easier to dodge, perhaps by making their movements much easier to predict and cause them to run in a fixed direction (aka their movement no longer rotates) when they're about to detonate.

**Suggestion Author**

@bitter mirage

**Approved by**

@vestal charm

tawdry condor
#
**Give the Eidolon Tablet a description**

The Eidolon Tablet doesn't have a description, so unless the player looks it up, or makes a good assumption, it's hard to figure out what it does. Adding a description suggesting it summons the lunatic cultist would easily fix this problem, and give consistency between items.

**Suggestion Author**

@slim bough

**Approved by**

@vestal charm

tawdry condor
#
**Change Titan Heart description**

Currently the Titan Heart description is "Also used at the Astral Beacon", which is sketchy for multiple reasons. First of all, it doesn't reference either it's other uses, or any other items used at the astral beacon (starcore). Second, if the description is referencing the starcore, you always acquire the titan heart BEFORE the starcore, so saying it is "also used at the astral beacon" doesn't make much sense. It also doesn't contain any information about the item itself, eg. "The heart of a powerful astral creature." In all, the also does work, though it is unclear what it is referencing, and so I suggest that the description be changed to better fit it's use, make more sense, and / or give some information about the item.

**Suggestion Author**

@slim bough

**Approved by**

@vestal charm

tawdry condor
#
**Miniboss (e.g. Plaguebringer, Earth Elemental, etc) spawns should be reduced while using a battle or zerg potion**

When I try to farm trapper bulbs with a battle/zerg potion in the underground jungle, Plaguebringers and Earth Elementals endlessly spawn--literally back-to-back--sometimes both at once. I can't even leave a certain portion of the jungle because it's swamped with those minibosses. By the time I'm trying to get trapper bulbs for the extra life (post-Golem, often post-lunar events tbh), it's more of just a nuisance--albeit a large one--than it is an actual threat. I propose that battle/zerg pots have a less intense increase on the spawn rates of these minibosses relative to smaller enemies so that the jungle is still traversable when using these potions!

**Suggestion Author**

@finite sonnet

**Approved by**

@vestal charm

tawdry condor
#
**Throwable non dissappearing weapons should have a distance where they despawn**

whenever you try fight a boss near the jungle sometimes queen bees spawn because stray shots from weapons pierce the larvae in the hives. if there was a max distance a projectile could travel it would reduce the chance of that happening and also create less lag.

**Suggestion Author**

@polar bone

**Approved by**

@vestal charm

tawdry condor
#
Add item or permanent feature for players to not respawn whilst a boss is alive

This is to prevent bosses being easily cheesable especially in multiplayer and would mean that if you die whilst a boss is alive then you stay dead until the boss despawns or is killed. Instead of being a permanent feature this could be a toggelable item do enable/disable this feature.

**Suggestion Author**

@wary canyon

**Approved by**

@vestal charm

tawdry condor
#
Visible Demon trophy frame

make that when you use the demon trophy the frame of difficulty change to a reddish color to make visible that you use the demon trophy in the world

**Suggestion Author**

@eternal latch

**Approved by**

@vestal charm

tawdry condor
#
**Create an item which will show the biome we are on**

That would be very good with creating fighting area for bosses who can only reside in one biome and enrage in other one. This item could be combined with cell phone, and create the new version of this item, something like "smartphone".

**Suggestion Author**

@swift bane

**Approved by**

@vestal charm

tawdry condor
#
**Replace or rework the Wall of Flesh's laser projectiles**

The Wall of Flesh is an incredibly unique boss fight, practically unparalleled throughout the whole of both vanilla and Calamity. And yet, often the Wall ends up being tedious to fight despite its creative core concept.

I think that the worst offenders are both laser types fired by the Wall:
-The blue-purple lasers are released with little to no warning, travelling at such ridiculous velocities in such high quantities so that it's very hard to react in time to them. Consequently, avoiding them tends to be more of a tedious task than a rewarding experience
-The red lasers on the other hand travels slower, but are even spammier giving the player even less time and space to react. The results are similar if not more infuriating.

Overall, neither seem to have a positive impact on the fight, so I think they should either:

  1. be replaced by slower projectile types
  2. be replaced by more telegraphed types of projectiles
  3. be given telegraphs themselves and given unique patterns and trajectories
    Perhaps with the lasers out of the way the Wall can truly begin to shine with all its creative potential
**Suggestion Author**

@glacial tide

**Approved by**

@vestal charm

tawdry condor
#
**Buff DoTs, but make them a more exclusive weapon property.**

DoTs (Damage-over-Time effects) are in an odd spot right now. They provide very little extra damage when on tier, but they’re slapped on almost every weapon in certain (mostly endgame) sets regardless of whether it makes sense (you can see this for yourself by surfing the calamity wiki and checking out the pages for the endgame weapons, or checking all of the weapons from certain bosses like PBG or DoG).

This creates an issue where weapons feel less unique while DoT-specialized weapons can’t be viable without applying a unique debuff of their own. The weapon type that gets hit by this the hardest is the flamethrower type because what should be a defining factor of them (DoTs) is instead just an insignificant afterthought that gets given to a lot other weapons anyways.

I suggest that DoTs be given a buff, whether that be simply a damage buff or the ability to stack multiple of the same DoT. However, in return, I suggest that the DoTs be removed from most of the weapons that they are currently on. Have DoTs only be on weapons if it makes absolute sense or is a part of the weapon’s identity. If the DoT is not a notable part of the weapon, that weapon shouldn’t have it.

This would pave the way for DoTs to be a more defined feature rather than just a source of extra damage that is slapped on any endgame weapon that breathes. The weapons that would retain their DoTs would be more unique and viable with their newly buffed DoTs. It also opens the avenue for more inclusion of effects or items that are based around DoTs (the Oiled effect from vanilla Terraria comes to mind).

**Suggestion Author**

@tribal spear

**Approved by**

@vestal charm

tawdry condor
#
**Sentinels separate lore item**

make a separate lore item of the three sentinels, for collections and lore item, a simple change also for depth about a specific sentinel

**Suggestion Author**

@eternal latch

**Approved by**

@vestal charm

tawdry condor
#
**Change Adrenaline To Buff Its Defensive Component**

As Adrenaline basically requires the player to play flawlessly for 30 seconds straight, while experienced player can get it consistently, it is very hard for new/average players to get adrenaline at all unless real life adrenaline kicks in, and even then it might not help them unless the boss is at very low health already. Thus, it could be interesting that instead of just a purely dps boost, Adrenaline ALSO retain some of its defensive function during the activation to serve as a comeback mechanic for average players.

For example, Adrenaline can have its damage bonus and passive "damage mitigation" component adjusted but additionally granting the damage mitigation during its active duration (you still get damage boost). Adrenaline can also give a small burst of heal (maybe depend of current health) to serve as a respite as except for Regenator and Camper the regen gear and potions are relatively tame (especially considering some long duration dots from bosses, players can regen less than 100 hp throughout the 30 sec required to get Adrenliane with full regen gears and potion). This will make Adrenaline much more comeback oriented and something that the average player will attempt to do as a last resort instead of giving up knowing that they have no way to recover. The change in this direction will also make the passive damage mitigation component of permanent Adrenaline upgrades much more useful instead of just a compensation for losing Adrenaline.

On the other hand, to not feel like its defensive capability are wasted for experienced player, it can be made that Adrenaline grants its original/current version full damage bonus when on full life to retain its offensive purpose.

**Suggestion Author**

@drowsy mantle

**Approved by**

@vestal charm

tawdry condor
#
**Change biome names in worldgen to something that describes how they formed**

when generating a terraria world, the game describes eactly what it's doing. I think changing the text used when generating the sulfuric sea and abyss could be part of some much-neeeded polishing. It's a small tweak that would be nice, and that's about it.

Since the sulfuric sea is a mass grave, I figure something similar to "Bodies in the water" might be pretty neat. Also, new players might want to go in blind. Saying "Sulfur sea" might give a hint and prevent avoiding spoilers. Additionally, the Abyss is something new players might completely miss so perhaps giving them a hint could be cool?

Sulphuric Sea > Radiating/Polluting an ocean
Abyss > Digging deeper in the ocean
Brimstone Crag > Catching on fire (or just something funny)

**Suggestion Author**

@sour leaf

**Approved by**

@vestal charm

tawdry condor
#
**Improve sand tortoise texture and maybe AI and/or drops**

-Sand tortoises don't look very good, they are just recollored tortoises that are 2 times bigger, so they look pixelated and not that great.
-For drops, they could drop either the same drops as normal tortoises, or drop a Fossilized Turtle Shell, like the vanilla Frozen Turtle Shell and would give extra defense or something.
-For AI, it could act like a more agressive tortoise, I'm not too sure about this catagory.

The devs probably haven't changed it because it's a more or less rare enemy (I think), but I see it a ton during sandstorms and it annoys me a bit, I don't know if thats just me though

**Suggestion Author**

@shadow fulcrum

**Approved by**

@vestal charm

tawdry condor
#
**Add Flavour Text to Fabsol's Vodka to Hint the Possibility of it Being an NPC Spawn Requirement**

Although the Drunk Princess is supposedly a "secret" or "easter-egg" character, the combat benefits the NPC give is substantial that it can cause a significant gaps in terms of stats for knowing or not knowing the NPC exist, especially for newer players who are not aware of the NPC existence.

The following factors contribute even more to the unlikeliness for new players to discover the NPC without using wiki:

  1. Fabsol's Vodka stats do not look attractive as to even craft it at all (8% damage but -20 defense on plain wording looks like worse Wrath potion, immunity frame seems weak compare to defense loss)
  2. The players might not have spare housing by the time they own a Fabsol's Vodka in their inventory
  3. They might craft it in pre-Hardmode using blood orb, assume it does nothing and never try it again

Some flavour text on the item that the player can see when looking at Fabsol's Vodka recipe can definitely help them to get a hint for it being an NPC spawn requirement. It does not have to be very obvious, even vague description (like Guide's Voodoo Doll) such as "A sought after drinks by those who came from the dreamt land" will help significantly (someone else will definitely do a better job than me)

**Suggestion Author**

@drowsy mantle

**Approved by**

@vestal charm

tawdry condor
#
**Make the Third Sage's Blessing work when entering a world**

The third sage's belssing from the Hermit's box of one hundred medicins is enourmousely useful, though curiousely it doesn't work upon entering the world, only upon respawning. Though it's not essential, it would make more sense and feel more complete in general, as spawning and respawning are very similar. Simply make the blessing spawn you in with full health.

**Suggestion Author**

@slim bough

**Approved by**

@vestal charm

tawdry condor
#
*Change the way the sentinels of the devourer act after defeating them*

Simply put, the first time a sentinel is defeated, they should drop their loot and fly off the screen. That way, it explains why the sentinels you fought have been weakened for the DoG fight. Only after the sentinel portion of the DoG fight does the status message '[Sentinel] has been defeated' appear

**Suggestion Author**

@pulsar saddle

**Approved by**

@vestal charm

tawdry condor
#
**Buff the frost moon and pumpkin moon weapons after defeating DoG**

After defeating DoG,the Pumpkin and Frost moon enemies get buffed. But the weapons gotten from these enemies don't get buffed! I recommend increasing the damage of the weapons after DoG is defeated. Because the moons are buffed,it would make sense that the weapons would also be buffed. This could also give the weapons more purpose other than just being a source of money.

**Suggestion Author**

@hushed lark

**Approved by**

@vestal charm

#
**Make Boss Ores spawn more frequently depending on how many players are in the game OR make more ores spawn when defeating a boss after already defeating it**

Me and my friends when we played Calamity mod ran into a problem where we couldn’t all craft a full set of tarragon armour since the world didn’t generate enough uelibloom ore and eventually had to cheat the armour in as we had no other choice. I think it would be a good idea to either make more boss ores such as uelibloom spawn more depending on how many players are in the game (more ore will spawn with more players) or make more ores spawn when defeating a boss you have already defeated again (more ore spawns after killing for example the Hive Mind after already defeating it) however the ore spawns slowly start decreasing depending on how many of the same bosses are killed (e.g. if you kill Cryogen three times less will spawn in than the third time) so no one can just fill a world with ores or make ores replace other ores as easy, maybe even put a cap on how many ores can spawn at once. I think this would be a great change as it would reduce the need for cheating and make the mod more multiplayer friendly.
Perhaps instead maybe make the ore slime either spawn more frequently or drop more or their respective ore or drop bars instead)

**Suggestion Author**

@vague willow

**Approved by**

@vestal charm

#
**make polterghast’s map icon rotate, similar to plantera**

this change is more of a parity/consistency thing more than anything else, but plantera’s map icon rotates wherever it looks (only a select few boss icons rotate, including skeletron and skele prime). As polterghast has a movement pattern that is similar to plantera, making it rotate to wherever it looks would look a bit cleaner, and represent what polterghast is actually doing

**Suggestion Author**

@winged laurel

**Approved by**

@vestal charm

tawdry condor
#
**Add To Picksaw Tooltip That "Scoria Ore" Is Located In The Abyss**

Although current Picksaw tootlip do show that it is capable of mining scoria ore, it does not show where the player can find scoria ore.

This means unless the player knows the ore in the abyss is scoria beforehand, they can easily miss the ore thinking that it is some sort of post-Moon Lord ore considering the mob difficulty of the biome or even thinking that it is a block purely to produce hazard (reminiscence to fire block).

An easy way to fix the potential problem is to add extra tooltip to Picksaw to indicate where to find Scoria Ore. For example, Picksaw tooltip can be "Capable of mining Lihzahrd Bricks and the Abyss's Scoria Ore"

**Suggestion Author**

@drowsy mantle

**Approved by**

@vestal charm

tawdry condor
#
**Rework Eldritch soul artifact**

This stat stick is not simply worth making for what it does, the stats are either too irrelevant or too weak to be considered using compared to other better pre-ml items. Why would you use ESA for melee speed when you can just use the Feral claw line? Why would you use this accs on ranger and mage who just get irrelevant stats? Why would you use this over plethora of summoner and rogue items who have the effects, more and even stronger effects?

Reworking the item to give the dmg boost to all classes (although may need number tweaking) in addition to the current effects for the rest of the classes rather than just rogue getting the dmg boost would solve the problem and make it a decent item. Rogue can get a stealth related effect as the artifact gives stats that are mostly specific to one class to be consistent with the rest.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Add upgrades to the Bandit’s accessories**

Many accessories are used very early on and are staples for the rogue class, items that also serve as staples such as raider’s talisman, coin of deceit and the sheaths all get upgrades. Making some of the pre-ml accessories have upgrades combined with other items or shoved into other already existing items would make them have more longevity across a playthrough and sort of reduce the accessory bloat later in the game by combining many of the options. An example I could give is Theif’s dime being combined with or into Greedy ring ring to make an even stronger money grinding accessory.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

paper bramble
#

The Star (⭐) count required for suggestions to be delivered to the Dev Server has now been raised to 270.
(Any suggestions made (and/or posted in #suggestions-posting) prior to this message will still only require 200 Stars.)

tawdry condor
#
**Make Yharon (and similar bosses) start on phase 2 in death mode (after certain requirements)**

What I mean by this is that there could be a feature where if you fail a boss a certain amount of times (or you could make it so it does this if you beat a boss) it automatically spawns in phase 2 of the boss fight, for yharon it would probably have to be tweaked because his second phase starts with him being healed after his phase 1 fight, but for bosses like twins and plantera they could automatically spawn in second phase (in the example of plantera and twins they shouldn't spawn at half hp they should spawn at full hp just in their second phase). why? I thought of this idea because I figured it would add even more challenge to death mode since usually the second phase of bosses are harder, if you went the route to make it happen after defeating a boss it would make it so after the player defeats a boss it isn't a cake walk the second time around once they get new and better weapons.

**Suggestion Author**

@echo moss

**Approved by**

@vestal charm

tawdry condor
#
**Make all bosses that look at you rotate on the map to match where they are looking**

This is basically going off of someone else’s suggestion but I think this list of bosses could do with staring at you on the on the map such as the Eye of Cthulhu when. I think it would look really nice for those that use the map during a boss battle and would be a nice touch. Some bosses though such as Brain of Cthulhu should as they don’t spin in game. Some bosses such as Duke Fishrons map sprite will need to he re-worked for these changes to happen though.

**Suggestion Author**

@vague willow

**Approved by**

@vestal charm

tawdry condor
#
**Reduce item prices to be more in line with vanilla**

It's been a thing for a while than Calamity items are significantly more expensive than vanilla ones, to point when post-plant ranged weapons can easily vary in their price as much as 2x-2.5x (for example, perennial items are 12 gold, while chlorophyte are 4.8 gold, or vanilla post-golem items are 10 gold, while calamity ones are 16-19). It makes reforging Calamity weapons much more pricey deal than Terraria ones. This issue will be worsened by upcoming money making strategies being massively nerfed.

**Suggestion Author**

@queen linden

**Approved by**

@vestal charm

tawdry condor
#
**Make the discount card word on calamity items**

The discount card gives discounts on items from NPCs, though it doesn't give discounts on calamity items, or vanilla items that calamity adds to NPC shops. This makes the discount card feel kind of off, and limits it's use. It effectively makes the discount card unusable for big purchases that you would normally use it on. Basically, just make the discount card work on calamity NPC items, and it would solve the problem.

**Suggestion Author**

@slim bough

**Approved by**

@vestal charm

tawdry condor
#
**Improve the telegraphs for ||Ares's Exothermic laser|| and add one ||Apollo's fireball shots||**

They can just get a simple dust cloud, line or smth, they currently have a sound queue but are you actually going to hear it with everything thats going on or seeing getting into position due to running away constantly? And are you going to see the subtle telegraph for the laser or all of the glowing projectiles that there are present during combat?
||https://cdn.discordapp.com/attachments/465195069406707722/910384124445999124/SPOILER_vlc-record-2021-11-16-22h00m24s-2021-11-16_21-56-31.mp4-.mp4 https://cdn.discordapp.com/attachments/513227386175619102/910712844494987334/vlc-record-2021-11-17-20h06m57s-2021-11-17_20-03-41.mp4-.mp4 || examples

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Rename the "Boss Effect" Debuff**

It's quite a bland and technical name. While it does makes more sense than Boss Zen, it's still not a good name, in my opinion, so that's why I am suggesting a name change.

Something like "Imposing Presence". "The Boss is keeping other enemies away with it's mighty aura". Or something along these lines.

It's a pretty simple change, and I feel like it would be welcomed to make this debuff, that you see with every Boss, much more memorable and intimidating, definetly fitting for a creature that is called a Boss

**Suggestion Author**

@valid relic

**Approved by**

@vestal charm

#
**Make rage and adrenaline upgrade icons toggle-able**

It is a bit off that you see these icons active all the time. Sure they may be useful, but some may prefer the whole look of the bars themselves. It is similar to where bosses can display debuff icons and you have the option to disable them. Making it a config option where you can toggle them or not would be a great cosmetic change. Another way is making them visible via opening your inventory similar to the difficulty indicator.
Since you can change how much the meters shake, doing this would make them more customisable.

**Suggestion Author**

@torpid monolith

**Approved by**

@vestal charm

tawdry condor
#
Let players toggle player speed boosts added in recent update

The latest update massively buffed player speed when moving, building and mining. I believe this was done to speed up the early game, but I think it should be toggle-able in the config menu. My reason being that it messes with the base game progression and makes some early game progress (Such as finding hermes boots or crafting better pickaxes) less impactful and satisfying. It also makes moving around buildings or bases more awkward because its easy to accidentally speed past something you want to interact with. Making it a toggle would let some players speed past early game quickly while ignoring progression, but allow other players to keep the base game progression stable.

**Suggestion Author**

@hollow grail

**Approved by**

@vestal charm

tawdry condor
#
**Add a furniture/construction block set to match the aesthetic of the Sulphurous Sea and its Acid Rain event**

With three different nautical furniture sets (Eutrophic, Abyss, Void), I find it odd and saddening that the Suphurous Sea doesn't have one of its own. Furniture and building materials that match with its acidic/radioactive style would undoubtedly look very cool, and allow you to make neat builds that transition as you descend/ascend between the biomes.

**Suggestion Author**

@karmic vessel

**Approved by**

@vestal charm

tawdry condor
#
**Add a visual indicator that a boss is progressively getting enraged**

As we already have an indicator when a boss is already enraged it could be useful if you are just to far away from the ground for ex. you want to know if you enraged yharon by flying to high from the ground. An indicator like the health bar progressively getting redder or a bar that fills up can be something useful as this lets people know "Oh, the boss is getting enraged, i should get closer to the biome/arena" and not let people just face the enrage boss all of a sudden

**Suggestion Author**

@elder topaz

**Approved by**

@vestal charm

tawdry condor
#
**Disable Blood Moon Spawns on first 5 nights for Death Mode**

Blood Moons boost all spawn rates by 400% and maximum spawn count by 900%. This effect stacks with other spawn rate modifiers.
with this if you get unlucky on death mode you are stuck in a literal permanent death loop if you have no gear early on

**Suggestion Author**

@main flower

**Approved by**

@vestal charm

tawdry condor
#
**make the raider talisman no longer reset or rework it**

the raider talisman reset if you die or exit the game which is pretty annoying to grind back if you want the max out of it, its even worse if you are dying alot or disconnecting from multiplayer , i would suggest it to increase the dmg with constant crit , it increase a decent amount to a maximum when you hit crits and get reduced after not criting for a while , it is still good for crit build and removes the annoying part of grinding for the crit levels or just remove the reseting

**Suggestion Author**

@opaque seal

**Approved by**

@vestal charm

tawdry condor
#
**Reduce slowmode timer in <#225030931008847874>**

please reduce slowmode in #calamity-mod-talk . I know the mods are having not the greastest of times moderating it after the update, but 60 seconds is painful to literally everyone in the chat.

**Suggestion Author**

@tawdry egret

**Approved by**

@vestal charm

tawdry condor
#
**Remove Deathstare rod's tile ignore and reduce it's damage**

So far, I know a lot of people are saying that summoner is very strong. Deathstare rod, obtainable from EOC, should not be ignoring tiles and dealing 33 damage, in my opinion.

**Suggestion Author**

@meager sigil

**Approved by**

@vestal charm

tawdry condor
#
**Make the shrooms spawned by Mycroroot's stealth strike more aggressive.**

Despite its seemingly good potential damage per use, Mycroroot's potential on its stealth strike seems to be split apart between the actual weapon hits and the shrooms it spawned. Doesn't help that the shrooms spawned take way too long to start chasing onto enemies, and their movement is so slow that some enemies or most bosses can just outrun the shrooms before they expire.

Changing the behavior of these shrooms to be way more aggressive (e.g. shortened delay before they start homing, or increased projectile speed) would make the weapon more reliable to use on its stealth strike.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

#
**Increase Eclipse’s fall projectile speed**

Compared to other post-ML javelins this one feels extremely sluggish and only travels at a decent speed when using glove of precision or momentum capacitor, even with stealth strikes. Having the projectile be faster would make it overall easier to land and be more reliable

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Shorten or move forward the hitbox of Lead tomahawks and the iron francisca**

The lead tomahawks and iron francisca have a hitbox that spawns inside the player. which when facing a wall (i.e in a cave) can cause the tomahawk to clip the cave wall and therefore not spawn. this happens in any direction too. so it can cause a lot of problems when early game mining or even in boss fights if you use walls..

**Suggestion Author**

@reef wolf

**Approved by**

@vestal charm

#
**Give NPC's dialogue if the evil biome is near (not consuming the town already)**

This is useful because you at least know "Oh shit, i better cleanse the corruption or crimson nearby". Instead of finding out "huh!? where did all my NPC go.... oh the evil biome". It seems like it would be more helpful to let people know that something is about to engulf their town and they should cleanse the area or build anti-evil biome measures.

**Suggestion Author**

@elder topaz

**Approved by**

@vestal charm

tawdry condor
#
**Make Crabulon's wall of crab shrooms attack spawn relative to the player's position, rather than the boss's**

The title basically explains the change. This is a problem because when gaining high ground on Crabulon, he can do this attack and instantly kill you with no way to dodge it (like telefragging). Another thing that can happen is that the shrooms can spawn below the player, completely trivializing the attack. A better way to go about this is to set the spawn of the shroom wall fixed on the player's position and not the boss's.

**Suggestion Author**

@obtuse apex

**Approved by**

@vestal charm

tawdry condor
#
**Add an option that makes "Malice Mode" optional again, as many items necessary for players less good at dodging are now locked behind it, OR introduce "Adrenaline" and "Rage" to lower difficulties.**

First off: Great mod. I have enjoyed what time I spent in it over the years. However, one of the most laudable things about it has always been that all drops that weren't cosmetic could be acquired in "Revengeance Mode", a difficulty that even casual players can enjoy, given enough time and preperation.
Death Mode only featured pets and little silly items that were not relevant for progression.
Now, its successor, Malice Mode, is necessary for acquiring basic gear like the "Counter Scarf" or the "Crown Jewel".
While this is a good challenge for the very good players who could beat "Death Mode", this change leaves many more casual players, as well as those with worse reaction times, out in the rain.
The mods best new core mechanics, such as "Adrenaline" and "Rage", are now locked away from players such as me. There are players who only just barely managed to beat "Revengeance" through tools such as the "Counter Scarf". Locking this gear into "Malice Mode" means they can no longer acquire the gear that made it possible for them to beat "Revengeance" in the first place. If they want to play the mod now, they either can't access the "Adrenaline" and "Rage" mechanics, or they have to try and make do with what little "Revengeance Mode" still offers them in terms of survivability tools.

**Suggestion Author**

@astral nexus

**Approved by**

@vestal charm

tawdry condor
#
**Make DoG's laser projectiles fade out**

When DoG shoots his telegraphed lasers,they just instantly disappear instead of fading out.This makes the lasers look really bad,so I suggest making them quickly fade out instead of instantly disappearing.

**Suggestion Author**

@hushed lark

**Approved by**

@vestal charm

tawdry condor
#
**Early game dash for normal mode**

Having a dash drop from EOC in expert + is amazing, and it would be nice if there was a way to get that early without it on. If you play on normal, you have to wait until you kill a mechanical boss for the Evasion Scarf. So i would suggest either yet another early game dash item, or a way to get Shield or Scarf in normal mode.

**Suggestion Author**

@neat adder

**Approved by**

@vestal charm

tawdry condor
#
Add a Sentry thats Pushes enemies back

A suggestion of mine is to add something has lesser offensive power, but serves more as a Defense-utility item that pushes enemies back. This gives the player convenience whenever he does something outside of fighting, eliminating the hassle of multitasks whenever possible.

**Suggestion Author**

@proven patrol

**Approved by**

@vestal charm

#
**Add a new independent accessory that allows you to moonwalk while attacking with any weapon.**

While not entirely useful for other classes, the ability to moonwalk (moving around while facing the same direction) is incredibly useful for true melee, and with all broadswords/shortswords being autoswing, the potential for an accessory that allows you to universally moonwalk while attacking is definitely there.

I suggest that there be a new independent (separate from other accessory trees) accessory that simply lets you moonwalk while attacking with any weapon. It could be craftable in late pre-HM, but it could be put anywhere pre-HM.

With this, true melee players can sacrifice an accessory slot in exchange for the ability to kite bosses much more easily, while those who don't care can just run a normal melee accessory instead for more DPS. It's a worthy tradeoff that allows for some more build diversity.

**Suggestion Author**

@tribal spear

**Approved by**

@vestal charm

tawdry condor
#
**Give the Regenator an extra effect that decreases the delay between receiving damage and regenerating health depending on how low the player's health % is.**

The Regenator is a unique accessory that rewards avoiding successive hits with some really good sustain. However, it's not as good as this as it should be due to the massive delay there is between taking a hit and health regen kicking in. This makes it not give enough reward to really be worth using, and this minimal potential reward it provides is not worth the accessory slot it takes up.

I suggest that it gets an extra effect alongside its health regeneration increase that decreases the delay between receiving damage and regenerating health depending on how low the player's health % is.

This not only stays loyal to the general ideas of the reference (The item it's referencing gives more health regen depending on how low the shield % is), but it's exactly what the Regenator needs to make the reward of utilizing its niche worth the accessory slot.

**Suggestion Author**

@tribal spear

**Approved by**

@vestal charm

tawdry condor
#
**Have the reforging cycle between reforges at a fixed pattern on accessories**

It seems to me that you tried to make the goblin tinkerer more consistent, but it still is a gamble that can cost multiple platinum on late game accessories because you have the high level prefixes which increase the cost while not being guaranteed the one you want potentially wasting all of your money due to the reduced ease of grinding.

**Suggestion Author**

@ebon bridge

**Approved by**

@vestal charm

tawdry condor
#
**Add a way to prevent Demonshade armor's Red Devil from attacking**

Not a big issue, but I know it bothers some people, including me.
Currently, the only way to prevent the Red Devil from doing anything is by equipping the Cosmic Plushie, which you not only need to make visible, but you also need a Hardcore character to get in the first place.
What I think would be better is giving you the option of making the devil attack or not, and no need to make a new keybind or anything, just make us have to tap Down twice (like for Stardust Guardian) to enable/disable his attacks.

**Suggestion Author**

@karmic spruce

**Approved by**

@vestal charm

tawdry condor
#
**Use Turn in Melee Weapons**

After some in-game progression, I noticed a lot of Melee Weapons have the Use Turn feature, such as Night's Edge. Not being able to swing backwards makes some fights harder because the player would have to move in the direction of the boss in order to swing at his direction.

**Suggestion Author**

@tawdry egret

**Approved by**

@vestal charm

tawdry condor
#
**Remove the Legendary Challenge Drop tag**

Don't worry, it's not yet another suggestion to let us have Malice items in Rev. or anything.
It's just that the afformentionned Legendary Challenge Drop tag has literally no purpose for existing.
Items with said tag are dropped exactly the same way as regular Challenge drops, so this second way of naming is completely useless.
Just remove it and make all Malice drops regular Challenge drops, is all.

**Suggestion Author**

@karmic spruce

**Approved by**

@vestal charm

tawdry condor
#
**Allow the glide wings from Snow Ruffian armor's set bonus to be dyed the same as its Breastplate piece.**

Visually, the wings from the armor's set bonus are attached to the armor. Having the wings be dyed similar to the chest piece of the armor would help it mix better with the rest of the armor when it's dyed.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Add an indication that this aerospec helmet is summoner specific**

All other helmets show the stats they give, yet this one doesn't show any. Even if the minion slots increase is moved to the set bonus, why not at least say that this helmet gives summon damage? New players (especially those, who don't have recipe browser) will be confused by the lack of the class-specific keywords on the helmet.

**Suggestion Author**

@zinc gyro

**Approved by**

@vestal charm

tawdry condor
#
**Move the Mecha Mayhem part of the Exo Mech closer to the latter half of the fight instead of having it be extremely early in the fight**

Having the Exo Mech gank you all at once at the start of the fight makes the fight feel far too chaotic and makes it incredibly frustrating to try to learn. Adjusting the difficulty to be closer to the back half of the fight instead of having the fight start out at full blast. Just as a rough example: Have Draedon summon the boss you choose, then the first boss despawns at 75-80% and he spawns a different boss, then do the same for the final boss, then after you get all 3 down, Draedon goes "Alright, time for the true field test. After all, these units were designed to be a synergistic onslaught" and summons all of them at once. Basically, instead of the mech count being 1 > 2 > 3, the mech counts becomes 1 >1 > 1 > 3. Then, each mech can go into their extended phase 2 moveset at around 50% HP. This gives the player a chance to fight each boss individually a lot more and helps in learning each mechs' patterns before having all of them go off all at once.

**Suggestion Author**

@lofty harness

**Approved by**

@vestal charm

tawdry condor
#
**Make Malice bosses inaccessible until player beats the regular version**

The huge problem for people right now is trouble understanding than Malice mode bosses are supposed to be finger-snapping on their tier, so they slam their heads against very buffed bosses and complain than Malice is unfair. If it will be necessary to beat boss once before challenging enraged version, then purpose of Malice Mode as rematch thing will be more intuitive and understandable.

If player still wants to fight enrage, the confirmation thing could be added (like using summon item many times).

**Suggestion Author**

@queen linden

**Approved by**

@vestal charm

#
**Make vanilla hooks to be faster, and have more reach**

They feel clunky, they are sometimes a detriment to use, and they lack range. Comparing this to the early hardmode hook in calamity you can get as soon as you enter hardmode, Serpent's Bite, which is better than every pre moon lord vanilla hook out there due to its high velocity, and good reach. Vanilla hooks often go to slowly, which results in bosses being able to hit you with contact or projectiles even if you hook well since most of them can turn around like destroyer, astreum deus, or duke fishron, or you will be hit by many projectiles due to the slow movement of the hook. They also lack range as comparing something like vanilla hooks they lack speed but they don't even have much range to compensate for it such as anti-gravity hook only has 3.125 tiles of reach than Serpent's Bite which is not a lot considering it has 3 velocity points lower than it. They just feel clunky compared to the wide superior movement options with wings, and dashes as they are to slow to use compared to other options, and even the one or two non calamity hooks that are viable that is still out of the many that are currently unviable and sitting in the garbage or chests of a player.

**Suggestion Author**

@elder topaz

**Approved by**

@vestal charm

tawdry condor
#
**Make Encrypted Schematics update their tooltip after they've been decrypted**

The E. Schematics would still show the "Can be decrypted..." tooltip after being decrypted, which would lead to people thinking that the schematic has failed in doing so

A few ideas in mind for the new tooltip would be either to show the decrypted text, add a line that shows that the schematic has been decrypted before, or maybe even both

**Suggestion Author**

@covert kernel

**Approved by**

@vestal charm

tawdry condor
#
**More Pre Hardmode Class Specific Gear**

This is a more general suggestion, But i feel like Pre hardmode is just missing a lot of potential with Mage, melee and summon all not having a single class specific Calamity armor. Mage and ranged only get one for the entirety of pre hardmode. I just feel like in future updates these classes should get some new content so it really feels different, because right now pre hardmode almost seems like a vanilla character with new weapons.

**Suggestion Author**

@main flower

**Approved by**

@vestal charm

tawdry condor
#
**Give Desert Nuisances a Map Icon**

While this problem is mostly prevalent in Malice, Desert Nuisances, or the mini Desert Scourges that spawn within the fight, can be incredibly annoying at times. While they aren't a major threat, they can usually spawn very separate from DS and unfairly ambush you at the start of the fight without any way of defeding yourself. This issue only gets worse with low resolution computers, as they don't have the screen space to see them spawning or coming towards their way.

They can also usually ambush you in ways that almost feel scummy, however, I do appreaciate how this gives a feeling of them working together. All in all, I really wish they could have their map icon added, as this could prevent unfair hits that the player couldn't prepare for at the start or during the fight.

**Suggestion Author**

@valid relic

**Approved by**

@vestal charm

#
**New Post-WoF/Pre-Mech Bosses Mage Set**

With the new Draedon Update, I've noticed that because Forbidden Armor is now Post-Mech Bosses, there is no dedicated Magic Armor set between Pre-HM and Post-Mech bosses, There is such a big gap of progression between Jungle/Meteor (Which can both be obtained Pre-Boss) and Forbidden Armor that I feel like there should another dedicated mage set in between. And yes while there are the class adaptable sets, I've noticed they're pretty unbalanced in terms of progression

**Suggestion Author**

@red turtle

**Approved by**

@vestal charm

tawdry condor
#
**Make the alchemy table work with calamity potions**

The alchemy table is supposed to give a chance to not consume potion ingredients. However, it doesn't work on calamity potions. This feels off, and makes the alchemy table not make much sense. Basically, I suggest to make the alchemy table apply to standard calamity potions as well.

**Suggestion Author**

@slim bough

**Approved by**

@vestal charm

tawdry condor
#
**Get rid of the ||Volatile Plasma bolts|| from Apollo and Ares during the all mechs phase**

This part is considered one of the hardest from the whole fight, due to having all 4 mechs gang up on you; so is a small, fast, hard hitting and hard to see projectile really necessary with all of whats going on? specially cuz other attacks or the mech's bodies even can overlap them. The suggestion is to make ||Volatile plasma blasts|| and ||Apollo’s rockets|| not split into ||bolts|| when you have all 4 mechs at once

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Slightly Un-nerf the Summoner Proficiency Minion Boost Nerf**

The new Draedon Update changed up the Summoner's Proficiency level rewards and completely removed the additional minion slots from the class. Meanwhile, melee still receives a melee speed bonus, magic/mage still receives a mana cost reduction bonus, and range still receives a projectile speed bonus, each of which can be seen as a class-unique, helpful buff to each class. It was questionable that the Summoner got +2 minions at proficiency level 15 (max level), but I felt as though that was fair since you had leveled up to the max level with it. However, +2 minions does feel like a lot from leveling up something random, instead, +1 at the max level would provide this "unique" class proficiency bonus, but would not give a questionable raise in minion amount.

Please un-nerf or slightly un-nerf the Summoner proficiency minion bonus amount change.

**Suggestion Author**

@spark anchor

**Approved by**

@vestal charm

tawdry condor
#
**make cadance potion having heart particle effects a thing you can toggle from mod options**

because the heart particles might not look good sometimes you know, and some people might want to use the potion but dislike the visual effect

**Suggestion Author**

@willow minnow

**Approved by**

@vestal charm

tawdry condor
#
**Please add a weapon between the Nano Purge and Aetherflux cannon (And more gun magic weapons in general)**

I really loved using the t1000 for Yharon and I think the Laser Machine gun line is genuinely the nicest and most satisfying weapons to use and now that it has been moved post Yharon made a big gap between the two weapons. Since we have both wands and books for all stages of the game I think adding more "gun" magic weapons would create more diversity and wouldn't cause harm to add.

**Suggestion Author**

@sacred bear

**Approved by**

@vestal charm

#
**Make Malice Brain of Cthulu teleport further from the player**

I understand that malice is meant to be a difficulty increasing mode to refight a boss, but with defense damage and the speed of brain, it is near impossible to beat, even with hellstone tier gear. I think it should teleport further from the player because right now it practically teleports inside of you and you have no idea where it is going next so you just hope you don't die half the time, and If you are hit it removes all your defense and then just repeatedly hits you without any chance of escape

**Suggestion Author**

@main flower

**Approved by**

@vestal charm

tawdry condor
#
**Forbidden Armor Changes**

The Forbidden Armor is kind of wonky with how summons work in that: "All attacks labeled as summon will deal 50% less damage if the player is holding a weapon belonging to a different class." So if your playing as a mage the set isn't that great as the extra minions are dealing less damage, So part of the set is kinda inhibiting for damage output for mage's, not to mention the set isn't obtainable until after Mech-Bosses now with Draedon update, which I feel the armor is not good enough for the stage of progression you now get it.

SO I propose making two helmets, 1 for Summoner and 1 for Magic, and Changing the armor stat bonuses to be the same as 1.4 Vanilla Terraria's stats, except moving the extra minions to the new summoner varient of the helm of course. This would be a good balance for it's new progression stage and would allow for further optimization for Mage's and Summoner's to increase their damage potential

**Suggestion Author**

@red turtle

**Approved by**

@vestal charm

tawdry condor
#
**Allow Seafood to be crafted earlier in the game.**


As Calamity's push for nonlinearity continues to make things more and more accessible (with the new update even having made Exotic Pheromones and therefore the Jungle Dragon Egg obtainable pre-ML due to the former no longer requiring Luminite and both being crafted at an Ancient Manipulator), the Aquatic Scourge has always been something of an outlier; it is able to spawn naturally, with an item even being present in the game to prevent it from doing so basically from the moment you start, yet its summon item has always been locked behind Hardmode. Given how rare the Aquatic Scourge's natural spawn actually is, this makes it disproportionately tedious to attempt to do the boss prior to its intended progression point, and acts in direct defiance of Calamity's nonstop push towards letting you do what you want, when you want to do it. Allowing the Scourge's summon item to be crafted earlier on would alleviate this issue and allow people to more effectively take on AS whenever they feel ready.

**Suggestion Author**

@sour hornet

**Approved by**

@vestal charm

tawdry condor
#
**Rework Miasma's explosions**

?

Miasma is one of the weapons mage gets from Acid Rain Tier 2, but it's description is somewhat misleading. It's effect is that it releases fast moving clouds that slow over time, before eventually exploding. These explosions don't really occur though, with them sort of just fizzling out, despite the other effect of moving fast working properly. Making it so Miasma's clouds actually explode when they expire would make it a lot more appealing, and accurate overall.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
Change charge usage for lab seeking mechanism from 15% to 10% (or 20%)

Just to be able to use all charges at once instead of staying with 10%, might be useful too for people who check often and dont wanna run back to charge station too often

**Suggestion Author**

@open owl

**Approved by**

@vestal charm

tawdry condor
#
**allow individual elementals to have a passive version**

heart of the elements can be put in the vanity slot to have passive versions of the elementals appear, this should be true for the individual elementals as well

**Suggestion Author**

@warm sparrow

**Approved by**

@vestal charm

tawdry condor
#
**Despawn Boss Minions and projectiles after the boss has been defeated**

Exactly what the title says. It's annoying to get hit or sometimes even get killed by things such as Desert Scourge's Desert Nuisances/Dried Seekers, Crabulon's Crab-Shrooms, or Old Duke's Sulphurous Sharkrons and homing tooth projectiles when you're just trying to manage the loot you obtained or currently farming the boss and needing to wait until every projectile dissipates

**Suggestion Author**

@pallid ridge

**Approved by**

@vestal charm

tawdry condor
#
Buff Reaper Tooth Necklace

100 armor penetration was op in former verisons so nerfing it is reasonable.But only 15 penetration is too weak as a post-polterghast accessory.
Most post-ML enemy have a relatively high defense and 15 penetration almost means nothing to them.
Most weapons benefit little from it too.It can only provode 7.5 more damege per hit while almost all the post-PL weapons have 100+ damege.Even those fast shooting guns gain little improvement from the necklace.I think it is much weaker than Destroyer Emblem now.
Maybe we could buff its armor penetration to 50.That can make it really usefull instead of just a toy.

**Suggestion Author**

@magic gazelle

**Approved by**

@vestal charm

tawdry condor
#
**Restore non-linearity with the mech boss alts (AS and Brimmy in particular)**

As it stands right now, the way the boss alts are fought in progression are fixed due to the early HM rework changes. Cryogen stays the same, Aquatic Scourge's spawner now requires Mythril / Orichalcum Anvil to be made (which is post 1 mech), and Brimmy's spawner (or rather, Unholy Core that is part of its materials) requires Adamantite / Titanium Forge to be made (which is post 2 mechs). This makes the freedom in boss choice at this point of progression a bit more limited.

Allowing the spawners of AS and Brimmy to be accessible right at the start of HM would restore the freedom in boss choices at early HM.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Make the Guide NPC "advice" talk option say about Calamity hidden mechanics**

I would like to see some info about Calamity mechanics in the game with out needing to enter to wiki, for example that you deal 50% less damage with summoners if you don't have the summon on your hand or that if you invest to much in Damage Reduction you get less benefit , etc.

**Suggestion Author**

@floral flax

**Approved by**

@vestal charm

tawdry condor
#
**make the tooltip for malice make it more clear that malice mode isn't intended for full runs**

because some people (like me) might think it's just another difficulty like rev and death at first, which would make sense, and go into it blind, since the tooltip just says it's extremely hard and it wouldn't be hard to change it so it mentions that bosses aren't designed to be necessarily fought on tier

**Suggestion Author**

@willow minnow

**Approved by**

@vestal charm

tawdry condor
#
**item that disables giant clam spawning when favorited**

since lots of items that prevent certain biome specific naturally spawning bosses from appearing were added, it would just make sense to have one that stops giant clam in the sunken sea, since it spawns way too often. it would also be cool to make it despawn faster if far from the player like a normal enemy would, or lower the spawn rate for it

**Suggestion Author**

@willow minnow

**Approved by**

@vestal charm

tawdry condor
#
**Nerf Supreme Calamitas’ damage**

Back in the days of Cal 1.4, Scal’s damage was acceptable because Auric’s two revive abilities made that damage easier to bear. However, with the removal of the Silva revive from half the classes and the complete removal of God Slayer revive, even tanky melee builds die in 2-3 hits to her, which is kind of ridiculous, especially considering her attacks already deal significant Defense Damage.

I understand she is intended to be punishing, but the majority of her attacks do 600+ damage per hit on top of defense damage and debuffs, which takes it a step too far in my opinion.

**Suggestion Author**

@maiden heron

**Approved by**

@vestal charm

#
**Buff Hive Mind's speed on attacks in malice mode**

Compared to the perforator, hive mind is pretty tame and a little less complicated when it comes to how the boss fight plays out. I would just suggest that in malice mode the slow down after the spin for the circle attack doesn't happen and instead instantly goes into the drift where it heads towards the player, this would include slowdowns for the semi circle attack and the nimbus cloud one. It would mean less time to react and a little less jankiness. In general the hive mind should just be a bit faster than what it is now.

**Suggestion Author**

@halcyon cedar

**Approved by**

@vestal charm

tawdry condor
#
**Make || Ares Laser || Account For Player's Fall and Horizontal Speed || (Most Notably Solo Phase) ||**

The title specifically referencing the || horizontal and vertical lasers || , currently the optimal strategy to dodge the attack is by simply falling or moving at extremely high horizontal speed and the attack will always fall behind (that the attack will not even be in the screen as long as you don't go in the wrong direction). This often causes the attack to miss completely and trivialize the attack which is supposed to be one of the biggest limiting factor of the fight (in that it is supposed to be intercepting movement) considering how the other three attacks is dodgeable with straight-line movement and this is the only one that is supposed to stop that.

Making it accounting for the player's current fall and horizontal speed || especially during its solo phase as currently Ares feels the weakest in its solo phase|| when the attack is initiated will make sure that the attack will actually matter in the fight

**Suggestion Author**

@drowsy mantle

**Approved by**

@vestal charm

tawdry condor
#
**Buff Gauss Pistol's functions**

Gauss Pistol is the tier 2 draedon weapon for mage, and it has a similar firing mechanism to Demon Scythe, sending out a shot that waits for a moment before speeding off. Unlike Demon Scythe, Gauss Pistol's damage is fairly average for it's tier, and the "devastatingly high velocity" it claims to have is very easily matched by other weapons such as Demonic Pitchfork. This, combined with a complete lack of pierce and difficult to hit nature, leads the weapon to feeling very difficult to use with very little benefit for using it.

Buffing the shot speed dramatically and improving the damage or pierce of the weapon would go a ways to make it more appealing to use overall in comparison to other options such as Demonic Pitchfork or Wyvern's Call.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Give ||Ares|| More Telegraphing**

From my personal experience with the ||Exo Mech|| fight, it's incredibly frustrating to have to be dealing with all the chaos and then get hit by an insane 200-300 dmg attack that you can't focus on. Like most of the time I have to pay attention to where ||Thanatos|| is blocking off and what projectiles ||Apollo|| are firing, so I can hardly pay attention to ||Ares||, especially with his lack of telegraphing compared to the other three.

It's not a nerf or buff, but it's just there to make the fight more fair compared to how it is now.

**Suggestion Author**

@errant pelican

**Approved by**

@vestal charm

tawdry condor
#
**Add a sound effect indicating that you are too far from Providence**

Darkness was a good indicator of being far away but in exchange it was taking your vision. Flames, a new indicator, at least make sense logically but they are not that visible. Since darkness (my beloved) will never be returned back, and flame is not really a good indicator, why not add a sound to it? Something that tells you "You are burning"

After thinking about it I finally came up with an example: a sound of burning fire getting louder the further you are in exchange of music volume (i don't think that it would be possible to make sounds more quiet). Again, just an example, nothing more

Also flames would be a cool vanity in a form of a dye or something similar

**Suggestion Author**

@orchid frost

**Approved by**

@vestal charm

tawdry condor
#
**Rework the Summoner version of Victide armor**

Currently the Victide armor set bonus allows weapons to shoot a seashell projectile,
But for the Summoner variant the seashell projectile isnt that great due to the summon weapon damage being reduced when not holding the weapon and that they stay after death.
Maybe the summons could shoot out the seashell projectile periodically, or you could just remove the seashell projectile from the set bonus entirely due to it not having much use.

**Suggestion Author**

@rancid nova

**Approved by**

@vestal charm

tawdry condor
#
**Make Phasesabers reflect laser projectiles**

As it stands, these are very cool swords with little purpose. They can be used against the destroyer due to their defense piercing, but it's very risky for little reward.
Giving them a special effect like this makes them viable for all three mech bosses. Also, it's faithful to their reference.

**Suggestion Author**

@hasty hornet

**Approved by**

@vestal charm

tawdry condor
#
Nerf the eye of night summon weapon

The eye of night is a late pre hard mode summon weapon that was dealing over 2k dps. It killed the wall of flesh in under 45 seconds when no used it. Furthermore, I used it to kill all three mechs and plantera, it has yet to be dethroned.

**Suggestion Author**

@inner tiger

**Approved by**

@vestal charm

tawdry condor
#
**Give Elemental Quiver Some Unique Effect/s**

Currently as the Draedon update removed the projectile split from it, Elemental Quiver can be considered quite weak compared to other post-DoG accessories of other classes, comparatively: Elemental Gauntlet (inflict more debuff), Nanotech (inherit all unique effects), Eclipse Mirror (inherit all unique effects), Ethereal Talisman (inherit effect + Mana flower a generally useful effect), Nucleogenesis (unconditional best in slot because you can no longer stack minion slot + debuff)

While Ranger do get a certain new accessory, Elemental Quiver by itself is not a huge upgrade compare to its material Artemis Emblem by only 5% increase Ranged damage (considering the gap between post-Plantera and post-DoG), while it does not even inherit the Arrow Damage from Magic Quiver and more than half of Ranged arsenal are non-Bows

Giving it a new additional effect (that is not projectile split) will make the accessory much more interesting than just +5% increase ranged damage upgrade. The following are some example ideas from me (with no numbers): 1) Increase point blank damage (as the mechanic is very hard to use it will not be a major balance issue); 2) Increase Arrow travel distance (Magic quiver inherit speed only increase projectile speed itself but distance stay the same); or to 3) Apply some form of unique debuff or similar to Ele Gauntlet to Ranged projectile

**Suggestion Author**

@drowsy mantle

**Approved by**

@vestal charm

tawdry condor
#
**Counter and Evasion Scarves should grant cold protection**

They're scarves. Scarves protect from the cold.

**Suggestion Author**

@teal gazelle

**Approved by**

@vestal charm

tawdry condor
#
remove the "earr\*pe" tooltip from the eidolic wail.

r*pe is a VERY serious thing. I know that the tooltip is "haha funny ear pain" but that word makes many people uncomfortable, regardless if they've been harmed or not. it's not something one should joke about. I don't care if you call me "overly sensitive" or whatever, I just REALLY hate anything that makes fun of incredibly serious things like that.

**Suggestion Author**

@pulsar token

**Approved by**

@vestal charm

tawdry condor
#
**Add more use for the wulfrum enemies**

They overall are just a useless annoyance, so why not add some connection or lore with them and some weapon or draedon. I was thinking about having a miniboss spawn after you kill so many. The armor gives barely a buff to your damage at the time and nobody really uses the weapons.

**Suggestion Author**

@spring cypress

**Approved by**

@vestal charm

tawdry condor
#
**Nerf the Belladonna Spirit Staff's effectiveness with armor penetration**

Though the staff itself actually is within reason in terms of DPS, when paired with armored penetration-reducing gear (specifically the Sharktooth Necklace), it becomes overbearingly strong. Using the proper gear, it can do upwards of 300 DPS pre boss (just as an example of how much Sharktooth breaks this weapon, it brings damage against harpies from 3 to 8). It also far surpasses later staves in DPS, including the Vile Feeder and Scab Ripper, which are both obtained after the evil bosses.This weapon could potentially be nerfed by reducing the effectiveness of armor penetration on its damage.

**Suggestion Author**

@atomic crescent

**Approved by**

@vestal charm

tawdry condor
#
**Replace Yharon's old theme with the song's rebirth version**

This suggestion is for the Calamity Music Mod. I feel like the rebirth version of "Infernal Catharsis" was pretty much forgotten. Before the 1.5 update, the song played while fighting Yharon's first phase, right before the buffed Solar Eclipse. But since 1.5, the Solar Eclipse was moved after Devourer of Gods, and now both Yharon's phases are fought back to back. Sadly for his theme, it's old version plays while fighting Yharon instead of the new one

Replace the old version with the "Rebirth" version, because in my opinion I feel like the rebirth version is better than the old one and not forgetting the new version completly.

**Suggestion Author**

@cosmic orchid

**Approved by**

@vestal charm

tawdry condor
#
**Change the Phantasmal Spheres in the Moon Lord malice fight to be SEEABLE**

Currently, they are pitch black. Sure, there's a small blue sparkly highlight, but that is near impossible to see with the pitch black background. There's so many blue particles already, everything just blends in together. You just walk 2 feet and take 200 damage because they are unseeable. This makes Moon Lord way more frustrating than it needs to be, at least let us be able to see what we're being hit by.

**Suggestion Author**

@lean mist

**Approved by**

@vestal charm

tawdry condor
#
**Give daedalus golem staff summons ability to fly through blocks**

I like this summon weapon a lot: it provides good dps, plus the golems don't have to be close to the target, since they have a good range. The only issue I saw is that sometimes the summons cannot get to you, so you are pretty much defenseless in most situations. This also occurs, when I am fighting a boss with small hitboxes (such as CalClone). A simple ability to fly through blocks would solve this issue and allow summoners to enjoy this weapon even more.

**Suggestion Author**

@zinc gyro

**Approved by**

@vestal charm

tawdry condor
#
** Make Worm Bosses Spawn Better**

what i mean in this is that worm bosses (like destroyer and DoG) have 99.9% dr for some time right after they spawn so u cant shred the segments that are stacked on each other. However, the boss can still attack you during this time period, so its basically getting cheap hits in. A way to fix this could be to just spawn the worm head in, and then spawn the segments incrementally after the head, so you dont get this messy jumble of segments. This will make it so that the boss doesnt get cheap hits, and the player cant just spawnkill cheese it either. Another benefit of this is the "animation" will look smoother, like destroyer will look like hes coming out of the ground and DoG will look like hes coming out of a portal.

**Suggestion Author**

@pure anchor

**Approved by**

@vestal charm

tawdry condor
#
**Nerf the health of Oarfish and Chaotic Puffers**

Oarfish has always been a major nuisance due to how incredibly tanky it is. I'm aware this may have been necessary since it's a worm, but even with infinite piercing it still takes ages to kill, due to the restrictive layout of the Abyss itself.
And then there's Chaotic Puffer. Moving it in progression is totally fine, but why do its stats remain post-Polterghast in strength?

**Suggestion Author**

@woven knot

**Approved by**

@vestal charm

tawdry condor
#
**Add an indicator as to how much your defense is currently damaged**

Add a number under/beside your defense UI showing how much your defense is damaged.
Just to help with getting an idea of how fast it goes away and show when you can stop cowarding in a box during goblin army

**Suggestion Author**

@lilac cliff

**Approved by**

@vestal charm

tawdry condor
#
**Increase the Number of Items that Provide Heat Protection**

In deathmode, cold protection is required to go into a blizzard or space at night, and heat protection to go into the underworld or space during day. Cold protection is all well and good, as campfires, warmth potions, hand warmers, or eskimo armor will provide it, all of which are obtainable fairly easily early on. Heat protection, however, has only four items that can be obtained pre-boss (without requiring you to go into hell to begin with): the frost barrier (travelling merchant RNG), obsidian armor (lava level, knowledge that you can blow up obsidian, and also requires your armor slots), obsidian skin potions (also require obsidian as well as fireblossom, which can only be found through herb bags outside of the underworld), and the lava charm (requires lava buckets and obsidian or a lucky chest drop on the lava level of the underground). Compared to a campfire, which needs nothing more than some wood and torches, heat protection is vastly more difficult to obtain despite being arguably more important, and trying to get it can feel frustrating when you can't access two fairly important areas.

**Suggestion Author**

@gaunt birch

**Approved by**

@vestal charm

#
**Make the portal for DOG spawning animation (Both phases) last longer**

When DOG spawns in he comes out of a portal, but it goes away after like 5 seconds and it looks really weird because it disappears leaving you with a bundle of worm unfolding. If it was changed to last longer it would make his spawning look better, more like he's coming out of a portal, and less like it's just throwing him out and spawning him in.

**Suggestion Author**

@zenith venture

**Approved by**

@vestal charm

#
**Make Event spawners non-consumable**

At the very least, the ones you craft, so it's consistent with the Boss spawner update. It's weird how both the Rain and Calamity's one (two? counting Boss Rush) event, Acid Rain, both have non-consumable spawners, but the Goblin Invasion, Blood Moon, Pumpkin Moon, Frost Moon, (frost legion but who gives a fuck about them) and Solar Eclipse don't. Pirates and Martians I get because their spawning methods are sort of thematic at least (much like WoF needing Voodoo Dolls). Martians with the probe, and Pirates since it's like. You know. Finding a treasure map. But I don't really see the point of forcing us to scramble for materials every time we want to do these events, considering the same logic was enough to change Boss spawners.

**Suggestion Author**

@olive shale

**Approved by**

@vestal charm

tawdry condor
#
**Buff The Absorber/Nerf Ambrosial Ampoule**

the Ampoule is a much early tier accessory and it provides 6 defense, 7% damage reduction, increased life regen(+2), light and immunity to debuffs such as chilled, frozen and frostburn whereas the Absorber is a much later tier accessory that can be crafted post cultist and it provides 10 defense, 5% boost to movement and jump speed, standing still boosts life and mana regen, [increased defense,movement speed ** when submerged in liquid**], damage reduction+20 max life and mana, 10% damage reduction and the ability to convert 5% of enemy damage into healing.

Based on the raw stats, it seems absorber wins out however I beg to differ because the Absorber does not have passive increased life regen like the Ampoule has; and in a realistic scenario, you never want to stay still just for increased life and mana regen - same thing with submerging yourself in liquid for the additional buffs you could squeeze out from the Absorber. Another feature that makes the Ampoule better is the immunity to the 3 debuffs listed, because some enemies or bosses like cultist can give you the frozen debuff where you just turn into ice and cant move or attack, that being said the ampoule is overall a much better option compared to the Absorber even at the same tier.

The Absorber could say, inherit the Ampoule’s immunity to debuffs and have the same passive life regen but other things between the two may have to be rebalanced as well.

**Suggestion Author**

@velvet berry

**Approved by**

@vestal charm

tawdry condor
#
**Move counter scarf and king slime's jewel to expert instead of malice mode, or buff them significantly.**

These items did not receive any buffs to warrant their move to malice mode, in fact the counter scarf was nerfed. The counter scarf is very commonly used as an alternative to the shield, not because it is better, but because it provides an alternative playstyle. The jewel provides extra life regeneration, however it is quickly outclassed by other defensive items pre-hardmode. These items should either receive a significant buff and remain in malice mode, or be accessible to all expert players if they remain in their current form.

**Suggestion Author**

@south star

**Approved by**

@vestal charm

tawdry condor
#
**Despawn cosmic guardians when killing phase 1 DoG**

The player may not have enough time to finish them off. They are very annoying minions so why deal with them when the player is preparing for phase 2?

**Suggestion Author**

@torpid monolith

**Approved by**

@vestal charm

tawdry condor
#
**Add a upgrade in between Silencing sheath and Dark god’s sheath**

Early hm would benefit from having an accessory available for stealth generation but currently silencing sheath is not worth using over mirrage mirror. Having an upgrade that improves it an possibly combines some pre-hm stealth item such as the new rotten dog tooth would aid it and it would also lessen the gap between it and its upgrade and be overall a helpful utility on early hm for stealth rogue.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

#
**Add accessories that give benefits for using the point blank shots mechanic**

This mechanic is extremely interesting and fun to mess around with but currently there is no item that makes it intriguing to use other than high damage, having items to expand on the mechanic would not only make it more exciting but also amend the problem of a general lack of accessories for ranger. It also opens possibilities such as one item for example could be part of elemental quiver and have its effects in place of its removed splitting (which was very laggy) function.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Make Ocean's Blessing from Aquatic Heart only go into effect when submerged in water.**

The tooltip Aquatic Heart states that "going underwater gives you a buff." And the name "Ocean's Blessing" would only make sense when submerged in water. However, this buff is granted to you if you are submerged in a liquid in general. Both lava and honey can be used to obtain this buff, which contradicts the item's tooltip and seems completely unintentional given the nature of the buff and accessory. It would make more sense if only water was able to give you this buff.

**Suggestion Author**

@patent gust

**Approved by**

@vestal charm

tawdry condor
#
**Change the way Eidolon Tablets are obtained.**

In the past, having the summoning item for the Lunatic Cultist drop from the Eidolist enemy made sense, as the Eidolists were implied to be some kind of transitional form between Blue Cultist and Eidolon Worm. As of the latest update, however, Eidolists no longer spawn in the Dungeon, and no longer drop the Blue Cultist outfit. Now that they no longer have any connection to the Blue Cultists, it doesn't make much sense for them to drop the item that spawns the Blue Cultist boss.

Instead, the Eidolon Tablet could be craftable, or it could drop from some other enemy that actually does spawn in the dungeon. No matter how you actually obtain it, though, there should be some connection to the Dungeon or the Blue Cultists.

**Suggestion Author**

@boreal turret

**Approved by**

@vestal charm

tawdry condor
#
**Make XF-09 Ares bob up and down**

When fighting the Exomechs, Ares for most of the fight just hovers statically above you even if you move up or down at any velocity. You can't see how cool the sprite is and it looks and feels strange that even if you fly upward at max speed it just moves at the same rate the player does.

I would suggest that the Ares have a small bobbing up and down animation when hovering above you and when you fly upwards at a certain velocity, you would approach the mech slightly then when you lose momentum it returns to the hovering position above you.

**Suggestion Author**

@mint plover

**Approved by**

@vestal charm

tawdry condor
#
***Add a keybind for the exo chair's slowdown***

I find it odd that you are allowed to change the binds for the speedup but not the slowdown. it would be nice if you could change it to a button other than jump

**Suggestion Author**

@molten jewel

**Approved by**

@vestal charm

tawdry condor
#
Nerf astrum deus

The mobility this boss has sometimes is too much to be dodge able. I was fighting the boss and it randomly flys across my screen at light speeds and then turns like micro precisely and hits me. The boss also randomly goes really far away and then when he returns, he’s moving super quick again.

**Suggestion Author**

@inner tiger

**Approved by**

@vestal charm

tawdry condor
#
**Nerf Death Perforators**

The perforators are such a difficult boss for the 6th boss in the game, having a bullet hell constantly raining, an arena editing attack leaving blobs on the field, secondary minion phases, and having one of the weirdest dashes ever. This dash, especially in death mode requires a specific movement to avoid well (Small jump, go down, dash, balloon jump) repeatedly, however with the bullet hell and blob attacks this is extremely difficult to properly pull off with the movement skills available to you at this stage. This boss is just too difficult for this stage and compared to its alternative, Hive mind, seems too intensive. Either the dash or bullet hell needs to be nerfed to make this boss manageable at this stage of the game.

**Suggestion Author**

@main flower

**Approved by**

@vestal charm

tawdry condor
#
**Artemis and Apollo should be able to drop an exo version of the optic staff**

I mean, pretty self-explanatory, I think they should be able to drop a summon weapon, because it makes sense, you can craft a summon weapon using souls of sight, so why not have an exo equivalent that drops from Artemis and Apollo if they’re killed last?

**Suggestion Author**

@soft wigeon

**Approved by**

@vestal charm

tawdry condor
#
**Permafrost Concoction Ice Barrier should provide damage reduction or longer iframes**

I understand that the revive is extremely strong and easily obtainable in early hardmode, but its really frustrating to just get spawncamped by bosses when you die. It would be too strong to have full invulnerability, but some extra survivability to give you a better shot at a comeback would be nice.

**Suggestion Author**

@west nebula

**Approved by**

@vestal charm

tawdry condor
#
**Buff the Ultima**

I've used the Ultima (post-DoG bow) in many of my ranged playthroughs, but never really gotten usage out of it. This is because it simply does not do enough damage compared to bows of the same tier like the Alluvion. And considering how it also takes a long time just for it to charge to get to its highest damage, I think the Ultima should be buffed in terms of damage, its speed is already blisteringly fast but its damage is laughably low. To add to this, the Ultima also requires the Pulse Bow, a rare-to-find item because of the RNG required to get an item from the Traveling Merchant. So buff its damage and also the sparks it creates - it takes 5 seconds for a 16% chance for a 33% damage spark to spawn, that is way too low.

**Suggestion Author**

@sterile arch

**Approved by**

@vestal charm

tawdry condor
#
**Make Cosmolight a Pre-HM Item**

All it does is reduce waiting and isn't that OP, its just QoL and should really be made accessible earlier in the game.

Dies to skeletron
Game: oh no worries just try harder next time
Tries to refight
Game: oh right, yeah about that... there's a small... tiny... 24 minute delay until you can summon it again

**Suggestion Author**

@main flower

**Approved by**

@vestal charm

tawdry condor
#
**Add Config Options for Vanilla Mechanic Changes**

Add config options for the new Tinkerer reforge system and the player movement speed boost, as well as other gameplay changes from vanilla just like the lethal lava config option and chilled water rework. Return old config options such as disabling the mining speed boost as well. I feel these options are not for everyone (Especially the new tinkerer.) and are subjective.

**Suggestion Author**

@stuck basalt

**Approved by**

@vestal charm

tawdry condor
#
**Make Great Sand Shark drop Light and Dark Shards.**

The only real way to get Light and Dark Shards currently is to forcefully turn your Desert biome to both hallow and evil variants, while relying on more RNG for getting the Shards themselves. And considering weapons made out of those Shards are needed for certain endgame weapons anyways (like Onyxia requiring Onyx Blaster and Celestus requiring Equanimity), having Great Sand Shark drop these would make these weapons less grindy to get, while making sure this way of grinding Shards will be purely for catching up on recipes.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Have ornate shield dash apply Chilled instead of Glacial state**

When used to dash through bosses and enemies, dashes provide immunity frames, but Ornate shield dash applies Glacial state, so bosses or enemies you dash through will be stuck in place momentarily, expanding the time at which you overlap with a contact hitbox. You essentially take damage because you're using a dash to escape, changing glacial state to chilled or removing the applied debuff would likely fix this issue.

**Suggestion Author**

@urban carbon

**Approved by**

@vestal charm

#
**Less bullet-hell Draedon fight**

What does this mean? Well, this means to make the Draedon fight less spammy in terms of projectiles. It is unbelievably difficult to avoid all the projects without a world-sized arena or having to adapt for hours on end. Yes, there are telegraphs like lines that appear but this is flawed for multiple reasons:
1 - Telegraphs are incredibly short - fractions of a second before they fire
2 - Telegraphs are hard to see - it is usually a line that is a couple of pixels wide
3 - It is hard to see who is being telegraphed - is it Ares? Artemis? Apollo? Who knows.
Draedon has become so difficult that I would consider it harder than SCal because SCal's bullet hells were easily telegraphed or maneuverable (don't forget the balance changes, too! Draedon's machines now have way more HP than SCal herself!)
So I think they should rework the telegraphs so they are a bit slower for the eye to adjust and see the telegraph. And secondly, the attacks should be toned down. There should still be the attacks but in shorter frequency. Don't get me wrong - bullet hells are fun until they are brutally difficult to dodge through. Even in the lower difficulties, the attacks are still just as spammy and fast-paced, and while they may not do as much damage, they are still very fast and very difficult to dodge. Draedon feels like its difficulty is forced with its fast-paced attacks and punishing amounts of damage, even playing on Revengeance, Expert, or Normal it feels like a Death Mode boss. Expert bosses should feel like expert bosses, so why not Draedon?

**Suggestion Author**

@sterile arch

**Approved by**

@vestal charm

#
**Make rotten dog tooth reduce stealth cost by a percentage or at least a bigger amount**

Rotten dog tooth’s effects are somewhat underwhelming for a pre-hm stealth accessory it has many good traits with the exception of its stealth consumption reduction which is just bad, it makes it only good from the start where the stealth amount is very low but quickly falls off despite being a blood moon item which makes it hard to come by. Having the item reduce stealth cost by a percentage or at least by more points would make it more reliable and worth grinding for.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Make Cryogen’s bullets actually visible**

Me and my buddy are playing in Malice mode and ever since we started our first calamity playthrough almost a year ago, cryogen has always given us trouble, mostly because you are fighting a blue boss, in a majority blue background, with tiny blue bullets. Either just make them bigger or somehow make them easier to see, thanks.

**Suggestion Author**

@limber hinge

**Approved by**

@vestal charm

tawdry condor
#
**Swap God Slayer And Tarragon Melee Helm's Ability**

One of the most challenging bosses to beat right now with true melee is Yharon. The amount of contact damage he does is extremely high compared to that of his projectiles. This works well for the other classes, since you should be avoiding Yharon at all costs. But true melee requires you to get in close, and its almost impossible to survive more than two hits of contact damage (if you're VERY lucky you can tank 3). I propose swapping the God Slayer melee helm's contact damage reflection and the Tarragon melee helm's 10 second contact damage reduction. Tarragon is really only used to fight Polterghast, whos contact damage is very similar to his projectile damage. Polterghast's movement patterns are much more fluid and easy to predict, enabling you to fly beside him and land many true melee strikes. With Yharon, it's quite the opposite. His dashes are much too fast to fly along side of him, and whenever he stands still he blasts out dozens of fireballs. It makes much more sense to give contact damage reduction to the armor set designed to fight the boss with the abnormally high contact damage.

**Suggestion Author**

@minor oak

**Approved by**

@vestal charm

tawdry condor
#
**Make the tracking of Kelvin Catalyst's stealth strike a lot more adaptive.**

As it stands currently, Kelvin Catalyst's stealth strike effect is that the disk briefly starts homing to nearby enemies when it either reaches maximum throw range or after hitting a solid tile.

While the stealth strike is somewhat effective on hordes, the overall velocity of the disk is too low to make its homing keep up with most bosses, with the only exception observed so far being Astrum Aureus, due to its already massive set of hitboxes.

Having the stealth strike homing "adapt" the disk's velocity depending on the target would make the stealth strike overall a lot more reliable and useful, considering the amount of grind you need to do to make it. It'd also line up with its tooltip better, being that the stealth strike makes the disk "sentient", thus a degree of adaptiveness would help signifying that.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Rework Plantera more fightable in a smaller arena**

Currently, fighting Plantera requires a very big arena due to second phase, spike balls, and spore clouds, however; a big arena causes Plantera to also enrage, adding more tedium on top of tedium as the Picksaw isn't obtained yet so jungle grass seeds(which are pain) are required.

How this might be reworked is up the developers but the current state of spore clouds are simply arena checks. A long arena makes the effect of spore clouds disappear and they simply punish the player for not making a gigantic arena. Some options may be to have spore clouds home on the player(similar to SCAL's moons) or to simply remove them.

Phase 2 tentacles are also very problematic as they create a massive hitbox surrounding Plantera. Having them not move(or rotate) in a star would allow dodging and weaving through them much easier and even possible to go in-between the tentacles and Plantera(if they have a large radius) or simply around them(if they have a small radius).

Spike balls can just be removed as they are 100% nullified if you have a liquid underneath you or have a big arena.

Due to all the factors above, the fight forces you to work with larger arena's which can be very tedious to make at this tier due to circumstances. Reworking the fight to make Plantera work better with smaller arena's might make the fight somewhat less tedious to tackle.

**Suggestion Author**

@meager flax

**Approved by**

@vestal charm

tawdry condor
#
**Give malice day providence its normal colours instead of night's**

Right now malice day providence is blue like the night form. Sure its the night form but more intense, but its out off place if you're fighting it during the day

**Suggestion Author**

@torpid monolith

**Approved by**

@vestal charm

tawdry condor
#
**Add an Astral Underground-Exclusive Herb and use it to make this biome more memorable**

Currently, the Astral Underground has very little content to offer, and there's very few incentives to visit it at all. While the biome in its current state is bound to get reworked, it may be a long time before that actually happens and in the meantime the astral UG will stay in the same forgettable state as it currently is in.

A short-term, easy-to-implement solution could be to add a herb exclusively to the underground portion of the Astral Infection, and then incorporate it in various astral infection-themed crafting recipes. As expected, this would give the player a clear reason to venture into this biome.

However, giving this herb unique gameplay interactions could also make exploring this biome a more unique and engaging experience, while still providing an easy-to-implement placeholder solution while the rework is underway.

Perhaps turning the herb into some form of player hazard while still keeping it as a material source could be a way to go about it. Such a thing could make the Astral Underground a more unique explorative experience without too much development effort (considering herbs are incredibly easy to sprite and generation code can just be modified from vanilla) while the full biome rework is still underway

**Suggestion Author**

@glacial tide

**Approved by**

@vestal charm

tawdry condor
#
**Have Fire/Ice/Nature tags not exist when there isn't an alcohol/Eskimo set in your inventory**

This is to prevent text bloat and confusion on those weapons. A newer playing might think that those tags actually do something outside of those specific buffs.

**Suggestion Author**

@meager flax

**Approved by**

@vestal charm

tawdry condor
#
**Give Seraph tracers and above rocket boots and harpy ring flight time back**

For some reason tracers now do not account rocket boots and harpy ring flight time. This makes no sense. Why would you take away two important components to the angel treads away from a direct upgrade?

**Suggestion Author**

@hollow latch

**Approved by**

@vestal charm

tawdry condor
#
**Make a new bug reporting system**

Since there's only one bug chat it gets filled up really quickly and a lot of bugs go unread. Adding more chats for bugs would help filter the content and make it easier to find bugs. Maybe add something like "bugs-discussion", "bugs-reporting" and "current-bugs". People could ask for a fix on a minor bug (such as not music not playing). If nobody could find a solution they could put it in the report area where it would be reported and sent for a review. Maybe there could be a poll system somewhere to ask if there are other people having the same problem too? Then it would go to the current bugs section so people can see if their bug has been posted and reviewed already, and to see if it's marked as fixed. This could kind of work like the suggestion system. Report a bug--> go to the discussion to see how you can elaborate or find a fix (if there is a fix delete it) --> the bug gets put to a poll system to see how many people are having the same problem (maybe to determine urgency)--> once it's posted in the current bug section there could be a list of fixes/something saying that it's been fixed

**Suggestion Author**

@north sparrow

**Approved by**

@vestal charm

tawdry condor
#
**Increase The Sentinel's weapons drop chances**

Currently, every weapon drop chance is 33,33%, while some of them have less than 3 weapons to drop.
That means player with 33,33% chance can obtain nothing except Sentinel's part (Twisting Nether, Armored Shell etc.) from their Treasure Bag.
In my opinion, Storm Dragoon, The Storm, Mirror Blade, Void Concentration Staff, Cosmic Kunai and Cosmilamp should have 50% drop chance.

**Suggestion Author**

@sterile wind

**Approved by**

@vestal charm

tawdry condor
#
**Implement a better summoning method for rematching Skeletron**

Skeletron's current rematch summon is super clunky as you need to:

Get a Clothier Voodoo Doll (Rare drop from dungeon mobs or crafted with Red Hat and Guide Voodoo Doll)
Build a house where you intend to refight Skeletron then relocate Clothier there
Equip the voodoo doll and kill Clothier, then unequip the doll quickly to refight skeletron properly
Wait for Clothier to respawn if you die.

This summoning method used to be fine because you didn't have incentive to rematch Skeletron anyway. However Malice Mode is a thing now and Skeletron has a malice drop. Seeing as Malice is intended for rematches and expects a lot of death, this summoning method is now too clunky. Thus Calamity should implement a more convenient Skeletron summon to make rematches much less of a hassle.

**Suggestion Author**

@errant lagoon

**Approved by**

@vestal charm

#
**Buff Gravistar Sabaton.**

Gravistar Sabaton is still a weak accessory for what it's supposed to do. A hard limit on the fall speed still makes it vastly inferior to the Slimy Saddle and similar fall speed mounts while requiring an accessory slot, something that's practically very important in comparison to mount slots. Buffing Gravistar Sabaton would hopefully make it worth using as either a sidegrade of boots around the tier (like Angel Treads), or just as a standalone accessory.

Some changes that can be proposed:

  • Increased running acceleration, just like most other boots. As mentioned before, this would help making it somewhat of a sidegrade of Angel Treads, focusing more on downwards mobility instead of upwards.
  • Explosion proccing on landing on platforms instead of just solid tiles. This would help proccing the explosion a lot more reliable, which is half of the acc's gimmick.
  • Removing the cooldown on fall speed entirely. This is what makes Gravistar Sabaton so weak, primarily why people won't ever take it over slime mounts. Removing the cooldown the fall speed would also reduce the amount of aspects of the accessory that require a cooldown to just the explosion, making the accessory less confusing and more reliable.
**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Move some items from Malice mode back to Revengence mode**

While the idea of Malice mode (Fight heavily buffed bosses in exchange for cool loot) is sound, I feel that moving almost all the Revengence drops to Malice mode was going too far. The mode certainly fit for items like Yharim's Crystal, Teardrop Cleaver, and other unique and powerful items. It doesn't fit so well for Items like the Crown Jewel, Clothiers wrath, and other items that aren't as flashy. These items mostly owe their strength to abnormally high stats, rather than powerful abilities. These items fit much better in their old space as rare drops (Albeit with lesser stats, and possibly slightly higher drop rates), rather than as rewards for extra-hard bosses

**Suggestion Author**

@stable pagoda

**Approved by**

@vestal charm

tawdry condor
#
**Add an alcohol that boosts ice type weapons**

Cinnamon roll, evergreen gin and fireball boost the other two weapon types: Nature and Fire, ice type which got added doesnt have a way to boost it (outside of eskimo set). Adding a drink (such as Long Island Iced Tea, Banana Stand, Piña Colada, The Saturn, or pretty much any iced/frozen cocktail since well ice) that boosts ice type damage would be consistent with the other damage types. Currently after killing a boss no one is going to be using eskimo to boost em, and an alcohol would allow em to boost em across the whole game

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Make Cryonic Gear Usable Pre Mech**

This makes sense both gameplay and story wise. First, this fixes the recurring issue people bring up of mage not having an armor set pre mech, giving them daedalus armor to use rather than just statigel. Also, it just doesn't make sense that a pre mech boss, summons ore, that isn't minable until post mech, that's be like aerialite requiring slime gods to be dead. Also, by the time you get through the first two mechs you now have access to good armor and weapons since you have souls and all the ores, so why even use cryonic.

TLDR; Make Cryonic gear use Anvil and Hellforge, and be minable using pre mech pickaxes

**Suggestion Author**

@main flower

**Approved by**

@vestal charm

tawdry condor
#
**Give Calamitas Clone a brief delay between the second bullet hell ending and her rapid dash**

As she is now, she's able to dash at you at what feels like the precise instant the final bullet hell ends, which can be extremely hard to react to due to the projectiles you were paying attention to beforehand as well as her ending the phase very close to you; this often leads to taking at least one nearly unavoidable hit. Giving her a ~1 second delay before she initiates her rapid dash chain after the last bullet hell would make the last phase feel much more fair.

**Suggestion Author**

@bleak parcel

**Approved by**

@vestal charm

#
**Disable Rod of Discord during bossfights**

RoD over the years has been a near-essential tool since it’s release in base terraria, giving the player the ability to teleport anywhere on screen, but in calamity this tool has been used as a dodging tool more than anything else. It’s capability to get you out of tough situations surpasses nearly every movement tool and accessory in the game, despite exclusively being a cooldown. Having this luxury has slowly impacted the META of movement to a point where bosses themselves are being buffed to a point where RoD or other unrealistic movement options such as slanted platforms providing free-fall are near-essentials to fight bosses reliably. I’m also not referring to malice. RoD in 1.5 has been assigned to an NPC rather a crafting recipie for 24 platinum in a certain biome. It’s clear enough that devs are aware of it’s strength, otherwise RoD being crafted wouldn’t vanish and it wouldn’t be tedious. Preventing RoD use in bossfights would be a good step towards making fights more consistent and less “run and pray”. Additionally a teleport can be assigned to accessories, however the strength of this item won’t be shut down because of it’s lack of accessibility. And leaving it available will only allow for the difficulty curve of boss AI to be more dominant without its use.

**Suggestion Author**

@urban carbon

**Approved by**

@vestal charm

tawdry condor
#
**Make Ares' arms glow brighter before they fire**

Ares' arms currently do have a visual telegraph where they light up, but it's so faint that it's very hard to see even if you're only paying attention to them (particularly since they already glow), much less in the middle of the chaotic boss fight. This makes it so that you generally have to rely on internalizing Ares' attack timers rather than reading their attack telegraphs, which is somewhat inconsistent when compared to the other Exos. Making them glow or flash noticeably in their respective colors for a brief moment before attacking (like how Thanatos' head produces a white glow when firing its laser) would give you both options of internalizing their attack timers and reacting to the telegraphs, as well as make it very clear which arms are about to start attacking.

**Suggestion Author**

@bleak parcel

**Approved by**

@vestal charm

tawdry condor
#
**Make Anahita use her spear in the bossfight**

Currently, Anahita has no attacks where she uses her spear in any meaningful way. She does point it in your direction when dashing, but that's about it. This just makes it seem like it's slapped on the sprite purely for the looks (which is true).

I suggest making her actually use the spear in the battle. She could either throw it at us, or make it fire a projectile. This would add purpose to the spear in her sprite. It would also add flavor to the Atlantis weapon, as one could think that it's a weapon their enemy once wielded against them in combat.

**Suggestion Author**

@modern walrus

**Approved by**

@vestal charm

tawdry condor
#
**Make wrathwing projectiles not cover the entier screen**

Wrathwing is a post yharon rogue weapon that is pretty much the only viable weapon for the exo mechs / supreme cal. Now the problem with the wrathwing doesn't have anything to do with its stats the problem i have with it is the fact that you can barely see anything on screen with the amount of projectiles it leaves. And considering the fact that your only other viable option to beat the exo mechs / supreme cal is the final dawn, your pretty much screwed as a rogue player. What I'm suggesting to fix this is to lower the projectile amount and increase the damage so then it equals out that way you can still have the same damage except now you can actually see things on the screen.

**Suggestion Author**

@steady leaf

**Approved by**

@vestal charm

tawdry condor
#
**Make it so Deific Amulet and Rampart of Deities give health regeneration**

Charm of Myths gives health regen, while its upgrade do not, and it doesn't make any sense

**Suggestion Author**

@orchid frost

**Approved by**

@vestal charm

#
**Enlarge the Portrait for the Shattered Community**

To put it simply it is way too small compared to the regular Community that it is hardly visible and can be easily mistaken as a needle

**Suggestion Author**

@drowsy mantle

**Approved by**

@vestal charm

tawdry condor
#
**Give the matter modulator's projectile an actual sprite**

due to the massive amount of dust that the projectile creates, oftentimes it will quickly hit the dust limit, making the projectile completely or nearly invisible. Just add a small sprite like most dust based vanilla projectiles so you can tell where the projectile is.

**Suggestion Author**

@dawn minnow

**Approved by**

@vestal charm

tawdry condor
#
**Add audio or visual cues for set bonus recharges such as Godslayer’s, Tarragon’s, Bloodflare’s etc.**

a QoL change that doesn’t require the player to look up at their buff slots to check if they can carry out set abilities. A change like this is better for concentrating on the combat itself without having to deviate your attention away from it for the sake of checking the recharge time.

It has already been done before seeing as some variants of the listed armors have existing cues (bloodflare ranger souls) after a cooldown however the others like bloodflare melee frenzy doesn't and it would be a great idea to stay consistent throughout with all the armor sets.

In addition, the chaos state cooldown could also have a similar effect. A change like this should be toggleable though because some players may find them annoying.

**Suggestion Author**

@velvet berry

**Approved by**

@vestal charm

tawdry condor
#
**Make the Calamitas clone spawn the Calamitas NPC**

The Brimstone Witch (Calamitas) NPC could be better if it wasn’t post-Yharon because the enchantments makes way more sense if it isn’t post-Yharon, the enchantments and exhumes are useless if you’re only gonna fight the exo-mechs, which is the last boss you’re gonna fight.

And probably make more items exhumable, like pre-HM to early HM stuff. And the way to fight SCal will be different, for example, if you defeated Yharon, you will talk to the Brimstone Witch which will gonna get controlled/corrupted and fight you, still keeping SCal a super-boss and fun

**Suggestion Author**

@shell hazel

**Approved by**

@vestal charm

tawdry condor
#
**In Anahita and Leviathan fight, once Anahita reaches 40% health, make it, so no "Siren's War Cry" plays during the pause."**

Yes, Leviathan is meant to be a suprise, and I like the addition of the small "break", but having the Anahita theme playing, while the screen is shaking, ruins the impression. It would be better, if the small pause, while Leviathan is getting into a fight, containted no music whatsoever, to give the players approaching sense of dread.

**Suggestion Author**

@zinc gyro

**Approved by**

@vestal charm

#
**Near the end of its first phase, make Malice Mode Brain of Cthulhu either teleport less often or further away from the player.**

The boss is beyond stupid in its current state, often teleporting to positions where it's impossible to dodge. Combined with its high damage, fighting this boss is extremely unfun.

**Suggestion Author**

@teal gazelle

**Approved by**

@vestal charm

tawdry condor
#
**Give meld construct a hamaxe, just like each fragment**

Meld constructs are supposed to be a rogue version of/general alternative to the lunar fragments. Every lunar fragment has a hamaxe, but not meld constructs, even though meld has its own armor, weapons, wings, and pick like each fragment. As an equivalent to the fragments, there ought to be a meld hamaxe too

**Suggestion Author**

@stuck solstice

**Approved by**

@vestal charm

tawdry condor
#
**Make Rancor (and other similarly-affected items) have their text enlarged**

For some reason, there are items that the text descriptions get 50% smaller. This is strange because its description is not extremely large - items like Death and Revengeance have longer descriptions but their text is not small. Just to keep everything on the same page, I think the Rancor (and other items with this problem) should have their text descriptions enlarged. It simply looks strange compared with all the other descriptions. So there are two ways to fix this - either 1 - go through items with long tool tips and make their descriptions smaller to match Rancor (and the other items like this) or 2 - increase the size of the descriptions.

**Suggestion Author**

@sterile arch

**Approved by**

@vestal charm

tawdry condor
#
**Give us an elemental accessory for Earth Elemental**

It just seems weird that earth elemental, despite being an elemental, isnt included in the HotE, or even just not having a standalone accessory. It would be nice to have him brought up to the standard that all the other elementals are at, even if it's not included in HotE

**Suggestion Author**

@rain wagon

**Approved by**

@vestal charm

tawdry condor
#
**Make Calamitas Clone intangible during the phase with her brothers in Expert+**

During an excessive number of attempts, more than a few deaths were caused by Calamitas bodyblocking for her brothers, something that is made all the more frustrating by the fact that she is completely invincible during this phase and also by her still dealing contact damage. Making Calamitas intangible during this phase would bring her more in line with Supreme Calamitas and prevent the frustration of not being able to attack Cataclysm or Catastrophe, something necessary to progress the fight.

**Suggestion Author**

@vital ice

**Approved by**

@vestal charm

tawdry condor
#
**Don’t have the hardmode ores locked behind bosses by default**

As someone who recently came back to the mod after a while I was super confused when I broke the altars and didn’t get ore spawns. Only later on after I beat Skeletron Prime did I realize in the configs it was set to have ores spawn with the defeat of the bosses. It just kind of ruins progression because in its to get cryonic ore you need titanium/adamantite but if people don’t know about the config they will probably be confused. I totally understand having titanium armor nerfed but having it by default locked behind two Mechs without going in configs feels weird

**Suggestion Author**

@silk vine

**Approved by**

@vestal charm

tawdry condor
#
**Add more variety to flares and flareguns**

As it is, Calamity seems to add the most variety of flareguns of most quality mods I've seen. I think this could be taken a bit further -- with ammo as well. and perhaps even endless versions of the ammo for hardmode. Flareguns can be the catch all for not gravity-effected, small-explosion (ie, they have a 'pop' on impact that can affect a few very nearby enemies), light-producing micro-grenades that use ammo and cause any myriad amount of effects, and not so extreme gravity effects, unlike arrows. For example, why can't I have a Frostburn flare without installing the Champion mod (which is no longer being updated!), for example? These effects could be split between a variety of guns and ammo. (For example, if you want a full auto shotgun that shoots some sort of fin-stabilized micro-grenades like on Future Weapons and a bunch of video games that stole the idea from Future Weapons, or, you know. a 40k Bolter, it should probably be flaregun based rather than normal bullet based!)

**Suggestion Author**

@sharp osprey

**Approved by**

@vestal charm

tawdry condor
#
**Give Clearer Tooltip/Clarification to Pwnhammer Regarding the Early-Hardmode Progression Change**

The current Pwnhammer tooltip only says "Demon altar no longer spawn ores when destroyed", however, this statement is in no way equivalent to "Defeating Mech Bosses will cause new ores to spawn in the world".

This can be very confusing for players who do not read the Changelog and therefore it should be clarified that new ores are unlocked only by defeating mech bosses, not in any other way (clarifying mech bosses because mech-alternative exist). The above are just an example statement that can help to improve the tooltip significantly by adding onto its current tooltip.

**Suggestion Author**

@drowsy mantle

**Approved by**

@vestal charm

tawdry condor
#
**Fix Luminous Striker stealth strike and make Star of Destruction detonate sooner.**

At the moment these two weapons feel extremely clunky to use. Luminous Striker doesn’t make the homing projectiles if you stealth strike until it is well off-screen from the player, fixing this would make the weapon fit the new, burst stealth oriented class style. I initially believed stealth strikes didn’t make the projectiles at all and only found out they did by placing a dummy far away and flying alongside the weapon until I saw the projectiles home in.

Star of Destruction has a very similar issue. It doesn’t explode into its homing projectiles until it is extremely far away from the player, and as I noticed when attempting to use it against the pillars, by the time it does you are either dead or far away from the area you initially threw it(and even further from the area it is detonating in since you probably flew in the other direction). This makes it completely unusable for a class that lives or dies on the responsiveness and instant screen-cleaning power of well timed attacks.

**Suggestion Author**

@dusty summit

**Approved by**

@vestal charm

tawdry condor
#
**Add a crafting recipe to create diving helmet from Victide bars**

The diving gear is very useful for Abyss progression. It's bottlenecked on the diving helmet which is a 2% drop from Sharks (and Rover tells me a 5% drop rate from Trashers too). Most other bottleneck items (for example, ice skates) have alternate crafting recipes. Diving helmet should have one too!

**Suggestion Author**

@hushed nebula

**Approved by**

@vestal charm

tawdry condor
#
**Raise all drop chances to Defiled Rune Levels**

As it stands, certain items such as Ink Bomb and Jellyfish Necklace have not received buffs to their drop chances despite being extremely annoying/difficult overall to farm without Defiled Rune, making it an absolute pain to try and obtain said items in 1.5. Having it so all items now drop at the rate they would with Defiled Rune would reduce arbitrary grinding and rng.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Make the Desecrated and Concentrated water more worthwhile weapons**

because of the early hm rework, Concentrated and Desecrated water are both post 2 mech weapons. However, the spent fuel container, which only the aquatic scourge to be defeated, almost completely outclasses both while being able to be obtained much sooner progression wise. I think changing the recipe as to make them obtainable after a single or no mechs would make them both much more usable weapons when compared to the spent fuel container

**Suggestion Author**

@molten jewel

**Approved by**

@vestal charm

tawdry condor
#
**Add an item crafted from, and combining the functionality of all spawn blockers (calamitymod.fandom.com/wiki/Spawn_blockers)**

Inventory spaces are very valuable. These items are useful, but having to keep all 6 of them in your inventory at once is enough of a drawback to make the lack of these enemies spawning not worth the wasted inventory space.

**Suggestion Author**

@snow zinc

**Approved by**

@vestal charm

tawdry condor
#
**Increase boss despawn distance on pre-hardmode bosses**

Due to Quick now giving 8% speed, you are able to outrun bosses much more easily than before, and pre-hardmode bosses tend to despawn more easily than hardmode bosses because of wings not being available for most of that part of the game. As an example, with a full movement speed build (before wall of flesh) you can achieve speeds of ~110mph using sandstorm in a bottle, and skeletron is not very fast (even on malice), and can occasionally teleport further away from you in higher difficulties. This leads to very easy despawns for Skeletron (3 times personally), and Crabulon (once). I don't know if this is mostly a personal problem, though.

**Suggestion Author**

@rigid mauve

**Approved by**

@vestal charm

tawdry condor
#
**Change the Permanent Health Upgrades to Require Herbs Instead of Dye Plants**

Although it is arguable whether the player will almost always has possession of the dye plants by the time they can craft the permanent health upgrades, it is often made by the assumption that the player know these upgrades exist beforehand. For new/unaware players, dye plants are often the first thing they trashed away when they have a full inventory. This makes finding dye plants later for the upgrade extremely tedium considering they are spread across multiple biomes (and somewhat rare when you are actively looking for them) while do not have any progression impact other than time requirement.

Changing the dye plants requirement to just standard herbs (maybe mass amount of it like 20-40 considering herbs are more common) will give more incentive for herb farms considering that currently as potions are purchasable herbs farms seen significantly lesser utility. Having them being requirement for permanent health upgrades will give them a new purpose in addition to simply time saving.

**Suggestion Author**

@drowsy mantle

**Approved by**

@vestal charm

tawdry condor
#
**Add a Crimson variant to the Night's stabber**

As simple as that, maybe make it stronger but slower, or make it inflict burning blood like the Bloody edge, and have lifesteal.
I made this suggestion because it feels kinda weird to have the bloody edge, but not a variant to the Night's stabber, i like to choose my weapons depending on the world evil, (make Night's edge if i have corruption, or Bloody edge if i have crimson) and i thought it would be really nice to have that option.

**Suggestion Author**

@haughty escarp

**Approved by**

@vestal charm

tawdry condor
#
**Make the Astrum Deus worms the 2 different colors for the entire fight**

I know that the worms changing colors is meant to signal which one is flying and which is burrowing, but I feel it would be a lot more helpful to have the two worms always as the colors they started out, that way it's easier to know which one you need to focus and burst down instead of having to kinda guess which one was the one that's taken the most damage already

**Suggestion Author**

@rain wagon

**Approved by**

@vestal charm

tawdry condor
#
**Remove ML contact damage when its parts are down**

I accept the fact that ML does contact damage while its eyes (on his hands) are alive, even though the fight is already really hard as is, not to mention the Moonbite debuff.
However, it really shouldn't be able to deal contact damage if they have no health left, it just ruins the second phase, considering you ALREADY have to avoid the True eyes of Cthulhu AND the still going laser.
Just remove the hitboxes of them when you "kill" them.

**Suggestion Author**

@karmic spruce

**Approved by**

@vestal charm

tawdry condor
#
**lower the pickaxe requirement for Smooth brimstone slag**

ordinary brimstone slag can be mined with a mythril pickaxe. on the wiki it says it requires titanium/adamantite, but whatever. i was able to mine it. if you make smooth slag out of it, and place it, you CANT mine it. because i guess that one actually does require titanium/adamantite. this could cause annoying problems when building, or, in a worst case scenario, a softlock. either the requirement for brimstone slag needs to be increased to match the smooth variant, or the smooth variant's requirement needs to go down

**Suggestion Author**

@raven obsidian

**Approved by**

@vestal charm

tawdry condor
#
**Allow dying of snow ruffian's setbonus wings without having wings equipped**

Wings (except Skyline, but why would you be using Snow Ruffian at that point) are not obtainable in pre-hm, yet Snow ruffian's wings require having wings equiped (on either vanity or accs slot) to be dyed.
Having them take the dye from the chestplate similarly to other armor bonuses (such as solar) would allow for customization of em when you get them.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**make the biome blade's projectiles glow in darkness**

this is a change that i believe will be helpful while underground, this is because, similar to the enchanted sword, you would be able to see underground while still being able to defend yourself and not have to switch to a weapon from a torch

**Suggestion Author**

@wraith kestrel

**Approved by**

@vestal charm

#
**Make the Copper/Tin/Silver/Tungsten/Gold/Platinum Watches able to be Crafted with a Work Bench Rather than a Table & Chair**

This is just a simple change that I feel would be just a simple quality of life improvement. The watches are such a useful component in early game Terraria, but to craft another station just to create one that is mostly used for decoration is just kind of pointless. I suggest replacing the table and chair requirement to just a work bench or work bench and chair.

**Suggestion Author**

@novel sphinx

**Approved by**

@vestal charm

tawdry condor
#
**Make starter bag have 1-2 Calming potions**

This would make the first day easier to prepare stuff for and make early exploration easier for a short while rather than being constantly ambushed by slimes when your weapons cannot deal with them, a low amount of potions makes it so that you can prepare and explore the world a bit and possibly build a small shelter and get a slightly better weapon than the intended to be bad starter bag weapons during the time the first day lasts.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Make Oiled buff the damage of Fire-type weapon onto affected enemies.**

Right now Oiled only buffs fire debuffs in the most arbitrary of ways (by manually adding damage to specific debuffs instead of using global damage buffs that could've been applied to modded fire debuffs). Now that Cal has a clear distinction between certain elements on weapons, having Oiled buff the damage of Fire-type weapons would make Oiled a lot more accessible to use.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Remove PBG's New Beep**

As of the newest patch, Plaguebringer Goliath has a beeping noise that is rather irritating to my eardrums. It is sonically displeasing and abruptly interrupts one of the most enjoyable songs, for me, in the entire game. I would like to request its sound to be toned down several decibels or perhaps even modified to not sound like a microwave/dying fire alarm. I love Calamity and what the developers are trying to do, but my preference would be to not experience PBG bleeping in my ears.
Kindest regards,
BotBrain

**Suggestion Author**

@bleak shard

**Approved by**

@vestal charm

tawdry condor
#
**Make Frost and Forbidden armor available before Adamantite/Titanium**

Those sets are biome-themed sets that supposed to be alternative to hm ore sets but because of new hm rework, they are only getting used for one boss.

Also Calamity's own biome sets (Titan Heart and Mollusk) and Spider armor are available for regular Anvil, so why Frost and Forbidden should be exceptions?

**Suggestion Author**

@queen linden

**Approved by**

@vestal charm

tawdry condor
#
**Buff Calamitas Clone**

The rework is great, however some aspects of the fight are very underwhelming. Its dashes barely poses a threat and are really easy to avoid as it doesn't dash that far. Its desperation phase (after the final bullet hell) also faces the same issue where it dashes continuously but are really easy to dodge. Buffing it’s dash by maybe buffing its speed and dashing further away, will make the fight more exciting (Or simply give it back its predictive dash excluding the desperation phase). Perhaps letting it shoot projectiles in its desperation phase would make it seem like its trying its best to kill you.

**Suggestion Author**

@torpid monolith

**Approved by**

@vestal charm

tawdry condor
#
**make it harder for ravager to run away**

it is so fricking annoying. you have more than enough dps to kill it, it gets to 1 hp, then it runs away. pisses me off

**Suggestion Author**

@hallow patio

**Approved by**

@vestal charm

tawdry condor
#
**make the sprite of EXO-meches use separate files like "Ares_Mouth, Ares_Pipes, Ares_Light" instead of putting a texture including 90 frames.**

Ares' body enjoys a texture with 90 frames, while it only does simple animations like mouth-opening, light-shining. use only one file for the not-acting part, and another file which only contains the mouth, like how texture of moon lord's mouth works. doing so would greatly reduces how much space the texture occupies.
calamity mod now occupies more than 1GB tmodloader space and 950MB of which is textures.
many of the textures are unreasonably using too much frames, and I think separate them would solve the problem.

**Suggestion Author**

@frank belfry

**Approved by**

@vestal charm

tawdry condor
#
**Remove the stealth limitation of requiring a full-set armor, and spread bits of +max stealth on armor sets to some of their pieces.**

Right now stealth needs to be accessed by having a full-set rogue armor to be used. This quite limits the amount of armor potential the class can use for stealth gameplay, as they can't really experiment with different pieces and need to stick with sets in order to be able to use stealth rogue in the first place.

Having the mechanic not limited to full-set armors and be accessible just from having any amount of stealth available would give players significantly more freedom in tinkering their armor loadout in playthroughs. Spreading a bit of +max stealth from set bonuses to pieces would also help accommodate this goal in particular.

As for the stealth description, which is currently tied to full-set armor, the whole thing can be simplified and applied to rogue weapons when they have any amount of stealth, relatively similar to Point-Blank tooltips on ranged weapons.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Change calclones "the brothers have been reborn voiceline" to something else**

Since the brothers dont actually respawn in the fight. (They spawn at about 35%) why would they be reborn if you didnt fight them prior. So instead of saying their "Reborn" just like. change it to arrive or something.

**Suggestion Author**

@reef wolf

**Approved by**

@vestal charm

tawdry condor
#
**Nerf Frequency Manipulator's Stealth Strike, or Frequency Manipulator altogether**

For a weapon that is obtainable right after killing The Twins as your first mech boss, this weapon is extremely strong for a long time. Even now in my own playthrough, I'm very consistently chunking entire tenths of Golem's healthbar with every stealth strike from this weapon. To make matters worse, it's extremely hard to move onto any later weapons that are meant to be "stronger", because of how easy FreqMani is to land, due to it's aggressive homing. You can miss a stealth strike with this weapon, and still consistently deal more damage than Terradisk or Auroradical Throw, which are on-tier with Golem.

**Suggestion Author**

@hazy void

**Approved by**

@vestal charm

tawdry condor
#
**Rework/Fix/Nerf Destroyer in Death Mode and Revengence**

I find that destroyers lasers are way too spammy. Half of the time they’re unavoidable and mixed in with the huge size is way too overwhelming. Even with a good damage output he’s still a pain and the debuffs mixed with the cheap hits makes it annoying and unenjoyable. Revengence mode is more bearable with slower fire rate but is still unavoidable at times, while death mode is straight up spammy cheap hits constantly. One thing that may fix a few problems is reducing his size and causing his AI to not wrap around the player, or making him dash away from the player and fly in a circle like Aquatic Scourge.

**Suggestion Author**

@inner reef

**Approved by**

@vestal charm

tawdry condor
#
**Add recipes for Calamity shrine loot**

In multiplayer you only get 1 per world such as only 1 luxor gift. It would be better if there were hard to craft recipes for them as it would make it so it is achievable in multiplayer even if it is very hard to do so. It would make the multiplayer experience better than "go cheat it in" seems a bit unfair and ruins a lot of fun of finding it in the first place or going through the process to find this item. Crafting it has a similar feel of "going out of your way to get something that is very useful in your run" while still being able to enjoy a multiplayer experience. It should be a hard to craft recipe as in singleplayer as I believe it should be more rewarding to search for it instead of crafting it.

**Suggestion Author**

@elder topaz

**Approved by**

@vestal charm

tawdry condor
#
**Add an option in mod config for whether you want the mirror disabled during boss fights or not**

I'm playing with a group of friends and we were all quite confused when the mirrors didn't work during the Skeletron fight. I eventually narrowed it down to being caused by this mod, which I don't recall being a thing last time I played with this mod. I'm sure there are probably reasons why this was changed, but I think it would be good to have the option to revert to vanilla behavior for the mirrors.

**Suggestion Author**

@sly owl

**Approved by**

@vestal charm

tawdry condor
#
**Add more Torches and Campfires/Make Basins act like Campfires**

Calamity already has many furniture items that it adds to the game, but surprisingly is lacking in any additional forms of torches or campfire; only one torch is added to the game: the abyss torch. In contrast, vanilla Terraria boasts (excluding the variants added in Journey's End) at least 16 different variants of torches and 8 different campfires. Calamity does add Basins, which are aesthetically similar to campfires, but do not grant the "Cozy Fire" buff, which is one of the main reasons to use campfires in the first place. Adding more torches and campfires would add more options for decoration of builds or arenas to make them look nice, or fit in aesthetically. We already have living fire blocks for some of the various types of flames in Calamity, so it would it least make sense to have associated torches and campfires. After all, this is the case for all of the living fire blocks present in vanilla Terraria.

**Suggestion Author**

@patent gust

**Approved by**

@vestal charm

#
**Buff the MOAB in some way**

MOAB used to be a solid replacement for wings, offering a high-potential movement option in exchange for getting used to its physics. With wings now giving increased jump speed, I thought MOAB would be better - but it feels terrible now, likely due to how slow it ascends on top of having much worse jumps than its downgrade the Bundle of Balloons. Buffing it would let it actually compete with wings, and make it worth its massive recipe.

**Suggestion Author**

@woven knot

**Approved by**

@vestal charm

tawdry condor
#
**Make proficiency change out interactions witch certain npcs**

Currently Permafrost makes references to the magic class (such as
“Nightfall is a good time for practicing magic. We mages often rely on celestial bodies and their fragments to enhance our mana.") but how about making those quotes only show up if magic proficiency is high enough and adding quotes about the classes to other npcs as well (the only one that would have some trouble is melee i asume) such as Bandit giving advice and commenting on rogue players or the witch doctor doing the same for summoner. This would flesh out the npcs and give them more of a purpose rather than vendors.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Nerf the speed of late bullets from Clone's bullet-hell**

What I mean by "late bullets" is bullets that are still on the screen after the change of an attack. However they are so fast comparing to SCal's that you wish they never were added. I guess my point is quite clear

**Suggestion Author**

@orchid frost

**Approved by**

@vestal charm

tawdry condor
#
**Rework Flak Kraken to be less braindead.**

Right now, Flak Kraken works by dealing damage with the reticle on the cursor. This makes the weapon the epitome of Ranger's braindead gameplay of "point and click". Reworking it to require to do more things aside from just putting the player's cursor on the hitboxes would make the weapon more interesting to use.

An idea that could be considered is making the reticle purely that; a reticle. Having the reticle locked on a target for a set amount of time makes the gun do something that would deal heavy damage.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Replace Exo Prism and Auric Bar to "Miracle Matter" for Shadowspec Bar recipe**

The crafting recipes for the final Final weapons for the mod, I believe that there should be consistency and organization between all of them. Much like how Auric Ore and their respective crafting components became Auric Bars to make it less confusing.

**Suggestion Author**

@jolly knot

**Approved by**

@vestal charm

tawdry condor
#
Add another use for the squirrel staff in the later game

I think adding a recipe later in the game for the squirrel staff would make sense because it’s only current use is serving as a first night kind of weapon . It’s kind of like the zenith in a way I guess, it’s one of the first if not the first weapons you ever use so being able to see it have a use later would be cool

**Suggestion Author**

@misty needle

**Approved by**

@vestal charm

#
**Add more Post Yharon Rogue Weapons**

With the moving of Exo weapons to post Draedon, and the Final Arsenal Tier to Post DoG, Rogue now only has 2 weapons obtained post Yharon, Being Wrathwing and The Final Dawn. Adding more Post Yharon rogue weapons would make the class match up with the others

**Suggestion Author**

@bold trellis

**Approved by**

@vestal charm

tawdry condor
#
**Polish the lore of Calamitas in-game**

The way Calamitas is portrayed lore-wise versus how it's shown in-game is a bit inconsistent. Calamitas is a chaotic brimstone witch when suddenly it's just a bad clone. Now, I get it. It's meant to give an element of surprise, but I feel that it could be implemented better.

The name is what really gets me. Sure, I find the initial name of the clone to be well implemented, but after the clone's defeat, it gets confusing why the game keeps referring to this clone as Calamitas when it forgets you've been farming it for the past hour and you know it's just a clone from that lore item it dropped. Hide SCal in Boss Checklist until the clone's demise, and rename the clone to Calamitas Clone. You should also rename SCal to just Calamitas. Not only is this more logical, it draws the line between story-like plot twists and plain logic.

**Suggestion Author**

@lost geyser

**Approved by**

@vestal charm

tawdry condor
#
**Polish Enchantments**

so, 6 out of 12 Enchantments have the "it damages both the player and you" thingy, and 4 out of 5 items with the "exhume" enchantment have this too. I don't think this is really good, because the player have other stats other than health y'know, like defense. And this makes these Enchantments far more punishing than it should be, leaving the choice to the player just not enchant at all, or use just a few of the Enchantments. The cons of some Enchantments overrides the pros, making Enchantments almost useless, and making something less punishing would be way better. Like for example: "sometimes shoots demons that damage the enemy and decrease your defense" or something like a glass cannon, that decreases the defense for way better damage. Or you can just nerf the damage from some Enchantments, because i think it's way too high. Anyway, these are just examples, but still, the Enchantments definitively needs some improvements.
As of the "salty" price, i think one way to solve that is to add some sort of coin better than platinum, but still, i think the price of the Enchantments is good already.

**Suggestion Author**

@wraith rapids

**Approved by**

@vestal charm

tawdry condor
#
**Nerf Hellborn**

Up to even moon lord, in a multiplayer playthrough hellborn had the highest dps in progression, getting up to 67 thousand while most other weapons got up to a couple thousand. When up close to any boss it was taken out with immense ease and made a lot of boss drops and new items in progression incredibly arbitrary. I would say that there should be a limit to the explosion that occurs, or even removing the damage buff that happens after the explosion and only giving a buff to fire rate and knockback, still having a dps increase, but not a majorly.

**Suggestion Author**

@cold dock

**Approved by**

@vestal charm

#
** Flip the effect of Voodoo Demon Voodoo Doll**

Completely kill the voodoo demon spawn rate to Vanilla (So people still can hunt for them if need be) and make favoriting the voodoo demon doll just replace demons with voodoo demons. That way being in hell isn't silly until you make that item, because it's mandatory to do anything in hell without QoL mods. (Full inventory of voodoo dolls anyone?)

Reason: Inventory clutter and general annoyance during any time staying in hell without having a specific item in the inventory is very weird.

**Suggestion Author**

@void mortar

**Approved by**

@vestal charm

tawdry condor
#
**Add a summon item for the Giant Clam.**

Grinding Mollusk Husks and Giant Clam's weapons in Hardmode is just... a chore. HM G. Clam is a force to be reckoned with, and can easily kill players. And everytime that bivalve kills you, it despawns and you need to find another one. Though fishing is an option, not everyone enjoys doing it. I propose that the Giant Clam is given a Hardmode summon item, similarly to how the GSS can be summoned with Sandstorm's Core despite being a miniboss.

**Suggestion Author**

@brazen steppe

**Approved by**

@vestal charm

#
Rework summoner minions AI to be able to target and attack enemies from a much farther distance while Boss Effects are active.

Reason: When playing on high difficulty or up against very fast bosses (Fishron, Plaguebringer, Most Worm bosses, etc.), minions that target enemies by moving towards them have a very hard time maintaining damage due to the fact that as soon as the player is too far away, they will stop attacking and attempt to move back to the player, resulting in an inability for many pre hard mode and hard mode minions to properly deal consistent damage.

This make certain “mounted summons” more powerful since they simply stay right next to the player (Mounted Scanner, Wither Blossom Staff), dealing damage as they get close.

If minions were simply changed to be able to go further away from the player during a boss fight, then the player would have more options as a summoner.

**Suggestion Author**

@queen moon

**Approved by**

@vestal charm

tawdry condor
#
**Add Gauss Nuke timer sound effect**

It's pretty difficult to detect when and where the nuke will detach from the Ares and explode, especially when your screen is nothing but projectiles rain. Adding a ticking or beeping sound might help with that.

**Suggestion Author**

@pulsar jay

**Approved by**

@vestal charm

tawdry condor
#
***Metastasis' brimstone dart projectiles should go through blocks.***

-Metastasis is a very good summon, but a major problem it has, is that its projectiles do not go through tiles, making it very difficult for it to attack certain things.

-Considering that Vigilance's projectiles do go through blocks, it doesn't make sense that the sepulcher minion cannot shoot through tiles.

**Suggestion Author**

@topaz compass

**Approved by**

@vestal charm

tawdry condor
#
**buff godly soul artifact**

the acessory kinda sucks now for a really late game acessory, its only purpose is to be used for the first time we defeat SCal/Exo mechs and get a better summon since it can only be used with yharon kindle, which besides being a really good summon now still i don't think anyone would use it over the ones that come after
my idea is making it applies for any type of minion for every 5 minion caps consumed(keep an eye for the minions that consumes all remaining minion slots when used they might cause some conflict) and make they add more benefits besides the additional minion cap since i find it kind of lacking for an acessory that late in the game, like extra stats such as damage, life regen and others like yharon kindle used to do

**Suggestion Author**

@dark inlet

**Approved by**

@vestal charm

#
**decrease the distance DoG can charge away from you/make DoG not move as far away**

DoG is able to move wayyyy to far away from the player during the fight, far enough that the music has time to stop and reset
this slows the fight a bit and just makes DoG not that fun when he snipers you without you noticing

**Suggestion Author**

@bitter storm

**Approved by**

@vestal charm

#
**Calamitias Clone Should indicate the direction she will horizontally level herself with the player with**

A scenario is something like this, you are running horrizontally because realistically you are not going towards it and you are not going down cuz if it does lean it gets a cheap shot in while you are at an angle. So while you are running you expect it to lean in front of you, but instead it goes and leans where you are running towards and basically unfair to dodge as its a 50/50 if its right or left pretty much as Cal Clone bops left and right.

If it is determined where she is nearest to the position to horizontally level herself with the player, a change could be something like cal clone noticeably leans towards more on the side where she is going to horizontally level herself with the player

**Suggestion Author**

@elder topaz

**Approved by**

@vestal charm

#
**Ranger's Draedon weapons should can use Sniper Scope**

Pulse Rifle, Pulse Pistol, Heavy Laser Rifle, Gauss Pistol, Matter Modulator, Gauss Rifle cannot increase view range with Sniper Scope/Rifle Scope, sometimes that can be very useful when holding one of listed weapons.

**Suggestion Author**

@harsh breach

**Approved by**

@vestal charm

#
**Make WoF move faster after you die against him or something similar**

Just QoL for the sake of not having to wait several minutes to retry if you had a pretty bad attempt fighting him
Doesnt need to be him being faster exactly but just something to lower the wait time

**Suggestion Author**

@open owl

**Approved by**

@vestal charm

#
**Add a summoning item for Anahita or ???**

Despite other naturally spawning bosses and events like Aquatic Scourge or Martian Madness being given summoning items, poor Anahita is left with no surefire way to spawn her other than ???’s natural spawn, which only starts spawning frequently later on in the game, making fighting her and Leviathan extremely annoying and tedious if you want to do it earlier than intended (or even prehardmode). It would be a nice addition for people who want to have easier early access to the bosses (and those who want to be able to quickly retry the fight on harder difficulties).

**Suggestion Author**

@obtuse birch

**Approved by**

@vestal charm

tawdry condor
#
**Add Renewable Source of Auric Ore **

Right now, there is no renewable source of auric ore or bars despite it being used in a large portion of endgame crafting. To fix this I suggest making there be some way to get auric ore besides mining. This could be from a new slime variant, from fishing crates, or a drop from a boss (maybe Draedon). I dont particularly care what it is that generates auric ore, but the point is that there is no reason why a resource this important should be non renewable. This is particularly important in larger servers (right now Im in a server with 9 people and we are struggling to get enough ore for everyone to get sets of armor).

**Suggestion Author**

@hard badger

**Approved by**

@vestal charm

tawdry condor
#
**Rebrand ore slimes to be creatures befitting the theme of ores they hold.**

Right now almost all of Calamity-added ores have a slime mob variant that serve as a renewable ore source. The slime mob format seems to be quite overused for this purpose. Changing most of them to be creatures that fit the ores they hold would make them slightly more unique and varied, compared to slimes, slimes and slimes.

Examples could be a creature resembling the Daedalus Golem for Cryonic ores, or a hostile plant resembling the Sage Spirit for Perennial ores (both entities referenced are spawned from the summon weapons of said ores).

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Make Aero Slimes spawn on Space layer as well as Underground / Cavern layer.**

Aerialite, despite being themed off skies and requiring Sky Mill, Feathers, and Cloud Blocks for most of its crafts, is only obtainable underground, likely due to the lack of blocks in the Space layer. Having Aero Slimes spawn on the Space layer as well as Underground / Cavern layer would help correlating the ore slightly better with its actual theming.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Scale the probability of a challenge item being dropped depending on the game mode**

Make challenge items and also legendary challenge items drop with a certain level of probability depending on the activated game mode rather than just being exclusive to malice mode. This is due to 2 things. The first is that many of these items used to be very useful for novice players starting out in revengeance mode (as most calamity players do) and malice mode is a big challenge even for experienced players. The second thing is that since the arrival of Malice mode, the death mode has been somewhat overshadowed, due to the fact that it has a very low amount of exclusive items, and thus playing this mode could be convenient if the probability of a challenge item is dropped is very low in revengeance mode. And as an optional addition, items such as "Iron Heart", "Armageddon" and "Defiled Feather" May grant an increased chance for bosses to drop challenge items while activated, which would be added to the selected difficulty mode

**Suggestion Author**

@ember berry

**Approved by**

@vestal charm

tawdry condor
#
**Give Ashes of Annihilation a use which doesn't require Exo Prisms**

Draedon and SCal are supposed to be the same tier if I'm not mistaken, if not Draedon then SCal (which personally I disagree with)? Killing Draedon allows you to craft Miracle Matter and, in turn, some strong upgrades to use against SCal. But SCal only drops Ashes of Annihilation, which do craft Shadowspec Bars, but those require also killing Draedon. Admittedly, SCals drops are definitely good, and I understand why these are the only use, she is supposed to be the final boss. But at the same time I'm sure I'm not the only person who finds SCal easier than Draedon, and not having a proper, big upgrade after killing her feels really underwhelming and makes me feel like killing her was kind of pointless.

For me, at least, Draedon really feels like the new final boss, but, that leaves me wondering why I even fought SCal, because of how minor the upgrade was.

Maybe I'm just being dumb, but this really makes SCal super unrewarding for me.

edit: I was informed that it is intended that SCal and Draedon are on-tier with each other, so maybe they should have a similar quality in terms of upgrades? If it is one or the other

edit: Exhumed and enchanted weapons are absolutely upgrades, but at the same I think the risk associated with them isn't exactly appealing to some players like simple weapon options are. Even if they are good, which some enchants are, they can be difficult for some players to use effectively / understand (myself included because admittedly haven't looked too far into how to use them effectively or which are the best options for different weapons). I personally believe that while these are good upgrades, I don't think they're as good as standalone weapons (aside from the exhumed weapons, which at the same time do have the same 'pros and cons' nature as the enchants), but also really that's just in my experience with it and I probably sound like a complete idiot commenting on them

**Suggestion Author**

@gentle sedge

**Approved by**

@vestal charm

tawdry condor
#
**make nucleogenesis give at least 5 minion slots**

I understand why make summoner acessories no longer stack with their downgrades, we could have 7 extra minion slots with nucleogenesis and statis curse, but nucleogenesis was kept with the same number of minions which is 1 less than both its previous upgrades together(statis curse and star-tainted generator), i know that it gives more minion damage and max minions than any of them for just 1 acessory slot
but doesn't make sense to have less minions and damage on a later stage of the game, and the only ways we have of getting additional minions besides nucleogenesis is through some multiclass acessories such as dark sun ring and the other summon acessories in the same stage of the game such as godly soul artifact aren't that good at the moment

**Suggestion Author**

@dark inlet

**Approved by**

@vestal charm

tawdry condor
#
Make the Defense Damage exclusive to harder game modes like Malice Mode.

I get that it's meant as an anti-facetank mechanic and strongly encourages no-hitting, but not everyone is very good at the game. A good amount of people just want to play casually without going all sweaty tryhard mode. I get that it scales with difficulty level, but it is still forced upon us. Excluding it to Death and/or Malice Modes will make the mod fun to play for people of all skill levels.

**Suggestion Author**

@dry plank

**Approved by**

@vestal charm

tawdry condor
#
**Reduce Daedalus Golem's vertical leash range and/or make them phase through block to you if you go too far**

The Daedalus Golem is currently pretty much unusable in terrain with high verticality like the Dungeon, because they will stay extremely high and not come down, especially if there are any enemies.
And there are always enemies spawning in Hardmode Dungeon.

Their horizontal leash is pretty good, but all this does is make them hover over your head two screens up. I can get a hundred blocks' worth of vertical distance between me and them without them even attempting to come down, as long as they're directly over my head and standing on solid ground.

**Suggestion Author**

@toxic ferry

**Approved by**

@vestal charm

tawdry condor
#
**Make the Brimstone Hearts from Metastatis persist even after de-summoning the minion or somehow rework the downside**

This is a very good summon weapon, and one of my favorite new weapons in the Draedon update. However, the downside to this weapon in which the sepulcher will sometimes attack you depending on how many hearts are present can be completely removed by just occasionally cancelling the summon and re-summoning it. This removes any difficulty or challenge that may come with using it and makes the downside almost non-existent, should you decide to abuse it.

Another possible way to fix this or atleast discourage abusing it is to make the sepulcher gain damage based on the amount of brimstone hearts present. Which will allow the player to output more dps, but with the risk of the sepulcher engaging them.

**Suggestion Author**

@tardy summit

**Approved by**

@vestal charm

tawdry condor
#
**Option to disable double tap dashing but still maintain the ability to dash via specific keybind**

Double tap dashing can be extremely frustrating when you're trying to do very precise and controlled movement, whilst I know that the item ball and chain exists to disable that...the problem with that item is that it disables all dashing completely, which is less than adequate.

Edit: the mod helpful hotkeys which supposedly allows for disabling of double tap dashing does not in fact work with calamity items that use dash, such items will still use double tap for dashing regardless of whatever you set up via the mentioned mod.

**Suggestion Author**

@plain vale

**Approved by**

@vestal charm

tawdry condor
#
**Have the Mechanical Bosses drop some of the ores they unlock when defeated with the Early Hardmode Progression Rework Enabled**

It feels rather odd for the first two mechanical bosses to only drop their souls when defeated, especially when the final mechanical boss defeated spawns in Hallowed Ore as well as dropping Hallowed Bars. Having the first and second mechs drop some of their spawned ores, say enough for about 10-12 bars of each, could allow the player to get a small but immediate upgrade, and also could save the player the trouble of having to mine for metals in order to create new crafting stations, which I find to be the most dull part of mining hardmode ores.

**Suggestion Author**

@bold trellis

**Approved by**

@vestal charm

tawdry condor
#
**Buff the tax collector NPC so he's be able to generate more money as the game progresses**

At the current state, being able to provide 10 gold every once in a while is worthless

My idea: buff it as when bosses get killed, the cap increases and the money formula becomes stronger (with an exponential function, so the more money is in, the more the money will grow until reaching a 50 platinum cap or so)

**Suggestion Author**

@proud gull

**Approved by**

@vestal charm

tawdry condor
#
**Make Amidias' spark drop from Stormlions instead of Cnidrion**

Cnidrion often feels as a remnant from old calamity versions and doesnt fit much into the current desert othet thsn being dry so transfering its electricity-related drop (which doesnt make sense being dropped from it anyways as it only shoots water (and is dry for some reason) to attack) to the electric related stormlion would make sense

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Reduce Cnidrion spawnrate pre-DS**

Cnidrion is a complete nuisance early game, making crossing the desert before getting any decent gear hard and making building an arena for DS extremely annoying. Making it rarer before DS would make early game slightly more bearable

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
tawdry condor
#
**Add an environmental control upgrade to the Cell Phone.**

What I mean by this is items such as Cosmolight, Torrential Tear, Solar Tablet, etc. all the items that interact with the time/weather in some way. There's gotten to be quite a few of them, so it'd be very convenient to be able to condense them into one item along with the Cell Phone. It could function as a magic mirror on left click, but open up a GUI for everything else on right click, and just passively display all the other cell phone info as normal.

**Suggestion Author**

@rotund comet

**Approved by**

@vestal charm

tawdry condor
#
**Add a cooldown timer for accessories with recharging abilities, that don't have it right now**

For example:

  • Arcanum of the Void & Astral Arcanum with their ability to block any projectiles once in 90 seconds
  • Statis' Void Sash and it's weaker versions with their ability to dodge once in 90 seconds
  • Nebulous Core with it's ability to survive a fatal strike and heal 100 HP to yourself with 100% chance once in 90 seconds

All of those items are very fun and effective, but they must at least some audio or visual effects of ending their recharge

**Suggestion Author**

@sterile wind

**Approved by**

@vestal charm

tawdry condor
#
**Update the Silva revive buff icon**

Simple - the icon right now has the melee helmet, which is no longer a thing(just a vanity).

**Suggestion Author**

@zinc gyro

**Approved by**

@vestal charm

tawdry condor
#
**Add a Brimstone Lava fountain**

The pinkish lava of the Crags is a nice look, and it's the only alternate lava we have right now. I think a lava fountain for the Crags would make a great addition, not only for the fact that it's something unique, but it also allows players to customize lava without having to make a Brimstone biome.

**Suggestion Author**

@distant mason

**Approved by**

@vestal charm

tawdry condor
#
**More monoliths**

Although many boss backgrounds and effects are simple, like the exo mechs or calamitas, they have their own unique visual charm that would be nice to have available for builds. An exo monolith for example could add a stormy lightning background without the vanilla vortex having that huge planet in the background as well. Having them be made with the sparsely used exo prisms or ashes of annihilation would also give those materials an added recipe.

**Suggestion Author**

@obtuse birch

**Approved by**

@vestal charm

tawdry condor
#
**Make It More Obvious That Ceaseless Void Is Moving On A timer**

The new Ceaseless Void AI have a mechanic that it tries to stay at a static coordinate from the player, but additionally it change position on a timer (rotating anti-clockwise).

Giving it a better visual clarification that the timer mechanic exist (such as extra particle when it is changing position) will be appreciated, as currently said mechanic is very not obvious when Ceaseless Void also are simultaneously moving around to try to match the player's position

**Suggestion Author**

@drowsy mantle

**Approved by**

@vestal charm

tawdry condor
#
**Rework Death Malice CCal fight**

It makes sense that the fight would be hard
But making the fight unbeatable unless you get Rage and Adrenaline when the brothers appear to melt them before they melt you seems like bad design

My "fix" would be to either make the brothers a bit slower, so you can actually dodge them
Or make the flamethrower have less range, if he's on screen then you're just screwed

**Suggestion Author**

@lost hound

**Approved by**

@vestal charm

tawdry condor
#
**Make Armageddon drop 5 bags always on Malice mode when active**

Making armageddon work only on first try is only viable for a very low percentage of players.
Us casuals like to have a fun way to farm money and making armageddon available for Malice mode might give us a more incentive to try malice mode bosses.

(or add a setting for it)

**Suggestion Author**

@harsh lark

**Approved by**

@vestal charm

tawdry condor
#
**Give Ares better/louder sound cues for which weapon he is about to use**

Currently it’s a pain to have to look to the top right corner every 5 second and make sure he’s not about to do his laser attack while dodging three other bosses with the loud clicking noise from most weapons at this point in the game. Ares should have audible distinct sounds for each of his weapons.

**Suggestion Author**

@half field

**Approved by**

@vestal charm

#
**Make Draedon's Remote craftable**.

As a summoner, getting 3 remotes for the Universe Splitter from the already rare armored digger with a 33% drop rate is insanely annoying. Recipe could be a combination of each of the mechanical boss summons, souls of light and night, and Draedon-related items. Anything works, as long as it's craftable to some capacity.

**Suggestion Author**

@charred zealot

**Approved by**

@vestal charm

tawdry condor
#
**During the Boss Rush, teleport the player to the nearest Altar of the Accursed prior to spawning Supreme Calamitas**

Currently, the Supreme Calamitas arena generates around the player’s current location, which can cause the player to lose over half of the available space to fight Scal if they happen to be standing on the ground after defeating Providence. Changing it so that after defeating Providence, the player is instead teleported to the nearest Altar of the Accursed would allow players to utilize their preexisting Scal arenas. If there are no placed Altars of the Accursed in the world, the current spawning function will take place instead.

**Suggestion Author**

@scenic gyro

**Approved by**

@vestal charm

tawdry condor
#
**Change the Rework chilled water option to be more fair and make it always active on Death mode**

At the moment reworked chilled water feels as either a very minor annoyance or completely brutal (more than lethal lava). The reason here being is the breath loss. While on very shallow water its extremely easy to avoid on deeper bodies (specially inside the underground ice biome with the thin ice blocking you or making a tunnel) is extremely punishing. Having the air loss be reduced slower and doing something to compensate (such as returning chilled) to make it more equal and fairer to deal with.
Also its strange that despite being similar to lethal lava it is not forced to be active inside death mode so this would definitely spice up the challenge inside the ice biome and feel harder compared to Revengeance and to be consistent with lethal lava which is always present on death mode.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Give Lazhar a fuel tank sprite on the player's back.**

Flamethrowers are not the only items which put a tank on the player's back when equipped. Heat Ray does too, as well as the Clentaminator and Leaf Blower. Because Lazhar is meant to be a direct upgrade to the Heat Ray, it would make sense for it to also put a tank on the player's back when it is held.

**Suggestion Author**

@patent gust

**Approved by**

@vestal charm

tawdry condor
#
**Make the bottom layer of the abyss darker**

for being the deepest, darkest part of the world, the final layer of the abyss doesnt seem dark enough. the change wont affect gameplay too much since it's a big empty space anyway, but making it darker will amke it seem more creepy and menacing. in order for the eidolon wyrm to be possible in that layer, it could light up the abyss, which would make the fight more fair and also give it an aura of light and power.

**Suggestion Author**

@cyan zealot

**Approved by**

@vestal charm

#
**Update biome shrines**

The current shrines simply look boring. this sill also make them seem more important and help differentiate them from the jungle shrines

**Suggestion Author**

@cyan zealot

**Approved by**

@vestal charm

tawdry condor
#
**Give biome shrines unique chests**

They are currently just existing vanilla chests, which doesn't do their unique loot justice.

**Suggestion Author**

@bitter mirage

**Approved by**

@vestal charm

tawdry condor
#
** Revert the Orbiting Energies of Ceaseless Void to its previous version**

I personally believe that the new void rework is a mess. The removal of the energies beings so chaotic and chasing you like creepers from BoC made him in the past a very enjoyable and tense fight, coupled with the old static rotating energies it made him challenging in a good way. This rework is just not good. The static orbiting nature of the new void is atrocious, Void moves like a crack addict normally around the dungeon and with the new orbitals makes it awful. I can admit the black hole attack is very good and extremely fun to dodge, and even its new death animation from absorbing too many energies is amazing. I say that those can stay. But get rid of the orbiting energies as those aren't fun to combat.

**Suggestion Author**

@verbal yarrow

**Approved by**

@vestal charm

#
**Let us assign ammo types to Ranged Guns**

I would like to be able to assign a specific bullet/arrow to a weapon Im using so Im not having to swap ammo types when I swap to a different weapon that works better with a different bullet type to what I am currently using

**Suggestion Author**

@stiff drum

**Approved by**

@vestal charm

tawdry condor
#
**Make Ceaseless Void Take a More Static Positioning**

Current Ceaseless Void rework in a nutshell: Dark Energies orbit around Void itself in a fixed distance and pattern. Void itself constantly follows your position and additionally rotate anti-clockwise on a timer. Also have blackhole phase (but that is fine)

What end up happening is that because Void follow your dodging movement and therefore energies too, it makes all dodging feels very un-natural and clunky as you "dodged" the attack just for it to get insert into your face. Its current movement pattern feels very clunky to play against.

Just as an example, making Ceaseless Void to take a more "static" positioning (staying in place) and maybe also utilize teleportation as movement can help eliminate the problem significantly, and open opportunity for much more complex attack pattern rather than limited by its weird movement

**Suggestion Author**

@drowsy mantle

**Approved by**

@vestal charm

tawdry condor
#
**Add some way of fighting Skeletron more than once per night**

When playing on the harder difficulties (death/malice), where bosses are expected to take multiple tries, it is incredibly tedious having to wait over 20 minutes between attempts.
It could be a summoning item made of a component, or dropped directly, by the hands, or just made so the summoning process doesn't kill the old man.

**Suggestion Author**

@fallow viper

**Approved by**

@vestal charm

tawdry condor
#
**Make it more obvious when and what your summons are locked onto**

Right now, the only way you can tell is a small, purple particle-based circle on the inside of the enemy's sprite. This is easily missed and often hard to see. For instance, I genuinely can't tell if my summons are locked onto cryogen or not. You could instead have the lock-on reticle be a large, non-particle graphic that surrounds the enemy instead of being inside it. In addition, an arrow pointing to off-screen enemies that are locked onto would also be really helpful.

**Suggestion Author**

@feral talon

**Approved by**

@vestal charm

tawdry condor
#
**Add an option to toggle Armor Set Particles in the rarity 15+ tier**

Both the Auric Tesla armour and Demonshade armour generate glowing particles when the character moves. While this looks cool, it does interfere with many other armor items (in particular, those which show any player skin tone).

I propose a toggle, possibly in the form of a favourite-able item (like disabling dashes/enabling afterimages) or an equippable... hell, I'd use Cosmic Plushie just for that.

**Suggestion Author**

@violet shard

**Approved by**

@vestal charm

#
**Give destroyer a rumble effect when summoned**

Seeing as calamity is getting more cinematic with boss summons (which is great and I love it), let's start with the obvious. Destroyer is a giant digging worm, both in vanilla and calamity lore. It only makes sense for it to rumble the screen when it emerges from the ground. The natural spawn message for Destroyer is even "you feel vibrations from deep below.."

**Suggestion Author**

@feral talon

**Approved by**

@vestal charm

tawdry condor
#
**Make queen bee's larvae only breakable by a pickaxe**

It is pretty annoying to break the larvae accidentally. It is even more annoying when the daedalus staff's crystal golem projectiles could Xray through the whole jungle and break a random larvae.

**Suggestion Author**

@stuck flicker

**Approved by**

@vestal charm

tawdry condor
#
**Make the projectiles and monster that bosses spawn disappear after the boss died or disappeared**

Why ? Because some bosses can use mine (Slime god, astrum deus, aquatic scourge...), and these stay even after the fight so if you died you need to wait for them to disappear or to exit and join your world, and it can be very annoying in high difficulty. (death mode)

And while there's not a lot of bosses that can use mine, the number of bosses that can summon monster is a bit more (king slime, god slime, leviathan, cryogen, destroyer etc), the monster can stay if your bed is close enough to them, sometimes taking damage to them after the boss fight so you need to wait to be ready to fight the boss again. Maybe the worst about the fact that these boss monster doesn't despawn is the fact that 1 boss summon monster that despawn after leaving, the Devourer of God, his summon go away after the end of the fight, making DoG not as annoying to try again.
If the monster and projectiles would disappear after the boss disappearing, they would be funnier to try again and not making you frustrated because you need to wait after each try.

**Suggestion Author**

@mighty marsh

**Approved by**

@vestal charm

tawdry condor
#
**Add a recipe for the Snow Globe**

At present, the Frost Legion is the only event without a non-seasonal way to fight them, as well as having no unique Calamity content within it (which can be handled at a different time). Simply having a recipe that uses some Snow, Glass, and Essence of Eleum (or alternatively a Blizzard in a Bottle and some Essence of Eleum) at a basic anvil would be sufficient in allowing this event to be accessible at any time and is properly behind the beginning of Hardmode.

**Suggestion Author**

@main pecan

**Approved by**

@vestal charm

#
**Give Yharon Phase 2 a Different Background/Something to Indicate Phase Transition**

In the current version as Yharon no longer regen their health, it feels very strange for it to randomly get invincible for an extended period of time (music change and messages are not as direct as a visual indication and can be confusing at first glance). A direct comparison will be if DoG phase transition only has music but do not enter a portal nor transforming to a new look.

Changing the background (such as towards a darker/black background) either temporary or for the rest of the fight will be an easy way for player to notice that there is a phase transition, as currently Yharon do glow during phase transition but it is not obvious due to the orange background. It may also make Yharon's projectiles more visible especially during the later phases of the fight where the bullet hell gets much more intense.

**Suggestion Author**

@drowsy mantle

**Approved by**

@vestal charm

tawdry condor
#
**Make ALL boss summoning methods ignore hard limitations in Malice mode.**

The point of hard limitations (be it biome or time or anything else that directly blocks summon item use) for summoning a boss is to prevent the player for casually running up into enraged bosses. The point of Malice mode is to fight enraged bosses in the first place. Removing limitations on spawning Malice bosses would make them way less annoying to do repeat attempts on.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Improve/expand on the moon and eclipse events (especially post-ML)**

Currently the events don’t get much from Cal, this is especially noticeable specially post-ML were its mostly stat bloat and its pretty easy to deal with most of the AoE weapons that Cal adds.
Maybe adding some stuff like enemy variants such as blood hounds instead of pitbulls on blood moons for example or even more unique concepts for enemies later in the game to make it stand out more and make the events more noticeable and dangerous possibly with new drops for classes that lack stuff such as rogue in pumpkin and frost moons.
For higher difficulties maybe make enemies more aggressive during the events rather than just having Pumpkin and Ice queen being more aggressive post-DoG and possibly increase the spawnrates of enemies to give slightly more challenge.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Reduce the Star count for the suggestions to at least 260 Stars**

I haven't seen a single suggestion that could beat the count of 270 in a week. It is not impossible, but it is really frustrating, because many really good, or just absolutely obvious suggestions just can't get the approval to be sent.
Just look at that.

**Suggestion Author**

@livid tapir

**Approved by**

@vestal charm

tawdry condor
#
**Make Crystyl Crusher Auric tier**

The new exo mech fight requires an extreme amount of space, and the only real way to do create such a large open space right now is (effectively) cheating using Cheat Sheet or TEdit. Making the Crystyl Crusher Auric tier would allow it to be used to create an arena in a 'vanilla' way.

(I know that Crystyl Crusher is a dedicated item, but this change wouldn't change the actual functionality of the item)

**Suggestion Author**

@quartz rock

**Approved by**

@vestal charm

#
**Nerf Necromancer attack speed**

I find myself building in the dungeon in order to make a decent arena for CV/Polter, but Necromancers make that tricky. They attack far too quickly, and their attacks are instant rather than being a travelling projectile. They deal heaps of damage too, so they're always a threat. Due to their type of attack, their teleporting in response to damage and their attack speed, they land cheap (and hard-hitting) shots, which can quickly kill someone even with quick reflexes or weapons. I'd suggest a slight grace period upon spawning/teleporting where they can't use their attack, or something similar.

**Suggestion Author**

@carmine hedge

**Approved by**

@vestal charm

#
**Make Ceaseless Void gravitational pull affects Exo Box**

It's for those who found out that you can actually avoid that attack by equipping Exo Box.

**Suggestion Author**

@pulsar jay

**Approved by**

@vestal charm

#
**Improve Homing Capabilities for Rare Elemental in a Bottle/Heart of the Elementals' Healing Orbs**

The healing orbs are something I can't actively look for and seek out during bullet hell/kiting bosses. While heart reach potions help, the orbs remain too inconsistent for me to consider using the Rare Elemental on her own.
Allowing the orbs more time to reach the player while under the effects of a heart reach potion would help drastically. I would also suggest the Elemental throw the orbs towards the player, instead of up and off to the left of the player, as well as increasing the speed the orb travels.

**Suggestion Author**

@humble reef

**Approved by**

@vestal charm

#
**Buff Venerated Locket**

Currently, Venerated Locket has almost no place in the meta. The secondary projectiles do only 6.5% damage, they cannot deal stealth strikes themselves, and on stealth strikes, the homing daggers released now only do 35 damage. The accessory does grant 10% rogue damage as well, but this isn't enough to make it competitive with Nanotech and the Stealth Accessories.

A good way to buff it could be to bring the damage of the secondary projectile up. Potentially to 10% or 12.5% of the main projectile.

**Suggestion Author**

@bold trellis

**Approved by**

@vestal charm

#
**Make Angry Dogs drop tundra leash and give ice shrines another, more unique item**

The ice shrine at the moment gives you a mount that summons an Angry dog an ice biome enemy; the shrine item is ofter hard to find for a mediocre and unoriginal mount (basilisk but has iframes) the item is not original enough compared to other shrine items (such as luxors and gladiator locket).
Having the angry dogs have a chance to drop the mount and giving a more unique ice themed item to the shrine instead would be fitting and this would also give angry dogs more purpose.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

#
**Reduce Eskimo set drop rates**

If you spend some time in the ice biome your inventory will soon get cluttered by these; specially during stuff like building in the ice biome or grinding for that ice tortoise shell or leather. Reducing the drop rates of this super early game set will overall be beneficial. If people just want them for some reason a very particular mob wearing the set could retain the currently high drop chance

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

#
**Sunken Sea blood moon event?**

I personally think it would be a nice little event if it would add some stronger mobs that would drop some accessories / weapons or even some vanity items, maybe even buffing the previous mobs from before the event happened by making them more aggro and maybe health.
Reason i got the idea:
I got this idea while inside the Sunken Sea and a blood moon happening and hence me getting the idea, I also feel as if its boring as soon as you get past hardmode or after getting all the needed stuff for something like aqua shard shotgun.
Biome appearance?:
You could maybe make the biome blocks turn to have a red appearance, as the water turns to a blood red, maybe make it to have a more intimidating appearance.

**Suggestion Author**

@barren pine

**Approved by**

@vestal charm

#
**Add a config option to disable the increased default movement speed and autoswing on some modded and vanilla weapons**

A lot of people dislike the increased movement speed that calamity added, so a config option to disable it and return to the vanilla speed stat would be a welcome addition for a sizeable part of the mod's playerbase.
Same applies to other changes, like the autoswing feature that certain weapons (like early game broadswords) have when calamity is enabled,
players that want the old vanilla "semi auto" attacks back could just disable the config option in the calamity tmodloader config page.

Adding to my suggestion,
some people don't like the change cause the character feels way too fast, especially for the early game. The slow start in vanilla has a good feel to it, since you become faster trough accessories slowly scaling up to superhuman speed and strength, and in the early game you run at a "normal" human speed.

Regarding autoswing,
Many think that some weapons like the Venus Magnum and Revolvers should not be autoswing, since pistols would basically turn into worse machine guns at that point, and holding down mouse1 is not the definition of Fun in my book.
Certain weapons also feel more satisfying to use when they don't autoswing, since semi auto gives swords an impact, a certain oomf that makes them feel heavier, it would be great for roleplay reasons too.
So please consider adding a small config option for autoswing changes, so that both the pro and anti auto crowds would get what they want

**Suggestion Author**

@jade dove

**Approved by**

@vestal charm

#
**Upgraded Versions for The Shrine Accessories**

The shrine accessories by themselves are designed for Pre-Hardmode, and they ultimately become useless after certain points in the game.
By adding upgrades to these, via combining them to each other or some other recipe, it would give them better use than what they are used for now. It also makes sense, as these items are one-of-a-kind relics in each world.

**Suggestion Author**

@vernal peak

**Approved by**

@vestal charm

#
**Make The First Shadowflame give shadowflame debuff immunity **

Let's be honest, we all know this would be pretty logic and it would also help a little to survive spazmatism's shadowflame flame-thrower since it is annoying to dodge anyways because of it's long range.

**Suggestion Author**

@flint bloom

**Approved by**

@vestal charm

#
**Adding endgame ammunitions**

The endgame ranger gear is pretty bad so adding bullets and arrows made of ashes of annihilation would be a great idea to improve it.

**Suggestion Author**

@topaz nimbus

**Approved by**

@vestal charm

#
**Give Clarification On What Early-Hardmode Pickaxes Can Mine (Calamity Ores)**

Now that hardmode, non-vanilla ore such as charred, cryonic and perennial are being shuffled around tiers (post 1-mech, 2-mechs, 3-mechs), it is better that vanilla hardmode pickaxes should be given tooltip on what they can mine.

Referring specifically to Cobalt, Palladium, Mythril, Orichalchum, Adamantine and Titanium Pickaxes and Drills

**Suggestion Author**

@drowsy mantle

**Approved by**

@vestal charm

#
**Make Aerialite and Statigel equipment crafted at an Anvil instead of a furniture crafting station**

It kinda just pointless to have two sets of equipment be only craftable at specific furniture crafting stations instead of what players would initially assume. It doesn't serve any purpose other than being thematically fitting. The sole purpose of crafting stations like Sky Mill are to craft a specific furniture set, so forcing the player to find/craft one so that they can make the things other than the furniture set and then never touch it again doesn't make much sense.

**Suggestion Author**

@solemn kiln

**Approved by**

@vestal charm

#
**Make it more evident what mode Endogenesis is in**

Considering how hectic the mod can get, especially during the boss rush, knowing what Endogenesis' state of attack is in would get rid of panicking about what Endogenesis' attack mode is.
How this would be done would be simple, I believe. Whenever the construct is deployed, it would tell the player what attack mode the summon is in. For example, when it uses its laser attack, the text in the bottom left would say "The construct is now in laser mode," or if it's using it's icethrowers, say "The construct is now in icethrower mode." Making the text color in cyan would not only add to the aesthetic, but also be visible in the heat of combat.

**Suggestion Author**

@crude plume

**Approved by**

@vestal charm

#
**Make the Truffle sell Truffle Worms instead of Amidias**

The Truffle barely sees any use for most players. Giving him the Truffle Worm would improve his usefulness and create some incentive to build a place for him. Besides, you need the Autohammer to craft Truffle Worms anyway, so it would push people a bit more to look at the Truffle's shop.

**Suggestion Author**

@woven knot

**Approved by**

@vestal charm

#
**Swap the Place of the Final (Fifth) Bullet Hell with the Second Sepulcher Phase in Supreme Calamitas Fight**

Although difficulty is subjective, it is generally accepted that the 2nd Sepulcher phase tend to be easier than the 5th bullet hell due to many weapons being capable of destroying the hearts very quickly. The only difference to the 1st Sepulcher is the addition of the moons, which by itself is not a hard phase due to Calamitas attacking slower.

The fifth (and final bullet hell) will fit much better as a "desperation phase" as it is not only Calamitas' signature and strongest attack but also afterwards she starts sending messages akin to admitting defeat. It will also fit thematically since the fight started with a Bullet Hell, giving a greater impression of a true "final attack"

**Suggestion Author**

@drowsy mantle

**Approved by**

@vestal charm

tawdry condor
#
**Change "Pitbull" to General Term ie: "Mutated Hound"**

Real dog is cute and I get sad having to kill them in game. The monster doesn't really look like the dog anyhow, just wish it were called "Rabid Dog" or "Mutated Hound"

**Suggestion Author**

@maiden imp

**Approved by**

@vestal charm

tawdry condor
#
A record for the calamity soundtrack

I’m not sure if merchandise suggestions are allowed but I didn’t see any mention of it in the suggestion don’ts (if it was there and I missed it I’m sorry)

I and many people in this community absolutely love the calamity soundtrack and records are making a bit of a come back so I though it would at least be worth suggesting.

I understand this would have a lot of complications such as getting permission from DM dokuro and the whole vinyl shortage but if I don’t suggest it now I’m gonna forget.

**Suggestion Author**

@surreal bluff

**Approved by**

@vestal charm

#
**Do something with <#464896951016620032> being constantly clogged**

At this moment the chat is being clogged with people asking simple "anybody wanna play?" almost every minute or randomly chatting about hook-ups when this stuff should be discussed in DM or anywhere else but in the channel. Simply putting 10 minutes slowdown would let users understand that A. This channel is not for chatting, it's for calling people to play the game; and B. Wasting your slowdown on a simple one sentence message that tells nothing is not worth it. What also was suggested is to make a system similar to #suggestions-posting: leaving a pin messages always at the top and periodically deleting hookups so channel would not be clogged

**Suggestion Author**

@orchid frost

**Approved by**

@vestal charm

tawdry condor
#
**Make the stealth and charge meters able to be clicked through**

Adrenaline and rage got this feature in 1.5 due to they being obstructive, so why didnt these 2.
It would be convenient if these were also able to be clicked through as you could fire projectiles to where the bars are with no issue

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

#
**Add Biome Shrine Locators similar to the Mysterious Mechanisms**

The calamity biome shrines contain some pretty fun and interesting items. However, finding these shrines take far too long especially in larger world sizes. It can take hours just to find the shrine you're looking for because you're basically looking for 1 specific structure in a massive world. Some shrines are easier to find than others due to the biomes they are placed in, but far too many times have I needed to scavenge my entire world just for one item. Its rarely ever worth it to intentionally search for these drops due to how long it takes to find them. I find myself usually skipping them unless I come across them in normal exploration.

The Draedon Labs got an item, in the form of Mysterious Mechanisms that will seek each lab out for you should the player have trouble finding them, so why not do that for Biome Shrines as well?

All of these items are powerful in some way, so I get why they're hard to find. But adding an item maybe post-Skeletron to seek them out would help a lot. I would propose using a golden key and then combining them with biome materials to create a Biome Shrine Key. This item would then slowly move towards the chest.

**Suggestion Author**

@tardy summit

**Approved by**

@vestal charm

#
**Reduce the stats of Profaned and Abyss enemies to fit power curve flattening**

I realized while grinding the Abyss that the health of regular enemies hasn't changed from Rust and Dust; for example, Providence has 600,000 health while a Reaper Shark has 380,000. This makes it take far too long to kill them. Trimming post-ML enemy health has already been done to the buffed moon events and Acid Rain, so what about the rest?

**Suggestion Author**

@woven knot

**Approved by**

@vestal charm

#
**Add a use for extra Boss summons**

There are some instances that result in getting another boss summon even if you already have one, killing enemies in hardmode before killing the respective mech, some chests giving suspicious looking eyes, etc. It'd be nice to do something with the extras, even if its just putting them into an extractinator for some coins

**Suggestion Author**

@snow zinc

**Approved by**

@vestal charm

#
**Could you please give the little baby desert scourges in Rev+ map markers?**

During the fight, the little scourges always fly out of the sand and hit you without warning. It just feels super cheap and annoying, and makes the fight much less fun. Having map markers would make it so you can actually see when they’re coming instead of trying to react within the 1 or 2 seconds they’re above-ground.

**Suggestion Author**

@woeful sierra

**Approved by**

@vestal charm

#
**Have the Sentinels not die during their solo battles**

It doesn't make much sense for the you to kill the sentinels in their solo battles, only for them to reappear alive and kicking butt in the DoG fight. Have their solo fights end in a retreat or something, similar to how Yharon used to leave mid-way in battle.

**Suggestion Author**

@feral talon

**Approved by**

@vestal charm

#
**Add a Spawn Blocker for Wulfrum Enemies**

Once you're in late pre-hardmode, wulfrum enemies are nothing but a nuisance in the world that fills your inventory with scrap items that you'll never use. The item could be something along the lines of a "Wulfrum EMP Generator"

**Suggestion Author**

@snow zinc

**Approved by**

@vestal charm

#
**Add a way for summoners to know how many minion slots have been used up so far**

It gets really annoying having to calculate the slot count yourself, so this'll just make life easier. The stat meter shows us how many slots we have in total, so why not also add a counter for how many you've used up.

**Suggestion Author**

@feral talon

**Approved by**

@vestal charm

tawdry condor
#
**Make Rover Drive proc when the player is on near proximity of any enemy or projectile.**

Right now Rover Drive procs in a really vague way. It has no clear cooldown indication, it has no clear way of triggering the defense effect. Having Rover Drive proc on close enemy / projectile proximity would make triggering it way more reliable while still having strategy due to cooldown.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Increase the crafting yield of Bouncy Spiky Balls to account for Pink Gel's rarity in Pre-Hardmode.**

Bouncy Spiky Balls right now have the exact same crafting yield as Sticky Spiky Balls (20 per craft), but Bouncy uses Pink Gel while Sticky uses Gel. Pink Gel in Pre-Hardmode is substantially rarer than normal Gel, and Bouncy Spiky Balls end up being way rarer to obtain or harder to keep stocks off compared to Sticky Spiky Balls. Not only that, Bouncy is considerably way less reliable compared to Sticky Spiky Balls.

Having Bouncy Spiky Balls yield at least multiple times its current yield would at least help with making Bouncy Spiky Balls a lot more accessible.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

#
**Remove the ability to set the weather effects to lower of the default inside the configs**

Its really confusing that you can actually make death mode effects such as lighting on rain and the icicles on blizzards appear less frequently inside the configs, this is the only death mode effect that can be toned down and doesnt make sense it can even be due to the mode’s nature.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

#
**Buff Frigid Bulwark and Give It Additional Effects**

Currently Frigid Bulwark is generally underused due to it being comparatively weaker than other items on its tier. Asgard's Valor for knockback immune and Ambrosial Ampoule for defensive capabilities comes in mind.

Frigid Bulwark should be buffed in some way so that it can stand on its own to be a worthwhile accessory, the following are some example ideas:

  1. Stay in tier but get a "shield of cthulhu-like dash" to give it more functionality and an alternative to Asgard's line, with Asgard's line focusing on giving a super dash and debuff immunity while Frigid Bulwark-line just for movement and general utility

  2. Double-down on team play functions and give it rover drive or similar effect to help block/mitigate damage partially on a cooldown/condition

  3. Move Frigid Bulwark to post-ML but make it combine with Ambrosial Ampoule

**Suggestion Author**

@drowsy mantle

**Approved by**

@vestal charm

tawdry condor
#
**Add Difficulty Description Tooltip to Revengeance and Death (Item)**

With Malice (item) setting precedent, it can be a good idea to fool-proof it and add general difficulty description to Revengeance and Death to give expectation of what the mode is about (especially for new player). Difficulty description being similar to Malice (This mode is subjective...)

The following are just example from me (someone else will do a better job than me):

Revengeance: This mode is intended for experienced vanilla player, providing greater challenge than vanilla that can be overcome with effort. A full playthrough even for first modded experience is possible.

Death: This mode is intended for veteran to Calamity Mod, expect drastically increase in difficulty. Preparation, knowledge and determination are required. A full playthrough can be reasonably done by someone experienced to the mod.

**Suggestion Author**

@drowsy mantle

**Approved by**

@vestal charm

#
Buff the nanoblack reaper

Reason to this is that I tried the nanoblack reaper after the update and it felt underpowered to other endgame weapons. This is why I would like a buff to it because of it worse than the other endgame rogue weapon, the scarlet devil.

**Suggestion Author**

@terse oriole

**Approved by**

@vestal charm

tawdry condor
#
**NPC's such as amiadias or the guide should hint the player what happens when Rod of discord or Normality Relocator is being used in the abyss**

Just like how the old man hints at you unable to enter until you defeat skeletron, you should be hinted that using an item that inflicts chaos state in the abyss would summon a very powerful enemy and you should not be doing so in there. It just confusing to people who first play calamity and have no indication of AEW spawning while the player is under the effect of chaos state

**Suggestion Author**

@elder topaz

**Approved by**

@vestal charm

tawdry condor
#
**Make the final Exo Mech you fight based on which you selected to begin the fight, rather than whichever you damaged least**

Currently, grinding for the Exo drops you want is a pain as you have to specifically avoid damaging the ones that drop the item you want, which, considering both the projectile spam of many late game weapons, and, frankly, the clusterfuck visuals of the Mechs, is much easier said than done. Allowing the player to select which one you fight last would cut down on that painful grind.

Additionally, it would lend more weight to the selection at the start of the fight considering right now it serves little purpose other than a neat little decision you can make with little actual consequence to the fight itself.

**Suggestion Author**

@maiden heron

**Approved by**

@vestal charm

tawdry condor
#
**Add a low graphics mode in the config for some of the endgame weapons**

Currently, turning off afterimages does not prevent weapons such as subsuming vortex, fabstaff, apotheosis, and rainbow party cannon from making the game a slideshow. Many of these weapons have had reworks, which have made them significantly laggier. As a mage enthusiast, it pains me that I cannot use these weapons effectively.

**Suggestion Author**

@quartz idol

**Approved by**

@vestal charm

tawdry condor
#
**Give Astrum Deus some attacks to set him apart from other worm bosses**

As it currently stands, Astrum Deus has pretty much nothing going for him. He's simply a flying Rev Destroyer that poops out Slime God mines and splits into two at half health. While I would prefer that he got an entire rework, I know that isn't possible. But still do think that giving him some extra attacks would help solidify his place next to Moon Lord in progression. I was thinking something along the lines of him arcing above the players position and raining down star projectiles, and maybe drawing constellations with his body? Something to help drive home the idea that he's a star worm, because as it stands he's mechanically a recolored destroyer (Since Rev Destroyer now has the same unique laser firing patterns.)

**Suggestion Author**

@solemn kiln

**Approved by**

@vestal charm

tawdry condor
#
**Replace Astral Ore in the Astral Meteor with a designated "Astral Meteorite" or "Hardened Astral Stone" block, and make Hardmode ores in the Astral biome be replaced with Astral Ore.**

Currently, there is not a SINGLE reason to go into the underground astral biome, As once you beat Astrum Deus, you can immediately collect all the Astral Ore you will ever need. Placing the Astral Ore down there gives the player a reason to go underground, And makes the player brave this environment. Optionally, allowing the Astral biome block to spread and infect vanilla blocks like the corruption can would make Astral Ore semi-renewable. There could be a limit on the amount of astral blocks in a world, at which point the blocks will not infect any further.

**Suggestion Author**

@snow zinc

**Approved by**

@vestal charm

#
**Nerf rotten dog tooth**

On its current state it is just too strong for a post-EoC accessory. Unlike what the tooltip states it reduces stealth costs by 15 points (rather than 1) which on pre-hm is quite a bit (and it also allows to stealth strike infinitely when paired with ethereal exhorter and a multiclass armor). Besides that exploit it also has Filthy glove's (a post-Hive mind accessory) stats AND inflicts armor crunch (which is a powerful debuff, specially in this stage) making nearly every offensive stealth rogue accessory near obsolete until you get Electrician's glove or similar accessories on hard mode. A nerf is required for this item.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Give Upgrade or Unique Functions to Heart of Darkness, Stress Pills and Laudanum**

With Draedon's Heart being an independent drop, these three accessories no longer has an upgrade. Despite them being rare drops (1.67%), their effects are simply not worth using entering Hardmode.

Laudanum can see niche use (namely Armor Crunch) but only for specific case like Golem and Ravager.

These accessories should have upgrades such as similar to previous Draedon's Heart or independent upgrade line to emphasize on their respectively effect. Otherwise at least give them unique functionality to make them worth using consider their status as a rare drop.

**Suggestion Author**

@drowsy mantle

**Approved by**

@vestal charm

#
**Rework Destroyer’s body lasers**

The new Destroyer laser attack is ripped off of Deus’ laser attack. Setting the debate on whether this was just a lazy move to shut people’s complaints up aside, this attack bears flaws that make the boss simply way too unfair for early Hardmode. Firstly, the movement equipements players use for Destroyer and Deus are way different; Fishron Wings clearly outmatch any early Hardmode wings, and provide a sufficient method of escaping the lasers. Secondly, Destroyer has many more segments than Deus, resulting in the laser barrages lasting much longer and covering much more space than the latter’s. This attack is bad just like last update’s laser attack, just in a different way.

**Suggestion Author**

@sage sierra

**Approved by**

@vestal charm

tawdry condor
#
**Add an option to remove/adjust the complete invisibility effect of potions such as invisibility/shadow potions**

Anyone who has played Rogue understands the importance of these potions, but also understands the agony of trying to dodge things, or just walk around. It makes some parts of playing feel awful, especially when it’s such a core component to an entire class.

Other classes don’t see a negative effect to their class exclusive potions, so I don’t see why this shouldn’t apply to Rogues too.

**Suggestion Author**

@haughty night

**Approved by**

@vestal charm

tawdry condor
#
**Give the Dark Spark a different sprite when being fired**

I feel like it would improve the overall feel of the weapon and the similarity to the original Last Prism to make the holdout sprite a spinning Dark Spark, rather than just a simple flashing animation.

**Suggestion Author**

@humble sun

**Approved by**

@vestal charm

tawdry condor
#
**make the seraph tracers and upgrades give you low gravity immunity**

Getting stuck at the top of the screen is annoying during Calamity's endgame, and while gravity normalizer potion helps, it is a limited buff that isn't ideal, plus I don't want to have to grind lots of them for all of my failed attempts. This would also be thematically fitting given that the gravity globe (another moon lord drop) can manipulate gravity, kinda tying the whole gravity manipulation theme together. It would be extremely helpful just to have to clear out the planetoids for more space instead of having to mine out a big box somewhere underground for late game bosses (especially Draedon who needs a lot of space).

**Suggestion Author**

@plucky shell

**Approved by**

@vestal charm

tawdry condor
#
**Prevent the Cnidrion from spawning in the ocean**

The gameplay impact of this happening is basically nonexistent, but a desiccated seahorse spawning in a giant body of water makes no sense.

**Suggestion Author**

@toxic ferry

**Approved by**

@vestal charm

tawdry condor
#
**Make Purified Jam non-consumable, and potentially make it a Malice Drop**

Currently Purified Jam, while it’s a cool concept, is extremely underutilized. The tedium of farming for it puts off players from using it, and is unwarranted. Especially since it is still possible to do so reliably, if slowly, in endgame, where the item is most useful. Making it a non-consumable potion similarly to the Horn o’ Plenty from pre 1.3 mobile versions could be a good way to make it more practical.

Additionally, it is not just 5 seconds of free invincibility, as it inflicts 30 seconds of potion sickness (25 seconds with Philosopher’s stone+).

The Slime God is also one of a few bosses that do not have a Malice Mode drop. Even if another Challenge Drop is planned for the Slime God in the future, other Malice bosses have multiple challenge drops early game, like Eye of Cthulhu, and a non-consumable Purified Jam could be a good incentive for players to try out Malice Mode Slime God.

**Suggestion Author**

@bold trellis

**Approved by**

@vestal charm

tawdry condor
#
**Brain of Cthulhu malice mode melee is way too difficult **

Before you blow this off as "malice is meant to be challenging", it was stated
that all bosses are possible with proper-tier gear. However, on my melee playthrough,
I do not see the BoC feasible. I am okay at the game, and have yet to get remotely close
to defeating him. The issue lies later on when he begins to teleport rapidly. There is
just no way to avoid him with a melee build. I have tried nearly all melee weapons provided
by Calamity, with no avail. Its possible I'm missing a mechanic, but this fight is feeling near
impossible at over 200 attempts, with none of them getting him under 25% HP. Sure I could change
classes, but I believe that all classes should stand a chance. Maybe add a new melee weapon for him?
I've looked all over the internet and have yet to see someone beat it with a melee build. I've asked
numerous times in the help channel with the same response of change classes or used non-melee weapons.

**Suggestion Author**

@glad zinc

**Approved by**

@vestal charm

tawdry condor
#
**A crafting recipe involving the Giant Pearl**

The Giant Pearl in general is a very useful item for slowing nearby enemies and highlighting them as well as bearing a beautiful and helpful glow. But at some point it's gotta go. However, it's hard to let it go though because of its usefulness. Crafting it into an item by combining it with another item or including it in a crafting recipe for an item that already exists would allow you to keep those useful abilities.

**Suggestion Author**

@open prism

**Approved by**

@vestal charm

tawdry condor
#
**Reduce Yharon's invincibility time when transitioning between phase 1 to 2**

The high invincibility time did make sense prior to 1.5 when he had to recover his health back but now it just gives him a chance to set up bullet hells and hit you many times while you can't attack him. I think that reducing the time to just the enough for the sprite to change would be enough but keeping it as it is right now is just really annoying.

**Suggestion Author**

@tacit owl

**Approved by**

@vestal charm

tawdry condor
#
**Nerf or rework Ares to be less of a world tour**

In the current Exo Mechs fight, Ares presents a decent challenge, with four Exo superweapons to watch out for. The main issue with that is how much space it takes to defeat.
Ares is a world tour and that is still an understatement. As all Exo weapons are above you and require a lot of movement to dodge, players can't help but keep falling to dodge his attacks, which translates to an enormous arena spanning from the Surface to the Underworld. It's not ideal to have a boss demand a world-sized arena to be beaten, specially considering it's on all difficulties. Ares should be nerfed or reworked in a way that it's feasible to defeat it on the Surface/Space layers, without having to nuke the world. At least, the Exo weapons shouldn't force a fall god strategy upon the player, and give some room for other ways of dodging (such as the Exo Twins, which allow for a more flexible vertical movement).

**Suggestion Author**

@distant mason

**Approved by**

@vestal charm

#
Disable teleportation potion during boss fights

It's possible to cheese infinite range aggro non-teleporting bosses with teleportation potion. Specifically, calamitas can be cheesed with teleportation and probably more bosses. To cheese bosses, you just teleport away when you're low and heal up then you can fight again until you're low then repeat. It just seems like an oversight to not allow recall but allow teleportation.

**Suggestion Author**

@glossy rain

**Approved by**

@vestal charm

#
**Queen bee is insane in malice**

QB is pretty difficulty in malice, comparing to skeletron she's much easier, it only starts getting insane when low health where she starts making impenetrable walls of stingers when the only way of avoiding her random and unavoidable quick dashes is passing through the stingers at the moment she's moving at the same direction as us during the stinger barrage attack otherwise we'll get a free hit from her really hard hitting dash, and on top of that we can't jump during the stinger barrage otherwise they will be fired toward us, and her drops aren't even worth it, the challenge drop is kinda good since its a hm acessory in pre-hm with additional effects but even then its an acessory nobody bothers using and the additional effects aren't great thing in my opinion, we're already filled with acessory options even in pre-hm

**Suggestion Author**

@dark inlet

**Approved by**

@vestal charm

#
**Have Midnight Sun Beacon Summons spread themselves out**

Currently, the summons all stack up in the same location on top of one another when summoned and idle. This makes it difficult to tell how many MSBs you have/still have. Have them spread themselves out above the player, similar to how the mounted scanner does.

**Suggestion Author**

@feral talon

**Approved by**

@vestal charm

#
**The dungeon should accommodate the need of large space for ceaseless void and polterghats**

Just like with golem, the dungeon should provide enough room for these bosses as making an arena for them is a very, very tedious process and takes up to an hour occasionally depending on how world gen has screwed you over. Giving people enough room to work with to either minimize the work needed or just have an area ready for the player will give the player a more fun time preparing for the boss and fighting it as creating the arena is the least fun part of it especially how massive it sometimes is.

**Suggestion Author**

@elder topaz

**Approved by**

@vestal charm

#
**Give Gravity Globe a good use**

The Gravity Globe always has been one of the most underwhelming, unused accessories. Because of this, It gets little to no use, outside of challenges. For starters, there is no real reason to use it, as gravitation potions are superior, because they do not take up one of the limited accessory slots, and you can change mid-air. I think giving the Gravity Globe that one feature could make it worthwhile.

Another change that could be added is giving the player resistance to low gravity, as it would provide more functionality in it. That is not saying much, however, as it has the same amount of functionality as the angel statue.

Finally, I think adding it's effects into the Seraph/Elysian/Cosmic tracers could make it not only a useful item, but make the tracers even better. Don't get me mistaken, I love the tracers, but it would be cooler to have gravity control.

**Suggestion Author**

@marsh sapphire

**Approved by**

@vestal charm

#
**Rework Plantera to not be as unfair**

This boss is just, very confusing on how youre supposed to handle it, if you make a small arena or just an arena with tight corridors, youre gonna get either shot down by the petals or cuckblocked by the spore clouds, not to mention not having enough space to dodge the second phase with all her little tentacles esentially making her "hitbox" massive

On the other hand, if you get a spacious arena you will be making her extremely fast which just means constantly getting rammed by her or running into spore clouds due to going at high speeds

And at the end of the day its hard to figure out what to do to not constantly run into these unfair situations, so i just suggest to tune some aspects of this boss so you dont have engineer some extremely complex arena/setup to stand much of a fighting chance

**Suggestion Author**

@open owl

**Approved by**

@vestal charm

#
**Add the ability to toggle cadance potion visual effect**

Otherwise hearts are just coming out of your character 24/7 which can be both distracting and gets in the way of vanity

**Suggestion Author**

@mint estuary

**Approved by**

@vestal charm

#
**Make cryogen projectiles go through tiles**

I managed to easily cheese death malice cryogen my second try using minecart tracks and ice blocks to block its projectiles. Im doing this cuz im evil

**Suggestion Author**

@feral wave

**Approved by**

@vestal charm

tawdry condor
#
**Allow the crafting of sea food in pre-hardmode (Post Evil bosses/Skeletron/Slime God) instead of requiring an mythil anvil**

I understand that the aquatic scourge is meant to be fought on hardmode however it would be nice to be able to fight him reliably on pre-hardmode since its completely possible to fight him at this stage of the game, since the only other way to fight him pre-hardmode would be waiting for the scourge to spawn narutally which sometimes it can take a long time to spawn and the other way would be using a zerg potion but its very annoying to deal with all other monsters that spawn besides the scourge, besides, waiting for him to spawn narutally for several minute at a time will only give you one chance at killing him, failing to do so will make you wait even more for him to spawn again with is extremely discouraging

Making this change wont change the fact that this boss is in hardmode and you can still fight him as intended in the progression, however it will give choices to those players who wants a high risk-high reward challenge and are willing to commit fighting him several times in a row instead of just waiting for him to spawn and eventually giving up out of boredom of waiting

**Suggestion Author**

@indigo moon

**Approved by**

@vestal charm

tawdry condor
#
**Silva Wings should buff the revive on Auric Tesla sets that use Silva Armor**

Seeing as Silva armor is a component in 2 of the armor sets, and that said armor sets carry over the silva revive buff, it makes perfect sense that the Silva wings get to augment their revives in the same way. Feels weird for that to be available in a lower tier armor but not a higher one.

**Suggestion Author**

@feral talon

**Approved by**

@vestal charm

tawdry condor
#
**Take away destroyer's flight in Rev+**

Destroyer is notorious for being a stupid RNG bossfight without much of an identity to build a unique AI. Over the past year and more Calamity has attempted to change the laser attack of destroyer and it's pattern to be much less difficult or disruptive, however all this has done was make the fight more streamlined towards every other worm boss in the mod.
Destroyer additionally gained the ability to fly, and while this shuts down free player movement in the sky, it makes it a nightmare to balance every other aspect of the destroyer fight, such as the probes and lasers which both have massive potential to be expanded on in a unique way.
Removing destroyers ability to fly will make the lasers much less of a problem to balance and provide more potential to keep the player near destroyer without the constant presence of a mach 5 space worm. This also gives much more room to again expand on probes and lasers in a unique way that will make destroyer it's own fight and not just a task, something that many people see it as currently.

**Suggestion Author**

@urban carbon

**Approved by**

@vestal charm

tawdry condor
#
**Add a "subworld" to fight exo mech**

As a lot of player complain about the need of a really big arena, i think that it would be very appreciated. Some other terraria mods add this feature, and just adding an already builded arena could solve the problem (or even a big space in which player could build as they want).

I always feel pretty bad to destroy big part of my world just for one boss battle. For exo mech, i need at least to destroy some of my flying island and planetoid. In addition to the amount of time needed for this, it also break the charm of my world that don't feel "natural" anymore (even if i don't need those islands anymore after that).

As this arena won't need any procedural generation, it won't be as hard as making a real subworld, and it can easily feet in calamity lore, like draedon teleporting the player in a holographic place to fight exo mech or something else.

Also, it can even be useful in the futur for other boss if the dev team want to do something for them too.

**Suggestion Author**

@sand tangle

**Approved by**

@vestal charm

tawdry condor
#
**Nerf the amount of hellblasts spawned in supreme calamitas' bullet hell 1**

With 1.5 fixing the bug where the left side of blasts did not spawn correctly, this bullet hell is now much harder than any other bullet hell minus 5 due to the immense amount of hellblasts to dodge in the later 10 seconds. For being the first bullet hell, it should not be harder to dodge then most of the ones later on in the fight to it. To make up for the entire side you now have to dodge both left and right sides should spawn less hellblasts so it keeps the fair difficulty it had pre 1.5

**Suggestion Author**

@worthy pecan

**Approved by**

@vestal charm

#
**Make Perforator Hive shoot projectiles slower when the worm is alive**

Yes. You are fighting a worm, you have full control on it and then you get hit by a random ichor dot or a blood dart and everything goes wrong. Making it shoot less projectiles or shooting the same amount but with longer cd would definitely do something

**Suggestion Author**

@orchid frost

**Approved by**

@vestal charm

tawdry condor
#
**Allow Storm Weaver's forced rain event to be turned off in the mod config**

Storm Weaver is already one of the more frustrating bosses, I think most people will agree. But it's not terrible... unless your PC has trouble with Terraria's rain. Mine does, unfortunately, same as a good few other people I know. Storm Weaver automatically summoning heavy rain every time you try to fight it is a cool mechanic, but it often murders the frame rate within seconds.

And beyond that, some people just don't like Terraria's rain event. It's a bit too common anyway, so forcing players to activate it over and over is a pretty cruel punishment for not beating arguably the most RNG-heavy boss in the mod. The best way to deal with this would be to add an option to disable it.

**Suggestion Author**

@brittle patrol

**Approved by**

@vestal charm

tawdry condor
#
**Massively Buff Hook Velocity of All Pre-ML Hooks**

Currently the players' movement options are pretty limited (most notably mid-air horizontal movement) especially with the new limitation on early-hardmode. This is most apparent in Malice mode where you constantly see the same strategy.

All viable movement options boils down to full Quick and: 1) Run in a straight line; 2) Wingless Sandstorm Jump; 3) Massive Arena + Slime Mount; 4) Jumpspeed + Slime Mount... Basically unless players have absurd amount of burst vertical or horizontal speed they can't dodge efficiently.

Hooks had always been an interesting movement option: they are the hardest to execute properly, while most versatile and often most rewarding, but most hooks are too weak Pre-ML simply because bosses are too quick/change direction too frequently for the speed of hooks to keep up. Buffing hooks (particularly the extend velocity) will make it a viable options and movement strategy to use rather than compensatory with other options.

**Suggestion Author**

@drowsy mantle

**Approved by**

@vestal charm

tawdry condor
#
**Make All Potions Stackable to 9999**

Many of Calamity's potion already stacked to 9999 (except Shadow Potion, Anechoic Coating and Sulphur Skin Potion (and Aureus Cell but probably on purpose))
For vanilla only Super Mana Potion, Love and Stink potion are stackable to 9999

For consistency every potions should be stackable to 9999 since there is no gameplay implication (you will not used up all 30 in a fight, just that you don't have to remember to restock)

**Suggestion Author**

@drowsy mantle

**Approved by**

@vestal charm

tawdry condor
#
**Buff/Overhaul the leviathan teeth**

The leviathan teeth is a rogue weapon dropped by the leviathan, currently, this weapon feels extremely underwhelming to use, the dps not high as it should and its extremely inaccurate, weapons such as the skyfin bombers or scourge of the seas (both of which are really far behind in progression) arguably outperform this weapon in (almost) all aspects, and the fact that both the damage is not that great + the fact that the spread is so large and is heavily affected by gravity, makes this weapon extremely unreliable in almost all situations

The stealth attack of this weapon is virtually useless, its very situational (in my experience) so a whole overhaul of this weapon or changes on damage and functionality rergarding the stealth would be nice to have

**Suggestion Author**

@indigo moon

**Approved by**

@vestal charm

tawdry condor
#
nerf the desert nuisance in malice

they are too fast for a "boss minion"they deal 70 damage to a 20 defense character,they hide underground and you cant target them
they will come off screen to hit you with no risk and maybe stun lock for desert scourge to hit you making almost 200 damage that feels unfair

**Suggestion Author**

@sacred kiln

**Approved by**

@vestal charm

tawdry condor
#
**Remove Lead Core from Silva Armor Recipe**

Absolutely no point in a lead core being part of a piece of armor, it's literally just to piss you off when you forgot to get it, or couldn't get it, in tier 3 acid rain. Also, the armor piece grants immunity to irradiated, which is dead rubber because sulphuric sea and acid rain are useless after DoG

**Suggestion Author**

@placid wadi

**Approved by**

@vestal charm

tawdry condor
#
**Nerf ethereal extorter with the elemental disk**

Currently the ethereal extorter shoots souls based on y'know. when a projectile collides with something. And the rainbow disk shoots out projectiles if enemies are near it. Causing it to hit multiple times and summon a very large amount of souls when combined with the extorter. Which can then shred most things because of how many there are.. or it can also lag games.

Which i encountered during my folly fight. crashing my game due to the amount of projectiles both the disk and extorter spawned together.

**Suggestion Author**

@reef wolf

**Approved by**

@vestal charm

tawdry condor
#
**Force world gen to spawn at least 5-6 Acidwood trees

**
Acidwood is currently the only tree whose purpose cannot be replaced by another wood (specifically, crafting weapons and armour that still have a combat use after first night), and it's pretty annoying when world gen only spawns one tree and forces you to plant acorns in the Sulphurous Sea for gear that'll be obsolete by the time it'll take for the trees to grow.

**Suggestion Author**

@toxic ferry

**Approved by**

@vestal charm

tawdry condor
#
**Make Wall of Flesh despawn if no players are alive**

The worst thing about fighting the Wall is that i have to wait 10 minutes in between attempts for it to cross the underworld. Making it just ultra fast like or despawn once everyone is dead would streamline the fight a lot while also removing possible cheese by re-entering the underworld

**Suggestion Author**

@flat bluff

**Approved by**

@vestal charm

tawdry condor
#
Bring back DOG and yharon phase 2 health reset

I feel like the boss fight had more of an epic feel when this happened, like with yharon after you take down the first health bar and just see his health recharging it gave me a feel of like “oh crap here come the real fight “ and the same with DOG killing the first phase then the servants after that not know an even bigger and more deadly worm was coming as the song became more epic was an amazing feeling I had when I first played the mod, I recently started a calamity mod playthrough with my cousins and we’re around the post Moonlord content and I want them to have that same feel of “holy crap”

**Suggestion Author**

@soft sky

**Approved by**

@vestal charm

tawdry condor
#
*Make mud unable to be corrupted or make a variant of corrupted mud*

I hate the feeling of opening terraria remembering the corruption is right next to the jungle and leaving because I feel demotivated of making a whole hellavator because you cant uncorrupt it. Its just a nice quality of life update that would also make sense to have.

**Suggestion Author**

@stark dagger

**Approved by**

@vestal charm

tawdry condor
#
**Asteroids animation**

I would love for an animation to be added to the space layer, with small asteroids passing through the background, they don't have to be big, Asteroids are known as "Minor Planetoids", this is to accompany the Planetoids and give them more substance on the map than just being big rocks, like if they're a whole "biome" itself. :)

**Suggestion Author**

@dusk bluff

**Approved by**

@vestal charm

tawdry condor
#
Let adrenaline and rage ignore some amount of reactive DR.

Adrenaline and rage in the current system become significantly less useful. By doing this, you could deal good damage to a boss at low hp. It is incredibly disappointing when you pop adrenaline to finish off the last 20% of a boss, only for it to deal 4% before making the boss fully invincible. Adrenaline and rage are supposed to be a sudden surge in damage, not a way of dealing no damage for the next while.

**Suggestion Author**

@wide fog

**Approved by**

@vestal charm

tawdry condor
#
**nerf a bit the life of brimstone hearts**

with the recent move of the exo weapons to post-draedon this make some class like ranger, rogue or even mage if you have really bad aim being very annoying the brimstone hearts because many of the good weapons to destroy these was moved to post draedon (wich is even more hard to some class like summoner or any class in general) nerfing a bit the life of this hearts will make this part more fair to some classes since you need to aim with ranger meanwhile you dodge many bullets in the screen (and is worst if you have a bad pc), rogue have some options but you need have full stealth and good aim to kill all the hearts with one slash from the "final dawn" or get lucky because some times the sephulcher block the weapons or dont die meanwhile you are using the wand to kill this hearts

this little nerf to the life of the brimstone hearts will help a lot to the classes that dont get very good equipement in this recent update

**Suggestion Author**

@graceful vault

**Approved by**

@vestal charm

tawdry condor
#
**Make it so that dog despawns if all players die during phase transition*

I was fighting dog and i happen to die just as he enters the phase transition, i have short respawn times because i hate waiting and normally this does not matter as bosses despawn immediately but it turns out dogs phase transition is 5 seconds long and that is how long it takes for me to respawn so i have to teleport back to my arena and watch as dog kills some of my npcs and kills me a while later, this is normally never gonna happen due to the fact that it is caused by an external mod and you have to die at a specific time but it does beg the question of why does dog not despawn during the phase transition if all players die?

**Suggestion Author**

@stone oriole

**Approved by**

@vestal charm

tawdry condor
#
*Buff endurance potions again*

DR already got nerfed multiple times and a few months ago warding also got nerfed.
The new "defense damage" mechanic already made tank builds useless so I don't understand why would you guys nerf the endurance potion.

"you’re saying you can’t true melee nohit every boss? skill issue clearly, now keep getting good as i make melee more of a glass cannon than any other class, to prevent facetanking from ruining our bossfights of course"

**Suggestion Author**

@ebon ivy

**Approved by**

@vestal charm

tawdry condor
#
**Make Supreme Calamitas use her phase 2 attack animations for the entire fight**

Currently, Supreme Calamitas uses a set of attack animations for the first phase of the fight (>40% HP) where she mostly just raises her arm(s) and materializes projectiles, and a different set for the second phase (<40% HP) where she has more detailed animations such as thrusting out her arms and igniting her hands to launch individual projectiles.

I know it could be argued as Calamitas putting in more effort once she's been beaten down a bit, but I think that having those detailed animations only being used for the last 40% of the fight is kind of a waste, since they make Calamitas feel more lively and add an extra bit of flair to her attacks.

**Suggestion Author**

@bleak parcel

**Approved by**

@vestal charm

tawdry condor
#
Add Phantasmal Ruin to the recipe of Scarlet Devil

Scarlet devils recipe rn is wraithwing, 15 bloodstone cores, 15 souls off night and 5 shadowspec bars. To me this has made sence, until wraiths projetctile was changed to a more firy thing, rather than a spear

Adding or replacing wrath whit phantasmal ruin to me is a small change that would be good. Phantasmal in my eyes is a bad finale to the rogue spear line. Its only pre dog, as most other major lines end atleast near scal

Why phantasmal makes sence? Well its has several familiriaties to scarlet. It has

-On travel projectiles
-An on hit projetile effect
-A slow use time

On the take that what about the other rogue spears like eclipes fall, eclipse lacks on travel projectiles and has a fast usetime. The atom splitter is a draedon drop and no other draedon drops craft into anything

Wrath, could still in my eyes stay in. Its has the scarlet explosion on hit, which make this upgrade tree make sence as phantasmal lack the explosions.

**Suggestion Author**

@tiny fjord

**Approved by**

@vestal charm

tawdry condor
#
Rework the Perforator Hive fight to make the ceiling of projectiles attack more fair and fun to dodge

I think the majority of players can agree that this attack is most unfun attack to dodge ever. The attack makes the boss way too difficult for its point of progression, as for example, the Hive Mind is miles easier than it, even though they are the same tier. The attack does not make player think of how to actually dodge the attack, because there really is no way to consistently dodge it since there's always something else going on at the same time to also avoid, the attack instead makes players think of how to manipulate the boss's ai in order to completely nullify the attack and just go around the entire ceiling of projectiles. This fight would be infinitely more fun if the attack simply wasn't there, with no other changes, although it probably would be too easy then, as this attack makes up the entirety of the fight's difficulty since it forces you to base how you move for the entire fight off of it specifically. Increasing the wideness of the gap between each projectile or making a larger "main gap" somewhere would make the attack not as unfair and make more sense for the point in progression of the boss.

**Suggestion Author**

@wanton eagle

**Approved by**

@vestal charm

tawdry condor
#
**Make the Charred Idol require a Mythril Anvil to craft instead of an Adamantite Forge**

One of the main changes to hardmode that Calamity makes is allowing the player to fight bosses in almost any order they want to, making progression non-linear. This was pushed back a little by the early hardmode rework due to access to Mythril (and thus the Mythril Anvil) being locked behind defeating a mech boss, but there's still a lot of room to make your own route through the game.

Right now, most hardmode bosses' summoning items only require a Mythril or Iron Anvil to be crafted, allowing them to be summoned early in hardmode. The only exceptions are the Abombination (PBG) which requires killing Golem for plague canisters, and, new to 1.5, the Charred Idol (Brimstone Elemental) which requires an Adamantite Forge. Brimstone Elemental is meant to be one of the first bosses fought in hardmode, but because getting the forge required to craft her summon now also requires killing two mech bosses to get Adamantite, you can no longer fight her as early as was intended. On top of going against the Calamity mod's goal of non-linear progression, this also indirectly makes her drops less valuable, as they have to compete with Adamantite/Hallowed-tier gear because that's the gear you'll have available to you by the time you can summon her.

Making the Charred Idol require a Mythril Anvil instead of an Adamantite Forge makes its crafting requirements consistent with other hardmode bosses' summoning items, brings it back in line with Calamity's non-linear design, and allows Brimstone Elemental to be fought at the intended point of progression.

**Suggestion Author**

@vestal tide

**Approved by**

@vestal charm

tawdry condor
#
**Rework the Crystal Blade**

Let's talk about one of the most useless hardmode weapons, "The Crystal Blade". This weapon is crafted with Cobalt/Palladium bars, Pixie Dust and Crystals, which it isn't a bad recipe. But the bad thing about this weapon is the terms of damage and how it is outclassed by other weapons. It does nothing, just firing a slow moving cloud that deals low damage.
I suggest to rework the Crystal Blade to be more viable for the start of hardmode and to not be straight up outclassed by other melee weapons.

**Suggestion Author**

@cosmic orchid

**Approved by**

@vestal charm

#
return revengeance drops to normal

i strongly dislike the move of challenge drops to malice as i personally believe it removes a purpose for revengeance and hinders my (and from what i have read) others fun with the mod. overall i like the update though keep up the good work👍

**Suggestion Author**

@nocturne lily

**Approved by**

@vestal charm

#
**Change the sky's tint for each Boss Rush tier**

After noticing that the sky turns white while Boss Rush is active (with Xeroc's Eye), I figured that it would be neat that it changed color, ending at black for the final tier (which would make SCal's attacks a bit easier to see). I am aware that the Boss Rush rework isn't finished, but this is something to take into consideration for the rework.

**Suggestion Author**

@dry plank

**Approved by**

@vestal charm

#
**Give Cryogen a unique summoning altar**

As has been done before with Astrum Deus and now Supreme Calamitas as of 1.5, I feel it would be very fitting to implement a summoning altar for Cryogen. Being a magical construct containing both Permafrost and his castle after refusing to aid Yharim, it would be really nice to see a summoning altar or possibly even small courtyard structure in the middle of the snow biome. This feels especially justified by the fact that Cryogen's summoning item is literally called the Cryo Key, so implementing some kind of runic stand/tablet or magically sealed doorway would go a long way for continuing to integrate world-building and lore into interactable parts of the game, as well as making Cryogen's fight more memorable

**Suggestion Author**

@heavy sigil

**Approved by**

@vestal charm

#
**Give all rogue boomerangs auto use**

Theres quite a few specially in pre-hm that do not have this feature despite nearly all of the other weapons at the tier having the feature. Its painful to be trying to spam seashell boomerang, shroomerang, blazing star, etc as you have to click quickly to make the most of the weapons with that playstyle.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

#
**Allow Vulnerability Hex to reduce enemy defensive stats**

It really doesn't make sense for Vulnerability Hex to reduce player defensive stats a lot and disable health regen when inflicted on the player, but then only do damage over time when inflicted on enemies. It's also fine for it to be a powerful debuff on enemies, since the sources of player inflicted vuln. hex come with heavy downsides (being an enchant slot which naturally has a downside, or an acc slot in the case of the Calamity acc.).

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

#
**Change the flying carpet recipe to make it craftable in prehardmode**

The Flying Carpet is a fairly useful accessory to have in prehardmode, but whether or not you are able to obtain it in vanilla is left entirely to RNG. Calamity adds a recipe for it, but you cannot gain the materials needed to craft it until hardmode, and by that time you start getting access to better mobility options. The Recipe as it stands feels like it is only useful for getting the carpet you need for auric tesla boots. Changing the recipe to make it be able to be crafted in prehardmode would allow players to reliably get it at a stage of the game where it has the most value.

**Suggestion Author**

@umbral moon

**Approved by**

@vestal charm

#
**Add the setting to toggle on/off boss rush's black and white filter**

Right now, CalClone and Scal's Bullet Hell projectiles are very hard to see with the filter, so it would be nice, if the players actually decided if they want it on or off.

**Suggestion Author**

@zinc gyro

**Approved by**

@vestal charm

#
**Make crafting Ashen Slabs give you more blocks per craft, and decrease the rarity of Charred Ore**

Currently to craft 5 Ashen Slabs you need 1 Unholy Core and 4 Smooth Brimstone Slag. Unholy Cores require 4 Charred Ore, and Charred Ore can only be found within the Brimstone Crag.
With how small the Brimstone Slag is, there isn't much Charred Ore to be mined, and the only other option for obtaining it is through Charred Slimes. The amount currently is more than enough to craft all of the items that require it, however if you want to use Ashen Slabs in a large building project, you will quickly mine up all of your Charred Ore, and still likely not have enough to build anything too big. This is also ignoring the Unholy Cores requires for some of the Ashen Furniture.

Increasing the Smooth Brimstone Slag cost and increasing how many Ashen Slabs you get for each craft would help solve this issue, however the limited nature of Charred Ore may still pose an issue for larger scale builds. I would propose that veins of Charred Ore appear all throughout the Underworld, though in much smaller quantities than the veins found in the Brimstone Crag. This would eliminate the issue of not having enough Unholy Cores for building purposes while still keeping the best place to get Charred Ore for progression purposes in the Brimstone Crag.

**Suggestion Author**

@rugged summit

**Approved by**

@vestal charm

tawdry condor
#
**Item that shows you borders of yharon and scal fights without having to start the fight**

Adding an item that places the yharon's border tornados and scal's arena rather than spawning them and trying to built an arena

Reason it gets somewhat hard trying to place the borders while trying to dodge them

**Suggestion Author**

@lyric cipher

**Approved by**

@vestal charm

tawdry condor
#
**Make ravager despawn from further away**

I'm not sure how its speed scales in modes that aren't Death, but I have lost several attempts at ravager due to it, when at low health and super-jumping all the time, jumps a little too far away from me and despawns. I can't imagine this is intended, so it would make the boss feel much fairer to fight without having to worry about it running away.

**Suggestion Author**

@dark helm

**Approved by**

@vestal charm

tawdry condor
#
**Move Gravity Normalizer Potions earlier into progression**

This would help with fighting early hardmode bosses and flying into space, which leads you to dying due to the effects of lower gravity. This isn't really an issue for large worlds, but for medium and small it can come up a lot and be very annoying. This is even more prevalent in higher difficulty tiers where mobility becomes increasingly more important. The crafting recipe could easily be fixed by replacing the Aureus cell with stardust

**Suggestion Author**

@storm pewter

**Approved by**

@vestal charm

tawdry condor
#
**Add more to progression inside the arsenal labs**

Maybe some more uses to the plates as they could provide options as well as making the trips to the labs more meaningful than "destroy turrets, get schematics, Murasama and parts, get out." Specially later in the game where the labs would have already been explored as the plates could be made to be used for more crafting than soul artifacts (and NR). This could open new possibilities and make the labs a bit more relevant during hardmode and earlier post-ML

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Have Draedon leave if no Exo Mech is chosen after a certain amount of time, for example, a minute.**

As Draedon himself counts as a boss entity, he gives the Boss Zen debuff, even during the Mech choice. However, given neither a consumable for summoning nor a timer for urgency, he will stick around for as long as you don't pick anything, allowing infinite Boss Zen at will. As making his summon use a consumable would be antithetical to the boss summon changes, having a set timer to the choice would be the preferable option, forcing him to leave without dropping any sort of loot if the player does not choose any mech to summon to prevent infinite Boss Zen.

**Suggestion Author**

@hazy socket

**Approved by**

@vestal charm

tawdry condor
#
**Buff Tracers To Boost Maximum Flight Time and Can Fly But Not Count As Wings to Not Block the Player From Equipping Wings**

While Angel Treads are designed to be equipped alongside wings (and heavily buff wings in doing so), starting from Seraph Tracers they not only no longer boost wing flight but also that they completely block the player from equipping wings with the boots. This means that those players who wish to have the horizontal movement of late-game boots and the performance of stand-alone wings simply cannot do so, which contribute to the problem where post-ML wings are simply not worth using.

Thus, maximum flight time from Angel Treads should be retained into the tracers. By making Tracers not count as wings it will no longer completely disincentivize the use of stand-alone wings. However, the Tracers should retain the ability of flight despite them no longer being a wing to preserve its current function, and rather than keep nerfing tracer-line wing flight (which happen in Draedon update too), the vertical and horizontal flight speed of the tracers should be adjusted instead as these stats are not as essential to the tracers due to their boots component complementing it.

**Suggestion Author**

@drowsy mantle

**Approved by**

@vestal charm

tawdry condor
#
**Buff Malice weapons**

Most are bad and/or will be irrelevant by the time you get to the level of beating said malice boss (ex. Destroyer's Malice Mode weapon is only good for Plantera-ish level, but its not really useful because a casual player will be able to get it around post-golem level)

**Suggestion Author**

@echo blaze

**Approved by**

@vestal charm

tawdry condor
#
**Make Adult Eidolon Wyrm drop Hadopelagic Echo instead of Eidolic Wall**

Despite the boss being essentially post-game, AEW drops underpowered Eidolic Wall. In case of Soul Edge this is understandable as it has no upgrade, but Eidolic Wall has an upgrade which could be used as drop for AEW because this boss is "upgrade" of Juveline Wyrm.

**Suggestion Author**

@queen linden

**Approved by**

@vestal charm

tawdry condor
#
**Remove a specific line of "help" dialogue from the Guide**

i'm talking about the "smash demon altars because something good will happen if you do" line
because smashing demon altars doesn't add ores anymore

**Suggestion Author**

@jaunty kayak

**Approved by**

@vestal charm

tawdry condor
#
**Rework the volley system that destroyer has**

A problem with the destroyer laser rework is that it basically just requires you to run in a direction or ROD through, which gets boring and repetitive compared to the fast paced, intense feel that vanilla has. My suggestion to rework this is to, instead of firing the lasers from head to tail, give each body segment 1 laser that it can fire per volley, and then have them go in a random order. This would allow more fun dodges, and make the fight less repetitive than it currently is. If you choose to instead keep the current system, then I would recommend making the lasers smaller and slower, which would provide a better way for the player to dodge through the lasers instead of just running in one direction.

**Suggestion Author**

@wide fog

**Approved by**

@vestal charm

tawdry condor
#
**Change supreme catastrophe and cataclysm a little.**

To me, the brothers are really cool and some of my favorite characters. They’re pretty important to SCal and her backstory, so I think it’s kinda bummer how they don’t really add much to SCal’s fight. I think adding some new attacks or visual effects would make them significantly better.

I don’t think they should be made into full mini bosses or anything, but even just giving them a new attack or tweaking their current one into something more unique would do wonders for both of them and SCal’s fight. Even something simple like changing the dart explosions into something more unique or giving them a charge attack like their cloned equivalents would be wonderful.

**Suggestion Author**

@woeful sierra

**Approved by**

@vestal charm

tawdry condor
#
**Make Storm Weaver Lightning Orbs Be telegraphed before they spawn**

Every single time i fight this boss, its really annoying to have to deal with the Lightning orbs spawning almost next to you, some of these times they spawn right in the direction you are going and makes them really hard to dodge, most of the time getting hit in a unfairly way, it would be nice to know before hand where these orbs will spawn so you have enough time to dodge them since currently, they spawn randomly and when they do, it normally takes 0.5 seconds to get hit if the orbs happens to spawn in the same direction you are going, making them really hard to dodge since you are probably focused on something else, like actually fighting the boss

**Suggestion Author**

@indigo moon

**Approved by**

@vestal charm

#
**Add new attacks to AEW with increasing difficulty**

Adult Eidolon Wyrm just becomes fast/faster/fastest/fastestic with having Expert or Calamity difficulties, that's incredible boring and doesn't do an justice to Superboss status.

**Suggestion Author**

@queen linden

**Approved by**

@vestal charm

tawdry condor
#
**A toggle for Terminus Animation**

It gets annoying waiting to start boss rush every time you die

**Suggestion Author**

@quick crater

**Approved by**

@vestal charm

tawdry condor
#
**Add an indicator that Armageddon’s dodge disabler is on**

It would be convenient as it could be a good reminder that the thing is on, nice for reminding to disable it after doing a nohit.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Add more rewards to Armaggedon**

At the moment there is no much reason to nohit inside of the game, just a boring 5-6 bags, maybe adding a COSMETIC reward (say throphies, dye or something) or Challenge drops would make it more enticing to do for ingame reasons.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Integrate Reactive Damage Reduction "tier" system into Armageddon mode's multiple bag reward.**

As of current version in Calamity, Reactive DR system is divided onto multiple boss "tiers", and until a boss from the next tier is defeated, the bosses in a tier will keep their RDR. While the purpose of this is for convenience when the players wanted to refight earlier bosses without RDR getting in the way, the same system could also be applied in Armageddon.

As it stands, Armageddon gives 5 bags only on the first kill of the boss in question. While this is a decent solution to prevent earlygame boss (like EoW / BoC) farm cheese for late game, this makes Armageddon as a proper playthrough significantly less rewarding in exchange, as the actual Armageddon players cannot benefit from the mode as much as it should. Giving this reward on Armageddon the similar "tier" system Malice's RDR has would make the mode significantly more rewarding for a playthrough, all while still preventing earlygame boss farm cheese mentioned above.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Make the "+100% Increase Potion Duration" Component of The Amalgam Be Available Earlier**

While many people tend to use external mods like Luiafk or AlchemistNPC to provide infinite duration potion buff, some of us are trying to avoid such gameplay altering mods after Calamity added their own potion selling NPC.

The increase potion buff duration component of the Amalgam should be available earlier in the progression as it will provide great utility to the player, such as in the form of a craftable component of The Amalgam at an earlier stage of the game. Locking this effect behind DoG is way too late in the progression for it to be useful (as at this stage you have enough resources to simply keep reproducing potions)

**Suggestion Author**

@drowsy mantle

**Approved by**

@vestal charm

tawdry condor
#
**Add a Different Station Buff for Ranger**

All other station buffs for specific classes in the game in some way benefits the class greatly. (With the exception of Rogue lacking one), Melee gets armor penetration, Magic gets Magic Power and Summoner gets +1 minion slot which is basically damage.

On the other hand, Ranger station buff is very lackluster. Not only is it locked behind the RNG of Travelling Merchant, it provides +20% ammo reservation, which is a stat that is especially useless in a boss fight and made even more useless with Calamity adding ways to acquire more resources for ammunition. Ranger should have a different buff that can in some way benefit in combat, even if it is minor to match the station buff power of other classes.

**Suggestion Author**

@drowsy mantle

**Approved by**

@vestal charm

#
**Rename "Stealth" to "Focus"(or "Precision") and remove the invis**

The name "stealth" only fits in with the aggro reduction and the invis(which we will get to). the actual mechanic of "not attacking so you can attack stronger" has little to do with the mechanic being named stealth(considering most enemies do attack you first in this game) It seems like it would have more to do with focusing and precision. Also the fact that the weapons used aren't very stealthy. This also fits in with the weapon modifiers (https://calamitymod.fandom.com/wiki/Modifiers). Most of the names for the weapon modifiers seem to have a lot to do with precision, with the highest tier being "flawless"

The problem with this idea is the accessory modifiers not reflecting the idea of focus and precision. if you are looking at this, pls do think of some new words to use for the stealth accessory modifiers

As for the invis, from my personal experience most people seem to disable it, so disabling it by default would be nice. also might stop confusing new players. or just simply remove it.

**Suggestion Author**

@limpid venture

**Approved by**

@vestal charm

tawdry condor
#
Make Both Light and Dark shard easier to get

They are both needed to get weapons for classes and they are painfully difficult to get as I had spent hours trying to get them both so mabye increased drop chance of such item or mabye just have more enemy drop it

**Suggestion Author**

@misty stratus

**Approved by**

@vestal charm