#suggestions-voting

1 messages · Page 37 of 1

tawdry condor
#
**An option for less particles**

In my opinion there should be an option to lessen the particles for fps reasons but for late game too because at that point with some of the weapons and accessories the screen gets filled and you cant see the difference between your projectiles and a boss like Supreme Calamatas' projectiles. From my expirience at that point i start getting ready to face tank all attacks from SCal and her brothers even as other more fragile classes like ranger or rogue.

**Suggestion Author**

@light mantle

**Approved by**

@vestal charm

#
A new item for lore.

It combines all the lore into 1 It can be a lore book! It would be a quality of life change and a easy way to keep all the lore together rather than leaving them all in a chest It can be similar to the book in the boss checklist mod and with each boss it shows their icon and the line of text from the specific lore item.

**Suggestion Author**

@gaunt leaf

**Approved by**

@vestal charm

tawdry condor
#
**Golem's Body should have a map icon**

One thing is in vanilla the body is not an absolute jumping unit and the head is not as intense esp in rev+. Golem body can just pop in and out of nowhere and hit you especially when you are focusing your damage on the head. It seems a bit unfair it can do this especially how hard it is to multitask focusing the head where it is and the body and having a mini map icon can really help the player know where both of them are and not get suprised

**Suggestion Author**

@elder topaz

**Approved by**

@vestal charm

tawdry condor
#
**Rework the perferators**

Currently, perferators only cycle through 2 hive attacks, the dash and the projectile, both are bullshit. The dash acceleration speed on rev+ is faster than movement is possible, which wouldnt be an issue if it didnt dash downwards. a simple solution? completely rework it, or make it easier to predict. new, fresher attacks could also keep the boss feeling more complete, the worm phases are fine and dont need much more, but the hive itself needs to undergo serious changes.

**Suggestion Author**

@delicate wharf

**Approved by**

@vestal charm

tawdry condor
#
**Remove Providence becoming immortal outside of Hallow / Hell**

I've read so much feedback regarding bosses like Polterghast, about how annoying it can be to build an arena, and in the past, other bosses like Golem as well, before the generation change to the temple. I feel like Providence is currently the worst offender of this, especially in a smaller world, because she requires a lot of room to move around and will almost always require creating artificial biomes or at least artificially extending the Hallow you have.

This is mostly directed at the Hallow version. Comparing Providence to another Terraria "hallow exclusive boss", Empress of Light in 1.4, she does not become immortal or un-fightable outside of the hallow and only requires it for the summon (or in her case, simply to just get the summon item). I feel like Providence could work a lot like this, and would make the boss significantly less tiresome when you get to that part of the game and think "oh boy I have to terraform a bunch!". I know myself and a lot of players even go as far as putting actuated Pearlstone in the background to extend the amount of vertical space by about 30 blocks, because otherwise, it feels insanely cramped for almost no reason other than "I didn't feel like spending 20 minutes building an arena".

She can still maintain the different Expert mode drops depending on either where she was summoned, or where she was killed, either works. It's not as if going from the surface to hell or vice versa is exactly feasible in the middle of the fight, anyway.

So yeah, I think Providence should lose the immortality outside of the Hallow because really, I don't think that adds anything but arena annoyance to the game. My suggestion is essentially transforming the fight from a Hallow/Hell boss into a Surface/Hell boss.

**Suggestion Author**

@mild lagoon

**Approved by**

@vestal charm

tawdry condor
#
**Give a very noticeable yet non disruptive warning when being inflicted by providence's holy inferno debuff**

The darkened screen being removed is a good thing since it literally blinds you, but there should be a really noticeable warning when being inflicted by the holy inferno debuff. This could be done by giving a fiery/red yet transparent, I repeat transparent filter to the screen which prompts players to get closer to providence. Noone wants to lose 100 health before knowing they got too far away from providence.
Or maybe it would be fine to bring back the darkened screen but, also give a ring with providence in the center which indicates that you should not get out of that ring or else you will be blinded and get inflicted by the holy inferno.

**Suggestion Author**

@stuck flicker

**Approved by**

@vestal charm

#
**Rework Portabulb**

Currently Portabulb makes Plantera's interesting summon method identical to other bosses.
Here's my idea: the Portabulb can be placed on the ground as a small plantera bulb, and grows into a full size one that can be broken after some time.
This will keep plantera's somewhat unique spawning method while still having bulb's rng spawn not be annoying to deal with.

**Suggestion Author**

@ember marsh

**Approved by**

@vestal charm

#
**Change Draedon's Remote to something similar to the Rune of Kos**

Basically, have it summon Aureus, PBG, or the mech bosses depending on where (and when?) you use it. When you use it, the remote is not consumed and it summons the current applicable boss.
Yes, this will push it to post-Golem. Yes, this may mean it will have a crafting tree. Not many players actually used Draedon's Remote for the purpose of fighting all 3 mech bosses on-tier anyway. If it's a problem, have an item replace its current form that only works to summon the 3 mech bosses. This could work as a way to replace having to craft three different summoning items for the mech bosses, and instead simply have one item that works to summon any one or all of the three.
The reasoning behind this is that Aureus and PBG have been stated to have been created by Draedon in lore. Both these bosses also have non-unique summons, simply being a non-consumable biome specific crafted item.

A bonus feature as part of the mech summoning deal, once used at night in a biome that is neither astral or jungle, it will open a menu that allows you to choose any combination of mech bosses you wish to fight, be it one, two, or three of your choosing. This is a feature inherited from the previous, inferior design of his remote.

(this suggestion was posted on the behalf of various users in discussion)

**Suggestion Author**

@civic kayak

**Approved by**

@vestal charm

#
**Add a unique furniture in Jungle Lab to spawn Plaguebringer Goliath with.**

Right now Plaguebringer Goliath (PBG) can only be spawned with "Abombination" item, and while it's a direct upgrade to Queen Bee, lore and gameplay wise, it doesn't have any "natural" way to spawn, unlike Queen Bee's larva.

Having an interactable furniture in the Jungle Lab would help giving PBG a "natural" way to spawn instead of solely relying on a summon item. Additionally, Jungle Lab is really intertwined with PBG herself and Plague in general, so this way, she'd be summoned fairly naturally by the players.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Change Defense Damage to be more impactful but use it for more supporting attacks**

Right now DD is just sticked to most damaging attacks (when it actually doesn't matter that because you die in 2 hits with or without defense debuff), which:
A) doesn't matter for well-playing players because they avoid defense-damaging attacks
B) leaves Defense Damage just as small anti-cheese mechanic

I believe it can be more than just a way to negate facetanking. Make Defense Damage be used for attacks that are relatively low damage but are tricky to dodge or something. In that way, boss attacks will be split between actual threatening attacks and attacks that makes you more vulnerable to other attacks for a little while.

**Suggestion Author**

@queen linden

**Approved by**

@vestal charm

tawdry condor
#
**Put all armor set parts recipes in general order**

Now every single armor part is chaotically shuffled in the recipe list. Look at the pic for an example. Every time when the player progresses to a new class armor set, he must spend at least 3-5 seconds just to FIND the correct armor part among the mess.
Every armor set recipes should be put in a specific general order:

Helmets
Melee
Ranged
Magic
Summon
Rogue
Body parts
Pants

**Suggestion Author**

@sterile wind

**Approved by**

@vestal charm

tawdry condor
#
make the stealth strike up of the final dawn the primary stealth strike attack

i hate dying on the exo mechs because i use it and accidentally let go of w making me just stay in place and get shredded by ares lazer

**Suggestion Author**

@green thunder

**Approved by**

@vestal charm

#
**Have the first kill reward of armageddon if you don't have armageddon on but no hit the boss**

Basically, there's no difference in difficulty between having armageddon on or not (besides getting instakilled), so having the same rewards if you just happened to not get hit while fighting a boss normally would make sense.

**Suggestion Author**

@slow spindle

**Approved by**

@vestal charm

tawdry condor
#
**Add a noticeable/trail effect to Apollos plasma rockets**

They're kind of hard to spot with everything that goes on during the exo mech fight and a trail effect could better indicate their tracking status and where they're headed.

**Suggestion Author**

@solar veldt

**Approved by**

@vestal charm

tawdry condor
#
**invert the SHPC attacks**

I can't be the only one who thinks that the machine gun laser attack suits better as its primal attack rather than the energy bombs one, normally the primal attack is a more versatile and quick one while the right-click one is a more special attack for a more specific situation, and currently for this weapon its the opposite, that change would also make the weapon a little easier to use as sometimes i mix them

**Suggestion Author**

@dark inlet

**Approved by**

@vestal charm

#
**Brimstone Lavafountain**

For those who are unaware, the brimstone crags biome makes lava a deep, pinkish red.

The Brimstone Lavafountain will act like a normal waterfountain and make lava look like it does in the Brimstone Crags

Note: I originally posted this in the CalVal server, however YuH stated that they would like to add a fountain for the Brimstone Crags but only the Calamity Devs would know how to do so, and that this suggestion would fit better over here.

**Suggestion Author**

@limpid venture

**Approved by**

@vestal charm

tawdry condor
#
*Reduce the rate the spinning fireball attack from yharon happens and/or increase the rate of dashes*

The second I fought Yharon (1st phase at least) I was annoyed with the fight. All yharon does is spin and shoot fireballs with bullet hell every five seconds and does 1 dash a minute. Before rust and dust it felt harder, Less petty, and more fun with the strategies involved. It would be way better if the spin bullet hell was reduced or completely replaced. I enjoyed when I was able to learn strategies with his dash patterns, as in he teleports where im going (as i remember). And increasing the rate of which the dashes happen would be a lot better

**Suggestion Author**

@stark dagger

**Approved by**

@vestal charm

tawdry condor
#
***Remove/Rework juvenile eilodon wyrm telekenesis attack.***

this attack was always bullshit, he would throw you around in a random direction with no telegraphs or way to defend against, till now JEW was not that big of a deal tho, but now he is part of the adult eilodon wyrm superboss, where is the problem here?
he can do a telekenesis while you are actively dodging a charge or any other attack, throwing you around, often times due to AEW's predicitive charges right into AEW's mouth, which will most likely 1 HIT KO you.
it was a bullshit attack that should have never been added, or at least executed in this kind of way, and now it is a active flaw in a superboss.

**Suggestion Author**

@dim hatch

**Approved by**

@vestal charm

tawdry condor
#
**Make a circular aura indicating when the "Holy inferno" debuff starts damaging you when Providence enters in her Cocoon Phase.**

Simple as that, it's really annoying/unfair lossing like 300hp without even notice, it will be better if the Cocoon Phase indicates you where the "safe" zone ends, with an aura like the Wulfrum Pylon does for example.

**Suggestion Author**

@tawny root

**Approved by**

@vestal charm

tawdry condor
#
**make Holy Inferno kill the player instantly if Armageddon is on**

Currently, if you take damage from Holy Inferno while fighting Providence in a Nohit, your nohit will be Disqualified. However, as it is a DoT debuff, Armageddon will not instantly kill you if you take damage from it. This can result in wasted time on an attempt that you might think is still valid. This was less of an issue when Holy Inferno darkened the screen, as it was much more clear when you were taking the DoT, but now that it’s only a small fire effect on the player, one might not notice that they have taken damage from the debuff.

**Suggestion Author**

@bold trellis

**Approved by**

@vestal charm

tawdry condor
#
**Nerf Lashes of Chaos/Buff Inferno Fork**

Being practically the same weapon, Lashes of Chaos' DPS is significantly more than Inferno Fork's DPS (Around an 1000 DPS difference). Considering players are gonna be encountering Post-Plantera dungeon after they kill CalClone, it wouldn't make sense for a superior version of the weapon to be acquired earlier.

**Suggestion Author**

@solemn kiln

**Approved by**

@vestal charm

tawdry condor
#
**Increase the Biome Detection range/block count for the Astral Infection**

There's no reason it should take 950 for an area to be classified for the astral infection. There's nothing more frustrating/immersion breaking than being inches away from the astral infection and the biome detection classifying it as purity. It makes farming for materials/summoning either of the astral infection bosses kind off a pain. The block detection count should be similar to vanilla biomes, which require about 300 blocks to register a biome type

**Suggestion Author**

@solemn kiln

**Approved by**

@vestal charm

tawdry condor
#
Possibly adding the mini bosses which currently aren’t on boss checklist to the checklist

Those bosses are: Earth elemental,Cloud elemental,Cragmaw mire,Armored digger,Mauler,Colossal squid,Reaper Shark and the Nuclear Terror

Mini bosses I’m unsure if they are or aren’t on boss checklist are: Juvenile Eidolon Worm,Plaugebringer and the great sand shark

**Suggestion Author**

@uncut rampart

**Approved by**

@vestal charm

tawdry condor
#
**Make it so Thanatos doesn't fire the lasers straight after it spawns no matter what**

You're fighting one mech, you defeat it, then Thanatos spawns and attacks you instantly. First of all, that is unreasonable. Second of all, that is unfair: you have close to no time to react on this, therefore Thanatos just makes a cheap hit on you and deals 500 free damage. Making it have a delay in few seconds would definitely make the fight slightly more fair

**Suggestion Author**

@orchid frost

**Approved by**

@vestal charm

#
**Remove the Opposite Evil Biome Boss from Bosschecklist**

What I mean is that for example in a Crimson World, Hive Mind should not be on the boss checklist and vice versa. The reason is that it is very hard to acquire the material to fight the opposite evil boss and have to large-scale terraform it (especially difficult if you are not aware the existence of Evil Biome Island)

**Suggestion Author**

@drowsy mantle

**Approved by**

@vestal charm

tawdry condor
#
**Improve Underworld Buildings World Gen**

The problem with Underworld buildings had been a long-time complain and over-due for improvements. The argument had always been whether to preserve the "traditional world gen" or to make a new but improve world gen, but seeing now with experimental, large-scale vanilla altering feature like early-Hardmode progression revamp, it is about time.

Underworld buildings had always been troublesome due to it spreading across most of the Underworld, with varying height making it hard to clear. This makes it extremely hard to make Underworld traversable especially to build an arena for Wall of Flesh. Something need to be done for how these buildings are spawned or structured to make it easier to build/alter at the player's ability compare to current version. The following are some example ideas:

  1. Make Underworld buildings generated more in "clump" rather than spreaded and scarce. For example have large Underworld buildings generate in 1 place rather than 10 buildings across a large area. It is an "Underworld Cities" not "Underworld Apartment Complex"

  2. Reduce the overall height of the Underworld building/make them generate more into the ash blocks on average.

  3. Lower the level of ash blocks at the bottom of the Underworld so that there is more space in the Underworld

**Suggestion Author**

@drowsy mantle

**Approved by**

@vestal charm

tawdry condor
#
**Make repair drones spawn only on naturally generated lab walls.**

Not too much to say, but these things get too annoying when you build your base in planetoid/other draedon labs.
They serve no other purpose than just being ambient critter. So why not make player be able to remove them from labs you rebuilt.

**Suggestion Author**

@modest agate

**Approved by**

@vestal charm

tawdry condor
#
**Move Ares' Tesla and Plasma Cannons further back and make his Laser Cannon swipe in all cardinal directions**

Currently, one of the bigger issues with the Exo Mechs fight is how it forces casual players to fall down their whole world in order to have a chance to avoid the flurry of attacks thrown at them. The mech that seemingly encourages this behavior most is Ares.

For one, the Tesla and Plasma cannons have little to no indication for firing their projectiles. Considering how little distance there is between said cannons and the player, they barely have time to register these projectiles. Thus, its easier to not register said projectiles at all by falling down the world and invalidating them entirely. Moving these two Exo Superweapons closer to the edge of the screen can give the player a fairer chance at avoiding them.

For another, the laser arm's frequent swipes are supposed to intercept the player's movement, yet for some reason they are entirely uncapable of swiping downwards to upwards. Considering all other directions are risky choices, this is yet another element of Ares' fight that discourages casual players from doing anything other than falling down their entire world to avoid attacks. Allowing this Exo Superweapon to swipe in all four directions (and potentially even partially predicting the player's movement) can help combat this and make this attack more engaging to avoid.

With these two relatively simple changes Ares' fight may suddenly become far more varied and colorful, as each Exo Weapon gets a chance to shine while giving the player a fair chance to dodge them and not forcing the player to resort to "Fall god" strategies.

**Suggestion Author**

@glacial tide

**Approved by**

@vestal charm

tawdry condor
#
**Stop/reduce premature blood moons**

Before I start the argument, I have to say that getting a blood moon on your first night in Terraria Death mode is hilarious, however, this is also extremely annoying. You usually have a good chance of finding a life crystal before the end of your first day which means that you can have a blood moon spawn instantly. You only need 120 life to actually start a blood moon, so why not increase that? 120 life is so trivially low that you can't expect people not to take it. I don't see a reason to not bump up the health requirement, or lock it behind a boss. Bumping the health requirement to 200 or locking it behind EoC and having it start after you kill him (similar to how a sandstorm starts when DS is killed for the first time) would be changes that would be fair for the early game.

**Suggestion Author**

@hollow latch

**Approved by**

@vestal charm

tawdry condor
#
maybe make an item that when favorited in your inventory stops you from being able to hurt cultists.

I can't count how many times I accidentally started the lunar event.

**Suggestion Author**

@timid turtle

**Approved by**

@vestal charm

#
**Make malice drops rare/legendary items again**

I really liked the concept of rare/legendary items, they're weapons/acessories stronger than average that have a really low drop rate, making it worth to grind the boss multiple times for its drop, and i don't really like that they're locked behind malice now, malice isn't really a challenge mode in the same way as rev or death, but a challenge more like defiled feather or armageddon, would be cool if they brought these items back for rev+, making them slighly easier to drop on death and a granted drop chance on malice or armageddon

**Suggestion Author**

@dark inlet

**Approved by**

@vestal charm

tawdry condor
#
**Make demon dropped voodoo dolls float like souls/auric tesla bars**

Voodoo dolls being very common is very nice indeed. What's not very nice is one accidentally dropping to the lava and accidentally initiating WoF fight.

"But how are we gonna drop it into the lava?"

I don't really know much about tmod coding, but maybe it's possible that the dolls will only be affected by gravity when we throw it from our inventory. When it just got dropped by the demons it should just float like souls/dungeon 'plasms/auric tesla bars.

This could also maybe put in the mod config which could switch between how dropped voodoo could instantly be affected by gravity or float.

**Suggestion Author**

@stuck flicker

**Approved by**

@vestal charm

tawdry condor
#
**add more malice summoner drops**

each class has at least 2 challenge drop for each point of the game, except summoner, which only has a legendary drop from cryogen and a rare one from cygnus, i know that summoner weapons were supposed to be in a lower number than other classes, but still it should have at least 1 for each point of the game, currently EoW/BoC don't have any malice drop so that would be a perfect opportunity to add a pre-hm summoner one, also its worth mentioning that summoner has a really hard time on malice since it already strugges hitting most bosses due to their speed and malice increases it even more

**Suggestion Author**

@dark inlet

**Approved by**

@vestal charm

tawdry condor
#
**Make Malice Brain of Cthulhu slower**

Just want to clarify that this suggestion mostly applies to the first phase of Malice BoC. I don't think there's any problems with the second phase.

In its current state, this boss can:

  1. teleport extremely close to the player
  2. teleport and move very quickly at around half of max creepers.

What this results in is the boss teleporting to positions where it's completely unreasonable to expect anyone to dodge. Combined with how frequently he can do this as well as the high speed and small size of the creepers, more often than not he will keep doing it before the player can finish off the remaining creepers to enter phase 2. In my opinion this is extremely unfun and unfair. I think the fight could be made much more enjoyable with any one of the following changes:
a) increase the minimum distance around the player that he can teleport to
b) decrease the movement speed ramp up as he gets closer to phase 2
c) heavily decrease the teleport frequency ramp up as he gets closer to phase 2 (wouldn't solve the fundamental issue but would make it less likely to happen multiple times in a row)

**Suggestion Author**

@teal gazelle

**Approved by**

@vestal charm

#
**Add some sort of animation for the True Eyes of Cthulhu spawning in rev+ moon lord’s fight.**

I think it’s a little weird looking how the eyes just spawn out of nowhere instead of dislodging like in vanilla. Adding a little animation even if it’s just like a portal or little explosion would be a really nice touch.

**Suggestion Author**

@woeful sierra

**Approved by**

@vestal charm

tawdry condor
#
**Slightly Rework Plantera to be Less Tentacle Focus**

(No reference to Malice) Currently Plantera even in Death Mode is not extremely difficult per se, but the problem is more that it is an engineer fight: have a good and large arena or the fight feels completely impossible.

While many people complain about poison cloud, I think the main problem is more that the tentacles are UNREASONABLY TANKY, to the point that any weapon without piercing/AOE do nothing to Plantera, which is on top of its beefy hp of 100k+. The tentacles massively extend Plantera's hitbox which make it impossible to fight without a large arena.

The following are examples ideas of how Plantera can be reworked:

  1. Nerf the overall tentacle hp - they are unreasonably tanky in current version, maybe move it to Plantera's own hp pool instead
  2. Alternative to 1), spawn less tentacle when transitioning to Phase 2
  3. Since the tentacle hp nerf will be a massive nerf to Plantera, it should be compensated in some way. An example is giving it a proper charge. An example idea from me is to give it the Polterghast screenlock charge/cross attack but come from a horizontal position instead
**Suggestion Author**

@drowsy mantle

**Approved by**

@vestal charm

tawdry condor
#
**Make the Wall Of Flesh despawn when the player dies**

Currently, it doesn't despawn if you die, which can get very annoying considering you have to constantly reenter your world if you fail, so make it despawn upon player death.

**Suggestion Author**

@junior vessel

**Approved by**

@vestal charm

tawdry condor
#
**Move A Little Bit of Regen From Regen Sources to Give Player Natural Life Regen**

Most notably Cadance Potion and Ambrosial Ampoulse, but mainly Cadance Potion since not everyone will be using Ambrosial Ampoulse

Currently Cadance Potion give +4 life regen, which is +2 extra from its component Regeneration Potion. Considering Cadance Potion already combine useful effect such as Heartreach and Lifeforce, there is not much reason for a potion to have this much concentrated power. It should just give the 2 regen from its component.

Instead, this regeneration can be given to the player naturally so that players do not get punished so heavily for not using Cadance Potion. Considering Calamity already smooth out early game with increased movement and pickspeed, giving natural life regeneration is another way to help with progression.

Ideally the regeneration should scale with progression so that it is not overpowered at any point of the game. Eg: Pre-Hardmode: 1 natural life regen; Hardmode: 2 natural life regen; post-ML: 3 natural life regen

**Suggestion Author**

@drowsy mantle

**Approved by**

@vestal charm

tawdry condor
#
**Turn the Laudanum into an Expert or a Normal drop**

The Laudanum is an interesting accessory, a few updates ago, it used to boost your stats when inflicted by a now removed debuff, Horror.
with the removal of said debuff, Laudanum was changed to affect a variety of normal debuffs found throughout the game, while it remained a Revengence drop.
Nowadays, all Revengence exclusive drops that arent related to Adrenaline or Rage were moved away to other difficulties... other than the Laudanum.
My suggestion is to simply move the Laudanum to either Normal or Expert, as it has no reason to stay as a Revengence exclusive.

**Suggestion Author**

@wise patio

**Approved by**

@vestal charm

tawdry condor
#
**Make Storm Weaver's lightning orbs spawn from the tail**

Currently, Storm Weaver spawns the lightning orbs from the Lunatic Cultist attack about once every 5 seconds in a random position around the player. Now, despite a few attempts to prevent the lightning orb attack from spawning behind the player and unfairly hitting them, the lightning orb can still sometimes spawn behind the player, or at least, very nearly behind them. This can easily result in getting caught off guard and severely damaged out of seemingly nowhere, especially during the chaotic late stages of Storm Weaver's second phase.

Because of this, I suggest that instead of having its spawn be random, that it always be spawned on Storm Weaver's tail. The tail is the part of Storm Weaver which fits the most design-wise, and it could pose as an obstacle during the first phase, and as an effective counter against simply running away during second phase. However, this may require a compromising buff. Perhaps the orbs could shoot and spawn faster, or Storm Weaver could have his charges be faster.

**Suggestion Author**

@novel patio

**Approved by**

@vestal charm

tawdry condor
#
**Change accessories that give bonuses for standing still to fluctuate their stats based on movement speed**

Items like Trinket of Chi, Draedon's heart, Shiny Stone, The Sponge/Absorber provide the player stat bonuses for standing still, and while these effects are strong, the unfortunate reality is their abilities are completely useless as in no circumstance will the player ever be standing still during a bossfight for any significance other than farming stealth. You could argue they are useful for farming regular enemies but nobody actually goes out of their way to pickup these items early or mid-game, and draedon's heart being an outlier, intended use for boss rush where malice exists gives it an additional completely niche purpose.
With the prominence of defense damage, there is no value in standing still as you will just be killed or possibly knocked back, removing the bonus.

I propose that these items provide stat bonuses at a falloff, allowing for the respective stat bonuses to increase based on the player's current movement speed, the lower the stronger, but not completely disappearing if the player moves.

**Suggestion Author**

@urban carbon

**Approved by**

@vestal charm

tawdry condor
#
**Rework Yharim's Crystal to be more interesting**

Yharim's Crystal is by far one of the least original and exceedingly boring weapons in Post-ML. It's a challenge drop that just exists as a nearly 1:1 copy of a original vanilla weapon, Last Prism, when most other drops have far more interesting effects. Dark Spark at least has the decency to invert the use of Last Prism, but Yharim's Crystal is not only further in progression, but also a challenge drop with nothing unique. Giving it a more interesting effect beyond Last Prism but differently colored and more damage would go a long ways towards justifying this weapon's existence.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Reduce the Fire Rate of First Wave of Projectiles by Worm Bosses**

This is most visible on Destroyer and Astrum Deus but it applies to Aquatic Scourge too.

To put it simply the first laser wave (or tooth for AS) after the boss spawned are fired at super fast rate compare to usual (and only the first wave of projectile). Rather than sequentially firing the projectile, the first wave fires from all segment of worm bosses almost all at once.

This creates unfair and most of the time undodgeable pattern, and I assume this is more of an oversight as this don't seem like an intended behaviour. If this behaviour is due to uncoiling/segments too close together, then worm bosses should not fire projectile during the initial uncoiling phase to prevent this behaviour.

**Suggestion Author**

@drowsy mantle

**Approved by**

@vestal charm

tawdry condor
#
**Make the Auric Tesla Plumed Helm require desert feathers**

Plumed means feathered, and the helm currently doesn't even require feathers. You can make it require like 1-5 desert feathers just to make it actually match the name.

**Suggestion Author**

@junior vessel

**Approved by**

@vestal charm

tawdry condor
#
**Make it possible to refight Skeletron the same night.**

Its frustrating to have to wait almost 24 hours in game to try refight him.
->after a day passed in game my muscle memory of the fight is almost back to where it was

**Suggestion Author**

@steep drum

**Approved by**

@vestal charm

tawdry condor
#
**Make the Underworld override the Hallow when calculating Providence’s drops.**

My Hallow generated on top of my hellevator, so whenever I tried to quickly summon Providence after reaching the Underworld for the Elysian Aegis, the game thought she was summoned in the Hallow rather than the Underworld so I ended up getting Elysian Wings at the end of the fight. I had to fight her again to get the Aegis. This seems like more of an oversight than anything, so a fix would be great.

**Suggestion Author**

@delicate summit

**Approved by**

@vestal charm

tawdry condor
#
**Show the segments of Desert Scourge, The perforators, Aquatic Scourge, Astrum Deus, Storm Weaver, and DOG phase 1 on the mini map.**

So far, only DOG phase 2 and XM-05 Thanatos have all their segments showing on the mini map, while other worm bosses only have the head showing (and the tail for dog phase 1), i think it would make sense to show the segments on almost all the worm bosses on the mini map just due to its nature of having multiple segments and so thanatos and dog phase 2 arent the only ones who have those showing.
EOW and Destroyer could be put under a maybe, segments showing on the map could apply to just the calamity bosses or could also be applied to vanilla bosses. (Although eow splits, that might be an issue)

**Suggestion Author**

@meager sigil

**Approved by**

@vestal charm

tawdry condor
#
**Make the ray of the Codebreaker cause the cloudy environment**

Make the ray that shoots into the sky from the Codebreaker when you call Draedon make the environment cloudy, in the same way when you select an Exo-Mech, it would make more sense.

**Suggestion Author**

@mint dove

**Approved by**

@vestal charm

tawdry condor
#
**Change the way broadswords swing**

A recent update to Calamity changed most broadswords in the game to swing in the direction the player is moving. However, this makes hitting enemies with swords annoying, as you have to constantly switch between running away and toward the enemy.
My suggestion is to make all broadswords swing in the direction of the player's mouse, like how vanilla projectile broadswords work.

**Suggestion Author**

@ember marsh

**Approved by**

@vestal charm

tawdry condor
#
**Make it so the cultists don't play the lunatic cultist theme when agroed.**

Currently, when you damage one of the cultists outside the dungeon, it plays the lunatic cultist's theme and completely overrules all other music tracks. Its quite annoying when you're fighting Astrum Deus for example, and you damage one of the cultists and they completely ruin the kickass song playing in the background. My suggestion is to have the music only play when the lunatic cultist is alive.

**Suggestion Author**

@flat canopy

**Approved by**

@vestal charm

tawdry condor
#
**Add the ability to enchant accessories too**

Currently you can only enchant weapons, it would be neat to also be able to do the same with accessories since the only thing close to this would be exhuming the community, but there's no real way to have exclusive enchantments for accessories too like weapons can, it would add more complexity and variety to loadouts and make the game more fun in the end game with players trying to find the perfect loadout with enchantments that apply to their playstyle

**Suggestion Author**

@indigo moon

**Approved by**

@vestal charm

tawdry condor
#
Add a Boss Bar to each of the Pillars in the Lunar events

its really annoying to not see how many more enemy must be killed for to be able to damage the pillar so this would be nice

**Suggestion Author**

@misty stratus

**Approved by**

@vestal charm

tawdry condor
#
**Change the crafting station for the Eye of Night and Flesh of Infidelity to a Demon Altar.**

Right now, all of the other pre-HM class weapons of this tier are crafted at a Demon Altar (e.g. Night's Edge, Night/Carnage Ray, Lunarian Bow); all except the summoning class weapon(s), that is, as they're instead crafted at an anvil. It's just a weird inconsistency that would take like, five seconds to patch, I'm sure!

Maybe there's a reason for it? But I'm guessing it's just a small oversight.

**Suggestion Author**

@finite sonnet

**Approved by**

@vestal charm

tawdry condor
#
Enhance phase 1 DoG

DoG has cool sprite and epic music in the game.He also plays an important role in background lore.
But DoG has become one of the easiest PL-bosses in the game now.Especially his phase 1 attack,there is no difficulty at all.You can dodge his lasers and charge by simply moving.
Of course,DoG doesn't show his true power in phase 1.But Yharon still has various dangerous attacks in his phase 1.So it's reasonable to make phase 1 DoG a true battle too.
bty phase 2 DoG is also apparently easier than Providence, Yharon, Draedon and SCal.Maybe we should buff DoG overall.

**Suggestion Author**

@magic gazelle

**Approved by**

@vestal charm

tawdry condor
#
**Give Leviathan and Anahita an Angling Kit-style grab bag for their Angler-related drops.**

Right now the pair of bosses can drop Angler-related items, those being:

  • Bottomless Water Bucket
  • Hotline Fishing Hook
  • Super Absorbant Sponge
  • Crate, Fishing and Sonar Potions

And while the amount of items listed above are still less than contents of Sandy or Bleached Angling Kits (Dropped by Desert and Aquatic Scourges respectively), the amount of items is still sizable enough to make a bit of item drop bloat upon killing the bosses.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Make several tiers of Terminus item which can skip nth tier of the boss rush corresponding to the tier of the item**

Right now, boss rush usually takes an insane amount of time which I think many people wouldn't want to waste on getting to SCal and then immediately dying and having to waste those 15+ minutes on getting to that point again and repeating the cycle. So I propose an easy to implement solution of making several tiers of the Terminus item which will be somehow upgraded. The upgraded Terminus will be able to switch which tiers to skip.

**Suggestion Author**

@wanton herald

**Approved by**

@vestal charm

tawdry condor
#
**Rogue Weapons/Equipment for both Seasonal Events**

At the moment, individuals whom are Rogue class have no reason to even touch the seasonal events before they kill DoG, as there simply is no equipment in there that they can use. Placing a 1-2 weapons in each event would be nice considering that they're a big part of Post-Plantera content

**Suggestion Author**

@solemn kiln

**Approved by**

@vestal charm

tawdry condor
#
**Rework the Arcane modifier**

Calamity has been tweaking accessory reforges for a while, and in 1.5 all of them feel equally useful (Menacing, un-nerfed Lucky, buffed Warding, buffed Quick, Violent, and Silent). Arcane's effect, +20 max mana, still feels incredibly worthless and bad, as mage weapons consume mana far too quickly anyway. Mana Flower further invalidates it, because mana potions restore a fixed amount which cannot be increased by any means, so the benefits of more max mana are felt for about one second. Making it do something else, like reduce mana consumption or increase mana potion effectiveness, would give it a fighting chance among the rest of the reforges and line up with what Calamity does to reforges overall.

**Suggestion Author**

@woven knot

**Approved by**

@vestal charm

tawdry condor
#
**Make Hypothermia inflict glacial state**

Its kind of ironic that this post-DoG weapon based around a lot of cold only inflicts frostburn meanwhile you have things like frostcrunch that are post-Plant that can inflict the debuff. Making the weapon inflict glacial state would make sense and also increase the weapon's viability and utility.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Add an arena visual for SCal instead of it just being a 1 block thick box**

I'm gonna be honest, its extremely immersion breaking and visually jarring to just have a singular block wide box as the arena boundaries for the SCal fight. Instead of it just simply being a 1 block wide box, it could instead be that along side a visual shader that applies itself to the area outside of the box (think of the parallax scrolling effect used by Gruesome Eminence.) This shader would obviously go away if the fight ends or the player escapes the arena box somehow.

**Suggestion Author**

@solemn kiln

**Approved by**

@vestal charm

tawdry condor
#
**Make Final dawn and possibly other infinite pierce projectiles that are not able to go through Sepulcher not be deleted by it**

So its kind of surprising that it's dash gets halted by sepulcher as he usually deletes piercing projectiles with the exception infinite piercing ones like prisms, prisms were made to not be deleted due to recasting them being annoying and here its a similar case and additionally final dawn works more as of a dash and/or a blade rather than a thrown projectile so maybe it and other similar projectiles from this mod, others and vanilla should be made able to go through sepulcher

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Have the Skeleton Merchant sell Unsafe Spider Walls**

With the 1.4 update around the corner, and the introduction of (Safe) Spider Walls being craftable at Ecto Mist, I think the introduction of Unsafe Spider Walls, along with making them purchasable from the Skeleton Merchant would be a reasonable change to make. The reason to put it in the Skeleton Merchant's shop table is it has a similar logic to putting Unsafe Dungeon Walls in the Clothier's shop table, after beating Skeletron, Unsafe Dungeon Walls become purchaseable from the NPC that is tied with the thing that locked the progression to that area. Skeleton Merchant and the Spider biome are both associated with deep exploration of the Cavern and Underground layers, so putting them together only seems logical. Not to mention the rarity of the Skeleton Merchant keeps it just as rare as the biome itself. An alternative could be putting them in the Witch Doctor's shop table due to both being associated with summoning, and having a similar progression lock as the Clothier.

The reason these seem like a reasonable item to add is the same reason selling dungeon walls is reasonable. While the Dungeon is more important in Calamity due to being linked with bosses, I don't see any reason to not allow the player to be able to set up this biome just like any other in the mod. Even Brimstone Craig can be move to the surface if the player so desires, so I see no reason not to do it here.

**Suggestion Author**

@olive shale

**Approved by**

@vestal charm

tawdry condor
#
**Increase the drop rate of Endothermic Energy**

Endothermic not only drops from less common enemies at the same rate as nightmare fuel, but it also drops less from equivalent bosses. Mourning Wood, the first boss of pumpkin moon, drops 5-10 nightmare fuel. Everscream, the first boss of Frost moon, only drops a pitiful 3-5 endothermic energy. Adjusting the drop rates/numbers of dropped endo energy would make going it so you have to go back to the events less.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Make it so Antlions don't leave behind any sand tiles in Death Mode**

In death mode, when you're making a desert arena for Desert Scourge or Sand Shark and one of the Antlions spawn, they puke a lot of sand and ruin your arena. It's really annoying to clean up all the sand that Antlions puke out in Death Mode

**Suggestion Author**

@pastel nimbus

**Approved by**

@vestal charm

tawdry condor
#
Make it impossible for BoC to basically telefrag.

Basically, he can never teleport within a certain distance of the player.

This change may only apply when Armageddon is active

The reason is because, especially in Armageddon, being hit because the boss literally teleported on top of you is not exactly fair.

The BoC could teleport anywhere else, even very annoying spots that make it a pain to maneuver, but atleast that could be avoided with enough practice. There is no predicting where BoC is gonna teleport, so he can just spawn on top of you....which is not fair when playing Armageddon, and gives the whole fight an element of uncontrollable luck and RNG....which is not good.

So making the boss not being able to teleport within a certain range of the player, with that range being potentially increased in malice to compensate for his increased speed, will make the boss fairer and more balanced.

**Suggestion Author**

@open wasp

**Approved by**

@vestal charm

tawdry condor
#
**Change and or Tweak some of the weird tiering of the new Early HM Changes**

Corroded Fossils
The Corroded Fossil gear is a rather small, yet quite significant one, holding many great and interesting weapons unlocked by Acid Rain's Second tier, after Aquatic Scourge, right?
Well.. not exactly, while you can get the Fossils, and all of the other ingredients for the gear right after AS, which is fightable before any mech boss, they still require Mythril / Orichalcum Anvils, effectively disconnecting these drops from AS and the Acid Rain until you defeat a mech, leading to these weapons being disconnected from the tier their material is achieved at, and so making them become forgotten due to lack of connection to their "roots".
I suggest moving these recipes to the normal Anvil, to allow these weapons to be made right after AS / AR2, due to reasons above.

Cryonic / Daedalus
Currently, Cryonic ore generates in the Tundra immediately after Cryogen's defeat, a boss fightable before any mech boss.
The Cryonic ore he spawns is, however, not obtainable until Adamantite / Titanium AKA Second mech boss.
This leads to another inconsistency in the tiering of a thematically related ore / arsenal, and the respective boss / event its locked away from.

**Suggestion Author**

@wise patio

**Approved by**

@vestal charm

tawdry condor
#
make the halibit cannon deal classless dmg (or add more weapons to wyrm god)

reasoning behind this is because the wyrm god boss ( i couldnt spell it if i tried) is an amazing superboss, with an amazing reward, for ranger, and only ranger, adding new drops to it or even simply changing the halibut cannons dmg to true would encourage way more people to fight this fun and challenging superboss as any class.

**Suggestion Author**

@errant chasm

**Approved by**

@vestal charm

tawdry condor
#
**Make Asgardian Aegis Provide Immunity to Freeze and Frostburn**
  1. Aegis already give immunity to Glacial State, it does not make sense that it provide no immunity to lower tier ice/freeze related debuff

  2. It combine Elysian Aegis and endothermic energy (as part of Ascendent Spirit Essence), one being heavily fire related and another ice related so it thematically make sense

  3. From balance perspective, the only time it will matter is post-DoG Frost Moon (which you already beaten at least once) and AEW, both case can be overcome with Warmth potion as they are large event/boss fight. It just make it more convenience to not randomly get permastunned by an Ice Golem

**Suggestion Author**

@drowsy mantle

**Approved by**

@vestal charm

tawdry condor
#
**Make the ink bomb's line cooldown not take a buff slot**

All dodges have an internal cooldown (which these ones also are part of), however they do not take up a buff slot, so why do these ones do? Them taking away a buff slot is extremely annoying, unnecessary and inconsistent, specially later in the game

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Provide a New, Weaker Version of Counter Scarf That Is Craftable In Expert Mode**

Ever since 1.5 moves challenge item (CI) to Malice mode, there had been complains on moving them back to RIV which are invalid as the new CI are balanced for the increased difficulty of Malice Mode. However, one item that stands out which is not directly superior to SoC is the Counter Scarf.

The most notable feature of the Counter Scarf compare to SoC is that it is a dash rather than a bash, and allows player to pass through in contact with projectile or enemy rather than bounce back, while SoC provides infinite bash immunity with no cooldown. Most of the time SoC is superior to Counter Scarf (especially for Malice), but many people prefer Counter Scarf due to the playstyle (freedom/zero downside of movement). Another point is that most of the old Rev converted CI are superior version of an item on/around the same tier, with the exception of Counter Scarf having no inferior version of it.

Thus, an easy way to fix both the complains and player's demand and also for the consistency of CI, a new item (such as crafted from Shield of Cthulhu) which provides similar function to Counter Scarf (in that it is a dash) but with inferior effect (such as providing only knockback-immunity on cooldown rather than complete immunity) can be a way to fix both problems with 1 item.

**Suggestion Author**

@drowsy mantle

**Approved by**

@vestal charm

tawdry condor
#
**True melee weapons should have access to a parry option**

True melee is currently very risky to pull off, and leaves the player very open to take damage from bosses and enemies. Giving these weapons the ability to parry would allow these weapons to be far more dynamic in their combat style, as well as test the player’s skills in more ways than simply proper spacing.

The only example of this currently is from the Brand of the Inferno weapon, obtained from the Old One’s Army event. It has a parry function(with a tight parry window), which then turns into a simple blocking ability if you hold down M2. It grants a buff on a successful parry and is generally a fun weapon to use.

This option would open up the True Melee subclass a lot, and it’s potential addition could add a lot of options for players to approach combat.

**Suggestion Author**

@slender ether

**Approved by**

@vestal charm

tawdry condor
#
**Make Malice Mode Duke Fishron and Providence easier**

Me and my friends have been doing malice mode play throughs, and all of the other bosses have been fine, albeit taking up to 10 tries per boss (thanks for the unlimited summons), but Duke Fishron and Prrovidence are just so unreasonably hard.

Lets start with Duke Fishron: When he goes into the invisible faze, being so fast makes him almost impossible to hit. Additionally, most homing weapons at this point in progression (specifically mage), move so slowly the projectiles despawn before they hit him. He also 2 shots you if you're using any build other than max tank melee, making the fight as any other class almost impossible unless you can no hit him (which none of us can). Making a boss need to be no hit is just bad game design. Now you may say, "but malice mode is supposed to be hard." If that's the case, why can I do Malice mode moon lord first try using gear that I couldn't beat duke with? I would suggest making him significantly slower and making him go invisible much later in the fight.

Now onto Providence: I don't even know where to begin. Let's start with it being night time providence. Her moon lord style laser attack does 800-1000 damage through my armor, which is more damage than I have health. This means I just die if you're I'm not playing max tank melee. Me and my friends found providence so difficult in fact that we just decided to do Polterghast and the Sentinels of the Devourer first and then use their gear to kill Providence because we couldn't get any armor upgrades until then. Either this means Polterghast is super easy, or providence is just was too hard. Just reduce her damage so she isn't a boss that one shots people. Providence having a one-shot attack makes the game go from being frustrating and still fun to being unfun. Also, the fact that she doesn't drop both the shield and the wings on a Malice mode kill is stupid.

**Suggestion Author**

@burnt schooner

**Approved by**

@vestal charm

tawdry condor
#
**Make Rev mode desert scourge slower**

I noticed in my melee rev mode playthrough that the desert scourge was substantially harder than the eye of Cthulhu. Maybe the desert scourge should be made slower moving most of the time to make it a little easier for melee to hit?

**Suggestion Author**

@night palm

**Approved by**

@vestal charm

tawdry condor
#
**Add an option to place this mod's accessory slots next to the main column instead of below**

My screen is relatively small and in order to fit all my accessory slots in rev mode on screen, I have to reduce my UI scale to only 115%, making it quite hard to read text. Having an option to put the accessory slots this mod adds off go the side instead of below would help out. Wing slot does the same thing and it's helpful, you'd just have to make sure not to make them overlap

Edit: turns out the slot from moon lord is technically vanilla. Even so, if calamity could move it to the side instead of below that would be helpful. Or do the same but use a new slot added by calamity instead

**Suggestion Author**

@night palm

**Approved by**

@vestal charm

#
**Make the boss health bar disappear later after dying**

I often want to see how low I got a boss after I die but the boss health bar disappears too quickly for that

**Suggestion Author**

@earnest mica

**Approved by**

@vestal charm

tawdry condor
#
**Have a visual for when Dodge/Revive is *recharged***

It's unclear when you can use dodge or refuse to die again after you use it. Not even a buff icon is used. This can be a gauge or simply a sound similar to one early beamswords use to signify than projectile can be shot again.

**Suggestion Author**

@queen linden

**Approved by**

@vestal charm

tawdry condor
#
**Remove the drop rate nerf of Cragmaw Mire's items in Acid Rain Tier 3**

Currently, both of Cragmaw Mire's items that are sought upon, Nuclear Rod and Spent Fuel Container, have their drop rate plummet from 100% guaranteed to 10% from Tier 2 to Tier 3. All it does is make those items hell to farm for Rogues and Summoners who need those items for endgame weapons and may have forgotten to get them earlier in progression due to Aquatic Scourge being optional.

This is the most notable case, but my statement applies to all items that suffer from the same drop rate reduction.

**Suggestion Author**

@neon wind

**Approved by**

@vestal charm

tawdry condor
#
**Rename the Unstable Prism to the Unstable Granite Core**

It looks a lot more like a Granite Core than a Prism.

**Suggestion Author**

@open prism

**Approved by**

@vestal charm

tawdry condor
#
**Provide a recipe for a better Drill Containment Unit by using post-moon lord bars.**

A DCU able to mine anything would be much more versatile for underground arenas, and much more useful for people who want to clear a lot of space without PML ore getting in the way

**Suggestion Author**

@echo blaze

**Approved by**

@vestal charm

tawdry condor
#
Mabye nerf the vortex popper a bit

i would suggest this mainly as it combined with chloriphyte bullets melts bosses even in malice mode like i went to do moon lord with it and it died in seconds in malice mode

**Suggestion Author**

@misty stratus

**Approved by**

@vestal charm

#
**Please rework Necroplasm’s clone.**

I must apologize for saying this, but I believe that Polterghast is one of the least fun bosses in calamity. It’s really hard to predict and there’s a lot going on so most of the time it’s hard to tell what’s hitting you, and I’ve admittedly never beaten it without having to cheese it.

I think a big part of this is the clone. Having the boss create a clone of itself to become more difficult just feels really cheap and artificial. I don’t think it should be removed entirely, that seems like it’d be too extreme of a change but I think it could be reworked a little to make more sense.

Even if it’s just making the clone killable or something, that could help a bit. I think it’d be interesting if the clone only appeared during an attack like being launched from the main ghast like a projectile. I think having it pursue you the whole time just isn’t very fun at all, especially if it’s Rev so it appears for 50% of the fight. I do think Polterghast has a lot of potential and it’s a good idea for a boss, but it could certainly use some work.

**Suggestion Author**

@woeful sierra

**Approved by**

@vestal charm

tawdry condor
#
***Auric Slimes***

Auric ore is insanely hard to find, and it is the only ore that does not have a slime. Please add it. I could be a boss with tons of attacks. I do understand if you won't add it, you are the developers anyways

**Suggestion Author**

@polar ermine

**Approved by**

@vestal charm

tawdry condor
#
**Give Adult Eidolon Wyrm a trophy.**

It feels logical because it is meant to be a superboss, and makes it the boss feel more accomplishing when defeating.

**Suggestion Author**

@fluid lava

**Approved by**

@vestal charm

tawdry condor
#
**Add drill counterparts for the pickaxes that the mod already adds**

Adding them would make the game more consistent with vanilla, considering calamity- although being very different from vanilla- isn't totally against the vanilla style. Due to it being modded, you could get a lot more creative with them. Maybe giving them more of a purpose than a different type of pickaxe. Adding them would also give drills more modded representation, which they don't really have.

In terms of how this would fit with the mod at all, and how they would be implemented, one way
I think it could be added is via the new Draedon materials. With drills usually being a lot more mechanical than pickaxes, having them be added with the new plating and circuitry would allow them to fit that aesthetic. There's also no pickaxes made using the new materials, which is a opportunity for them to fit into place. Not cluttering up any other mechanical tools.

**Suggestion Author**

@hasty ginkgo

**Approved by**

@vestal charm

tawdry condor
#
**Remove Life Seekers from Calamitas’s fight.**

Similar to other removed boss minions, they feel like an annoyance in an otherwise fine fight. They don’t require any significant change in strategy to dodge and can typically be killed off easily, only potentially pulling away focus from dodging and dealing with Calamitas and her Soul Seekers. Removing them would only benefit Calamitas’s fight.

**Suggestion Author**

@spring breach

**Approved by**

@vestal charm

tawdry condor
#
**When you enter the brimstone crag, the color of the lava should fade into its new color instead of instantly switching.**

Currently, when you enter the brimstone crag the color of the lava abruptly changes from orange to orange-pinkish and it looks quite unnatural and jarring imo. Adding a simple fade transition to the colors would fix this.

**Suggestion Author**

@steel dagger

**Approved by**

@vestal charm

tawdry condor
#
**Remove the "Jungle Dragon" from Yharon**

It simply doesn't make sense that a giant dragon who summons massive tornadoes made of fire and spits out bullet hells of flames constantly is associated with the jungle. None of his drops are realistically related to the jungle or nature themed aspects, and the only real thing you can point to in the game as relating to the jungle is the fact that he can only be spawned in the jungle along with Dragonfolly. However this leads to a circular argument since the only real reason the two bosses are locked to the jungle is because Yharon has Jungle in his name. It's also not like the Jungle needs more bosses, since it already has a plethora of content in both pre-hm and hm.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Make Frost Legion enemies drop Shiverthorn and Essence of Eleum**

Frost Legion deserves some attention from Calamity (as one event with no mod items), and those items are somewhat difficult to accumulate in large quantities (shiverthorn due to its unique growing rules and Eleum because of lower drop rates compared to Chaos and Sunlight)

**Suggestion Author**

@queen linden

**Approved by**

@vestal charm

tawdry condor
#
Give indicator to Nebulous Core

When I'm fighting boss i sometimems switch to Nebulous Core so i can get revived, but I sometimes don't know if i was revived or when will the cooldown end. It would be a nice thing to see when you use the revive and the cooldown of it. So please add some mark for like it had the Godslayer Armor pre 1.5 passive.

**Suggestion Author**

@raw path

**Approved by**

@vestal charm

tawdry condor
#
**Make a toggle on or off for the invisibility potion**

Like the rogue armor set, there is a option to disable the visual of invisibility (and the upgrade too) on our character, it would be cool if we have that on the potions we're using because we use theses potions for the rogue class to buff us and invisibility is kinda annoying in this game because there is a lot of bullets to dodge and if we can't see our character during a heavy fight it's kinda lame.

**Suggestion Author**

@restive sparrow

**Approved by**

@vestal charm

tawdry condor
#
**Make the background pitch-black again during the Boss Rush Cal/ML/SCal fights**

All of those fights have a lot of projectiles, and the black background in the fights is incredibly helpful for actually seeing the projectiles, especially in the Cal/SCal bullet hell phases. However, in the Boss Rush, the background is lit up. That makes the projectiles a lot harder to see, which results in unfair hits. Restoring the black background would be immensely helpful for these fights. (Also, the Cal/SCal bullet hell projectiles look kind of ugly with the Boss Rush background)

**Suggestion Author**

@delicate summit

**Approved by**

@vestal charm

tawdry condor
#
**Nerf the Speed or Change the Behaviour of Malice Astrum Aureus**

Difficulty is subjective is an understandable argument for Malice. One fight that stands out completely is Astrum Aureus, the fight is beatable, however the fight incentivize only 1 playstyle so much that it become one of the most unfun Malice fight due to it being tedium and frustration.

This is his behaviour in a nutshell: 1) he constantly outspeed the player (assuming post-Plantera); 2) he adjust his jumps to your current position and slam down the second he arrive on top of you; 3) he constantly fire spreads of projectile that cover a massive area and generally leave no room to dodge between them

All of these combine to become a fight where: i) he always catch up no matter how far you are; ii) spam projectile in your face that is generally undodgeable (due to his positioning being too close to you) and on top of that, slightly predictive; iii) after he jump onto you, if you are not using a slime mount, he simply fall faster than you (and catch up), this means all downward movement are generally death sentence

Because of how the boss behave, the only way to reliably (if at all) to beat it is to have a massive arena due to the large amount of horizontal space required to efficiently dodge the boss; to mainpulate its jump AI so that it never does his superman jump; and to abuse the fact that with maxed out movement speed his attack automiss when running in a straight line. This leaves no room to strategize other than max speed or die.

**Suggestion Author**

@drowsy mantle

**Approved by**

@vestal charm

tawdry condor
#
**Change ore slimes into stuff more thematically fitting**

Slimes are far too overused for material gathering purposes and they are always easy to grab loot from. The idea here is to replace the slimes with stuff like golems or other creatures related to the materials the slimes drop, similarly to how the abyss has devil fish atm.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Lower the cooldowns of evasion accessories, or buff their secondary capabilities.**

As it stands, these accessories are not very strong or particularly viable, with the exception of the counter scarf. Although these accessories become quite stronger later on with most post ML bosses with attacks able to chunk you easily, their reliability and consistency leave something to be desired. Despite the cooldowns of the dodges having been nerfed, the other portion of these accessories have not been adequately been adjusted to make the accessory worth using.

**Suggestion Author**

@flat hawk

**Approved by**

@vestal charm

tawdry condor
#
**Make Ravager's pillars and candles fall platforms to reach player in Death/Malice**

If you place row of platforms like on screenshot, Ravager becomes very easy even on Malice because his obstacles are not harming the player and can be safely ignored to reach Ravager himself and run away from his rockets and flares. This cheese can exist on lower difficulties but it's not funny than Death or Malice Ravager can be countered by this arena.

(screenshot from YouTube channel rekvisit8bit)

**Suggestion Author**

@queen linden

**Approved by**

@vestal charm

tawdry condor
#
**Reduce the Volume of Sky glaze explosions**

Long story short: When Sky Glaze projectiles explode, they make a lot of noise, far louder than the weapon itself. It would be amazing if the volume was lowered for it.

**Suggestion Author**

@hollow latch

**Approved by**

@vestal charm

tawdry condor
#
**give the class-specific post-DoG accessories that don’t already have it (elemental quiver, ethereal talisman, elemental gauntlet) something more than just a stat blend**

Two post-dog accessories that are class specific (these two being Nucleogenesis for summoner and Nanotech for rogue) give a chance for extra projectiles for be created when using a weapon or hitting an enemy. Though these may not add lots of dps, they make using the weapons of those classes feel more special/unique and powerful just by how it looks, and make it feel like more of an upgrade rather than combination. This change would especially be helpful for mage and ranger, whose post dog accessories (quiver, talisman) are very basic in their functionalities beside stat bonuses. what makes genesis and nanotech more unique is how they combine the bonuses of their parts to create more than just a stat blend of their components: nucleogenesis combines astral explosions and two sets of debuffs into one accesory that inflicts both sets of debuffs and summons sparks. nanotech combines the moonstone crowns lunar flares and moon sigils into nanoblades and nanobeams. the elemental gauntlet for example could have a different projectile summoning or just different effect for true melee strikes, and ranger could have an effect that interacts with the point-black mechanic.

It should be said that this isn’t asking for elemental quiver to be reverted back to pre-1.5 with the splitting projectiles, however.

**Suggestion Author**

@winged laurel

**Approved by**

@vestal charm

#
**Increase the droprate of Cosmilite Bars *or* Add Cosmilite Ore**

Cosmilite Bars currently only drop from the Devourer of Gods, and are used in a lot of recipes, not including the armor (which is needed for Auric Tesla, btw) which alone requires 55 bars, or the many accessory or weapon upgrades which require anywhere from 5-15 bars each. DoG currently (in expert+) drops 30-39 bars. The average player would need to kill DoG at least 5 times for the armor, a few accessory upgrades, and a couple weapons, in addition to the Cosmic Anvil. Completionist players require Cosmilite Bars in the hundreds, necessitating grinding DoG for them.

The easy solution is to make DoG drop about 60-70 bars on death, which would require only about 2-3 kills for the average player, and making the grind for Cosmilite much less timetasking. A harder but more organic solution would be to add a system similar to Yharon and the new Mech bosses where after the Devourer of Gods' death, Cosmilite Ore would spawn underground in large chunks, and could be crafted into Cosmilite Bars.

**Suggestion Author**

@vital ice

**Approved by**

@vestal charm

tawdry condor
#
**Add more late-game tools**

It would not only be consistent with other materials/ores which have a tool, it would also be extremely convenient for excavating the huge areas Draedon the bosses need, its also kind of strange that astral pickaxe is the fastest one until you get Crystl crusher which is a post-game item or that Grax is the final hamaxe (although there is a late game chainsaw, Photon ripper). Adding more tools to post-ML that are faster than the current best ones would be beneficial for the general player and the builders among the community.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Increase the Amount of Buff Slots or Make Buff and Debuffs Use Independent Buff Slots**

While this is not a Calamity only problem, it is especially obvious in Calamity with the various potions buffs, cooldowns, armor set and accessory bonuses Calamity provides. The player often have way too many buffs (even just from armor and accessory alone) especially for classes like summoner, which significantly limit the amount of potion they can use compare to other classes.

A solution is to increase the amount of buff slots by combining various similar-type buff slot under one (most notably summoner, such as all summons use the same buff slot) OR to make buff and debuff use independent amount of buff slots so that a debuff applied never override a buff

**Suggestion Author**

@drowsy mantle

**Approved by**

@vestal charm

tawdry condor
#
**item to summon an astral meteor**

an item for summoning an astral meteor after WOF would be helpful instead of having to buy solution? this would normally be for if you have a skybridge, beat wof and a meteor doesnt fall and ur just SOL for stardust items u might have wanted until you beat a mech boss and then having to make your own biome, only then having to kill astrum aureus to summon a meteor, i think its kind of a hassle and would kind of be a quality of life item, it doesnt have to be obtainable, just an item that does that specifically so you aren't forced to either butcher astrum aureus really quick and fight him later or just DIY it.

**Suggestion Author**

@red grail

**Approved by**

@vestal charm

tawdry condor
#
Make material boss drops able to be farmed with enemies instead of bosses after you beat the boss

An example would be slime god. If you kill slime god, you can either kill slimes for a chance at more purified gel, kill a brand new enemy that drops it, or kill the Blight Slimes for the purified gel

Another could also be getting divine geode from the profaned enemies (scorn eater, impious immolator, etc) post providence.

The reason for this is that not everyone wants to grind the same boss over and over again. It can get quite tedious, and can even ruin a first time playthrough as the initial triumph can be overshadowed by grinding for the boss (such as in the case of DoG)

Again, not everyone wants to grind a boss. Some people are one and done and it wouldn't hurt to be able to have alternative ways of farming some items (such as killing hell enemies for twisted nether, dungeon enemies for dark plasma, and sky enemies for armored shell.)

**Suggestion Author**

@open wasp

**Approved by**

@vestal charm

tawdry condor
#
**Add sulphurous sand(stone) bricks**

None of the sulphurous sea blocks have brick versions, and the natural blocks look quite bad when used in builds as they are.

**Suggestion Author**

@teal gazelle

**Approved by**

@vestal charm

tawdry condor
#
Make The Burning Sky a shortsword

First, The design of the weapon looks a lot like other shortswords.
Second, this would really help it feel more like a melee weapon. It currently looks like a magic weapon, like the meteor staff. Making it a shortsword would make it more like other projectile melee weapons like the Star Wrath and Aquatic Dissolution, which also shoot projectiles from the sky.

**Suggestion Author**

@wide fog

**Approved by**

@vestal charm

#
**Allow the Burnt Sienna to be crafted into the Terra-cotta once again**

In the past, the Burnt Sienna could be crafted into the Terra-cotta. I am unsure of why this is no longer the case, especially since the two weapons are still very similar, both in appearance and abilities.

**Suggestion Author**

@bitter mirage

**Approved by**

@vestal charm

tawdry condor
#
**Add music to Mecha Mayhem (when using Draedon's Remote)**

Not sure if this is suitable to post here but I suggest that when CDmusic has done with Exo mech's theme, you could make Inferior Fabrications a theme for Mecha Mayhem.

**Suggestion Author**

@neat trail

**Approved by**

@vestal charm

tawdry condor
#
**Add some natural decoration on the Snow Biome**

I suggest adding some natural generation of Ice Bricks or ice generations that protrude a bit from the ground like "spikes", but not so significant, so that it doesn't affect so much the generation that vanilla offers, because I have read the Lore of Daedalus, and the explosion that his machine caused destroyed the whole kingdom, with it the buildings, and an amount of remaining debris that is not so significant in the snow biome would give a little bit more lore to the gameplay.

**Suggestion Author**

@mint dove

**Approved by**

@vestal charm

tawdry condor
#
**Malice DoG (Maybe Except Random Speedup Not As Drastic) Should Be the Baseline Death Mode DoG Fight**

People had always been complaining about DoG even in Death Mode being way too passive and tend to be way too easy compare to Providence and Yharon. Malice DoG is not as difficult as other Malice bosses yet his difficulty will fit perfectly as a Death Mode fight. It is intense, he is always aggressive and to some degree relentless and don't give the player any breathing room, which are massive improvement over the original Dmode version without making him unfair.

Thus the current version of Malice DoG (except the random close range super speedup as that exist but not as drastic in Death Mode) should be the baseline Death Mode fight of DoG

**Suggestion Author**

@drowsy mantle

**Approved by**

@vestal charm

#
**Make Nebulous Core have Lower Cooldown with God Slayer Armors**

Currently Silva Armor have an improvement accessory with Silva Wing granting slightly better revive but God Slayer Armor lacking one. Although it is preferably wing, Nebulous Core can be an alternative booster for God Slayer Armor. Current version of Nebulous Core is quite not worth its price as 90 second revive is simply too long, and on top of that it only triggers on lethal hit. A dodge accessory is simply better in most case.

Making it have lower CD when equipped with God Slayer Armors (such as 45 second CD to match the old version of revive) will help the accessory to be more worthwhile.

**Suggestion Author**

@drowsy mantle

**Approved by**

@vestal charm

tawdry condor
#
**Add Non-Consumable or Faster Spawn Methods for Duke Fishron & Old Duke**

Even with recent changes, getting their summons before beating them for the first time is still quite tedious.

Having easier spawn methods will make these bosses less of a hassle to beat for the first time, especially on harder difficulties, and we won't need to rely on QoL mods to fix the issue. The fact that it takes so long to farm their summons just feels overly punishing for losing the fight and for newer calamity players they may end up just skipping the fight because of how much extra effort these fights take to do compared to the required bosses.

Bosses like wall of flesh are fine due to the frequent spawn of voodoo demons which can now be controlled. Supreme Calamitas' summon can easily be farmed by killing Calamitas Clone. The dukes just take so much work to summon in comparison.

**Suggestion Author**

@tardy summit

**Approved by**

@vestal charm

tawdry condor
#
**Add "Brimstone Ashes Blocks" on the Brimstone Crag**

In the Brimstone Crag, usually on the roof and on the ground there are generations of Normal Ash Blocks, and since in that area, The Witch Supreme Calamitas deposited his anger against those who lived there, burning everything in his path, it would be a good idea for that biome to have its own generation of "Brimstone Ash Blocks". To also differentiate the exit and entrance to the biome when you go on the path.

This block may have less resistance than normal ash, in the sense that it would be quicker to pick at.

**Suggestion Author**

@mint dove

**Approved by**

@vestal charm

tawdry condor
#
Add recipes to obtain music boxes

This would be nice and would make music boxes alot easier to get it also wouldnt affect general gameplay as it's purely cosmetic

**Suggestion Author**

@misty stratus

**Approved by**

@vestal charm

tawdry condor
#
**Make more UI elements for enchants so that they're more easily usable**

Ephemeral already has an indicator for how much damage you're doing, but other enchantments like Bloodthirsty, Resentful, and Withering don't. Since the Ephemeral enchantment already has one, it's difficult to see why other enchantments can't be granted a helpful UI element as well, especially ones that are similar, or even more complex, and don't immediately allow the player to know what the enchantment is doing (like Withering, which is potentially lethal, and Bloodthirsty/Resentful, which are somewhat vague in nature). This would definitely make them less troublesome to use, especially in intense situations.

**Suggestion Author**

@dusk harbor

**Approved by**

@vestal charm

#
**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

#
**Make Queen Bee's Larva only destroyable though digging**

A large amount of weapons in Terraria, including ones introduced in the Calamity mod, have the ability to attack enemies through walls. When fighting in or near the Jungle, these weapons have a tendency to destroy larva within beehives and spawn Queen Bee. If this happens in pre-hardmode, it both robs the player of a free Queen Bee summon and unfairly kills the player because Rev+ Queen Bee basically requires an arena because of her fast acceleration within blocks and you aren't able to recall while a boss is alive anymore. If this happens in hardmode (for example, while searching for Life Fruit or fighting Plantera/Plaguebringer Goliath), Queen Bee will interrupt what the player is doing and force them to deal with a hazard that they couldn't have predicted would come. While Queen Bee doesn't deal a lot of damage to hardmode characters, she does still deal defense damage and inflict knockback, making whatever enemies/bosses the player is supposed to be fighting much more difficult than they should be.

TL;DR: Nobody likes accidentally waking up Queen Bee with weapons that attack through walls, and there are a lot of weapons that can do that.

**Suggestion Author**

@vestal tide

**Approved by**

@vestal charm

tawdry condor
#
**Add an upgrade to Archaic powder**

The extra mining speed it used to give anywhere was extremely helpful for quickly clearing out spaces but now its restricted to underground or lower and on a pre-hm accessory. Adding an upgrade to it possibly combined with other items/accessories that are used to build would make it an extremely helpful tool for creating big arenas that later bosses can demand such as Deus, Moon Lord, Providence and even Draedon.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Make demon altars drop more loot when broken**

Demon altars can be broken with a pwnhammer or above, but this no longer serves any purpose normally. Because of this, I suggest making demon altars drop several souls of night, light, flight, and maybe various essences when broken, as long as the config with the early hardmode revamp is enabled. This would make the early hardmode grind for souls and/or essence less annoying and give a use to these now mostly useless objects.

Edit: They already drop souls of night (I wasn't aware of this) I think it would be helpful to make them drop souls of light as well, even if it's fewer of them.

**Suggestion Author**

@night palm

**Approved by**

@vestal charm

tawdry condor
#
Add a buff icon after the nebulous core revive ability has been used

After I revived fighting yharon, there was no indicator to let me know how long I had until I could use the revive again. Maybe adding a buff icon counting down from 90 seconds to show how long until the next revive is active would be nice.

**Suggestion Author**

@inner tiger

**Approved by**

@vestal charm

tawdry condor
#
**Make the "Better/Equal" Reforge Mechanic Toggleable**

When playing with other mods that use their own reforges, some of them are not counted by Calamity as "Equal" to the highest accessory modifiers. This causes them to be impossible to get, and makes anybody who wants to get them have to get a fresh accessory and reforge it again, which is just completely impractical for higher-end accessories that take a very long time to get

**Suggestion Author**

@patent hare

**Approved by**

@vestal charm

tawdry condor
#
**Rework the Aquatic Aberration and the Parasea, and prevent them from spawning outside the Leviathan fight**

The Leviathan compensates for low attack variety by spawning minions. However, both of them are quite basic and contribute to little more than boss servant bloat. On top of this, they can spawn naturally at the ocean post-Clone/Plant, becoming a massive annoyance if you’re trying to wait for ??? to spawn.
Aquatic Aberration is the primary offender. Its behavior (Corite AI) tends to force players into a single movement pattern, and hard punish them for not using it by overlapping their attacks with Levi’s meteors. They are also very tanky, so any lack of DPS can ruin your day.
Parasea contributes very little to the fight, as you’ll be moving around so much that it drifts far out of range. I often see them bunched up in clouds stuck on top of Levi, and never get hit by them at all.
Giving these two new AI, such as coordinating their attacks with Levi’s, would contribute greatly to the otherwise bland Leviathan fight (although Anahita is perfectly fine) and make them less irritating to deal with.

**Suggestion Author**

@woven knot

**Approved by**

@vestal charm

tawdry condor
#
Make Yoyo’s and Stationary summons actually viable sub-classes

Both ranger and magic have their own unique choices of weaponry you can go with for the whole game (magic guns, tomes, staffs, bows/gun) but summoner and meelee lack those unique choices. Adding both more yoyo/station armor sets/weaponry will make people revisit and try the new classes, and widen the playing field even more

**Suggestion Author**

@wide jackal

**Approved by**

@vestal charm

tawdry condor
#
**Better Communicate Calamity's Changes to Vanilla Systems**

Especially the new update and the rework of the hardmode ores, calamity changes a lot of vanilla systems. While these changes themselves are fine, they can seem like bugs or unintended behaviors to people who dont know about them being reworked leading them to try to report this intended behavior. I suggest to in some way make it clear how these systems work to players who wont have the outside information of how theses systems work.

**Suggestion Author**

@toxic spruce

**Approved by**

@vestal charm

tawdry condor
#
**Add a system to simplify and expand item tooltips on player demand.**

Calamity has a number of items with absolute unit of tooltips (most notably difficulty toggle items and armor set bonuses, especially stealth ones), and most of them come off as disruptive to the overall User Interface of the game. Having an example to hide detailed tooltip Information and expand them on player demand could help making the UI overall cleaner and everything is easier to see.

An example I can think of is how Clicker class clickers have their clicker effect description be hidden by default, and expanded temporarily while the player is holding onto a button (Shift).

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Allow Asgard's Valor Line to Bash Through (Avoid Contact Damage) Temporary Invulnerable Enemy**

The bash usually provides i-frame against enemy contact damage if performed at the right timing, and allows "parrying" contact damage, but this do not function if an enemy is temporarily invincible as they are unable to be hit by the bash. The suggestion is to still allow the bash to gain i-frame against temporary invulnerable enemy, while the bash damage itself do not necessary have to work.

These enemies are: Melee Profaned Guardian (before the other guardians die) and Yharon during phase 2 transition. Polterghast clone can be an exception to this as it never turn vulnerable.

**Suggestion Author**

@drowsy mantle

**Approved by**

@vestal charm

tawdry condor
#
**Add a low particle mode**

This is something that will probably be rejected but if anything my goal of this suggestion is to bring full awareness to how annoying it is that some weapons can lag even top end pc's. Using certain weapons on bosses like Deus and Destroyer can lag the game heavily, and while this is expected because of how those bosses work, it would be nice to see some sort of work around for it. Perhaps, a low particle mode, as it seems a lot of the lag generated during those fights is caused by the game being overwhelmed with drawing particles.

**Suggestion Author**

@safe jasper

**Approved by**

@vestal charm

tawdry condor
#
**Fix Sulphur Sea worldgen, or at least bring back the old worldgen**

It's been a while since the new sulphur sea was introduced but there are still lots of possible mistakes and errors when it is generated upon world creation, floating islands, lack of water, too much water flooding the rest of the side of the world, and more. It would be great to see some changes and/or tweaks to the sulphur sea to make its generation more consistent and appealing.

**Suggestion Author**

@fading kelp

**Approved by**

@vestal charm

tawdry condor
#
**Give telegraphs to the locations that Anahita's projectiles spawn at**

With the way Anahita's ring attacks work, she is able to spawn projectiles directly on top of you (or at least at a distance where dodging is impossible) without warning if you're moving too fast. Normally this is incentive to take a slow and methodical approach to the fight, but that goes out the window when Leviathan is also present and forces you to make large, fast movements; in short, this often results in nearly-unavoidable damage. Adding some kind of indicator (maybe some sort of spark/glow with the color depending on which of her 3 projectiles she's using) that appears 0.5 ~ 1 seconds at the locations the projectiles spawn at before they actually appear would at least make them predictable, encouraging slowing down to dodge them while still making it possible to avoid them when dodging the Leviathan's attacks.

(edit: apparently there's an audio telegraph, but I don't consider it very effective at telegraphing the attack considering that it's not very clear and happens when the attack is fired rather than before it, so the point still stands)

**Suggestion Author**

@bleak parcel

**Approved by**

@vestal charm

tawdry condor
#
**Move evil islands down a bit or override the sky biome **

Evil islands usually spawn in a place where the sky biome overrides the evil. A large purpose of evil islands is to allow the player to fight the alternate second evil boss(Hive Mind/Perforators) which need a cyst to first spawn. This is hard to get to spawn when the biome most of the time does not permit cysts to spawn. Moving evil islands down maybe around 15-30 blocks could ensure that they are not sky biome and cysts can spawn in them. Additionally, even if you do manage to get the boss to spawn, you still have to worry about gravity which can easily become an annoyance in the fight. If the islands were moved down this would be less of an issue.

A different solution could also be to override the sky biome somehow. It could work much better than moving evil islands down which could cause issues on smaller worlds, however I do not know how it would work or if it is possible. This solution also does not fix the gravity issue unless a gravity override was somehow made but that is completely different territory.

**Suggestion Author**

@winged steppe

**Approved by**

@vestal charm

#
**Make bosses always drop their trophy in Malice Mode**

Many people like the trophies for decoration, and farming for them can be annoying, especially for long boss fights. Forcing the bosses to drop their trophy would provide another way to obtain them, as well as granting an additional motivation to refight bosses in Malice.

**Suggestion Author**

@thorn saddle

**Approved by**

@vestal charm

tawdry condor
#
**Make Rev+ Wall of Flesh slower overall.**

The Wall of Flesh is a tricky boss to prepare for because of the horizontal space required for the fight, combined with the Underworld’s terrain and the buildings that can block your path towards the fight’s end. In rev+, this becomes more problematic due to WoF’s speed boosts.

WoF’s excess speed forces constant movement, makes it harder to outrun, discourages hiding behind terrain, punishes trip-ups due to natural terrain, and pushes you towards the buildings faster. However, the potential for trip-ups and running into the buildings only forces more preparation, and WoF’s rev+ dash already discourages hiding and outrunning.

Making rev+ WoF slower overall - e.g. by removing/greatly toning down its speed boost and/or speed ramping - would allow the use of less arena space/preparation with significantly less punishment. Though the fight would shift from constant, high-speed movement to slower and more methodical, I believe it’s a worthy trade-off for less arena preparation.

**Suggestion Author**

@spring breach

**Approved by**

@vestal charm

tawdry condor
#
**Unpin Suggestion rules and the suggestion don’ts doc from suggestions-voting**

Those pins are essentially the remains of back when suggestion bot didn’t exist and you typed suggestions on that channel, it does not make much sense that those 2 are still there despite suggestions-posting and suggestions-discussion existing for the purpose of making sure the rules/requirements are met.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**make angelic alliance's number of summoned archangels be based on how many summon slots you have used instead of how many summons you have right now**

Angelic alliance is a very powerful accessory but it becomes weak with endgame summons like endogenesis or temporal umbrella, i think it will be more consistent and balanced if the number of summoned archangels be based on used summon slots instead of number of existing summons (for example 1 archangel for half a slot used)

**Suggestion Author**

@balmy sable

**Approved by**

@vestal charm

tawdry condor
#
**Either Make Emblems Interechangeable at a Cost or Unify All Accessory Requiring Specific Emblems to Use Avenger Emblem Instead**

Calamity had been adding many vanilla-altering features for the sake of Quality of Life, most notably unconsumable boss and events summon, gems spawn, hardmode ore spawn amount, craftable accessories and so on. However, WoF emblems drop still remain one of the things relying on complete rng drop and have no alternative way of acquisition.

Combine with the requirement for Guide to respawn (which may take time even with boosted spawnrate from mod config) and expending a Guide Voodoo Doll for each try, it may quickly become frustration after 20 tries for not getting the class-specific emblems you need, especially at the start of Hardmode where because of the new Hardmode progression change, WoF is not trivialized at all.

Besides directly using them as accessory for damage boost, class-specific emblems are required for some accessories, listing: i) Yharim's Insignia, ii) Artemis Emblem, iii) Statis' Blessing, iv) Nanotech, and v) Vampiric Talisman. However, the suggestion interpretation can already be seen from Sigil of Calamitas, which requires Celestial Emblem that is crafted from Avenger Emblems (or even Necklace of Vexation for Yharim's Insignia) the idea is definitely not out of the way.

**Suggestion Author**

@drowsy mantle

**Approved by**

@vestal charm

tawdry condor
#
*Add at least one rogue class weapon too the auric bar line*

There are no rogue class weapons that are built with auric bars, which for 1. Makes auric bars somewhat unexciting.

Also, I understand there are two weapons in this tier that are dropped from Yharon but that doesn't give a lot of choice for this class in terms of weapons, so getting some more weapons (least one built from auric bars) would make a material more exciting and also bring it up to speed with other classes.

(And also itll be nice to have a rogue weapon in this tier that isnt FIRE EVERYWHERE)

**Suggestion Author**

@shadow sundial

**Approved by**

@vestal charm

tawdry condor
#
**Make it so Plaguebringer dash gives more iframes**

At this point the dash is worthless: it gives smaller amount of iframes than Asgard Valor which doesn't make sense, plus the dash overrides every single dash you have so you can't use Asgard's Valor with it and profit. What's the point of it then?
Either removing it, making it give the same amount of iframes Valor gives or making it not override other dash accessories would definitely be a good solution to this problem.
https://youtu.be/Vftn7-KkJvM here is a comparison between PBD and Valor's dash

**Suggestion Author**

@orchid frost

**Approved by**

@vestal charm

tawdry condor
#
**Compress all rogue accessory related hotkeys into a single hotkey.**

Right now specific rogue accessories have their own hotkeys, and it contributes a lot in making hotkeys more cluttered. They are:

  • Booster Dash (For both Plagued Fuel Pack and Blunder Booster)
  • Momentum Capacitor Effect
  • Sand Cloak Effect
  • Spectral Veil Teleport

Compressing these hotkeys into a single hotkey used to trigger rogue accessories effects would significantly reduce hotkey bloat in the mod.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Make Dodges only Proc if an Attack Deals a Certain Amount of Damage**

Dodges currently proc on any damage. This works as intended but in many cases can be completely useless.

This is because attacks that will have dealt a miniscule amount of damage will still get dodged and the cooldown will be wasted on something that would not have made any difference in the battle.

I've also had random enemies hit me right before starting a boss and again ruining my dodge.

**Suggestion Author**

@tardy summit

**Approved by**

@vestal charm

tawdry condor
#
**Make the Tracers line have a hover**

Because of the new movement speed change, you're able to obtain tracer like speed on the ground while using regular wings, which makes the tracers line far inferior to having regular wings as they have faster acceleration and way more flight time.

Adding a hover to tracers will allow them to be faster than regular wings horizontally, like in the last update, and also gives the player a unique movement option that barely any wings have.

**Suggestion Author**

@winter bloom

**Approved by**

@vestal charm

tawdry condor
#
**Rename the Profaned Guardians**

As of now, the Profaned Guardians are all listed as "A Profaned Guardian" which is fairly boring, simple, and repetitive imo. They should be collectively refered to as The Profaned Guardians, but they should each have their own name. Some ideas I have include Impurity, Immorality, and then potentially a more personal name for the main Guardian like Infernius.

This would give them more personality and perhaps add some flavor to an otherwise uninteresting boss.

**Suggestion Author**

@olive thistle

**Approved by**

@vestal charm

tawdry condor
#
**Add a Rogue "Night's Edge" equivalent**

Despite the fact that every other class gets a night's edge esque weapon, Rogue does not. This also makes the crafting of Terra Disc extremely weird, as is crafted with seashell boomerang and equanimity instead of actually fitting weapons (hallowed bar weapon + night's edge equivalent).

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Give Triactis' True Paladinian Mage-Hammer of Might regular hammer functionality on right click OR buff Grax to dev/shadowspec tier**

Given that there's no endgame hammer or hamaxe to match the Crystyl Crusher, it would be nice to have the dev item that's already a hammer be given the best hammer functionality OR buff the existing hamaxe Grax to dev/shadowspec tier as it is already a dedicated/developer hamaxe.

**Suggestion Author**

@obtuse birch

**Approved by**

@vestal charm

tawdry condor
#
**Make abyss shadow chests content from the abyss crates post-Skeletron instead of Slime God/WoF**

Seriously, I hate to go to the abyss, and I want Lionfish before Slime God. I checked the wiki and it says that is is post Slime God/WoF. Just why
If you didn't understood, look at the loot table of Abyss Crate

**Suggestion Author**

@polar ermine

**Approved by**

@vestal charm

tawdry condor
#
**Add a visual indicator for the range of holy inferno**

Holy inferno is intended to limit how far you can be from providence, but it sometimes doesn't feel like that. Often you'll just be moving away from Providence and suddenly you'll be blinded and take extreme damage without any warning. A visual indicator, such as a ring of flames, could be extremely useful to prevent accidentally triggering the debuff. It would also help new players figure out why they're taking damage suddenly; on platforms such as Reddit I've seen new players complain about how they randomly start dying without knowing the reason. A visual indicator would tell new players "don't go beyond this point" and avoid a lot of confusion. It would also be nice to have the debuff radius shrink slowly before the cocoon phase starts, instead of just suddenly shrinking and catching far-away players off guard.

**Suggestion Author**

@kind anvil

**Approved by**

@vestal charm

tawdry condor
#
**Make the Sunken Sea background objects placeable if possible**

The Sunken Sea is perhaps the most visually pleasing and beautiful biome in this mod. The fact that you cannot place the background objects found there is a bit sad, they're very nice-looking and can be used in many kinds of builds to make them look more interesting and overall better.

Basically Sunken Sea background objects good and would make building better.

**Suggestion Author**

@polar pagoda

**Approved by**

@vestal charm

tawdry condor
#
**Nerf Polyp Launcher**

Polyp Launcher can shred larger enemies in seconds, such as Crabulon, in seconds. This is ridiculous because it is obtained right after Desert Scourge. Crabulon can easily be destroyed in seconds, even in malice, just by using a rope and a Polyp Launcher at the bottom of the rope.

I've recorded a video of my friend using polyp launcher.

Not sure how to prove this is polyp launcher since you have to stay far from it.

**Suggestion Author**

@void inlet

**Approved by**

@vestal charm

tawdry condor
#
**Make sunken sea generate mushroom biome not so far**

It's not so necessary. But would be cool because Crabulon lore-wise, is a giant crab fusion combined with fungi. Crabs went to the caves when ||Scalamitas|| drained ocean. Crabs found mushroom biome butttt Fungi there was poisonous for them so there's the Crabulon. It would be really unnoticeable but cool detail lore-wise.

**Suggestion Author**

@opal robin

**Approved by**

@vestal charm

tawdry condor
#
**Rework Astrum Aureus ~~again~~**

Aureus’ fight is extremely boring even on death mode where its just running away from it while dodging an assortment of projectiles and the Aureus spawns, the fight is not much of a challenge especially with how fast the player can move now even with little investment.

The fight is extremely simplistic and the only way its made harder is making it faster and rest less; compared it to Anahita and Leviathan’s complexity and area denial, Aureus is just way too simple for a post-Plantera boss as it has few attacks, Anahita herself already has more than Aureus does.

Making it more complex would allow it to be far more intriguing as a post-Plantera boss, distance it even more from the simplicity of Astragledon and make the fight more fun overall.

An idea to make it better could be giving him some form of area denial or disruption, can be another minion or a new projectile so its harder to run away or stay too much time on one spot, that way making the fight more engaging.

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**add a sound effect when hitting a point blank shot**

right now there is no feedback for point blank shots doing more damage outside of actual damage increase, adding a sound effect when you hit one will make it more clear to the player that they are doing it while also improving the gamefeel of the point blank mechanic

**Suggestion Author**

@rocky pasture

**Approved by**

@vestal charm

tawdry condor
#
**Give the PwnageHammer upgrades a slight buff**

the Pwnagehammer It's fine, it can be slow but the damage and its secondary effect make the weapon even better, but the upgrades of this weapon feel weak compared to the weapons in their respective tier.

**Suggestion Author**

@supple phoenix

**Approved by**

@vestal charm

tawdry condor
#
**Buff the honey dew or make it combineable into something**

The honey dew is slightly worse, or maybe equal to, the ambrosial ampule, but unlike the ambrosial ampule, it only works in the jungle, and is harder to obtain. Because of this, I think the honey dew should be either buffed or be combineable with something else around calamitas clone tier to give a reason to use it instead of the Ambrosial ampule.

**Suggestion Author**

@night palm

**Approved by**

@vestal charm

#
**Make the Axe of Purity's right click carry over to the Inferna Cutter**

The axe of purity's right click effect isn't kept on the inferna cutter, which is annoying, so it would be nice if that was kept. Not sure if it could be on the Grax as well unfortunately, but by they point it isn't really needed.

Also, unlike the clentaminator, the axe of purity doesn't purify background tiles. This is annoying, so I'd like if it were fixed.

**Suggestion Author**

@night palm

**Approved by**

@vestal charm

tawdry condor
#
**Nerf Dark Spark recipe**

All other Divine Geode and Ruinous Soul weapons require 4-8 of those items, while Dark Spark needs 20 souls and 30 geodes. It's not even that good of a weapon to deserve so much materials to craft.

**Suggestion Author**

@queen linden

**Approved by**

@vestal charm

tawdry condor
#
**Make Astral Mines be highlighted by Omniscience/Fix them not being**

So I've had enough fights with Deus and 've seen enough mines and I can say for sure: they are not highlighted by Potion of Omniscience which makes it hard to understand when they can hit you and when they can't. I don't know if it's a bug or a new feature but either way bring it back

**Suggestion Author**

@orchid frost

**Approved by**

@vestal charm

tawdry condor
#
**Make the boss phase timer a Death/Malice exclusive (or just remove it)**

The boss phase timer makes bosses enter their next phase early if the fight has lasted too long. For the most part, I like this feature, but its presence in Revengeance feels a bit unnecessary. On bosses with a lot of phases, it can make one extra-annoying phase last an unnecessarily long time, for which the average player couldn't last. If you can't deal damage fast enough, you are often forced into an attack you weren't expecting, e.g. Duke Fishron's final phase in Death mode. Both of these are quite noticeable on Yharon.
The phase timer makes more sense in Death or Malice with the way these modes are designed overall, but Revengeance shouldn't quite have a mechanic this punishing.

**Suggestion Author**

@woven knot

**Approved by**

@vestal charm

tawdry condor
#
**Make bloodfin only useable with quick heal**

Its extremely annoying having it being used when you're at full hp and just wanted to buff up using quick buff, making it useable only with quick heal would be convenient and also make it consistent with the rest of the healing items

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
Instead of giving bosses like Duke and Yharon invincibility during their phase transitions, just give them 100% dr

When bosses go invincible, that makes it impossible to dash through them using accessories such as Asgard's valor. While changing it to 100% dr would allow some specific debuffs and the coldheart icicle to still do full damage to the boss, It would overall still be good because it prevents cheap hits that would have otherwise been dashed through.

**Suggestion Author**

@wide fog

**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 / all class 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 armor set bonus, 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
#
**Outside Boss Rush, all boss projectiles should despawn immediately when the related boss dies or leaves.**

There's no reason for the projectiles to linger when the boss has already left beyond wasting the player's time making them wait before being able to retry.

**Suggestion Author**

@teal gazelle

**Approved by**

@vestal charm

tawdry condor
#
**Rework Shadowbolt Staff**

At the moment, the weapon is quite literally just shadowbeam staff. Due to the nature of it doing more damage via bouncing, it's only difference is pretty trivial in the grand scheme of things. Making the beam maybe hit enemies multiple times and have limited range before snapping to the closest enemy would be a cool idea. Just something to actually make it worth using and not so shamelessly derivative from its predecessor.

**Suggestion Author**

@solemn kiln

**Approved by**

@vestal charm

tawdry condor
#
**Switch the Boss Rush boss AIs from strictly Malice to being able to be changed (Rev, Death, Malice)**

Currently, boss rush feels extremely unfun and exhausting to play, as the bosses (most notably Calclone, Scal, and Yharon) are extremely fast and demand that they be killed as quickly as possible in order to remain alive or not get knocked by about 90% of your health by single hits.
The Scarlet Devil/Celestus, Eternity, and Universe Splitter appear to be the only viable weapons when it comes to Boss Rush as other endgame weapons such as Triactisus’ Hammer, Murasama, Soma Prime, etc. feel like they kill bosses/get to next phases take way too long before getting hit by random shit or overrun by speed (via Malice AI), therefore rendering a vast majority of even Shadowspec tier items worthless. SCal is unbearable even when not nohitting, as it does not matter whether or not the player is in revengeance or death prior to the start, will instantly convert her projectile speed and quantity to Malice levels of difficulty. Damage/Health should remain the same, as balancing PreHM bosses to endgame equipment should still be very high, though the AI should at least be knocked down to Death (if it were to remain defaulted at a set difficulty) in order to keep the game mode fun and fair for the player at least to an extent

**Suggestion Author**

@quaint siren

**Approved by**

@vestal charm

#
**Incorporate Dash Hierarchy**

There have been many times when I wanted to wear both the Stasis's Ninja Belt and Asgard's Valor at the same time and be stuck with Asgard's wimpy dash. It would be better if the player is wearing two accessories that provide dashes, the better dash takes priority always

**Suggestion Author**

@solemn kiln

**Approved by**

@vestal charm

tawdry condor
#
**Astrum Aureus should not be able to teleport directly inside the player.**

It's extremely unfair and results in bullshit cheap hits. Brain of Cthulhu was (still is until .004 I guess) able to do something similar before being patched so I don't see why this boss shouldn't get the same treatment.

**Suggestion Author**

@teal gazelle

**Approved by**

@vestal charm

tawdry condor
#
**Buff or remove the Hellkite**

The Hellkite deals approximately 900 DPS per target with a melee build available right after killing Plantera. This sounds decent, but it's significantly lower than the weapons available the tier before it. For example, with the same gear the Ghastly glaive (old one's army tier 2 weapon with similar range and good crowd control) deals 1600 DPS per target, and the floodtide deals between 800 to 1600 dps depending on how close you are to the enemy and how many of it's projectiles hit, meaning that the Hellkite at it's best has DPS equal to the floodtide (previous tier) at range, and close up the floodtide has double the DPS on a single target.

To summarize, the Hellkite has half the DPS that weapons from the tier below it have in most circumstances, and doesn't make up for it with range. It might be better against groups, but there aren't many circumstances with large groups of enemies at that tier

**Suggestion Author**

@night palm

**Approved by**

@vestal charm

tawdry condor
#
**Make Adrenaline Damage Scale Harder With Progression/Adrenaline Upgrades**

Adrenaline had been a significant balancing concern, particularly in pre-HM where Adrenaline tend to completely melt most of the bosses. While it is not as much of an issue after early-HM as bosses gain more DR, it completely trivialize many pre-HM bosses.

The main problem is that Adrenaline's base value is too high, at +200% damage boost from the get go and only get upgraded to +245% at the end of the game. Pre-HM bosses tend to have no or very low DR therefore they get melted by Adrenaline for more than 50% of their total HP.

The suggestion is that Adrenaline should start off with a lower base value and scale much more significantly with each upgrade obtained. This will not only make each Adrenaline upgrades much more impactful but also potentially make filling the Adrenaline meter against late game bosses (which are considerably harder to no-hit) more rewarding.

**Suggestion Author**

@drowsy mantle

**Approved by**

@vestal charm

tawdry condor
#
**Add a Lunar tier Hamaxe for Rogue class (a.k.a Empyrean Stuff)**

It is ridiculous that Solar, Vortex,... have a Hamaxe while Empyrean have none. If this is illegal then pls tell me why?

**Suggestion Author**

@neat trail

**Approved by**

@vestal charm

tawdry condor
#
**Differentiate the Dank Staff from the Blood Clot Staff**

The Dank Staff and the Blood Clot Staff currently posses the same AI and Statistics, with the only difference they currently hold being their appearance.
This was before excusable, due to the Perfect Dark / Vein Burster and Shadowdrop Staff / Blood Bath acting the same way, though as of the latest update, both of these pairs have gotten slight variations to make them different, namely the Perf counterparts being slower but slightly stronger hitting.
Due to this recent change, the Dank Staff and the Blood Clot Staff remain to be the same weapon with a different skin, which makes them feel a bit off in relation to the rest of the pairs in Hive Mind's and The Perforators' drops.
The suggestion is to somehow differentiate or add some slight variations to each weapon, to not make them a carbon copy of each other like done with the other pairs mentioned of the same weapon pools.

**Suggestion Author**

@wise patio

**Approved by**

@vestal charm

tawdry condor
#
**Make Altar of the Accursed 3 blocks wide**

SCal's arena has an interior with an odd number of total blocks horizontally and vertically. Despite this, the Altar of the Accursed is 4 blocks wide, meaning it is impossible to put it at the actual center of the arena. Making it 3 blocks wide would allow you to actively make an arena for scal without having arena blocks show up.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Scal should not start to fire instantly after a bullet hell or after a certain attack **

It just is unfair after you finished the bullet hell and she starts pelting you with these attacks esp as they can come on an angle unlike being shot at a straight line. Cal clone had a change that removed the bullshit hits, they could be added to scal as well as she also can get bullshit hits.

**Suggestion Author**

@elder topaz

**Approved by**

@vestal charm

tawdry condor
#
**Resprite prime cannon so its not identical to prime saw# **

The sharing of the same sprite can be extremely annoying, and often cause confusion with the 1.3 healthbars, especially to no hits. A simple and minimal solution is to make prime cannon more visibly a cannon. I don’t have much more to say, but it can prevent some bullshit deaths.

**Suggestion Author**

@delicate wharf

**Approved by**

@vestal charm

tawdry condor
#
**Nerf seafoam bomb**

The seafoam bomb is a generally good weapon, it has good dps, however, mix the dps with the stealth strike damage and bubbles, (which dont dissapear on contact, only after around 5ish seconds) its a weapon of mass murder. when fighting the worm bosses, like perforater and eater of worlds, it decimates them extremely quickly. therefore, maybe make the bubble dissappear on contact, or make it explode into 3 bubbles?

**Suggestion Author**

@swift river

**Approved by**

@vestal charm

tawdry condor
#
**Combine Artemis and Apollo's boss health bar into one**

Since they share the same health pool, they should have their health bar combined. This helps the player to focus on the fight better without confusing which health bar is which and removes slight screen clutter due to 4 health bars being present.

**Suggestion Author**

@torpid monolith

**Approved by**

@vestal charm

tawdry condor
#
Let the God Slayer dash pass through platforms

The God Slayer dash functions as an escape tool, letting the player get away from a dangerous situation. However, when dashing downwards, the player is likely to run into some platforms and get stopped or pushed to a different direction than originally intended. Letting the dash pass or completely ignore platforms makes it easier to use when dashing downwards

**Suggestion Author**

@rapid bough

**Approved by**

@vestal charm

tawdry condor
#
**Revamp stealth strikes that are leaning more towards just adding more projectiles on the same event the base weapon adds projectiles.**

Right now there are a good amount of rogue weapons which stealth strikes only add projectiles without any other adjustments (like Sticky Spiky Balls, Seafoam Bomb, Refraction Rotor and The Atom Splitter). This seemed understandable back when stealth as a mechanic needed these as stealth strikes, but now that stealth mechanic is revamped and there are internal stealth factors that help with balancing stealth strikes, stealth strikes can slowly discard the "this but just add more of the existing projectiles in the same event" mindset, and aim towards more creative stealth strikes that would help support the burst damage gameplay in the future.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Let purified gel and blighted gel work as ammunition for flamethrowers as a alternative.**

Purified and Blighted gel are both gel right? so they should work with flamethrowers functioning the same but just being an alternative.

**Suggestion Author**

@worn perch

**Approved by**

@vestal charm

tawdry condor
#
**Make Calamitas Clone invincible during soul seeker phase**

so many times I have been trying to beat the Calamitas clone and I die due to the soul seeker still being alive during the final bullet hell phase. Make it so only the soul seeker take damage from 35% health (when they spawn) and Calamitas is invincible until they are all dead (like the brothers phase). This will help prevent the soul seekers still being alive during the final bullet hell and causing it to be 10x harder than its supposed to be.

**Suggestion Author**

@timber steeple

**Approved by**

@vestal charm

tawdry condor
#
**Give an upgrade to the warblade**

Currently the warblade is the only goblin army weapon that doesnt have an upgrade. the harpoon upgrades in the triploon and the plasma rod is necessary for the magnomaly cannon (for some reason). This causes an inconsistency and is kind of a shame that a weapon that inflicts a good debuff at this stage of the game doesnt get an upgrade.

**Suggestion Author**

@tawdry pivot

**Approved by**

@vestal charm

tawdry condor
#
**Remove or severely decrease effects of Timed aggression**

To quickly establish what this mechanics is, timed aggression sets a timer on every boss after spawn, and forces a phase change if the fight is taking too long, essentially a punishment for having low DPS.
This mechanic and RDR force the player to fit into this small gap to always deal "average damage" no matter the tier. And such designing really limits creative approach, as it forces linear gameplay, something that Calamity has actively attempted to ignore in the past. If you're too underpowered, you'll have to worry about early attack patterns (presumably) making the fight more difficult, when being underprepared already accomplishes this on it's own. Not only that, but it makes learning and understanding bossfights much more difficult. If any newer player attempts a boss and are not properly geared for the fight or prioritize movement over damage for sustainability, suddenly the fight becomes less predictable as phase changes happen at different percentages, all because of a preference.

**Suggestion Author**

@urban carbon

**Approved by**

@vestal charm

tawdry condor
#
**Allow the summons from the Staff of Necrosteocytes to catch up to the player**

Right now the skeletons summoned by this weapon have a nasty habit of getting stuck in pits or similar situations where they cannot follow the player. Outside of teleporting to the player when they get really far away, which is too far to be consistent, the summon tends to make itself useless surprisingly often. Allowing it some way of circumventing terrain to catch up with the player would be ideal. It could be as simple as copying the Tiki summons from vanilla

**Suggestion Author**

@stable pagoda

**Approved by**

@vestal charm

tawdry condor
#
**Add Wrath of the Ancients to the Wizard's shop after Golem has been defeated**

Every post-Plantera dungeon magic weapon (Spectre Staff, Inferno Fork, Shadowbeam Staff, Magnet Sphere) are all available to be bought from the Wizard after Golem has been defeated, so why not Wrath of the Ancients? Wrath of the Ancients is also a material for The Dance of Light. Considering that The Dance of Light is an endgame weapon, some players might not want to go through the hassle of farming anymore in the endgame.

**Suggestion Author**

@tame nimbus

**Approved by**

@vestal charm

tawdry condor
#
**Add a Focusing Ability for homing items, Similar to Vanilla's Summoning Homing. Homing items being Summoning Accessories, Rogue(not the class) homing projectiles, and the like that don't come to mind**

I'm not talking Nanoblack Reaper levels absurd, just a little bit of a bias, as chlorophyte normally goes to the closest, not necessarily the most useful kill. Something that comes to mind is the fungal clump, pretty useless all around unless you just have a free slot anyways. It would be significantly easier to use if you could swap from a main weapon to said suggested item, and tell it to target, for example, one of the slime gods, rather than the random enemy spawns they cause. Another example that comes to mind, that I could easily say has killed me a few times, Chlorophyte bullets. I've been screwed over many times by them focusing a small enemy spawn, rather than a boss. A good example would be targeting Plantera Tentacles as the bosses' health runs down to almost nothing. This part could just be me being very easily irritable, but another thing I can compare it to is Golem's Fist targeting vs targeting the body in phase 2.

**Suggestion Author**

@coarse fiber

**Approved by**

@vestal charm

tawdry condor
#
**Readjust Golem's Head Hitbox Before Detaching**

For some reason Golem's head hitbox is misaligned with its sprite and is also extremely small. His actual hitbox is located near its "neck" rather than the head. This makes it difficult to aim precisely at Golem especially that he jump arounds a lot more in higher difficulties.

**Suggestion Author**

@drowsy mantle

**Approved by**

@vestal charm

tawdry condor
#
**Arms dealer sells Ammo Box**

I'm almost finished in my calamity ranger playthrough yet I still don't have an ammo box. Reason for this is only the travelling merchant sells it and you have to rely on rng for it to appear in his shop so I would suggest that the arms dealer sells it.

**Suggestion Author**

@crimson frigate

**Approved by**

@vestal charm

tawdry condor
#
**Slime Rain gets buffed as you progress**

The slime rain is boring after early game, but it keeps happening regardless of your progression (at least if RNG wills it).
I think it would be fun in hardmode and beyond (more fun than keeping it as is or removing it) if each type of slime available in the world was added to slime rain as they are unlocked. There could be exclusive kinds of slimes that drop various materials like the hardmode ores and lunar pillar materials as well.

One more thing, an item to summon the slime rain would be useful if the rest of these changes were added.

These changes would let you use the slime rain to farm materials in a way that would provide a nice change of pace every once in a while, and make it at least a little more exciting and challenging when it happens.

**Suggestion Author**

@night palm

**Approved by**

@vestal charm

tawdry condor
#
**Give Deific Thunderbolt the starfury block pierce**

as it stands, this weapon's main gimmick, the thunderbolts, don't work if there's a roof above you, making it just about useless for the 2 other emissaries of the devourer, and just useless in general in most situations. making the lighting go through blocks would make it much more useful.

**Suggestion Author**

@odd kayak

**Approved by**

@vestal charm

tawdry condor
#
**Add a new rogue weapon after getting the purified gel/or make it a Drop from Slime God**

If we don't count Gel Darts, technically there would be no weapons for the rogue class after getting the Purified Gel/Defeating Slime God, so I suggest adding a new weapon (non-consumable on throwing), competent against the Wall of Flesh and at the point of progression that should have been reached, (Also Gel Darts in my Opinion is ok, but still a new weapon wouldn't be bad).

**Suggestion Author**

@mint dove

**Approved by**

@vestal charm

tawdry condor
#
**Make Astrum Deus' minimap icon switch colors whenever switching phases**

1.5 made the worms switch colors more obvious whenever they swap their ground or flight phases/attack with mines or lasers. Having something like a blue/orange outline on their minimap icons can help identify which worm is doing what as they tend to be offscreen a lot.

**Suggestion Author**

@torpid monolith

**Approved by**

@vestal charm

tawdry condor
#
**Make Astrum Deus' second phase where he splits into two have connected hp the same way XS-03 Apollo and XS-01 Artemis have their.**

I've been playing calamity a lot recently and it really bothers me that the two's hp isnt connected even though both die when one of them dies, plus its really annoying where i focus one of the worms, he suddenly flies away and i have to again damage the other worm.

**Suggestion Author**

@tawdry venture

**Approved by**

@vestal charm

tawdry condor
#
**Give Evil bosses malice drops**

In malice mode, almost every boss has a malice mode drop, however, BOC and EOW does not. it would be cool to see new evil themed malice weapons, but until then, we can only hope

**Suggestion Author**

@swift river

**Approved by**

@vestal charm

tawdry condor
#
**Rework Rusty Medallion**

Right now, the accessory is basically Amidas' Pendant that inflicts Irridated debuff, and also requires you to hold a ranged weapon. I wish it could be more viable for ranger players, since currently it's not very useful: you'd be better off wearing Shark Tooth Necklace if you want to dish out some extra damage

**Suggestion Author**

@zinc gyro

**Approved by**

@vestal charm

tawdry condor
#
**Treat Betsy as a boss for AI changes in different difficulties**

Betsy, to me atleast, seems like a boss. And the terraria wiki, though not putting it on the 'bosses' section of the front page, still describes Betsy as a 'boss' on the page for Betsy. Though Betsy is unchanged (in terms of AI) in any difficulty and always does the same things in every difficulty from classic to malice. I am suggesting for that to change and to give revengeance/death/malice mode effects to Betsy, and maybe even an expert change for Betsy (though that is a base game thing and you might not want to change it) because Betsy is the only boss not to get any improvements, this may not be much added, just a few small things here and there for rev+(/expert+ if you want to) changes but it'd be a welcome change for the mod as a whole.

**Suggestion Author**

@magic grove

**Approved by**

@vestal charm

#
**Have a better Abyss chest loot**

It makes no sense than silver bars or EoC summon are placed with pog fish weapons deep underwater and even Terminus, especially Terminus. I'd prefer chest loot to be more... thematic, such as some gravel, corals, sand.

**Suggestion Author**

@queen linden

**Approved by**

@vestal charm

tawdry condor
#
**Malice Providence should always drop both exclusive items.**

Malice Providence is, imo, one of the hardest bosses of the mod, especially for the point of progression at which you're meant to take her on. Even after DoG, she's far away from an easy fight. However, if you beat her at day time, she won't drop both the Elysian Wings and the Elysian Aegis, in spite of the fact she's the same as at night. If she's enraged anyway, may as well drop both items!
This inconsistency is further highlighted by the fact that apparently, in the code, items such as the legendary Pristine Fury, the Warbanner and basically any other mode/time exclusive drop is checked for Night OR Malice - except for the Aegis and the Wings where this check is missing, and only the Night criteria is accounted for.

**Suggestion Author**

@lilac pumice

**Approved by**

@vestal charm

tawdry condor
#
**Fix Reaper Shark AI**

The Reaper Shark keeps swimming offscreen and respawning itself. in the abyss, where time is of the essence and reaper shark spawns are somewhat rare, its gets annoying fast to watch the thing you've spent a hot second on killing already walk off the map.

**Suggestion Author**

@odd kayak

**Approved by**

@vestal charm

tawdry condor
#
**Add some sort of warning system to Ares’ attacks.**

Look, I know that they’re the second hardest boss and they’re supposed to be insane but I just think Ares isn’t very fun to fight at all. I love the other 2 (3?) Mechs but Ares is just not fun at all.

My biggest problem is the predictive attacks. It sounds good in-theory but it just feels really cheap and frustrating in-game. The fact that Ares simply hovers above you the whole fight makes this worse. I think just adding a warning before the weapons would make it much easier to handle and a lot more fun. Even if it’s just a sound cue or something would be fine, or a laser pointer like Artemis has would be okay. Also maybe make Apollo’s missiles easier to see, they blend with the dark background.

**Suggestion Author**

@woeful sierra

**Approved by**

@vestal charm

tawdry condor
#
**Make Plasma Grenades Infinite**

They're the only member of dreadon's arsenal that isn't infinite, and it means that they can't be reforged and just doesn't make sense considering the wave pounder exists
Also, they don't charge. Unlike every other Dreadon weapon. The defining feature of the weapons. It doesn't have it. 😐

**Suggestion Author**

@odd kayak

**Approved by**

@vestal charm

tawdry condor
#
**Have lightning bolts in Calamity appear instantaneously with a unique sprite.**

Lightning bolts are incredibly fast, about the speed of light even. Lightning bolts in Calamity are pathetically slow to travel down to the target. Having them appear instantly with a unique sprite would help them feel actually like actual lightning bolts, and to make these feel a bit more unique instead of recycling vanilla resources.

While some bosses might end up using this instantaneous version of lightning bolts (like Storm Weaver), said bosses could have additional telegraphs to support this change.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Rework Ares' Gauss Nuke and Make Exo Mechs Set an Arena**

Exo Mechs is famous for taking a massive arena to fight (to the point of world-size slanted platform). While such arena is not a hard requirement, the fact that simply falling for the entire world is a viable, in fact optimized strategy is a problem. Alternative solution such as increasing predictiveness of attacks do not solve the problem and will only make fighting Exo Mechs in an non-absurd size arena even harder.

A big contributor to this problem is Ares' Gauss Nuke: it fires sparks in random pattern and also the nuke itself with massive AOE which the only reliable way to dodge it is to move away from it. This purely-zoning attack had become more of a limitation of the fight than just an attack as it forces a massive arena.

On the other hand by setting an arena, preferably one with substantial horizontal space (eg: 1.5k wide on Cell phone display) and sufficient vertical space (eg: cover most of surface to space, around 600 Cell Phone), the Exo Mechs' fight experience can be improved much better. Exo Twins attacks are perfectly dodgeable in a relatively small amount of space; Thanatos attacks, while taking a lot of horizontal space to dodge, is still reasonably executable; and Ares' attack no longer have to cover massive areas just because they will otherwise simply miss without an arena. The lack of arena had became a limiting factor of how the fight can be designed and the solution to this problem is to give it one.

Showcased in this video is an arena similar to the one described (Coordinate: 1500 horizontal x 600 vertical). With by no means perfect performance, this proves that the fight is definitely possible with an arena. https://www.twitch.tv/videos/1253540728

**Suggestion Author**

@drowsy mantle

**Approved by**

@vestal charm

#
create an item to summon the exodium clusters

sometimes mods can interfere with each other not spawning them it would be nice if you could either buy/craft a item that can only be used once per world post moonlord that would spawn them

**Suggestion Author**

@misty stratus

**Approved by**

@vestal charm

tawdry condor
#
**Disable the Effect of Space Gravity During Boss Fight**
  1. Space Gravity is an environmental effect not part of the boss fight. It should not have such integral effect on a boss fight.
  2. It is nullified with Gravity Normalizer Potion after Astrum Aureus is defeated.
  3. All it does is to consume 1 additional buff slot if your arena even slightly touches the space (most notably Astrum Deus, Storm Weaver, DoG, surface arena for Yharon and Exo Mechs), or to make arena making more annoying as you are forced to dig into the Surface area to not have your arena reach the Space.
**Suggestion Author**

@drowsy mantle

**Approved by**

@vestal charm

tawdry condor
#
**make devourer of gods' back segments invisible for a short time after he goes out of portal**
  1. It looks really weird when his back segments are messed/
  2. It will make his teleports look way better?
  3. You did this with thanatos why don't do the same thing with devourer of gods :>
**Suggestion Author**

@balmy sable

**Approved by**

@vestal charm

tawdry condor
#
**Add class specific buffs/abilities to rage/adrenaline usage in baseline rev**

The rage/adrenaline mechanic has basically been the same (with some tweaks here and there every update) ever since it was introduced in baseline rev, and with this change, if it ever gets added, it'll add a new refreshing layer to the combat while offering new ways to play each class (like using adrenaline while using true melee strikes can spawn tracking projectiles that scale to the weapon or having full rage doubling all ranged projectiles or even while using rage make stealth charge very quickly)

(Edit. I don't want the old system of bonus damage to go away, I just want to add to it to offer new ways to play rev calamity)

**Suggestion Author**

@earnest sinew

**Approved by**

@vestal charm

tawdry condor
#
**Move all the difficulty items to new players' spawn inventory OR put them all in the Starter Bag**

The player spawns in with the Revengeance item and the Iron Heart item, yet needs to open the starter bag for the rest of the difficulty items. This makes the difficulty items weird and clunky for seemingly no reason. Either shoving them all into the starter bag or making the player spawn with all of them works as long as there is consistency between them.

**Suggestion Author**

@modern timber

**Approved by**

@vestal charm

tawdry condor
#
**Make iron heart have an alternative way to heal during combat**

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 they use it to meme with acronyms (DADI, MAID, etc)
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, are inconsistent and not that powerful on higher difficulties 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 or anothr method would give a more reliable way to heal across the game, regardless of gear. By making enemies and bosses occasionally give some healing from any way 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
#
**Add a gravity normalizer effigy/furniture item**

Some of the lategame bosses require significantly large arenas on higher difficulty modes, potentially requiring the player to excavate large chunks of their world. If the full space layer was able to be more conveniently used in arenas without the need for temporary gravity normalizer potions, I feel like this issue could be rectified to some extent.

Besides this, it would also make it more convenient to base in planetoids or the space layer in general if the player so wishes.

**Suggestion Author**

@teal gazelle

**Approved by**

@vestal charm

#
Increase the speed and/or lifespan of the Mana Polarizer healing orbs

Currently the orbs are too slow to be of much use when fighting any sort of fast boss, which is a further issue because the next boss in progression order is Wall of Flesh (a fast boss). The viability of this accessory is already very situational due to the negative life regen, so by buffing the healing orbs it would help players deal with the downside.

**Suggestion Author**

@wide fog

**Approved by**

@vestal charm

tawdry condor
#
**Make Post-Golem Old One's Army Final Wave Spawn Betsy Only**

With Calamity's cross-class summoner nerf, it become super unreasonable for most classes to defend both ongoing waves and fight Betsy all at the sametime. Most classes simply lack both the single target to kill Betsy quickly and the multi-target to clear wave properly.

Betsy items is the main reason for doing OOA besides medal (which do not require beating final waves), and seeing Calamity acknowledge the tedium of OOA by giving a skip option, it seems reasonable to make the final wave not as absurd.

Doing this will also make giving Betsy Revengeance/Death buff or new moves more reasonable.

**Suggestion Author**

@drowsy mantle

**Approved by**

@vestal charm

tawdry condor
#
**Add a tooltip line to summon weapons explaining the multiclass minion damage nerf where applicable.**

Ranged weapons recently got a new mechanic, Point Blank, that increases ranged damage on close range. This mechanic is engraved into applicable ranged weapons along with a tooltip line briefly explaining how the mechanic works. Minions have had a special mechanic in Calamity for a long while, where they get decreased damage while holding non-summon class weapons (like Melee or Ranged) to impede multiclassing with minions. Summon weapons that spawns minions could have a tooltip line briefly explaining how the mechanic works to make it clear that the mechanic exists in the mod.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Add a craftable alternative for a demon altar**

Sure it's not that big of a deal walking all the way to a demon altar but if you could craft some sort of alternative version to one it would make it less tedious. It might be a minor QoL change but i feel that it's worth adding.

**Suggestion Author**

@peak horizon

**Approved by**

@vestal charm

tawdry condor
#
**Make Boss Projectiles That Do Not Intentionally Collide With Blocks Go Through Blocks**

"Intentionally collide with blocks" boss projectiles are examples like Astrum Aureus's aureus spawn, Yharon's firedrops and Skeletron Prime's bomb (and some I missed). Some bosses, especially having projectile as their main mechanic, should not be blocked by blocks.

The argument is that block piercing can sometimes cause problem, but it can be fix by making projectile despawn.

Bosses that should have block piercing includes: King Slime's Crown Jewel, Perforator Hives projectile (why only Malice), Cryogen, The Twins (cursed flame and laser), Destroyer Laser, Brimstone Elemental's laser (sometime it get stucked on ceiling ash blocks), and PBG's plague nuke barrage (it pierce only if you hide behind a block before it fired, it don't pierce if you hide behind a block after a barrage is fired).

**Suggestion Author**

@drowsy mantle

**Approved by**

@vestal charm

tawdry condor
#
**Replace Yharon's horizontal flare dust attack in phase 2**

This attack is honestly a joke, where the boss simply flies horizontally and places a line of flare dust. It is incredibly easy to dodge as it gives the player breathing room when the boss moves off-screen, with the flare dust not doing anything (they take too long to start homing in on the player and eventually disappear to be noticed). Replacing it with what i suggest the split fireballs (the ones affected by gravity) or a new attack as currently it is just a poor excuse of an attack, serving almost nothing in the fight other than being filler.

**Suggestion Author**

@torpid monolith

**Approved by**

@vestal charm

tawdry condor
#
**Increase buff slots**

Late game bosses will debuff you by a lot, and if you have lots of potions that you require, they will nullify the buffs, which may be a problem

**Suggestion Author**

@polar ermine

**Approved by**

@vestal charm

tawdry condor
#
**Make a potion or portable version of stationary buffs**

Buffs like the princess's candles, the campfire, the heart lantern, honey and the star in a bottle are great for optimisation for boss arenas. Since the post moonlord section of the game is basically all boss, it would make sense to give a less tedious alternative to those items for that stage of the game. You would get the same results by putting the items everywhere in your boss arenas, so it does not give any real advantage, it just makes creating the arenas less tedious. Especially for fights like the Exo-mechs where the arena can become truly humongous.

**Suggestion Author**

@gentle chasm

**Approved by**

@vestal charm

tawdry condor
#
**An item that charges dreadon weapons in your inventory**

This could be an item that, when you left click with it, opens an UI where you can put dreadon power cells in and it would automatically charges the dreadon items in your inventory. This is because it is very annoying to go back every time your weapons are at low power and would just be easier.

**Suggestion Author**

@strong sierra

**Approved by**

@vestal charm

tawdry condor
#
**Make melee speed affect rogue weapons as well**

Because melee speed = faster hands, so the logic here is that you should attack faster. If I remember well, there are some classless (or multi-class) armors that increases melee speed, so that would make that stat not "trash"

**Suggestion Author**

@polar ermine

**Approved by**

@vestal charm

tawdry condor
#
**Increase the volume of Ares' laser cannon audio telegraph**

It's relatively quiet compared to the other sounds and it can easily be drowned put by other sound effects, such as firing guns or the boss being hit. It's also a relatively important sound effect

**Suggestion Author**

@marsh wind

**Approved by**

@vestal charm

tawdry condor
#
**Reduce or disable the summon nerf during the Old One’s Army**

The OOA is built around using sentries to their full potential alongside another class. Crippling them makes the event unnecessarily difficult for non-summoners, discouraging players from getting any of the OOA’s powerful loot. Removing this restriction would increase incentive to actually fight this unique event.

**Suggestion Author**

@woven knot

**Approved by**

@vestal charm

#
**Rework/Fix the StormLion Summon weapon**

Currently the Storm Lion summon (or the Stormjaw staff) is one of the only viable options for desert scourge as a summoner (the others not having very many piecing capabilities) and is by far the best option, but there’s multiple annoying and fiddly problems with the staff.

Problem 1 is the fact it can’t go through platforms/follow the player down platforms. This is super annoying as whenever fighting bosses like desert scourge I don’t want to be focussing on re summoning my minions over and over again, I instead want to be dodging. It also means it’s very fiddly and hard to work with.

Problem 2, can easily be spawned in blocks and get stuck often. Half of the time while I’m roaming the caves I summon them near an enemy and they get stuck in a block, I can’t quite say when as it happens on so many different occasions but I will say it happens more with hammered blocks.

Problem 3, don’t fly back to player often enough. Once again I’m having to re summon these guys constantly as they always end up somewhere else, get stuck in a block or is still fighting an enemy even though it’s a mile away. The summon should not be able to go this far away from you and should fly back at least when it’s about to go off screen, this happens so many times and mainly when there’s multiple of them out.

**Suggestion Author**

@inner reef

**Approved by**

@vestal charm

tawdry condor
#
**Rework Rogue Tarragon Armor Set Bonus**

With the global dodge rework to make sure the player cannot rely on dodges, it seem strange that Rogue's Tarragon still provide what is basically Titanium set bonus (even better as it can dodge multiple hits)

This is on top of Rogue having Eclipse Mirror which is in-build dodge for Rogue (as it is the stealth accessory) and also get retained into Auric Tesla Armor

**Suggestion Author**

@drowsy mantle

**Approved by**

@vestal charm

tawdry condor
#
**Prevent Reaper Shark and Colossal Squid from spawning in the 4th layer of the Abyss**

Both of these mini-bosses have extremely simple AI overall with much less going on than Eidolyn Wyrm, so they really don’t need the overall space that it gets. Additionally, the multiple trips to the abyss are a teaching method in order to adapt the player to the islands in the top three layers. First trip is to teach you how to move in the cramped spacing, as you only need to quickly get in and grab the shadow chest loot. The second trip teaches you how to fight in the island area, as depth cells and lumenyl from enemies are your main concern. Therefore the third trip would logically have you fighting the minibosses, but instead you just have wide open area fights that has little to do with the other two trips.
Making it so Reaper Shark and Colossal Squid only spawn in 2-3 post polter and Eidolyn Wyrms in 3-4 would allow better control over what miniboss you’re fighting, and test the player’s ability to maneuver in those two middle layers, especially if Reaper and Colossal were to enrage/despawn in the 4th layer.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
Give the Sepulcher and it's hearts a healthbar

While dodging SCal and the Sepulcher itself, it can be difficult to tell if you're hitting the hearts or not due to them being off-screen. Giving them a healthbar lets you see if you're damaging them or not.
Additionally, the number of hearts still alive can be shown below the health bar to let you see how many are alive

**Suggestion Author**

@rapid bough

**Approved by**

@vestal charm

tawdry condor
#
**Nerf SCal’s damage.**

I understand that she’s the most powerful boss currently but since she’s not a superboss anymore, I think that her attacks doing 400-800 damage is a little ridiculous, especially because how only mage and summoners can revive once and the others cannot revive at all. I don’t think she should be nerfed a lot, just so she doesn’t deal like half your health would be fine, more like 250-600.

**Suggestion Author**

@woeful sierra

**Approved by**

@vestal charm

tawdry condor
#
**Add a boss summon for Anihita and Leviathan.**

I feel as though sometimes you get a lot of '???'s to spawn, and sometimes, they just don't, even when you crank up the spawn rates i crap ton.

I feel like an item called 'Song of the Siren', possibly, would be a good idea, because it'd give a way to summon the boss other than just waiting.

It might have to be crafted with something you get FROM the duo, (Example, pearl of enthrallment.) to craft it.
Again, i have no clue about the sorts of balance issues this might make, so excuse me if it's a dumb idea.

**Suggestion Author**

@tender acorn

**Approved by**

@vestal charm

#
**Have Supreme Calamitas join her brother in the fight after the other dies**

Even on the Wiki, it is recommended to kill one of the brothers, then fully heal and even get adrenaline ready because having only one brother is easy to dodge. I think either when one of the brothers dies, either after some time (say 30 seconds) after one dying, Supreme Calamitas should join her brother in the fight, at a lower intensity of her power, like when the Sepulcher is alive.

**Suggestion Author**

@sleek plume

**Approved by**

@vestal charm

#
**Give Polterghast, Yharon and Supreme Calamitas Complete Stun and Slow Immunity**

I will use Crowd Control (CC) for stuns and slows for ease of reading. The CC rework is a good change as it makes CC no longer be completely unusable on bosses. However, for the mentioned bosses CC tend to have a negative impact instead of positive.

All three bosses mentioned have mechanic that is highly based on timing, particularly: Polterghast charge and clone cross charge attack; Yharon charge and Supreme Calamitas' brimstone hellblast. CC effect tend to completely stop their movement for a split second which end up causing their attack to behave abnormally and the player getting hit (especially apparent on Scal) while CC have almost no benefit on these bosses.

The player should not get unfairly hit because of a supposedly advantage from the player.

**Suggestion Author**

@drowsy mantle

**Approved by**

@vestal charm

#
**Rework (Some) of Buffs and Debuffs by Galaxia and Ark of the Cosmos**

The following must be clarified for the context: Galaxia and Ark of the Cosmos are different from previous biome blade weapon in that they ALSO give player buffs instead of just debuffs. Galaxia is post-DoG and therefore Elemental Gauntlet is available, and Ark of the Cosmos is post-Yharon and the weapon inflict Elemental Mix. This suggestion also ONLY focus on Galaxia and Ark of the Cosmos, not the entire biome blade line.

Elemental Mix (wiki is not updated yet): Holy Flame, Plague, Frostburn, Brimstone Flame
Elemental Gauntlet: On Fire, Frostburn, Ichor, Cursed Flame, Venom

The main gimmick of Galaxia and Ark of the Cosmos is to apply buffs and debuffs to the player depending on the biome they are in. However, the problem is that many of the buffs and debuffs are either useless or already applied by the weapon itself. This also results in them just occupying additional buff slots with undesired effect (such as Wet for Ocean) or the biome debuff do not matter. This suggestion is so that the biome buffs and debuffs should account for the player's point of progression and for them to be at least somewhat useful.

The following are example of the biome buff list by me that try to at least be thematically fitting and somewhat useful. (Pardon the MS Paint PDF)

**Suggestion Author**

@drowsy mantle

**Approved by**

@vestal charm

tawdry condor
#
**Reduce the amount of stars required to pass a suggestion**

Over the past 54 days since the suggestion star requirement was raised to 270 stars, only 4 suggestions have been passed out of the 561 that went to voting. Reverting the number back to 200 would have resulted in 31 suggestions being passed, even reducing it to 220 would pass 15 suggestions, pretty close to the intended "1 in 50 suggestions pass" metric.
Here's the statistics for that time period as evidence.

**Suggestion Author**

@vestal viper

**Approved by**

@vestal charm

tawdry condor
#
**Rework/Flesh out Boss Rush Endgame**

Hollow Knight's Godslayer update introduced the Pantheons. I think it would be interesting to have a couple different themed boss rushes which after completing all of them would unlock the final complete boss rush, similar to Hollow Knight.

Boss Rush by itself is fairly long and a great endgame for a great mod. I think that having multiple smaller boss rushes would flesh out endgame more because you can choose to just do certain groups of bosses like a "worm boss rush" just to name one.

**Suggestion Author**

@proud frigate

**Approved by**

@vestal charm

tawdry condor
#
**Add an Endless Star Pouch**

Starfleet and its ilk are cool and all, but Fallen Stars are one of the hardest sorts of ammo to get lots of.
Adding a way to turn 396 (or something) of them into an Endless Star Pouch at a Crystal Ball would go a long way to prevent having to farm Astral bosses to reload

**Suggestion Author**

@cyan pollen

**Approved by**

@vestal charm

tawdry condor
#
**More Critters**

It may be a bit early for this suggestion, but adding more critters, similarly to how vanilla 1.4 adds gem critters, to the various areas of the world could be a nice addition to help liven up these spots. one example I can think of is some sort of brimstone crag critter that explodes when killed, both adding ambiance but also still being dangerous.

Also, stronger versions of the explosive bunny would be funny.

**Suggestion Author**

@odd kayak

**Approved by**

@vestal charm

tawdry condor
#
**Give Silva Armor Revive a Cooldown Instead of Once Per Life**

God Slayer Dash is currently just much more superior compare to Silva Revive as it is effectively a complete immunity and Rod of Discord on 35 seconds cooldown. Meanwhile Silva Armors get to stay alive once after they are killed and they don't even get much benefit from it unless they use Draconic Elixir. This is on top of the fact that Silva classes even have less defense.

Silva Armor Revive should have an extensively long cooldown instead of a hard limitation of once per life. A cooldown such as 180 seconds or even 240 seconds will be appropriate considering the expected length of end game boss battle (around 4 minutes for Yharon and 6 minutes for Exo Mechs/Scal, according to Timed DR)

**Suggestion Author**

@drowsy mantle

**Approved by**

@vestal charm

tawdry condor
#
Buff Serpentine's damage value

Serpentine is currently the weakest hardmode magic weapon in the game. I know this is supposed to be a weaker version of Slithering Eels, but the damage value is just too low. When used against hardmode bosses, this weapon can hardly do more than 1 damage due to the high defense those bosses have. I'm sure this is not intentional so, increasing this weapon damage value should fix this problem.

**Suggestion Author**

@civic sable

**Approved by**

@vestal charm

tawdry condor
#
**Make it so Perforator worms, BoC's Creepers and EoW's segments don't drop any materials but the boss drops more**

The whole point of boss materials is for them to being locked until you beat the boss. With Perforators and Hive, BoC and EoW it's kinda scuffed because you can just farm the worms/creepers/segments and get enough material to craft weapons that would be more powerful against aforementioned bosses. Removing any materials from single enemies but adding more to bosses themselves in order to compensate would be more or less a good idea

**Suggestion Author**

@orchid frost

**Approved by**

@vestal charm

tawdry condor
#
**Add a small amount of lifesteal to Dodu's Handcannon**

There are two donor weapons crafted from Aeries, and neither of them inherit Aeries' spectre bar trait of healing the player on successful shots. Since that trait is Aeries' best feature compared to other ranged weapons on and above tier, letting it transfer forward would add a bit of sustain to a class that lacks it going into postML. As for why Handcannon over Prideful Hunter's Planar Ripper, Handcannon shoots peanuts. The other most well known peanut gun, Diddy Kong's, drops the unshelled nuts after hitting a target in Smash, which can be collected for a small amount of healing. This tweak would serve, then, both as a bit of extra reference and make crafting the final stage of a weapon chain more worth.

**Suggestion Author**

@cyan pollen

**Approved by**

@vestal charm

tawdry condor
#
**Move the plague enemies and Plague Cell Canisters to the start of hardmode**

The reason I make this suggestion is that Plaguebringer Goliath is the only boss that is locked after a single boss. Like how Astrum Aureus is fought after Plantera but you can fight the boss at anytime because it's spawning item requires Stardust and Fallen Stars, and Anahita and Leviathan also fought after Plantera but they can be spawned at any time, and even Ravager that require's Golem's defeat but you can craft the Temple Key earlier before Plantera, kill Bohldohrs (in which they drop Lihzarhd bricks at all times) craft it's spawning item and fight the boss at any time. But Plaguebringer Goliath... Is just the only boss that is locked after a single boss. Here are some suggestions which will make the Goliath and Plague enemies moved at the start of hardmode for non linear progression:

  • The plague enemies will spawn at the start of hardmode, but they will have decreased stats and rare spawn rate
  • Make them drops Plague Cell Canisters at any time, so Plaguebringer Goliath is spawned at any time
  • Their stats and spawn rate will increase after Golem
  • Make some of the weapons that require Plague Cell Canister, also requiring other post Golem material (Like Infected Armor Plating, Scoria Bar etc.)
    Hope this suggestion helps, because I think Plaguebringer Goliath needs to be free from progression spawning so we can fight the boss at anytime and respect the non linear progression.
**Suggestion Author**

@cosmic orchid

**Approved by**

@vestal charm

tawdry condor
#
**Make DMode DOG's head oneshot again**

The best part of DOG's fight was the fear and adrenaline of avoiding his head. The entire fight was entirely based around avoiding his head (the most amount of deaths in his Dmode fight are caused by the head), and I wouldn’t have it any other way. That instant kill was the great equaliser and was what made the fight so simple and memorable to a lot of people. It was my favourite fight in the entire mod. The concept was so simple, yet so brilliant. His head can kill you in one hit, but it is also his weakness. So it caused the player to be dangerously close to DOG's head, and quickly weave out of danger. It was dancing with death. Not only did it make him a constant threat regardless of the tier (he's still a menace in Boss Rush), but as I said, it made him memorable from the fear factor.

I feel that iterating further on ways that DOG can trick the player into touching his head is the best cause of action can further improve on that formula—as it poses a challenge to properly identify the pattern and bait DOG accordingly into near misses. Have him pretend to go in one direction only to swap to trick the player, among others.

**Suggestion Author**

@devout seal

**Approved by**

@vestal charm

#
**add an upgrade to the Gods Paranoia **

As of now, Spiky Balls are one of the few weapons to not have an endgame/auric tier item. I believe that a good step to fixing this would be to give them one. Perhaps it could simply combine God's Paranoia with some other spiky balls and auric bars. Bows, flails, basically every style of magic staff or tome, swords, shortswords, magic guns, all types of summons, guns, rocket launchers, boomerangs, javelins, yoyos, even bombs and flamethrowers get a final upgrade. I think it's time for spiky balls to get the love they deserve

**Suggestion Author**

@ancient venture

**Approved by**

@vestal charm

#
**Give the Profaned Soul Crystal's vanity effect Providence's night colors at night/while the defensive buffs are active**

Part of this is because it would look good, and match Providence gaining a visual change as well as a stat change at night, but it would also make it much more obvious without checking the buff icon itself whether or not the defensive buffs are active.

**Suggestion Author**

@obtuse birch

**Approved by**

@vestal charm

#
**Upgrade the pirate invasión after defeat leviathan and anahita**

The pirate invasion at the moment it's near to usseles, only for money that you can get without farming, it would be good that, after leviathan and anahita, the pirates get enhaced and drops better loot, and augment the percent of drop of items that have an absurd low percent of drop, for example, the credit card. This add more value to the fight with ana and levi and could make the pirate invasion useful, not only for money or furniture.
The reason why i think the invasion would be enhaged after ana and levi it's because they probably kill most of the pirates in the ocean, and after defeating them, more and powerful pirates can come.

**Suggestion Author**

@gleaming crypt

**Approved by**

@vestal charm

#
**Hide Supreme Calamitas From Boss Checklist Until CalClone Is Defeated And Rename Calamitas To "Calamitas Clone" After You Defeat Her**

To put it simply for lore reasons the "Calamitas" boss referred in game is a clone of the real Supreme Calamitas (also known as Calamitas, the Brimstone Witch). However, the player is not aware that the "Calamitas" we fight in Hardmode is not the real Calamitas. It is only revealed to be a clone after it is defeated.

Thus, an approach that will make sense is to hide Supreme Calamitas from Bosschecklist so that the player is unaware of her existence before the "Calamitas" boss is revealed to be a clone. This also fits the current progression which requires CalClone materials to summon Scal.

This will also allow the current "Supreme Calmitas" to be formally renamed to Calamitas (her real name) without confusion to the player.

There are two other mods that have similar function implemented that can be taken as example, particularly:
I) The final boss of Shadows of Abaddon (Nihilius) is hidden as ??? (and don't show in boss checklist at all before you defeat Erazor)
II) Mod of Redemption hide all its infection theme boss from boss checklist until you defeat Seed of Infection (including Infected Eye, all Vlitch Overlords and Patient Zero)

**Suggestion Author**

@drowsy mantle

**Approved by**

@vestal charm

#
**Add Distinctive Indicator That Moon Lord Eyes Is Dead**

In Calamity Revengeance and above basically the Moon Lord eyes do not die, but still release True Eye of Cthulhu.

However, this is extremely confusing to both new players of wondering what happened and veteran player for not knowing which eyes are still alive (to expose the core)

There should be indicator on which eyes are killed despite them still functioning. The most obvious example of indicator will be changing the colour of the eye that is killed

**Suggestion Author**

@drowsy mantle

**Approved by**

@vestal charm

#
**Allow the dye plants such as teal mushroom, blue berries, orange bloodroot, and sky blue flower to be sold by the dye trader**

These are generally annoying as they can spawn near base and can take a quick 5-10m search or as I have had sometimes several hours of bulldozing the world to find it. They could be sold at later progression to add a reason to grind for them while not making it tedious for the horribly unlucky to find them and can instead buy them at a later time. These are especially important for the permeant hp upgrades you most likely would want to have as they can help you in a fight and are in general something people shouldn't be locked out of due to bad luck

**Suggestion Author**

@elder topaz

**Approved by**

@vestal charm

#
**Add a chance not to consume ammo to the Fetid Emesis**

Currently, the Fetid Emesis, by default, consumes every bullet it fires. As a weapon with a very high fire rate, this makes it burn through bullets at an astonishing rate, especially when compared to other weapons of its type, like the megashark. Every other machine-gun weapon in the game seems to have some kind of ammo usage reduction, so why not this one?

**Suggestion Author**

@pseudo thicket

**Approved by**

@vestal charm

#
**Make the Arms Dealer sell the Uzi at some point**

A majority of weapons require little to no RNG to acquire, and when they do it's usually boss killing so you at least have a fun fight to do while you grind for it. That said, one of the most glaring cases of this being false often comes at the very start of Hardmode, where one of the most effective weapons for ranger pre-mechs is locked behind the hellish grind of Angry Trappers. While I'm not saying that it should be stupidly easy to get, it feels like by the time you don't need the actual weapon there should be some way to skip the long grind. The most natural solution to this, at least to me, would be handling it similarly to the Dungeon guns, with the Arms Dealer selling them at some point further ahead in progression. After you've killed one or two mechanical bosses feels about right, as a player will likely be able to access the Megashark, its closest rival, by then.

Additionally, the Uzi is also an ingredient for an important weapon post-Moon Lord, in the form of the Prideful Hunter's Planar Ripper (referred to as PHPR for brevity.) Ranger is fairly limited for options pre-Providence, and one of the main weapons they should have at that time being locked behind a slog of a grind that poses no challenge whatsoever, and just involves running back and forth in the jungle waiting for that tiny chance to get just one ingredient in a recipe where everything else is far easier to acquire.

**Suggestion Author**

@hoary flower

**Approved by**

@vestal charm

#
**Add Shotgun Specific Ammo**

As it stands, shotguns are one of the more unique classes of gun in the game. This having been said, I believe that they could be fleshed out further by giving them their own ammo type separate from musket balls used for single shot guns. The first benefit of this would be that shotguns would become a more fleshed out subclass of ranged weapons, similar to flamethrowers, helping with the somewhat lack of variety in ranged weapon options that was pointed out by someone here a while ago. This would first off allow for more shotguns in progression, though there are already plenty for most stages of the game. Another benefit of giving shotguns their own ammo is that it allows a separation of balancing between ammo for single shot guns and ammo for shotguns. the best example, imo, is chlorophyte bullets, which are good on single shot guns, but amazing on shotguns, since they let all your bullets hit regardless of spread. splitting the ammo types would allow for chlorophyte to be balanced on single shots, and some new bullet to fill its niche in shotguns, if any.

as a final sub-suggestion, if this was added in, there could be a split made between shells (shooting multiple bullets) and slugs (shooting a single high damage bullet that's slow and affected by gravity), though this may result in shotguns encroaching on the ground of single shots. by this, i mean that a handful of shotgun ammos would create a slug rather than a spread, similar to how some rockets destroy blocks and others do not

**Suggestion Author**

@odd kayak

**Approved by**

@vestal charm

#
**Add Reverse Damage Falloff**

With the latest update to Calamity, many ranged weapons deal bonus damage up close. However, this doesn't really fit the theme of some ranged weapons, for example, the Sniper Rifle. I think it could be a good addition to give these weapons a reverse damage falloff, similar to the reverse accuracy falloff of sniper rifles in XCOM, where they deal increased damage beyond a certain range.

**Suggestion Author**

@odd kayak

**Approved by**

@vestal charm

#
**Amadias needs more purpose**

Permafrost has an important mage accessory, Bandit is practically hoarding all the rogue stuff, Drunk Princess has loads of unique buffs, and Calamitas has a whole new system built into her. The blessing is almost never used and he offers very few items that merit much use. Not only is the NPC very easy to miss for players that don’t know about him, but the reward is very small. It feels like he needs a important item to sell, or a upgrade to his blessing. Maybe make it cost money and last past getting hit? It just feels like I could not rescue him and my play through would be no different for it.

**Suggestion Author**

@rich brook

**Approved by**

@vestal charm

#
Make auric ore less rare:

Since auric bars only need the ore and yharon soul fragments, every bar costs more oreand theres are less ores in the caverns and thats pretty normal, but the thing is there are no auric slimes and yharon doesnt spawn more ores when killed many times, this makes the ore too precious and sometimes i dont have enough to do armor, weapons, auric quantum cooling cell and altar of the accursed, so i have to go get it or mine it in pre update worlds. So i think auric ore should be more frequent in the caverns or an alternate solution to this problem.

**Suggestion Author**

@sage peak

**Approved by**

@vestal charm

#
**Give vanilla town npc’s more dialogue**

It feels like certain npc’s should have connections to mod characters but never mention them. The dryad never mentions Silva, and the wizard could talk about Permfrost or Calamitas. It’s probably not a priority in development but I feel like it would help liven up the world and make the vanilla npcs feel less out of place in the later stages of the game.

**Suggestion Author**

@rich brook

**Approved by**

@vestal charm

tawdry condor
#
**The Transformer should work against Destroyer**

Taken directly from the item's own tooltip:

Immunity to Electrified and you resist all electrical projectile and enemy damage
It shoots electric lasers that inflict electrified so I see no reason the Transformer shouldn't work against it.

**Suggestion Author**

@teal gazelle

**Approved by**

@vestal charm

tawdry condor
#
**Make Ceaseless Void do DoT (Damage over Time) if the player gets sucked by the void**

This would be some kind of "unfair", but it is legit by the fact that this boss is a void, also yes, is a contained void, but it usually uses some of his Void' power on different phases, Also, it would be more of a little challenge, not to let the Ceaseless Void touch you In order not to be damaged so badly, but still it gives a chance to recover from the blow.

**Suggestion Author**

@ancient abyss

**Approved by**

@vestal charm

tawdry condor
#
**Have the cooldown you receive when you successfully dodge be a visible cooldown via debuff **

it is just hard to estimate when you have dodge up as other cooldowns like god slayer dash, blood flare frenzy, and Brimflame Frenzy all show cooldowns when you can use it. It is also easier to manage as you now can take advantage of knowing when you can use it your dodges.

**Suggestion Author**

@elder topaz

**Approved by**

@vestal charm

tawdry condor
#
**Remove the Desert Nuisance's in the Desert Scourge fight specifically for Malice Mode**

The fight already goes from 1 to 100 in the jump from Deathmode to Malice Mode, the Nuisances don't do anything for the fight except make it more frustrating when you are already trying to deal with the Scourge himself who already has insanely increased speed and damage. Removing the Nuisance's would make the fight feel a bit more fair and duable while still retaining difficulty for it being in Malice mode.

**Suggestion Author**

@cursive agate

**Approved by**

@vestal charm

tawdry condor
#
Add a faster summon for boss rush

Currently Terminus takes like 3-4 seconds, which can be a lot if you are repetitively doing it, like no hitting. Don't completely remove the long summon time, but add an altar maybe, like Astrum Deus + starcore, or just make the long summon a 1 time thing. like sentinels and DoG (after beating them once).

**Suggestion Author**

@meager lark

**Approved by**

@vestal charm

tawdry condor
#
**Add Difficulty item for Multiplayer**

In multiplayer it'd be cool to have a difficulty option (like Malice or Armageddon) that kills every player when one of them dies during a boss fight, or one that disables respawns while boss is alive. Right now it seems you can cheese a lot of bosses by simply respawning, so something to stop this could help spice up the gameplay.

**Suggestion Author**

@frail cypress

**Approved by**

@vestal charm

tawdry condor
#
**Make Cryogen's projectile sprites more visible**

Not sure if it's only me who has this issue, but Cryogen's projectiles I think are somewhat difficult to see. Obviously they're blue because they're supposed to be ice, but having it be over a blue background it makes it hard to keep track of what's going on. An omniscience potion seems to help, but I think it might be better if the sprite was maybe a bit bigger, the particle effect more accentuated, or both.

**Suggestion Author**

@royal oyster

**Approved by**

@vestal charm

tawdry condor
#
**Make Halley's Inferno use Rifle Scope instead of Sniper scope**

It currently demands an accessory that is quite annoying to get but worth getting for ranged players. Making the item take rifle scope will make it less of a hassle having to spend time getting another one and be overall appreciated

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Make Dawnlight Spirit Origin use Sniper scope instead of Artemis Emblem**

Currently Artemis emblem is already used for an accessory upgrade, and a fairly important one in Elemental Quiver, however its also used on this item. Additionally this thing places bullseyes on a target and makes the weapons do more damage if they hit it, as a critical spot which is fitting for a sniper scope. Additionally this item is used far too often with slow but powerful ranger weapons such as Halley's inferno, Antimateriel Rifle, Dodous's handcannon and Tyranny's end and having the item that benefits guns more would be more fitting

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Weaken Reactive/Timed Reduction in Malice Mode**

Too many people in the community at this point want this so it needs to be addressed. This game mechanic has already been removed in rev/death and I think we all know that in malice, it has gotten out of hand. It will now be even worse in the next update because of the increased damage for decreased movement speed trade, but that will be adressed later. In my personal opinion there are only very few instances where rdr is actually good to exist one being night providence, and two being Exo mechs *although I do think the scaling factor NEEDS to be decreased and lets be real, it doesn't take 6 minutes or more time than scal to kill. For everything besides provi as well, the scaling I think should be set at the old revengence value. Maybe even to compensate for decreasing rdr effectiveness, a malice exclusive 10-15% flat dr boost to every boss (minus scal for obvious reasons). There really is no purpose in this mechanic to enhance gameplay/make it a better experience besides instant kill protection.

All in all, this flat dr malice addition with decreasing the malice tdr scaling factor to about rev sizes if not lower can make malice more satisfying and enjoyable by immersing the player in the fight, instead of malice fights consisting of damaging the boss, and then just dodging until dr goes away. Malice really is one of the better remaining additions of 1.5 and it is upsetting to have this one mechanic taking away from its potential as a harder mode than death.

**Suggestion Author**

@obtuse apex

**Approved by**

@vestal charm

#
**New items in vanilla npc’s stores**

Currently almost no vanilla npcs have use past moonlord. Maybe they sell an item that is used in a late game recipe, but that’s it. It would be interesting to see arms dealer sell new exclusive ammo, or super excavation tools sold by the demolitionist to help create the huge arenas needed for late game bosses.

**Suggestion Author**

@rich brook

**Approved by**

@vestal charm

tawdry condor
#
**Remove or Buff the Rusty Beacon Prototype**

It is the worst weapon in the game. It cannot be reforged, it deals abysmal damage and by the time you get the weapon, you already have better equipment.

**Suggestion Author**

@limber jetty

**Approved by**

@vestal charm

tawdry condor
#
**Make Meteors and Astral Meteors unable to land on surfaces below a certain depth.**

Meteors (and since they use the same spawning algorithm as Meteors, Astral Meteors) can spawn in relatively deeper places than intended (like Corruption chasms), making them hidden at best and outright annoying at worst. This is especially a problem with Astral Meteors since there's a possibility of this resulting in no surface Astral biome upon generation (the entire generation of biome could be underground only), and fighting Aureus takes immensely extra effort to do due to the cramped Astral biome. Having a depth check for spawning these meteors would help mitigating such cases from happening.

**Suggestion Author**

@wise radish

**Approved by**

@vestal charm

tawdry condor
#
**Disable UseTurn on true melee weapons**

When UseTurn is set to “true” in a weapon’s stats, the player cannot stay swinging forward while moving backward.

While not much of an issue in most applications, UseTurn is nothing short of frustrating in boss fights, and stifles the viability of true melee weapons unnecessarily.

While understandable as a nerf to projectile melee weapons, enabling UseTurn on true melee weapons is puzzling. With how close the player has to be to land hits on a boss that requires constant movement to play around, the player’s subjection of themself to more difficult maneuvering and likely more damage as a result of their close proximity is what would balance out the additional damage of true melee hits.

UseTurn makes true melee resort to a frustrating, unfun, stuttery, clunky playstyle of move, then swing, then move, then swing, which in most situations doesn’t make up for whatever extra damage they might be doing.

**Suggestion Author**

@warm imp

**Approved by**

@vestal charm

#
**Remove pickaxe requirement to mine Cryonic ore**

So the boss checklist writes cryogen down as a pre-mech boss, and obviously his defeat spawns cryonic ore in the snow biome. In previous versions of the mod you could just kill cryogen and go straight to mining the ore, but now (assuming you have the early hardmode progression config setting enabled) it cannot be mined until after killing 2 mech bosses, and obtaining a adamantite/titanium pick. To me it doesn't really make sense to kill a boss and not be able to mine its ore until 2 bosses later, and while I do really enjoy the way early hardmode progression has been reworked with this config enabled, this is one change that I think needs to happen in order for it to make a bit more sense. This also may or may not require a slight rebalance of the cryonic gear.

**Suggestion Author**

@royal oyster

**Approved by**

@vestal charm

#
**Differentiate the Endo Cooper's Modes by its buff tooltip (Endogenesis summon weapon**

In a fight, it's very tedious to tell which mode the Endogenesis spawned. For those unaware, the Endogenesis is an endgame summon weapon that spawns a minion called the Endo Cooper. The Endo Cooper can use four different modes of attack, which you can switch depending on how many times to swing the Endogenesis.

The problem is that it's difficult to tell which mode the Endogenesis is currently using because often times, your minion will fly off-screen erratically to follow opponents. It's important to be able to know which mode you are using because different modes are useful for different bosses/situations (Cooper 1 and 3 are good for bosses while 2 and 4 have uses in crowd control), and the lack of the ability to effectively cycle between them with accuracy makes the weapon slightly annoying to use. This is especially apparent when you want to use the Endogenesis as a backup weapon when your Angelic Alliance cooldown begins and halved-summon weapons like the Ethereal Subjugator can't keep up the pace in DPS.

**Suggestion Author**

@south spire

**Approved by**

@vestal charm

#
**Give All Bosses A 1-2 Seconds "Grace Period" When The Fight Just Begin**

Grace period is basically just a period where the boss cannot deal damage to the player and (preferably) player also cannot deal damage to the bosses. A way to do is it to disable the hitbox of bosses and disable boss attacks for 1-2 seconds after a summon is used (the fight starts).

The reason is extremely simple: especially obvious in Malice, many bosses immediately go after the player as soon as the fight start when they are still closing their inventory/find where the boss spawn after using the summon item. At this period of time it is extremely unfair to test the player's reaction speed or get hit within 0.5-1 second after the fight start. This is on top of the fact that some bosses can spawn immediately at a position very close to the player.

The only exception to this is Supreme Calamitas and Astrum Deus as the grace period is the "summon transition".

**Suggestion Author**

@drowsy mantle

**Approved by**

@vestal charm

tawdry condor
#
**Add more situations where hordes of enemies are the main difficulty**

Weapons in Calamity are often judged for their viability against bosses, due to the high threat that bosses pose to the player, and how casual exploration or horde/swarm fights almost NEVER come up when compared to bosses. Realistically, post ml there's a few bad examples of event fights (moons/eclipse/dungeon) and one real example of a good horde fight (Acid Rain T3).
This situation at best leaves some weapons that exceed at dealing with swarms ignored, and at worst entire weapon types (spiky balls, flamethrowers, rocket launchers, barrels) actively trashed due to having no opportunity to truly shine aside from pre-hm or some portions of hardmode. Giving the player more swarms to deal with would allow for weapons to not be balanced simply around single target damage, and allow less appreciated weapons and niche weapon types to show their real power more often.

**Suggestion Author**

@pine kestrel

**Approved by**

@vestal charm

tawdry condor
#
**Overlap boss music when cultists are awoken (the music gets interrupted by the cultists) **

Just noticed this on my own game and a streamer's. It interrupts and ruins the current boss music whichever track is playing. (When the cultists are hit, they start panicking and the music starts playing). Just a slight inconveniencee but rather worth mentioning.

**Suggestion Author**

@unreal siren

**Approved by**

@vestal charm

tawdry condor
#
**Speed up the Draedon Decryption**

There's no reason whatsoever to have to wait any substantial time during the process of decrypting schematics. Make it way shorter, around 10 seconds. It's a waste of time.

**Suggestion Author**

@orchid flicker

**Approved by**

@vestal charm

#
**Buff the Cold Divinity**

It's damage is disgustingly low for a weapon only obtainable in malice mode,
(500DPS last i checked) and is completely outclassed by any minion you can get after a single mech boss (optic staff). Either give the cold divinity a ridiculous damage increase or decrease it's minion slot usage to either 3/4ths or 1/2nd of a minion slot to make it at least more viable as a malice only weapon, considering the difficulty that is malice mode.

**Suggestion Author**

@solid sail

**Approved by**

@vestal charm

tawdry condor
#
**Make EoW spawn coiled**

Usually vanilla EoW has near to no problem with its spawns however due to the lenght of the higher difficulties and inside BR it is more common than you think that it may occasionally spawn on top of the player, having it spawn coiled down like destroyer or DoG would easily solve the issue and prevent such cheap hits.
Example of EoW spawning on top of the player:
#suggestions-discussion message

**Suggestion Author**

@tacit arch

**Approved by**

@vestal charm

tawdry condor
#
**Give Golem on Malice Mode a 1-2 second indicator/grace period that its going to jump to the players level right when you destroy both of golems hands**

This one is mainly just to prevent a bullshit hit from occurring as you destroy both of golems arms and head on to the next part of the fight.

**Suggestion Author**

@meager sigil

**Approved by**

@vestal charm

tawdry condor
#
**Give Lunatic Cultist Some Sort Of Escape Denial Attack**

(Or at least some form of attack that stop running in a single direction being the optimal strategy).

To put it simply Lunatic Cultist is a boss that have 0 catchup, do not despawn and also have no biome restriction. His arena is the entire world just like Moon Lord. However, all of his projectiles simply can't catch up to the player (except in Malice which he somewhat does). For a boss gatekeeping the vanilla final boss and pillar weapons, he is way too weak compare to even Plantera, since you can literally beat him by not fighting him.

**Suggestion Author**

@drowsy mantle

**Approved by**

@vestal charm

tawdry condor
#
**Upgrades for Biome Shrine Accessories**

You would think that as one-of-a-kind relics, these accessories would have greater use throughout the progression of the mod. However, they are not.
I feel that by adding upgrades to these, whether by combining them together or with other items, these would be items that players would actually go out of their way to obtain. Right now, though, the only ones that are useful are Luxor's Gift and the Fungal Symbiote.

**Suggestion Author**

@vernal peak

**Approved by**

@vestal charm

tawdry condor
#
**Increase Tempest Staff Range/Aggro**

It's a balance change that makes it viable for the stage of the game it's in, increasing it's consistency and making it on par with other staffs of the post-golem tier.

**Suggestion Author**

@solid sail

**Approved by**

@vestal charm

#
**(try to) Change how the squirrel squire attacks**

It's extremely frustrating how the squirrel manages to miss every single attack, try to make it more generally usable, by changing how the squirrel behaves or giving it the ability (again) to throw acorns in every direction.

**Suggestion Author**

@solid sail

**Approved by**

@vestal charm

#
**Allow Heart of the Elements and its components to work in vanity slots**

This would allow the elementals to be used as pets, removing their damage and aggression.

**Suggestion Author**

@orchid flicker

**Approved by**

@vestal charm

tawdry condor
#
**Add a more noticeable effect when you hit a Daawnlight spirit origin target**

Currently when you hit a target, it goes away the same way as when it times out. This makes it difficult to tell when you hit the target sometimes, especially during boss fights with a lot of projectiles where you have to pay more attention to dodging the projectiles than the boss itself. Adding a small shatter or explosion effect would help the player notice when they hit the targets.

**Suggestion Author**

@wide fog

**Approved by**

@vestal charm

tawdry condor
#
**Make Sprit Essences Take Less Phantoplasm to Craft**

Despite phantoplasm easily being the hardest of the four ingredients to farm, since its not event based and as a result the number of dungeon mobs that come out even with a zerg potion is a lot less, plus only a few of those will turn into the phantasmal spirits that drop the stuff, means that earning phantoplasm is a lot slower than the other ingredients. yet, it takes 5 phantoplasm to craft one spirit essence.
This is especially annoying post exo-mechs, as even the forge takes a whopping 125 phantoplasm to craft, let alone all of the miracle matter needed

**Suggestion Author**

@odd kayak

**Approved by**

@vestal charm

arctic boughBOT
#
**Rebalance vanilla melee weapon buff against non-boss enemies**

Many of the vanilla weapons seem to do far too much damage against non-boss enemies. A good example is the gold sword which was changed from doing 13 damage to doing 26 meaning that you can kill most pre-hardmode enemies very quickly and easily before even fighting a boss, but the problem applies to the other buffed weapons as well. In later game its more understandable that melee gets a buff since its risky to get up close to enemies since you might take a lot of damage if you don't do it carefully, but in early game you do enough knockback to easily keep enemies away thus removing a lot the risk, and with the current buff you do so much damage that the enemies would be dead before they can do much damage to you anyways. The weapons should still be buffed but some buffs should be lowered a bit.

Suggestion Author

@silk shuttle

arctic boughBOT
#
**Add more waves with stronger versions of enemies to Old One's Army event as game progress and make them have sentries related drops**

The Old One's Army event have only 3 tiers of difficult, all being pre-moon lord. The best sentry summoner set is also a pre-moon lord set (Valhalla set). Making some adjustment to enemies (Like damage or increasing HP as post-devourer of gods solar eclipses for example) for something like 2 new tiers would make sentries summoners have it's own niche in late game. Since the tavernkeeper inventory gets full after the third tier, the enemies should drop the items or a material to craft the items.

Suggestion Author

@dreamy arch

arctic boughBOT
#
**Give more bosses unique Expert Mode bags**

One thing that I find interesting about Supreme Calamitas and the Exo Mechs is their unique Expert Mode bags. I feel like some bosses could be improved/made more interesting by giving them unique Expert Mode bags as well - i.e. Providence dropping a large Profaned Geode that the player breaks open, the Devourer of Gods dropping a DoG crystal that the player can shatter, Yharon dropping a... something (still thinking).

Suggestion Author

@humble sun

arctic boughBOT
#
**Make "Submerged In Liquid" Gears Give A Lesser Effect If Used While Raining**

The suggestion is to give an actual purpose to these effects. Currently submerged in liquid effect simply have way too low of utility outside of Abyss (and Sunken Sea but Sunken Sea is not difficult) and cannot really be used without extensive (or even unreasonable) arena setup. The result becomes that these effect are often skipped or used without its intended bonus as the condition is too hard to fulfill.

Making them give a lesser effect while raining will not just be thematically fitting but also make sure that they can at least be utilized in fights. (As many submerged in liquid gears have big numbers, whether to what extend is considered "lesser" should be on a case by case basis)

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Slightly alter a quote from the Guide added by Calamity**

So in Hardmode, the guide can say this:

"Can you be so kind as to, ah...check hell for me...? I left someone I kind of care about down there."

I think that the word "hell" should be replaced with "the underworld". This is because the Guide already has a few quotes relating to the underworld where he refers to it as "the underworld", not "hell". For example, if the Eye of Cthulhu, the Eater of Worlds/Brain of Cthulhu, and Skeletron have been defeated, the world is in pre-Hardmode, and the player has at least 400 maximum health, the Guide will say this:

"The underworld is made of a material called hellstone. It's perfect for making weapons and armour."

Here, the Guide refers to the underworld as the underworld, not hell.

This is a very miniscule change, but I feel it would make more sense if the Guide is consistent with his language in his quotes.

Suggestion Author

@light cypress

arctic boughBOT
#
***Change Asphalt to reduce cheesing, by significantly reducing speed boost while boss is alive***

Teleporters and other stuff gets disabled to prevent cheesing, so why should asphalt be any different. Several hardmode bosses can be completely outrun due to the recent base player speed changes in combination with asphalt blocks.

Asphalt should give the player a bonus, so I suggest reducing the speed bonus by 75%~ while a boss is alive, that way asphalt is still decent just for getting around in general outside of combat.

This also generally makes asphalt give the player a bonus similar to heart lanterns and sunflowers in terms of tile bonuses (albeit with different conditions)

Suggestion Author

@narrow zodiac

arctic boughBOT
#
**Make Cryogen's shots more visible**

Cryogen's shots are currently very difficult to see, especially during the day. I've had some visually impaired friends complain about not being able to see the shots at all without covering the back wall of the arena with darker colored walls.

My suggestion for this is either tweak the color of the shots, or outline them more.

Suggestion Author

@radiant igloo

arctic boughBOT
#
**Rework death mode's temperature system to be more immersive and not so easy to overcome**

Currently Death mode's weather is barely dangerous once you get outside of pre-hm and even there you can simply avoid it. The idea here is making a new system that divides various of the effects by some system; for instance tiers, and different environments having a different tier of temperature, the goal of this is making the system more immersive and more overall present inside of most of the game rather than being near instant death until you just equip/place/drink something.

Heres an idea on how it could work: Each biome has a temperature tier correspondent to it, and weather also affecting it in some way (most notably blizzards but cases for rain could be done). The effects could go from minor annoyance and not lethal from tier 1, and then incrementing to near instant death with the highest tier.

Gear available through the journey provides a certain tier of protection, the total from all of your armor, accessories and potions is added up and nullifies the amount of tiers they all add up, thus slowing and even impeding death.

Heres an example: The player enters a blizzard (we'll suppose its tier is 4) without any equipment and gets frozen in a couple seconds like it currently is, on the other hand another player enters with an eskimo coat (lets suppose it grants 2 tiers of protection) and just experiences slowness and some negative life regen, he places a campfire and now is perfectly fine

Suggestion Author

@tacit arch

arctic boughBOT
#
**Make Scal not start firing immediately after her bullet hell ends**

Something like this has already been implemented for Cal Clone, but its really annoying to finish dodging the bullet hell and then have Scal speed towards you at mach 10 and drop one of the red skulls directly into your face. Considering that a similar issue has already been fixed, and that cheap hits are not the fun kind of difficulty, it would make sense to fix this as well.

Suggestion Author

@odd kayak

arctic boughBOT
#
**Remove Cosmic Guardians**

Gameplay wise, they exist just to add "difficulty" to the Devourer fight. They either get shredded making them irrelevant, or are nuisances due to their bloated stats. The main issue is that in phase 2 during "A god does not fear death", it is hard to keep track off them as the player has to focus on the boss especially since it gains a massive speed boost. This leads into cheap shots from them as they tend to be off-screen a lot, with the player not knowing where they'll come from. They are somewhat manageable in phase 1 until you realise they don't despawn upon killing phase 1, making it annoying if you aren't able to finish them off in time before phase 2. Sure it'll make the fight "easier", however i feel that the boss has better ways to be difficult other than spawning minions with annoying stats.

As for lore wise, they don't make sense considering DoG and Storm Weaver are the last of their kind. IMO they don't fit into the fight with the fact that the sentinals already fight for the Devourer, so why does it still have more minions on its side? It also makes the boss look like a joke as its final stand off just spawns minions, making it look incapable of killing the player itself, especially since it states that it doesn't fear death.

Suggestion Author

@torpid monolith

arctic boughBOT
#
**make the witch doctor sell beetle husks**

That's because is boring farming the golem (and getting power cells) and if you have beetles, you can sell their husks, or not? this should be after the golem has been defeated

Suggestion Author

@unique elk

arctic boughBOT
#
**Add a extremely early game accessory for summoner that gives them an extra minion slot if they have only 1**

Currently, early game summoner is immensely painful due to the fact that all early game summons are balanced around two minions slots. If they weren’t, they would become instantly op when you acquired Wulfrum armor. However, this comes with the problem that something like the squirrel squire staff is pitifully weak since it is (essentially) dealing only 50% damage. Thus I propose an accessory that gives you a extra summon slot if you have only the base 1, making early game summoner far less of a drag.

Suggestion Author

@pine kestrel

arctic boughBOT
#
**Upgrade the pirate invasión after defeat leviathan and anahita**

The pirate invasion at the moment it's near to usseles, only for money that you can get without farming, it would be good that, after leviathan and anahita, the pirates get enhaced and drops better loot, and augment the percent of drop of items that have an absurd low percent of drop, for example, the credit card. This add more value to the fight with ana and levi and could make the pirate invasion useful, not only for money or furniture.
The reason why i think the invasion would be enhaged after ana and levi it's because they probably kill most of the pirates in the ocean, and after defeating them, more and powerful pirates can come.

Suggestion Author

@gleaming crypt

arctic boughBOT
#
**Rename Aero Dynamite to Skynamite**

The name is a better pun, Aero Dynamite floats, so it's Sky Dynamite, ergo Skynamite.

Suggestion Author

@rigid mauve

arctic boughBOT
#
**Buff Totality breakers**

They barely feel like an upgrade to spent fuel container and descerated water (barely has more dps). Their spam attack is completely attrocious and their stealth is also quite bad. Furthermore the oiled debuff from this weapon lasts half a second and is barely any utility even with umbraphile armor's explosions inflicting daybroken and nightwither. To add more salt in the wound, the flame blasts from the stealth strike do an extremely small fraction of the weapon's damage making it overall not good for single target and completely outclassed for AoE as well. Buffing this weapon would make it an overall more reliable choice on its place of mid-hardmode

Suggestion Author

@tacit arch

arctic boughBOT
#
**Slightly revert Glove of Recklessness nerf**

On its current state it feels like the accessory is not that worth using compared to other damage increasing stuff available like Rogue Emblem, its old (also nerfed a lot) partner Old die and even its cousin of Glove of Precision. Slightly reverting the nerf (say buffing its throwspeed increase by a small amount (1-3% seems good)) to make it more overall worth using would help it be a better post-Plantera accessory and a better one overall.

Suggestion Author

@tacit arch

arctic boughBOT
#
**Make more summon accessories vanity accessible**

I like Heart of the Elementals but I just want the Daawnlight Spirit Origin summon be available in vanity slots* rather than having to use it if I'm being honest

Suggestion Author

@earnest parcel

arctic boughBOT
#
**Add a UI element that shows whether or not you're under the effects of Defense Damage**

Knowing whether or not your defense is at full effect can change how recklessly you're currently playing so having a clear indicator for DD is important.

Suggestion Author

@errant lagoon

arctic boughBOT
#
**Move evil islands down a bit**

Evil islands usually spawn in a place where the sky biome overrides the evil. A large purpose of evil islands is to allow the player to fight the alternate second evil boss(Hive Mind/Perforators) which need a cyst to first spawn. This is hard to get to spawn when the biome most of the time does not permit cysts to spawn. Moving evil islands down maybe around 15-30 blocks could ensure that they are not sky biome and cysts can spawn in them. Additionally, even if you do manage to get the boss to spawn, you still have to worry about gravity which can easily become an annoyance in the fight. If the islands were moved down this would be less of an issue.

Suggestion Author

@winged steppe

arctic boughBOT
#
**Add a system to expand and collapse tooltips on player demand.**

Calamity has a number of items with absolute unit of tooltips (most notably difficulty toggle items and armor set bonuses, especially stealth ones), and most of them come off as disruptive to the overall user experience of the game. Having a system to hide detailed tooltip Information and expand them on player demand could help making the UI overall cleaner and easier to see.

An example I can think of is how Clicker class clickers have their clicker effect description be hidden by default, and expanded temporarily while the player is holding onto a button (Shift).

(attached gif is the showcase of said system in Clicker class mod)

Suggestion Author

@wise radish

arctic boughBOT
#
**Make Rover Drive proc within a close proximity of an 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

arctic boughBOT
#
**Make the Old Duke tooth balls killable when they spawn**

The Old Duke is perhaps one of the best bosses in this mod, with an absolute banger of a theme, great buildup with the acid rain, and has a wide range of attacks obviously inspired by Duke Fishron but twisted in such a way that it becomes a fresh experience. That said though, one feature of this boss stands out as frustrating (at least to me), that being the tooth balls. The tooth balls move at such a great speed and they home in on the player that they are easily the hardest thing to dodge in the whole fight. Making them killable from the moment they spawn would make the fight a lot less frustrating, but also not subtract too much from the difficulty, as it still splits into homing teeth and leaves behind a poisonous clouds (you could also make the tooth balls tankier so that they don't get completely invalidated). It has the same problem as the Plaguebringer Goliath's plague mines and that got changed, so why not this?

Suggestion Author

@polar pagoda

#
*fix thanatos' eyes*

Self explanatory; it's not symmetrical due to the left side being lower than the right. Its doesnt look professional, clean and doesnt make canonical sense when considering who designed the machine. It may be intended but looks more like an error

Suggestion Author

@pulsar saddle

arctic boughBOT
#
**Make Nuchelogenesis Recipe Less Of A World Tour**

Most other end game class accessories have a relatively simple recipe or at least you should have most of the part naturally, for example Ele Gauntlet (most are craftable/boss or widely used materials), Nanotech (while complicated, most materials are naturally obtained), Eclipse Mirror (crafted materials obtained naturally, except Ink Bomb), Ele Quiver (even Moon Stone is obtained from Darksun Fragment farm), Ethereal Talisman (all parts are crafted)

Meanwhile this is Nucleogenesis recipe:
Star-Tainted Generator

  • Jelly Charged Battery - Voltaic Jelly - Farm Sunken Sea Ghost Bell
  • Nuclear Rod - Tier 2 Acid Rain (Nuclear Terror almost completely take over Cragmaw Mire spawn if you proceed to Tier 3 without doing Tier 2, or fish which the player might not even aware of)
  • Starbuster Core - UNDERGROUND Astral Biome

Stasis's Curse

  • The First Shadowflame - HM Goblin Army

Stasis's Blessing

  • Hercules Beetle - Witch Doctor and only in Jungle
  • Pygmy Necklace - Witch Doctor + Jungle + Pygmy Staff

The recipe is simply way too complicated to the point that the complexity of the recipe only exist to restrict stacking all minion slot downgrades in the game. Nucleogensis should have at least a somewhat simpler recipe so that class switch to summoner is reasonable (or at least not discouraged).

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Make QB larva only break via pickaxe**

You ever just mind your own business and then QB spawns. Yeah, that isn't very fun.

Suggestion Author

@hollow latch

#
**Turn the Laudanum into an Expert or a Normal drop**

The Laudanum is an interesting accessory, a few updates ago, it used to boost your stats when inflicted by a now removed debuff, Horror.
with the removal of said debuff, Laudanum was changed to affect a variety of normal debuffs found throughout the game, while it remained a Revengence drop.
Nowadays, all Revengence exclusive drops that didn't relate to Adrenaline or Rage were moved away to other difficulties... other then the Laudanum.
My suggestion is to simply move the Laudanum to either Normal or Expert, as it has no reason to stay as a Revengence exclusive.

Suggestion Author

@wise patio

arctic boughBOT
#
**Differentiate the Dank Staff from the Blood Clot Staff**

The Dank Staff and the Blood Clot Staff currently posses the same AI and Statistics, with the only difference they currently hold being their appearance.
This was before excusable, due to the Perfect Dark / Vein Burster and Shadowdrop Staff / Blood Bath acting the same way, though as of the latest update, both of these pairs have gotten slight variations, like how Rot Balls and Tooth Balls both have different effects, to make them different , namely the Perf counterparts being slower but slightly stronger hitting.
Another weapon combo that was recently changed is the Night's / Carnage Rays, while not directly drops from Hive Mind and The Perforators, act similarly to their drops in theming.
Due to this recent change, the Dank Staff and the Blood Clot Staff remain to be the same weapon with a different skin, which makes them feel a bit off in relation to the rest of the pairs in Hive Mind's and The Perforators' drops.
The suggestion is to somehow differentiate or add some slight variations to each weapon, to not make them a carbon copy of each other like done with the other pairs mentioned of the same weapon pools.

Suggestion Author

@wise patio

arctic boughBOT
#
**Make criimslime and corroslime staff different from eachother**

There is no point in having 2 weapons with identical stats, especially with them dropping form the same boss. All it does is bloat items. The minions don’t even have different ai, it’s the exact same.

Suggestion Author

@surreal laurel

arctic boughBOT
#
**Add gear for a sentry based summoner**

There is a incredible lack of sentry based items for summoners to use. The only avaliable sentry items beyond weapons are vanilla ones as far as i can tell. I would like the ability to have a late game sentry build. I find the ability to have a different summoner entertaining and i think others would too. After Vallhala becomes unusable you can only have at most like 3 sentries and it makes the summoner class even less diverse in terms of play style. It is similar to melee having melee damage and then true melee damage being from the weapon contacting the enemy.

Suggestion Author

@coarse cobalt

arctic boughBOT
#
**Add more ranger accessories**

Ranger on its current state has little accessory variety especially in pre-hm and hm, adding more accessories for the class that play around its mechanics while also not being projectile spam (we all know how equiver ended up) would diversify the class’s arsenal and build variety to be more on par with the likes of the other classes.

Suggestion Author

@tacit arch

arctic boughBOT
#
Some kind of wing display.

For example, we have armor statues, weapon racks, plushies (with valvax). I'm a completionist personally, and since I love this mod, I'd like to be able to display each pair of wings that are present in this mod as well. Meaning, a way to add them to a statue or something that gives it the same equipped sprite.

Suggestion Author

@blazing vale

arctic boughBOT
#
**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

#
**Retier Electrician's Glove to post-Martians.**

Electrician's Glove being craftable from Martians stuff instead of Mythril / Orichalcum Bar would balance the progression length between the glove, Nanotech and its materials a little bit, as most of its accessory materials are weighted within roughly the early thirds of Calamity's progression. 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, more so than the Bars mentioned earlier.

Suggestion Author

@wise radish

arctic boughBOT
#
**Add a crafting recipe for the Snowball cannon**

The snowball cannon is a good ranged weapon and is used in crafting other good weapons, but if you get unlucky it can be a pain to get. Simply add a recipe like for the anklet of the wind or hermes boots, seeing as the snowball cannon is a pretty good ranger weapon that’s used in crafting another good one, and it’s annoying to have to find an alternative because RNG wasn’t in your favor

Suggestion Author

@river patio

#
**Make the Enchanted Boomerang craftable**

The main boomerang line of weapons depends on the Enchanted Boomerang, yet with its obtainment being completely dependent on whether or not it spawns in the world (it’s not even in crates), Rogue players are often stuck between either being forced to not craft the weapons along that line, or go on a witchhunt frequently across multiple worlds to find the damn thing.

Suggestion Author

@maiden heron

#
**Give Astrum Deus some better pierce resistance**

I just recently fought Astrum Deus using the Lazhar. When fighting this boss in previous playthroughs, it tended to take me a solid 3-5 minutes. Using this weapon I literally beat the boss within about 30 seconds. Which was cool to see how insane the damage was, but realistically it would probably be a lot more rewarding to fight a boss that you don't practically instakill. The lazhar seems to be an otherwise pretty well balanced weapon, but for this particular fight I think it would make sense if either A) Your damage dealt is reduced more significantly after each pierce, or B) Maybe the lazhar should be added to the list of weapons this boss takes decreased damage from.

Suggestion Author

@royal oyster

arctic boughBOT
#
**Add an item to toggle Cryogen's aurora backround effect**

The aurora backround that appears when fighting Cryogen is really cool, maybe add an item simular to the pillar's backround items, when toggled it would apply the aurora effect in a certain radius. This could either be a rare drop from Cryogen or sold by the archmage.

Suggestion Author

@oak pewter

arctic boughBOT
#
**Improve Sustainability via Fishing/Crafting**

Something vanilla should’ve done a long time ago was match the Wooden and Gold Chest drop tables to the Wooden and Gold Crates. For some reason, Band of Regeneration, Flare Gun, Spear, Blowpipe, Wooden/Enchanted Boomerang, and Shoe Spikes are completely unobtainable outside of having them naturally generate in Wooden or Gold Chests, yet Band of Starpower and Climbing Claws are both capable of dropping from Crates, Blow Gun is purchasable from the Witch Doctor, and Ice Boomerang and Marnite Spear are craftable pre-Boss.

Band of Regeneration is part of both Ethereal Talisman and Rampart of Deities crafting recipes, and is non-renewable, but Guide to Plant Fiber Cordage is? Enchanted (and eventually Wooden in 1.4) Boomerang are part of the Celestus crafting tree, and Flare Gun for Elemental Blaster, and yet both are completely dependent on world gen. I simply suggest making these drop tables equivalent, and if not, give at least the most important recipes like so many other items.

Also of note is the fact that Perennial, Aerialite, Uelibloom, and Charred Ores do not drop from any crates, yet all of their Bar forms do. This seems more like an oversight than a deliberate choice, but if it is, I see no reason not to simply make a 50/50 chance for the crate to drop the equivalent amount of ore in case someone wanted to make bricks without farming the Ore Slimes. Cryonic does not drop from any crate, but presumably will be put into Boreal Crates when 1.4 eventually rolls around, though I could see it simply being put into Gold Crates post-Mechs + Cryo without much issue, alongside its ore. These changes would align with most of Calamity’s existing design philosophies on sustainability without much issue, as many similar items are already craftable/obtainable in some way.

Suggestion Author

@olive shale

arctic boughBOT
#
**Give Desert Nuisances and Cosmic Guardians minimap icons**

One thing that always trips me up in these fights is those darn minion worms, since I can't see them coming, especially early game with the Desert Scourge where the nuisances are hidden by the ground until they're already right on top of me
I've seen a couple of suggestions to just remove them entirely but I personally don't think that's the play. I think they add good challenge to the fights, but it can be annoying when you don't see them coming.

Suggestion Author

@brisk rover

arctic boughBOT
#
**Remove or retier butterfly dust in Witch Doctor's shop**

After killing Golem, Witch Doctor starts selling butterfly dust, which is primarily used in Butterfly Wings and Honey Dew, both of which can be acquired as soon as you have access to a mythril/orichalcum anvil. So being able to buy butterfly dust to craft those items only after Golem makes it rather obsolete, since by that point the player won't have any use for the previously mentioned items. So I'd suggest either removing this material from Witch Doctor's shop or moving it earlier in progression. For example, post Plantera would be a good spot for it since it wouldn't be too early, nor too late.

Suggestion Author

@vale forge

arctic boughBOT
#
**Have Boss Health Bar display boss's HP if all boss's servants or parts are gone**

The info about how much boss minions is alive in minionless phases (like BoC and CV) is rather useless and could be replaced by actual boss's health. You can remove the info about parts via conifg, but it also removes numerical HP.

Suggestion Author

@queen linden

arctic boughBOT
#
**Remove Adult Eidolon Wyrm From The Boss Checklist (And Only Appear After You Beat Him)**

In a normal sense, a "Superboss" is by all means an unreasonable and often accompanied by overbuffed stat, sometimes approaching impossible to beat opponent that is only challenged when the player have the best gears available in the game. Superboss are also often hidden or basically considered as a "secret boss". All of the above applies to Adult Eidolon Wyrm: it function as a kill mechanic for using Rod of Discord in the Abyss (similar to pre-Skeletron Dungeon Guardian), it requires Shadowspec gears to challenge him and you fight him in such a constrained area of the Abyss.

Thus, Adult Eidolon Wyrm should not be on the boss checklist. He should be something that the player just feels like "wait I may finally be strong enough to maybe kill that thing in the abyss" rather than serving as kind of "THE final boss" after beating Scal and Exo Mechs, simply due to the implication of it being at the bottom position of the Boss Checklist. Boss Rush should be on there instaed.

The best approach to still recognize Adult Eidolon Wyrm as a Superboss is for it to only appear on the Boss Checklist AFTER you beat him.

Suggestion Author

@drowsy mantle

#
**Allow Gunk Shot to shoot a unique projectile 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

#
**Give Anahita and Leviathan an Angling Kit-styled grab bag for their Angler-related drops.**

Right now the pair of bosses can drop Angler-related items, those being:

  • Bottomless Water Bucket
  • Hotline Fishing Hook
  • Super Absorbant Sponge
  • Crate, Fishing and Sonar Potions

And while the amount of items listed above are still less than contents of Sandy or Bleached Angling Kits (Dropped by Desert and Aquatic Scourges respectively), the amount of items is still sizable enough to make a bit of item drop bloat upon killing the bosses.

Suggestion Author

@wise radish

arctic boughBOT
#
**Add a Hammer Supertool to match the Crystyl Crusher and Photon Ripper**

Pretty simple reasoning here, I've made this suggestion before. We have an easy way to destroy blocks and an easy way to destroy trees, but the best thing we have for walls is either the Grax or Hydraulic Volt Crasher, both of which are disappointingly slow.

Mining walls is often the most tedious part of building a base or arena; it would be wonderful to see a hammer supertool added to speed up the building process.

Also, AdamChromeE has commented on this lack of a Hammer so I'm not the only one upset here (https://www.youtube.com/watch?v=aaNKVk1Lx6I).

Suggestion Author

@feral grove

#
**Make Forbidden Sun not just Inferno Fork 2**

Forbidden Sun just kinda copies the effect of Inferno Fork while being only a single boss later. This leads to the weapon feeling somewhat uninspired compared to the other two books made from Life Alloy materials, which are upgrades to the early hm evil books. Making Forbidden Sun have a vastly different effect would differentiate it a lot more from Venusian Trident and Helium Flash (the actual Inferno Fork upgrades).

Suggestion Author

@pine kestrel

arctic boughBOT
#
**Buff Old Duke a slight bit**

Old Duke has become significantly easier with the new changes that have been made such as buffed defensive accessories, it no longer inflicting 4 debuffs, the mobility and dodge reworks and iframe fuckery on shields being fixed. He can barely dent the player with most attacks by just using 2 defensive accessories and has trouble catching up with the increased mobility the player has currently, buffing it a bit so that it can provide more of a threat to the player while not making it as brutal as he once was would be a welcome change.

Suggestion Author

@tacit arch

arctic boughBOT
#
**Make Rage and Adrenaline Upgrade Icons toggle-able**

I’d prefer these icons to not be active all the time and adding a toggle would be nice for cosmetic purposes. Either disable via config or make them visible via opening inventory (similar to difficulty indicator).

Suggestion Author

@torpid monolith

#
**Make Astral ore grows underground in the Astral Infection Biome instead of having it all in the meteor**

The Astral infection's biggest problem is that there really isn't a reason to go into the biome itself unless it's for specific items such as Hive Pod. If Astral Ore is instead, spawned at cavern layer and has the same growth mechanics as chlorophyte, it would encourage more people to explore the underground Astral Infection.

Suggestion Author

@hardy thunder

arctic boughBOT
#
**Have Yharon stop attacking for some time while transitioning to phase 2**

Right now in 1.5 the phase transition seems a bit too... seamless imo, and also hectic. In 1.4 he would be invulnerable to regenerate health, but now he's just invulnerable for no reason as he continues to bombard you with his attacks. If he paused a bit during the invulnerability period, the phase transition would be a lot more notable and feel a lot more fair.

Suggestion Author

@brisk rover

arctic boughBOT
#
**Give the Slimes Gods possessed by the Core increased speed and aggression that scales with difficulty rather than Death Mode AI.**

Giving the possessed slimes Death AI provides inconsistent difficulty throughout the modes: it provides a standard challenge in Normal and Expert, doesn’t change the fight much in Rev, and changes nothing in Death. Giving the possessed slimes speed and aggression that scales with difficulty instead would make this part of the fight actually more difficult throughout the modes.

Suggestion Author

@spring breach

arctic boughBOT
#
**Nerf Star Cannon, it is obtainable Pre-Boss but overpowered/viable until early Hardmode.**

Star Cannon does way too much DPS especially for its infinite pierce and obtainability. I know that the trade-off is that Fallen Stars are relatively difficult to get, but having the option to grind Fallen Stars for ages to defeat bosses like WoF extremely easily promotes unfun gameplay. Regardless, Star Cannon is still very broken in Calamity mod.

Suggestion Author

@calm laurel

arctic boughBOT
#
**Remove the plants from the life upgrade recipes, or make the Dye Trader sell them**

Grinding for the fruits to craft the life upgrades is a big pain, and seriously kills the pacing, especially since there’s no real guarantee where they are or even if they’ve grown in.

Suggestion Author

@maiden heron

arctic boughBOT
#
**Give Stormlion Mandibles a wider use**

Stormlion Mandibles are a fairly known item, being used in the Summon item recipe of Calamity's first boss.
Contrary to them being fairly well known, be it due to the Stormlions roaming the desert when you explore it or due to the Desert Medallion, this item (and the enemy it drops from) serve little purpose in the entire game.
-Two are needed for the Desert Medallion, which is non consumable and therefore crafted once in a gametime.
-One is needed for the Storm Surge, a weapon that I would argue to be quite often then not overlooked due to its weird placement, and serves little significance to any recipe nor shines in any way due to its behavior.
As seen, Stormlion Mandibles posses 2 single time uses, and unlike other early materials like the Desert Feather, only posses one major use, especially after their removal from the Triumph Potion's recipe, their only resource sink.

After all of the above, I suggest that the Stormlion Mandibles be expanded on.
I could see the Mandibles being expanded on via sprinkling them through various Electric themed weapons, to the likes of Stormfront Razor, the Storm Ruler and etc.
Another way to expand the use of the Stormlion Mandibles could be providing them a new or multiple new resource sinks, to the likes of adding them to Tesla potions instead of the Gold / Platinum Ore.

Suggestion Author

@wise patio

#
**Make Cnidrions no longer a "rare creature"**

Used to be they were very worthwhile to seek out because of their victide drops. But now that they don't drop anything I don't think there's really any reason to try to find them and it kinda just clutters up the lifeform analyzer's readings.

Suggestion Author

@brisk rover

arctic boughBOT
#
**Disable the visual effects of a sandstorm during boss fights**

The arena that I've been using for Providence happens to cross over a hallowed desert. When a random sandstorm occurs, it makes it hard when crossing over that area to see what the projectiles are doing. And in the past I've also used arenas over the desert for Scal and it tends to cause a good bit of lag. Alternatively if we got a non-consumable arid artifact that would make it less of an issue, but either way I think it would make sense, because Calamity seems to want the bosses themselves to be the main focus while the player is fighting them, hence why we have boss zen and such.

Suggestion Author

@royal oyster

arctic boughBOT
#
**Increase the Vein Size of Perennial and Uelibloom Ore or Make Them Spawn More Often**

Calamity added a lot of new ore variety that spawn throughout the game, such as Aerialite, Cryonic, both Hardmode ores for each tier (6 total), Hallowed, Perennial and Uelibloom.

However, this cause a problem particular for those that have a generic spawning location (namely: Underground, Cavern), their spawn place tend to get preoccupied by other ores. This result in them spawning way less often and in little quantity.

The two ores that particularly have this problem is Perennial and Uelibloom ore as they are spawn way later into the progression and are needed in large quantity due to them being needed in many recipes. While ore slimes (or ravager) exist, I believe mining should still be the main source of acquisition for ores, with ore slimes being compensatory.

Their spawn rate or simply vein size should be increase to compensate for preoccupied spawn place by other ores.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Add more lore-related structures to the world**

The Calamity lore is quite vast and builds a lot of the backstory of a lot of the things we can see based on either the lore items (which are Yharim's perspective), Draedon's logs, NPC interactions and various items.

Despite of all of the things told to us the players, there is a lack of things inside the world that could relate to such story. Things like Permafrost's castle's ruins, Silva's corpse, Statis clan's remains, Braelor in general among other things cannot be seen at all inside of the world and thus adding more lore-related structures to the world would not only flesh the world we explore out but also generate deeper connection to the lore of the game.

Suggestion Author

@tacit arch

arctic boughBOT
#
**Change DoG’s Boss Checklist despawn message.**

With how talkative the boss is during the fight, it feels weird not to have him throw out a taunt after defeating the player. Scal and Draedon both have dialogue for their respawn quotes, and I think doing something similar for DoG would give him more character and make the boss more memorable.

Suggestion Author

@tight hollow

unreal hamlet
#
[Suggestion Reactions Legend]

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#
[How Suggestion Delivery Works]

Once every week, on Friday @ 06:00:00 UTC (<t:1643349637:t> your time!), our Suggestions Bot will grab every message from suggestions-voting that is older than 7 days and younger than 14 days, and put them all in a group.
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#

Here's a document containing list of things that you shouldn't/can't suggest. Either because they're not going to be accepted, or because similar suggestions have been suggested so many times in the past already.
Please read this document before you start thinking of any ideas for a suggestion
Note: If you have any ideas for things that should be within this document as well, notify me or Rover and we'll put them in.
https://docs.google.com/document/d/1OA3GxJ4w4QA4pCkngwt8kqW8Qq18U5KOCUJEucUS8ck/edit?usp=sharing

arctic boughBOT
#
**Make Draedon’s arsenal stuff have the tag on its tooltip rather than rarity**

This would not only make it easy to identify the tier they belong when using something like cheetsheet, the guide and recipe browser, but also make them consistent with Donor items, Dev items and Challenge drops which had their rarity moved to a tag in their tool tips. Additionally add the tag to codebreaker stuff since they do not have it despite being related to the arsenal as well.

Suggestion Author

@tacit arch

arctic boughBOT
#
**Aquatic Scourge despawning upon player death**

Make it so that if the player dies to the Aquatic Scourge, it doesn't explode into pieces like it does when it dies, but have it go back down into the Sulphuric Sea, unless the player is going to explode inside of its stomach this doesn't really make a whole lot of sense.

Suggestion Author

@mint otter

arctic boughBOT
#
**Option to turn off teammates projectiles/ attacks**

Helps provide clarity during bossfights, reduce clutter etc. aswell as increase performance on computers that struggle with amount of effects onscreen

Suggestion Author

@snow pebble

arctic boughBOT
#
**Have more mining based accessories post moon lord**

Why this is important? Well a lot of grinding happens after moon lord dies such as very complicated accessories that require you to travel a lot to find items such as the health boosters, accessories for items like absorber, the sponge, rampart of deities, the elemental items, and many other items that require a lot of stuff to craft them. This speeds up the process massively for creating big arenas that are needed for the bosses such as exo mechs, providence, and polterghast.

Suggestion Author

@elder topaz

arctic boughBOT
#
**Give the Profaned Soul Crystal’s vanity effect Providence’s night colors at night/while the defensive buffs are active**

Part of this is because it would look good, and match Providence’s night form and stat changes, but it would also make it more obvious without needing to check the buff icon whether or not the defence buffs are active.

Suggestion Author

@obtuse birch

arctic boughBOT
#
**Buff Old Duke's Scales to provide survivability so that players can use more of its capabilities with far less risk**

Old Duke is a resilient boss while also being aggressive, so why does an accessory related to it only provides offensive capabilities, this item is Old duke scales. The accessory is rarely ever used despite having some nice traits. However theres one main issue: The effects rely on getting hurt (either via dmg or debuffs) and to mitigate the downside it heavily relies on using accessories to mitigate some of the downside to keep the dmg boosts longer such as Frigid bulkwark/Rampart's frozen shield making you able to survive longer at low hp, Community and Astral Arcanum's debuff mitigating properties and/or Chaos stone (or aflame and withering enchantments) triggering the powerful increased dmg under a debuff perk rather than waiting until you get hit.

The idea is to make the accessory also grant some defensive utility to be able to utilize its bonuses without relying so much on other stuff to be useful.
As mentioned Frozen shield effects help it, so why not also give it some other stat (mobility, defense, even DR or something) to aid your survivability when your hp is lower and make it more overall useful accessory and not niche.

Additionally I mentioned that the debuff perk is strong, however without using Chaos stone or Aflame/Withering this effect is extremely risky to trigger due to many attacks hitting for high amounts of damage and the debuffs they inflict also melting your hp. So to make it more reliable to use outside of those specific circumstances it could have a debuff mitigation effect, similar to how Community has so that it can use the effect more consistently without having your hp melted by say Electrified, Vulnerability hex and Godslayer inferno.

Suggestion Author

@tacit arch

arctic boughBOT
#
**Give Sepulcher a minimap icon**

Sepulcher spawns from a different direction every time, so it would be nice to be able to quickly see where he's coming from as soon as he spawns, especially with how many projectiles he fires.

Suggestion Author

@brisk rover

arctic boughBOT
#
**Give the Cursed Capper a Crimson variant**

As far as I'm aware, the Cursed Capper is the only Evil Biome item added by Calamity that doesn't have a counterpart in the other world evil, I feel that adding a Phoenix Blaster upgrade that uses HM Crimson materials (Most likely Ichor) would both A) make it more consistent with the other Crimson/Corruption items added by the mod (e.g. Cursed Dagger/Ichor Spear) and B) make it easier for players using the Ranged class to access the further upgrades of the Cursed Capper (Aeries, Dodu's Handcannon, and Prideful Hunter's Planar Ripper) on Crimson worlds.

Suggestion Author

@green ruin

arctic boughBOT
#
**stop the Draedon fight cheese**

The Draedon fight is not really fun anymore because most of the fight is spent going either towards the bottom left of your screen or the top right of your screen
(there are many other strategies but one of the main things i like about the calamity mod is that rarely does a boss ever have an easy way out and seeing that one of the main last bosses is cheeseable in all difficulties just makes me generally infuriated)
there is not much dodging required and the fight is becoming dumb and simple.

I suggest adding some form of enragement to the fight if you go out of a certain area or changing up the AI so its not as simple and more maneuvering skill is required.
I feel the fight should be less of a waiting period and more of a bullet hell.

Suggestion Author

@meager fjord

arctic boughBOT
#
***Make the pulse bow craftable***

It's frustrating to have to try and constantly search the Travelling Merchant's inventory hoping it spawns, and for Rangers you're basically gating the Ultima behind RNG. Making it craftable using mid to late game materials would alleviate the RNG and frustration

Suggestion Author

@stone aurora

arctic boughBOT
#
**Reduce or remove the projectile blocking capabilities of Sepulcher**

Currently, Sepulcher's ability to delete any piercing projectile only makes things worse for the classes that can't destroy the hearts quickly while barely affecting the classes that can. By not instantly deleting any piercing projectiles that hit Sepulcher, it would make the 2 Sepulcher phases a lot less tedious for the classes that can't destroy the hearts quickly.

Suggestion Author

@wide fog

arctic boughBOT
#
**Make the Alchemical Flask/Plague Hive synergise better with Acid Rounds**

When using the Plague Reaper armour it is extremely beneficial to use the Alchemical Flask/Plague Hive to inflict the Plague debuff. However, this makes Acid Rounds essentially never more useful than Hyperius Bullets when using the Alchemical Flask/Plague Hive, as the fact that it inflicts Plague is the only reason it would be used over Hyperius Bullets and the benefits from Hyperius Bullets almost always outweigh the defence gimmick from the Acid Rounds.

It makes sense for the Alchemical Flask/Plague Hive to gain some kind of benefit when paired with Acid Rounds like a damage or crit rate boost to give the player an actual reason to use them together over Hyperius Bullets.

Suggestion Author

@calm laurel

arctic boughBOT
#
**Darken the background during Cryogen's fight**

A solution to the poor visibility of the boss' projectiles at daytime can be simply fixed by making the background darker- if not just outright black - when the boss is alive (this would come with the projectiles always having their nighttime colors). The same thing has been done for PBG, so why not here?
Bonus points if you can somehow keep the Aurora Borealis effect with it.

Suggestion Author

@upbeat marsh

arctic boughBOT
#
**buff serpentine**

It’s at the start of hard mode and does poor DAMAGE PERIOD. It desperately needs a damage buff.
Edit: Weapons performance against twins with appropriate gear and buffs for the progression level provided by Blast:

Suggestion Author

@rich brook

arctic boughBOT
#
**lower the volume of the sound that is used by Seething Discharge, Yharon's Kindle Staff, and the initial Exo Mechs spawn**

this sound is louder than many other sounds in the game, and is often quite jarring when it is heard continuously (that would be in the weapons' case). Lowering the sound to around the average volume of other weapons would make using these items less annoying.

additionally, shortening the sound (if possible) would be desirable, as currently when it is played continuously (in the attached video) it cuts out and makes it sound less smooth.

Suggestion Author

@winged laurel

arctic boughBOT
#
**Make it more obvious when you get too far away from Providence**

Back in 1.4, the cue that you're too far away is literally unmissable, but now it just gives you a debuff and rapid hp loss, neither of which are easy to notice if you're busy trying to dodge projectiles. (And the flame effect on your character is identical to the flames from getting hit by her projectiles, so you can't tell by that either)

Some possible solutions could be to bring back the darkness but make it transparent or make the area you can see much larger so you can still see the projectiles. Another way to keep the darkness effect would be to literally just make the debuff darken your vision like the plague debuff does.

However what I think would probably be the best option would be to make an audio cue, like either a deep rumbling or a roaring flame or something to that effect.

Suggestion Author

@brisk rover

arctic boughBOT
#
**Adjust Empyrean armor**

Empyrean armor is pretty boring, it brings nothing new and unique to the table compared to other equipment of the rogue class, just very rarely spawning some projectiles which do a small amount of damage, which a lot of rogue gear does already and it does nothing to be more unique.
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 or just have the buffs on hit instead, speaking of which they are pretty unnecessarily split into 2 buff slots when they could just be crammed into a singular buff slot, allowing the player to use an additional valuable potion.
Tweaking the armor to address these flaws would overall help it to stand out more and be less unnoticeable and even detrimental in various aspects.

Suggestion Author

@tacit arch

#
**Buff Venerated locket**

This item barely even adds to the dps compared to many accessories that can be acquired at the same time or even far earlier into the game (examples include: old die, ethereal exhorter, affliction, amalgam, glove of precision, and destroyer emblem) due to how badly softcapped it is, changing the item to not be crippled as much by the softcap or possibly even reworking it would allow it to be a more noteworthy to use on its tier again rather than just on certain niche scenarios.

Suggestion Author

@tacit arch

arctic boughBOT
#
Make the screen turn green when Old Duke enters phase 3

Old Duke is a mutant Fishron which has similar but stronger attack compared with his younger version.But Fishron’s most obvious skill that helps him hide in water mist and teleport to charge in the final state doesn't inherit to Old Duke.
Now OD uses his teleportion more like BoC.That looks strange since he is a fish.I think it would be cool if we make him to teleport in the acid mist.Just a green filter is OK.
Also OD is the final boss of acid rain,he may have the ability to create a poison storm.So it is a reasonable change.We are actually fighting him at the end of acid rain.

Suggestion Author

@magic gazelle

#
**Rework ethereal extorter**

Current ethereal extorter spawns 2 souls on projectile death. Meaning any collision or dissipating projectile will spawn them. Which can cause projectile overflow or lag out games. The souls will also rarely despawn and home in at a very fast speed. Which can then also trigger RDR depending on how many spawn

Which can lead to situations like in the image posted https://cdn.discordapp.com/attachments/465195069406707722/938907635120496670/unknown.png

I suggest reworking ethereal extorter to be somewhat similar to the ranger set of bloodflares. spawning a burst of souls on a cooldown that way its not as many souls spawned at once or rapidly spawning souls.

Suggestion Author

@reef wolf

arctic boughBOT
#
**Nerf all weapon projectiles with infinite lifespan**

Some projectiles from weapons go on literally forever and through walls, like for example one of the star cannon upgrades. These projectiles then break plants and pots creating lots of items in the world and potentially lots of lag. Additionally, using these weapons in the Jungle biome almost always result in multiple Queen Bees after you.

I suggest making these projectiles have limited lifespans. They can still last very long, like perhaps 500ish tiles (very rough estimate), but make them disappear at some point.

Suggestion Author

@brisk rover

arctic boughBOT
#
**Make Death Mode Devourer of Gods fire 4 laser walls**

It'll be a slight but beneficial buff for the boss since most players find it on the easier side. This also makes difficulty consistent throughout with Revengeance firing 3, Death firing 4, and perhaps changing Malice to 5 (as currently Malice fires 4).

Suggestion Author

@torpid monolith

arctic boughBOT
#
**Readd Underworld Shrine (With Different Loot That Is Not Murasama)**

Currently with all of the biome that is generated on world creation, Sunken Sea and the Underworld/Brimstone Crag are the only one that do not have a shrine item (Sunken Sea is not suitable for having shrine due to its small size). This makes the Underworld the only large biome without a shrine item.

Considering the difficulty of the biome in pre-Hardmode and the demonic nature of the biome, Underworld seems to be the location most suitable to have structure like a shrine, which existed but was removed as its previous loot Murasama is moved to the Underworld Biome Lab. It is also for the sake of consistency as stated above (being the only large biome without a shrine).

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Add a visual effect when the town NPC "Brimstone Witch" is enchanting a weapon**

The brimstone Witch, whose enchantments are quite useful when fighting against bosses, can benefit the player as well as can give a counter, such as the enchantment of aflame, his fire does a lot of damage but while holding the weapon does continuous damage per second to the player, now that said I suggest adding a visual effect for when a weapon is enchanted, and that the visual effect can be recognized with the runes of these enchantments. For example, the rune of aflame appearing above the player, or even the rune of resentful depending on the Enchantment selected.

(For the Exhumed one, I suggest that the weapon to be enchanted floats above the player and the rune representing the Exhumed enchantment covers the surroundings of the weapon and then it converts into the respective Exhumed weapon, Metastasis, Rancor etc.)

(For the Disenchantment, i also suggest that the weapon to be disenchanted floats above the player and the Brimstone Witch takes out all the calamitous magic in the weapon.)

(Some examples of the runes taken from the wiki)

Suggestion Author

@ancient abyss

#
**Fix the tiering inconsistency with the Corroded Fossils, a Post-AS material only usable after 1 Mechanical Boss**

The Corroded Fossil gear is a rather small, yet quite significant one, holding many great and interesting weapons unlocked by Acid Rain's Second tier, which would make you think its solely after the Aquatic Scourge, right?
Well.. not exactly, while you can get the Fossils, and all of the other ingredients for the gear right after AS, which is fightable before any mech boss, they still require Mythril / Orichalcum Anvils, effectively disconnecting these drops from AS and the Acid Rain until you defeat a mech, leading to these weapons being disconnected from the tier their material is achieved at, and so making them become forgotten due to lack of connection to their "roots".
I suggest moving these recipes to the normal Anvil, to allow these weapons to be made right after AS / AR2, due to reasons above.

Suggestion Author

@wise patio

arctic boughBOT
#
**Add an endgame upgrade to the drill containment unit**

The drill containment unit is decent, but by endgame you may want to excavate enormous areas, either for a build or an arena. If the arena is quite large, it might take hours upon hours of just straight digging. I know the Crystyl Crusher exists, so perhaps an in between item/mount could be added, especially since the gap between drill containment and Crystyl Crusher is pretty big in terms of bosses and progression. Bonus suggestion: It could follow the draedon mech theme quite well, and could make for an awesome looking mount!

Suggestion Author

@oblique prairie

arctic boughBOT
#
**Make The Devourer of Gods’ teleport fireball blast more relevant**

Currently, the Devourer of Gods’ teleport fireball blast isn’t a very relevant attack. Its cool, but It’s very unlikely to ever hit the player for a few reasons: the fireballs don’t go very far or fast, the attack only starts occurring when DoG is missing a large amount of HP, and the player can easily move away from the teleport telegraph to invalidate the attack.

Making this attack more engaging would help keep the fight interesting, since DoG only has a few attacks.

One possible way to do this could be to have the teleport telegraph follow the player if they get too far away

Suggestion Author

@bold trellis

arctic boughBOT
#
**Make Astrum Deus' second phase less passive-aggressive by spreading the aggression**

It's just weird seeing a p2 worm slowly going to you and then immediately rushing to eat your ass, while second worm is just not even on the screen and flies somewhere god knows where. It would've been better if laser mode Deus (orange) was more passive, flying above you and sometimes firing lasers while mine mode Deus (blue) was more aggressive, trying to chase you and not giving you a minute to rest (not literally)

Suggestion Author

@orchid frost

arctic boughBOT
#
**Rework the stacking functionality of Raider's Talisman / Nanotech**

This stacking functionality is pretty awkward. You either spend a very long time trying to grind it up to full power to get the damage bonus vs a boss (which you have to do all over again if you die), or you don't bother in which case it barely provides any meaningful boost. One possible way to rework it would be making it a dynamic boost based on your number of crits in the past few seconds, so that its not longer grinding based and more than just a slow-start rogue emblem

Suggestion Author

@safe estuary

arctic boughBOT
#
**Make All Weapons Be Able to Acquire Their Highest Tier Reforge Modifier (Despite Partially Not Affected By the Stats)**

It will be easier to explain with example. Currently weapons such as Yoyo and weapon with fixed attack rate like Murasama cannot obtain modifier that change their speed and size, thus their best modifier is always "Godly". The suggestion is to make it so that these weapons should be able to obtain the highest reforge modifier of their weapon type (such as "Legandary" for melee) despite them not being able to benefit from it (legendary is godly with speed and size so nothing is loss).

The only particular problem with this implementation is "Ruthless" especially on Summoner weapons, which I will suggest to make "Mythical" have the same damage number as Ruthless on summoner weapon or to leave Summoner weapon as exception to this suggestion (therefore "Ruthless" remain the highest tier)

The purpose of this change is for the sake of consistency, as especially for players who are not aware of the mechanic will try to reforge to get higher modifier despite it being the best that can be obtained (especially with the new Goblin Tinkerer's Reforge system). It will also be more consistent with the Changelog as shown in the attached image.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Improve Devourer of God’s teleport telegraph visual**

Change it so that the boss actually comes out of the portal and not poof instantly, basically phase 2 transition but reverse. This is not only more visually appealing but also removes the jarring segments when uncoiling.

Suggestion Author

@torpid monolith

arctic boughBOT
#
**Make Thanatos Not Fire Immediately If It Spawn Too Close To The Player As The Last Mech**

To put it simply Thanatos spawn can be rather random and many times very close to the player (sometimes even coiling the player) during phase transition.

While on other phase this is not a problem, it causes cheapshot if Thanatos is spawn as the last exo mech as Thanatos is exceedingly aggressive during his final phase, which will basically allow him to fire in split second after spawning, and it can be completely undodgeable due to it spawned coiling the player.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Improve Pwnagehammer Spectral Hammer Targeting**

The Pwnagehammer is one of my favorite weapons in this mod. It’s slow, but it hits really hard, especially with it’s spectral hammers, which deal double the weapon’s base damage, often reaching thousands of damage on a crit even without Adrenaline. I find that really satisfying.
However, seeing a Spectral Hammer just fly straight up and disappearing even when there are enemies nearby is incredibly unsatisfying. There seems to be little to no rhyme or reason to the Spectral Hammer targeting. Sometimes they will hit the enemy the original hammer hit, sometimes they will fly off and obliterate some enemy far off screen, and other times it will just float up and disappear, seeming regardless of whether or not the original target is alive still or where it is.
And not only is a wasted hammer unsatisfying, but it occurs surprisingly often, and could easily change the outcome of a boss fight from a win to a loss due to the huge amount of damage you miss out on, especially if the spectral hammer would have hit during Adrenaline.

Suggestion Author

@bold trellis

arctic boughBOT
#
**Make Devourer of God Always Start Phase 2 With a Portal Attack and Is Invisible Before the Attack**

I think that is the intention anyway but just in case it is not, the current version of phase transition just seems weird. He spawn visible on screen and can be at a location very close to the player before using the portal attack. The clip provided shows what I mean.

The "always start phase 2 with a portal attack part" is referring to the fact that sometimes DoG do not portal attack if his head is spawn relatively close to the player.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Make Devourer of God Transition His Passive/Aggressive Behaviour Smoother and More Balance**

Basically beside the Phase 1/2 transition, DoG have 2 different "behaviour": 1) Passive (Blue) - Like Solar Pillar Crawltipede, improved capability to chase air enemy but do not chase grounded enemy at all; and 2) Aggressive (Purple) - Behave more like other worm AI and chase enemy always. The AI alters on a timer.

The problem is that DoG is totally passive during his Passive (Blue) phase to grounded enemy which results in him just flying around not chasing the player at all and is a big contributor to why DoG is considered "too passive". The clip showcased such an example, as he "gives up" the attack due to behaviour transition.

DoG's behaviour transition should be smoother and have less "polar opposite" behaviour, the following are only examples provided by me and by no means the only way suggested to implement this suggestion:

  1. Slightly extend the Aggressive (Purple) behaviour if DoG is chasing a player closely (so he never "give up" on attack);
  2. Slightly alter his Passive (Blue) phase so that he use this phase to "reposition himself" rather than aimlessly flying around if the player is grounded, or even attempting to cut off/intercept the player by flying ahead (as he is incapable of directing chasing the player)
  3. On higher difficulty (especially Death Mode and above where the transition is not visible as the sky stays black), make DoG transition his behaviour more for his need rather than a timer. Basically make DoG switch from Purple to Blue faster if the player is on air and switch from Blue to Purple faster if the player is grounded.
Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Make the Acceptance music box easier to obtain**

The music box is extremely difficult to obtain through recording due to it playing for a very short time in-game, and the only way to get back to that point is to fight Supreme Calamitas, making grinding for it unnecessarily tedious. Making it craftable or having it drop from her (or even having it guaranteed to record if an empty music box is equipped when the track plays) would make getting it less annoying for players that want to use it.

Suggestion Author

@tight hollow

arctic boughBOT
#
**Fix large Andromeda suit**

I use the blunder booster and the circle created by it has shown me that the large Andromeda suit is offcenter and even more when facing left. The hitbox is centered however but the sprite is not and it just feels weird.

When using the Flamsteed Ring in a small area the suit will get stuck inside blocks. This could be fixed by having the ring not work when in a enclosed area.

Suggestion Author

@wary horizon

arctic boughBOT
#
**Make the Calamitas NPC Spawn Earlier Into the Progression (Without her Enchant/Exhume before Scal is beaten of course)**

The reason for this suggestion is for lore reasons. Calamity had been introducing many lore elements into the boss fight, one of them being Supreme Calamitas dialogue and Calamitas becoming an NPC. However, there is an inconsistency issue in it.

In Scal fight, Calamitas have express deep or even personal connection to the player/Terrarian in her dialogue, namely she seems angered by players' kill their way to power resembling Yharim, which do not make sense as the Scal fight is supposedly the first time Scal and the player encounter directly (especially considering she is forced to fight the player in lore).

Thus, an approach for this interaction to make complete sense is for Supreme Calamitas (the Calamitas NPC) to be involved with the player much earlier than the player realise. The point of progression best fit for this is post-WoF as she will be able to "observe" players' fight with her doppleganger, and is also the perfect timing considering Calamitas acknowledge that the player/Terrarian is an entity quickly rising in power, and WoF causes the most drastic change in the world on its defeat for her to have reason to "spy" on the player by disguising as an NPC. She just have to despawn after Yharon for Scal fight to still happen.

Calamitas NPC (pre-Scal) can be visually altered slightly particularly her colour scheme to not give a hint that she is the final boss, and also something like giving her a generic disguised name like "Witch" (Wizard exist so it is not out of the way). This will also make the Calamitas (post-Scal) becoming an NPC make much more sense as she is no longer just an enemy randomly turned friendly. Whether what function to be given is vague as it should not have significant gameplay impact, something like "Calamity Guide" can work. Her function for enchant/exhume is restored after she is defeated in Scal fight.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Buff Phangasm**

Compared to other weapons, it is quite underwhelming. It didn't helped that the amount of arrows it fired got reduced along with the nerf of vanquisher arrows. Other classes were able to kill Yharon in 3 mins or so (without rage/adrenaline) while phangasm took 4 mins. I suggest increasing the amount of arrows it fires/buff arrow velocity to make it more satisfying to use as currently it is outclassed by the Alluvion, which took 3:15 to kill Yharon.

Suggestion Author

@torpid monolith

arctic boughBOT
#
**Buff The Cold Divinity**

It's damage rarely taps above 500 (with pre-plant gear might I add), and it's just really weak, even in comparison to the eye of night, which deals over 1k and is generally just better, I have three suggestions:
Buff it's right click attack
Remove right click but have normal ice crystals only take up 0.5 slots
just slightly buff damage as is.
There's a lot more other things that can be done, and it's all up to the devs, but it's just not a viable pick, especially for malice mode.

Suggestion Author

@solid sail

arctic boughBOT
#
**Buff Pulse dragon to be more consistent**

The weapon is extremely inconsistent making it horrible compared to other options such as Tyrants Ultisword. (I did 4 attempts, this is by far the best one as others couldn't even kill it because they ran out of charge before polter's death, for the gear its proficiency 10, 3 W, 1 Q, 3 M as accessory reforges)
The weapon does too little damage for its range most of the time, and it consumes charge extremely fast.
Additionally its projectiles could use some work: They last too short, and they barely do any damage. And to add insult to injury they are just re-used sky dragon's fury/martian launcher projectiles which by the way do not fit the pulse weapon energy color (purple) .
Please buff this weapon to be more consistent and perhaps give it a visual overhaul to fit with the other arsenal weapons of its type

Suggestion Author

@tacit arch

arctic boughBOT
#
**Play the intro of Forbidden Lullaby in between Anahita leaving and Leviathan spawning, similarly to DoG’s phase transition**

There’s a short transition period before Leviathan spawns; changing the music here and letting it drop with the boss entering would be smoother than letting it slowly fade into Forbidden Lullaby after the entrance. It’s already done with the intro of Universal Collapse, so there’s no reason not to do it here as well.

Suggestion Author

@tight hollow

arctic boughBOT
#
**Make the DOG teleport based on the player's movement, rather than that of the boss**

Currently, DOG has the ability to teleport in the second phase if the player gets too far away. This I presume is an anti-cheese mechanic to prevent the player from just running away. However, due to a bit of a quirk in the AI of worm bosses, they can kind of just "run off" and go pretty far away from the player. The result is that you're essentially punishing the player for a problem with the AI. So I think there should be a distinguishment between the player moving too far away and the boss just deciding to go somewhere else. Because it adds a lot of unnecessary difficulty to the fight, especially toward the end when it starts firing more projectiles when it teleports.

Suggestion Author

@royal oyster

arctic boughBOT
#
**Remove Calming Potion Effects from Cadance Potion**

Doesn't matter when fighting bosses, but when using this potion farming enemies/loot it makes it take longer as it grants the Cadance buff and inherits Calming Potion traits; "Decreases enemy spawn rates by 35.90% and maximum spawn count by 44%." Also remove Calming potion from crafting recipe.

Suggestion Author

@stuck basalt

#
**Fix Cadance Potion Tooltip**

Specify reduced spawn rates instead of "Reduces enemy aggro".

Suggestion Author

@stuck basalt

arctic boughBOT
#
**chaos state volume cue**

Add an audio cue when chaos state ends

Currently it is very hard to tell if you still have chaos state during a boss fight at a glance, especially if you are using any of the buffs from Cirrus. A simple fix would be to add an audio cue similar to the adrenaline/rage meter cue when chaos state ends so you know you can teleport without having to look for a single tiny icon

Suggestion Author

@raven trail

arctic boughBOT
#
**Readd Rod of Discord Crafting Recipe (But With Massively Increased Cost)**

Rod of Discord' recipe was removed in Patch 1.5.0.002 in favor of making it purchasable from the Wizard, and it is perfectly understandable that the crafting recipe is removed as there will be no reason to buy it if the alternative is much easier, however several problem comes with it:

  1. The purchase was intended as kind of a "money sink" with the new reforge system (costing less), but reforging accessory and purchasing potion is still pricy.
  2. The purchase method is kind of easier than the previous crafting method, as the player simply have farm (pre-HM) bosses (which they easily can with HM weapon)
  3. It causes disadvantage to player who simply do not read changelog/wiki, the biome specific condition makes sense in vanilla 1.4 but in Tmodloader people do not put NPC in specific biome (no pylon = more walking)

However, the crafting recipe have several advantage the purchase method don't have: 1) it is much more accessible to new player, as it requires Soul of Light, a common crafting material that most player certainly will check recipe upon (Guide or Recipe Browser); 2) It gives Chaos Fish a purpose (than just teleportation potion which is mostly useless) when fishing other useful hallow loots; 3) Simply farming money is not exactly the most interesting alternative way to acquire RoD.

The concern was the crafting method will be much easier than the purchase method, therefore the crafting cost simply have to be increased to match the purchase price. Even increase to the extreme like 50 Chaos Fish and 200 Soul of Light will still at least give the player (especially those who are not aware of the purchase method) better chance at acquiring the item than just "read wiki and get money". The purchase can still stay, just that crafting should also be available.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Add a Map Icon for the Desert Nuisances**

Due to needing to be close to the ground during the Desert Scourge fight so it doesn't enrage, coupled with the fact that Desert Nuisances are really fast, cheap, unpredictable hits can happen a lot during the fight. I suggest giving the Desert Nuisances a map icon so they can still maintain a threat while being fairer.

Suggestion Author

@pallid ridge

arctic boughBOT
#
**Buff Launch and Pull Velocity of All Pre-Moon Lord (especially Hardmode) Hooks**

Currently most hooks are too slow and the extend of their usefulness is just to reset wing flight time/double jump.

The following are general description of their usefulness (from my own testing):

  1. Diamond hook and Skeletron hand can't get you onto platform if drop more than 17.5 blocks below it, hooking directly up. Both are the best pre-HM hook available (Bat Hook is HM in Calamity)
  2. If you want to do any angled movement (while dropping), you have to pre-fire before you drop more than 10 blocks (depend on angle)
  3. HM, directly up: no hooks more than 22-23 blocks below a platform (Lunar Hook barely do 24, "2nd best hook" in game)
  4. Angled movement HM hook: fire before dropping more than 12.5 blocks (depend on angle)
  5. Bobbit Hook: directly up 31-32 blocks, angled around 25 blocks (depend on angle)

The above stat means that most hook is too slow to be use for movement and only as a tool to reset wingflight/double jump when you are already close to platforms by hooking and immediately cancelling the pull.

(Except pre-HM where bosses are slower) Only Bobbit Hook can be realistically used against bosses on tier due to its extreme launch and pull velocity. Serpent's Bite and Bat Hook are better than Lunar Hook simply due to higher velocity. Other hooks launch and pull velocity should be buffed accordingly to make them useful on tier (reach can stay the same and scale with progression).

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Slightly buff day Providence crystal attack**

This attack is somewhat unnoticeable and isn't as engaging as the night variant. Perhaps increasing the fire rate or decreasing the gaps in between the crystals would make it more of a threat.

Suggestion Author

@torpid monolith

arctic boughBOT
#
**Post early game uses for Wulfrum Metal Scraps and Energy Cores**

Wulfrum Metal Scraps and Energy Cores are early game materials dropped by common daytime surface enemies. Early in a run they are the perfect material, allowing you to make powerful tools, weapons and armor faster and better than laborious underground excavation, while also exploring the uncharted surface of a new terraria world. However, as one progresses to mid-pre-Hardmode, the player obtains better alternatives to Wulfrum equipment, which somewhat causes a problem: Other materials from ores or bosses can be harvested as needed, but Wulfrum material comes from enemies obstructing the player during the safest time for surface travel. The player can therefore accumulate large amounts of it through normal play, but it has lost all use other than decorative. Some sort of “sink” for the material that would allow it to be useful later in the game would make killing Wulfrum Enemies more gratifying to dispatch in the later stages of the game, doubly so for energy cores.

Suggestion Author

@hasty star

arctic boughBOT
#
**Improve the rendering of the astral haze to be smoother and less laggy**

When you enter the astral sometimes frames drop drastically especially if the background is on, likely due to how much the game engine has to draw. Having the haze’s rendering changed or optimized would allow the transition from entering and exiting the astral infection to be much smoother and hopefully less laggy.

Suggestion Author

@tacit arch

arctic boughBOT
#
**Make Lunar Pickaxe tooltip more clear**

For now, lunar pickaxe tooltip says "Able to mine Uelibloom ore in the jungle". It might be confusing when a newbie gets it without any wiki because Picksaw says mostly the same but for Scoria ore located in the abyss. Scoria ore is generated on world generation so Picksaw just hints newbie where scoria ore is. BUT, Uelibloom ore is generated after Providence death showing message saying about Uelibloom ore spawning in jungle mud, that makes Lunar pickaxe tooltip some kind of confusing because newbie will search for non-existing ore. So to fix it, i suggest change tooltip from "Uelibloom located in the jungle" to just "Able to mine Uelibloom ore"

Suggestion Author

@opal robin

arctic boughBOT
#
**Move Ravager to Post-Provi and make him the only bloodstone boss**

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

arctic boughBOT
#
**Stop the Exo Twins desyncing their attacks**

Every time they do their shotgun/rocket and berserk attacks, artemis takes longer than apollo to do said attack, resulting in his attack pattern being at a different point to apollos. This is bad for a few reasons, one being it makes it harder to avoid later instances of those attacks as one of them will still be firing its normal projectiles, such as trying to dodge the ohio beam while having to avoid apollos plasma blasts. A simple fix is to just prevent apollo resuming his normal attacks until artemis is ready to as well.

Suggestion Author

@worthy pecan

arctic boughBOT
#
**Make Anihita join Leviathan at 50%**

The fight is suppose to be a duo of 2 bosses fighting at once, but it feels more like fighting 2 bosses separately. The duo phase feels too short with Anihita joining at 40%, leaving her vulnerable to getting melted since many players target her first.

Suggestion Author

@torpid monolith

arctic boughBOT
#
**Give HP Bar Special Effect When Boss Is Invincible/Have Absurd Defense As Mechanic**

Some of Calamity bosses have mechanic where basically a boss is invincible or have increased defense that the player must do something else to disable said invincibility. The suggestion is to give HP bar special effect (an example is "shielded" or something similar) to make it clearer that the player is supposed to do something else (or to simply indicate invincible such as phase transition) and not just keep attacking.

It will be easier to explain with the examples below:

Direct reference to this mechanic:

  1. All worm boss that have temporary DR on spawn; 2) Hive Mind (with dank creepers in phase 1); 3) Perforator Hive (when Perf Worm 3 active); 4) Rev+ Mode The Twins (when only 1 entered Phase 2); 5) Calclone (brotherphase); 6) Dragonfolly (phase transition); 7) Main Profaned Guardian (when other guardians are alive); 8) Providence (out of biome enrage); 9) Ceaseless Void (when dark energies alive and final desperation phase); 10) Yharon (subphase + phase transition)

Also applies to these (though less needed):

  1. Cryogen (when shield active); 2) Calclone (bullet hell); 3) Anahita and Leviathan (phase transition); 4) Rev+ Duke Fishron (phase transition); 5) Stormweaver (phase 1); 6) Old Duke (when not tired); 7) DoG (phase transition + during sentinel phase); 8) Exo Mechs (for non-active mechs); 9) Scal (bullet hell, brotherphase)
Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Rework Cnidrion.**

In the very early stages of pre-hardmode, when you don’t really have movement accessories it can be hard to avoid the constant wave of projectiles, even though much of Calamity’s earliest content is directed to the desert where it spawns. This doubly goes for underground, where the lack of space can make evasion almost impossible. However, the projectiles are slow, and can be outsped with proper movement very easily. Making the projectiles fire with more delay but higher velocity would solve this, giving slow players space to dodge on the ground but keeping mobile ones on their toes.

Another issue with Cnidrion is that it rarely drops anything of worth, becoming a minor nuisance later on that rarely drops anything. In hardmode it’s even weaker than many normal desert enemies. A way to solve this would be to make Cnidrion rarer, but have miniboss-caliber health and drop items at a higher rate. To avoid becoming obsolete, as certain bosses are killed Cnidrion could gain higher stats and buffs to projectile speed/rate while also dropping more powerful items, such as forbidden fragments in hardmode.

Suggestion Author

@livid owl

arctic boughBOT
#
**make many large projectiles make a sound effect when being destroyed from touching a block**

many weapons, such as Lionfish and Night's Gaze make a generic projectile-hitting-block noise, which makes sense given a big projectiles is being destroyed. However, certain weapons such as Shard of Antumbra and Luminous Striker simply disappear with no fanfare, which often feels a little weird, and can be confusing for some when they use a large weapon in a small, confined space, and the projectile is shown briefly before being destroyed. The sound effect wouldn't have to be anything special, just the regular projectile breaking noise that is used by most arrows or bullets would work.

Suggestion Author

@winged laurel

arctic boughBOT
#
**Increase biome height range during boss fights**

This mainly affects bosses that enrage out of biomes such as Desert Scourge, Evil bosses and Cryogen. Increasing the biome height range to a reasonable amount would not only make these bosses much more pleasant to do, but helps reduce lag due to constant background switching.

Suggestion Author

@torpid monolith

arctic boughBOT
#
**Tone down the probes in death mode destroyer. Also slightly nerf its amount of segments.**

While The Destroyer itself is alright on death mode, it's probes are not. Despite the nerf to them (no contact damage), they are still extremely annoying and make the fight that much more unsatisfying; Dodging his laser barrage just to be hit by a cheap laser hit from the probes just suck, along with that it adds randomness to the fight.

Also, nerf the amount of segments he has slightly, it's extremely annoying how long it can take to run across his segments.

Suggestion Author

@worldly obsidian

arctic boughBOT
#
***Nerf the Ichor Blobs for Malice Mode Perforator Hive.***

In malice mode, perforator is a rather interesting fight, as there is a lot requiring you to focus on, this being the boss itself charging you, firing projectiles that fall down with tight spaces between them, the three different worms that have greatly increased speed and a bit more damage in malice mode, as well as perforator hive's ichor blobs. i feel that these ichor blobs can punish the player a little too much while trying to focus on the boss, its projectiles and the worms. The ichor blobs restrict the movement area the player has and do contact damage, as well as inflicting the ichor debuff for a few seconds. Hitting one of these leaves you open to damage by the boss itself, whether this be by the player's own error, or getting knocked into one or two by the boss, or the worms, feeling just a little punishing. fighting this boss on-tier seems just a little unfair as the sword dropped by the perforator is sought after by the melee class at this point in the game. I feel that these ichor blobs should be either nerfed in some way, limited, or have their frequency decreased, as there is already a lot to deal with when facing this boss on malice.

Suggestion Author

@modest badger

arctic boughBOT
#
**Make Ravager in malice mode less annoying he should be reworked maybe make his wall no contact damage or make an animation as they spawn**

Ravager is about his summons i get that but he spawns everything instant, which makes dodging hard, in his first phase its alright because you can focus on dodging his walls but later its getting near impossible to not get cheap hits from the walls. its totally not satisfying to get killed by instaspawning walls. Why can i a first time malice player beat every malice boss until providence and not Ravager.

Suggestion Author

@oak sequoia

arctic boughBOT
#
**Nerf Malice Mode Brain of Cthulhu.**

Specifically, its teleportation ability. The frequency at which it teleports combined with how close to you it teleports are very annoying to deal with, as it may teleport directly on top of you and deal insane amounts of damage incredibly quickly.

Suggestion Author

@gentle veldt

arctic boughBOT
#
Rework or just undo the changes to Destroyer's barrage system

The changes to Destroyer's laser barrage system were meant to reduce rng, but it actually had quite the opposite effect in my opinion. The new system allows for a ton of hits, such as him starting a barrage right next to you, and just doesn't feel rewarding to dodge. In vanilla, it gives a cool feeling when you weave through a barrage of projectiles, which is helped by the small laser hitbox, but when you go through the line of lasers in calamity it just feels like you got lucky. The problem is further worsened by Destroyer's ability to fly during the fight, which makes it easy for him to wrap around you with his excessively high speed and force you between the destroyer body and a wall of lasers. The problem gets even worse when Destroyer gets to low hp and can fire 2 barrages of lasers at once, resulting in a lot of situations that just feel really rng and not fun to dodge. For some examples of when destroyer can get free hits: Did he start the barrage too close to you? cheap hit. Did he coil around you while a laser barrage was going? hope you're feeling lucky. Did he do the first barrage while even slightly curved? hope you have the RoD and really good reaction time. Are 2 barrages going at once? sure hope that the angles they're firing from don't just so happen to make it nearly impossible to dodge.

The reason the barrage system works well with Astrum Deus is because of his small segment count relative to other worm bosses. It provides a quick wave of projectiles that you can react to, effectively treating it as one large projectile rather than several small ones. Combine this with it being really hard to get coiled by him makes the attack enjoyable to dodge. However, this barrage style just doesn't translate well to much larger worm sizes for the reasons listed above.

tl; dr: the barrage system for destroyer just makes the fight worse, not better.

Suggestion Author

@wide fog

arctic boughBOT
#
**Retier RTN, or buff it to be viable post-polter.**

As it currently stands, I firmly believe that the RTN is unviable for its stage. 15 armor penetration at the stage where most weapons start dealing damage numbers well around 300-900 damage is worthless, and the 10% is negligible, as it will not only get destroyed by the additive damage calculation, but it's also not as worth it as other class specific/defensive/all-class accessories at this stage. (For example; Gauntlets & Ranger scopes for Melee & Ranger respectively, and Affliction & The Community for defensive/all accessories. Necklace of Vexation for nohitting, along with minion slot summoner accessories can also be added to the list of items that can replace RTN).

I have a few ideas on how to potentially fix RTN.

1. Retier it to pre-ML

  • Instead of having reaper tooth in its recipe, it would be replaced by lunar fragments, preferably something like vortex for better theming.

OR.

2. Buff it reasonably in post-polter.

  • Instead of its current stats, it's stats would reflect its pre-nerf stats; Having an upside and a downside.
    The stats would be;
    Ignore enemy DR (RDR not effected.) By around 20%. The damage bonus would be slightly buffed; to around 15% instead of 10%.
    However, as a downside, it would reduce your max HP by 15-20%, along with removing 15% DR.
    It would also slow you down, by around a -15% movement speed penalty OR reducing wing flight time by a specific amount.
    I will feel like these stats are perfectly balanced for the next boss ahead; DoG.
    DR ignoring abilities on this boss can BE especially powerful due to most weapons at this stage doing extremely low damage on its body segments, this accessory would help with overall more damage at the cost of being much, much more prone to the DoG himself, due to the lower mobility and reduced HP granted by the accessory.
Suggestion Author

@worldly obsidian

arctic boughBOT
#
Rework of Difficulty Activation

Get rid of Death, Revengence, Malice, Armageddon items and make this indicator toggable by just clicking on it. Would save the need of 4 extra items and all the inconveniences that comes with that. Add Tooltips for the difficulty by just howering over the symbols, also possible redesign of the indicator. Also add a litte "lock" button so you can lock the difficulties so you cant trigger them by accident.
Or just make all difficulties a single item that opens the indicator to have it centralized anyway.

Suggestion Author

@abstract fiber

arctic boughBOT
#
**Buff Turtle Armor**

This is completely outclassed by the other options at this tier. Hallowed, Daedalus, and Chlorophyte armor all provide nearly as much defense, while granting significant stat boosts to damage and movement speed above what turtle can offer. In terms of sheer defensive utility, Titanium armor's Shadow Dodge and Daedalus armor's bullet reflect set bonus easily outperform the extra defense Turtle armor can offer, and Turtle armor's signature thorns gimmick is laughably useless. Turtle needs significant buffs to have any niche whatsoever.

Suggestion Author

@safe estuary

arctic boughBOT
#
**Buff, Rework or Delete Momentum Capacitor**

(https://calamitymod.fandom.com/wiki/Momentum_Capacitor if you don't know what it is, I don't blame you) This obscure and godfucking awful accessory summons a tiny electromagnetic field that gives a 15% dmg boost as well as a movement boost to the rogue projectiles that go through it, an interesting gimmick that is simply not worth using due to the following:
-Its outclassed badly by any accessory available, even ones gotten before any pre-hm boss, if you want projectile speed there are multiple rogue accs do that already.
-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 (which takes too long)
-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).

If you want to rework it here are some ideas:
Redirecting projectiles that pass trough it towards enemies.
Making projectiles orbit the field (similar to Ultrakill's nailgun magnet)
Supercharge projectiles having them have more electric/electromagnetic properties
Reworked to not play around stealth

Alternatively just get rid of it as its gimmick; although unique, is rarely ever useful.

Suggestion Author

@tacit arch

arctic boughBOT
#
**Give prokectile melee weapons better ways to reach bosses early hardmode**

As of right now many vanilla weapons and some calamity weapons included have a very tough time hitting bosses consistently or just keeping up with them especially since they either do massive damage up close like aquatic scourge, destroyer, or brimstone elemental or they move away from you like the twins, cryogen, and skeletron prime. At that stage you do not have the mobility to be able to reach to the bosses or to keep up with them to go in close enough for weapons such as bananarang, ice sickle, frostbrand, crystal blade, and many more struggle to even damage bosses consistently what so ever.

By increasing the weapons range, projectile speed, or projectile lifespan can greatly increase potential dps as it allows them to hit their targets better and more consistently and allows them to compete with other weapons while not having to risk a lot for such a small reward.

Suggestion Author

@elder topaz

arctic boughBOT
#
**Nerf Silencing sheath line by not making them able to stack with each other**

The +20 stealth may not seem that big at first but it gets extremely out of hand once you can get a lot of stealth via accessories of which only this line and ethereal exhorter grant. Stacking sheaths is extremely overpowered causing a lot of kill time differences even late into the game and provides a far greater boost than rogue accessories that are dedicated to boosting the power of your attacks. Here is a .txt file that lists the difference between using Moonstone Crown and using Silencing sheath against the Boomerfish but this applies for the whole game.

Suggestion Author

@tacit arch

arctic boughBOT
#
**Give Reaver Headgear Set (Mining/Exploration One) More Pickspeed and Better Effect**

The design of the set is to have high out-of-combat utilization, multipurpose armor through effect like increased pickspeed, tile placement, lighting and so on. However as of currently the set simply provide way too little pickspeed (probably the thing people mainly use it for) for it to be useful.

The Reaver Headgear set provide only 10% pickspeed (compare to Mining Set 30% or even Platinum Set 40%) which is way too low at this point of the game. Most of the time the player will rather just use Platinum Set over Reaver because of that alone. On top of that, the Magic Lantern/nearby treasure lighting effect is simply way too weak post-Plantera, and it should be fine to just give it permanent spelunker effect.

Suggestion Author

@drowsy mantle

#
**Make Chlorophyte Bar Cost Less Chlorophyte Ore**

While chlorophyte ore can respawn, the current chlorophyte cost is still too high in that it is a post-Mech ores, which arguably Jungle is the most difficult biome at this point of the game. Many recipes (especially those using Spectre Bar and Shroomite Bar) also use them in large amount which again requires chlorophyte bar. On top of that, the mass amount of different ore spawn (6 hardmode ore, other ores like aerialite and perennial) also occupy chlorophyte ore spawnplace making them harder to acquire, which only become worse on small/medium world.

For reference, 324 ores (54 bars) are required to make chlorophyte armor alone, and the player usually need more to make any weapons using chlorophyte bar (especially for things like chlorophyte bullet). Without Calamity ore spawnboost mechanic (like current hardmode ores), the current cost is simply too high.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**buff/give a worthwhile upgrade to the rusty medallion.**

currently the rusty medallion is a worthless accessory that wouldn't be used even during pre boss fights, giving it an upgrade/ buffing it to be a worth while power up that could allow better viability during fight/bosses is an over all positive that can lure more people to the early game post EoC acid rain event.

Suggestion Author

@novel sapphire

arctic boughBOT
#
**Active items in the piggy bank and safe **

Some items like the sirenproof earmuffs and the ball and chain are only active if in the inventory which is valuable space so in my opinion those items should be active while they are in the piggybank/safe/defender's forge.

Suggestion Author

@light mantle

#
**A slight buff to the Barracuda gun**

The barracuda gun while not being a weapon most would use if someone tried it out on a boss that dashes or a fast enemy they would find that even though it looks like the barracudas are stuck onto the enemy they are actually just homing which causes them to miss a lot of the time and that causes a lot of problems- my idea is to make the barracudas actually get stuck to an enemy and no matter how fast it moves it will stay on it so the weapon can be used against fast moving enemies/bosses like duke fishron and plaguebringer goliath. Another thing that could be done to buff the barracuda gun is to give it unlimited range or longer range since most bosses also go slightly out of range which causes the projectiles to go back and lose a ton of damage

Suggestion Author

@light mantle

arctic boughBOT
#
**Tone down the oppressiveness of Ares' attacks.**

Currently, Ares is by far the most threatening exo mech. While this on it's own wouldn't be a bad thing, it's made bad by the fact that Ares' attacks are often simply too unfair. These attacks make it so that:

-It's essentially suicide to go towards Ares' laser cannon.
-It's essentially suicide to go up during mecha mayhem.
-(In malice) gauss nuke can be extremely unfair to dodge if not falling.
-Tesla cannon can make massive laser walls if, say, the player RoD's at the wrong time (not a huge issue).

I'm not saying Ares needs to be completely reworked or made easy, I'm just saying that at this point in time, many of his attacks are unfair, unfun, and some are just plain stupid (gauss nuke having an absolutely massive, almost invisible blast radius, laser cannon either not doing anything or insta-killing you), while others are negligible at best (what's plasma cannon again?). Not only are the attacks unfair, but while these attacks are present, it'll be very hard to balance the fight as a whole, as these attacks essentially force the player to fallgod, invalidating almost the entire fight. While Ares is present, adding new attacks will be redundant due to fallgodding, and adding attacks that force the player to stop falling will be unfair. Ares as a whole has massive potential, but currently it's just too flawed for players to consider this potential.

Suggestion Author

@amber mica

arctic boughBOT
#
**Replace Yharon's horizontal flare dust attack**

This attack barely poses a threat, where the boss flies in a line placing flare dust which don't really do anything other than seek towards the player after a while. However, the delay is too long and doesn't really get noticed. This attack is pretty useless and bland compared to its other attacks overall.
Replacing it with the split/gravity-affected fireballs (betsy inspired attack) will be a great fit in its current attack pattern as i feel its quite under-utilized at the moment.

Suggestion Author

@torpid monolith

arctic boughBOT
#
**Nerf Death mode's buff to the "Electrified" debuff**

An enemy that can inflict this debuff will always be a massive threat in Death mode. For example, the Shockstorm Shuttle enemy that spawns in hardmode will forever be a threat due to the debuff, even if you are way past that point of progression. This is also a problem in the Storm Weaver boss fight, most of my deaths are due to the sky lightning attack inflicting the debuff rather than getting hit by the boss itself. It would be a lot more fair if this one debuff didn't get a buff in damage.

Suggestion Author

@willow escarp

arctic boughBOT
#
Make the malice mode profaned guardians not go beyond your movement speed

This is because it makes it technically impossible to dodge them when you move any direction

Suggestion Author

@frosty lynx

arctic boughBOT
#
**Increase the spread width of (or rework) PBG’s Nuke Barrage**

The nuke barrage is incredibly hard to weave through, and doing so tends to put the player in a bad position when PBG switches to her next attack. But it can also be ignored by just going around it. Making it easier to dodge through, but cover more space, would greatly improve the impact of this attack and make the PBG fight more satisfying.

Suggestion Author

@woven knot

#
**Make the Sleepy Octopod, Sky Dragon's Fury, and Dragon Rage deal True Melee damage with the spinning staff/blade**

These weapons meet the criteria to be considered true melee weapons, being close-ranged melee weapons that either don't shoot projectiles or only do so when hitting enemies with the blade (with the exception of the Sky Dragon's Fury's alt-fire). There are also weapons that aren't standard swords/spears that still deal true melee damage like the Arkhalis, Phosphorvescent Gauntlet, and Murasama, so the requirements are flexible enough to account for them. However, these attacks aren't considered true melee attacks, and as a result will not receive true melee damage bonuses or activate true melee specific synergies, such as the Soaring/Titan Scale potions, Hide of Astrum Deus, or Bloodflare Armor set bonus. The Sleepy Octopod and Sky Dragon's Fury are very rarely used, and giving this bonus to them would help increase their usage and viability, although the Dragon Rage would stand a good chance of needing a nerf if received the buff, considering how good it already is against SCal's Brimstone Hearts and XM-05 Thanatos.

Suggestion Author

@vestal tide

arctic boughBOT
#
**Make the destroyer probes despawn at the same time as the destroyer**

It pretty much replicate the AEW problem, that when you die, they dont despawn quick enough, which causes the probes to spawncamp you if your arena is close to spawn. If that solution isnt available, at least make it so that they ignore the player after they die and the world isnt in multiplayer like how skele prime just ignores you when you respawn (at least that keeps happening to me)

Suggestion Author

@tawdry pivot

arctic boughBOT
#
**Make the RPG proficiency level system have a UI in the game**

As it stands the proficiency levels are underused and forgotten. Level meters take up an accessory slot and is nowhere near worth it, and the entire leveling system lacks a UI, so most people don't even remember it's there until the little fireworks show up. I think that having a UI of some sort would greatly boost the usability of the leveling system, perhaps using the level meters in a vanity slot or even just having them in inventory would show this UI, similar to an info item

Suggestion Author

@main flower

arctic boughBOT
#
**Make Proficiency Grant Useful Non-Combat Bonus Instead Of Mediocre Class Specific Bonus**

Proficiency bonus currently is intentionally mediocre at best and completely unnoticeable at worst (for gameplay balance), especially pre-ML. Proficiency only exist as a "congratulation you use a class a lot, here have tiny amount of damage bonus" and to further disincentivize class switching. It gives no sense of "growth" for its intention as an RPG-like mechanic as its effect is simply too weak.

Thus the suggestion is to rework the type of bonus proficiency grant to non-combat bonus instead so that there is no concern for breaking gameplay balance.

  1. Effects such as Item Grab Range and Money gain (such as more money drop from slain enemy) are desired effect all-game long that the player couldn't get since removal of Lore effects.
  2. Furthermore (though less balanced), effect such as Movement and Flight Speed when not in combat/no boss alive is a big deal for exploration/traversing the world.
  3. Even effect like higher drop rate of rare item or more drops from enemy can work.
    This way the player is rewarded for playing the game more rather than only playing a specific class more.

(The following are just an example) Simply unify all Class Proficiency to under an overall/general proficiency so that there is no worry of class-switching will disable the bonus. The intention is so that the above bonus can be granted without limiting the player to only lock themselves to playing a class. Otherwise if class-specific proficiency is to be keep, simply make it so that the player can still earn class-proficiency level but make the bonus granted based on a hidden "general proficiency".

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Rework GSA (Godly Soul Artifact)**

GSA got reworked in 1.5, changing its ability from summoning two extra mini-Yharon summons to just giving 1 slot per bird.
Seeing as each bird takes 5 slots already, saying that this effect is inferior to its previous one would be an understatement, and although I do understand that the mini-Yharon summon had to be reworked entirely because of balancing issues, GSA suffered way too much because of it in my opinion.
On top of that, it pretty much forces you to spam Kindle Staff to get the "best damage", and overall decreasing the possibility of variety in your minion builds.
I'd just like to have a better reason to equip it over another accessory, as it went from "pretty useful and somewhat worth the slot sacrifice" to "as useful as the Momentum Capacitor is for rogue".

Suggestion Author

@karmic spruce

arctic boughBOT
#
**Make Boss Effects, Rage and Adrenaline Not Consume Buff Slot**

Buff slot basically serve as a limiter for how much advantage the player can get through most notably potions (basically stop you from spamming potions), and it is important to not overcapped your buff slot as you can potentially lose some buff if enemy apply debuff to you or cooldown (notably Rod of Discord and HP pot). However, the mentioned 3 buffs should be excluded from buff slot due to the nature of how they exist.

Boss Effects is a consistent buff that (basically) has no effect in the boss fight itself, as in everything it does do not have to be applied in a debuff form. All of its effect can simply be a continuous effect when a boss is alive. The only use of it existing as a buff is to tell the player what it does, which can be substituted with a special UI that functions the same.

Rage and Adrenaline on the other hand, while granting the player actual combat benefit (damage boost), should not be a buff as it can potentially punish the player. They occupy two buff slot which the player is not sure can be accounted for as there is no guarantee that they are able to activate either (especially Adrenaline). The player should not be punished for potentially lossing a potion buff for doing unexpectedly good in a boss fight.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Remove Old Duke's gore vomit attack**

Old Duke can be a very projectile spammy boss, specially when considering the patterns of his weaker variant. Even his projectiles spawn projectiles upon death.
I believe that the gore vomit attack is simply unnecessary, considering it has the same effect as summoning the Sulphurous Sharkrons - making a damaging gore rain.
As such, the gore vomit is an expendable, functionally unoriginal attack that only contributes to projectile spam. It should be removed.

Suggestion Author

@distant mason

#
**Rework Old Duke's third phase**

Phase 3 of Old Duke could be reworked to bear a stronger resemblance to Duke Fishron's, while also improving on it.
The current phase 3 is basically phase 2 but with teleports. Having all of the fight's projectiles and teleports at the same time only undermines the boss, as it can often feel unfair and claustrophobic. 
Phase 3 could be changed to something more familiar - a green mist covers the screen, with the current OD teleports. All other attacks are removed, except for the Tooth Balls; meanwhile, the dashes are improved.
This would enforce a very mobility-centered phase 3, eliminating a lot of the unfairness and giving Old Duke a stronger connection to Duke Fishron.

Suggestion Author

@distant mason

arctic boughBOT
#
**Switch Yharons second phase theme from the instrumental to the vocal variation mid battle**

The calamity mod has many inspirations from Metal gear Rising, this shouldn’t be a big surprise with things like the health bars and the Murasama. But I think a cool place to add another reference would be in the Yharon boss fight. Like Mgrr, Yharons second theme, Roar of the Jungle Dragon, has an instrumental and vocal version. In Metal gear, the fight would begin with the instrumental and during the climax of the battle, would add vocals to the music to enhance the mood of the battle. I think this would happen somewhere between 40-60% HP during a phase shift in the Yharon fight. I feel this would be a cool nod towards Metal gear along with helping to make the Yharon fight even more memorable.

Suggestion Author

@worthy arch

arctic boughBOT
#
**The Devourer of Gods and Sentinels fight**

Add an option onto the Cosmic Worm, where you can re fight DoG with the sentinels in the battle. I don't know if its just me but I like doing the fight with them. Just fighting DoG phase 1 and having it turn right into phase 2 gets boring after a while and the sentinels fighting you like they do the first time makes it more fun to do.

Suggestion Author

@mint otter

arctic boughBOT
#
**Cadance Buff Visual**

Cadance Potion's power is great, but I think the visual is quite annoying. The amount of hearts pop out are just too "noisy". The buff icon is enough to show that effect is active. I want to see my character clearer.

Suggestion Author

@magic dagger

arctic boughBOT
#
**Rework the amount of time dynamite takes to explode in Hardmode.**

This would make arena building quicker and less of a hassle, as having a shorter fuse time by hardmode would be helpful because as at the time where you're using dynamite to clear out an area for an arena like the Exo Mechs/Draedon, you usually would have a movement mount/movement accessories which can easily help you get out of the explosion radius of dynamite, like wings or a dash accessory like the Master Ninja Gear or Statis' Void Sash.

Suggestion Author

@civic rain

arctic boughBOT
#
**Have a grace period for Adrenaline to not be able to be depleted just as it reaches full.**

Adrenaline's whole gimmick is not taking hit to get big damage. And while it's fine for the most part, the fact that someone can lose it by getting hit just as soon as Adrenaline reaches full can feel really shitty, especially since one built it up all the way already. Having a brief grace period for Adrenaline to not deplete just as it reaches full would make building for it a lot more reassuring without breaking too much into Adrenaline's identity.

Suggestion Author

@wise radish

arctic boughBOT
#
**Improve Astrum Aureus' spawn location after teleporting**

The boss spawning is pretty inconsistent, where it can spawn inside/under tiles. This gets annoying if you don't have full solid tiles where the boss just falls off. Making it spawn a bit higher or prevent it from spawning in tiles would overall make the fight cleaner.

Suggestion Author

@torpid monolith

arctic boughBOT
#
**Buff post pl set wings or nerf the post-ml tracers to make the set wings an actual option**

Right now, calamity pretty much forces you to use the tracers, cause their speed is unmatched during flight and taking up two slots for boots and wings in accessories isnt just optimal. This makes the set wings pretty much useless, cause using the boots are always more optimal

How to change this? Well i got a couple of ideas

  1. Make actual custom benefits to the setbonus use of the wings instead of just raw stats. For example, silva could like spawn homing leaf projectiles for a bit of damage (this is just a 30 second made up idea). This adds actual comparativity to the wings, if the buff is strong enough of course. This risks making the buff too strong do, so it would have to be made w care

  2. Make you able to use boots in the vanity slot, nerfing the boots a ton but keeping the sprint effect as the same. This would for example, reduce the wings flight time or something like that a bit when used to not be op, but keeping the sprint momentum and buffing the set wings.

  3. Just nerfing the boots sounds like bad changes, but it could work. Imo patches should be bringing things on to the same level w buffs, not nerfing the good thing cause the tracers arent certainly broken. But a couple of nerfs that could happen are reducing on flight speed on tracers or forcing a sprint delay after landing.

Suggestion Author

@tiny fjord

arctic boughBOT
#
**Make Bounding Potion Easier To Acquire Without Blood Orbs/External Mods**

Bounding potion is one of the most powerful movement potion in the game as it is basically a second copy of frog legs, being viable from pre-boss to exo/scal. However, it is extremely difficult to be acquired by player who do not use external mods (luiafk, alcnpc etc.)

Its material is too hard to acquire: frog is a critter that can easily be killed by enemy with boosted spawnrate, making it obnoxiously hard to get in large quantity and there is really no other alternative to it (blood orb is not really a good reference as it trivialize all potions alike).

Some example changes to make the potion easier to acquire:

  1. Make more copy of bounding potion with one set of material (or only cost more vine)

  2. Make frog be able to be fished up in specific biome (or any alternative way to get frog)

  3. Replace frog with a different material in the recipe

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Rework Biome Shrines**

As it stands, biome shrines are difficult to find, They're not implemented in some biomes, and the loot is either really good, or you forget you ever even found the shrine in the first place.

First, I think similar to the Draedon labs, Shrines should have some sort of tracking system, because at the moment, most people who don't use spoilers or wiki wouldn't even know these exist, because most people aren't insane enough to mine out their entire world on the chance that one of these exists. A tracking method would both tell people, hey there's something cool to find, and tell them at least the general direction of where to find it

Also, the loot in them should be more balanced, as right now some of the biomes have really good loot, like the desert, mushroom biome and cavern, and then... there's literally every other biome (besides abyss which is a WIERD case). I think that all of these should at least provide some sore of warrant to use early on, because right now they're usually found so late into the game that they're useless, or even when you find them they already are useless. For example, the trinket of Chi's effect has little to no use, and it's not a generally easy one to find, being spawnable anywhere in the top 1/4 or so of terrain. So I think they should really have some more reward backing up the difficulty to find these tiny structures.

This is also just a small side thing, But I do think some other biomes would do great with shrines (Sulphurous sea, Space, Brimstone Crag, Jungle, Sunken Sea)

Suggestion Author

@main flower

arctic boughBOT
#
**Allow the Clothier to Sell Ancient Cloth after Defeating Plantera**

One of the main summoner weapons that one shoots for after Plantera is the Sand Sharknado Staff. However, one of the ingredients can prove frustrating to obtain. Ancient Cloth. While not a rare drop, Ancient Cloth can still be annoying to obtain. Since the Witch Doctor sells Butterfly Dust after Golem, which is an ingredient in Resurrection Butterfly among others, why not have the Clothier sell Ancient Cloth after Plantera? Not only will this help getting the Sand Sharknado Staff less of a hasssle, it will also help reduce the amount of painful grinding in Auric Tesla armor as the Magic Carpet will be easier to craft.

Suggestion Author

@green quail

arctic boughBOT
#
**Add an item that prevents Goblin Invasion and/or Pirate Invasion from naturally spawning.**

As we know those events can be really annoying while building etc. After one was defeated there should be an item functioning simmular to the 'Broken Water Filter' or 'Voodoo Demon Voodoo Doll' so we can grind in peace. Unlike events such as Blood Moon or Solar Eclipse they cant be skipped or avoided in any way so we have to slog through that.

Suggestion Author

@latent dagger

arctic boughBOT
#
**Make Wall of Flesh roar before firing lasers**

Currently WoF has a roar sound effect that plays at a set interval during the fight, not really being attached to anything in the fight. If the roar sound effect played before WoF fired his lasers, it would be much easier to tell when he's about to fire and dodge accordingly. Right now you do not have much time to react to the lasers and the timing between them is constantly changing throughout the entire fight. The red lasers could also have the roar be pitch shifted up, similarly to Eye of Cthulhu's repeated dash attack to indicate that the Wall is getting stronger.

Suggestion Author

@dusty canyon

#
**Rename "Galaxia" to "Galactic Biome Blade"**

Just for consistency sake with the previous Biome Blades.

Suggestion Author

@lost geyser

arctic boughBOT
#
**Rework Sand Sharknado Staff**

Don't get me wrong, this summon staff is perfectly okay for when you get it, being post-Plantera.
However, I do feel like it is pretty weird in its concept, because of Tempest Staff, the Duke Fishron equivalent.
While those 2 share extremely similar aspects, they're not linked whatsoever, but why so?
I know that previous versions of Calamity made the Sand Sharknado Staff an upgrade of the Tempest Staff, thus making it a bit less weird gameplay-wise, so would it be too much asked to bring that system back?
If not, why not make Sand Sharknado Staff more unique? Maybe make the Tempest Staff a slow but high damage variant while making SS a quicker but weaker equivalent (or vice-versa)?
Or even take the idea a bit further and change SS entirely, making it function in a completely different way?
Because as of now, Sand Sharknado Staff is in a pretty odd grey area, being very similar to Tempest Staff, a vanilla weapon, but not being linked to it in the slightest, thus creating another situation like Forbidden Sun and Inferno Fork.

Suggestion Author

@karmic spruce

arctic boughBOT
#
**Add a method to spawn the plague pre-golem and by extension PBG too**

Currently, PBG being locked behind golem is weird as every other hardmode boss can be spawned at pretty much any point. This makes PBG and the plague feel a bit disconnected. A solution for this could be having you manually summon in the plague via a crafted item. Adding lihizard bricks into the recipe would add a heavy emphasis on summoning it post-golem but you would be able to craft it any time by going into the temple early. A few ways the plague could better be incorporated into earlier hardmode are listed below.

  • Reduce spawn rate and strength of plague enemies until golem is defeated
  • Lock certain plague equipment behind traditionally post-golem crafting materials (example: scoria bars, life allot)
  • Lock other drops behind plaguebringer goliath (unable to drop until defeated, similar to some astral enemies)

These changes would make the plague more consistent with the non-linearity of the rest of hardmode without nerfing plague equipment so much that it's useless post-golem.

Suggestion Author

@kind anvil

#
**Add flasks for more debuffs**

Ichor and Cursed Flames flasks are the only ones we ever see, but it would increase the amount of options rogue/melee players have throughout the game if more debuffs such as Nightwither, God Slayer Inferno, Astral Infection, Holy Flames, etc. had matching flasks. The current lack of options or progression as far as flasks go is somewhat disappointing.

Suggestion Author

@safe estuary

arctic boughBOT
#
**Let the mechanical bosses drop Hardmode ore bars when the ore rework is enabled**

After the first one is defeated, it should drop mithril/orichalcum bars. After the second one, they should both start to drop adamantite/titanium bars instead. Finally, once the third is defeated, they all drop hallowed bars like normal. There would be a 50% chance of dropping either variant from any kill.
This would keep the way the two metals are obtained when the ore rework is enabled consistent with hallowed metal, in that it's dropped from bosses in bar form as well as spawning in the world in ore form.

Suggestion Author

@elfin tulip

#
**Officialize post-Moon Lord content**

What I mean by this is giving this section of the game a unique name like Hardmode, which is the unique name for everything from Wall of Flesh to Moonlord. Possible names include Celestial mode, Godmode, Cruelmode, or even Super Hardmode

Suggestion Author

@keen holly

arctic boughBOT
#
**provide some larger gaps in the perforator's rain attack**

The perforators provide a lot of pressure with their rain attack, however it is often the best choice to outrun the attack, especially when the worms are out. Every single gap is the exact same size, which is good and consistent, however the gaps are very small. What i suggest is every so often, one of the projectiles in the rain is randomly not fired, leaving an occasionaly larger gap. This could still leave it equally spaced overall, while also providing slightly less pressure with the attack

Suggestion Author

@winged laurel

arctic boughBOT
#
**change how WoF fires it's lasers, or add some new variations to it's laser attack**

Currently, WoF has 2 actual attacks (besides from being a continuous source of contact damage): shooting demon scythes from it's mouth when summoning leeches (in Rev+), and firing volleys of lasers. The lasers are on a set timer, however this timer is put on hold when the eyes do not have a line of sight to the player. This can make not having an optimal arena quite difficult, as it can make it hard to predict which eye will fire lasers, and when (especially since, in rev+, the <50% hp lasers do a lot of damage). An additional problem is that, when you have a completely flat floor and roof, the boss can become extremely dodgeable, to the point of it not being hard at all.

what i suggest is that WoF gets some varitation to it's lasers, or gets more than just a damage increase to it's lasers at <50% hp. something like Calamitas Clone's old splitting lasers, lasers that can go through blocks and AREN'T on set timers, but have a telegraph, or lasers that start off slow but accelerate over time (like it's enraged form does) would make the fight much less static in terms of it's ranged attacks.

Suggestion Author

@winged laurel

arctic boughBOT
#
**Rework Devourer of Gods’ “A god does not fear death” phase**

When reaching under 18%, the boss just gains a speed boost while spawning cosmic guardians. Not only is this not interesting, but I feel that this phase is unfair due to its unpredictable massive charges compared with cosmic guardians sniping you.
A potential idea for a rework where it uses its teleport fireball explosion attack X amount of times in a row, and proceed to being mobile after would give this attack more usage and make the fight more engaging.

Suggestion Author

@torpid monolith

arctic boughBOT
#
** Add a bit of plant life to the ocean**

This game is built on exploration, the wonder of seeing and finding places you have not seen or ever heard of, almost every biome in this game has that opportunity. Except the ocean.

Now see, the ocean is a very big biome for its size, which further beings up the question if it should get something or not since it is very big, but I think the ocean should get a little love. The shells and tiny corals get a bit boring, well, really boring really quickly, and that means that barely anyone wants to go to the ocean besides bossfights, materials, or just draining it into the underworld. What could change this and better the view of the mod is a bit of life in the ocean. Maybe take those useless items you get from fishing, like seaweed for example, and be able to plant it in the ocean. Or have some grow naturally in it. This would bring wonder to the ocean, something new, something even vanilla players have yet to see. Not just that, maybe add some tiny fish in those weeds, this will most certainly bring more wonder. The seaweeds in the ocean could maybe add a new vanity set. A seaweed skirt would be the most logical. Oh and dont forget the two other items that I can remember, the shoe and the can. Just adding those two sprites, not moving or swaying, could make more sense aince you usually fish them out of the ocean. Of course a rusty can and a abandoned shoe will have no purpose other than to be there, but it is still a nice site. Not much needs to be added to the ocean for it to be a bit more pleasing to see, and I believe these four things could absolutely improve the users experience.

Suggestion Author

@stuck wagon

#
**[Auric/Shadowspec Building]**

Add in some auric related building items. I was doing a build earlier and was a little disappointed that there wasn't any auric teslic building blocks, so I had to substitute with silva. It'd be pretty cool having a building out of auric tesla brick. Going along the same line, possibly add in shadowspec building blocks? I know its meant to be used for just weapons and a few accessories, but it'd be neat seeing a building made out of it. Or at least put some in, for people who cant use Calamity's Vanities

Suggestion Author

@mint otter

arctic boughBOT
#
**Make the Wall of Flesh despawn when all players die.**

Pretty self-explanatory. The reason I'm suggesting this is because the WoF can get pretty annoying when you die to it, especially in Death Mode, where the Nurse refuses to heal you while bosses are alive.

Suggestion Author

@gentle veldt

arctic boughBOT
#
**Nerf Malice Calamitas Clone brothers speed. **

I've done a death Malice playthrough, and Calclone was the only boss I had to skip tiers with, mainly because of the ludicrous speed of the brothers.

The rest of the boss fight is pretty entertaining and fun, a very fun challenge that's honestly ruined just by the brothers.

Seems like you need to resort to tedious methods at that point (Vertical speed jump spam)

Supreme Calamitas brothers were great however, super fun to fight. Calclone brothers should be something similar perhaps! or something else entirely, or just slow them down a little, whatever works! :)

Suggestion Author

@hybrid breach

arctic boughBOT
#
**Make Calclone shoot hellblasts below a certain health threshold.**

This would add an element of precision to the fight due to the random spread of the darts rather than just running away. I'm thinking of making her fire them below 40% health, since the other behaviour changes take place after the main curveballs at 70% and 10%. This would also make the boss a bit more unique, and connect to the later Supreme Calamitas fight, as well as the 10% bullet hell phase, better.

Suggestion Author

@tight hollow

arctic boughBOT
#
**Make Dark God’s Sheath Affect Crit Chance Modifiers**

Dark God’s Sheath, an accessory that guarantees crits with stealth, still allows you to get crit chance bonuses despite them doing absolutely nothing. The Daawnlight Spirit Origin, another weapon that can guarantee crits, has an effect where crit chance bonuses are converted to crit damage bonuses in order for them to remain useful. With the DSO setting precedent, the Dark God’s Sheath should also have some sort of fix for the redundant crit chance.

Suggestion Author

@modern timber

arctic boughBOT
#
**Rework Dark God's Sheath Guarantee Crit and Replace With a Different Bonus**

Dark God's Sheath had always been a problematic accessory in that it is completely bloated, namely that it invalidate all crit chance on rogue resulting in wasted stats. While the bonus is good, this significantly reduce build variety as you simply cannot build crit in anyway whatsoever (and for weapon that have high crit to naturally be at a disadvantage when used with DGS). This also results in Rogue class in general being obnoxiously hard to balance (as having the accessory or not significantly changes the build and performance).

The suggestion is that DGS guarantee crit should be changed to something that is more universal or a stat that will not be wasted/can be built around. For example just give it better base stat on the accessory, stand still bonus (which is largely forgotten in rogue accessory), make stealth strike apply special buff/debuff and so on.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Earlier Calamitas appearances**

The recent Dreadon questine did a good job of making it feel like the character is a cohesive part of any terraria world. I feel like other characters could benefit from this. With Yharim in self-isolation, providence regenerating, and Dog and Xeroc paying the player no notice, the character that would make the most sense is Calamitas, especially with her more humanoid redesign.

I'll avoid getting too specific, but I feel that there are several points where she could possibly appear

  • Beating the wall of flesh for the first time
  • Entering the brimstone crags for the first time
  • Beating the Brimstone elemental for the first time
  • Beating the Calamitas clone for the first time
  • Killing the first lunar pillar
  • Crafting a weapon with an extended crafting tree for the first time
  • Beating Yharon for the first time
  • Completing the Dreadon Beacon
    Any mix of these, or ones that the developers come up with could work

The interactions could be as simple as simply watching the player silently, teleporting away when they get too close/far, or it could include dialogue from her. I will leave that up the developers

If it interrupts gameplay too much, or becomes annoying on repeat playthroughs, a config to disable it could be implemented alongside it

Suggestion Author

@stable pagoda

#
**Change the Brimstone Jewel's tooltip**

Given SCal's recent redesign from an eye to a humanoid mage, the Brimstone Jewel's tooltip seems a bit unfitting. It still refers to her as a "beast", though I feel like it could better suit the character for it to say "foe" or something of the like.

Suggestion Author

@humble sun

arctic boughBOT
#
**Alter slime god slightly to make it seem more post-skeletron**

Currently, slime god is in a situation where it does not feel like it belongs post-skeletron but rather post-eater/brain. This could result in confusion for newer players (especially for those without boss checklist) who don't know the slime god should be fought post-skeletron. There are a few things that could be done to fix this.

  1. Adding planty mush to the recipe of overloaded sludge
    This would make it significantly harder than it currently is to make the summon, which isn't necessarily bad. Right now there's nothing even discouraging players from making the summon pre-boss. By adding planty mush experienced players could still fight the slime god early by surviving the abyss or knowing that you can fish it up while newer players would probably only craft the summon post-skeletron due to the hostility of the abyss and the obscurity of fishing it up. This also fits with the lore as the slime god's lore states that slimes are made of dead plant matter and water.

  2. Giving the slime god some kind of distance limiting ability
    Right now the slime god is so easy to do by running away rapidly that many players will find the summon and attempt to fight the boss as soon as they get good mobility (such as bundle of balloons). Adding the distance limitation would put a stronger emphasis on finding good gear to survive and fight back rather than running away. Experienced players would still be able to fight the slime god early if they're good at dodging but newer players would struggle and most likely fight it at the intended stage.

With these changes, slime god would feel like a post-skeletron boss. New players would be able to understand that you should fight it later on but experienced players would still be able to fight it early and get rewarded for doing so.

Suggestion Author

@kind anvil

arctic boughBOT
#
***give providence an indicator for how far you can get***

Providence recently got updated, making providence give a fire effect instead of blinding the player. however, this often ends up making it a lot harder to tell when you are too far away, meaning you can take large sums of damage without knowing. this is even worse when she is fought in hell, as the background ends up hiding the flames due to being mostly orange/red anyway.

Suggestion Author

@slim flame

arctic boughBOT
#
**Buff/Rework Fearmonger Armor**

This option was overnerfed. While its still very tanky, nerfing its minion slots from 6 to 2 as well as its summon damage bonus from 40% to 30% has reduced its damage output so much that its bulkiness can't compensate for its lack of damage output. At this point it's pretty much entirely overshadowed by Silva which has more than double its minion damage boost, a built-in summon, and 3 additional minion slots on top of lifesteal and a revive. The hybrid class aspect can't save it considering that it has only 11% damage and 5% crit for classes other than summoner, which really isn't enough. I'd suggest moving some of the summon damage bonus to all-class damage bonus and/or increasing the bonus crit chance to make the hybrid gameplay more viable.

Suggestion Author

@safe estuary

arctic boughBOT
#
**Add Sulphurous Sea fishing content**

Right now the Sulphurous Sea is the only calamity biome that lacks dedicated fishing content. It shares some content with the abyss, but it is not enough to encourage fishing there. The Sulphurous sea should have its own crates, fish, and quest fish. What could happen is during certain events(such as day time or acid rain) you can catch Sulphur sea fishing items, and at other events(such as night) you can catch the abyss fishing items. This would add some strategy to fishing there as well, making it more interesting. This could also give the opportunity to add some items detailing more of the lore of the area, as the lore item is very vague.

Suggestion Author

@minor nest

arctic boughBOT
#
*change the way the sentinels act after fighting them*

Simply put, any sentinel kills before the DoG fight should end with the sentinel dropping the loot and fleeing. That way, it explains why the sentinels are there a last stand sort of scenario. Only after the DoG fight, it shows the status message '[sentinel] has been defeated' and any other separate kills afterwards

Suggestion Author

@pulsar saddle

arctic boughBOT
#
**Make altars drop both souls light and night when broken**

Breaking evil altars in calamity gives you a good supply of souls of night, but it only gives you souls of night, which means you will still need to grind for souls of light, which is a boring chore. To fix this, I recommend making the altars drop both souls when broken. I know it doesn't really make sense logically, but having a good supply of both souls in early hardmode would be really convenient and reduce early hardmode's boring grind.

Suggestion Author

@hushed lark

arctic boughBOT
#
**Add a slight telegraph to Storm Weaver's lightning orbs.**

As of now, these lightning orbs appear without any warning, and can end up leading to hits which feel unfair. The proposal is to add a slight telegraph (perhaps ~0.4 seconds) before the orb gains a hitbox, so that the player has the opportunity to react accordingly.

Suggestion Author

@little gulch

arctic boughBOT
#
Add a practice mode

A practice mode to fight a boss' later phases would be helpful, it gets annoying to fight the first phases and die in 5 seconds because you don't know how to dodge its attacks while focusing the newer attacks. and also it can take a while to reach the later phases if you dont do good enough damage.

Suggestion Author

@boreal ruin

arctic boughBOT
#
**Give slower summoner weapons more agile/offensively capable AI**

I Have noticed that as of current, a large majority of summoner weapons (pre-hm at least) simply cannot keep up with faster moving bosses to the point where these summons end up having extremely minimal damage output, this issue is especially prevalent in higher difficulty modes where bosses tend to have faster/more erratic movement patterns. I Have found myself having to use the beam summons (Sun Spirit Staff/Deathstare Rod) on bosses like Queen Bee/Skeletron in Malice to even deal any kind of consistent damage to them. I Propose that these slower summons/less offensively capable ones receive some sort of AI rework in order to be able to keep up with faster bosses better, so that summoner may have more of an equal damage output compared to other classes.

Suggestion Author

@little gulch

arctic boughBOT
#
**Give Ravager Better Sound Telegraph For Its Jump/Stomp**

In case the title is confusing: Currently the Ravager Phase AI functions/progress with its stomp, where every jump/stomp he will: spawn stone pillars, spawn flame pillars, move stone pillars, repeat... However, this AI is not obvious at all to player unaware of its movesets and pillar spawns is seemingly random, as the stomp is not obvious enough to the player for being what is determining the pillars spawn/move.

Ravager' stomp should be given a unique or custom sound indicator for it to be much more obvious that the stomps is determining what is happening with the pillars. Currently the stomp use generic explosion sounds which are used in many other Ravager attack making it completely blend in and unoticeable. The sound do not have to be custom-made, just have to be unique/not used by other attacks in Ravager fight.

Suggestion Author

@drowsy mantle

#
**Give Rev+ Duke Fishron Transition/Visual or Sound Telegraph Before Entering Final Phase (20% HP)**

In Rev+ besides Phase 3 (40% HP), Duke Fishron have an additional final phase (Phase 4) where he have longer dash chain (for Death Mode - infinite dash) from 20% HP and onwards. However, this phase transition is completely unnoticeable for player who do not read on his movesets and can be seemingly random (considering they don't have the time to look at HP bar while dodging the charges). Currently Duke just immediately change (and extend) dash pattern as soon as it reach 20%.

A simple transition or some sort of telegraph will helps this significantly. It do not have to be long like Phase 1/2 transition, just have to be obvious enough for player to know "something is happening".

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Wearing OOA sets decreases summoner damage cap when you are holding other-class weapon**

Simple. Forbidden, Fearmonger has this effect, and since OOA armors are meant to be mixed class should clarify everything. Sure, armor pieces have too much stats, but armor set itself mostly doesn't provide useful effects, but rather helps sentries, which isn't effective in post-1mech, and will be overshadowed by other armor sets like Mollusk, or Forbidden Armor which has wat better Set bonuses than OOA armors

Suggestion Author

@manic shore

#
**Rework the Mandible, Mycelial and Mantis Claws to work more like the Phosphorescent Gauntlet**

In the recent 1.5 update, an unique melee weapon was added to the third tier of the Acid Rain, the Phosphorescent Gauntlet.
PGauntlet is an interesting weapon, allowing you to charge towards an enemy / direction, and dealing damage and getting pushed away upon hitting, making it an interesting True Melee weapon to use due to the nice mobility it provides.
On the other hand, we have the Mandible Claws, Mycelial Claws and Mantis Claws, weapons that pretty much copy the likes of vanilla weapons like the Bladed Gloves and the Fetid Baghnakhs, which follow the premise of a short yet fast broadsword.
My suggestion is, to rework these 3 otherwise bland weapons into this newly defined weapon gimmick, to first of all help reduce the amount of generic broadsword like weapons, and to increase the unique options of the Melee class as a whole, since it is definitely lacking such variety in its arsenal, especially True Melee wise.

Suggestion Author

@wise patio

arctic boughBOT
#
**Make the Malice Cal Clone's brothers a bit slower and shorten the Cataclysm flamethrower length**

By just looking at most no hit videos or any videos in general of a Malice Cal Clone, in addition to my own experience, you can see that the strategy is to completely nuke the brothers, because the phase is not feasible. Additionally, running away from the half-screen-wide flamethrower is impossible without building movement speed.

Suggestion Author

@quaint walrus

#
**Make the Summoner Weapons from Plantera to Golem stronger, or some summon weapons**

During my malice summoner experience, I have found that the progression is a bit out of shape, but this was really apparent at pre Golem, where all the summon weapons available suffer from barely attacking, like the sand sharknado staff, barely hitting shots, like the daedalus golem staff, only attacking on screen, like the mounted scanner, barely doing damage, like the mounted scanner (Rip mounted scanner). I feel that something must be done so the bosses seem somewhat feasible at that stage.

Suggestion Author

@quaint walrus

arctic boughBOT
#
**Buff dogs catchup on rev+**

Dog is a community meme atm due to his difficulty, he is just way too easy, partly due to the bad ai off vanilla worm. He is way too easy to dodge, no hitting him is easier than beating up a child and his lazers are just not rapid enough

A good start would be to buff his catchup. He is fast, yes, but outpased by seraph tracers pretty hard, espesially w potions. Thus he has no way to use his strongest move, his instakill head unless coming from a teleport, wich again is easy to dodge

Buffing his cathup speed would be a good start while not making the move overbearing. Thanatos does this beatifully, while not on his power move of course. Buffing his speed while like offscreen to up his suprice factor would make him a tad bit harder while being fair

Suggestion Author

@tiny fjord

arctic boughBOT
#
**Make draedon schematics tell a hint to the previous one if you find them in wrong order**

Draedons schematics have an issue off being found in a wrong order, espesially the pre-hm ones. Sunken sea is a very much skippable biome, and many will find the likes off skybase or ice schematics 1st

Due to this, the hints dont go in order, and makes new players very much confused. This has lead to unnessesary confusion which could be easily fixed

I propose that the schematics give a chat message hinting the previous schematic if used like a weapon? The message could be draedon styled aka vague, but point you to the correct biome, making it easily possible to continue on spawning him.

Suggestion Author

@tiny fjord

arctic boughBOT
#
**Move Honey Dew recipe to normal anvil**

This item isn't really powerful enough that it would seriously disrupt the balance of the game if it was pre-mechs, and it makes early hardmode jungle exploration both easier and more rewarding.

Suggestion Author

@safe estuary

arctic boughBOT
#
**Give Dragonfolly's Half-Circle Feather Better Telegraph For When It Turns**

Referring to Dragonfolly's attack where it spawn feathers in a half circle around the player, it will afterwards: i) speed up and moves towards the player, ii) slow down until almost remain stationary, iii) immediately turns and chase towards the player. This attack (iii) looks extremely unatural and hard to keep track of especially considering the drastic movement required to dodge Dragonfolly's charge. The slow down being the only telegraph is not enough because it is highly likely to not be always in the screen for the slow down.

The suggestion is to give it more telegraph to indicate when it will turn (iii). Most notably, a visual telegraph will works well here. For example, have the feather slowly turning brighter/darker (redder/blacker) as it slows down in ii) until it turns (where it is wholely red/black). This way it has much greater visual clarity for when it will chase the player.

Suggestion Author

@drowsy mantle

#
**Make PBG Required To At Least Move A Cardinal Position Before Charging**

Referring to Plague Bringer Goliath's charge/dash combo, particularly diagonal charge. To put it simply currently if PBG is at the top left/right or bottom left/right of your character, there is a chance it can immediately do surprise charge with no telegraph (less so for horizontal position as he is less likely to be there) through immediately diagonal charge at the player.

The suggestion is for PBG to at least required to move a cardinal position (top left/right and bottom left/right) before it begins its charge (if it is currently at one of that position). PBG now have the beep sound telegraph so as long as it at least move a position it will not be a surprise attack.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Change the recipe for the heart of the elements **

At the moment the item requires the ancient manipulator to craft but all of the materials can be obtained relatively easily pre golem. Personally I feel that a post cultist item such as stardust fragments should be added to the recipe to make the recipe more on tier.

Suggestion Author

@snow kelp

arctic boughBOT
#
**Make some boss related resources available by mining or looting**

In post-ML (especially), bosses drop materials needed for strong, even vital upgrades for a good progression.
However, I feel like Providence's geodes and DoG's bars, for example, could use a system where they also can be obtained by just mining or looting from mobs.
Why? To avoid grinding the bosses over and over.
Some items require ridiculous amounts of materials to craft, like Tarragon armor requiring at least 2 Providence fights to get enough geodes and even though farming bosses is a good way to get money, it does feel repetitive after a while.
The underground might be a bit charged ore-wise already and tying a material to an enemy might be exploitable, but I'd still like to have the choice of either fighting a boss again, or just mine or farm on smaller enemies the material I need, which would be better in the long run.

Suggestion Author

@karmic spruce

arctic boughBOT
#
**Remove the 'A Desert Nuisance has awoken!' messages from the spawn message of the Desert Scourge**

When I start the Desert Scourge fight, I'm always confused as to why the Desert Nuisances get their own messages, and here's why:

  • They aren't bosses, and other minions of bosses (like BOC's Creepers) don't get the same privilege.
  • They don't get a defeat message as well.
  • It makes the Desert Nuisances feel as powerful as the scourge itself.
Suggestion Author

@lost geyser

arctic boughBOT
#
`Add in a mini map icon for Cragmire Maw, and Nuclear Terror`

I don't know if this is just me, but whenever I see a health bar pop up on the screen, I open my map up immediately and when I do this during Acid Rain and don't see the icons for the minibosses, I get a tad bit annoyed. And having to search for the cragmire maw before it despawns can become very tedious. And all the other mini bosses have an icon on the map (idk if the cnidrions do bc i run from them or kill them right away), so it'd make sense for the acid rain event mini bosses to have one too.

Suggestion Author

@mint otter

arctic boughBOT
#
Disable The Final Dawn’s dash during bullet hell phases of Supreme Calamitas and Calamitas clone

Both of the bullet hell phases of Supreme Calamitas and Calamitas clone are extremely easy to cheese using the immunity frames created by The Final Dawn’s dash. I believe it should be disabled during these phases to make the boss harder and more rewarding to beat.

Suggestion Author

@pearl shale

arctic boughBOT
#
**Rework the Lead Core and add it to the Auric Mage and Summoner helmets instead of Silva armor**

Edit: Turns out the armor does inherit the effects it’s just left off the tooltip. Still though I do feel like it should be somewhere in the tooltip so you’re aware it’s there and I feel like the accessory could still be made more accessible for the other 3 classes that still need the thing but can’t use it.

The Psychotic Amulet is a bit of an anomaly accessory, in that it only benefits two classes but is still used in all of the Auric Tesla helmets. This makes it purely a filler accessory and another pointless item to grind for when crafting Auric Tesla armor.

The Lead Core suffers from this as well, but even more so as it’s very difficult to obtain after beating Polterghast due to the changed drop rates, and requires going through the full event. It’s also solely used for the Silva armor despite not really doing anything related to it in particular.

I propose that the Lead Core be reworked to be a mage/summoner accessory (and the Psychotic Amulet gaining melee buffs), and add them directly to the crafting recipe of their respective Auric Tesla helmets, instead of the Psychotic Amulet crafting all five, and make them inherit the effects of the accessory they use.

Alternatively the Lead Core could replace the Frost Shield in the Auric Tesla Breastplate and make it inherit the debuff immunity, and maybe rework the Frost Shield to craft the Mage and Summoner helmets, or just make the Psychotic Amulet apply to all classes instead of just Rogue and Ranger (and make all helmets inherit the effects).

Suggestion Author

@maiden heron

arctic boughBOT
#
**Give the Crushaw Crusher some sound FX**
  • This weapon looks intimidating but when it hits something it just goes "..." give it some earth-impacting sounds or something.
Suggestion Author

@hot coyote

arctic boughBOT
#
**Make Uelibloom ore easier to get**

Uelibloom currently generates only in one biome in small ore veins and pretty sparsely. In fact, the best way to get it is just to farm bloom slimes most of the time. So it would be nice if it was easier to acquire. A couple options for making it more accessible would be making it generate in larger veins, or making it drop from a boss like Plantera post-Providence.

Suggestion Author

@safe estuary

arctic boughBOT
#
**Make the Hardmode Crafting stations obtainable pre mech**

Possibly through WoF drops or an NPC like the merchant, make some way for players to be able to obtain the HM anvil and forge without killing the mech bosses or obtaining any hardmode bars, allowing players to craft HM tier items without having to kill mechs, while still locking out the HM ores themselves, and not requiring all the problematic recipes to just use pre hardmode crafting stations

This would fix the big issue of the new HM changes removing much of the non-linear boss progression, allowing other HM bosses to be summoned and have summons crafted without having to kill the mechs, for example making the brimmy and calclone summons craftable again, while locking down that HM ore progression still

It also fixes the mage not having armor issue, as it opens up the Daedalus set if the player goes out of their way to kill cryogen first

This also unlocks other bosses armor and weapon tiers, for example the ashes of calamity items, now not making the mechs block you out of unlocking the items you just killed a boss to craft

Suggestion Author

@main flower

arctic boughBOT
#
**Rework the interaction between double jumps and movement speed modifiers**

The interaction between those is so ridiculous than sandstorm/blizzard jumping is better and faster way to run than most of hardmode wings which is not okay considering than those double jumps are pre-boss accessories.

Suggestion Author

@queen linden

arctic boughBOT
#
**Buff/Rework Executioner’s Blade**

The Executioner’s Blade has two major flaws that make it extremely ineffective for late-game Rogue builds: like all Rogue weapons, it has wet paper damage output without the usage of stealth, and its extremely fast use speed means that items like the Eclipse Mirror that is essential for Rogues to have a reasonable damage output don’t function properly, because the incredibly low use time will mean you always accidentally use the weapon again, depleting the second half of your stealth meter.

As I see it, there are three ways to remove this problem, which I believe would be enough to push it to a viable level:

The first is to just buff the weapon’s damage without Stealth. It’s the simplest way to make it as viable as its main competitor, the Eclipse’s Fall, however it’s a boring and lazy way of rebalancing and kind of diminishes Rogue’s gimmick of waiting for a stealth strike to deal big damage.

The second is to add a short (like 1/3-1/2 of a second) where using the weapon doesn’t reduce Stealth. This way would preserve the class’ purpose without needing to rework the weapon, and make it more viable, but idk if that system is really in place rn and might be a bitch to code idk.

The third way is of reworking it entirely, but that’s likely unnecessary considering its only real problem exists with the Eclipse Mirror.

Suggestion Author

@maiden heron

arctic boughBOT
#
**An indicator for how much time is left in bosses' bullet hell phases.**

It would be nice if there was a way to let the player know how much time is left in bullet hells, such as a ring of particles around the player that counts down. This would give the player time to prepare for the next attack.

Suggestion Author

@gentle veldt

arctic boughBOT
#
**Add a Limit to the chaining effect of the Hydraulic Volt Crasher**

Currently, this weapon that is crafted just after The Twins is very powerful. It can kill the destroyer in less than 30 seconds using it pre-plantera, kill Aquatic Scourge in less than 15, decimate the post- plantera dungeon, and kill Astrum Deus in under a minute. The weapon uses lightning to chain attacks, and can deal over 10% of the destroyer's health when it's coiled when it spawns before spawn protection runs out. If there was a limit of about 5 enemies for the chain attack, it would be less of a crowd destroyer.

Suggestion Author

@west rose

arctic boughBOT
#
**new ammo types for the more unique ranger weapon**

ranger is a class with extreme variety in every weapon because of the ammo "mechanic" you have homing bullets and arrows, DOT bullets and arrows, shattering bullets and arrows, slowing bullets and arrows and that's not the end of it, however this goes just for bullets and arrows when ranger has rockets and darts (and some other even less important/unchangeable in the code) types of ammo for different ranger weapons, but there is almost no variety for these other types of weapon as most of the unique types of ranger weapons have 1 or 4 types of ammo to chose from all of which act pretty much the same with a status effect slapped on to make it different then the rest of the ammo types.

adding rockets that have something different then destroy or not destroy and small blast less damage or big blast more damage,
or making the new types of darts with materials calamity made to have special and new unique effects (like how crystal darts is the only ammo to bounce in the game) effects when used in a dart guns,
these changes can give more versatility and thus a extra reason to use these unique weapons.

Suggestion Author

@novel sapphire

arctic boughBOT
#
**Add a grace period where no bosses can naturally spawn for a few in-game days after starting Hardmode**

Currently, the Mechanical Bosses and Plantera can naturally spawn immediately after beginning hardmode. Depending on what time the Wall of Flesh is killed, this can be as soon as a few minutes after, meaning there is no time to get weapons, armor or even Cosmolight. In my playthrough after the wall was killed, Skeletron Prime spawned in. On night 2, the Destroyer spawned and on night 3, the Twins tried to spawn. This isn't a normal occurrence, I was quite unlucky here, however getting jumped immediately forces the player to either relog (which some consider to be cheesy) or to skip the night somehow. A grace period would allow early hardmode to flow a little bit better, allowing the player to prepare somewhat before fighting any bosses.

Suggestion Author

@dusty canyon

arctic boughBOT
#
**Nerf the recipe of stacking weapons**

Usually discs. You are essentially forced to craft the whole stack since if you just craft one, the weapon will underperform compared to the rest of the weapons in-line, there is no point in not crafting the whole stack. As you craft the full stack, the costs of said weapons will be way more expensive than the rest of the tiered weapons.

Suggestion Author

@olive bolt

arctic boughBOT
#
**Make the disparity of defense between classes less severe**

While every class has its survival quirks, they are not consistent enough to be applied on every armor in the game, and the difference, in my opinion, is too high and noticeable on some points of the game. Mages have consistently half of the defense of ranger helms without an apparent reason, stardust armor ends up having 40 less defense points than solar armor without even taking into account the defensive buffs that the armor applies, and so on. As the DPS of the classes had been equalised to be consistent across classes, the defense between them should not be so dispar by default unless certain armors give specific classes more survivality than others (life steal, regen, etc)

Suggestion Author

@olive bolt

arctic boughBOT
#
**Slightly reduce Ares' Gauss Nuke's area of effect**

I personally think the gauss nuke has the potential to be a fair attack. Whereas Skeletron Prime's bombs are easy to get away from by just not being on the ground, this gives the attack a bit more relevance as you kind of have to make sure to stay far away from it, adding an extra level of difficulty to the fight.

However, especially in the higher difficulties, it becomes harder to manage, as even if you are in its AOE before it explodes, it's near impossible to escape that area by movement speed alone. And when all 3 mechs are alive, this becomes somewhat problematic as one can get caught up in the other attacks and not have time to watch out for the nuke, especially for instance if thanatos is in your path. I think either reducing the spread of the shockwave or at least slowing it down slightly would make the whole fight a lot more manageable.

Suggestion Author

@royal oyster

arctic boughBOT
#
**Buff Stardust Armor (Either Its Defense or the Stardust Guardian)**

Stardust Armor had received harsh nerf for Calamity's system of rebalancing, reducing its minion slot from 5 to 3. While Calamity accounted for the nerf (by balancing summoner weapons with less minion slot required to do on-par damage), the other aspect of the armor received no compensation for what basically nerfed a Glass-Cannon Armor to Paper-Pistol Armor.

  1. The difference in defense of Stardust Armor with other luminite armor is too big (38 vs 94, 62, 71, 46 for melee, ranger, rogue, mage respectively), when other 5-class armor Calamtiy added generally have defense difference (for example ranger and summoner) to be closer to around ~20%, while here is around 60+%

  2. Stardust Guardian is unironically completely useless. It is not automatic (basically a sentry that have awkward control to put it down) and deal pre-Hardmode level of damage. Thus Stardust Armor basically have no set-bonus on top of everything else going on (while Solar Shield, Vortex Stealth, Nebula Boosters and Empyrean Rage/Wrath and projectile are all very useful effect)

Tldr: Stardust Armor is way underpowered compare to other class armor on-tier (except for offensive capability in minion stat) that it should be buffed.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Navystone should not turn into stone when you purify it**

The Sunken Sea biome is really beautiful in my opinion, and in my laziness, I haven't been able to defend the whole biome against the corruption/crimson. When I try to purify it, it turns the beautifully colored Navystone to regular stone. This isn't a big deal, just something I noticed that would be nice to adjust.

Suggestion Author

@noble sleet

arctic boughBOT
#
Re-tier the Radiant Star and other astral weapons.

Even tho it's recomended to do Astrum Deus pre Moonlord, he is available to be fought as soon as you enter hardmode and you can beat him early on if you are good enough. The problem is that you can't make use of the astral ore you will be able to get from slimes until much later in the game. So I suggest moving the astral equipment to the hardmode anvil instead of the ancient manipulator to reward the players who managed to "speedrun" this boss.

Suggestion Author

@ripe owl

arctic boughBOT
#
**Reduce the randomness of SCal's attack pattern**

Currently in her mobile phase whenever SCal fires brimstone darts she has a chance to instead launch a fireblast or gigablast. This can cause a difficulty spike and makes it less rewarding for a player to memorize her rather lengthy attack pattern when she can deviate from it randomly. The bullet hells/bros phase already provide a pretty major challenge for reactive dodging and similar skills, so I think it would be fine if her primary attack cycle was more pattern based. The brimstone darts attack could be made more threatening to compensate for this if the devs feel it is necessary.

Suggestion Author

@safe estuary

arctic boughBOT
#
**Remove the actual invisibility effect from potions outside boss fights**

Invisibility granted by Invisibility potions and their upgrades give a variety of benefits to the rogue class, and its desirable to have them always on. Having your character being always invisible is not only extremely boring since it defeats the whole point of your charcter having access to vanity, dyes and such, but its also a hinderance since it difficults dodging because its quite literally turning your hitbox invisible.

Calamity recognises this problem and adresses this by making your player visible during boss fights, but the two problems remain outside of said encounters.

Adding a semi transparent effect would also arise the exact same two problems, and particle effects can also get boring if they are always applied (see cadance potion), so i suggest to just remove the invisibility effect in favor of gameplay, and maybe rename it so the naming makes sense, ie Light foot potion.

Suggestion Author

@olive bolt

arctic boughBOT
#
**Add some lore to the Old Duke**

The old duke is a major boss in the mod and many bosses including Draedon, do have their respective lore and OD currently does not have a long chapter of lore put in the wiki/website (minus the small version Yharim talks about when you get OD's lore in game.). Since all major bosses include a long piece of lore, I think it would be fair if the Old Duke gets that fair treatment as well, including his story with the young Duke Fishron.

Suggestion Author

@gleaming burrow

arctic boughBOT
#
**Make Cryonic and Post-Cryogen Items Premech Sidegrade Options**

An issue we found with Cryogen in this update was a lot of his content became irrelevant or forgotten by the time they we're obtainable due to them requiring the 2nd mech boss to be completed before obtaining them and post-2ndmech opening up many 3rd hm ore armor sets, weapons, and tools. Cryogen is widely considered a premech boss, and before the update, most player often went into the mech fights with Daedalus and Starlight gear. Now with the introduction of reworked HM ores bringing them back to relevance, the rework has put much of Cryogen's gear in an odd situation.

With more reworks to HM ores on way, I say the Cryonic armor and tools should be moved to the same tier as cobalt or mythril, and act as side-grades to supplement the player with more options.

Starlight tools should act as building tools in the same vein as Spectre tools do with their +4 range.

With the HM ore armors soon to be getting set-bonuses to give the player damage based set bonus, Daedalus should become a mobility or survivability option armor set. Bosses around pre-plantera/calamitus have varying amounts of mobility required for dodging and it will likely give players incentives on higher difficulties to swap armors on a fight-to-fight basis, rather than use the next progression armor set.

Suggestion Author

@hollow wagon

arctic boughBOT
#
**add Galactica singularities to the Heart of the elements recipe**

Nearly all, if not all the other elemental type items have them in the recipe, so why not HotE? It would also make the HotE crafting recipe fit it's place in progression better because all the other materials are pre Golem, but it's crafted at an ancient manipulator.

Suggestion Author

@wide fog

arctic boughBOT
#
**Give (Exo Mechs) Apollo's Plasma Rocket Better Visual Clarity**

Referring to the explosive plasma rocket (green rocket) fired by Apollo in Exo Mechs fight. While the attack do have telegraph notably sound telegraph (for when rocket is fired), currently the colour of the rocket is a bit too dark that it blend in too well with other attack as well as the background of the Exo Mechs fight. It has even less visual clarity when the player have background wall of darker colour. This is on top of the fact that the attack do not simply fly in a straightline, as it also tracks the player.

The attack will be much more visible by giving a slight alteration to make it visibily more obvious. For example making part of the rocket glows, make it glow/spark periodically, increase the overall brightness of the glowing part/whole rocket... all can works, depend on dev's approach.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Make (Exo Mechs) Ares' Nuke Have Clearer AOE (Area of Effect) Indicator**

Currently (Exo Mechs) Ares nuke use a visual effect that fade out at the edge of the AOE of the nuke. While this visual effects look better, it possess the problem where the AOE of the actual attack is not clearly shown (as in you still get hit even though you feel like you are outside of it, because of the visual) which can be very misleading.

Since the other option is to reduce the nuke actual AOE so that the edge of the visual do not actually hurt the player (only centre where the visual is stronger hurt the player), the more appropriate option in this case is to simply make the nuke better communicate its actual AOE. For example a way to do this is to make the colour of the actual AOE more saturated (as the devs will come out with better idea than me who is not graphic designer).

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Change the debuff applied by Yharim's insignia**

It applies holy flames to your attacks, which is pretty useless considering that holy wrath potions are an auto-include in every setup and already do that.

Suggestion Author

@safe estuary

arctic boughBOT
#
**Add lunar fragments to the absorber crafting recipe**

Right now the Absorber crafting recipe requires materials that can be obtained as early as beating Calamitas, however the Absorber itself cannot be crafted until an ancient manipulator has been obtained. This doesn't quite fit progression very well at all, and other items such as statis's curse require fragments to be crafted which justifies needing an Ancient Manipulator. Any fragments can be used but personally I think Solar fragments should be included since Melee is a tanker class, and it makes sense for the fragments corresponding with the tankiest class be used to craft an accessory made for tanking hits better.

Suggestion Author

@bright sparrow

arctic boughBOT
#
**add the ability to remove the sniper's scope zoom out ability by disabling the visuals on the accessory slot it's on**

currently the sniper scope is one of the better ranger accessories for post golem, however the fact you got to stay with this giant downside of the zoom out is not only annoying but can be negatively impacting in a boss fight especially in the post moon lord phase where guns like the infinity and shredder exist using both buttons to shoot different types of projectiles.

during combat situations the zoom out can mess your perception by right clicking making your hitbox be on the side rather then the center (like how it is with every other class and playthrough without the sniper scope), as i said before this also makes the guns with 2 modes of fire (one for each mouse button) almost unusable because of how much your camera moves when using the right click fire.
meanwhile during normal base operations like buying and selling this is a huge annoyance because the sniper scope will change the location of the NPCs when trying to click on them making you miss more then you should and the alternative solution of switching the item in your hand from a range weapon to anything else is just admitting there is a problem and doing nothing about it.

this change is mainly a QoL feature to allow players to use the accessory in peace... alternatively instead of making a disable button, making the zoom out function differently by just furthering your view distance without changing location of everything else on the map can make sense as it will do what the sniper scope envisioned in a better way.

Suggestion Author

@novel sapphire

arctic boughBOT
#
**add a toggle for elemental gauntlet's (and downgrades) particles on all weapons, with accessory visiblity**

elemental gauntlet, alike to it's downgrades (and flasks) applies debuffs to enemies, and to show this it surrounds all melee weapons and their projectiles with coloured dusts. However, this dust can make endgame weapons look very messy, and can even ruin the visuals of some (the flowering effect of the Ataraxia projectile, for example, is extremely hard to see with the dust spam). Additionally, the ability to turn off the dust spam could help improve frames for some

Suggestion Author

@winged laurel

arctic boughBOT
#
**Make Yharon's slow compact bullet hell exclusive to subphase 7**

This bullet hell variant can appear in the last 2 subphases of the fight, along with the star-shaped variant. I find it ridiculous that it appears in a decent portion of the fight, especially with bad rng making you dodge a ton of projectiles. It feels more of a desperation move, therefore making it sp7 exclusive will fit.

Suggestion Author

@torpid monolith

arctic boughBOT
#
**Rework Spectra Veil (or Particularly Its Immunity Effect)**

While providing a unique option for Rogue being a Normality Relocator with lower cooldown, it is problematic in that it also gives a full 2 second of damage immunity which allows the player to cheese high density and fire rate, but also long cooldown boss attack (for example Yharon and Scal bullet hell).

Thus, there is basically 3 problems:

  1. Damage immunity should not be encouraged as player should dodge attacks themselves (just like how dodge accessory are reworked to be reliable but have CD). In that sense Spectrail Veil is too much of a low effort, get out of jail card.
  2. It has a stealth cost, but Stealth Rogue (one of the strongest class), especially with Dark God Sheath, can always use it therefore no downside.
  3. If any of the above is changed, this accessory will be just Normality Relocator on 10 (instead of 15 sec) CD that takes an accessory slot, which at that point player will rather just use Rod of Discord.

This accessory should either be reworked or at the very least its damage immunity effect should be changed to something else that is less cheesy.

Suggestion Author

@drowsy mantle

#
**Rework Eldritch Soul Artifact (To not make it a pure stat stick)**

Eldritch Soul Artifact have an effect that while unique, is very contradicting with itself and is generally unusable.

Eldritch Soul Artifact gives stat boost for all 5 classes, while looking like a unique multi-class accessory, generally do not work simply because there is no point in using more than 1 class (except summoner). The boost it gives for Melee, Ranger and Mage is also pretty much useless, making ESA pretty much just a Rogue Emblem with +2 minion slot that is used either in full Rogue or Rogue-Summoner multiclass.

Eldritch Soul Artifact should be reworked from being a very weird stat stick to give it more unique effect or even build-around potential like the other 2 artifact accessory.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Rename the Exo Mechs' Treasure Bag to Treasure Box**

Simply put, the grab bag dropped from the Exo Mechs is named a Treasure Bag even though its sprite depicts a box. It's weird how Supreme Calamitas' lootbox got renamed (and resprited) to a Treasure Coffer when Draedon's is called a bag.

Suggestion Author

@upbeat marsh

arctic boughBOT
#
**Add a warning for when Devourer of Gods is going to switch AIs**

DoG switches from Crawltipede to worm AI with little to no warning, especially in Death mode where the sky is always black. Switching to Crawltipede AI gives him increased movement and turning speed. This is further amplified by the “A God does not fear death” phase, which gives him a sizable speed boost already. In cases of being near his head due to weapon ranges, this can cause high damage, unfair hits due to the player not knowing he was going to switch. There should be a subtle warning that he is about to change AI so that the player has a chance to prepare for the increase in his maneuverability. The timer for the switch also seems to be inconsistent when it comes to DoG’s teleports, adding to the unpredictability factor.

A possible warning could be to have DoG himself slightly change color before his AI changes. If he is about to change to Crawltipede AI, he could change to a subtle blue, and a subtle purple for Worm AI.

Suggestion Author

@summer olive

arctic boughBOT
#
**Change the Old Duke tooth ball attack**

The Old Duke, is without a doubt one of the best bosses in the mod. Great attacks, music, and buildup with the acid rain. That said however, the tooth ball attack is easily the most annoying part of the fight. They home in on you at breakneck speeds, last a very long time, split into 4 homing teeth and leave behind clouds that last an eternity. This attack is really annoying to deal with and unfun to dodge. I suggest making the tooth balls move much faster, but not home in on the player, and when they're close to the player, explode into homing teeth that home in more aggressively but last a little less time, and also the cloud lingering for less time. To make the attack not dodgeable by simply flying away, the Old Duke could fire them predictively, and move faster depending on how far away the player is from the boss.

Suggestion Author

@polar pagoda

arctic boughBOT
#
**Retier, Rebalance or Rework Bone Wing (Bone Feather) Bonus**

The attached file is for reference for comparison with other sets around the same tier of progression.
(Titanium and Adamantite not included since Dodge is hard to evaluate and Adamantite is getting a rework)

To put it simply, Bone Wing is a post-Plantera wing acquired from Dungeon enemy with massive bonus if used with Necro Armor and is intended to bump the set up to Hardmode power level. However, the bonus simply do not do enough, as its level is similar to that of a post-2 mechs (or adamantite/titanium/daedalus) tier armor, which is considerably earlier than Plantera.

Thus, either:

  1. Retier Bone Feather to (somehow) be post-2 mechs or around similar progression level
  2. Buff its stats to be considerably fitting of post-Plantera armor (considering its lack of proper set bonus)
  3. Rework Bone Wing to grant bonus independent from Necro Armor
  4. or make HM variant of Necro Armor upgrade that works with Bone Wing (tbh not gonna happen)
Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Add lore based dialogue to Calamitas npc**

Calamity has a large lore, wich is told by tales and items but much off it is locked behind the wiki.

To many lore readers (like I) it would be interesting to hear the biomes history or memories off the past from Calamitas. This would give a perpective on what it was like, what has been before, well, her doings

Calamitas woudnt make sence to tell those tales off her doings due to her saddness and regret over those. It would break charecter

So i say calamitas could tell stories off places depending on the biome she is in. For example, she could tell about the ocean in the desert, what it was like and even about the sealife if she would know about it. The dialogue could be rare to not make it bothering and to keep her charecter intact (she prolly get bad memories off her doings by telling the tales)

Suggestion Author

@tiny fjord

arctic boughBOT
#
Rework the refraction rotor

The refraction rotor is currently the least visually interesting exo mech drop, lacking any of the fancy effects and exo rainbows that are present on the other drops. This makes it much less likely to be used compared to it's fellow rogue drop, the atom splitter, which is not only cooler visually but also easier to use. It's name refraction rotor also does nothing to show what it actually does (firing rockets, nothing relating to light refraction)
Reworking it to have a different energy based projectile that can easily hit bosses would make it more satisfying to use as well as bringing it in line with the other exo mech drops (and it's own name)

Suggestion Author

@rapid bough

arctic boughBOT
#
Remove psychotic amulet and frost barrier from auric armor's craft recipe.

Currently these two, along with magic carpet, are used for auric armor. However, psychotic amulet and frost barrier do nothing but slightly increase the amount of grinding needed for crafting auric armor.
Not only that, but the effects themselves are also barely useful. Frostburn immunity is provided by other items at this stage, most bosses have immunity to glacial state and standing still (which rarely happens lategame) for a small damage boost is not worth it.
Removing them from the recipes (if not from the mod as a whole) will decrease the random item bloat.

Suggestion Author

@true lodge

arctic boughBOT
#
**Move the start of the jungle plague and pbg to different points in progression**

"A plague has befallen the jungle" is a pretty exciting message to see, and a number of new enemies are added. And then you grind plague cell canisters and kill pbg and its sort of... over. Because almost all the plague content is basically on the same tier, this no longer feels like as much of a "permanent consequence" of your actions and you don't really get to appreciate the post-plague jungle as much. If plague happened earlier in progression you'd get more time to appreciate plague weapons and enemies and it would feel less shoehorned into one tiny point in progression. It would be more of an exciting moment to finally fight pbg when this is something that's had more time being built towards in the gameplay.

Suggestion Author

@safe estuary

arctic boughBOT
#
**Remove/rework aimed bullet hell projectiles**

For context, aimed bullet hell projectiles were added in the Draedon Update, with the intent of preventing players from standing still during bullet hells. They express themselves as projectiles shot directly at the player during bullet hells, in addition to the normal bullet hell pattern.
They are present in these fights:
Providence, regularly in the star cocoon;
Devourer of Gods, once in all individual laser walls;
Yharon, very often in all bullet hells;
Supreme Calamitas and her Clone, as horizontal hellblasts in all bullet hells.

This change, much like timed damage reduction and timed aggression, was an awful rendition of a seemingly good idea - to reduce or disencourage passive/cheesy strategies. Both of the mechanics mentioned were removed, so why not aimed projectiles?
Bullet hells in Calamity are characterized by mostly stable patterns that the player can weave through, or dodge by being in specific locations. The aimed projectiles disrupt this stability, forcing the player to be constantly on the run or tank some hits, which, in my opinion, undermines the quality and fun of the fight.

As I've said, the idea is definitely good, but the current iteration is not ideal. The least it could use is a rework that respects the individual bullet hells and integrates aimed projectiles in a healthy, satisfactory fashion. Right now, it's just annoying to most people.

Suggestion Author

@distant mason

arctic boughBOT
#
**Increase the homing/turning speed of the Gallileo gladius projectile**

The weapon should be good against DoG in theory and is even recommended in the class setups wiki, but in practice it has less average dps than even some pre-polter weapons. The reason it has such little dps is because the projectile zooms past the head and hits it once, then wastes all it's pierce and lifespan on the body segments while it tries to catch back up with the head. It also encounters a similar problem when trying to hit the tail because it just can't keep up. Increasing the turning and/or homing speed of the projectile would significantly increase the viability of this weapon against DoG.

Suggestion Author

@wide fog

arctic boughBOT
#
**Give DoG a Warning Before Laser Wall Attack Begins**

One thing of note is that DoG DO have telegraph for laser wall before it begins, being that he turn invisible.

However, this suggestion is still posted for the fact that DoG is CONSISTENTLY not in your screen for many part of the boss fight, thus the telegraph simply do not do enough.

If the player cannot keep track of when the first Laser Wall begins, they most likely will be hit by it for being unprepared (and the precise positioning required to dodge the attack). Currently the most consistent way to keep track of the attack is to set a timer (as the attack happens on a timer), which is not intuitive and a timer-method should never be required to efficiently dodge an attack, given that telegraph do its job but much better design-wise.

The Laser Wall attack should be given some sort of telegraph/warning that is not DoG turning invisible (which requires DoG in screen), and preferably globally and independent from DoG's current position.

Suggestion Author

@drowsy mantle

#
Nerf the Purge Guzzler

This weapon can melt all the sentinels, Polterghast, DoG and still viable for Yharon although it is just a post-Providence weapon. For context, the second strongest weapon for DoG in my opinion is Phantasmal Fury which is capable of 10k dps. However, Purge Guzzler can deal like 30k-40k dps if you fly upward and blast DoG in his face when starts ramming you. With a well timed Adrenaline, DoG can be easily defeated by blasting him before the laser phrase. In Yharon's fight, Purge Guzzler works just fine, still dealing 20k-30k dps, even outperforming the Deathhail Staff or Face Melter. Increasing the i-frames duration of the weapon might work but idk, i'm a player not a developer.

Suggestion Author

@nova gyro

#
Make the god slayer dash not get cancelled by pressing space bar

Performing the god slayer dash while flying upwards can cause the dash to only go a short distance, practically making it a waste of an ability that takes 40 seconds to recharge. Making a different button cancel the dash (such as the dash keybind itself) instead of space bar makes it much less likely to accidentally waste the dash during boss fights like Yharon where you have to be flying constantly

Suggestion Author

@rapid bough

arctic boughBOT
#
**Add A Brief Explanation Of The Early Hardmode Rework To The Pwnhammer's description**

As many of us have seen in the server, the new hardmode ore rework is quite confusing and easy to miss for new players who are used to the vanilla altar method of generating ores. I propose a brief explanation of the rework to the description of the item they will most likely use to generate ores, the pwnhammer. The explanation does not have to be long, something simple such as 'Hardmode ores now spawn when killing mechs instead of altars' would do. This would allow the player to be immediately notified of the change without having the chat flooded after the Wall of Flesh was defeated, which is invasive and just fills the chat with more status messages. Furthermore, the colour of the explanation could be changed (if possible) to make it stand out compared to the surrounding tooltip text. If this change is implemented, people would have an in-game way to be notified to the unusual change that calamity 1.5 brought upon.

Suggestion Author

@unkempt jetty

arctic boughBOT
#
**Make the Guide Voodoo Doll stackable**

Calamity increases Voodoo Demon spawn rates to make it easier to rematch Wall of Flesh after a death. But all this does most of the time is clog up your inventory while trying to mine hellstone or loot shadow chests.
So I suggest making the Guide Doll stackable, say, to 20 or 30. This completely alleviates its inventory clogging problem, and lines up with other consumable boss summons like Truffle Worm or Titan Heart. The doll being an accessory is not a problem because it cannot be reforged, similar to dyes.

Suggestion Author

@woven knot

arctic boughBOT
#
**Reworks to Cal Clone's bullet hells**

Cal Clone's bullet hells added in 1.5 are a great idea on paper, as something to lead the player into the SCal fight later on. However, their execution... isn't exactly the greatest. At times, they can feel super restrictive and/or wonky to dodge.
Firstly, the hellblasts accelerate too early. If you were to stand still during the bullet hell, the hellblasts would barely be passed the player before they start accelerating away. In a way, this makes it extremely difficult to move even slightly with the hellblasts, as you can easily get caught off guard by the hellblasts accelerating. The simple solution, of course, would be making the hellblasts accelerate later. Making them accelerate even a second later would make a crucial difference. An alternative, more radical idea would be removing the acceleration altogether and implementing some sort of aura during bullet hells. This would allow for the bullet hells to feel fairer while also drawing more parallels to SCal and not being restrictive of your arena.
Second, the aimed projectiles in BH2 alongside the early acceleration make the bullet hell nearly impossible to escape from scott-free. BH2 literally just recycles BH1's pattern and adds fireblasts. BH1's pattern is already restrictive enough, so why add fireblasts on top of that? The aimed projectiles are naturally a scapegoat, but a valid scapegoat at that, as they aren't really necessary since the fireblasts will force you to move. Removing them would make BH2 feel more fair while not detracting much from the difficulty.

Suggestion Author

@novel patio

arctic boughBOT
#
**Change Calamity music box names to be more consistent with vanilla**

Some of the names for music boxes currently don't describe where you hear them, some like the astral music boxes have biome in the title and others are weirdly abbreviated.

Here is a list of the ones that have odd names in a txt file.

Suggestion Author

@surreal oak

arctic boughBOT
#
**Add more free time at the beginning and end of Malice/Night Prov's -300 true damage bullet hell**

Providence's Night/Malice fight has the glittery bullet hell that deals -300 "healing", which is a huge deal of true damage and should be survived at all costs. However, also in Prov's Malice/Night fight is the twin beam attack, and the crystal shower attack - both of which don't seem to quite check for how long they should wait before and after the bullet hell. VERY consistently, the second true damage bullet hell will be cut off by the twin beam attack, while the bullet hell projectiles are still out. This creates an almost impossible situation most of the time, as to read where to be for the twin beam attack, you have to have Providence on-screen; right after the bullet hell, where you want to be as far away from Providence as possible.

TLDR; The damage of the bullet hell is fine, and works on it's own, but it keeps getting messed with by other attacks coming into it when they shouldn't. Add some projectile-deletion or timer that makes this unwinnable situation not happen.

Suggestion Author

@hazy void

arctic boughBOT
#
**Make Tier 3 Acid Rain a way of obtaining Bloodworms**

On its own, the T3 event doesn't add much in terms of rewards, with only the two items from Nuclear Terrors and more or less only serving as an Old Duke summon. On the other hand, Bloodworms are incredibly rare, and the spawn rate being halved after encountering Old Duke only makes them even harder to find. As a result, summoning the boss becomes tedious compared to even other bosses that require a consumable item, either needing the player to grind through an entire event or painstakingly hunting down the critter.

Both of these problems could be solved by making Bloodworms serve as the main "material" of the T3 event, whether it be through making the critters spawn much more commonly during the event or making them drop from the enemies, either in critter or item form. This also strengthens Old Duke's connection to the acid rain, as well as solidifying its drops as the main reward of the event at this tier.

Suggestion Author

@tight hollow

arctic boughBOT
#
**Add a herb bag into the starter bag**

it would allow players to craft at least one useful potion that isnt included in the treasure bag, and could also give players access to some of the pre boss weapons crafted using herbs

Suggestion Author

@hoary mauve

arctic boughBOT
#
**Make the Ursa Sergeant actually worth using**

The Ursa Sergeant is an accessory that can be fished up in the Astral Infection biome. While equipped, the player gains immunity to the Feral Bite debuff and the Astral Infection debuff, increased life regeneration with different values depending on how low the player's health is and gains an additional 20 defense. However, the player also loses 35% movement speed which is just, it's a huge loss, all for some debuff immunity and 20 defense.

I suggest either changing the movement speed reduction with a damage reduction or reducing the movement speed reduction, that way you can actually use the accessory without being slower than a pair of Hermes Boots.

Suggestion Author

@polar pagoda

arctic boughBOT
#
**Change Astrum Aureus' hit sound**

It's no secret at this point that Astrum Aureus makes possibly the most annoying sound in the mod. Its in-game volume is incredibly loud and it's very aggressive to the ears, especially when it overlaps itself whilst using fast weapons like the P90 or the Razorpine. I almost always turn the volume right the way down whenever I fight him, simply because his hit sound is so loud and annoying. Replacing it with something like the metallic hit sound, or even that fleshy hit sound would go a long way in making the fight more enjoyable.

Suggestion Author

@heavy sigil

arctic boughBOT
#
**Increase the crafting material yield for crates, especially pre-hardmode and early hardmode materials**

Crates' yields for many Calamity-specific crafting materials (such as hardmode bars, Galactica Singularities, Phantoplasm, etc.) is significantly lower than many other crafting materials, with an average of 0.2-0.7 per crate depending on the material. When factoring in the average amount of biome crates the player can catch per minute if they min-max their fishing equipment, the yield of fishing for these materials is lower than all other methods to the point of impracticality, especially when the best rod the player has access to can only cast one line at a time.

Unrenewable methods (a.k.a mining) should understandably be more time-efficient than renewable ones, but the rate from crates is also notably worse than other renewable method: mob farming. Whether the source is from standard mobs or bosses, the rate crafting materials can be acquired from them is higher than what can be achieved from min-maxed fishing by a factor of 5-10. In fact, a good underground mob farm can get every calamity-specific ore (minus Scoria), Phantoplasm, and/or all 3 essences at speeds faster than even mining or boss farming.

Fishing should have a lower yield because it's much easier, but mob farming is so much faster that there's no reason to fish for the materials that mob farming can give. An Excel document is included so that you can see just how little crafting materials fishing actually gets you.

Suggestion Author

@vestal tide

arctic boughBOT
#
**Change Malice Mode Tooltip To More Accurately Reflect Its Difficulty**

The previous tooltip worked because there was an incentive to play Malice (to obtain Legendary/challenge drops).

However, several things is different now:
I) there is no longer an incentive to play Malice Mode (legend/chal drop in all modes)
II) Malice stated "only activable on Death Mode", implying it is the highest difficulty mode instead of something completely different in nature
III) the current warning is too light to describe the actual gap in difficulty compare to other modes ("subjective" difficulty set no expectation until the player try it)

Malice Mode tooltip should more accurately reflect the fact that it is a pure challenge modes and also its absurd difficulty compare to other modes.

For example:
"This mode is intentionally overtuned and obscenely difficult, for the purpose of providing the highest possible challenge.

Every boss requires significant commitment and mastery to overcome; for those who dare to challenge expect to die a lot."

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Make DoG Laser Projectiles Have Fade Out Visual Instead of Disappearing**

Referring to the Phase 1 patterned laser and Phase 2 laser wall.

With the new change (especially phase 1, more complicated lasers but less projectile speed), it become more obvious that the laser projectile just disappearing looks very strange and unatural.

This also have some in-combat effect, in that it become very hard to judge the actual range of the projectile which makes planning around the attack (especially to stay between the gaps) more difficilt.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Increase Scorn Eater drop yields and make them into a Rare Enemy**

Scorn Eaters are big, they’re tanky, and deal a whole lotta damage. Despite this, they drop a downright laughable amount of Unholy Essence, just 2-4.

Considering their massive size and health pools (almost three times more than Impious Immolators and four times more than Profaned Energy) it seems logical to me to significantly reduce their spawn rates and increase the amount of Unholy Essence the enemy drops.

Suggestion Author

@maiden heron

arctic boughBOT
#
**Make the Solar Dash not override other dash effects**

The Solar Dash allows you to dash and ram enemies and tanks some damage for you, further dissipating until it completely disappears, leaving you dashless even with other dash items equipped.

Quite a frustrating thing to deal with, as getting hit breaks the shield and you need to dodge without a dash until it regenerates.

Suggestion Author

@polar pagoda

arctic boughBOT
#
**Rework Fetid Baghnakhs copies to be more interesting.**

There are a handful of melee weapons that are functionally identical to the relatively popular vanilla weapon, Fetid Baghnakhs. Those include Mandible Claws, Mycelial Claws, and Mantis Claws. Not only that the naming of these weapons are super basic (there are a lot of synonyms to the word "claws"), but also these weapons do nothing different from Fetid (aside Mantis which apparently has visual, and not functional, AoE).

Reworking these weapons to be at least functionally more interesting than the weapon they're based off would help making these weapons have their own identity and not just straight up Fetid Baghnakhs with a different sprite.

Suggestion Author

@wise radish

arctic boughBOT
#
**Give Cnidirion a death Gore.**

It looks super awkward for when killing cnidirion for it to just vanish into the 4th dimension give him some gore and a death sound effect.

Suggestion Author

@tropic thunder

#
**Make brimstone enemies spawn based on location instead of tile count**

The brimstone slag and charred ore blocks look excellent, especially for hell-themed builds. However, it's pretty much impossible to use them because even a small amount of the blocks will cause brimstone enemies to spawn and the biome music to start playing, even if you place them on the surface right next a town full of NPCs. I think this is a shame because the blocks have a lot of building potential.

As a result, my suggestion is that because the brimstone crag's location is decided on worldgen, the enemies should spawn based on set bounds. If this is too much, then I at least suggest increasing the amount of blocks required for a biome as the limit right now (~50 blocks from testing it) is too low to do anything with them.

Another idea is making it so brimstone enemies can only spawn in the underworld (and so that the music only plays in the underworld), as this will not compromise people wanting to extend their crag biome while still allowing people to freely use the blocks elsewhere.

Suggestion Author

@fathom wagon

#
**Rework Goobow into a more powerful and standout weapon**

Goobow is in an extremely awkward position as a weapon. It's in the same progression tier as Lunarian bow (even using Purified Gel in its crafting recipe) but is pretty obsolete and uninspired. It's basically just a regular bow but with those 2 horribly short range arcing streams of slime. It honestly doesn't even feel like much of an upgrade over the Galeforce a tier below (if at all).

Considering it uses a very similar recipe to the powerful Gunk Shot (which also wants a unique projectile itself), I feel like it deserves a rework. Galeforce already fires a secondary projectile type from the main arrow, so I don't think Goobow should stay like this.

Goobow is effectively a pre Wall of Flesh weapon. This means it'll typically get used in the fight and then sacked almost immediately after. If we review other bow options at this progression point, we have Lunarian bow (single target), Hellwing bow (piercing), and even Bee's Knees to some extent (swarming). You know what seems to be missing? Explosions.

Sure Hellfire arrows exist for an explosive bow at that point, but it doesn't stop a more unique explosive from shining. Hellwing bow gets used a ton as a vanilla weapon even though Jester's arrows exist, after all.

With all this in mind, the main takeaway and my solution to this:
Rework Goobow into a weapon that converts wooden arrows into a fairly high velocity explosive AoE slime ball (I'm thinking of a blue colored Abyssal Tome projectile visually but following a high speed arcing trajectory). Great for hungries in the Wall fight and should be able to hit both an eye and the mouth at the same time.

Suggestion Author

@wild void

#
**Disable Music Boxes during boss fights**

Often times, early game most likely, you will be doing a boss fight at your base, or around there. This is more of a quality of life change, but it does become very annoying if I want to hear the boss fight theme and you have to disable the music box. Another issue is with the surprise bosses, like when your first mech boss shows up in hardmode, you don't really have time to disable the music box.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**Simplify Kelvin Catalyst's recipe.**

Kelvin Catalyst's recipe as it is at the moment is unreasonably grindy in comparison to other weapons with similar power, making it significantly less interesting to be picked due to the high time sink needed to even hold the weapon. By the time you can readily farm Cryogen, you're probably tiers away beyond the effective tiers of this weapon.

Simplifying its recipe would make the weapon a lot more accessible for the average playerbase, especially since it's not amazingly powerful either.

Suggestion Author

@wise radish

arctic boughBOT
#
**Punish the player for going too far from Ravager**

Ravager is based around the idea off close quaters and precise movement. It enforces this idea rn by despawning if the player goes too far

I think that this could be changed. Imo the player should be punished by brute force, not by despawning. The despawn is just annoying and in no way creative, cause you can't avoid this in any way

Example ideas

1: Player takes damage if you go far enough from Ravager (the provi way)
2: Ravager enrages if you go too far, magnifying his rockets speed and basicly making it a tactical nuke and speeding his jumping a lot
3: Making Ravager shoot a barrage off homing rockets if you go too far, and making the rockets despawn after the player comes close enough to ravager again

Suggestion Author

@tiny fjord

arctic boughBOT
#
**modify hallowed ore to have its own renewable source**

Add a hallowed slime to the hallowed biome, which drops a large amount of hallowed ore similar to the bloom slime.

Reasons being; At the mechanical boss progression although possible to farm the bosses, it really is a pain in the ass at that level progression, so they added hallowed ore.

But the ore clusters are very small, and when you actually see how much is available it gets taken up by other ores and becomes quite rare.

I don’t think we should change this, as hallowed ore should be rare, or at most be hard to attain, here’s where the hallowed slime comes in; it allows players to actually farm the ore by killing the slimes, but I think it’s important to keep attaining it hard so maybe make the hallowed slime a mini boss or even just maybe ignore amour.

I think personally this is a good idea, but it wasn’t my own @wise patio suggested that hallowed slimes should be added, I am simply suggesting it officially.

Suggestion Author

@wintry forum

arctic boughBOT
#
**Add a configurable option for the new cooldown UI to be movable.**

As it is, the UI is too close to the borders of the screen; it is simply uncomfortable to look away from the centre of the screen during a boss battle, when dodging takes top priority.

Alternatively (or additionally), add a sound clue to when potion/dodge is ready. There are already both of these options present for the rage/adrenaline, so i see no issue adding them for the cooldowns.

Suggestion Author

@frosty halo

arctic boughBOT
#
**Rename Victory Shards**

Nothing about Desert Scourge indicates why they’re called Victory Shards of all things, and the bar they craft into used ocean materials and is ocean themed.

The only reason they’re even called that is because they’re an ancient remnant of old versions of the mod, but now that they’re solely dropped from Scourge it’s thematically very inappropriate.

Suggestion Author

@maiden heron

arctic boughBOT
#
**Nerf Bloody Mary???**

During a blood moon you get Crit boosted by 7% and damage by 15%, and melee speed further by 15%, roughly 22-37% dps boost for melee, and 22% for all other classes except for summoner with 15%. These are ludicrous numbers for being a potion even as summoner, stack this with the 10% movement speed boost? Only at the price of 2 life regen and 4% defense??? Using the bloody mary during a blood moon is a death sentence to the opposing bosses. I suggest removing the melee damage and lowering the classless damage to 10%.

Suggestion Author

@quaint walrus

arctic boughBOT
#
**Buff Tracers**

These are basically trap accessories for the most part. Post ml wings are so insanely good that it's hard to justify tracers, and their inferior fly time and lack of stat boosts really comes back to bite.

Suggestion Author

@safe estuary

#
**Increase the volume or pitch of the hurt sound while wearing titan heart armor**

The current on hit sound is just really quiet and low pitched, so it can be easy to miss during boss fights. Turning down the music volume is not a good solution because boss music is simply too epic to turn down. Increasing the volume or pitch of the on hit sound would help players tell when they get hit without having to look at their health bar (which is time not spent looking at whatever you're trying to dodge).

Suggestion Author

@wide fog

#
**Make biome shrines easier to find**

This is relatively straightforward, as the biome shrines are notorious for being a pain to find in a playthrough. This wouldn't be so bad if it wasn't for most of these items being not exactly useful in any capacity once the wall falls (except the obvious special case of terminus). One way to remedy this could be to add trackers for the shrines, like what was done for the arsenal labs, and I can imagine more people in early game would be willing to craft one, unlike arsenal trackers.

Suggestion Author

@slow mirage

arctic boughBOT
#
**Add an item to prevent to spawning of Cultists**

1.5 added a bunch of items that, when favorited, prevented the spawns of certain boss spawning enemies. However, one was not added for the Cultists worshipping at the Dungeon, which can be killed from a deceptively large range including inside the dungeon itself. Shown in the screenshot attached, multiple times I have been fighting Polterghast in the Dungeon and had the Lunatic Cultist spawn even this far below.

With the inclusion of the other spawn blocking items it seems weird to exclude such a noticeably disruptive case.

Suggestion Author

@maiden heron

arctic boughBOT
#
**Change optaining light and dark shards**

Atm, the evil biomes and hallow drop night and light shards, wich are used a lot in many classes early hm. They are really annoying to grind, requiring a hallow/evil biome desert to be gotten and are really rare drops from the mummies

I have a couple off ideas how to change this:

  1. Make them craftable (example recipe: 3 light/dark souls + victory shards)
  2. Make not desert reliant hallowed/evil biome mobs drop then (like Pixies would drop light, eater of souls/the crimson flying things drop night)
  3. Make night shards drop from evil biome bosses (this would be odd for light shards, i dont thus like the idea)
  4. Make the evil/light mummies night/light shards drop chance 100%
Suggestion Author

@tiny fjord

arctic boughBOT
#
**Buff the Adamantite/Titanium true melee weapons**

When 1.5.0 was released, an enormous amount of true melee weapons received large buffs to damage, size, and swing speed. However, when looking through the weapon stats, it appears that Adamantite and Titanium were skipped over, with all the other, lower-tier versions dealing more damage. All other options available on their tier are better than them as a result, so they need to have their damage increased to match what the other weapons got.

Suggestion Author

@vestal tide

#
**Give Plaguebringer Goliath a unique spawn sound**

PBG has some unique sound effects of its own, with the beeps for switching attacks giving it some character; using a spawn sound more fitting of its theming instead of the usual roar would give it even more flavour. If nothing, the sound effect used for the transition to phase 2 could work to convey a "target detected/alert/engaging" feeling.

Suggestion Author

@tight hollow

arctic boughBOT
#
**Make Devourer of Gods' death animation a lot more extravagant.**

Devourer of Gods got his own death animation as of 1.5.1. While that's appreciated, the fact that only about 80% of his segments were exploded and there isn't much impact on the animation made the whole thing quite underwhelming.

Having the boss' head be visually unstable as all of his body parts are exploding would make his death animation gives off lot more extravagant feeling after beating down this humongous space worm. The speed of the body parts exploding can be sped up to account for the time required.

Suggestion Author

@wise radish

arctic boughBOT
#
**Rename Rose Stone and Change Its "Relic" Description**

The reason is that especially with the new Kelvin Catalyst recipe (Cryo Stone removed from the recipe), Rose Stone is the only one that is still used in a recipe rather than a stand alone unique accessory (like other "stone" or "relic" accessory).

The second reason is that by all means all "stone" or "relic" accessory (except Aero Stone) have completely unique effect that cannot be found in any other accessory, except Rose Stone which still retain its function predating Heart of the Elements.

Rose Stone should be renamed to avoid confusion with other "relic" accessory due to its largely different function.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Some Form of Shroomite Helmet or Accessory for Unorthodox/Sub-classless Ranged Weapons**

Shroomite armor is an amazing post-Plantera ranger armor, and is made even more versatile in Calamity with the Shroomite Visage for flamethrowers. However, weapons that do not exist in pre-existing sub-classes, such as the Flak Kraken, Triploon, Speed Blaster, and Spectralstorm Cannon, can't get the respective boosts from Shroomite Helmets. While this isn't entirely necessary, and would probably be hell to optimize, I think it would be a nice touch to the Shroomite set.

Suggestion Author

@winged rune

arctic boughBOT
#
**Rework DoG sentinel phase**

The fact that the sentinel phase is skipped on subsequent attempts is likely due to the fact that even the developers see it as nothing more than a nuisance that is highly unlikely to be problematic for the player, and is only there either for cinematic purposes the first time around or to scare players into actually fight the sentinel bosses with the cosmic worms description.

Instead, this phase has the possibility of actually being a somewhat competent transitionary phase between the main parts of the fight. As far is changes to the phase itself go, you could just start with all 3 sentinels spawning in at once and starting slow, getting faster as each one is killed and maybe limiting the attacks they have when all 3 are alive, similarly to the Exo Mechs as it would be comparatively simple to other solutions. Also make sure that they are always at reduced HP as to not completely screw over anyone trying to skip bosses, while maybe incorporating the sentinel drops into more pre DoG weapons and accessories as to keep an insensitive to fight them normally.

I know this might be a lot, but keeping this phase as is will probably arouse more suspicious as it starts to stick out like a sore thumb compared to the more polished phases of bosses like Supreme Calamitas. If it's too much to work in, completely removing this phase would still be better than having this pointless slog that goes against the whole idea of Calamity and serves no real purpose.

Suggestion Author

@spare mulch

arctic boughBOT
#
**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

arctic boughBOT
#
**Nerf or postpone hellwing staff on progression**

For some reason it is put at hellstone tier which makes it available as soon as killing brain/eow, but its stats compete for best mage weapon prehm even damage wise, while being also extremely good utility by block piercing and providing light, and as a weapon its fast and accurate, with its only downside being bad against higher enemies than you. If anything at least put bones or even purified gels in recipe.

Suggestion Author

@gleaming heart

arctic boughBOT
#
Make early-prehm summons AI less stupid.

Stat wise all of the minions are perfectly fine but for the love of God they don't do anything half the time or actively try to position themselves on the boss. none of them fly towards the boss so they are stuck to the ground half the time. belladonna spirit is the only good summon pre skeletron due to the fact it flys and has good tracking so why can't the other summons have good tracking?

Suggestion Author

@tropic thunder

arctic boughBOT
#
**Move the Astral Arcanum's warp location away from the dungeon point**

The Astral Arcanum's warp to the dungeon is very useful, but has one problem: teleporting directly to the dungeon point puts you in the middle of the lunar cultists. This makes it very easy to accidentally trigger the lunatic cultist fight, which is rather annoying. Moving the teleport point to be in the first room next to the entrance would solve this problem. Another option would be to teleport on top of the entrance instead.

Suggestion Author

@proven bolt

arctic boughBOT
#
Different King Slime sprite for jewel phase

Add a different slime king sprite for the 2nd phase, when the jewel is flying around. Have the jewel be missing from his crown, and maybe even have a animation of it shaking a little and breaking free.
It kinda just makes sense the jewel shouldn't be there, plus it would just be a nice little detail

Suggestion Author

@cloud surge

arctic boughBOT
#
**Make so Trophies are a guaranteed drop on your first kill**

Grinding for trophies if you wish to can be frustrating. Albeit surely easier than before, it can still be a hassle, and new items will rapidly clog your inventory. Grinding for the Trophies of a few certain specific Bosses is even worse, tho. Notably, The Twins, Calamitas, Anahita and Leviathan, Supreme Calamitas and the Exo Mechs, the latter two being just straight up cruel.

Not only that, it adds for the overall immersion. While Terraria in on itself isn't the most immersive game ever, it's still nice to get your trophy on your first try because it actually feels realistic that you retain that piece for the Boss on your first kill

Tl;dr, small QoL and adds more immersion for the game overall

Suggestion Author

@valid relic

arctic boughBOT
#
**Buff Underperforming Yoyos in Hardmode**

(I didn't list the Yoyos in title because it is too lengthy), the following yoyo should be reviewed and buffed accordingly as they are way underperforming for their tier:

i) Shimmerspark (post-2 mech, cryonic bar yoyo)
ii) Quagmire (post-plantera, perennial bar yoyo)
iii) Pandemic (post-PBG, PBG drop yoyo)
iv) The Microwave (post-Astrum Deus, AD drop yoyo)

The file below showcased all the tested stats of the performance of all yoyo on tier against bosses of their tier, showing that the above four yoyo all way underperformed for their tier.

(It is a lengthy file so) TLDR:

i) Shimmerspark is currently around pre-Mech in performance, comparable to Yin-Yo (a pre-mech yoyo) functionally and DPS-wise (worse against more static boss)
ii) Quagmire is comparable to Sulphurous Grabber (post Acid rain tier 2 yoyo), but since SG is kinda overtuned it is more post-2 mech than post-Plantera
iii) Pandemic is post-Plantera (around Anahita/Astrum Aureus) in power, weaker than post-Golem and definitely not post-PBG (which is after golem)
iv) The Microwave is weaker than Pandemic despite being post-Cultist, Deus (which may be considered Moon Lord equivalent) drop

Suggestion Author

@drowsy mantle

#
**Make it impossible to teleport outside Scal's arena**

The enrage mechanic obviously exists to prevent players from cheesing the fight by leaving the arena. However, sometimes it is possible to teleport outside the arena by accident, via a misclick. This has ruined several potentially good attempts for me, and not only do you have to deal with the increased damage and attack speed from the enrage, but you also have to endure it for long enough until chaos state runs out.

I think the solution would be to disable the player from teleporting outside the arena while SCal is alive, similar to how the base game disables you from teleporting inside the temple before plantera is defeated. This would make the fight seem more fair to people who are not intending to leave the arena but only do by a minor accident.

Suggestion Author

@royal oyster

arctic boughBOT
#
**Make the movespeed/pickspeed/tile-wall placement speed buffs a toggleable option**

Idk I just don't like the feel of it. Part of the enjoyment of the progression for me is getting gear in the early game that finally lets you move/pick/place faster. Obviously I don't mind if it's in for other people, but I just wish it was optional for people like me who aren't just trying to speedrun out of the early game ASAP.

Suggestion Author

@rancid portal

arctic boughBOT
#
***Add a part in the items that increases the player's mana/health permanently telling them that they already absorved it***

It will be good for players to not accidentally waste their materials by forgetting that they already absorved it

Suggestion Author

@polar ermine

arctic boughBOT
#
**Make Seraph Tracers inherit the stats of the wings used to craft it**

Currently, Seraph Tracers are not too useful since the luminite wings both provide more flight time and even some offensive bonuses. The title of the suggestion doesn't really cover my full idea in detail, but I basically want the luminite wings to only have higher flight time, with their offensive bonuses being locked behind using them to craft the Seraph Tracers. This makes it so that you can choose to use the tracers with less flight time and extra bonuses or the luminite wings with more flight time and no bonuses which can serve as an incentive to use the tracers over the wings as well as a reason to use better types of wings to craft them.

Suggestion Author

@storm tree

arctic boughBOT
#
**Rework the Aureus Spawns**

Currently, these minion spawns become active when you "kill" them while attacking the Astrum Aureus, and are really good at hitting you. Seems easy to ignore them, eh? Wrong, for they tend to crowd and teleport around the boss, making it way harder to not trigger them. It's even worse on Summoner, where its difficult to prevent minions from attacking the Aureus Spawns because Astrum Aureus likes to also teleport a lot, resetting the Minion Target and leading to the minions focusing on the Spawns. In other words, the game basically punishes you for attacking the boss, the thing you are supposed to do.
Reworking the Aureus Spawns to be much easier to avoid damaging or have an entirely different gimmick would do a lot in making Astrum Aureus, who is arguably the most annoying boss in the entire game, much less annoying.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Make Souls of Light a collection object (like Demon Alters in the hardmode rework)**

The hallow is very very annoying in the beginning of hardmode, and depending on where yours spawns, you might even have to wait a long ass time to even access an underground hallow. Imagine like some sort of Crystal that spawns in the aboveground hallow rarely that drops 2-5 souls of light when broken with a pwnhammer

Suggestion Author

@tough relic

arctic boughBOT
#
**Rework the Exo Mech loot drop system**

The Exo Mechs drop system, with each set being dropped by the last Exo Mech killed, is a very cool idea on paper, allowing players to decide which set they want on the first kill. However, this system doesn’t work as well in practice as figuring out how to choose the final Mech to kill takes a lot of strategy and targeting, made extremely difficult to do in the chaos of the fight with so many Auric weapons targeting huge AoEs or having aggressive homing making whittling down a single Mech almost impossible.

Made worse by this is that the loot drops from that Mech are added to the pool after the boss is killed, so if you don’t kill the right Mech on the first kill there’s a not insignificant chance you won’t get the weapon you want anyway.

I think the most elegant way of solving this problem is to make the Mech you select to summon at the start of the fight also be the last Mech you fight at the end of the fight, so you can decide which weapons you want without needing to tediously focus fire the other two. This would also give more weight to the decision at the start of the fight instead of being a single largely meaningless choice.

Alternatively, the fight itself doesn’t need to be majorly affected by the choice, but the loot still be determined by the first Mech you decide to fight.

For both of these options I feel removing the loot drops from previous boss defeats would be for the better as well, allowing for a greater degree of control over which drops you obtain

I’m sure there are other ways of dealing with this, but I firmly believe that the Exo Mech drop system is heavily flawed in its current state but only needs a couple of changes to make it legitimately interesting.

Suggestion Author

@maiden heron

arctic boughBOT
#
**Make DoG Head Fireball (Projectile Speed) Start Off Slow Before Accelerating Faster**

Basically make the fireball (in a way) similar to Scal Brimstone Hellblast instead of instantaneous full speed from the get go.

This is because DoG currently fire fireball at a very fast rate, but completely stop when its head is close to the player. However, (possibly due to phase change), it can randomly start fireballing when it already stopped. This is completely random and unreactable due to it going full speed immediately and significantly punish close-mid range weapon for trying to hit the head. This further incentivize the already easy playstyle (of staying away from the head/hit the body) while basically only punish the high risk high reward playstyle (of chasing the head).

Making the fireball start off slow but quickly accelerate (instead of full speed immediately) will make it a lot fairer to closer range weapon while still possing a threat for ranged weapon alike (unlike what it currently is of purely punishing close range only). The acceleration can happen really fast but as long as it is not instantaneous full speed it is reactable.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Buff the final mechanical boss you fight even more**

The final mech tends to be a pushover because you have so much gear available at that point. You've typically beaten cryogen and aquatic scourge, have adamantite/titanium/daedalus gear, things made out of unholy cores, and weapons and accessories crafted out of the two souls you've acquired from the other mechs. I think the final mech should be more of a hurdle that needs to be prepped for, because at the moment its generally the easiest one with all the gear you have at your disposal.

Suggestion Author

@safe estuary

arctic boughBOT
#
**Make ink bomb more common**

For an almost essential rogue item, the ink bomb takes too much time to obtain, and since it is obtained in the abyss there’s a high chance of layer 3 minibosses spawning and killing you. This is an especially prevalent problem in multiplayer where it takes ages to get 2 or more. This is why i think the drop rate should be increased.

Suggestion Author

@fathom bronze

#
**Add passive attunements to the Ark of the Cosmos**

As it is now, the Ark of the Cosmos inherits nearly nothing from the prior Biome Blade upgrade, the Galaxia, other than the visuals.
It would be nice and make sense if the Ark of the Cosmos inherited the Passive Attunements from the Galaxia, adding a side effect but not changing the way the weapon attacks, as to not overcomplicate it.
Some people may have mistaken that I meant to remove the Parry from the Ark of the Cosmos. No, no, definitely not that. Just add a separate bind to attune the weapon.

Suggestion Author

@mellow estuary

arctic boughBOT
#
**Give Yoyo Bag An Upgrade At Some Point Post-ML (To Reduce the Penalty of Yoyo Bag Nerf)**

After testing the yoyos in the post-ML section of the game, yoyo bag (or yoyo in general) suffers a lot from the Yoyo Bag nerf, considering most Yoyo have multi-hit effect that relied significantly on high base damage (to counteract defense) which resulted in generally poor/mediocre performance against bosses on tier compare with other melee weapons.

Either post-ML or post-DoG should be suitable, for Yoyo Bag to be given upgrades so that it is more viable for average player, considering the absurd skill level required to use it effectively against some bosses (particularly Yharon and Scal).

(The following file are test stat, take Yharon and Scal with a grain of salt, but:) TLDR:

  1. Yoyo Bag is nerfed to the point that on some yoyo warrior emblem literally provide better DPS increase
  2. Many Yoyos was balanced around its on-hit (multihit) effect, which usually is a % of yoyo's base damage, so it is a double-down nerf.
  3. Most Yoyo that heavily relies on Yoyo Bag wasn't able to achieve average kill time (referring to previously Timed DR)
  4. With the consideration of Yoyo being completely incapable of hitting outside the screen, for yoyo to be viable for average player, an upgrade of Yoyo Bag (with less penalty) should be available.
Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Buff Terra Shiv**

This weapon is significantly worse than its downgrade, True Night's Stabber, which does the exact same thing but with more damage. That makes absolutely no sense. https://i.imgur.com/d7nroTV.png

Suggestion Author

@safe estuary

arctic boughBOT
#
**Make the boss rush background tint not effect boss projectiles**

The color tint definitely gives a cool vibe and I don't think they should get rid of it. But for bosses with more extensive bullet hells (ex., calamitas) it can make it really hard to see the projectiles. I'm not sure if it would make sense to reduce the tint effect on the projectiles themselves or just have them retain their usual color from when you normally fight them. Either way I think this would make boss rush feel a lot more fair.

Suggestion Author

@royal oyster

arctic boughBOT
#
**Rework the Galileo Gladius**

This sword is heavily underpowered, and doesn't home correctly on the Devourer of Gods. It does very little damage to most enemies, and I think an overall damage buff would help.

Suggestion Author

@edgy sun

#
**Make bosses have an increased/guaranteed chance to drop weapons from your class**

There are many, many weapons for every class that are upgrades of direct boss drops. This is true for all of progression up to the strongest tiers of weaponry; most of the Auric, Exo, and Shadowspec weapons use boss drops in their crafting trees. So in order to access many of the best weapons in the game (and many good weapons throughout the whole game) for your class, you need a boss to drop a specific item. This promotes grinding bosses until you get what you need, which is unfun and takes away the feel that you're gaining power and getting gradually stronger to defeat new threats. Imagine the pure, utter frustration of having to kill ML 20 times until you get a Utensil Poker for the Seared Pan!

Therefore, I think bosses in Calamity should have higher chances to drop weapons of your class, since most upgrade lines are all the same class (though there are some exceptions, like Tenebrous Tides using Atlantis). If it is possible to code, I suggest that if the majority of the damage (or last blow, or something like that) you deal to a Boss B is of class C, then all of B's weapon drops of class C have an increased drop chance (weapons not of class C shouldn't have a decreased drop chance due to Tenebrous Tides scenarios).

You can mostly solve this problem using mods like Fargo's or Calamity Loot Swap, but I feel this is something Calamity devs should consider adding to the main mod. Not all players use or are aware of these extra mods, and I suspect this would be a very-much-appreciated QoL change regardless.

Suggestion Author

@stuck solstice

arctic boughBOT
#
**rework the tarragon armour's set bonuses**

tarragon armour is available post-providence, however it's set bonuses are either pretty weak or work strangely. these are the current set bonuses:

melee: manually activate-able contact damage reduction, and chance to rapidly regen life when taking damage
ranged: ranged projectiles sometimes split into homing "life energy", and leaves
mage: every 5th crit spawns leaves (from the player), and magic hits occasionally heal the player
summoner: "life aura" minion (invisible), damages nearby enemies that have contact damage
rogue: every 25 crits, you gain 3 seconds of i-frames with a 30 second cooldown, and 10% increased rogue damage when under the effects of a debuff.

the melee effect is good, and suits the class well (especially true melee), but the rest need some readjusting or changing. The summoner life aura does just about nothing, with it's most significant use being instantly deleting Signus' cosmic lantern projectiles. The fact that the only indication it is attacking is by damage numbers makes it even less visible. the ranger bonus is also hardly noticeable, especially with fast or very slow, hard-hitting weapons, as the splits have a 1 second cooldown and are hard capped at 65 damage. Mage's leaf projectiles spawning from the player and having a low velocity means the majority hardly ever hits fast targets. Rogue's set bonus of immunity frames often can't be utilised well, as it triggers at a completely random time, only dependent on how many crits you are doing (which, especially with stealth or endgame rogue, is almost every single hit).

TL;DR, most of tarragon's set bonuses have little to no use, and their effects aren't noticeable in most circumstances.

Suggestion Author

@winged laurel

arctic boughBOT
#
**Take away/rework the i-frame dodge from the abyssal mirror line**

Abyssal mirror lines i-frame dodge is too good atm. The fact that its a no requirement dodge for 1 second on a 90 hit cooldown. This while not that strong alone on abyssal mirror, make the upgrade, eclipse mirror, extremely overloaded off stuff and thus imo makes it broken

Some off the eclipse mirrors functions include
-An i-frame dodge
-100% crit on stealth strikes
-Half off max steatlh to stealth strike

Thus the dodge while alone isnt that broken, makes it in combination the dark gods sheat packed w functions no other class can dream off. Thus i propose a rework to the dodge, cause in my eyes eclipse should have its predecessors main function due to contunity

Example ideas

-On hit fill your stealth bar
-Make the dodge player actioned, so that you have to take a risk on dodging/make player take a drawback on dodge (like 2s movement speed nerf)
-Make the dodge apply only on specific types off attack, for example only on contact hits.

Suggestion Author

@tiny fjord

arctic boughBOT
#
**Remove the Old Power Cell and make the regular Lihzahrd Power Cells non-consumable**

The Old Power Cell is essentially just a non-consumable Lihzahrd Power Cell that can be used without the Golem Altar. Frankly I kind of struggle to find a reason to justify its existence over simply making the regular Power Cells non-consumable, but most damningly for it is that it doesn’t even have its own sprite. It just uses the Vanilla sprite.

Like I said, it has little reason to exist beyond the old versions needing a way to make Golem fightable before Plantera, but I think the mod has reached a point where there are more elegant solutions than a near identical item that doesn’t even have its own sprite.

Suggestion Author

@maiden heron

arctic boughBOT
#
**Make Resilient Candle More Useful**

Resilient candle is one of the 4 candles sold by Drunk Princess, with all candles having small numbers because they can scale into late game, making them always powerful. However, Resilient Candle is the exception.

Resilient candle makes your defense defend for 5% more. Eg: 100 defense, with resilient candle you are treated as having (roughly)105. This make Resilient Candle scales very poorly with non-defensive build , as even a defensive Auric (non-full warding) build you have about 300 defense. This makes Resilient Candle (normally) only provide around 15 defense end-game, and only providing 5-8 defense (having around 100 defense) for most of Hardmode and post-ML, making it worse than Ironskin potion. This is on top of the fact that defense damage exist, making this candle less powerful after the first hit you take.

Resilient candle is currently the only candle that are not worth using. To make it scale better, one example is to look at Spiteful candle and simply make Resilient Candle give DR (that do not receive diminishing return), or to make it function like Adrenaline Buffer (where you take less damage after calculation of all other defenses and DR).

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Remove Lazhar from Aether's Whisper recipe and move it to a different weapon**

Currently, Space Gun's upgrade line generally focuses on rapid firing lasers (which is exactly how both Lazinator and Lazhar function), but Aether's Whisper strongly falls out of line. While it does fire lasers, it doesn't have any other similarities to its predecessors, and functions like a post-ML Plasma Rod used in its recipe as well (No pierce, focuses on debuffs, average rate of fire). What's even worse, Aether's Whisper upgrade (Magnomaly Cannon) straight up turns into a ranger weapon (which is disappointing for mage users following this upgrade line). Removing Lazhar from Aether's Whisper recipe and moving it to, for example Aetherflux Cannon's recipe (does rapid fire lasers, has pierce) would make more sense in functionality and design.

Suggestion Author

@charred sorrel

arctic boughBOT
#
**Remove the ability for Polterghast to spawn after killing 30 phantom spirits**

Necroplasmic Beacon has a simple recipe of 50 phantoplasm and 25 spooky wood. There isn't really a need to have him spawn because of how simple making the summon is. Not to mention it is a pain to farm in there, because you have to teleport out of the dungeon before the boss spawns and go all the way back to your farm. Farming for supreme mana potions is a lot more tedious this way which is why I propose to remove the feature.

Suggestion Author

@hollow latch

arctic boughBOT
#
**Rework the Portabulb**

Currently, the Portabulb makes Plantera's more interesting summon method identical to other bosses.
My suggestion for a rework is to make the Portabulb place small plantera bulbs that grow into full-sized ones that can be broken after some time.
This will keep Plantera's somewhat unique spawning method while still having the bulb's RNG spawn not be annoying to deal with.

Suggestion Author

@ember marsh

arctic boughBOT
#
**Remove redundant swords**

I did a melee playthrough recently crafting everything possible, and a few stages of the game have so many swords that they're pretty much never useful.

Places with redundancies:
-Swords that defeating Cryogen unlocks. This is the worst part: 6 swords of which one or two are clearly the best (Glacial Crusher, Coldheart Icicle, Flarefrost blade, Darklight Greatsword, Trinity, and Avalanche, which looks like an axe but behaves like a sword)
-3 Abyss weapons after calamitas (Floodtide, Mariana and Abyss blade). This isn't counting the broken hero swords!
-Broken hero sword weapons (true bloody edge, true excalibur, true night's edge, true excalibur shortsword, true night's stabber, tyrant yharim's ultisword, anarchy blade)
-Astral weapons from astral enemies (astral scythe and titan arm)
-Plantera/Ectoplasm swords (Temporal floe, Comet quasher, ark of ancients, terra edge, terra blade, terra shiv, )
-Solar fragment and meld construct swords (entropic claymore, baleful harvester, brimlash buster, grand guardian, storm ruler)
-Luminite swords (ark of the elements, plague keeper, solstice keeper, stellar striker, devastation, greatsword of judgment, )
-Dog drops and Cosmilite swords, another overstuffed area (cosmic shiv, essence flayer, Excelsus, Devil's Devastation, galaxia, greatsword of blah, enforcer)

Suggestion Author

@merry marsh

arctic boughBOT
#
**Rework or Remove Terra Edge**

Terra Edge is completely redundant with Terra Blade. Both share the same theming, tiering, basic functionality, and have the exact same recipe. The only difference between the 2 is that Terra Edge has a lifesteal true melee effect with less damage.

Terra Edge could be turned into a true melee weapon as there aren't any true melee terra weapons and would thus differentiate itself from Terra Blade. Removal would also work as that'd cut down bloat and weapons in the past have been removed for similar amounts of redundancy like Crimsaber.

Suggestion Author

@errant lagoon

arctic boughBOT
#
**Make Aquatic Scourge despawn in biomes outside the Sulphuric Sea**

Here I am in the third layer of the Abyss being pestered by Aquatic Scourge, having to tiptoe around the worm so as to prevent accidentally hitting it and provoking, and completely unable to despawn it or even leave the Abyss without exiting the game due to it applying Boss Effects even while idle.

Yeah this honestly feels like an oversight or something but it'd be extremely helpful.

Suggestion Author

@maiden heron

#
**Add a equivalent to the Biome Blades & Ark ~~Swords~~ Scissors for the other classes**

Dear, Calamity Developers - I find that the Biome Blade & Ark line are very creative weapons and add much fun and interesting in-depth battles for melee class players but I feel is there is no real Mage, Ranged, Rouge etc. equivalent for the Biome & Ark line that are easy to know about or have as much effort in them as the Biome & Ark line so I would appreciate it if you would make a equivalent to the Biome & Ark lines for Mage, Ranged, Rouge, etc. because those classes don't feel like they have that same high effort main weapon line that we all love - Sincerely Caleb2017

Suggestion Author

@wispy elm

#
**Make Scal drop loot and spawn the npc the moment you get her down to 1%**

The debuffs inflicted during the fight are brutal, so it’s entirely possible to die to them after you get Scal to 1% hp and she starts her end speech. If that happens, you don’t get any loot or the npc, which is extremely annoying. Having the stuff drop the moment she reaches 1% and teleports to the center would prevent this from happening.

Suggestion Author

@wide fog

#
**Despawn Cosmic Guardians during DoG's death animation**

They can still kill you during his death animation which means he doesnt drop a treasure bag and it doesnt count as kiling him which really sucks.

Suggestion Author

@safe estuary

#
**Make Exo Mechs Twins Phase Switch Also Delete Splitted Projectile**

1.5.1 introduced a new Exo Mechs change where when switching to certain phase (especially involving twins), their projectile will get deleted. The assumption is that this change is to make the fight more fair.

However, as of currently said change only delete main projectiles (notably Apollo's Plasma Blast), but do not delete the splitted projectile from Plasma Blast ("exoplasma bolt"), which do not make sense considering the intention of the change.

Suggestion Author

@drowsy mantle

#
**Change or remove Aquatic Aberrations**

The Leviathan and Anahita boss fight is a fight that is either very loved, or hated by the community. I think the fight is ok, but there is one issue I have with it.

Aquatic Aberrations are minions that The Leviathan spawns after she's done firing Meteor Vomit and before dashing. My problem with them is that they're the only real threat in the fight, with how fast they move and how sharp their turns are. The Leviathan herself has 3 attacks, vomiting, dashing and summoning these Aberrations, and the other two can be easily avoided.

An easy fix would be to decrease their movement speed or making them do something else other than dashing at insane speeds. Minions shouldn't be the biggest threat in the fight, the boss should be.

Suggestion Author

@polar pagoda

#
**Make the amount of Phantom Spirit kills to spawn Polterghast increase linearly on each spawn**

I saw a suggestion saying to disable Polterghast’s natural spawning, but I personally think that adding natural boss spawns is good for Calamity and it’s immersion, so I have an alternate solution:
A: make it so that Polter spawns once at 30 phantom spirit kills, and then again after 60 more kills (at 90 TOTAL kills), then after 90 more kills, 120, etc.

I think this will eliminate some of the annoyance of farming in the dungeon Pre-Polter while still having that natural boss spawn for new players.

Suggestion Author

@teal pewter

#
**Give Summoner weapons their own set of reforge modifiers**

Currently, there are a lot of unhelpful or just straight up useless modifiers for summoner weapons (Mana cost, Critrate, Use speed) which makes the entire modifier system feel kind of hollow for summoner. The suggestion here being that summon weapons receive their own modifiers exclusively for summon weapons, some possibilities could be summon attack rate, summon movement speed (to those which it applies), perhaps even some wacky stuff like a chance for lifesteal. The point here being that summon weapons simply benefit very little from the current modifiers compared to the other classes.

Suggestion Author

@little gulch

#
**Add an indicator of what the next boss will be during Boss Rush**

Certain bosses, such as Supreme Calamitas, have specific arena requirements that can be problematic if spawned in the wrong area. Having a heads up about what was coming would allow players to move to the correct location, while also allowing them to plan ahead more easily.

Suggestion Author

@vestal tree

#
**Make the cooldown timers go top to bottom (instead of left to right)**

The cooldown timers can be very useful in bossfights for a visual representation of what you can and cannot do. However, especially toward the endgame with tons of accessories/armor bonuses, they tend to stack up and eventually become a bit intrusive. I think displaying them still on the left but going from top to bottom, and possibly a little bit smaller, might make it feel less intrusive in these circumstances. Perhaps there could also be a config option to change where they are located and which direction they go.

Suggestion Author

@royal oyster

#
***Have the Drunk Princess' Death Message be "[insert Drunk Princess name here] passed out..."***

This just makes sense. It's in character, it's funny, and unique. There's tons of custom death messages, say, the Angler or Genoshi (Split Mod). Plus, it's a fun little easter egg if you manage to spend all 20000 health points of the Drunk Princess

Suggestion Author

@obsidian vortex

#
**Make the Hydraulic Volt Crasher deal TONS less damage to the Eater of Worlds, Desert Scourge, Aqua Scourge, and Destroyer**

Because holy god, once you get the HVC, the Aqua Scourge and Destroyer are absolute BREEZES, and you can annihilate them with utter ease, and can farm them with this. Nerfing the damage against the bosses listed would help balance it drastically.

Suggestion Author

@forest moth

#
**Convert Pre-Hardmode, vanilla ores into astral ore within the initial Astral Biome creation**

Reasons:
-Increased visual interest within the underground astral biome:
The current astral underground is very grey, monotonous, and dreary, adding some brightly glowing scattered ore veins would help add some personality to the area
-Greater reason to actually mine/explore the astral underground
Currently all items related to the astral biome can be obtained by simply digging into a cave and using a zerg potion to grind enemies for five minutes, then never having to return for the rest of the playthrough. Having to actually dig for the ore would force players to actually move around and experience the biome.
-It makes sense from a lore perspective.
The astral infection is supposedly capable of converting anything to itself including inorganic things, such as the Astrum Aureus. Additionally, falling meteors in real life are capable of converting regular quartz into shocked quartz. Having pre-hardmode metals such as Iron or Gold be converted would be a unique way to represent that the astral infection is more infectious than the corruption or hallow.

Suggestion Author

@vestal tree

arctic boughBOT
#
**Change Oblivion projectiles**

The Oblivion is a yoyo that drops from Calamitas. This yoyo not only doesn't fit thematically, with Calamitas no longer shooting lasers (instead shooting brimstone magic), but is also quite lackluster in damage, outclassed by the Sulphurous Grabber.

I suggest changing Oblivion's projectiles to hellblasts or brimstone fireballs with lower fire rate and higher damage to be able to compete with other yoyos (like two) and also making it fit the boss more.

Suggestion Author

@polar pagoda

arctic boughBOT
#
**Reduce the amount of glowing mushrooms you need for shroomite bars**

It is really annoying to farm for glowing mushrooms for shroomite, even if you have alot of mushroom biomes it might not be enough for a weapon or armor set, and it takes forever for them to grow back, so it would be nice if yall could reduce it.

Suggestion Author

@regal plinth

arctic boughBOT
#
**Let worldgen spawn an arena in dungeon like temple golem room**

Because first you need arena, second polter or ceaseless void are too late in the game for exciting explorations, and dungeon is the most annoying biome to create due to the requirement of unsafe walls.
Maybe somebody enjoys building polter or ceaseless void arena - I dont....

Suggestion Author

@gleaming heart

arctic boughBOT
#
**Make the gem crawler sprites use the actual color palettes of their respective gems**

cuz rubies aren't reddish-orange
and so that they can be easierly recognized/identified by players

Suggestion Author

@simple pilot

arctic boughBOT
#
**Make CV deal no contact damage outside of sucking attack**

First of all, it doesn't make sense: there are already Dark Energies, lots of them. Second of all, it results in cheap hits: you want CV to get into position while it just flies up and hits you for no reason. Simply making Void itself not deal damage during Energy Phases would make things, uh, simpler? Looking at it, absence of contact damage might result into abuse by simply staying inside of CV. On the other hand, it's a fast boss, plus it sucks Dark Energy in, so you won't be able to abuse the boss for a lot

Suggestion Author

@orchid frost

arctic boughBOT
#
**Make Uzi more accessible.**

Uzi is a vanilla gun that drops at a measly 1% chance from Angry Trappers. It was previously kind of accessible with the help of droprate boosting from Defiled Rune. Now that neither the droprate boost nor Defiled is around anymore, giving Uzi more accessibility in acquisition would make it a lot more used by the players on-tier.

The latest 1.5.1.003 also further pushes Uzi's role as a fast-firing SMG away with the rebalance and re-tier of P90, which is now available from Arms Dealer just when the player gets into Hardmode.

Suggestion Author

@wise radish

arctic boughBOT
#
**Give regular enemies a significant health/damage boost post-Moon Lord**

Regular enemies just pose no threat anymore after moon lord is dead, which is a contributing factor to post-ML feeling like a boss rush. If they were more of a threat then gathering materials would feel more like actual exploring and less like a fetch quest.

Suggestion Author

@safe estuary

arctic boughBOT
#
**Make Biome blade not change the attunement, when interacting with stuff**

When i try to talk to an npc or try to use any storage storage or try to do anything that includes RMB while holding the biome blade, it changes the attunement when doing so. This can be really frustrating at times

Suggestion Author

@craggy kite

arctic boughBOT
#
**Add a Combination of the Drunk Princess candles/Consolidate the Drunk princess candles into a single buff**

Currently the four different candles sold by the drunk princess each provide a separate buff, this can cause issues during boss fights when the player is likely to be at or near the maximum allowed number of buffs/debuffs. This is especially problematic for summoners since going over the limit can occasionally desummon some or all active minions. Adding an Item that is a combination of all the buff candles which gives a single buff, would considerably lower the number of buff slots taken up.

Suggestion Author

@vestal tree

#
**Add a number of seconds remaining to the cooldown rack display**

The display doesn't show the amount of time left as a number, which is annoying because before it was implemented you could see the exact amount of time left right under the debuff icon. Adding a seconds display would make it easier to see the exact amount of time left without having to memorize how long the cooldown is and estimating the amount of time left based on how much of the circle is filled in.

Suggestion Author

@wide fog

arctic boughBOT
#
**Reword Dimensional Soul Artifact's tooltip to not be redundant**

Minor nitpick, but in 1.4.5.4 Dimensional Soul Artifact's tooltip was changed to specify its detrimental effect to the player. However, it was simply plopped onto the end of the tooltip. This creates a redundancy where the flavor tooltip says, "But at what cost?" only for it to immediately list said cost. Rewording the tooltip to say something like, "But at the cost of..." would help resolve this issue.

Suggestion Author

@novel patio

#
**A sizable DPS buff to Ark Of The Cosmos and its components**

I think we can all agree that the reworks to those items are incredible and wonderful, however its a shame because The Ark Of The Cosmos and its entire crafting tree are constantly outranked by stronger items in their own tier by a decent amount.
Those items can also take a decent amount of effort to get compared to other items that are stronger for less.

The Nadir is an item that gets around 85k DPS and can be gotten directly after DoG and does not take much effort to get aside from boss progression
The Ark Of The Cosmos is a post yharon weapon and it is doing 40-50K DPS (55-65K with counter active) making it unviable in damage and effects compared to The Nadir aside from its RMB + UP which can do 150K but that dosnt matter quite as much since the chance to even use its RMB + UP has a decent cooldown and something like the Excelsus can do 100k+ DPS anyways.

In summary, please make this weapon and its crafting tree worth using for anything other visuals and its counter ability.

Suggestion Author

@cobalt steeple

arctic boughBOT
#
Make solar flare armor's dash usable even when the shield is fully depleted

When doing bosses that require a lot of dashing such as profaned guardians or dragonfolly,it can be incredibly frustrating to suddenly lose the ability to dash, and not being able to replenish the shield because dodging the boss requires a dash in the first place. This is also made worse by the fact that normal dash accessories such as asgard's valor does not work when wearing solar armor, leaving players no choice but to downgrade to beetle armor to beat the boss. Making the armor's dash usable at all times or alternatively making dash accessories work while wearing the armor makes it much more viable to use on the bosses mentioned while also making it more of an upgrade compared to beetle.

Suggestion Author

@rapid bough

arctic boughBOT
#
**Stop the Profaned Guardians from firing fireballs as soon as they spawn**

the rework to the Profaned Guardians fight is great, and it's a really interesting, multi-phase fight to do. However, the first phase (where the commando and defender guardians shoot fireball spreads) needs a small adjustment. The phase is most easily managed by slowly circling the guardians, and threading the needle through the fireball barrage. This is made easier by knowing where the guardians are... which is where their spawn is problematic. They fire their projectiles the moment they spawn, meaning as they approach there will be a wall of fireballs that you cannot predict.

I propose there is a small delay for when the Guardians can fire their projectiles in phase 1, either time based or proximity based.

Suggestion Author

@winged laurel

arctic boughBOT
#
**Stop worm bosses from ramming into you at the speed of sound**

Worms, when far away from the player, will accelerate in order to catch up with the player, to prevent idly running away and shooting things. This is all good and fine until you realize that worms don't actually slow down when they get near you, often ramming into you before you even notice it and even if you do dodge it, it will continue going until it changes direction, charging at insane speeds again.

A very simple way to fix this would be to make worm bosses decelerate when close to players, preventing cheap hits from bosses like Astrum Deus or the Devourer of Gods (as a neat little bonus, DoG can sometimes go so far away that the music stops playing).

Suggestion Author

@polar pagoda

arctic boughBOT
#
***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

#
**Make encrypted schematics craftable after certain progression point**

Instead of making them craftable after picking up the respective one, make it so they can be crafted after certain boss has been defeated or lower tier schematic has been decrypted. Like making Uelibloom-tier Schematic craftable after defeating Providence or after decrypting Infected Plating-tier Schematic. It would cut off the part of searching for specific schematic and it will make them obtainable in situations where specific schematics were lost to a bug(like non-opening chests when you accidentally join Calamity world without Calamity mod turned on) or a world gen issues(like playing Calamity with other content mods or accidentally destroying the chest with schematics with some insta-build things)

Suggestion Author

@pastel nimbus

arctic boughBOT
#
**Wulfrum Furniture. **

it would make all the Wulfrum Scrap you get in pre-hardmode more useful then just make armor, never look at it again, and it would also provide a nice alternative to wooden furniture as well. it would provide a little extra love to a crafting material thats mostly seen as worthless. also, who wouldnt like a wulfrum toilet?

Suggestion Author

@reef perch

arctic boughBOT
#
**Add a laboratory furniture set**

While the consoles, displays, etc do count as furniture, there is no real furniture set for the labs, with there only being a door, chest, and platform. If a set was added, this would let the naturally generating arsenal labs to be more interesting, and also would allow players to make better Lab themed builds with more fitting furniture. There are already a few blocks that the set could be made of, like Laboratory plating and Laboratory panels.

Suggestion Author

@wide fog

arctic boughBOT
#
**Make Ninja Belt Upgrades Boost Maximum Flight Time**

Asgard's Valor/Elysian & Asgardian Aegis and Master Ninja Gear line both fills the function of dash accessory (therefore you only use 1), but have the complete opposite design. In general, Ninja Gear line have way less utility compare to Valor/Aegis making it much less preferable.

(File attached for detailed comparison)

Tldr: Valor/Aegis have more utility and allows room for mistake, while Ninja Gear rely on perfect gameplay and dodge out of the way, but punished heavily with every mistake (aka: just don't get hit). For most player, Ninja Gear line is just way worse in every way compare to Valor/Aegis.

Thus, giving Ninja Gear upgrades to additionally boost maximum flight time not only give it the buff it needs to compete valor/aegis but also fit the overall design of movement over utility and avoiding attacks, and to give a distinctive advantage/reason to use ninja belts over valor/aegis.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Remove homing from Aquatic Scourge's sand blasts during last phase (20%)**

Why? The sheer amount of them, when the boss starts spitting them out doesn't allow the player to move anywhere without taking a hit. Additionally, we already have homing projectiles - the teeth. Combine all of this with the speed increase and it starts feeling like sand blasts homing is a cheap difficulty increase and whenever a player sees them, they can only take a hit.

Suggestion Author

@zinc gyro

arctic boughBOT
#
**Nerf Malice Brimstone Elemental**

In phase 1 she charges at you at completely absurd speeds. She spawns in this phase, and frequently will kill the player before they even see where she is coming from. In phase 2, she fires her projectiles incredibly fast and cannot be outrun due to how well she follows you, and its extremely hard to react quickly enough when she does the shotgun of brimstone darts. Phase 3 seems fine and balanced, so its really 1 and 2 that need to be changed. The only strategy that even seems to have a chance against this fight is making an arena out of brimstone slag in space, summoning her there, and abusing falling to give yourself enough time to react to projectiles in phase 2 and using slime mount to prevent yourself from dying to her phase 1 charge (which yes, is easily fast enough to catch up to a player falling at terminal velocity). This fight is just completely ridiculous and needs major changes, it doesn't even seem intended to be possible at the moment.

Suggestion Author

@safe estuary

#
**Make Meteorite Turn Into Astral Ore When Sprayed With Astral Solution**

There are other ways to get more ore after mining the inital meteor, but I just feel like this would make so much sense to add.

Suggestion Author

@shell kettle

arctic boughBOT
#
**Easier herb farming**

Improved mechanics to gather herbs for potion crafting, to reduce time spent managing herbs. i.e
Harvested herbs are reset to initial growth stage instead of being destroyed and needing replanting.
Chance for improved herb yield per crop.
Minimising inventory management.
This would provide a much welcome time save over the course of a playthrough.

NPC's do sell the potions the herbs are crafted into, but on higher difficulties, where dying lots is expected, having to rebuy potions every time can quickly add up, especially on multiplayer.
Blood Orbs too can craft these potions, but these are often better saved for fish based potions, to alleviate the time spent fishing.

Suggestion Author

@molten perch

arctic boughBOT
#
**Add a bit about how Providence drops a different item depending on which biome you kill her in to the Profaned core tooltip**

A lot of new players don't get that you need to be in the different biomes for different drops, and it's extra bad because the Aegis is generally a lot more important and newer players seem to gravitate towards fighting her in the hallowed first, and then get confused when the Aegis isn't dropping after killing her several times. Changing the tooltip to explain this would clear that up for newer players.

Suggestion Author

@wide fog

arctic boughBOT
#
**Add Description To Planty Mush and Tenebris To Hint It Is An Abyss Material**

Planty Mush is a resource obtained through mining in the Abyss that are not highlighted by Spelunker (other than just mini map which can be rather not obvious depend on zoom size).

Tenebris are often used alongside Lumenyl and Depth Cells. However, unlike Depth Cell which hints how it can be obtained (therefore also obtaining Lumenyl as both are mob drops), Tenebris lacks description telling the player it is a material from the Abyss and explicitly obtained through mining.

Both items require some description to hint of them being Abyss material (especially Tenebris, such as its property of converting planty mush) to make it more new player friendly as it can be very easily missable (especially with how visually hidden tenebris is).

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Make Boss Summon Item Also State Their Enrage Condition**

With the recent change to make boss summon items clearer on what they actually do, it will be a good idea to also list the condition that will enrage a boss as in some case it can be rather unclear.

Random examples:

  • Suspicious Looking Eye - "Eye of Cthulhu enraged during daytime" (day/night enrage)
  • Teratoma - "Hive Mind partially enraged on surface and fully enraged outside Corruption biome" (biome/depth enrage)
  • Truffle Worm - "Duke Fishron enraged outside Ocean biome" (only biome enrage)
  • Necroplasmic Beacon - "Polterghast progressively enraged with the lack of surrounding blocks and fully enraged on surface" (special enrage)
  • Star Chunk - "Astrum Aureus do not enraged outside Astral Infection biome but fully enraged during daytime" (no biome enrage)

This way the player will have much clearer idea of the boss' enrage condition without having to rely on wiki and to accidently build arena that end up enraging the boss.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Make the Wave Skipper bounce off the surface of water**

You'd think it would, given the name. It would fit the weapon, make it more unique, and make it more useful when fighting bosses (like the aquatic scourge) over the ocean.

Suggestion Author

@safe estuary

arctic boughBOT
#
**Make Tier 3 Acid Rain provide an easier way to summon Old Duke**

Old Duke can be considered the boss of T3 acid rain, as it's meant to be fought around that point in progression, and the base event only has three item rewards discounting OD's drops. However, since the boss only spawns at the end of the event, refighting takes a long time, which causes tedium; the other way of spawning it isn't much better on this front due to how rare bloodworms are, and isn't even related to the acid rain in any way.

Thus, players could instead get ways to summon OD outside the event in addition to its natural spawn at the end of the event. A possible way to do it would be to make bloodworms drop from the enemies or to greatly boost their spawn rate during the event.

Suggestion Author

@tight hollow

arctic boughBOT
#
**Make the components for Arctic Diving Gear craftable**

Out of all the Vanilla recipes Calamity adds, I have no idea why these four still haven't gotten a recipe. Being part of the Arctic Diving Gear (namely Diving Helmet, Flippers and Jellyfish Necklace) crafting three and later the Abyssal Diving Suit makes all of these some pretty wanted materials to explore the Abyss, which is an integral part of the game to gather materials and new weapons/accessories. However, out of all the crafting trees that Calamity expands, like Hermes Boot, Ankh Shield and etc, this is the odd one out. Not only that, this HALTS the game pace drastically, being one of the only moments the game forces you to grind for an specific item on the uttermost edge of the world, and the trip there takes quite a while, it's easy to die in the ocean at the state you're mostly proeminent to farm there, being it the PHM and Post Calamitas, due to, mostly, Mantis Shrimps.

Basically, the lack of these recipes greatly annoy any hopes of first trips to the Abyss, and I still have no idea why these haven't been added.

Suggestion Author

@valid relic

arctic boughBOT
#
**Remove use turn from all swords**

Do I really need to explain this? Use turn is what makes the player face the direction they’re swinging in when using an item, most commonly with swords, in Calamity all swords have it, which means true melee is significantly worse than it should be
Or make it so it all swords face the cursor so you have SOME control

Suggestion Author

@woven flume

#
**make supreme calamitas teleport back into the arena if she is outside the arena once she is at 1% health**

The idea is to have scal be on screen to finish the dialogue.

Suggestion Author

@deft gust

arctic boughBOT
#
Make Tundra Flame Blossom Staff Craftable at an Anvil.

With the early hardmode rework alot of weapons were locked behind one mech boss kill however this severely nerfed the summoner that relied on the tundra flame blossom for reliable dps and most of the ai of the summons you do have access to either can't fly or have incredibly stupid ai. The recipe has all the available materials to where it should be an early hm weapon you craft as soon as it starts but for some reason its locked behind mech bosses.

Suggestion Author

@tropic thunder

arctic boughBOT
#
Please make the summoner multi class nerf configureable

Doing this will provide much more freedom to players aswell as allowing multi class players to not specifically become summoner whenever they wish to use a summon weapon this may make things unbalanced which is why I suggest if this is done it not be an all out removal of the feature but simply a configurable option that players can turn off if they wish

Suggestion Author

@sonic vortex

arctic boughBOT
#
**Move Partially the Crafting Cost of 5-Class Armor Set Helmet to Chestpiece/Leggings (Especially Post-ML)**

The intend is to make class switching easier (or at least not actively discouraged). As class accessory and weapon already have lengthy crafting recipe, class switching difficulty can at least be alleviated on the armor, with helmet having lower cost player can more easily switch class as the Chestpiece/Leggings are shared, while the overall cost of the entire armor set is unchanged.

(File attached basically show crafting materials for 5 class armor)

TLDR: Most pre-HM and HM armors have acceptable cost for helmet, but especially post-ML (notably Auric Tesla), crafting materials with both bars and boss material required for armors become absurdly high which contributed to why 1-class playthrough can feel forced.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Significantly increase the generation of Uelibloom**

Uelibloom is… frustrating. Put simply, mining for it is the single slowest and most agonizing part of post-Moon Lord, due to the ore’s extreme scarcity, and only generating in one biome that is already filled with another exclusive ore and many, many unique structures eating away at the ore’s room to generate. Additionally, Uelibloom veins are far smaller than pretty much any other ore in the mod.

As is, the only way of getting a useable amount of bars is by chugging some modded ultrastrong buffed Battle pot and sitting in a big hole in the ground for a while. While ore enemies are good in concept, with Uelibloom it just leaves the ore irrelevant because it’s so rare.

Uelibloom should generate in larger chunks comparable to the other ores, and more frequently, so you don’t have to work for ages to get enough for the armor, pickaxe, AND a weapon.

Also, as a suggestion to slightly reduce dependence on Ore Slimes for rarer ores, maybe make the ore generate again after killing the boss if the count of that total ore placed in the world falls below a certain threshold, so if you’ve excavated a world you don’t fall into the trap of Ravager and Slime grinding for hours.

Suggestion Author

@maiden heron

arctic boughBOT
#
-Increase polterghasts dmg, speed, and health

Polterghast is an extremely easy boss that can be slammed into the ground pre-providence, even when on the boss log and in game progressions standards, it should be way buffed because it makes all bosses up to DOG really easy and makes you able to kill 5 pml bosses in less than an hour. An easy and simple was to fix it is to just buff his dmg, speed, and health because his AI is already good and difficult.

Suggestion Author

@runic garnet

#
**Make it so that the sulfurous sea doesn't place water in front of player-placed backwall**

i think it would be neat to make underwater bases in the sulfurous sea without them getting filled with water

btw this would not apply in the abyss

it appears that this might've already been implemented already, i'm checking rn
i checked, it hasn't

Suggestion Author

@simple pilot

arctic boughBOT
#
**Have the Goblin Army, Pirate Invasion and Martian Madness be unable to occur naturally after they've been completed once.**

They become more of an annoyance once they start continuously occurring, as they usually offer nothing new the second or third time around. As they do not last for a set duration, the only way to end them is by manually completing the event, which can become a meaningless slog, especially when it also results in unavoidable NPC deaths.

Suggestion Author

@livid sail

arctic boughBOT
#
**Make Destroyer Sound Telegraph (Mouth and Body Laser) Global**

Destroyer have sound telegraph for when its mouth and body laser fires, however it is very often that one of it is far away from the player (either the body or the mouth) where the player will be unable to hear the sound. Combined with lasers having acceleration this makes Destroyer laser quickly turn into sniper shot that is undodgeable as it is not properly telegraphed.

Making the sound telegraph global will help solve the issue.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Add a config option to remove the shadow potion's invisibility effect**

We already have a config option to remove the invis on max stealth, this would allow rogues to use the shadow potion without constantly being invisible, removed invis could even be the default config option
--currently, the only way to remove shadow pot's invis is to use a togglable shield buff--

Suggestion Author

@uncut zodiac

arctic boughBOT
#
**Reduce the movement speed increase**

It seems like the movement speed increase is to make progression in early game faster, but it makes getting movement accessories much less satisfying, plus you can run away from many enemies even on malice mode. I think it should still be there to make early game less tedious on expert mode and higher but maybe reduced by 50% or more so it isn't overpowered.

Suggestion Author

@silk shuttle

arctic boughBOT
#
***Other Post ML Astrum Aureus reward?***

Im going to be mildly blunt here, Astrum Aureus Post ML is kinda… strange. Its two major ranged attacks have effectively double damage after you kill moon lord, with Triple the HP, and your reward for killing it is… a funny mount. Its an ok mount but it doesn’t really do much besides increase fall speed on demand, and I haven’t seen people really use it besides “haha funny Pyukumuku mount”? I would think like maybe a weapon, Astral Ore as a renewable source, or some accessory alongside the mount? Im not sure what else it would drop, but making Aureus post ML differently for a bean is… eh

Suggestion Author

@south elm

arctic boughBOT
#
**Make the Indicator for Increased Boss Defense/DR and Enrage More Obvious**

A recent patch added effect for when Boss gain increased defense/DR due to certain mechanic (eg: worm DR on spawn). However, said effect is simply not obvious (or even visible at all) and is completely missable.

The grey and red bar is not a good indicator since unless the player already know it is showing defense/DR increase or enrage it can easily be missable due to its style immitating MGR HP bar (where said bar have no function).

A much more obvious approach will be making the name tag shine much more drastically, or alternatively simply make the actual HP bar (the yellow one) also changes colour.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Make it so that luxors gifts summon cant pop Queen Bee larva**

Luxors gift summons a summon when using a summon weapon. This atm can pop qb larva, wich is irritating when exploring trough the underground jungle. This feature makes it so i cant use luxors gift while in the jungle due to the risk off spawning Queen Bee. I say this should be changed so that either it doest target the qb larva or doesn't pop it.

Suggestion Author

@tiny fjord

arctic boughBOT
#
**Give classless armors stealth stats**

This could be enabled by favoriting some sort of inventory item (kind of like how ball and chain works) to prevent it interfering with other classes use of the armor. However the lack of stealth on sets like Astral/Omega Blue/Demonshade/Reaver makes them useless for any rogue build that aims to take advantage of stealth. Seeing as most of these sets give minion slots so they can be useful for Summoners, it seems like they should grant stealth as well for Rogue players.

Suggestion Author

@safe estuary

arctic boughBOT
#
**Rename Rogue's "Stealth" system.**

Rogue has been having "Stealth" as a mechanic for a good while now. But with changes to the mechanic recently, the connection between the gameplay of stealth and its theming is getting weaker and weaker. Not only that, but also the main thematic gimmick of stealth, invisibility, has been a great deterrent to player visibility be it for gauging hitboxes or just wanting your vanity to be seen at all. While the base mechanic has a config to toggle invisibility off, 2 of the main potions related to Rogue (Invisibility and Shadow) both force invisibility when used.

Renaming stealth to be closer to the themes of precision or opportunity would not only make the Rogue theming a lot more defined (as rogues in fantasy aren't strictly stealth, their main schticks are precision and opportunity), but also completely cut ties with the invisibility gimmick stealth as a theme had, which has been more of a deterrent than anything.

Suggestion Author

@wise radish

arctic boughBOT
#
**Give worms reactive DR at the start of the fight instead of just cranking their DR to a ridiculous amount**

Worm bosses are pretty much immune to any and all damage at the start of a fight, while they can still attack and target you. From what I’ve gathered, the several seconds of effective invulnerability is rather unpopular, particularly among the tankier bosses.

While Reactive DR was a terrible idea when applied to a full boss fight, it’s not a fundamentally bad mechanic, and is in fact one I think would be very fitting applied to the beginnings of worm bosses.

Hitting for 1’s and 0’s is never satisfying, and feels like an incredibly obvious anticheese and like you have to wait a full ten seconds before you actually get to play the game. If the boss can take a visible amount of damage, it’ll likely have a much better response from the player.

Suggestion Author

@maiden heron

arctic boughBOT
#
**Clarify the wording on stealth strike threshold lowering accessories to specify that not only do they spend a lower amount of stealth, but also require a lower amount**

Currently, the in-game wording on accessories in the Coin of Deceit’s upgrade line, which is “Stealth strikes only expend 75/50% of your max stealth” only mention half of their functionality, that which lowers the amount of stealth consumed by a stealth strike; however, those accessories have a secondary effect which allows the wearer to perform a stealth strike while above the same thredshold (75% for Coin, 50% for Ruin Medallion, Sheath and Mirror), which can be noticed by the notches on the stealth bar lighting up before the stealth bar is full, signaling that a stealth strike is available. This function was unknown to me unless I visited the wiki, so I ask to update the in game description of those items to better reflect this property, such as changing them to “Stealth strikes only require and expend 75/50% of your max stealth”

Suggestion Author

@inner socket

#
**Make Ceaseless Void and Dark Energies Not Deal Damage/Invincible for a Slightly Longer Period of Time During Dark Energy Wave Transition**

This is how it currently is: Ceaseless Void always deal damage (no matter dark energy transition or not) therefore CV can ram into you during transition and dealing massive damage. This also happen at the beginning of the fight, where CV can just bump into you making you start the fight with half hp.

Additionally, Dark Energies also only do not deal damage/invincible for like the initial 2 seconds of each transition (total 4 waves/transition), where each transition usually requires precise movement/positioning due to the complex movement of the dark energies. 2 seconds is not enough and player tend to get hit while still repositioning (on top of that CV's own movement make dark energies ram into the player even when positioned well). Said "grace period" should be slightly longer to make the fight more fair.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Make Storm Weaver Lightning Orb Not Telefrag**

Storm Weaver is famous for its telefragging lightning orb that still exist in the newest update. While there is a telegraph for when the orb appear (lightning in the background), it is near useless since the position that lightning orb appear itself is not telegraphed. Several attempt to make the lightning orb more fair (such as cannot appear within a distance of the player) didn't work simply because it fails to account for the players' movement, where the lightning orb can just appear on top of the player due to big movement required to dodge Storm Weaver charge.

Either make it have telegraph (for where the orb will appear) or make it appear around Storm Weaver itself instead of around the player, both will make the fight much more fair.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Nerf Giant Clam in hardmode**

All its attacks do tons of damage and its very tanky. It ends up being very very frustrating to defeat, especially given the poor underwater mobility, lack of a consistent spawning option, >100 damage from every attack, and spawning clams everywhere.

Suggestion Author

@safe estuary

#
Make the abyssal diving suit disable the the sulphur poisoning in the sulphuric sea

Me and some other people were talking in a vc about the diving suit and someone pointed out about it not stopping the sulphur poison. And since this thing can go all the way to the bottom of the abyss it’d make sense to have it make the wearer immune to the sulphur.

Suggestion Author

@mint otter

arctic boughBOT
#
Make rogue class items that are consumable non-consumable

It's a very odd improvement but i've noticed in my many playthroughs that I am deterred from using consumable items due to them turning into items when they fall back down. It's kinda a minor annoyance but I think it would be fixed by them all being non-consumable. If they need some sort of ammo limit then maybe for some of them you could make them have a sort of limited charge (kinda like the battery limits).

Suggestion Author

@frosty mauve

arctic boughBOT
#
**Buff Mythril Knives**

These are appallingly underpowered. With Statigel Rogue set (better than Titan Heart for spam), Lucky Die and Rogue Emblem as damage accessories, 4 lucky reforges, no rippers, and a standard set of potions for the tier, they get a 10:21 kill time on Aquatic Scourge and a 6:04 kill time on the Twins using them as spam weapons (not stealth). Their damage and range are both terrible, making it hard to land hits, and landing hits unrewarding. They need buffs desperately.

Suggestion Author

@safe estuary

arctic boughBOT
#
**Devourer of Gods - Phase 1 Pacing**

Phase 1 feels too easy, too repetitive, and too slow compared to the extremely difficult fight after 60% HP. Balancing the difficulty of the early and later phases could make the fight a lot more. This could also be improved by changing 60% to around 90% and reducing overall HP.

Suggestion Author

@flat tartan

arctic boughBOT
#
**Devourer of Gods - Teleporting, speed, & tracking should be nerfed**

Before 1.5.1, it seems like DOG did not track nearly as quickly, teleport on top of you as much, or ram you with the same speed. Perhaps it was too easy then, but if you get unlucky now, you can be killed without any opportunity to dodge. Even with optimal gear and setup now, you can die within a second from an unlucky DOG teleport on top of you.

Suggestion Author

@flat tartan

arctic boughBOT
#
**Add an accessory/potion/other effect that makes Adrenaline charge faster when closer to sources of damage**

As it stands, Adrenaline charges at the same rate no matter what. You can be on the opposite side of the world as the boss and it will charge at the same rate. Since the majority of boss attacks are proximity based, this means the most efficient way to charge Adrenaline right now is to get as far away from the boss as possible, and then run in with full adrenaline to nuke the boss.

But what if... it wasn't? I propose the implementation of a mechanic blatantly ripped off from lightly inspired by Deltarune's Grazing system. Simply put, the closer you are to damaging projectiles/bosses with contact damage, the faster your Adrenaline charges, perhaps up to 2x the speed? This would create quite a lively risk-reward relationship, as well as adding some complexity to no-hit runs ("do i want to risk being hit in order to end the fight faster?"). It would also encourage skillful usage of true melee weapons/ranged weapons at point blank ("skillful" meaning not rushing in suicidally to drop 50% of the boss's hp); not to mention, this mechanic would have an incredibly high skill ceiling.

As for how this would interact with rage? Well, that's a good question I don't have a perfect answer for. Perhaps you could make rage charge more slowly when this is in effect, and then maybe give a boost to your current rage charge when you lose Adrenaline? Ping me if you've got a better idea.

Suggestion Author

@long orbit

arctic boughBOT
#
**Implement some sort of quest system**

I had to google how to decrypt schematics cause i didnt know and this doesnt felt good. It was either abandon crafting a weapon or google how to do it.
The thing is-googling game related stuff never feels good for me, i would much more like to figure this stuff out in game.
Furthermore: Daedron isnt rly. an important factor until the end of the game when you want to face the Exo Mechs.

->Implement a quest system where the player for example has to search a lab in the sunken sea and recover some items from there and as reward for doing so he gets exclusive loot

The advantage would be that the game could share more of its lore in an elegant way while pointing the player in a direction what he has to do- and can do before he can complete the game

Suggestion Author

@steep drum

arctic boughBOT
#
**Rework Thanatos in Mecha mayhem phase**

Currently mecha mayhem is not fun. You have to deal with three separate ai's at once which isn't really fair unless they were doing next to nothing. I propose that Thanatos should not fire their lasers during mecha mayhem AND make thanatos' head always open so you can deal damage. Thanatos not firing their lasers means that the player can actually move horizontally. This would essentially make Thanatos the arena in mecha mayhem. You are still forced to move around or dash through him while being able to deal with Ares, Artemis, and Apollo. The way you would be able to deal damage in this phase is by having Thanatos' main head be permanently open for the entire duration of the fight. This would allow the player to consistently deal dps to Thanatos when he otherwise might not be doing anything. His main head should fire a laser from time to time, so it forces you to move in a different direction other than straight.

Suggestion Author

@hollow latch

arctic boughBOT
#
**Make Devourer of God Movement More Fair**

Currently DoG is more unfair than it is actually difficult, here are the issues (the following are Death/Malice Mode specific, as both make DoG move at max speed immediately which is the root of these problems. For Revengeance this only happen when DoG is at very low HP):

Phase 1:

  1. Basically DoG has 2 chase AIs now: 1st where he switch to purple (ground) phase to chase the player if they are too far away (old); 2nd where he have a set movement to turn around to catch the player. What happen in the video is he activated 1st and 2nd chase AI at the sametime (note: this is not a 1 time thing).

  2. His AIs switch for 2nd chase AIs is also very scuffed, where DoG often forgot to turn off his 2nd chase AI which results in him attacking the player at extremely fast speed

Both of these need adjustment

Phase 2:
3) His phase start telefrag the player (it always appear in front of player's movement), only solution is time it and dash the opposite way or hope it just miss.

  1. DoG do "small direction adjustment" so the head line up with the player. What happens is the head twiches and can spray fireball that turn into sniper shot at very random position (that is not ahead of the player nor directly at the player) making it completely unpredictable, results in unfair hit.

Both phase:
5) His blue (air) phase speed is way too fast that if you fly even slightly you have high chance of getting charge at unreasonable speed. His phase switch AI (+ later blue phase also charge ground) means he just speed up at random timing or you just have to time it (with a clock), which is unfair.

With all of the above combined, DoG's movement basically become extremely unpredictable (inconsistent) and random at times, and his extreme speed and high damage make it have little room for error for variance like these (1 head hit = 80% of life gone).

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Make Devourer of God Laser Wall Telegraph Last Slightly Longer**

After the recent DoG change, his laser wall now "lingers" until the next wave. What I mean is his 1st wall projectile will stay in the way for half a second during 2nd wall telegraph (same for 3rd, 4th for Malice). This means the player will be unable to move until the laser wall telegraph disappaer, meaning that you have to memorize the pattern in an instant. This become worse when you are on air (where any slight amount of falling can throw you off completely).

By making the laser wall telegraph longer this attack can be much fairer instead of completely relying on players' reaction speed and memorization capability.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Rework the vanity look of the “profaned soul crystal”**

Notice, I have been permitted to suggest a “vanity” change for the accessory “profaned soul crystal” -permission from “MishiroUsui/Amber.

The profaned soul crystal is an accessory that can be created, but also gotten from a special challenge, when you defeat providence under special conditions.

I propose two changes, both vanity wise; although some may see this as a specific item suggestion, I have no idea how to make it not.

The changes are simple, add a different version that can be gained by completing the challenge and display that you have completed the said challenge. There is no way to tell if you made the item or did that challenge; those who did it can take pride in their achievement.

Another change would be to make the vanity visually better and more unique when you complete the challenge so that it would be a different item than the one you can craft and purely vanity. Change the look of the wings in the vanity to be more in line with larger versions, more similar to the wings providence uses; allow the face of the vanity slot to change depending on time, for example, blue at night, basically upset the vanity looks, and even maybe, if possible when you die using the item in vanity you gave the death animation of providence. Also, maybe add a custom death message alone with these changes; regarding the wings, they should look better than celestial boots vanity wise, more extensive and more pronounced. There changes I have suggested are purely vanity, and I believe they allow for the clear distinction between when you create the Crystal to where you actually do the challenge

Suggestion Author

@wintry forum

arctic boughBOT
#
**Make Frost Blossom and Cinder Blossom inflict frostburn and on fire respectively**

Simply put, those two weapons not inflicting the mentioned debuffs is really dumb, because you would think that a flower from hell would be able to burn, right? It doesn't, which is really strange and disappointing, especially now that debuffs actually make a difference.

Suggestion Author

@polar pagoda

arctic boughBOT
#
**change the way the sentinels act after killing them**

In order to fit the DoG phase more logically, sentinels of the devourer should flee offscreen and drop their loot pre DoG fight. This way, it explains why the sentinels the player fought are weakened and makes more sense why they appear during the DoG fight (as a last stand situation)

Suggestion Author

@pulsar saddle

arctic boughBOT
#
**Make brimstone hearts take reduced true melee damage**

Hearts are melted very quickly by true melee weapons like murasama and dragon rage, to the point where they can be taken out in less than 5 seconds. There is no real risk involved in using true melee on hearts and it's so powerful even other classes use it. Nerfing true melee against hearts should encourage other classes to use different options.

Suggestion Author

@safe estuary

arctic boughBOT
#
**Make The Community List The Exact Stat It Gains (In Some Way)**

While understandably it will be super clunky (due to the massively lengthy stat buff that The Community Provides), I still believe that it will be beneficial for the player to know exactly what The Community is providing without solely relying on the Stat Meter (which mixes all stat buff from potions, armor and accessories). This mainly helps the player to evaluate the effectiveness of the accessory without having to rely on the wiki (or calculator + stat meter).

However, this do not have to be just solely reflected on its tooltip.

For example, The Community can show the stat it give in the chat message if right clicking the accessory in the hotbar, or some sort of extendable tooltip like "press shift to show full stat gains" will prevent the accessory from becoming just block of text while still provide greater clarification on its effectiveness.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Remove aureus telefrags**

Aureus can telefrag you in malice because he doesnt have the "recharge phase" after teleporting, which feels pretty unfair. Here is an example of it happening:

Suggestion Author

@safe estuary

arctic boughBOT
#
Reduce yharon’s circular bullethell spams whenever he is at 15% hp

At this state yharon becomes apeshit crazy, every now and then he summons a bullethell, the thing is, yharon also attacks you during the bullethell especially in death, so if you try to dodge the projectiles, you get contact damaged by yharon

Avoid yharon and you will run into some projectiles in the process

Suggestion Author

@brazen elbow

arctic boughBOT
#
**Make the summon penalty system not apply to sentries**

The summon penalty system decreases the damage of summon weapons by 50% (or 25% with Fearmonger armor, but that's irrelivant here) when the player is holding a non summon weapon that has a class. This makes the Old one's army even significantly harder for non summoner classes, as sentries become half as effective as they are supposed to be. This also makes the OOA armors less viable, as their multiclass with sentry armors only adds a fraction of the dps that it normally would. Disabling the summon penalty for sentries won't affect boss fights much anyway due to the lack of sentry gear in the game, while making the event significantly more doable for non summoner classes on tier and also increasing the viability of the OOA armor sets.

Suggestion Author

@wide fog

#
**Make the Sulphurous Sea biome extend above the biome itself**

It's very weird to go a little too above the sulphurous sea, and suddenly you're in the forest biome? Also kinda annoying when you're doing the Acid Rain event.
If for some reason there's really no way to make the biome extend further above, then it should transition into an ocean biome.

Suggestion Author

@bitter mirage

#
**Make Omega Blue Armor HP Regen Reduction Effect To Only Occur During Boss Fight/Events**

Omega Blue Armor have said effect not only because it is meant to be a very high DPS focus/glass cannon armor, but also that it have a tentacle healing component to compensate for it disabling healing. However, both of these effect are only relevant in a boss fight. In other case such as no combat or even just afking, using a debuff like Drunk Princess alcohol or effect like Ethereal Extorter which causes negative life regen will slowly draining their health at all times. This also further incentivize Omega Blue Armor to be purely nohitter armor due to its effect being pretty much detrimental for non-boss scenerio.

Make it only works during boss fight/events will make the armor a lot more comfortable to use during non-combat scenerio (to be worn at all times) and make the degen only occurs at the only time it matters.

Suggestion Author

@drowsy mantle

#
Re-balance the Summoner Nerf to make it more summoner friendly

One of the changes between calamity from vanilla is the nerf to summon damage while using another non summoner weapon, which may make it more balanced for the other classes, but makes it harder to make summoner a consistent class, because you would deal less damage than other classes, and it prevents you from using other kinds of weapons for effective self-defense in scenarios where the minion is, for example, distracted.
My idea for a re-balance consists in:
Whenever you are wearing a full set of summoner armor(Being an specific set or a class armor with summoner headgear, not a neutral one), you stop losing damage on your summons, BUT you lose half of your damage on non summoner weapons.
This would not buff other classes, but it would make summoners more viable in full playthroughs

Suggestion Author

@hard beacon

#
***Let the player know how Stealth Strikes work a different way***

“Stealth” Strikes are basic functionality for the Rouge Class, rewarding you for not attacking for a second to do… similar damage with added effects or generally more damage depending on the weapon. Though… Every armor that grants this ability… Explains the entire concept in the description, leading to description bloat. Maybe theyre could be a… different way of this being explained to you, though say the Guide, Bandit, or maybe a rouge guidebook you start with even that basicly is written from the perspective of the Bandit even that you start with that shows you the basics of the class since its literally an overhaul of Throwing? We have enough Description bloat with weapons like the Ark of the Cosmos and such, why have the same copy-pasta for every set of set of armor with this feature? Like if it grants a stealth strike, you could just put “Grants Stealth on Rouge weapons” like how it is for Shroomite

Suggestion Author

@south elm

#
**Fix the interaction between wings and sandstorm in a bottle**

It's well-known that having wings equipped slows down the jump from sandstorm in a bottle immensely. My testing indicates that the negative interaction between wings and the sandstorm jump is purely caused by the wings air animation, as the interaction happens even if you only have wings in vanity slots. Fixing this interaction would allow wings and the bundle of balloons to be used together properly, and would be a considerable buff to the MOAB. This could likely be accomplished by either hiding wings during the sandstorm jump, or disabling them altogether during it.

Suggestion Author

@proven bolt

#
**Slightly slow malice mode eye of cthulhu's movement speed and charge speed**

The current charge speed isn't that bad but it sometimes puts you in situations where you literally cannot dodge its attacks depending on the angle its charging from. A 30% decrease might help a lot with this issue.

Suggestion Author

@silk shuttle

#
**Remove the revive effect from Draconic Elixir**

Flight time, flight acceleration, and flight speed bonuses as well as bonus defense should be more than enough to make this potion worth using and unique. The revive clutters the potion description and seems very contrived, with it giving potion sickness and having its own cooldown, which is just a remnant of the past when it worked on God Slayer revive. To compensate Silva Armor for this, the heal to half health could just be made part of the base set bonus, and Silva Wings could have their bonus changed.

Suggestion Author

@safe estuary

#
**Make Luminite Planetoid Always Spawn**

Currently the Luminite Planetoid that spawn after Moon Lord's defeat seem to always be spawning in the space level at a location close to the centre of the world (or initial spawnpoint) ONLY. However, said area is also very often occupied by the Space Draedon Lab and other smaller planetoid which completely blocks Luminited Planetoid from spawning.

This means unless you know this and clear them out beforehand (or on world gen it give enough space) Luminite Planetoid have high chance of not spawning.

The suggestion is that Luminite Planetoid should be guaranteed to be spawned as long as there is empty space in the space layer, no matter if it is near the centre of the world or not.

Suggestion Author

@drowsy mantle

#
**Remove Spectre Staff from the Magnetic Meltdown recipe**

Magnetic meltdown is crafted with Magnet Shpere, Spectre staff, and 3 Dark plasma. This is very similar to the Phantasmal fury recipe, which is Spectre staff, 2 Ruinous souls, and 1 Dark plasma. Both use the Spectre Staff and Dark Plasma, so Magnetic Meltdown using 2 weapons doesn't match up with all the other post ML upgrades to post Plantera dungeon weapons, like Shadowbolt Staff (3 Armored Shell, 2 Ruinous souls, Shadowbeam staff) or Vensuian Trident (Inferno Fork, 2 Ruinous Souls, 1 Twisting Nether). It's fine that Magnetic Meltdown isn't the same tier as those other weapons, but it shouldn't use Spectre staff in it's recipe.

Suggestion Author

@wide fog

#
Give SCal an audio cue before she is about to dash.

If you are battling SCal and she is out of sight, you never know when she is going to dash. Even with the recommended movement equipment, it is still very hard to dodge her dash unless you are already expecting it. Her dashes cover the entire arena in one move and very quickly, so it's very hard to dodge. If there were an audio cue before she dashes, it would give the player a heads-up and they could expect it and be able to dodge it better. Now I'm not sure if this was intended, but it feels like SCal just pulls a cheap shot on you and takes 1/4 of your health away.

Suggestion Author

@forest dew

#
Make Crabulon not give adrenaline while passive

Currently, Crabulon is easy to cheese by building up adrenaline while he's passive, then releasing it, especially with a stealth strike from the Meteor Fist or similar. This can take out 90% of his HP in one hit. By stopping Crabulon from giving adrenaline while passive, this can be avoided.

Suggestion Author

@lone whale

#
**Give the Lunatic Cultist a larger hitbox**

One of the biggest hurdles to balancing cultist is how small his hitbox is. It causes all sorts of balancing issues, with a lot of mediocre weapons becoming viable against him solely by virtue of being homing, while nonhoming weapons can get absurdly long kill times because they're so hard to hit him with. Giving him a larger hitbox either by granting him some kind of aura (like SCal has) or making his sprite bigger, or some other solution could make him far easier to balance and make players feel less forced into using homing against him.

Suggestion Author

@safe estuary

#
Make the reforge prefixes go after "the" in the item's name, if that's even possible

It's just a silly little idea but think of the possibilities: "The menacing Camper"; "The spiked plan". it also just kinda feels to be correct, while in some cases (the same "the camper" thing), it just seems kinda weird that the prefix is before that the.
i can myself provide a counterargument to this: makes naming items a bit more confusing since people are used to prefixes being before "the" anf it might cause confusion as to if it's a different item entirely
also probably causes mod conflicts but hey listen who cares about that

Suggestion Author

@gritty halo

#
necromantic geodes (post providence ravager drop) should drop uelibloom bars

imo the bloodstone drops are kinda redundant when you can just beat brimmy a couple times which i find to be a lot easier
uelibloom ore seems to be pretty uncommon and farming slimes is kinda annoying especially when the cavern spawns are so bloated at this point in the game

Suggestion Author

@solid pewter

arctic boughBOT
#
**Remove the knockback bonus from the Elemental Gauntlet line**

Knockback is quite possibly the most useless stat in the game, as it has no bearing on the majority of enemies in the game, and when it does come into play it’s usually followed by a groan as whatever target you’re attacking was just flung halfway across the screen.

Additionally, most late game weapons have pretty good knockback already, and every weapon’s tooltip in the late game featuring a useless “Insane Knockback” line tells them nothing about how far it actually hits back. Most of the effects of the Gauntlet line are invaluable for Melee players, but the knockback is not only without use, it actually hinders the Melee experience, especially in Calamity where True Melee is such a large part of the class.

Suggestion Author

@maiden heron

arctic boughBOT
#
***Combined Ancient Relics?***

Going to keep it simple to avoid SIS here, Basicly theres bunch of “Ancient Relics” with “Stone” in the name. Would be pretty nice if I could combine them all into a singular item. What the item does in full is up in the air, Though I am going to lightly throw out the idea of Increased Regen/Decreased Mana Burn time while moving and/or standing still or something to spice it up and keep it from just being a combined version of 4 items that sometimes drop from bosses that have a funny item description that has no follow up despite implying something more like the Void of Calamity having “Cursed?”

Suggestion Author

@south elm

#
**Make the summons of Cinders of Lament stay behind the player and charge at the mouse instead of spawn in the mouse position and charge at the player**

Right now the way the item works is hard to aim and use properly, making the risk of getting hit by the summons really worthless, especially since there are other weapons that allow doing direct summon damage, and even if they do less damage they are easier to use and allow to more constant damage. If instead, the summons stays behind the player before stopping for like half a second and then charging at the mouse you could actually aim the attacks and take advantage of the massive damage and large hitbox of the summons and making it a viable option, but at the same time, it would make more probable to get hit if you are not moving, keeping the balance of the weapon.

Suggestion Author

@distant anvil

arctic boughBOT
#
**Add a config option to disable summoner minion auto-resummon**

It can be very buggy with other mod summon weapons, especially those that only allow one minion/use all minion slots

Suggestion Author

@fallen totem

arctic boughBOT
#
**Add Plague Dye**

Many other material have associated dyes which makes it strange that plague cells, a material with a strong color identity, do not. In addition, there are very few animated green dyes, which makes a potential plague dye with an animated flame or some other unique pattern more desirable.

Suggestion Author

@vestal tree

arctic boughBOT
#
**Add a right click ability for the murasama**

The murasama is a reference to the sword of the same name wielded by Samuel Rodriguez in metal gear. One of the more iconic functions of the sword was having a sheath that could fire it out so Sam could perform a fast and powerful attack. I think that adding a similar ability to the murasama could be an interesting idea and make the sword more unique

Suggestion Author

@rare rivet

arctic boughBOT
#
**Revamp Buff Slot Usage (Especially with potions)**

Buff slot had always been a major problem due to issues like debuff and buffs from armor/accessory overriding other buffs, making cosmetic light pet/pets somehow have opportunity cost, summoner weapon occupying buff and getting dispelled... This most notably affect potions (and summoner weapon), as their effect are the most often getting overrided and also the source of the most amount of player buffs.

Although uncapping maximum buff slot are often proposed, it always come with balance concern especially with potion spamming. While it is up to devs' decision, the following are 2 example (potential solutions) after a discussion:

  1. Basically limit how many potion buffs the player can have (eg: buff potions have "You can have up to Maximum 12 potion effects") etc..., but completely uncapped the amount of buff slot the player can have. 11-12 is about the amount of potions player currently can use (without worry), with concern of maximum 22 buff slots and effect like RoD and HP potion CD, Boss Effect, boss debuff, adrenaline/rage, stationary buffs (candles, campfire etc), and light pet/pets.
  • The advantage is that the player will never worry about buffs getting overriden and some weak potions can potentially be stronger due to them having a proper opportunity cost, most field/stationary buff tend to have arena building cost (eg: sunflower need grass, heart lantern/star in bottle need ceiling, honey slows), although candles and effigies will be much stronger.
  1. Make the maximum (any) positive buff the player can have to around 17-18, and completely uncapped buff slots. Make summoner weapon (and pets etc) buff not count towards said limit.
  • Basically a different itteration of 1) but with more freedom on what the player is trying to do with the buff slots, and with field/stationary buff balance in mind, although buffs from armor/accessory may need revamp (to not take a buff, eg: raider talisman).
Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Reverse the Wolf and Angry Dog's placement in progression**

Feels strange to have a bigger and angrier wolf in pre-hm and a regular sized wolf in hm. Wolfs could also drop leather and the Angry Dog's mount would be buffed a little to compensate the shift, aside from stat changes ofc

Suggestion Author

@unique monolith

#
**Add an Arkhalis crafting recipe**

The only way to obtain Arkhalis is through chance, being 10% chance from Enchanted Sword Shrines and a 0.5% chance from Cosmic elementals. While rare chance based items are fine in games, Calamity has trended away from them with the addition of crafting recipes or shop availability to almost all "early game" items.

Victory shards would be the most obvious crafting material, matching the crafting recipes for the Enchanted Sword and Starfury.

Suggestion Author

@wheat basin

arctic boughBOT
#
Add more post scal /draedon accessories

Currently in game there are two accessories that are made with materials from after beating these bosses . But both of those accessories are for summoner only. Both if the accessories that are currently in game have very cool and unique affects but are locked to summoner only because of the non class summoner nerf. Adding a final accessory for the other 4 classes would be a greatly appreciated change to the endgame

Suggestion Author

@heavy void

arctic boughBOT
#
**Add a Quality of Life (QoL) crafting recipe and/or increase the drop rate for the Jellyfish Necklace**

Many other vanilla accessories have their own dedicated crafting recipes when Calamity is factored in, therein to such an extent that the Ankh Charm becomes pleasurable to craft (whereas in Vanilla, it's a huge pain in the ass).

One of the accessories not factored in, however, is the one mentioned above - the Jellyfish Necklace. It's considered a very critical item for game progression, as it's used to make the Jellyfish Diving Gear (which later factors into the crafting recipes for the Arctic Diving Gear, Abyssal Diving Gear, and Abyssal Diving Suit).

One of the reasons (presumably) that vanilla item crafting recipes are implemented is due to the natural items being too rare, such as from enemy drops. The Jellyfish Necklace fits this criteria well, being a 1% (1 in 100) drop from any common jellyfish, and therefore deserves its own recipe. Alternatively, increasing the drop rate of the necklace (from 1 in 100 -> 1 in 10, or 1% to 10%, for example) would also be effective at mitigating the core issue.

A preliminary recipe (after discussing the suggestion with @hoary wedge) has been thought out: 15 Pink Gel, 1 Chain, and 2/3 Life Jellies (or alternatively, 25 glowsticks). The aforementioned recipe/drop rate change are ideas, and both are equally as valid for implementation. It should be noted that the proposed drop rate change/crafting recipe can be tweaked where needed.

Suggestion Author

@woven dust

arctic boughBOT
#
**Have bosses in malice mode drop all of their drops 100% of the time**

I feel this would give Malice Mode a nice little QoL feature without locking any content behind it and bring back its possibility to be a rematch mode for people playing in lower difficulties to get rare boss drops guaranteed with the downside of having to fight a more difficult boss.

Suggestion Author

@tawdry cobalt

arctic boughBOT
#
Make the starter bag give a slightly better summon weapon

I personally find that the Squirrel Squire staff, even after all the buffs is still quite unreliable. I would personally say that the Slime Staff is a much better candidate, seeing as its an earlygame summon weapon that doesnt see much use after bosses.

Suggestion Author

@formal bridge

arctic boughBOT
#
**Make Solar Flare armor not override the dashes if it can't dash anymore**

People are complaining about it by a lot, and it can be a lot of problem when in situations like the boss dashed at you but you don't have the solar dash, even if you have valor or scarf (or the ninja belt), which might be pretty much of a death sentence.

Suggestion Author

@polar ermine

arctic boughBOT
#
**Remove the charge mechanic from Draedon weapons**

This mechanic doesn't really end up enhancing gameplay at all. Its an annoying chore to charge up your weapons, and all it really ends up doing is being inconvenient when you have to go and recharge your weapons.

Suggestion Author

@safe estuary

arctic boughBOT
#
**Make the Slime God not instantly dash at you right after its "vector" slime has been defeated**

This crippled me a lot on a summoner run of mine, and I almost died due to that. Without speaking of my no-hit

Suggestion Author

@polar ermine

arctic boughBOT
#
**Make Space Enemies Drop Souls**

It would honestly make a lot of sense if, while night time, space enemies dropped souls of night, and while day time, space enemies dropped souls of light. This would also help with reducing the farming, as you could farm both souls without having to swap locations.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**Adult Eidolon Wyrm/Abyss Sound Design Changes**
  • The Adult Eidolon Wyrm's roar should be changed in order to make it more phantom-like (because eidolon means phantom and it was based on ghost leviathan). In other words, the roar for the AEW should be more creepy than it currently is.
  • Or, once you reach the 2nd/3rd level of the abyss, you should be able to faintly hear an Adult Eidolon Wyrm's roars (The AEW should not actually be present though, it should just be the sound of the roars from the AEW).
    This would add more mystery and obscurity to the AEW and the abyss, which is part of the appeal for both the boss and the biome
Suggestion Author

@crystal bolt

arctic boughBOT
#
**Remove most boss debuff immunities**

Now that bosses have resistances to certain debuffs and weaknesses to others, it doesn't really seem necessary for them to have complete immunity. For example, brimmy will take very little damage from on fire, and she already resists it, so it doesn't really seem like theres any reason she needs to be immune to it. Cultist is immune to plauge, skeletron prime is immune to on fire, and a number of other puzzling things that don't really fit the new debuff system.

Suggestion Author

@safe estuary

arctic boughBOT
#
**Give God's Bellows a unique effect**

God's bellows has absolutely nothing unique about it, other than the very cool sprite. its just a high damage flamethrower. It doesn't apply any debuffs or have a unique firing style, which is kind of disappointing for late hardmode weapon. It would be good and make it more interesting if it got something special to make it stand out.

Suggestion Author

@safe estuary

arctic boughBOT
#
**Put a setting in the in-game Calamity config that allows you to change the reforge cycle to random rather than fixed.**

I've been experiencing trouble applying any modded prefix to my equipment when calamity will automatically route my reforges to the best vanilla ones instead (warding, lucky, ect.). If I could somehow have a setting to set the reforge cycle back to its original, that would be greatly appreciated.

Suggestion Author

@thin plaza

arctic boughBOT
#
**Make Hellblasts unable to move vertically.**

Supreme Calamitas fires barrages of Hellblasts horizontally at the player, forcing the player to move up and down to dodge the Hellblasts. However, Hellblasts can accelerate vertically towards the player if the player is not vertically aligned with Supreme Calamitas. As a result, Hellblasts can move vertically towards the player, sometimes creating undodgeable situations since Hellblasts are moving quickly towards the player both vertically and horizontally.

Suggestion Author

@cinder mica

#
**buff the quantites of all boss drops**

In my opinion, farming bosses for a single drop is incredibly annoying especially if your luck is bad. The first time you beat a boss you have enough to make about one weopon, for example providence needs to be killed 3 time for full tarragon. Although the fights gets easier it is boring after you’ve already done it. My suggestion is that either buff the boss drops or have a different way to get stuff that drops from bosses. An example of this would be having a small amount off divine geodes to drop from profaned enemies as an alternative way to obtain them.

Suggestion Author

@thin galleon

#
**Tweak the drops of the Cnidrion enemy that spawns in the desert**

As it currently stands, they only drop one item: The Amidas' Spark. Now, this item in and of itself is perfectly fine. It has a drop rate of 25%, and has a relatively useful effect all things considered.
My issue stems from the fact that it is also the only item in the Cnidrion's drop pool. I fully understand removing the victory shard from its loot pool and would like it to remain a Desert Scourge drop only, but I feel like allowing it to drop the shells, starfish, and coral to used to would be fair.
Given that it's a notably stronger enemy than most desert enemies, I feel like it would be fair to at least give it some additions to the traditional drop table it has, and perhaps lowering the drop frequency of the Amidas' Spark accordingly. It'd give more value to putting in the effort of actually fighting them, and potentially make intentionally hunting them down useful to players looking to make victide bars.

It'd also be interesting if you could use victory shards to convert extra Amidas' Sparks into more victory shards, but that's much more of a far-fetched idea that comes from little more than wishful thinking.

Suggestion Author

@still cargo

#
**Add an “alternative” to the Heart of the Elements featuring various preexisting male characters in Calamity/Terraria**

Rather than simply having a heart of the elements but gender swapped, I’m proposing that preexisting male characters be given their own accessory based attack forms. This would promote gender equality and provide interest to those who appreciate the masculine form.
Some potential candidates for this would be:
-Earth Elemental
-Ice Golem
-Paladin
-Signus, Envoy of the Devourer
-The Moon Lord
-The Stardust Guardian
-Granite Golem
Adding these creatures as accessory-based minions would allow for greater variation while playing as a summoner and possibly combine with the already existing heart of the elements later in progression to give them a boost to keep them relevant post-devourer.

Suggestion Author

@vestal tree

arctic boughBOT
#
**Give the Adult Eidolon Wyrm more drops**

Right now, there's no reason to kill the boss other than for the Halibut Canon, but if you're playing any other class besides ranged, there's no point other than "for a challenge".
I think adding more weapon / item drops would add more reward to killing the Wyrm, and make more players want to actually fight it.

Suggestion Author

@proper bane

arctic boughBOT
#
Remove the ability to kill the polterghast clone during the necroghast phase

as of currently, the fight becomes too easy if the polterghast clone is killable and also becomes less fun. Without the clone, dodging the main polterghast becomes free and renders the fight simple. I'd suggest either making the clone invincible again or adding a 4th phase to the boss fight.

Suggestion Author

@inner tiger

#
**Buff and/or Rework Vivid Clarity to give it more effects of it's components**

Vivid clarity is terrible against Supreme calamitas because it lacks any amount of pierce or real homing, and even if you hit your shots it's dps is still far lower than even pre Exo Mechs options like Void Vortex or Helium flash. It also has almost none of the effects of it's components, with it only really getting effects from Elemental ray and maybe Asteroid staff, and even then it only copies the multiple beams of elem ray and doesn't have different types of beams to fire, and the only things it gets from Asteroid staff are projectiles coming from the sky and explosions. . It's crafting recipe has:
A weapon that fires 4 different types of beams from behind the player (Elemental ray)
A weapon that fires a flower projectile that splits and homes in on enemies
A weapon that calls down explosive asteroids from the sky
A weapon that shoots projectiles that create yet more projectiles on hit
A weapon that leaves a trail of homing projectiles behind it as well as splitting into even more homing projectiles
and A copy of Shadowbeam staff that does more damage.
Vivid clarity fires beams from behind the player, from the sky, can create an explosion on hit, and summon a few homing projectiles sometimes. That still leaves a ton of effects from it's components unused, which makes it extremely dissapointing compared to how it was in previous updates. On top of that, as stated earlier, it has pathetic dps compared to other weapons, especially the other mage Exo weapons Subsuming vortex. All that combines to make a weapon that's dissapointing to use and has an overly complicated crafting recipe for a result that really isn't worth the trouble. Buffing it or giving it more unique effects would make it more worth the large crafting recipe and make it more deserving of it's status as a post Exo Mech mage weapon.

Suggestion Author

@wide fog

arctic boughBOT
#
**Make Summoner Have More Defense**

With how most summoner weapon function, as except for late game summons that generally have longer range (and at this point only matching other classes which have long range way earlier), summoner is actually a midrange class due to minion only hitting the enemy at a limited range (while this do currently apply, it will be further enforced with 1.4 adding whips). Compare to most other classes, summoner have a much more risky playstyle while also having the least defense for seemingly no reason other than continuing what is established by vanilla standard.

Defense balance consideration: Melee (short range) > Ranger (aiming) > Rogue (midrange) > Mage (long range and crowd control) > Summoner (autoaim therefore better dodging). However, said consideration very often become just holding left click for most weapon and do not really apply (especially with many tracking weapon ingame).

The following are class comparison:

Class range (supposedly): Melee < Rogue < Summoner < Mage < Ranger
Class range (actual): Summoner < Melee < Rogue < Mage < Ranger
Class defense (high to low): Melee > Ranger > Rogue > Mage > Summoner

With all these consideration, summoner is one of the most risky and close range class in the game and somehow also have the lowest defense, and this should simply not be the case. I am not saying to nerf other class defense, but rather summoner should have on-par defense with other classes, ideally at least matching Rogue and Ranger.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Remove the limit on the number of Pulse Turret Remote sentries you can have**

Most of the Draedon weapons are awesome and fun, and generally a little stronger than other on-tier weapons.

Pulse Turret remote is a single sentry, which contributes a little damage but comes post-Golem where most bosses are highly mobile.

Wearing Tavernkeep armor would let you get more of them so it would be stronger, but for some reason it was limited to just one. I'm not sure why, since the SpikeCrag staff seems even stronger and you can have 5 of them at once!

Suggestion Author

@merry marsh

arctic boughBOT
#
**Make boss health bars on bosses with multiple phases stack, instead of keeping them as one**

I've been playing Metal Gear Rising a lot, and I love it a lot. I've also noticed that the health bars in Calamity come from said masterpiece. I think it would be cool if, for bosses that had multiple phases, it behaves like how it does in, say, the Armstrong fight, where the health bar overlaps itself after a certain amount of damage. I thought that it might work well with multi-phase bosses. This is probably stupid to some of you but fuck it idc.

Suggestion Author

@safe jasper

arctic boughBOT
#
**make mounted scanner not be able to target through walls**

mounted scanner cant shoot through walls so sometimes it will get locked on to an enemy behind a wall and wont shoot the enemies that can actually hurt you

Suggestion Author

@orchid compass

arctic boughBOT
#
**Make [[MOAB]] not reduce the speed of the double jump bottles (or try to)**

The penalty from an item that not only uses the item in the recipe but also has its functionalities is completely unnecessary, which makes it almost not so worthy at all due to other wings also being viable to be used alongside with the Bundle of Balloons. This might make the accessory better

Suggestion Author

@polar ermine

arctic boughBOT
#
**Make aquatic scourge's projectiles disappear after he has been defeated**

Pretty minor, but me and my friends are farming AS and his projectile explosion is killing us after the fight way more than it is during the fight.

Suggestion Author

@marble cedar

#
**make wall of flesh de-spawn on player death**

ever try to enter hardmode but die to WoF? do you hate having to either save and quit or wait to fight it again without being dragged halfway across your world JUST so you can fight it on your bridge again? well this idea is meant for thay thought cause the boss not de-spawning like every other boss is outright annoying and dumb! and doing melee made me remember this horrid thing existing...

Suggestion Author

@exotic phoenix

arctic boughBOT
#
**Make building the Codebreaker easier to figure out**

Right now, encrypted schematics only have a tiny, hard-to-see color on their sprite which signifies where they are obtained from. It's still hard-to-see after all, and I think they could be renamed to "Encrypted <name of place> Schematic," or the sprite could represent its location more (the jungle schematic can have vines around it or something)

A slightly bigger source of confusion is knowing the codebreaker part and schematic progression. It can be pretty hard to tell the order is "base, computer, sensor array, display, regulation, auric cooling cell" and "sunken sea, planetoid, jungle, hell, ice" without looking at the wiki or sifting through recipe browser. I propose making the tooltips of the parts something like as follows:


Decryption Computer
Can be placed on the Codebreaker
Allows you to decrypt the Planetoid Schematic
Doing so enables you to learn how to craft new things

If previous schematic not found
You don't have sufficient knowledge to craft this yet
The Sunken Sea Schematic must be acquired first

Adding extra tooltips to the schematics might not be as necessary since you could just read Draedon's message to the player once you've decrypted them. Also, when a schematic has finished decrypting, Draedon's message should appear in the schematic's tooltip, like the sunken sea tooltip. This way you know you've decrypted a schematic without having to check at the codebreaker.

Suggestion Author

@light sorrel

arctic boughBOT
#
Making boss loot chances increase slightly if you have not currently obtained the item (after several attempts)

Currently, if you are grinding for any item (common or rare), there's a chance that you wont get the item after an absurd amount of attempts (e.g a 10% chance after 20/30+ attempts). If there was an implement to where boss drops that currently haven't been obtained increase in odds if you have beaten the boss several times. This feature would only implement if it A: wasn't a very rare item (e.g anything 10% or higher would work) And B: you had odds worse than 2x average (it becomes painful after that and makes the game feel boring and repetitive).

example: If you did not get the aegis blade from golem in 20 attempts, the odds will increase to 11% (from 10%). After 25 it will increase to 12%, etc. This feature would only go up to 1.5x original drop chance, as anything higher then this will rot away the reward felt when obtaining the item.

Suggestion Author

@north hatch

arctic boughBOT
#
**Rename the Excalibur Shortsword and True Excalibur Shortsword to be called the "Caliburn" and "True Caliburn" instead**

In many stories, the Caliburn is either the same sword as, or a weaker counterpart of, the Excalibur, and as shortswords are weaker counterparts of other weapons, it would only make sense. Also, Excalibur Shortsword just sounds a bit tacky, to be honest.

Suggestion Author

@astral vessel

arctic boughBOT
#
**Buff Valor**

Valor is significantly worse than other yoyos at or beneath its tier. Just by looking at its stats, you can see that its base damage is lower than almost all yoyos at and beneath its tier (outdamaged by Aorta, God's Gambit, Air Spinner, and Cascade), most of which also fire projectiles that deal further bonus damage. It doesn't inflict any debuffs, and it isn't more agile than the other yoyos at its tier (velocity appears to be around the same as Cascade, which is one of the slower ones). Furthermore, it is one of the only vanilla yoyos that have not been granted autoswing by Calamity, which makes it more inconvenient to use. Essentially its only redeeming quailty is having much longer range than other yoyos at the tier, but this doesn't compensate for having damage so poor. To empirically demonstrate that it is weaker, I've compiled some kill times against Wall of Flesh and Slime God on Revengeance, all times for either boss using the same gear and potions aside from the weapon, and no adrenaline or rage.

Yoyos vs Slime God
2:13 - Air Spinner
2:41 - Aorta
2:45 - Cascade
3:34 - Valor

Yoyos vs WoF
1:19 - God's Gambit
1:28 - Cascade
1:38 - Aorta
1:41 - Air Spinner
3:03 - Valor

Suggestion Author

@safe estuary

arctic boughBOT
#
**Make auric tesla armor have same effect of increasing the chance of dropping blood orbs like the Bloodflare armor**.

Currently this armor is an endgame armor, and don't have any increased chance to drop blood orbs,
effect that has the bloodflare armor and let's remember, the auric tesla armor is a direct upgrade of it, the differences that exist between both armors when farming are notable, being the bloodflare armor the best to farm blood orbs. This is the reason why the auric tesla armor should have the same effect of dropping blood orbs as the bloodflare armor.
I also clarify that the Demonshade armor shouldn't have this effect because the items Bloodstone Core and Ruinous souls aren't needed to craft it.

Suggestion Author

@abstract osprey

arctic boughBOT
#
**Give destroyer SOME sort of resistance to avalanche**

As seen by the video you can easily get under half the Nohit Length Guidelines which is 65 seconds but I am able to consistently kill destroyer by the 40 second mark which is half the time. Sure weapons are supposed to be better against some bosses than others but you should not absolutely make the boss a cakewalk. Giving it resistance would make it avalanche a viable choice but not a choice that makes the boss a joke and kills it in 1/2 the time that you are supposed to kill it in

Suggestion Author

@elder topaz

arctic boughBOT
#
**Increase how long it takes for a boss to enrage and reduce amount of the buffs a boss gets when enraged**

When I build arenas in the underground jungle the jungle always disappears underground. I was thinking to help mitigate this add a maybe 10 second timer for how long it takes for a boss to enrage. This would help because it would give time to move back into the biome and also allow you to move more freely and create bigger arenas underground.

Suggestion Author

@vague willow

arctic boughBOT
#
**Nerf providence’s holy ray and molten blobs**

This might sound biased as honestly the first thing that comes out on my auto-correct when I type I hate is “providence”. But hear me out here. The holy ray, although is dodgable, you cannot see it coming if u are too far away from the boss, perhaps from dodging other attacks by manoeuvring away from the boss. I suggest they add a warning sound effect if providence is about to fire the holy ray. This will make the boss fight a little easier as to compared as before. My main reason for my claim is that providence is a major obstacle in a calamity run, and I think it’s too big of a boss to fight then it should be. As a ranger, solo-ing this boss is near impossible for me and I would rather die. I understand that providence should be hard as it should be a highlight of a fight, but making this a tad bit easier will really ease my suffering.

On to molten blobs. They are incredibly hard to see especially fighting Providence in daylight. I think most people completing this bossfight has died to it more than once. This is a major issue in my fight against providence, and I would like to see it more visible. To compensate for this advantage, I suggest that the blobs do more damage, as it is actually a good attack as it advises u not to rush the bossfight. I would like to suggest also that the molten blobs fall with more gravity-like physics as it currently just falls at a fixed rate and it really is quite out of place in the entire fight. Thanks for listening.

Suggestion Author

@zenith whale

arctic boughBOT
#
**Make Providence's orb attack not let you get free healing**

If you hug Providence with a Cross Necklace or equivalent, and she's doing the orb attack, you just get a lot of free healing. This can make the boss a joke on lower difficulties by essentially just being a health potion that brings you back to max HP. Either bring back the previous i-frame immunity it did while dealing less damage, or make the healing orbs more infrequent.

Suggestion Author

@astral vessel

arctic boughBOT
#
**Allow the Hive Mind, Perforators and Astrum Deus's non-consumable summon items to be obtainable prior to their defeat (And additionally give one to Anahita & Leviathan)**

Currently, the only way to summon each of these bosses prior to defeating them is waiting for a random rare spawn in their respective biome. This seems to go against the mod's aim to make summoning bosses less of a grind. I feel like these bosses can take an approach similar to the vanilla evil bosses, who can both either be summoned by breaking 3 hearts/orbs or using a standard summon item (even if the latter mainly exists in case all the orbs in the world have already been broken). In general, relying on a random spawn in order to fight a boss isn't really good game design imo, and a consistent and reliable way to fight them could go a long way.

A similar case could also be made for the Wall of Flesh, Duke Fishron and the Old Duke, who similarly can currently only be summoned by somewhat uncommon single use items, or in the latter's case, alternatively by completing a relatively time consuming event. These methods aren't engaging, and encourage players to just cheat the spawn items in.

Essentially, I feel like the non-consumable summon treatment most bosses received can be expanded to include all bosses, albeit potentially in a way that doesn't render their current summoning methods obsolete.

Suggestion Author

@livid sail

arctic boughBOT
#
***Earth Rework***

The Tank Sword. Its old. Its the true melee shadowspec tier sword. Pretty Cool. Though it does have the problem of flooding the screen with projectiles that cause a debuff with minimal effect to the enemy. Just a general rework would be nice. Its laggy, its old, and it really falls off.
I have two main suggestions: Split’s Heavy Melee style sword/Ark and Biome rework, or lean into the fact you tank alot with this thjng and… Make you super hard to kill of your hitting your swings. Either way, its boring, and kinda old.

Suggestion Author

@south elm

arctic boughBOT
#
**Malice Treasure Bags**

Because arma got removed, and so did challenge/legendary item drops, make it so that beating a boss in Malice mode drops multiple treasure bags. Another reason would be that there isn't much reward for beating a boss on Malice, despite being the hardest difficulty, so this would provide a reason other than solely for the challenge.

Suggestion Author

@blissful kindle

arctic boughBOT
#
**Music volume sliders in the music mod config**

It looks like there have been times where different osts have been too loud or had other volume issues, being able to manually lower or raise the volume of each track would make these issues much more bearable while waiting for them to be fixed. Along with this, im personally having an issue where ALL the calamity music is much quieter than the normal game osts, despite being on the latest version. if anybody else is having client sided issues with the music this would seriously help them aswell.

Suggestion Author

@simple wigeon

arctic boughBOT
#
**Silva Wings Coloration Consistency Change**

The Silva Wings are crafted using effulgent feathers which are yellow. However, the feathers in the wings themselves are green which doesn't make much sense. Therefore, I suggest changing the color of the feathers in the wings to match effulgent feathers, perhaps by switching colors with the gold "border" section.

Suggestion Author

@limpid wagon

arctic boughBOT
#
**BOC teleport indicator**

Add a teleport indicator to BOC akin to brimstone elemental or signus so that players don't die instantly
https://youtu.be/4RxgpZp0b74?t=509 this has happened multiple times, and also in phase 2 it spawning directly above or below can leave the player with no time to dodge.

Suggestion Author

@blissful kindle

#
Nerf DOG

I was fighting DOG rn playing as the melee class with the soul edge and full bloodflare armor, and every time I play the fight, the boss obnoxiously charges at me randomly and there is nothing I can do but get hit. Even when I teleport, he just turns around and hits me with his head dealing 600+ damage and basically ending the fight every time. Alongside this, adrenaline seems to have no effect on him, as every time I have gotten adrenaline it does 2% damage to the boss. Finally, the cosmic guardians have too much health. They spawn in and survive for most of the fight absorbing all the damage and dealing massive amounts with their speedy hits. Either nerf the boss's speed so I can dodge it easier with a teleport or slime mount or its damage from the head so it doesn't end the fight every time. If I am playing the boss fight wrong please let me know. (Am playing on revengence mode for reference)

Suggestion Author

@inner tiger

arctic boughBOT
#
**Give victide items more synergy with victide set**

For example: Cnidrian has higher range/ Triggers the seashell projectile set bonus more frequently while wearing the melee set; Redtide has increase melee speed/ whirlpool projectile has increased range or damage(?); Seabow's water blasts dealt more damage, Greatbay pickaxe has increased mining speed, etc...
I believe this would make victide items worthy for their tier more now that they have been moved to post DS as well as increase their viability

Suggestion Author

@glass flume

arctic boughBOT
#
**Make stats and set bonuses (with Wizard Hat) of Gem Robes equivalent to each other in terms of power.**

Calamity changed how gems are generated in a world, in a way that makes the general rarity of gems not exist anymore (now it's relative rarity to world depth). Changing Gem Robes to be equivalent to each other in terms of power (with vastly different effects) would help different Gem Robes find their niche use, instead of players immediately rushing for Diamond Robe without second thought.

Suggestion Author

@wise radish

arctic boughBOT
#
**Disable vanilla NPCs selling potions while AlchemistNPC is enabled**

The AlchemistNPC mod (and the lite version) add NPCs that sell potions, with new potions for different circumstances. However, the Calamity Mod also just so happens to make vanilla NPCs sell potions, with new potions for different circumstances.

This doesn't make any sense and it could cause some price differences that causes one to pick a side. It also feels cluttered and needless, because having two sources of the same thing that don't feel different will become repetitive, the only difference being AlchemistNPC is more interesting because it adds unique NPCs for this purpose, rather than reusing vanilla ones to sell only slightly relevant potions.

Suggestion Author

@lost geyser

arctic boughBOT
#
** Rename Gravistar Sabaton to ‘Interstellar Stompers’**

These boots which allow you to stomp on the ground to create a blast on impact with the ground. These boots would suit the name ‘Interstellar Stompers’ because they drop from Astrum Aureus; his boss theme is called ‘Interstellar Stomper’

Suggestion Author

@vague willow

arctic boughBOT
#
**Make the Devourer of Gods unable to hit you for a second or two after spawning and transitioning into his second phase.**

The Devourer of Gods is a hard boss, and running into his head can spell your death on many occasions. If you're moving at full speed during the phase transition, he can spawn right in front of you and get a cheap hit, most likely killing you then and there. Making the Devourer intangible for a second or two would make this boss much more fair. The Cosmic Guardians already are intangible for 3 seconds after spawning to prevent the same type of cheap shots that I'm proposing to get rid of, so it shouldn't be hard to see why the Devourer also needs this change.

Suggestion Author

@crisp magnet

arctic boughBOT
#
**Nerf Tenebreus Tides more against Astrum Deus**

Earlier I fought Astrum Deus, in Revengence Mode, and the Tenebreus Tides absolutely melted the thing, honestly felt like cheating. I think the projectiles produced after hitting Astrum Deus with the Tenebreus Tides should be reduced even more to stop people from bullying that poor worm.

Suggestion Author

@vague willow

arctic boughBOT
#
**Give Profaned Rage Potion Some Additional Different Effect**

It don't have to be powerful, just some different/interesting effect. With the removal of movement speed boost and (previously) rage bonus on the potion Profaned Rage is pretty much just a 2% more crit chance upgrade compare to normal Rage potion, which is comparatively a lot less impactful than Holy Wrath which applies Holy Fire on all attack that only become more relevant due to the elemental debuff rework.

Some example of major effects will be like attack inflict burning blood (which is same strength as Holy Flame), (small) amplification on fire debuff damage or increase the HP restored by heart pickup (considering the link of profaned to Providence/tarragon armor).

For minor effect example will be like granting immunity to On Fire, fire block, chilled/minor frost and fire related debuff which are usually already granted on Asgard's Valor to grant utility for people who spec for Master Ninja Gear line instead.

Whether major/minor effect is given will leave up to the devs, depending on how powerful they intended Profaned Rage potion to be.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Make Accessory and Armor That Say "Increased Stat" Clearly State What It Gives**

Basically for some accessory or armor part of their tooltip just say "increase ... stat" instead of saying exactly what it does.

eg: Bloody worm scarf "10% Increase Melee Stats", which actually just mean +10% melee damage and melee speed, but stat can easily be confused with things like knockback, size, melee crit...

The following are accessory and armors that still use the word "stat" or similar unclear wording: (I try to include all major case)

  1. Bloody Worm Tooth; 2) Bloody Worm Scarf; 3) Psychotic Amulet (no clarification on how much standstill bonus increase); 4) The Community; 5) Celestial Stone/Shell (*vanilla); 6) Frigid Bulwark/Rampart of Deity (DR at low hp part "reduces damage (taken)"); 7) Ornate Shield (Daedalus armor bonus); 8) God Slayer Rogue Armor (... full hp rogue stats are boosted by 10%); 8) Brimflame Armor (brimflame frenzy); 9) Plague Reaper Armor (blind to boost damage); 10) Omega Blue Armor (Abyssal Madness boost); 11) Auric Tesla Armor (stand still bonus)
Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Remove Aureus' Post-Moon Lord Buff**

It doesn't have much reason to exist, as it only has one new drop (that's just a buffed version of a previous mount), and the boss is already extremely tanky. The buffed stats is a pretty arbitrary decision that makes fighting the boss for a necessary material or weapon for a crafted upgrade excessively grindy and painful.

Suggestion Author

@maiden heron

arctic boughBOT
#
**Fix the Astral Arcanum teleport**

Astral Arcanum is an incredibly cool and easy to craft item, but it's teleport is really inconsistent, let me explain: When you want to teleport to hell you'll either land on top of an obsidian tower or straight up in a lava pool, (which isn't really a problem at that stage in the game), but it still is an unnecessary annoyance and when you want to teleport yourself to the jungle it seems to throw you to a random location in the biome, the dungeon and the random teleport function are OK though, so I suggest fixing those problems by having the Astral Arcanum always teleport the Player to the middle of the Jungle/hell biome and having it check if there is lava in a like 100 block radius for example.

Suggestion Author

@languid rose

arctic boughBOT
#
**Reduce the amount of spear volleys in Profaned Guardians phase 2**

Two volleys from each guardian with every single charge makes it feel like relentless spam. Guardians are too hard at the moment and I think this is the best part to nerf in order to make the fight more balanced.

Suggestion Author

@safe estuary

arctic boughBOT
#
**Add more unique ammunition types for flamethrowers and launchers**

Just like how mage has it's mana and rogue has it's stealth, ranger also has it's own ''thing'' that makes it what it is and it's ammo..Calamity adds many different types of arrows and bullets which can be used with bows and guns. However, the flamethrowers and launchers subclasses have very few types of ammo, with flamethrowers only having gel and launchers having rockets 1 to 4. In my opinion, there should be new types of ammunition for these subclasses which can give them a bit of ''specialness'' and a buff of some sort, possibly spawning extra projectiles or inflicting more debuffs (especially with the addition of the debuff system) and acting as an extra quirk to the attack patterns of these weapons which already do differ depending on the weapon used.

Suggestion Author

@storm tree

arctic boughBOT
#
***Draedon Arsenal Armor/Accessories?***

Draedon’s Arsenal is a stupidly cool subset of weapons in the game, being very powerful generally but with the gimmick that you need to charge the weapon. Though thematically, thats it really, theres no other items besides the Arsenal weapons that you can make. It would probably be better to add more actual content themed around these old labs. A Suit of armor is one idea, maybe with the set bonus of passively recharging your weapons out of combat or making them more powerful generally. Another idea is some accessory that would be themed around this subset of weapons, but theres kinda the Sponge which fits thematically with the weapons in the Arsenal, along with two other weapons, the SHPC and Karasawa. Generally, More Arsenal themed content would be nice.

Suggestion Author

@south elm

arctic boughBOT
#
**Add an option to disable Solar Flare set bonus**

The set bonus given replaces your dash accesories with another dash which sounds good on paper, until you found out that if you dash into an enemy you cannot dash for a short amount of time AND you cannot use your other dashes. This is incredibly frustrating and resulted in me dying multiple times and ending up in me just replacing the solar legging with beetle leggings.

Suggestion Author

@vague willow

#
**Add an item or setting to toggle between simple stats, and detailed stats for items, sets and more.**

Calamity is full of accessories and weapons that have a bunch of different effects and as a result, you get an incredibly bloated text wall to display the specifics of said item. This is especially prominent in armor set bonuses, even more so with rogue sets needing to explain the entire stealth mechanic. A solution to this could be simplifying the text, but there are cases where you would want more detailed information, like "improved melee stats," which only really affect damage and speed. This ambiguity can get irritating for people trying to min-max certain stats, and are unsure if a specific accessory even contributes or not.
So what's the proposal? A simple mode and a detailed mode for tooltips, along with an item or setting to toggle between the two.

Suggestion Author

@quasi void

arctic boughBOT
#
**Add an DoG or Yharon stage direct attacking summoner weapon**

When playing summoner, I've noticed that once you beat moon lord. there's no direct summoner weapon like borealis bomber until endgame which makes the gameplay a more "dodge everyone while trying to stay close so that you dont lose dmg" or "lose 50% summoner minion damage in exchange for using a alternate weapon so you can be more active." The only thing you can do post moon lord is just to stay close and get good dps and make sure you don't get hit when often most bosses don't allow you to get close due to them damaging you on contact or simply they are staying at a fixed distance away from you limiting the amount of damage you can do. i know sentries is a alternate method to get damage but because they don't move along with the boss. It can sometime simply be out of range and making the user place it again just for the same problem to happen again.

Suggestion Author

@high pagoda

arctic boughBOT
#
**Rework Worm Boss Initial DR Buff**

The fact that you can't damage worm bosses for a solid 5 seconds after spawning is annoying at best, and if someone is playing with a lot of defense and not as much movement speed (such as with the Mollusk armor against the Destroyer), having that period where players can't do any damage to the boss can be a problem. The feature makes sense in theory, allowing the worm boss to fully extend so that the player can't deal a lot of damage at once, but in practice it just gives the boss a wide open space where the player cannot deal any damage and is completely vulnerable. Instead, it would make sense to add DR to the segments that haven't extended yet and once each segment begins moving the DR is removed one by one.

Suggestion Author

@blissful kindle

arctic boughBOT
#
**Make avalanche not as laggy of a weapon**

Avalanche against any worm boss is an absolute lag fest and in general against enemies it could get a lot of hits or against events such as the solar eclipse. You can easily reduce the frequency of the ice bombs and compensate the reduction in ice bombs with an increase damage on them.

Suggestion Author

@elder topaz

arctic boughBOT
#
**Make Multiplayer Harder**

In my opinion it's extremely fun to play calamity with friends, but even in malice mode it just seems a little too easy. The bosses should have higher hp, dr and damage that scales with the amount of players in the world

Suggestion Author

@vast raven

arctic boughBOT
#
**Make particles customizable**

Ever since me and my friend have been playing, ive had a lot of lagging issues due to particles, especially with the clentaminator. I already saw that there is a option where you can limit the amount of particles but it doesn't seem to work for me. Customizing the limit and size of some particles can help other players with performance and seeing some projectiles with bosses because some weapons tend to cover your whole screen. (EARTH)

Suggestion Author

@brisk sand

#
**Add an indicator for who the boss is aggroed on**

When I'm playing multiplayer with my friends, too many times will the boss either quickly switch aggro and immediately damage one of us with no time to react, or at times it's unclear who the boss is targeting at all. To fix this, I suggest adding some sort of toggleable indicator, maybe like a red outline around the player, to show who the boss is aggroed on at all times. This would help make bosses in multiplayer feel a lot more fair, and would lead to less annoyance in general.

Suggestion Author

@ionic aurora

arctic boughBOT
#
**Make extremely short-ranged melee weapons exempt from the true melee adrenaline nerf**

By which i mean, shortswords, mandible claws and similar weapons, and so on. These have been hit very hard by that nerf because their playstyle literally depends on building up adren then dealing a bunch of damage all at once. To give an example, large true melee weapons like night's edge can get away with the true melee adrenaline nerf and still be viable due to being large enough to weave in hits consistently, night's stabber ends up way worse in comparison because it cant get those huge melts it needs to be viable when you're only dealing big bursts of damage every 30 seconds or so.

Suggestion Author

@safe estuary

arctic boughBOT
#
**Remove Queen Bee’s surface enrage**

Building a proper underground arena at the stage of the game where you fight her takes ages, especially with Hive blocks generating bees when you break them. Also, PBG’s surface enrage was removed ages ago and for some reason QB didn’t get the same treatment. Nothing about the fight really necessitates she be fought underground and the time commitment to building her arena combined with the lackluster rewards for beating her, as she only drops weapons that get outclassed pretty quickly, makes her extremely skippable.

Suggestion Author

@maiden heron

arctic boughBOT
#
**Slight AI change for multiplayer**

Playing multiplayer is great but some attacks or boss ai just don't translate too well to multiplayer. For example, providences holy ray attack (malice, 4 beam), is almost impossible to dodge without agro, and will decimate your entire team. This problem is even more apparent if you have a newer melee player, who wants to run away from everything and makes it near impossible to hit the boss as any other class. The problem gets worse and worse as you go on, with yharon able to teleport right on top of players and instakill you because you didn't have agro, and the exo mechs become incredibly hard to hit as the person with agro is trying to dodge.

Suggestion Author

@fluid condor

arctic boughBOT
#
**Make Astrum Deus Second Phase Start At Lower % HP Bar (Total HP stay the same)**

Currently in Revengeance, Deus have 384000 HP per worm. Once you get Phase 1 to 50% HP (192000/384000) Deus enter Phase 2 where it split, spawning both worms at full HP ( 2x 384000).

This makes it look extremely weird as the boss just seemingly heal to full for no reason, making player feels their effort being trivialized (despite having an intended total hp).

What the suggestion mean is for example, have Deus start at 576000 HP (which is Phase 1 + Phase 2 total hp on 1 worm), then make him phased at 67% (after 192000 damage is dealt or 384000/576000). Deus then split into 2 worms both spawned with 67% HP (2x 384000/576000).

This way while the boss still have the exact same amount of HP, feels a lot better during phase transition.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Buff the Crush depth debuff after ML is defeated, and add Lumenous Amulet to the RTN recipe (and have RTN inherit it's effects)**

Currently, the Reaper tooth necklace (post Polterghast) accessory is generally outclassed by other accessories from earlier in the game, like Destroyer emblem (post Golem). In a recent update, it got buffed and now adds 15% damage as well as it's 15 armor penetration compared to it's previous 10% damage, but it's still not especially viable. Luminous amulet is a perfect accessory to add to it to give it a buff, as similar to the necklace line it starts as a pre boss accessory which gets an upgrade after Calamitas, a boss which is the same tier as Plantera (the boss that lets you upgrade shark tooth necklace). By doing that and giving crush depth more power after ML is defeated to be on par with other debuffs at the stage, adding Lumenous amulet to RTN could hopefully make it viable again as well as encourage players to follow the Abyssal amulet line.

Suggestion Author

@wide fog

arctic boughBOT
#
**Add Hunter, Dangersense, and Omniscience Amulets to go with the Spelunker's Amulet**

not a pressing or overwhelmingly desired thing, I'd imagine, but I'd really like it in general. I think they could be obtained later than the Spelunker's Amulet, likely somewhere between Plantera and lunar events. The utility of the potions is super high and mitigates farming difficulty, so I think it'd be nice!

Suggestion Author

@sterile lotus

arctic boughBOT
#
**Make the movement-related biome blade attunements only activate their movement effects when W is held**

Some attunements are very good in combat but are annoying because of their movement abilities. Being able to hold W to use these abilities can make it so that they are only active when you want them to be.

Suggestion Author

@remote storm

arctic boughBOT
#
**Change the Draedon's Remote method of obtaining and improve the loot you get from the buffed mechs**

Often when grinding for it, I can't get an Armored Digger to spawn, even while using buffs that improve spawns.

Not to mention the drops aren't too special, as dubious plating and mysterious circuitry can be easily acquired in an abundance by just exploring the world. I feel as though the drops should be improved to reward players more than just giving easily obtainable materials. (Even if it's just a dye, it still feels more worth it.)

Suggestion Author

@proper bane

arctic boughBOT
#
**Rename Supreme Calamitas to "Calamitas, Brimstone Witch" while keeping the old moniker for the Calamitas Clone**

For practically as long as Calamity has been in development (read: at least 60% of it's lifespan), there's been an inside joke within the community on the topic of how to differentiate Calclone and SCal. Nobody really knew how to make their names not awkward.

I was sitting around a couple of days ago zoning out, and the idea came to me of having her name be styled like Yharon's - instead of calling her "Supreme Calamitas" (a title which makes no sense, as she's a Witch, not a rep for clothes worth $300 a pop), we could call her "Calamitas, Brimstone Witch". By keeping the old moniker for her clone, you can differentiate the two of them adequately, while having things actually make sense.

(This suggestion didn't come out of the blue, and I went to Rover to vet it first in DMs. They thought it was a good idea to post it, so I did.)

Suggestion Author

@woven dust

arctic boughBOT
#
**Add some sort of UI for the Gem Tech armor**

After using the gem tech armor for quite a while, it quickly became apparent to me that it is incredibly hard to tell which gems you've lost, and more importantly regained, in the chaos of Scal and Boss rush. Adding a small UI bar, similar in size to the adren/rage bar would help users of the set quickly glance over and see which gems they still have, and thus which weapons they should use. Again, this doesnt have to be much, just something like a small set of gems that light up whenever you have them available.

Suggestion Author

@flat bluff

arctic boughBOT
#
**Change the Spirit Glyph line so that the buffs do not take up buff slots**

Summoner already uses more buff slots than other classes, because its minions take up buff slots, as well as certain accessories like HotE and PSA. So the fact that this accessory line requires 3 buff slots leads to summoner frequently having their minions despawned or other buffs cancelled when they have these 3 buffs + whatever debuffs the boss might apply + boss zen.

Suggestion Author

@safe estuary

arctic boughBOT
#
**Reduce the Crafting Cost (notably Lumenyl and Depth Cells) of Abyssal Diving Suit**

To put it simply the timing when you are able to craft Abyssal Diving Suit compare to when it is used, make it very counterintuitive to collect its material beforehand. It is less about unwilling to grind but more about the fact that the player is completely not incentivize to craft the item prematurely and by the time they collected enough materials for it, they no longer need it anymore.

Particularly, it need Lumenyl and Depth cell in large amount, which is needed for many on-tier weapon and is relatively hard to farm (on-tier) due to Abyss enemies having higher power level + not all enemy drops Lumenyl (at T2 which is farmable, compare to T3 where minibosses like Reaper Shark/Giant Squid can spawn).

Abyss exploration timing:

post-Skeletron (Shadow key)
post-Calamitas (new drops, lumenyl, depth cells and tenebris)
post-Golem (scoria mining)
post-Polterghast (T3, T4 abyss miniboss drops)
Endgame (Adult Eidolon Wyrm fight)

Abyssal Diving Suit (upgrade line) timing:

Arctic Diving Gear (pre-boss) > post-Skeletron
Abyssal Diving Gear (post-Calamitas) > post-Calamitas ~ small cost allow you to get materials, craft the item and return to continue. However, you might not have spare after spending on weapons and items upgrade
Abyssal Diving Suit (post-Moon Lord - Luminite) > post-Polterghast ~ you don't need it at Moon Lord (no reason to go to Abyss), when you need it for post-Polterghast chances are by the time you finish farming 40 materials you are done with the miniboss drops

Making Abyssal Diving Suit have lower cost, especially materials related to mob drop will make significantly more sense and make the accessory more useful timing-wise.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Despawn Cosmic Guardian as Soon as Devourer of God Death Animation Starts**

Basically make Cosmic Guardian despawn immediately right after DoG reach 0% HP (rather than only when Death Animation ends). The reason is simple, with the current addition of DoG death animation Cosmic Guardian can hit and kill the player during the death animation, which in turn may lead to situation where most notably Treasure Bags might not spawn (or just needlessly kill off the player).

While killing guardian first is an option, it is not reasonable to assume that the player is always able to kill the guardians before DoG most notably because of how tanky guardians can be (and there are 3 of them). The reasonable approach should be them despawning right after DoG dies (which is when the fight should end), not after the death animation is completed.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Make a visual effect for low health**

Reason: Almost every game has a low health effect/indicator, it would enhance the UI and help players notice when they are low on HP because when you're playing on a Monitor with a large resolution it is difficult to keep track of your HP while also trying to dodge attacks.

Suggestion Author

@languid rose

arctic boughBOT
#
**Make Aquatic Scourge appear as an Actual Boss within cheat sheet**

When you have cheat sheet installed you can see that the Aquatic Scourge Boss does not actually appear in the Boss Section, i think it has something to do with how he spawns, but i'm not a master coder so i'm not really sure if that's the reason why.
But anyway, just move him over if possible.

Suggestion Author

@languid rose

arctic boughBOT
#
**Make Brain of Cthulhu show where he is going to teleport**

When the Brain of Cthulhu teleports you have no idea where he will go, which can be annoying in Malice Mode especially since he will teleport and quickly rush you down, making it almost impossible to dodge. I think that him having a silhouette show where he will teleport when he is about to do it (1-2 seconds before he does it). I think this would improve the fight and make it less irritating.

Suggestion Author

@brave sundial

arctic boughBOT
#
**Move the Crystyl Crusher to Auric tier**

After defeating Yharon, you have two choices for the next boss which are SCal and the Exo mechs. The Exo mechs are notoriously known to require alot of empty space to dodge, the issue with that is that getting enough arena size legitimately is a very tedious task and just feels like a chore. I suggest moving the Crystyl Crusher to auric tier or atleast providing a better excavation tool at that stage in order to make the arena grind for this boss less painful.

Suggestion Author

@storm tree

arctic boughBOT
#
**Make Difficulty Switch Item (Revengeance, Death and Malice) Have Short Activating/Deactivating Animation/Time**

Changing world difficilty is a very big deal for Calamity, most of the time affecting all enemies including bosses in the game.

As such, making this important decision to be accompanied with an animation makes a lot of sense and also to make sure that the player dont just accidently turn on/off a difficult, or to double click it (current difficulty indicator is not very obvious and missable).

An example to be taken is Terminus which activate boss rush (but much shorter of course).

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Nerf the Blade of Grass**

As of right now, the Blade of Grass is a weapon that absolutely carries true melee in pre-hardmode due to its size and early spot in progression. The Caustic Edge, the direct upgrade to the weapon, is much smaller and harder to use, despite being obtained after the Brain of Cthullu/Eater of Worlds. It does good damage, but due to its small size, the weapon is equal to or even worse than the Blade of Grass.

I killed the Perforators 3 times with each weapon and appropriate gear on Expert. I am playing as aggressively as possible.
Blade of Grass: 1:03, 0:53, 1:15
Caustic Edge: 1:03, 1:21, 0:59
Blade of Grass average: 1:03.67
Caustic Edge average: 1:07.67
With the Perforator's odd AI that makes the boss hover over you, the Blade of Grass and its massive size make it the better weapon.

I also tested against the Eye of Cthullu with the same gear, but I killed it 5 times.
Blade of Grass: 0:12, 0:14, 0:13, 0:14, 0:13
Caustic Edge: 0:12, 0:11, 0:13, 0:11, 0:11
Blade of Grass average: 13.2
Caustic Edge average: 11.6
Most of the damage the boss takes is from the phase change, and as the Caustic Edge does more raw DPS, it kills the boss faster.

All accessories used are Violent, weapons are reforged to Legendary.

Suggestion Author

@astral vessel

arctic boughBOT
#
**Rework Auric Tesla armor**

Auric Tesla armor has a very serious issue. It strangles the design of its component armors, while leading to Auric Tesla itself not being nearly as interesting as it could be.

Tarragon, Bloodflare, God Slayer, and Silva all have to be designed keeping in mind that their set bonuses will be inherited by Auric Tesla, and be balanced around that. For an example, we can look at summoner. The Tarragon set bonus for them is literally just "deal low amounts of damage to nearby enemies." with no visual except a vague green glow. The Bloodflare set bonus is weird circling mines that are hard to take advantage of. Silva is the only one that gets an actual minion for the set bonus. Auric Tesla inherits all these effects, so none of them can be especially powerful.

God Slayer and is another casualty of this. God slayer gets the extremely strong god slayer dash, then the secondary effects are incredibly boring and uninspired because they have to be inherited by Auric Tesla. Rogue gets slight bonuses to various stats at full health which isn't really that useful unless you can stay at full health for most of the fight. Ranger gets a "god slayer round" that fires a projectile every few seconds that deals some bonus damage and... thats it. Melee gets god slayer darts and thorns effects which only matter if you get hit, and a defensive boost that's only really helpful outside boss fights.

Auric Tesla itself is a casualty of this design, lacking a strong identity of its own. The accessories it inherits effects from don't really fix this. Magic carpet will almost never get used when you have Drew's Wings. Frost barrier effect is fairly unremarkable. Psychotic amulet is vaguely interesting, but you dont get a ton of chances to just sit still during Exos or Scal. The set also gets lifesteal effects, which doesn't really change how you play at all and is just a helpful boost, though its not tied to any interesting effects. Auric tesla could have golden lightning arcs, an active effect as strong as god slayer dash, genuinely unique and cool set bonuses, but instead it just gets to be an echo of the previous three armors it's made from.

Because of all this, i think Auric Tesla, Tarragon, Bloodflare, God Slayer, and Silva could ALL benefit from reworking Auric Tesla and it would help make each armor more unique and cool.

Suggestion Author

@safe estuary

arctic boughBOT
#
**Make Weapon's Secondary Projectile Be Affected By Worm Piercing Resistance Formula**

Basically, the piercing resistance formula means (for most projectiles) that the more segments a projectile goes through, the less damage it does to that worm. The thing with that formula is that if any projectile creates more projectiles on hit, then those spawned projectiles start with full damage. What this suggestion is saying is to have those spawned projectiles, which I will be calling secondary projectiles be affected by the formula the same amount the original projectile is. To give an example, if an Orichalcum spiked gemstone stealth strike projectile was doing 80% less damage to the destroyer because of the formula, then any petals spawned at or after that point would also have that 80% less damage, but wouldn't be able to go any lower because the damage loss from the formula is capped at 80%.

Suggestion Author

@wide fog

arctic boughBOT
#
**Rework Worm Initial DR**

As of right now, worm bosses receive enough DR at the start of the fight to completely nullify any damage done to the boss for roughly 5 seconds. This is so that players with piercing weapons can't melt the boss by attacking the place where the boss spawned before it can completely unfurl. However, there are multiple issues with this system. For instance, for most worm bosses the head does considerably more damage than the body. So, for bosses like the Destroyer whose main AI is to ram the player, this is 5 seconds where the boss can get cheap shots without worrying about taking any damage. This also is a problem with fast paced bosses such as Deus, where numerous boss attacks can happen between when phase 2 starts and when the player can damage the boss. This is especially apparent when using playstyles that require getting very close to the boss such as melee or even rogue or ranger depending on how you play. That, and combined with a tanky build (such as the mollusk armor against the destroyer), means that the player is at a considerable disadvantage during the beginning of these fights.

You can fix it by shortening the time it takes for a worm to unfurl, and thusly how long the DR is active. This would be the simplest solution in theory, and it would solve most of the problem.

Another would be to add the DR to each individual segment and remove it based on how much the segment has moved. This would be the most complex solution in theory, but it would solve the problem very well.

The last idea would be to remove the DR entirely, and put some sort of "shield" around the place where the boss spawns that prevents it from taking any damage there. This shield is removed after 5 seconds. This would solve the problem pretty well, and isn't too complex.

Either way, the DR system needs a rework so players damage the boss when it spawns so that bosses can't get free damage against players who tank or fight very close to the boss.

Suggestion Author

@blissful kindle

arctic boughBOT
#
**Make Ravager Spawns More Fair (Either Spawn/Drop Slower, Further Away or Telegraphed Spawn Location)**

Currently Ravager spawn mostly by dropping on top of your head, if you are not dashing away or is already moving (by which it still have 50% chance to just drop it front of you) it will basically cheap shot the player before the fight even starts

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Add Config Option for Goblin Tinkerer Rework Modifier Tier Guarantee**

Following the Goblin Tinkerer rework in Calamity, it is next to impossible to reforge into certain modifiers that were added by other mods. For example, my friends and I are currently doing a playthrough with JoostMod, and prefer some of its modifiers on our weapons and accessories. Right now, unless you are insanely lucky enough to roll into one of these before reforging into tier 6, you cannot get these modifiers. One of the only viable workarounds is to load into a non-Calamity world, reforge there, then load back into the Calamity world and drop the item.

A simple solution to this may be to add a config option to disable this tier guarantee mechanic for the Goblin Tinkerer.

I'm unaware whether other mods can specify their modifier tiers to fit into Calamity's new tier system, but even if so, some worthwhile mods aren't frequently updated, and it is unfortunate that the otherwise great Goblin Tinkerer rework makes modifiers from those mods virtually unobtainable.

Suggestion Author

@storm prairie

arctic boughBOT
#
**Rework Vehemence**

Vehemence as it stands is very boring for a endgame weapon. It simply shoots a projectile that sprays out clouds of damage that sit there. It's counterpart, Heresy, at least appears more complex with the extra souls, despite being also simple in terms of design, and it is also far more favorable in terms of usability against the quickly moving exo mechs fight.

Suggestion Author

@pine kestrel

arctic boughBOT
#
**Brimstone Hearts should be tankier as they can easily be shredded through **

Every phase in a boss fight should be important... the brimstone heart phase doesn't accomplish that ... it just gets melted quickly within 5 seconds usually and that is it.... most phases last much longer such as every Bullet hell, the brother phase, and when scal herself attack's you, which they all feel impactful compared to the short duration and the easily shredable brimstone heart phase. Like before the 1.5 draedon update the brother phase was easily the weakest and was considered as a "free phase" as it was to easy for most players to deal with, and I feel the brimstone hearts should get the same treatment as sephulcur has little to no impact in the fight what so ever since the hearts are to frail comapred to the power level of most weapons at that level.

Suggestion Author

@elder topaz

arctic boughBOT
#
**Make the Ankh Shield components craftable at a pre-HM anvil**

To remove the grinding needed to get the Ankh Shield, an important item, Calamity adds recipes for all of its components. Most of their recipes use post-WoF materials, and all these items are obtainable at the beginning of HM anyways as rare drops. But most of the crafting recipes use a HM anvil, which is post-one-Mech-Boss with the early HM rework. Making these items craftable at a pre-HM anvil won't change their place in progression (they're available as drops at start of HM and have post-WoF materials in the recipe) and will let players use the Ankh Shield for most of early-HM exploration without hunting for rare drops.

Suggestion Author

@stuck solstice

arctic boughBOT
#
**Make Bosses Light Up The Screen (Similar to Calamitas Clone), Especially Night Bosses**

Currently visibility can be an issue especially with night bosses unless with extensive arena setup (which is harder when not using any QoL/cheat mods), most notably all of the mechanical bosses are almost fully shrouded in darkness unless the player place torches and campfires everyway, which can be very resource and time consuming (depend on arena size) especially for higher difficulty (eg: death mode which is much harder than before). This also ruins the aesthetic aspect by basically making it mandatory to place torches or campfires everywhere (night owl potion + shine potion alone is not enough as it only helps when the boss is already at close range).

Since Calamitas Clone already completely lights up the screen (while it do not really need to), this will provide significantly greater visual clarity especially for players who do not use cheat sheet paint tools/world edit to have perfect arena (which is most of the general players) if the same feature were to be introduced on other bosses.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Put the intro from scals theme video into the game as a 1st encounter prep**

This is just a minor nitpick, but draedon has a long intro setting base for his fight. Calamitas has no real reason to fight us expect yharim forces her. The intro from dokuros theme video could be a fine addition, cause it gives her more reason to fight you and even extends yharims word to you. It is both scal and yharim telling you why she is here to fight you. If for copyright reasons unable to be used (the sounds), just put it as text into the chat.
Edit:

  1. On the take that scal in dokuros lyric vod has a heavy brittish accesnt, we could make the argument that that is just the way she talks. There is no britain in terraria
  2. About how voice acting doesn't fit terraria, I would recommend putting the words from the video and just put it as dialogue, the same as draedon. For this time, the now left out part of the theme (the buildup before melody stats) could play out.
Suggestion Author

@tiny fjord

arctic boughBOT
#
**Allow Lab Hologram Projectors to be used similarly to in-game signs/tombstones**

Allowing the Lab Hologram Projector to display custom messages (or a separate version of the same item that functions as such) would be neat. Nothing too special, but making Draedon say funny things would be a great feature.

Suggestion Author

@tribal pelican

arctic boughBOT
#
**Change right-click weapons to work more like the Biome Blades attunement swap**

I find right-click weapons annoying because right clicking interacts with objects, making it so that you randomly turn camp fires on and off or accidentally open chests while attacking, so I think it would be nice to just have it swap between the primary and secondary ability when right clicking, similarly to how you swap attunements with the biome blade, so that you don’t accidentally interact with the environment while fighting bosses.

Suggestion Author

@remote storm

arctic boughBOT
#
**Make Devourer of God Have Additional Telegraph Before Phase 2 Laser Walls Attack Begin**

While technically laser walls have a half a second telegraph before it hitting the player, the suggestion is referring the telegraph to PREPARE the player for the attack.

Currently, the telegraph that serve this exact purpose is Devourer of God turning invisible right before the Laser Wall attack begins.

However, with the new DoG gaining super significant speed boost, this telegraph is no longer enough as DoG is out of screen way more than before due to its immense speed. This means player have to rely on pure reflexes (for when first wall telegraph happen) or just time it with a clock, which is not the best way to telegraph the attack. Preferably, the new telegraph (in addition to DoG turning invisible) should be global (such as a sound que/visual) so that it is effective irrespective of DoG's current position.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Make the Borealis Bomber summon Aureus Bombers continuously if the button is held**

Because of the way Calamity handles Summoner and minion damage, summoner players who wish to actively deal damage rather than simply dodging are encouraged to stick to either classless weapons, or a very small set of summon-damage weapons that don't consume minion slots.

From the moment it's obtained (about mid hardmode depending on when one chooses to fight the Astrum Aureus), the Borealis Bomber remains the strongest (and only post-WoF) weapon of the latter kind available until post-SCal. Using it in conjunction with or alternatively to classes weapons (though the only consistently usable one with comparable (not even necessarily better) damage output is the Eye of Magnus, a post-Moon Lord weapon) is effectively the optimal way to play as a summoner (barring maybe the occasional use of summoner weapons with right click abilities).

Yet, despite being a hardmode weapon and despite staying relevant all the way to the final stages of progression, the Borealis Bomber still requires each individual Bomber to be summoned with a separate click. This severely limits the weapon's usability in terms of sheer enjoyment of use, as having to spam click feels like an unjustified nuisance. Despite the weapon being both useful and flavourful, I find myself ignoring it in favour of classless alternatives with autofire.

Put simply, the lack of autoswing/autofire/whatever the correct term should be given the specific type of weapon this is feels extremely clunky, and leads to what is otherwise both a really fun weapon with an interesting design and one of the optimal choices for a summoner looking to do something actively during a fight being a nuisance to use, and making the weapon summon Bombers continuously the way other normal summon weapons also work would be a small but very effective QoL improvement, making the weapon a lot more enjoyable to use without changing much at all about it.

Suggestion Author

@visual barn

arctic boughBOT
#
**Add an enchantment that make enemies drop more money but no items, and one that does the opposite**

I thought that there should be a way to farm rare items faster without it being overpowered, so I thought that making an enchantment that increases drop rate and/or drop amounts would be helpful. However, enchantments are designed to be subjective, so it needs a downside. What do enemies drop as well? Money. So in exchange for getting the [insert item here] faster, you don't get rich. And, of course, there should be the opposite: in exchange for getting more money, you don't get any other drops. My mob farm is giving me too many random weapon drops, so this would be helpful.

Suggestion Author

@weary silo

arctic boughBOT
#
**Allow Draedon Projectors to be placed facing either direction**

This is a very small nitpick but when building I'd love to be able to place the projectors facing either direction based on the players direction (much like a chair). Is it an important change? No. But is it something that personally I feel should be the case given almost all asymmetrical decoration items can be placed in either orientation already.

Suggestion Author

@hexed umbra

arctic boughBOT
#
**Upgrades to Biome Treasure Accessories**

In my opinion, these items (other than Luxor's Gift) are not worth the trouble of finding. They add effects that don't really amount to anything once you progress far into the game. I'd say that this is a sort of problem, considering that you really have to go out of your way to even find them.

I feel that by adding upgrades to these items, it would let them have some more relevance in later parts of the game.

Suggestion Author

@vernal peak

arctic boughBOT
#
**Add An Alternative Upgrade Line for Angel Treads That Is Just Upgraded Angel Treads (Rather Than Tracers)**

Short functional difference:
Angel Treads - Boots function, meant to buff (flight time) and be used alongside wings
Seraph/Elysian/Celestial Tracers - Boots function + wings function, meant to be 2 in 1 accessory. You CANNOT use any other wings with tracers

Because of how they function, this simply means the player who don't want to use tracers (which have significantly less flight time in general) simply cannot obtain the speed of boots, unless they use the significantly downgraded Angel Treads which have drastically less on-ground movement speed than Tracers.

Adding an alternative upgrade line (that is just boosted Angel Treads function, rather than tracers) open up more build options rather than limited to either sacrificing ground speed or flight time.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Have Worm Bosses initial damage reduction only be applied to segments in a small area centered on the tail**

Having it work this way would allow boss fights to begin much faster and more naturally, while still protecting the boss from piercing shenanigans dealt to the spawn clump. Also this protection could be extended to ensure that the worm has fully been deployed. In addition, this change could be communicated to the player with an accompanying visual effect such as a force field, magical barrier or even an extradimensional portal.

Suggestion Author

@vestal tree

arctic boughBOT
#
**A Exorcism (Rogue Weapon) change.**

Currently the weapon Exorcism, a cross, just makes a flash of light upon impact. I suggest instead of a flash of light, it should linger an actual Cross, maybe a bigger copy of the sprite from Exorcism. I think this is needed as the Exorcism isn't a weapon you quickly think of using. And also the damage output isn't as much as the other weapons unlocked at this stage. The stealth strike is perfectly fine, just the regular explosion is minimal. It isn't a real fitting projectile for a Cross. The effect of the projectile being bigger and doing more damage as it drops will be fine for the change aswell.

Suggestion Author

@dull flume

arctic boughBOT
#
**Buff and/or Reworking of Gael's Greatsword**

Simply put, for a weapon gained from fighting Supreme Calamitas on malice mode, Gael's is completely skippable. Either the weapon should be buffed to the point it's worth the toil, or it's functionality should be altered in such a way that it is a viable option when seen alongside other postgame weapons

Suggestion Author

@slow mirage

arctic boughBOT
#
*Remove Blood Orbs from the Blood Relic's Crafting Recipe*

For early on in the game, when blood moons happen, its relatively hard, so people would naturally go underground and pass time doing something else. But later on in hardmode and especially post-moonlord, blood orbs are very useful for crafting strong armor, potions, and health upgrades. However, since players usually skip the first blood moon, they lack blood orbs, making them have to wait forever for another blood moon to spawn rather than crafting the blood relic and getting it done. Either removing blood orbs or increasing blood moon spawns would be nice

Suggestion Author

@stark dagger

arctic boughBOT
#
**Add pocket mirror into ankh shield (or upgrades) recipe**

Here we are, having slain men and gods alike, quite possibly the most powerful mortal in existence. And yet... a medusa stuns you for around 5 seconds, even killing you with fall damage. A hardmode mob capable of killing a post-moon lord character in 1 hit. Even if you don't die, it's a 5 second stun and as a person who has done WoW PvP I can say 5 seconds is a LONG stun. I've been getting chain stunned myself and it is VERY annoying. Pocket mirror just sounds like something that fits in the ankh shield anyway so... why not?

TL;DR - Pocket mirror fits ankh shield but isn't in it for some reason. Medusas can kill post-moon lord players or stun them for a long ass time, which sucks balls. NOT fun.

Suggestion Author

@carmine hedge

arctic boughBOT
#
**A slime God buff**

In the current state of calamity, even in Malice mod, slime god is weak, by the point you reach slime god you already have accessories that make the fight no challenge at all.

E.G. Frostspark boots essentially make the Slimes pointless as just running in one direction with them will outspeed, not to mention the "slam" attack, which fails to accomplish anything, as by running when it falls straight down, you'll already be far away.
The skyline wings, a pre-hardmode set of wings that you can get after skeletron, help accomplish the same thing as frostspark with the horizontal movement, whilst providing freer movement that makes the main slime god minimally difficult.
And the abyss shadow chest weapons - such as the archerfish -, deal high enough damage whilst hitting so many enemies, that the slime god reaches the final stages of the fight, and proceeds to end, in but a short time.

As a result of such items, slime god has almost no difficulty to it unless you have no understanding of what its attacks and movement are.

Suggestion Author

@tiny ridge

arctic boughBOT
#
**Make the counter scarf particle color correspond with dye color**

Currently, the dash particle effects are always red, no matter what color the scarf is dyed. Changing this so that the particles match the dye color would be more aesthetically pleasing

Suggestion Author

@fossil tangle

arctic boughBOT
#
**Speed up Death+ Leviathan Spawn Animation**

The new death changes make it about 10 seconds of waiting after killing the ??? for them to spawn, because ana appears, dives into the water, the water ripples, Levi appears, and only then does the fight begin. Its very slow and annoying to sit through every single time.

Suggestion Author

@safe estuary

arctic boughBOT
#
**Add variants to Stormlions**

Currently, in the base game of Terraria, there are Antlions, Antlion Chargers, and Antlion Swarmers. In Calamity, there are only Stormlions, which resemble Antlion Chargers. These are not too much of a threat to deal with. Adding variants to Stormlions, such as Stormlion Swarmers, would help them fit in more with the rest of the underground desert and make them feel more fleshed out as a species.

Suggestion Author

@green quail

arctic boughBOT
#
**Some way for the seraph tracers/elysian tracers to inherit the component wings' properties**

The majority (or maybe even all) wings in Calamity have some form of unique effect on them. From festive wings' raining ornaments when flying to fin wings' aquatic buffs. Yet despite such a cool and unique effect for all these wings, they ultimately end up being completely ignored after a bit due to the fact that they just wind up magically eliminated when being "upgraded" into the seraph tracers and elysian tracers. It's a shame. This could also allow for even more customizability late-game and end-game.

Suggestion Author

@umbral peak

arctic boughBOT
#
**add ground dispersion particles to the desert scourge, vanilla mechanical worm, and eater of worlds**

Add some particles to the ground worm base bosses like the vanilla Mechanical worm, eater of souls, and desert scourge when it enters and exits the ground, I feel like it would be an immersive feature that displays the true power of these godly worms.

I would like the an animation of the ground material being dispersed while the worm digs through the ground.

Suggestion Author

@cloud urchin

arctic boughBOT
#
**border for altar of accursed**

Add red particle at 4 corner around altar of accursed when placed which indicate SCal arena corner so we can build SCal arena border without initiate the fight

Suggestion Author

@wicked garnet

arctic boughBOT
#
Slow down the speed of the Tenebreus Tides's projectiles

The projectile often skip over enemies because of their speed making it unreliable for small targets. Making the projectiles move slower would fix that issue

Suggestion Author

@quiet junco

arctic boughBOT
#
Decrease the amount of blocks required to create an Astral Biome:

The number of Astral blocks required to make an area count as a biome is higher than normal. For example, Jungle biomes can be created with a rectangle of mud covering less than a fourth of the screen merely coated in jungle grass, but a rectangle filled with astral blocks of around the same size does not count as an astral biome. This is really annoying for building and arenas, and also makes it so that the top of the astral monolith altar usually doesn't even count as an astral biome!

Suggestion Author

@night palm

arctic boughBOT
#
**Change Titanium Set Bonus on Revengeance Mode (and Above) to Guaranteed Dodge Effect**

Clarification:
Guaranteed Dodge effect is referring to effect like Astral Arcanum or Master Ninja Gear, where you automatically dodge an attack and then the dodge went into a cooldown.

While this seems like a massive nerf, it is infact a massive buff in the consistency and usefulness of the armor, because the current Rev+ Titanium Set nerf basically make it so that the "Holy Dodge" buff ONLY last 5 seconds, on a 30 seconds cooldown. For reference without the nerf the "Holy Dodge" buff last 30 seconds, cooldown 30 seconds.

This means every 30 seconds, the first (and only first) attack within 5 second that hit you will be dodged. This means you either have no way to use it reliably because you effectively have to get hit in the specific timeframe when the buff is up (therefore rely on luck) OR basically having an armor with no armor set bonus.

A very simple way to buff the armor set on Rev+ (to make it actually usable) is to simply make Rev+ Titanium armor effect to be a full on guaranteed dodge instead. Considering it is an armor set (rather than from accessory), maybe even make it have lower cooldown compare to other dodge items. This way the armor is actually worth using.

(Considering 1.4 port will move the Holy Dodge to Hallowed Armor instead, this suggestion is also referring to it)

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Add Favouritable Item/Potions That Drastically Increase/Decrease Player's Aggro**

This suggestion is purely for the sake of Multiplayer. Currently in Multiplayer, except for classes like Melee (which consistently draws aggro) and Rogue (stealth, which consistently reduce aggro), there is basically no distinction between the aggro level of the other class which tend to make boss aggro super inconsistent, switching targets and frequently unfairly hitting players the attack is not targeting at. For example Yharon's bullethell and teleport can spawn very close (if not on top) of other player that is near undodgeable, or like PBG switching target during dash combos making it super unpredictable.

These item should give way more/less aggro beyond normal options such as flesh knuckles and putrid scent which may still be affected by their distance from the boss, and preferably have different "level" (eg: +-10000 aggro, +-5000 aggro, +-1000 aggro...) just so it is more customizable especially when player count increase.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Nerf the Venom Staff a bit.**

The buff the the venom staff receives from Calamity is cool and all, but its piercing ability combined with its multiple projectiles and high base damage, not to mention a damaging debuff, make it borderline OP against bosses with large hitboxes. This thing absolutely shreds Leviathan, Plantera, and Aureus.

I suggest limiting the number of times each venom fang can hit a single target, or increase these bosses' resistance to the venom staff specifically, similarly to how AS only takes 50% damage from the SHPC's primary fire. You could also make it obtainable later in progression, requiring aureus cells or living shards to craft or something.

Suggestion Author

@slate cedar

arctic boughBOT
#
make the calamity health bar a separate mod:

nothing much to say about this really, one thing i always miss in other mods is not being able to see % health, the cal health bar is just really convenient

Suggestion Author

@sly socket

#
Change the default hotkey for Adrenalin Mode

Adrenalin Mode's default hotkey is "B" which is already used in the game by Vanilla for Quick Buff. Changing the hotkey to something else that isn't already used would make it more convenient

Suggestion Author

@quiet junco

arctic boughBOT
#
**Make the Perforator's worms drop the Treasure Bag and/or loot if the Perforator Hive is killed before the worms**

The so-called "feature" (where the Perforator Hive drops nothing and despawns if the worms aren't killed before the hive) feels more like a really off-putting and annoying bug than anything intentionally put into the game. Slime God, a boss with a similar situation, does this same thing, so there is zero excuse not for the Perforators to do it as well.

Suggestion Author

@astral vessel

arctic boughBOT
#
**Speed up Draedon Battery extractinator**

Often times in my save with my friends we end up with an obscene amount of Draedon Battery printers. As such, we get a lot of batteries. Unfortunately, these printers have since become very useless, since we find it very slow and tedious to extractinate them all. We once spent three and a half minutes waiting to start a boss because our friend was busy filtering them all for money.

We came up with two ideas. One: Include a speed-up for the extractinator so that it doesn’t take ten thousand years to use it, or two: Add a new station where you can insert all of your batteries and it will instantly convert them into Metal/Circuitry and money.

Overall just a quality of life thing, I just barely use the stations anymore bc they’re so slow to extractinate

Suggestion Author

@random field

arctic boughBOT
#
**Have the same bar as in the hotbar showing how much empowered attacks you have left when using the Ark line of weapons under your character.**

The new rework for the Ark of the Cosmos and Biome Blade line of melee weapons is very unique and fun to use. However, one issue I have is that the only few ways to know how much empowered/parried attacks you have left is either by the sound effect for these attacks ending or by looking at the hotbar, where will you find how much empowered attacks are left. The latter can make some (including me) lose focus of projectiles, and what I am simply suggesting here is to add the same bar which is in the hotbar item slot for the Ark weapons nearby to your character, so you aren't forced to look at the hotbar, or keep a mental count of how much attacks you have left. Besides, in a mod like Calamity, you should be trying your absolute best to dodge boss attacks and projectiles to the greatest of your ability, so having only the visual ability in your hotbar to see how much empowered attacks you have left without listening into when the attacks end, or having a mental count isn't the most effective in my opinion.

Suggestion Author

@civic rain

#
**Make Rev+ Spazmatism's phase 2 flames inflict a stronger Cursed Flames variant instead of Shadowflames**

Why exactly are Rev+ Spazmatism's flame attacks Shadowflames, and no longer the green flame debuff who Spazmatism's eye color is distinctly based on? (Also Apollo, the Exo mech counterpart also retains the green color on its sprites and its projectiles)
I believe the answer to this question is that Shadowflames are simply put, stronger debuffs. To keep this part of the boss's balance and also to preserve consistency at the same time, perhaps you could simply take the 1.4 Flame Gauntlet and Frost Armor approach (creating stronger versions of the Fire and Frostfire debuffs respectively) and create a stronger version.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Add a way to get renewable hallowed ore, and also increase the vein size of it**

Hallowed ore is a block that is usually just used for hallowed bars, however it is a pretty block that can be used to build stuff. Currently it is quite scarce inside of a world but its also not renewable. Adding ways to get more of these and making the block renewable would be quite nice.

Suggestion Author

@tacit arch

arctic boughBOT
#
**Move Uelibloom ore to Hallow and Hell**

Uelibloom ore is currently one of the more sparse ores as it generates in the jungle, to the point that you're almost required to farm Bloom Slimes on small worlds. This means it has to fight for space with all the other ores that generated before it on top of Chlorophyte and the jungle's many unique structures. By moving to the Hallow and Hell, it gets much more space to generate.

Moving it from jungle also makes thematic sense as Providence, the boss that generates the ore, has 0 connection to the jungle. Jungle already sees by far the most usage over the course of a playthrough so moving the ore gives the Hallow more use while barely taking from the jungle.

Suggestion Author

@errant lagoon

arctic boughBOT
#
**Add Calamity Ores to Fishing Crates and Standardize Drops Between Gold Chests and Gold (and below) Crates**

For some reason, despite basically every Calamity bar being obtainable via fishing, none of the Ores are, so if you want to make bricks, you're gonna have to farm Slimes for a sustainable source. This is weird, and I see no gameplay reason not to simply give crates an equal chance to drop an equivalent amount of ore.

Furthermore, for some reason, Vanilla keeps several items exclusive to Gold/Surface Chests (despite most having parity with their crate counterparts) which are important to Calamity crafting trees, like the Band of Regeneration, Wooden Boomerang, Shoes Spikes, and Flare Gun. Band of Regeneration being the biggest offender, as it is part of both the Celestial Cuffs and Rampart of Deities lines, and if one got unlucky enough, a player would have to choose between the two, or start messing with other worlds, something Calamity likes to avoid with things like the opposite World Evil sky island. If it's an issue with trying to avoid letting the player simply fish for everything, I think locking it behind a certain boss would allow for it to simply function as a method of sustainability, and even then, they could simply have low drop rates like Heart Crystals in Gold Crates.

Suggestion Author

@olive shale

arctic boughBOT
#
**Stop Counter/Evasion Scarf dodge from registering as a hit**

The whole gimmick of the counter scarf and its upgrade is that you get rewarded for dashing through an enemy attack. This works because you avoid damage, but there’s a lot of situations where you’re punished for utilizing this mechanic. Even though you don’t take damage, defense damage and debuffs you would have taken still apply. This will get you killed in several boss fights. Slime god core still inflicts you with distorted and you die, Cryogen still inflicts you with chilled/frozen and you die, etc. Defense damage also still applies, so if you try to dash through something like one of the big slime gods, you’re at a severe disadvantage if you’re about to get hit, which is the opposite of the Counter Scarf’s purpose. This is especially true in malice mode, where bosses inflict much more DD, move faster, and hit harder. If the dodge made you immune to these effects entirely, the accessory would feel more fair and its gimmick would be easier to utilize.

Suggestion Author

@fossil tangle

arctic boughBOT
#
**Make Persecuted's portals hold a position relative to the player**

After playing around with it a bit, the Persecuted enchantment is actually quite powerful if you know how to use it. The portals are easy to damage enough and the demons hit hard. However, the problem with Persecuted is that the portals stay in place after spawning. Most of the time, enchantments are only going to be used on the Exo Mechs, which require constant movement, leaving the portals behind and letting the demons aggro.
So I suggest the portals stick to a position relative to the player, similar to Ares. Not only would they be easier to deal with, it would be less irritating to get hit by demons you knew were coming rather than ones barging in from half a mile away. This is also helpful to the demons' relatively short aggro range.

Suggestion Author

@woven knot

arctic boughBOT
#
**Make Galaxia and True Biome Blade more effective with dealing with bosses**

A. Galaxias aries wrath attack is decent but considering how much u need to risk and get in close to use it it should prolly do a bit more damage

B. The galaxia attack where start swinging around and shit it does like less than 1% to yharons health so maybe make the stars do a bit more damage to yharon or the actual blade do more damage

C. Other galaxia attacks are good I rly like the others ones ^_^

D. Biome blades' actual attack where it spins and shit is weird because of the hit boxes and shit and the rate at which the boss gets hit from it

E. The snow variant of biome blade sounds like it should hit more often than it does

Suggestion Author

@crystal bolt

arctic boughBOT
#
**Remove the extra accessories from Auric Armor recipe.**

Auric Armor is basically required to beat Exos and SCal. Despite this, its recipe is much too convoluted, and bloats the prep time for no good reason.
First of all, Psychotic Amulet is a 2.5% drop from Possessed Armor, or 5% on Expert, which still isn't great. This makes it among the rarest items in Calamity. For one, a Vanilla player going into Calamity would have no hints that these random enemies now suddenly drop an accessory that is vital to endgame armor. Even if they do get it, it only has use on its own for Rangers and Rogues. If you're not playing that class, unless you checked the wiki, you would assume it was only used for a future Ranged/Rogue accessory and trash or sell it. This is easily the most egregious of the 3, but the other 2 are still pretty awful.
Then there's Frost Barrier. For one, unless you check the wiki, there is nothing that would indicate the Traveling Merchant has a special item to sell specifically during a full moon. Finding this on accident is incredibly slim. The alternative method is getting a semi rare drop from an already uncommon enemy. That's strike number 2.
Last up is the Flying Carpet. Now yes, you can craft this if you don't get a pyramid chest, but there's a major problem with the recipe. It requires Ancient Cloth, a fairly rare drop from Ghouls. You need 10 rolls of this to make the carpet, with a 6.67% drop for 1-3 items.
And, the icing on the cake? These accessories barely do much to improve the armor. Psychotic Amulet literally does nothing for the armor, Frost Barrier is too situational, and Flying Carpet can get in the way when out of wingtime. They can easily be removed from the armor effects while still keeping Auric Armor as a powerful endgame armor.

Suggestion Author

@brazen steppe

arctic boughBOT
#
**Make crystal blocks require a hellforge or furnace as oposed to an adamantite/titanium forge**

This is just a small tweek for builders to fix an unintentional side effect of the mech boss progression changes (which I love). This is particularly relevant because the wizard npc sells the ROD in the hallow biome which you will probably want to get before beating all 3 mech bosses. If you're like me and want to try your hand at building something pretty for him and think crystal blocks would fit the pallet nicely, you'll be confronted with "Required objects: Adamantite Forge" from recipe browser and will promptly begin crying.

Suggestion Author

@wicked sequoia

arctic boughBOT
#
**Make Lunatic Cultist Have A Supreme Calamitas' Style Shield To Expand His Hitbox**

Lunatic Cultist is famous for being obnoxiously hard to hit that renders many weapon unviable for him simply due to inherent inaccuracy or lack of homing capability. On the other hand, to balance this out Lunatic Cultist have low Max Hp for its tier, which makes Lunatic Cultist super susceptible to any weapon that is capable of homing and have decent damage, which easily makes Lunatic Cultist one of the most squishy/cheesable boss in the game.

Thus, the suggestion is so that Lunatic Cultist's hitbox be enlarged similar to how Scal's hitbox work (the shield serving as the hitbox rather than the humanoid inside), max hp should of course be increased to compensate. This solves 2 issues:

i) A lot more weapon will be viable on Lunatic Cultist instead of being limited to selected weapon due to "he is too small you cant hit him"
ii) Lunatic Cultist no longer dies immediately to any weapon with homing or to 1 adrenaline.

As Calamity already significantly change some vanilla boss (Golem's destructible head, Plantera completely losing hook tentacles, Moon Lord true eye have no lasers), this is an opportunity to fix a long-lasting issue with the boss.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Add new enemies to the Post-Devourer Pumpkin Moon, Frost Moon, and Eclipse.**

Honestly, the fact that these events are only buffed after beating Devourer is somewhat underwhelming. I propose possibly adding new enemies to make this tier of these events more interesting and more exciting to grind for multiple essential Post-Devourer materials.

Suggestion Author

@brazen steppe

arctic boughBOT
#
**Make DoG's lasers beams instead of laser darts.**

DoG's laser darts make the boss more frustrating. Ever since they were changed so that they linger longer, it is all too easy to flawlessly dodge a laser barrage in phase 1, only to dodge DoG's head and get sniped by those same lasers a couple seconds later. The lingering is especially apparent in laser wall sections. Straying too far from where you dodged the wall will lead to getting sniped by them when trying to dodge another wall or the teleport explosion. This is especially an issue when using the RoD to try to escape a wall.

The proposal here is to do away with the usage of laser darts and replace them with laser beams, similar to the deathhail staff's beams, but thinner (the same width as a laser dart). The instantaneous nature of a beam makes the boss much more fair by preventing you from getting needlessly sniped even though you already dodged the attack, while still keeping the difficulty of the attack. To compensate for the lack of travel time for these beams, the telegraph for them should be slightly longer than the current dart ones. In addition, some laser patterns in phase one should be slightly nerfed to consider the instantaneous nature of the beams.

Also, let's be honest, having these beams instead of darts would make DoG feel a lot more powerful. It's a bit of a letdown when you see the big telegraph for laser walls and then see DoG throwing what is essentially a large number of ping pong balls at you. The beams would fit DoG thematically and cement his place as a powerful post moon lord boss much better than the laser darts ever would.

Suggestion Author

@marble plaza

arctic boughBOT
#
***Decrease DoG's Intended Killtime***

The Devourer of Gods is one Calamity's Main staple, enough so for it to be the cover of DM Doruko's Soundtrack Album. this big giant purple worm thing that is generally one of the later things you'll fight. Though its... Strangely designed. It has two main ways of killing you directly, Laser Walls, and Contact. Its head does an absurd amount of contact damage, able to kill an unarmored player in one hit and sure as hell can down one in two if they lack the Blood Core. The Laser walls, on the other hand, don't do as much but still pack quite a punch. There's also Cosmic Guardians, which are more of a pest if your not careful and nuke them when you can. Its a really fast paced and intensive bossfight generally and I had to read though how the boss actually works on the Wiki unlike bosses like Plaugebringer Goliath or Providence.

Which brings me to the Intended Killtime. Surely this doesn't last that long... right? For a boss that is able to end you in one hit... that you possibly had to fight Necroghast just to get good enough equipment, then deal level 4 of the abyss, or even maybe T3 Acid Rain and Old Duke, and the Sentinels to weaken the boss itself while getting some good gear from them too.

The Intended Killtime with on tier equipment currently is 4 minutes. 4 minutes of Dodging bullet walls and an 1/2 shot head. At any time, one slip up, and you die instantly. And its a grueling 4 minutes of it. For reference, S-Cal and the Adult Eidolon Wyrm hit 5, a former and current superboss, and the Exos take ~6, which is really 2 x3. The only bosses that rival this earlier on are Calamitas, a boss who lacks effective attacks outside of bullet hells and her siblings, Moon Lord, and Providence, who both dont do contact and one shot you via Deathrays. Generally DoG is... A bit too long and if anything has Older calamity syndrome where its just absurdly hard just because.

Suggestion Author

@south elm

arctic boughBOT
#
**Please Add More Content To The Astral Infection**

Currently it has barely anything to it, and you could honestly go the entire play through without touching it once. Astrum Aurus fight is boring and way too difficult for progression, and the drops are not very good. Astrum Deus is only useful for getting astral bars and farming fragments, and even then the items you get as drops are boring and are far from the best that you could use for Pillars and ML. It just needs to be expanded on to add more to the game.

Suggestion Author

@burnt schooner

arctic boughBOT
#
*Make Eldritch soul artifact affect every player in the wearer's team*

Generally people play on only one class, and Eldritch Soul artifact does not provide such a good effect compared to other post Moon-Lord accessories. Because of this, making it affect every player, like the affliction, would make it much more useful, hence on a multiplayer playthrough each player takes a different class, and every individual would receive a small boost.

Suggestion Author

@sleek plume

#
**Make Death Mode Brimstone Elemental Fire 2 Lasers (like Revengeance do)**

With the new modified Death Mode laser, the attack basically had been changed into an "area denial" attack where after the laser is fired the player is unable to move into the trajectory/general area of the laser due to the homing brimstone dart. The intended (maybe) way to dodge the attack is to manipulate the homing AI so you can weave through them in a very satisfying way (as video shown)

However, as of currently this attack simply do not work as the player will always have the other half of the arena available to manuever (eg: laser fire at right, you simply stay at left side for a while), this makes the attack much less interesting as the player dont really have to do anything and will naturally dodge the laser (and the aftermath brimstone dart), making it maybe even easier than Reveangeance's laser attack.

To make the attack more interesting, Brimstone Elemental can simply fire a 2nd laser just like how Revengeance does (Revengeance Brimstone Elemental always fire 2 lasers in a row). This way the attack will feel much more satisfying to dodge by having calculated movement to weave among the homing darts instead of simply move to the other side of the arena.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Rename the seafood item to "Suspicious Looking Sushi"**

The item is called Seafood which is incredibly lame, I feel that this is a much better name and is such a minimal change that's just makes sense, as sometimes while going through crafting recipes I see "seafood" and skip it, it would make it actually sound like a summon, and for those who dont have the boss list mod it would make it easier to find the summon

Suggestion Author

@soft harness

arctic boughBOT
#
**Make the Katana (key componet for the omni blade, a weapon) craftable**

The reason why i want the katana to be craftable is, that it's absurd waiting like 200 hours for the traveling merchant, and even then, there's a super low chance for him to even sell, all the time in my world (11 hours) was me checking the traveling merchant constantly, guess what? Didnt find one, i hate it when calamity is based of rng, I'm glad they made herme boots and other things way more accessible, but i feel like the katana needs to be easier to get or at least craftable, as me waiting for it all day is not very fun.

Suggestion Author

@tawdry shuttle

arctic boughBOT
#
**Change the method of increasing maximum stealth from armor sets to instead be permanent consumables"**

Similar to late game upgrades to health and mana, add consumables throughout the game to increase the player's max stealth. You could also have a toggleable item or some way to enable/disable stealth so other classes don't have to see the meter, and place the description of what stealth does onto that item. This would mainly remove stealth from being directly tied to armor sets so that rogues that use stealth can still use all around sets like Omega Blue. It would also remove the repeated 4 lines of text from every single rogue armor set bonus.

Suggestion Author

@velvet grotto

arctic boughBOT
#
**Add Alternative Crafting Recipe To Allow Chlorophyte Armor To Be Crafted Into Their Turtle, Spectre and Shroomite Counterpart**

To put it simply, instead of only allowing crafting of (example:) Spectre Armor by using Spectre bar, ALSO add alternative crafting recipe to allow Chlorophyte Armor Pieces to be crafted into Spectre Armor using Ectoplasm + the armor pieces.

This approach works super well as currently ALL Chlorophyte Armor (pure bar armor) and the upgraded version (turtle, shroomite, spectre) use the exact same amount of Chlorophyte Bar (12 for head piece, 24 for body armor, 18 for leggings).

This will significantly solve the problem of using (pure bar) Chlorophye Armor being undesirable for the simple reason that you will have to refarm the Chlorophyte Bar cost.

For the different helmet, I propose to allow making any chlorophyte helmet to be crafted into any of the upgraded sets since otherwise there will still be (inherent) helmet recrafting cost.

example:
With any Chlorophyte Helmet + Turtle Shell, you can craft into the Turtle Helmet
With any Chlorophyte Helmet + Ectoplasm, you can craft into any Spectre helmet of your choice (Spectre Hood or Mask)
With any Chlorophyte Helmet + Glowing Mushroom, you can craft into any Shroomite helmet of your choice (Shroomite Mask, Headgear or Helmet)

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Remove Wall of Flesh Non-Firing Enrage**

To put it simply, Wall of Flesh can enrage (no matter the distance) if the eyes do not fire for a long time due to being behind blocks/blocked by blocks. However, this enrage (or eye not firing) makes 0 sense considering the lasers have block piercing. This specific enrage mechanic results in that the player are extremely punished for not building the perfect arena as a survival mode arena (especially one that do not clear all buildings) have high tendency to make this enrage super easily to be triggered.

Removing this specific enrage mechanic (or maybe even the eye stop shooting because of blocked by blocks) will make WoF less of an arena boss than it already is.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**A Slime God Buff**

In the current state of calamity, even in Malice mod, slime god is weak, by the point you reach slime god you already have accessories that make the fight no challenge at all.

E.G. Frostspark boots essentially make the Slimes pointless as just running in one direction with them will outspeed, not to mention the "slam" attack, which fails to accomplish anything, as by running when it falls straight down, you'll already be far away.
The skyline wings, a pre-hardmode set of wings that you can get after skeletron, help accomplish the same thing as frostspark with the horizontal movement, whilst providing freer movement that makes the main slime god minimally difficult.
And the abyss shadow chest weapons - such as the archerfish -, deal high enough damage whilst hitting so many enemies, that the slime god reaches the final stages of the fight, and proceeds to end, in but a short time.

As a result of such items, slime god has almost no difficulty to it unless you have no understanding of what its attacks and movement are.

Suggestion Author

@tiny ridge

arctic boughBOT
#
**Make Providence not move during he Holy Ray attack.**

This is to prevent cheap hits caused by the player and the boss moving at the same speed in the same direction, as well as various other situations in Malice Mode.

Suggestion Author

@gentle veldt

arctic boughBOT
#
**Make it so the Arctic Diving Gear is guaranteed to spawn in the Arctic Bio Center**

The Frozen Turtle Shell and Blizzard in a Bottle already have crafting recipes added to mitigate grinding for their higher tiers, but neither the Rampart of Deities nor the MOAB are ever outright required. The Abyssal Diving Gear and Suit are both required to use in order to access loot throughout the whole game, but you don't have a way to guarantee access to the lower tiers, so potentially, you have to waste time at the Ocean biome, which only gets worse if you're in multiplayer. If there isn't gonna be a straight up crafting recipe for the Diving Helmet, then at least the Arctic Bio Lab should guarantee you access to the Abyss.

Suggestion Author

@opal ginkgo

arctic boughBOT
#
**Make the Living Wood/Leaf Wand compatible with other woods, making new variants of woods and leaves respective to normal wood types**

Pretty simple suggestion, and it should be somewhat easy if I had to imagine. I personally find it very strange that there are no Living Wood variants for other woods, and using paints is very inconsistent and tedious, while not even looking good sometimes. Building a living Crimson tree using paints (for example) is way harder than making a living pure tree due to this, and makes it frustrating to build when it should be the most calming part of the game. In addition to this, maybe spreading evils like the Crimson and the Hallow could change a Living Tree into its own Living Wood/Leaf variant.

I made a house in Pre-Hardmode, and when Hardmode came along, my house got overran with the Hallow. As such, I wanted to make a Hallowed living tree house to make it fit better using paints. It looks off-colored, weird, and in my opinion, worse than the original.
god 1.4 is beautiful anyways https://cdn.discordapp.com/attachments/830925844066992148/977434085154783252/Capture_2022-05-03_20_09_38.png
https://cdn.discordapp.com/attachments/830925844066992148/977434085410607134/Capture_2022-05-20_23_53_38.png

Suggestion Author

@astral vessel

#
**make the previously malice mode only items have a guaranteed drop when fought on malice mode**

I know that it will change at some point but it feels like malice in its current state isn’t useful for anything other than fighting a harder boss. Getting said items also can be annoying due to rng. By having the guaranteed drop on malice, it can bring back some of the reason why a person would try out malice other than fighting something harder and removes the slightly extra grinding for a certain useful item (such as the community).

Suggestion Author

@fast lava

arctic boughBOT
#
**Buff Statis' belt and Statis' void sash**

Currently, Statis' belt and it's upgrade, the void sash, are very heavily outclassed by other dash accessories having a "ram" dash which can completely nullify the contact damage of anything with a health bar. The only thing the belt has that Asgard's Valor or Elysian Aegis doesn't is the ability to dodge attacks (including projectiles) but the cooldown is too long to compensate for the lack of a ram. I suggest making them inherit the frog leg's jump speed stats while making it not stack with the ordinary frog leg (or with the belt too, in the void sash's case) to avoid insane amounts of jump speed and to make it provide a nice mobility boost and to actually compete with the previously stated ram dash accessories.

Suggestion Author

@storm tree

arctic boughBOT
#
**Rework Solar Armor**

I know this sounds like a strange suggestion but the pain of it is absolutely terrible. It’s an open secrets that calamity bosses, especially post moon lord bosses are made with dashes in mind. The dashes given to the solar armor is pretty okay not the best but not the worst. The shield also gives huge damage reduction so it really is a good set bonus right? Yes, it is really good, until you get hit 3 times then everything goes downhill. After getting hit 3 times you lose the shield and your dashing ability. This is the issue cause solar armor disables ALL dashes that aren’t solar shield dashes. This is painful especially when the armor you fight providence with IS solar armor. You can wait for the armor to regen the shield but if you get hit the timer resets. While you are shieldless you are a sitting duck just waiting to get hit with just another projectile.

My rework idea is that you make the shield permeant but drop the damage reduction to like 12%

Suggestion Author

@silk moth

arctic boughBOT
#
**A new enchantment**

Idea: tainted, but reversed

So, this would be an enchantment only for true melee weapons, like animus, earth, copper pickaxe, etc

What it does: It makes the weapon fire a projectile each swing, these would deal less damage than the weapon, if the weapon has an on-hit effect (earth meteors for example) those effects are still done, but wouldnt do all of the effects for balance

Negatives: the weapon itself would be nerfed, in stuff like size and speed, maybe something else

Reason: it could be nice seeing t melee get projectiles, but at a hefty cost of losing what makes them, well, true melee, size speed and power, it could also add some fairness in some regard

Suggestion Author

@maiden trout

arctic boughBOT
#
**make lore items placeable on walls**

I think lore items should be placeable on walls and readable like signs, since item frames are broken in tmod, and it would be really cool to be able to make a museum of all the bosses you've beaten and places you've explored, espcially if you're someone who likes building. Also, it would give them a use, because since they dont do anything in your inventory anymore, theres no real reason to keep them around after you get them.

Suggestion Author

@timber walrus

arctic boughBOT
#
**Revert the Calamity change to the goblin tinkerer by default, but allow a config to keep the change as-is**

Calamity changes the goblin tinkerer to exclusively give only the "best" modifiers on reforge. This not only eliminates the vast majority of possible modifiers, but also completely eliminates the ability to do non-vanilla modifiers from other mods. Additionally, it makes the reforging process laughably cheap. Considering how easy money is to come by in Calamity, that's just overkill by itself.

Suggestion Author

@umbral peak

arctic boughBOT
#
**Make Devourer of Gods a More Interesting Fight**

Currently, DoG is a good fight, but it just feels like a harder, faster worm boss. Almost all calamity worm bosses feel relatively similar, with the only change being speed, damage, and boss unique attacks. Some food for thought would be like, "What can a worm do?" From this, you can think of ideas such as an attack where it coils around the player with its tail and grabs them, or other such worm-like attacks. Just something unique to spice up the fight a bit and make DoG feel unique.

Suggestion Author

@burnt schooner

arctic boughBOT
#
Remove the phantoms and happy phantom spirits from polterghast's fight

When transitioning to certain phases, polterghast summons those enemies. However, they do not contribute anything to the fight at all because they die insanely quickly, happy phantom spirits don't get to fire projectiles and phantom mines (which are spawned by phantoms) can be moved to polterghast itself. Detonating flames and cryonic spirits were removed, so why not give these minions the same treatment?

Suggestion Author

@true lodge

arctic boughBOT
#
**Make dashing shields and minion-summoning accessories show their damage (and possibly other stats)**

In Vanilla, the only dashing shield aside from the pretty crappy Solar Shield, the Shield of Cthulhu, has a set of stats very similar to a weapon, (to the point that MagicStorage actually places the SoC in the weapons category) based on how it does damage itself. There are plenty of shields (Ornate Shield, DeAsgard's Valor, Elysian Aegis, and Asgardian Aegis) in Calamity Mod that have dashes that also deal damage too. Oddly enough however, these shields do not show the weapon-like stats that the Shield of Cthulhu shows. I would propose that the Calamity Mod should correct this inconsistency, to make it easier to tell players that "Hey, these shields are better than the shield of Cthulhu in these ways!"
I would also propose that this treatment should be applied to those minion summing accessories (Cryo Stone, the Elemental Heart and its components, the Fungal Clump, and don't forget Howl's Heart), so as to make it easier to know when to replace one of these accessories.)

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Return The Terratomere to Its Original Spot in Progression or Remove It**

Due to the change of making the Terratomere after Providence, it has caused it to become a completely skippable and unnecessary weapon aside from needing it to make the Exoblade. Additionally, it is often overshadowed by weapons like True Tyrants Ultisword, which has a similar homing ability with greater damage and no healing. The change does make sense given how the Terratomere practically trivialized the Moonlord fight, however with it being post-Providence, it feels useless. In all honesty, it feels like an unnecessary weapon in general as even with its change in progression, the fight against Moonlord is no different given weapons like the Briny Barron exist. Returning it to its original progression point would make it more desirable, however it could be removed from the mod entirely and cause no issues when playing through the mod.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**Add new items across progression to honor more late content creators**

The Halibut Cannon is a weapon made to honor the late TotalBiscuit/TotalHalibut. I feel that it would be fantastic if there were more items like the Halibut Cannon, in the fact that they were made to honor those lost too soon.

Suggestion Author

@astral vessel

arctic boughBOT
#
**Make Calamity potions have a bit more obtaining method**

Vanilla potions can drop from pots and generate in chests, putting calamity exclusive potions in them would make sense and make it a bit easier to obtain them.

Suggestion Author

@loud meadow

arctic boughBOT
#
**Add a setting in the config to turn off double tap dash, and add a keybind dedicated specifically to dashing**

I'm pretty sure everyone who's on this server is at least used to Terraria's dash system, but its less than ideal. While most games would have a dedicated keybind to a dash, the only way to dash in Terraria is to double tap a direction. On top of the game sometimes eating your input and refusing to let you dash at all for no reason, this can seriously screw you over on fights with a Bullet Hell attack, like Providence, Yharon, or especially DoG with his laser wall, the game can read your inputs and feed them straight into a dash when you're just trying to make a precise movement.

I propose that there should be a key bind that causes you to use your dash instantly, and to go along with it, a setting in the config to disable dashing by double tapping a direction.

Suggestion Author

@opal ginkgo

arctic boughBOT
#
**Make the Ravager Drop Better**

Pre-ML, Ravager has the most mediocre drops possible. The few drops that are worth it are the Blood Pact and Vesuvius is you’re playing mage. He feels like a genuinely unnecessary boss aside from his use in farming using Geodes.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**Polterghast spawning**

So currently there's 2 ways of spawning polter, 1 is to kill 30 phantom spirits, or necroplasmic beacon
Due to the amount of gear and materials you have to grind (especially as mage) you're bound to have polterghast spawn atleast once or twice which is generally speaking annoying, so I propose an idea of decreasing the cost of the beacon to around half the phantoplasm, and being able to turn off the "natural" spawn in some way, like item or in config.

Suggestion Author

@maiden trout

arctic boughBOT
#
Add an Item that stops Invasion Events from naturally spawing

Naturally acuring Invasions Events on later stages of the game are a major annoyance when they happen. If a player for example is grinding attempts on a post ml boss they have to stop fighting the boss to beat the invasion or have to deal with the music of the boss being overwritten by the music of the event

Suggestion Author

@quiet junco

arctic boughBOT
#
**Make The Devourer of Gods not perform insanely tight turns out of nowhere.**

These random turns are very annoying and enable the boss to land unnecessary cheap hits. A grand majority of players (including myself) would greatly appreciate it if the DoG no longer had the ability to turn so tightly.

Suggestion Author

@gentle veldt

arctic boughBOT
#
**Rework Endgame Armor Stats**

Currently, when you reach the end of the run, after defeating Supreme Calamitas and after defeating the Exo-Mechs, you start to get your end game items set up to take on eidolon worm and boss rush. There is a problem tho: What do you do about armor?

This is where the issues come in, as Auric Tesla, armor you get before both SCal and the Exo-Mechs, will almost always out perform both Demonshade and Gem Tech.

Starting with demonshade, you’d think that the endgame armor made from shadow spec bars would be an armor that globally benefits all classes. However, at the moment, even with the 20% melee speed bonus, it feels entirely like a dedicated summoner armor set. I’m not sure if this was intentional, however the fact that it doesn’t give a bunch of class specific buffs makes it undesirable.

Going into Gem Tech. There isn’t a fundamental issue with it such as it specifically benefiting other classes more, however when doing DPS comparisons against Auric Tesla Armor, it does worse. This shouldn’t be the case for an armor that requires you to kill an endgame boss.

I suggest giving demonshade some more class specific buffs and just general stat increases to Gem Tech.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**Add Calamity Ores to Fishing Crates and Standardize Crate Drops**

Despite basically every Calamity bar being obtainable via fishing, none of the Ores are, so if you want to make bricks, you're going to have to farm Slimes for a sustainable source. I see no gameplay reason not to simply give crates an equal chance to drop an equivalent amount of ore, as is done with all vanilla ores/bars.

Furthermore, Vanilla keeps several items exclusive to natural Chests, despite nearly all having parity with their crate counterparts otherwise; some of which are important to Calamity crafting trees, like the Band of Regeneration, Flare Gun and (to a lesser extent) Shoe Spikes.

Band of Regeneration is the biggest offender, as it is part of both the Celestial Cuffs and Rampart of Deities recipe lines, and if one got unlucky enough, a player may have to choose between the two, or start messing with other worlds, something Calamity likes to avoid (this problem only gets exponentially worse in multiplayer). While these issues are typically alleviated by giving the item in question a crafting recipe, I've heard the devs vocally declare their disdain for making everything craftable. This would at least require a bit more effort than the average recipe, and already has a vanilla precedent with how crates typically work.

Lastly, while somewhat unintuitive, the comparable mediocrity of Gold Chest loot to Gold Crate drops, leans me to suggesting the Gold Chest equivalent crate be the Iron Crate, as it is the most in line with its rarity in progression. Gold Crates seem to mostly be reserved for especially rare items like the Enchanted Sword and Heart Crystals (though, both are craftable in Calamity regardless).

Suggestion Author

@olive shale

arctic boughBOT
#
**Remove "At the beginning of Hardmode all enemies are weaker. In Expert mode, they have 40% less HP and attack damage to compensate for their higher original stats."**

This is unnecessary, and definitely does not need it to be increased in the harder difficulty. Early-hardmode is made trivial; even in malice mode you can just immediatly walk into the hardmode jungle with pre-hardmode gear and not even bother having to look at your hp because you know that it is impossible to die.
I feel like this massive enemy nerf ruins the spirit of the mode where everything is threatening, as calmity's 0.6 multiplier agaisnt Expert's 2 is 1.2, barely more than vanilla. Probably the biggest issue I have with this mod is that it makes non-bosses trivial, as I think otherwise expert+ non-boss difficulty is great and I do not want it the be lessened by this mod.

Suggestion Author

@last bane

arctic boughBOT
#
**Make Old Duke’s projectiles more visible.**

Due to their dark colour, the boss’ attacks are hard to see at night or during rain. They should at least glow a bit so players can actually see what’s coming their way.

Suggestion Author

@tight hollow

arctic boughBOT
#
**The Devourer of Gods should have animated background effects**

these could be like an actual universe collapse as the battle gets intense
For example the background could start to crack, with more cracks and other effects appearing as DoG's HP gets lower and lower. Revealing his world with some purple clouds or other such things passing by within cracks that appear in the void black sky.
This would allow the fight to feel more intense and have a "fate of the universe depends on this" feel that the lore of this creature gives, This could happen by having the background be effected by the power of the terrain (the player) forcing DoG to show more and more of its power; this would also be fitting due to the lore stating The Devourer will occasionally launch 'sneak attacks' by tearing through the dimensions and eviscerating unsuspecting victims to feed its ever-growing segments.

Suggestion Author

@frail hamlet

arctic boughBOT
#
delete radiant ooze and corrupt/crimson flasks and give ambrosial ampoule a better recipe

currently these accessories are nothing but a chore to craft while being very useless on their own or replaceable by better items with similar effects. Simply removing them is a good option to prevent accessory bloat.

Suggestion Author

@true lodge

arctic boughBOT
#
**An accessory or material to craft an accessory to give full immunity to the Abyss should be a drop from the Adult Eildon Wyrm.**

After you kill it, you've essentially conquered every threat there, so a final upgrade would be fine. Currently, the best you can get is the Abyssal Diving Gear, which while good only gives partial immunity to the depths and air loss. With this, you'd have unlimited breath and no defense reduction when in the biome. Probably an upgrade to the ADG.
It could also give immunity to the damage taken when not submerged, but that's less of a necessity.

Suggestion Author

@untold crypt

arctic boughBOT
#
**Add a custom background to Brimstone Crag.**

I think that the Brimstone Crag biome for a long time has not really had a very strong atmosphere to it. It looks a lot like a normal part of hell and I think that a background will make it stand out a little more. The background could be like a big red lava lake with small islands on it, with the small ruined houses on them or something like that. It would be great if it was to be added in my opinion and make Brimstone Crags have a stronger atmosphere to it.

Suggestion Author

@ancient star

arctic boughBOT
#
**Add More Content to the Hallow**

Please add more content to the Hallow as the calamity add-ons to it are rather lackluster and make it feel underdeveloped.

I know in 1.4 re-logic added a ton to the Hallow, however in terms of the Calamity mod, there is very little. Calamity only uses the Hallow for the Profaned Guardians and Providence, however that is it. It is just a biome used to fight Providence. You don’t even have to interact with the Hallow to fight Providence however, which means it’s barely a biome and more of an arena environment.

I suggest making the biome more integral to the game, in any way really. Maybe make Hallowed ore and Uelibloom ore only spawn in the hallow. Maybe add a mini-boss or special enemy that drops a good weapon. Just something to get the player to interact with it a bit more.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**Remove/Replace Ash in the Brimstone Crag**

A simple one, the basic vanilla ash texture clashes with the higher res and differently styled calamity textures. A more stylistically matching "Brimstone Ash" could replace it, or the ash space could be filled with brimstone slag.

Suggestion Author

@mental orchid

arctic boughBOT
#
**Rename the seafood item**

The item is called Seafood which is incredibly lame, I feel that this is a much better name and is such a minimal change that's just makes sense, as sometimes while going through crafting recipes I see "seafood" and skip it, it would make it actually sound like a summon, and for those who dont have the boss list mod it would make it easier to find the summon

Suggestion Author

@soft harness

arctic boughBOT
#
**Add An “Oh Crap” Phase to SCal or Exo-Mechs**

Yharon before 1.5, when he got to 10% health, would quickly regenerate back to 100% health for phase 2. Now, it may not have fit in Yharon’s fight, but it did cause a scare, at least on the first attempt, where you would be like “Almost done!” Then Yharon would regenerate and you would go “Oh Crap!” Devourer of Gods also had a similar thing where you would beat phase 1 and then phase 2 would spawn.

I think this moment of despair that this would cause for the player was a very good element as it made the fights more than “Just Kill Its Health Bar”. Especially for the 2 final bosses, have this “Oh Crap” moment would cause quiet the reaction and would make the fights more interesting on the first attempt.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**Properly Decrypt the schematics after putting them into the Codebreaker**

On top of unlocking new items, the codebreaker has a lore message that gets decrypted along with each schematic. The problem is that viewing the message again requires you to decrypt the schematic again, costing the same amount of power cells. I propose that after a schematic gets decrypted, the item should swap out to another one called "schematic" just like the one in the sunken sea lab, and the message of the schematic should be the tooltip of the item. This solves the wasted time and energy to view the message again, and it helps dumb people like me to not accidentally put the same schematic in the codebreaker that I just did 5 seconds ago.

Suggestion Author

@opal ginkgo

arctic boughBOT
#
**Have all armors sets display their set bonus without needing to equip all three components.**

Since a majority of the value of armor sets stems from the set bonus they provide, it can be difficult to judge and compare the utility of different armor sets when all one has to go off initially are the base stats they provide. Perhaps the additional set bonus text can be toggleable in some way to reduce text bloat.

Additionally, perhaps the set bonus portion of the item's description could be given a bit more flair to make it stand out from the base stats the armor provides.

Suggestion Author

@livid sail

arctic boughBOT
#
**There should be a way to turn on/off increased base mining speed/walkspeed/build speed buffs in the mod config menu.**

I noticed right away that a ton of buffs get applied to the character when playing the Calamity mod. The only buff that is annoying to me is the build placement speed buff, but I believe others might want the option to toggle all buffs so I'm including other buffs in this suggestion. Because of the build speed buff, I find myself sometimes placing two torches instead of just one with a single mouse click.

Other reasons it should also be in the config menu:

  1. To offer an in-game explanation for those buffs to the player, right now there is nothing in the game that explains that Calamity improves the player's stats by default (I've seen some people confused by this, thinking that something in their inventory was doing it and they had no idea what)
  2. Mod compatibility. Other mods may/do have early-game movement options which become unbalanced due to Calamity's default changes, and Calamity offers no way to turn off those changes aside from disabling the whole mod, which is unhelpful.
  3. It's weird that this is something Calamity changes about the default game and it doesn't have a config option for it. Calamity has options for Proficiency, Boss Zen, the Boss Health Bar, Frozen Lungs , Expert Enemy Spawns In Towns and Expert Debuff Durations. And yet it doesn't have one for this change for some reason.
Suggestion Author

@wheat ice

arctic boughBOT
#
**Rework Ancient Ice Chunk**

Simply put, Ancient Ice Chunk as it stands right now is pretty weird in terms of its usability. While it can dish out some good damage and is especially effective against worms, the AI is pretty wonky and usually ends up with the minion either dashing past enemies, or not being ale to catch up to them. These factors, mixed in with the fact that Ancient Ice Chunk can be easily overshadowed by other Early HM summon weapons such as Deepsea Staff or Cold Divinity, can turn it into a extremely forgettable summon, not to mention how tedious it can be to obtain.

With all this in mind, a rework to how this summon functions would make this weapon much better. Instead of slowly ramming at enemies, the ramming attack should be improved upon to perform quicker, but smaller charges, similar to how Deadly Sphere Staff charges at enemies, or a slower version of Blade Staff. Additionally, it could also have a secondary attack where it shoots Frost Bolts at enemies, similar to actual Ice Claspers. These changes should make Ancient Ice Chunk a much more memorable summon weapon and much more satisfying to use overall.

Suggestion Author

@glad sky

arctic boughBOT
#
change how the Spine of Thanatos targets enemies with it's light blasts

the Spine of Thanatos (SoT), upon use, fires three flails which then fire a spread of rainbow light blasts. If there are no enemies nearby, the light blasts are sent out in an equal spread. However, if there are any enemies close enough, every single blast will be stacked on top of each other. This goes as far as to make every single light blast never attack different enemies: they will always all target the exact same enemy, which makes the fact that it has a spread quite redundant.

I suggest to make the individual light blasts attempt to target different enemies, which should overall improve it's usability.

Suggestion Author

@winged laurel

arctic boughBOT
#
Upgrades to the MOAB, perhaps a BFB and ZOMG

Currently, the MOAB, an upgrade to the Bundle of Balloons, is very unused as it caps the speed and has a few other changes that make it just seem like a downgrade rather than an upgrade. If there was an upgrade to this (or simply changing the MOAB), it might be more useful, and people would actually use it. Since the MOAB is a reference to the Bloons Tower Defense games, and the BFB spawns MOABs on death in the BTD series, it would make sense to make the upgrade to the MOAB the BFB. Also, as another member of the server mentioned, it would be needed for MOAB-like movement later in the game, so giving it upgrades for later in the game would lengthen the usefulness of it.

Suggestion Author

@gentle gale

arctic boughBOT
#
An upgrade to the evasion scarf.

I think having another potential dash option would make playthroughs even more varied, especially for true melee players who might enjoy the scarf but find its dash length not long enough. It would also indirectly give more reason for players to try true melee, since they might see the powerful dash accessory, see its melee bonuses in addition to its dodge, and try it out. Evasion scarf, while good, suffers from being an early hardmode item that doesn't last you very long, so I think another upgrade could be helpful.

Suggestion Author

@magic bear

arctic boughBOT
#
**Change the Bone Key’s method of obtainment**

Currently, the Bone Key is a pet dropped by the dungeon guardian. This seems a bit counter intuitive, as the dungeon guardian is meant to be a punishment for the player and is very clearly not intended to be fought, even when taking terraria’s sandbox nature into account. As a result, the Bone Key should be dropped by something else, as it doesn’t make sense for a punishment to reward the player, no matter how small that reward may be.

Suggestion Author

@inland swallow

arctic boughBOT
#
**Make Boss Summon Item Also State Their Enrage Condition**

With the recent change to make boss summon items clearer on what they actually do, it will be a good idea to also list the condition that will enrage a boss as in some case it can be rather unclear.

(The following are example of how it can be done it text form, using random bosses as examples)

Suspicious Looking Eye - "Eye of Cthulhu enrages during daytime" (day/night enrage)
Teratoma - "Hive Mind partially enrages on surface and fully enrages outside Corruption biome" (biome/depth enrage)
Truffle Worm - "Duke Fishron enrages outside Ocean biome" (only biome enrage)
Necroplasmic Beacon - "Polterghast progressively enrages with the lack of surrounding blocks and fully enrages on surface" (special enrage)
Star Chunk - "Astrum Aureus do not enrage outside Astral Infection biome but fully enrages during daytime" (no biome enrage)

This way the player will have much clearer idea of the boss' enrage condition without having to rely on wiki and to accidently build arena that end up enraging the boss.

Suggestion Author

@drowsy mantle

#
**Give Rev+ Duke Fishron Transition/Visual or Sound Telegraph Before Entering Phase 4 (20% HP)**

Currently on Revengeance and Death Mode, Duke Fishron have a new "Phase 4" that happen at below 20% HP, where Fishron have a completely different charge pattern from Phase 3.

However, in both case, this phase change have no transition, resulting in Duke Fishron simply extend its charge pattern right after it reach 20%.

For example:
In Revengeance Mode, if Duke Fishron reach 20% in the middle of a charge combo, it extend the combo to become 4-5 charge in a row.
In Death Mode, Duke Fishron extend its combo into infinite dash phase.

A simple transition (eg: it can just be a slight pause where Duke Fishron stop its current combo before entering Phase 4) or some sort of telegraph will helps this significantly. It do not have to be long like Phase 1/2 transition, just have to be obvious enough for player to know "something is happening".

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**A Slime God Buff**

In the current state of calamity, even in Malice mode, slime god is weak, by the point you reach slime god you already have accessories and weapons that make the fight no challenge at all.

E.G.
Frostspark boots outspeed the slime by simply running, also resulting in the slam attack doing nothing.
Skyline wings, a post-skeletron set of wings also provide neccesary horizontal movement, whilst free enough movement for avoiding the main slime.
This isn't even mentioning abyss shadow chest weapons, which have both high piercing and high damage, ending the fight quickly.

As a result of such things, slime god has almost no difficulty unless there's no understanding of terrarian movement. A buff of slime god should help with this.

Suggestion Author

@tiny ridge

arctic boughBOT
#
**Buff Counter Scarf and Evasion Scarf**

These items kinda exist for one purpose and one purpose only and that is to benefit true melee. However, that outlet in the game is too small, especially when they’re competing with items like shield of Cthulhu. As opposed to the counter scarf, the Shield of Cthulhu parries the attack, which tends to be better. The evasion scarf competes with the Asgard’s Valor, which is significantly better by a massive margin.

I suggest buffing the evasion and counter scarfs to just apply some general melee bonuses in addition to the true melee ones to make them more attractive items so they serve as an alternate option and not just a niche variant.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**Add a crafting recipe directly from the Essences to the Core of Calamity**

Cores of Calamity are a pain in the ass to make in bulk, its a crafting ingredient made of 5 crafting ingredients, and for a piece that you always have to make throughout the entire game once it becomes available. Whats even more infuriating is that its not difficult to get the resources you have to make a lot of them, its just really tedious. I think there should be a recipe consisting of one of each essense, 3 ectoplasm, and an unholy core to make Cores of Calamity without having to craft a shit ton of lower tier cores to make them in bulk.

Suggestion Author

@opal ginkgo

#
**Change the name for Shadowspec Bars**

"Shadowspec" doesn't sound befiting an material created from an already endgame bar and the material drops from the current two final bosses, SCAL and the Exo Mechs. Shadowspec Bars should be renamed to something more befiting the endgame, perhaps something like Extinction Alloy, which is both thematically relevant to SCAL (The Void of Extinction, being created from regular Calamitas drops) and the Exo Mechs (Alloys are metals.)

Suggestion Author

@hoary epoch

arctic boughBOT
#
***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

arctic boughBOT
#
**Make the stars from Hide of Astrum Deus despawn after leaving the screen**

The Hide is an extremely useful defensive accessory for Melee, but the stars make so I have it unequipped most of the time while exploring. They do perfectly fine at their job of being a thorns style benefit when you take damage, but they seemingly never disappear. I decided to do a melee run on a world that had a larger than average Jungle near the Ocean, and I shit you not, I took damage with the Hide and the stars managed to hit a bee hive and summon the Queen Bee out of nowhere while I was in the Ocean biome. In terms of stuff that will affect runs more consistently, this happened again while fighting the Dragonfolly, and I suspect it could happen again during Yharon. The easy solution to this is to just despawn the stars after like 2 seconds because thats more than enough time for them to do their thing and not be a nuisance.

Suggestion Author

@opal ginkgo

arctic boughBOT
#
Make more items reduce defense damage

Armour polish (it's in the name, duh) and its upgrades come to mind, but in general - only having 1 item in the ENTIRE mod that affects defense damage is very... weird? I don't think making new ones would even be necessary, there are plenty of already existing ones which would make sense to have such an ability.

Suggestion Author

@magic bear

arctic boughBOT
#
**if you’re going to change def and dr, just scale it with each difficulty instead of reducing/removing it all together**

What I mean is that don’t just reduce the def and dr all together with the easier difficulties, just decrease it depending on what difficulty they put it in.

For example, the endurance gives like 10% dr in normal difficulty. Up until revengeounce, start decreasing it by some amount. And of course this is just an example so don’t take this seriously.

With each difficulty increase, it reduces the def and dr of items that gives said buffs.

My reason for this is it might reduce the flame in the community and help the dr and def nerf situation because it’ll leave the easier difficulties (below revengaunce) players not worry about their dr and def constantly getting nerf
And hardcore/nohitter players wanting no defense can stay at harder difficulty.

Sure This isn’t the perfect solution but it should give you an idea of what you could do.

Suggestion Author

@zealous pond

arctic boughBOT
#
**Add more ammunition**

So currently ammo, well at least varieties of bullets and arrows go up until Post-DoG right?
and there's still a good chunk of the game left.

I suggest adding new ammo. Let's say after Yharon for SCal and Exo Mechs you can make something out of Yharon's Soul Fragments, or Auric Bars, or hell even both.
Then after SCal/Exo Mechs something you can make out of Ashes of Annihilation or Exo Prisms, Shadowspec bars?

The point is, just asking for new variety of ammunition for the later end stages of the game, it doesn't have to specifically be made out of the items I've spoken of.

Suggestion Author

@indigo axle

arctic boughBOT
#
**Make prehardmode boomerangs auto fire**

Make them like swords so you dont need to click it so many times and you can just hold down left click

Suggestion Author

@serene glen

arctic boughBOT
#
**Change the set-wing bonuses from raw stats to a set bonus extention

**
Most calamity sets have their own pair of wing, which when used together add a certain bonus, usually just raw stats. They are marginal but pretty significant bonuses.

Though the bonuses could be changed from stats to rather extend already existing armor bonuses. This could be for example in silva armors case that the healing effects could be stronger. This would add personality to those wing pairs even more, and make the bonuses stand out and not be just boring stats.

Suggestion Author

@tiny fjord

arctic boughBOT
#
**Make Silva Immunity (from Silva/Auric Tesla Mage or Summoner Armor) Default to Healing the Player to 50% HP**

Currently Silva Immunity prevents the player from dying after taking fatal damage for 8 seconds. Additionally, with Silva Wings equipped or using Draconic Elixir, the player is healed to 50% immediately after the effect proc.

However, there are 3 problems associated with this:

  1. Silva Wings do NOT work with Auric Tesla Mage/Summoner Armor, as the effect is exclusively Silva Armor related.

  2. Draconic Elixir serves as alternative, however on proc the potion's effect will be lose (cannot drink for 60 seconds), and on top of that extend potion sickness by 30 seconds. This basically results in the player not only losing an important buff but also cannot really recover (due to potion sickness), and in some case may be worse than just drinking a healing potion right before Silva Immunity ends.

  3. Silva Immunity is incredibly weak compare to God Slayer Armor's dashes, especially with the 1 time per boss fight limitation. Without the previous God Slayer Revive as buffer, this effect can be proc very easily and wasted. Otherwise, the heal (that already inflict a downside) can also get wasted if the player get hit right after the effect proc (as they effectively still cannot die and just wasted the heal).

For conclusion, Silva Immunity should just have the 50% heal by default without requiring Silva Wings or Draconic Elixir (nor have downside associated with them). This will allows Silva Immunity to be an actual relevant set bonus without screwing over the players' combat ability and recovery after the effect is procced.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
Add a secondary effect to profaned rage potion

I am aware it's supposed to simply be an upgrade to the rage potion, but considering profaned wrath gives attacks holy flames, I think it's only fair profaned rage gets another effect too.

Suggestion Author

@magic bear

arctic boughBOT
#
**Classify the enemies in the third and fourth tier of the Abyss as proper minibosses**

The Reaper Shark, Colossal Squid, and Eidolon Wyrm are all very difficult enemies to defeat, largely due to the unforgiving environment they're fought in, and it's always nice to know how you're doing against an enemy. But you don't get a good idea of how you're doing against them because overlapping them with your cursor is extremely difficult with how erratically they move and how you need to pay attention to your surroundings. I think these enemies should be properly classified as minibosses just so you get the revengeance styled health bar to help you perceive the fight better.

Suggestion Author

@opal ginkgo

#
**Fix Beetle armor scale mail description**

Rn it says in its tooltip "increases melee speed" but in actuality the set bonus still says "increases melee speed and damage". This should be fixed as the damage was removed in the latest update and just makes it match what it actually does.

Suggestion Author

@elder topaz

arctic boughBOT
#
**Buff the Aureate Booster's wing flight time, or add a side effect along it**

The Aureate booster is the pair of wings supposed to pair with the Reaver armor sets, these wings (not really wings) have a very poor flight time of 80 in exchange for their great speed, however, these aren't enought to make them really usefull

My proposal here is to increase their flight time by a certain amount, enough to make people use it more (really, no one uses them, even with reaver armor) but not too much to make them the best pair of wings on Hardmode due to the horizontal speed of 8.00 (ingame info), maybe increasing it to a number like 120 (similar to the hadarian wings or cryogen's soul), or, alternatively, adding a special effect to the wings

Since the Aureate booster focuses on movement, instead to make them have increased offensive stats with the Reaver armor, make them have some Glide effect like the Hoverboard (i personally like it a lot), or, make them have an increased ascend speed while holding W, similar to the Jetpack... or simply make them give different stats boost depending on the helmet wore (increased defense, hook speeds or pick speed, for example), or simply making them give more movement speed bonuses when used along Reaver armor

Suggestion Author

@worn forge

arctic boughBOT
#
**Change the description for each Schematic so players can recognize what each schematic is from**

A lot of new players plus including me are always struggling to know what each Arsenal Weapon comes from a Schematic.

For example, the tooltip for the Mounted Scanner should be the Space Schematic will need to be collected other than just say you dont have enough research
I honestly see this as a QOL change.
Also maybe for each Schematic it should say Schematic (Jungle Bio Center) So people know what Schematic they need to look for for each Arsenal Weapon tier they want to craft

Suggestion Author

@ancient owl

arctic boughBOT
#
Have the game heal you and restore your cooldowns when you reach his DoG's second phase

When you first fight DoG you have to fight the sentinels again which allow the player to heal their health and recover their cooldowns, but after you beat them once that phase which makes the first time you fight DoG easier than future fights. Having the game restore you to max resources when reaching second phase would remove that advantage you get on your first attempt

Suggestion Author

@quiet junco

arctic boughBOT
#
**Add a setting to toggle off Quality of Life changes like Faster Building speed and Faster Movement Speed**

The player should be able to choose their playstyle not be forced into one, and for most people who normally play original terraria the movement speed and building speed that early on in the game (as soon as Calamity is enabled essentially and a world is made/loaded) can seem off

I for example am use to playing the game and grinding for things like the building accessory (that contains essentially all the building gadgets and makes building fast) and being given fast building and fast speed without earning it just seems wrong, if I wanted to download a mod that gave me fast building and faster movement I would just do that, or I would cheat myself in the building gadget and/or best boots in the game.
So having the ability for me to toggle the bonus speed of building and movement would be rather nice and I would greatly enjoy it
(I spent a couple of minutes trying to find out what mod was giving me the speed and when I realized it was calamity I felt like I couldn't even play it anymore, not like that even though I really want to it feels like it isn't terraria)

Suggestion Author

@torn temple

arctic boughBOT
#
**Make Thanatos' vents/weak points a more integral part of his boss fight**

Thanatos' mechanic of only being vulnerable while segments are venting heat is a really cool part of the fight, but for something that's supposed to be one of his main gimmicks, it currently has very little practical effect when there's little stopping you from just aiming piercing or AoE weapons in his general direction when he shoots. The main strategy against him is just to line him up with piercing weapons and blow him up, totally ignoring his gimmick in favor of treating him like your usual worm boss. This turns the mechanic from being about targeting weak points to just making it so you can only attack when he's shooting back.

My suggestion would be to make it so attacks against him deal exponentially reduced damage with every segment they hit/pierce (up to 100% reduced after a certain number), like a much more significant version of the normal worm piercing resistance; this would make it so that he essentially only takes damage from direct hits to his weak spots and the surrounding areas. This would make his vent mechanic play a bigger part in his identity as a boss and promote actively aiming for his weak points rather than just raining indiscriminate fire whenever you see him start shooting. Because it doesn't completely disable piercing/AoE, this would also let those weapons still get to trigger their effects against Thanatos, provide some leeway when aiming for the weak points, and prevent him from outright bodyblocking for the other two mechs.
Of course, Thanatos would have to be toned down to compensate for this. The most obvious changes I can think of would include slowing down the boss (making it easier to move around him and aim for his vents), reducing his HP (since you can no longer hit 50 segments at once), and possibly increasing the amount of time his vents are open for.

Suggestion Author

@bleak parcel

arctic boughBOT
#
**Teleport you to where you activated Terminus after WoF in Boss Rush**

The Boss Rush has you teleport to the Underworld when you fight Wall of Flesh, but when you kill it and move onto the Hive Mind, it teleports you to spawn. Nobody builds their primary arena at spawn, thats where people build their villages and NPCs. I've personally never had this happen to me during Boss Rush, but its entirely possible that the Hive Mind ends up killing a few villagers during Boss Rush, and that's simply inconvenient, as is having to run all the way back to your arena after killing WoF. If it's possible, the teleport out of hell should send you back to the space where you activated Terminus, cause literally anywhere else is inconvenient.

Suggestion Author

@opal ginkgo

arctic boughBOT
#
As the mod currently stands, polterghast is a bit out of place in the post ML progression, being weaker than other bosses near it in game progression, notably providence, and needs to be buffed.

Providence

  • providence is fought before polterghast
  • however, it has bullet hell style projectile attacks that are way more complicated to dodge, high defense stats like damage reduction, and even difficulty from arena restriction especially if you fight her in the underworld, but if she’s fought in the hallow the healing projectiles she can use are near impossible to distinguish from the regular ones.
  • she even have mechanics like burning you if you run too far away to punish cheesing techniques, and inflict strong debuff on all her attacks

Polterghast

  • meanwhile polterghast's only threat is its contact damage which can be trivialized a lot with asgard's valor and elysian aegis, and polterghast projectile do very little damage
  • on top of that, even during the clone phase they attack in sync, making it very predictable and the removal of predictive charge makes it even easier to dodge
  • this is made even more trivial for the fact that polterghast's clone is killable now, which previously must be avoided at all cost, and even if polterghast enrage after losing the clone, the fight is still become much easier
Suggestion Author

@wet goblet

arctic boughBOT
#
**Move Ankh Shield from the Asgard's Valor and Make Ankh Shield Have Its Own Upgrade Line**

While seems like a straight nerf, there are several advantage for this:

  1. Asgard's Valor main benefit is its ability to ram and knockback immunity, NOT minor debuff immunity which almost no bosses even apply. Ankh Shield is simply redundant and say replacing it with just Cobalt Shield achieve the same purpose

  2. It significantly reduce the recipe complexity for Asgard's Valor and make ankh shield material farming feel less mandatory. Asgard's Valor will become much easier to craft

  3. Currently the developers are too afraid of further buffing Asgard's Valor/Aegis line debuff immunity aspect, and by making ankh shield into its own line it can be buffed freely and become a defensive accessory specialized in providing wide variety of debuff immunity

  4. Asgard's Valor can be specialized to be even more of a dash/ram accessory, allowing it to provide other benefit without concern of balance/oversaturation on the effect on one item due to ankh shield component

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Increase the size of the Rare Sand Elemental's healing orbs + grant it new healing capabilities**

Despite the Rare Elemental in a Bottle being an uncommon drop from a rare enemy, the Rare Sand Elemental isn't very useful as a summon/accessory. Its healing orbs are difficult to collect due to their small hitbox and lack of homing capabilities. While the homing issue can be partially fixed by using a heartreach potion, the elemental is still inconsistent.

I have two suggestions to improve the effectiveness of the minion. The first is to increase the size of the healing orbs from 1x1 tiles to 2x2 tiles and to increase the health healed from 15 to 20. This should increase the consistency of collecting the orbs and their overall healing abilities. When the Rare Sand Elemental summons the healing orb, it also emits a small aura of green particles. My second suggestion is that any player that has contact with that aura should have 5 health healed. This should increase the Rare Sand Elemental's value as a supportive summon in multiplayer scenarios and increase its consistency as a healer in singleplayer situations.

Suggestion Author

@full forge

arctic boughBOT
#
**Add a Special Function to Nighttime Astral Infection**

SO, While I do enjoy the fact that the astral biome is kind of like a cool biome without needing a sun but has light, I feel that the eternal stars in the skies of the infection at night seem just a bit boring without anything cool, and that it all seems so empty there. So I was thinking about something that I thought would liven up the starry atmosphere and that thought I'd like to ask is, 'wouldn't it be cool if there was some constellations on the night of the astral infection?' That would be a nice detail to notice when looking at the astral background for everyone. It would also make the Infection much more interesting as well. (If possible, can this also happen everywhere at night in terraria biomes for a little more oomph to all of the places?)

Suggestion Author

@gleaming burrow

arctic boughBOT
#
**Move Great Sand Shark to Post-X-Mech Bosses Instead of Post-Plantera**

One of the most bloated stages of progression in Calamity is post-Plantera, with new access to the Abyss, the Pumpkin and Frost Moons, the Buffed Dungeon, and Anahita and Astrum Aureus; players can be overwhelmed with the number of new options available to them.

However, one option that most players don’t even consider is the Great Sand Shark. GSS is in a weird spot, competing with some of the most iconic gear in the game, for frankly underwhelming returns upon its defeat. Of the many possible unlocks, only Sandslasher, Duststorm in a Bottle, and mostly notably the Sand Sharknado Staff are considered viable, which is less than half of it's weapons, and even then, most are overshadowed by their other post-Plant competition.

I’d argue that with the implementation of the reworked early Hardmode progression, now would be a perfect time to move GSS to expand upon the accessible loot in the Post-X-Mechs point of progression, which due to being completely new, is somewhat lacking in items.

Most GSS items have interesting mechanics, and moving them to pre-Mechs would give them a chance to finally secure a niche in progression. You’d likely need to nerf some damage values, and I’d suggest swapping the Spectre and Aerialite bars in Sand Sharknado Staff and Shifting Sand’s recipes (mostly to prevent Forgotten Apex Wand from being completely overshadowed), but overall GSS would fit somewhat comfortably post-1 or 2 mechs I would say; specifically post certain mechs, as this also allows Sand Elemental to still be an important mini-boss right as Hardmode begins, as she would still be the only source of Forbidden Fragments.

Suggestion Author

@olive shale

arctic boughBOT
#
**Make oarfish and gulper eel passive until damaged**

Oarfish and gulper eels often tend to hover close enough to the player that they become aggressive even if the player is trying to avoid them. This feels counter-intuitive to how most of the enemies in the abyss work, as they are much more easily avoidable. In late pre-hardmode oarfish can often ambush the player without much of a telegraph at all unless the player is using the hunter potion, leading to deaths that don't feel fair.
Gulper eels are much more visible than oarfish but their higher aggro radius makes them much harder to avoid than the oarfish, and other enemies as well. The issue with the gulper eel is less awareness and much more that avoiding it feels too unreliable. The only consistent options are to kill it or quickly move upwards. This forces the player to react to the gulper eel in a way unlike any other abyss enemies, barring the oarfish.
I feel that if these two enemies were passive until damaged it would give the player more options to avoid or react to them, making them feel more fair.

Suggestion Author

@timid veldt

arctic boughBOT
#
**Remove the Boss Rush background for bosses who already have a custom background**

The Boss Rush background was a cool addition conceptually, however, it overrides other background changes, in particular, Supreme Calamitas. SCal deliberately has a pitch black background to make it as easy as possible to see her projectiles, but in Boss Rush, the background isn't made pitch black and the filter effect is also applied to her projectiles, and that leads to her projectiles being significantly harder to see, especially if you hallowed your arena to fight Providence. I'd suggest removing the effect for bosses with a customized background, I.E. Yharon, CalClone, SCal, and Moon Lord, because visual clarity comes eons before a cool setpiece.

Suggestion Author

@opal ginkgo

arctic boughBOT
#
**Make dialogue during battles easier to read.**

Dialogue during boss battles is cool, however at times it can be very hard to read while also fighting the boss. A very simple way to fix this is by making the dialogue appear when there are no current threats to kill you. For example, Draedon only will say his next dialogue line during a short period of no danger. Another way is to make the text float above you instead of on the side of the screen. Bosses such as superme calamitas and draedon use these types of dialogues. Devourer of gods is a fight which does not have this, however his dialogue when he eats you is usually hard to read because you move away from it too quick to be able to read it. If the dialogue instead stayed at the top of the screen and followed you like a seperate dialogue box, it would be much easier to read during battle.

Suggestion Author

@ancient star

arctic boughBOT
#
**Make the lower Sulphurous Sea more worthwhile to check out**

Below the Sulphurous Sea lies a complex network of caves, containing Rusty Chests with their respective loot and small structures remniscent of the Arsenal Labs. While they're interesting to explore and contain decent gear, said gear can already be crafted after defeating the Eye of Cthulhu. The chances of any player reaching and fully exploring the Sulphurous Sea are quite small, due to how dangerous and intimidating the biome can be early on.

Thus, there's little reason for most to check out these caves, which make up the bulk of the Sulphurous Sea's explorable space. Even when the player dives into the abyss, the dangerous debuff will likely drive any players to pass the Sulphurous Sea as quickly as possible rather than to take the time to explore it. In fact, most of the Sulphurous Sea often remains unexplored because of this and the obsoleted gear issue, which is quite unfortunate.

Adding any landmark that is somewhat visible and worth checking out, be it more chests containing better/more lasting gear that is not available during Acid Rain, a unique worldgen structure (such as a run-down arsenal lab for example), or anything else that works better could contribute a lot to making the Sulphurous Sea more interesting and attractive to explore overall.

Suggestion Author

@glacial tide

arctic boughBOT
#
**Rework Plantera's Spore Attack**

Not to be confused with the poison clouds, the suggestion is referring to the little flying spore that get release ocassionally during Phase 2. The attack can be destroyed by any projectile from the player as it only has 1 hp.

The current problem with the attack is it is either completely useless (as any weapon with AOE or piercing clear it automatically) or only exist to cheap shot the player due to it being hardly visible with the Underground Jungle background.

This attack should be reworked into a more relevant attack in Plantera's kit.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Special bonus for moistening the Desert Scourge**

The lore of the Scourge is that he's essentially a dried up husk, so what if the worm is re-moistened?

Yes, this suggestion sounds stupid, but there are plenty of methods of moistening the worm, such as the slime gun, water buckets, etc.

Suggestion Author

@drifting ledge

arctic boughBOT
#
**Buff the phangasm and ultima**

As of right now, both the ultima and phangasm do noticeable less damage the the other post dog bows. plus they both have the lowest kill times of the tier taking 5 minutes to kill jungle dragon yharium. comparing that to the allviuon and deathwind which both have kill times in a 3 minute time frame, they both have almost double the kill time on their respective boss of their tier.
this especially disappointing for the ultima with requires a lot of resources to make. essentially these 2 bows do not have any real reason to use them (expect for making the exo bow in the case of the phangasm)
a minor buff to both these weapons' would make them more usable in a tier dominated by allvion usage

Suggestion Author

@fleet thistle

arctic boughBOT
#
**Can we have some dialogue text if we go out of bounds for supreme calamitas or yharon?**

When I teleport out of calamitas walls, I was expecting her to have an angry text or want to test our strength even more but I was left with a no text and felt like she didn’t even care if you went out of bounds. But That’s just my experience.

I suggest giving some bosses or atleast supreme calamitas some type of angered or challenged text when you’re out of bounds. It can provoke some feeling that you’re really in danger or just give the bosses some more character

Suggestion Author

@zealous pond

arctic boughBOT
#
**Change Malice Mode Tooltip To More Accurately Reflect Its Difficulty**

The previous tooltip worked because there was an incentive to play Malice (to obtain Legendary/challenge drops).

However, several things is different now:
I) there is no longer an incentive to play Malice Mode (legend/chal drop in all modes)
II) Malice stated "only activable on Death Mode", implying it is the highest difficulty mode instead of something completely different in nature
III) the current warning is too light to describe the actual gap in difficulty compare to other modes ("subjective" difficulty set no expectation until the player try it)

Malice Mode tooltip should more accurately reflect the fact that it is a pure challenge modes and also its absurd difficulty compare to other modes.

For example:
"This mode is intentionally overtuned and obscenely difficult, for the purpose of providing the highest possible challenge.

Every boss requires significant commitment and mastery to overcome; for those who dare to challenge expect to die a lot."

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Color Blind mode for some of the fights**

Some of the fights in calamity have a very low color contrast for projectiles and the backgrounds, I.E. the providence and PBG fights, so some sort of way to highlight said projectiles or turn off the background effects during the fight?

Suggestion Author

@hoary root

arctic boughBOT
#
**Add more unique spawn sounds to bosses**

These could help the bosses feel more notable compared to them just using the generic boss roar, especially for lategame bosses. The ones currently with a unique spawn sound tell you that you're fighting something more notable than just another monster, so it's weird that we go back to, say, Yharon just using the generic roar after what DoG has.

Some ways this could be done are:

  • Yharon gets his signature roar (maybe longer?)
  • PBG gets something like the 50% phase transition sound
  • Dragonfolly gets something similar to its scream of sorts?
  • Polterghast gets something that tells you that the beacon is being used, or maybe multiple screams stacked together?
  • Cryogen gets something signalling a seal being broken, seeing as it seems to be getting an altar summon later on
Suggestion Author

@tight hollow

arctic boughBOT
#
**Boost the number of items/goodies that are able to drop from Ravager's geodes**

What it says on the tin. Originally, I had poked #suggestions-discussion on the idea of scaling the amount of items received per geode as you killed Ravager more and more, but this was met with disagreement. I'm still leaving it in, in case devs want to use the idea, but for the time being, a simple boost will more than likely suffice (Ravager's getting a rework in the far future anyway).

The reason this is being requested is because at the current time, too few items per geode drop from Ravager, leading players to farm him too excessively, and it is preferable for this to be tweaked so that just a wee bit of effort is taken out (not all of it, just some of it).

Suggestion Author

@woven dust

arctic boughBOT
#
**Make More Accessories and Armor Set Provide Knockback Immunity**

Knockback immune is an important (if not almost essential) stats as not having it often resulting in the player getting bounced around by attacks and chained hit, making it near mandatory no matter the type of player's build.

However, the current source of knockback immune is too scarce (or rather too specific), namely it is only provided by the Obsidian/Ankh Shield line and the Paladin Shield line, and specific armor set like Titan Heart armor set bonus.

Ankh Shield/Asgard's Valor is an amazing accessory but competes with other dash accessory and make half the knockback immune source in the game inaccessible (and contributes to why using Master Ninja Gear is so undesirable). On the other hand, Paladin Shield/Frigid Bulwark is almost exclusively a tank accessory and don't provide general utility until Post-DoG (when it become Rampart of Deity).

Thus, more accessories or armor set should provide knockback immunity, even if it is not really a "shield" accessory. The following are only examples, like Flame-licked skull and some of the Hardmode "shell" items like Giant Tortoise Shell, Hide of Astrum Deus, Core of the Blood God, Absorber, ... While it also make sense for armor sets like Solar Armor, Reaver Tank Set, Fearmonger Armor, Mollusk armor..., and any accessories and armor sets the dev see fits (or even make new lines of items that has kb immune).

Suggestion Author

@drowsy mantle

arctic boughBOT
#
***Add an artificial altar crafting station for convenience***

I know that many qol mods already add this feature, but there are many folks who like getting the full on calamity experience and play with no qol, and besides, there is only one crafting station in calamity (as far as my knowledge goes) that counts as a Demon/Crimson altar, the Draedon's Forge, an end game crafting station

Since we're talking about an artificial altar, i tough about it using the materials from tier 1 (EoW/BoC) and tier 2 (Perforators/Hive mind) evil bosses' materials for the recipe, but that decision is not mine, so i leave it as just a suggestion

Suggestion Author

@worn forge

arctic boughBOT
#
**Limit max hp in certain stages of phm**

basically dont allow the player to get to much hp in certain stages of phm lets say cant go over 200 hp pre eow/boc or eye 340-60 pre skeleton and so on.
why? so player cant get to strong and also to give more reason to do phm bosses(so no direct going to wof), also it cud be modified based on difficulty

Suggestion Author

@quartz raven

arctic boughBOT
#
**Make Malice Mode Guarantee Every Drop from A Boss**

I understand the legendary/challenge drop and expert drop reworks, as it was unfair that content was blocked on lower difficulties, however there should still be an incentive to play the higher difficulties that doesn't inhibit the lower difficulties. The suggested change does not affect lower difficulties, so it isn't a detriment to not play on a higher difficulty while giving a reward to the players who do still take on a challenge. This is especially useful as it reduced the grinding you have to do when on malice mode, more than likely each boss takes more than one try. Being able to guarantee certain drops on a more "grindy" difficulty would make up for the multiple tries it takes to beat the boss.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**Make the Compass and Depth Meter craftable**

Currently, the compass and depth meter can become very time consuming to obtain due to them only being drops with a low percentage of actually dropping (1/83, 1/75, and 1/50 depending on the enemy for the compass. 1/100 chance to drop from certain enemies for the depth meter). The enemies that these items drop from are underground and some of them are somewhat uncommon making these items even harder to obtain than just their drop chances. There is also the piranha which can drop the compass, however they’re not very common above ground due to the jungle lacking much water on the surface. A way to solve this issue would be to make them craft able similarly to how the metal detector and radar were given recipes.

Suggestion Author

@vast hatch

arctic boughBOT
#
Increase Tax Collector's money cap

In base Terraria the max amount of money the tax collector can hold is 10 gold. This amount of money is not viable for endgame Calamity. 10 gold is inconsequential by the time even Moon Lord rolls around. So it would make some amount of sense to increase the max amount of money he can hold periodically throughout the game. Perhaps he gets an increase at Plantera, then Moon Lord, then DoG, etc. to make him a less of a nuisance and to compensate for the negative effects on npc happiness he has (assuming that system will stay in calamity 1.4).

Suggestion Author

@weak kiln

arctic boughBOT
#
Increase NPC health

I dunno if you can scale it with progression, but vanilla NPCs (and even the Thief) are stuck with 250 health throughout the entire game, making them soft meat puppets by the time you get to hardmode. The way they'd all get instantly get mass slaughtered by a pirate invasion made me just give up and install an immortal NPC mod, but I think the difficulty management would be much more fair if NPCs could survive more than a graze on the shoulder by hardmode

Suggestion Author

@stuck notch

arctic boughBOT
#
**Make the Mech bosses drop Mysterious Circuitry and Dubious Plating**

Circuitry and Plating, the primary resource used to make Draedon gear, are only renewable by way of using Power cells on the Extractinator, which generate slowly, even with multiple active generators. This makes it an absolute pain to make Draedon gear in multiplayer, so I think there should be another way to get these resources en masse. I suggest the Mechanical bosses, because they're early enough to be available when you realistically need the resources, and the Mech Bosses wouldn't suffer from drop bloat as they drop a total of 3 things (and even then 1 of them is only available after killing all 3).

Suggestion Author

@opal ginkgo

arctic boughBOT
#
**Give the Pumpler’s explosions independent immunity frames**

The Pumpler rework is very fun to use and at least used to be good. However, since the explosions were added, it does absolutely nothing to single targets because the explosions overlap each other and only allow one or two to land at a time. Iframe issues are a very annoying reason for a weapon to be useless, and I believe fixing Pumpler would give it the viability and popularity it fully deserves.
I’m not sure if this would make it busted on worms, but they already do resist explosions, and if it’s still too much simply make Pumpler fall off against segmented enemies.

Suggestion Author

@woven knot

arctic boughBOT
#
**For Supreme Calamitas Fight, Make the "Epiphany" Part (or below 30% HP) of the Music Not Abruptly Cut Off**

While not a common occurence (as the fight need to last very long for this to happen, currently the Epiphany part just abruptly cut off to reset the music, unlike all other part of the musics (Grief and Lament) where they just loop perfectly.

Although the music might not be designed to perfect loop/loop seemlessly, at least for example make it fade in and fade out will make it less awkward.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
Make a nonconsumable spawn item for the Leviathan

I dunno if it's just me being in a certain part of progression, but I cannot find the ??? in the Ocean no matter how high the spawn rate is. Almost every other boss has a spawn item except Anahita+obese cucumber, including ones with similar normal spawns, like the Hive Mind/Perforators. It would really ease the replayability of that boss if you didn't have to gamble on spawn luck.

Suggestion Author

@stuck notch

arctic boughBOT
#
**Add Walls for Acid wood**

I don't think i'm the only person who wishes to make thematic housing in the Sulphurous Sea. There isn't any other wall type in Terraria that matches the color scheme of acid wood and it's furniture, which makes it very hard to build in the biome.

Suggestion Author

@cursive solar

arctic boughBOT
#
**Add a setting in the config to turn off double tap dash, and add a keybind dedicated specifically to dashing**

I'm pretty sure everyone who's on this server is at least used to Terraria's dash system, but its less than ideal. While most games would have a dedicated keybind to a dash, the only way to dash in Terraria is to double tap a direction. On top of the game sometimes eating your input and refusing to let you dash at all for no reason, this can seriously screw you over on fights with a Bullet Hell attack, like Providence, Yharon, or especially DoG with his laser wall, the game can read your inputs and feed them straight into a dash when you're just trying to make a precise movement.

I propose that there should be a key bind that causes you to use your dash instantly, and to go along with it, a setting in the config to disable dashing by double tapping a direction.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**rename black hawk remote**

Black Hawk Remote summons jets that look similar to AV8B Harriers, black hawks are helicopters, maybe change the name to something more appropriate?

Suggestion Author

@subtle zealot

arctic boughBOT
#
**Scale boss health more with amount of players**

Currently, multiplayer calamity is made much easier because more people means more dps. Even the harder difficulties are significantly easier with more people. Calamity and terraria both already do this, but calamity nerfs the vanilla hp scaling. Me and 4 other people have been playing, and weve absolutely shredded most bosses. I feel like the hp scaling needs to be higher, perhaps back to its original value. You can multiply the hp raw in the config, but that isnt the same as scaling it with players because people sometimes forget to scale it and make a lot of progress when new players join. Maybe there could be a setting in the config, although that may be asking for too much.

Suggestion Author

@hallow carbon

arctic boughBOT
#
**Give Anahita's Attack (Especially Projectile Spawn Ones like Water Spear, Frost Mist and Music Notes) Telegraph**

Anahita and Leviathan is a duo boss fight. While Anahita on her own is manageable, as she does her attack in a set pattern (Spear -> Mist -> Notes), she is able to randomly mix in detonating bubble (water ball) attack which makes the pattern off timing (her charging also do this). Besides, these attacks get faster and more complicated as she get lower HP, and on top of that when Leviathan's massive size attack get mixed in, Anahita's attack is barely trackable in the midst of chaos. This is also not accounting for the fact that Anahita and Leviathan's attack are dodged by the complete opposite movement (Anahita = you want to be static, Leviathan = you want to be moving large distance).

TLDR: Because of Anahita's attack lacking telegraph, currently the only way the player can dodge them is by relying on pattern recognition (especially when Leviathan get involved), which makes it very unfair considering Anahita is a boss that is difficult to retry (natural spawn only).

Giving her proper telegraph will make her much more a fair fight.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Allow Divine Geodes To Drop from Profaned Energy, Impious Immolator, and Scorn eaters after Polterghast Has Been Defeated**

A big portion of Calamity’s changes to vanilla Terraria is being able to do progression skips, such as going straight to wall of flesh, going straight to golem, and other such changes.

A progression skip allowing for the opportunity to skip Providence and go straight to polterghast can already be done, however it isn’t proper as you severely miss out on some materials, specifically divine geodes. A proper progression skip allowing for access to divine geodes without providence would making her a non mandatory boss. This would especially make sense as providence already isn’t a required boss as weapons obtained from Polterghast can be used for DoG anyways. Allowing for access to Divine Geodes would allow for a complete providence skip, unlike how it is now.

Suggestion Author

@burnt schooner

#
**Improve Gold Crates**

One thing that always bothered me was the lack of any sort of major returns on Gold Crates. One of the rarest crates behind only Biome Crates, with… a single unique drop. Which is also one of the worst mounts in the game.

My suggestion to fix this problem is to shove some of the more eccentric items into them to give the player an actual reason to try and obtain them. Some possible candidates I’d suggest would be the Classy Cane (Hardmode exclusive effectless broadsword… need I say more?), Slap Hand (why is this hardmode blood moon exclusive), Red Ryder, and Toolbox. Those last two I think would be the most likely, as they’re both decent items, but are completely holiday locked. Red Ryder is one of a few select pre-Boss guns that would give you access to Arms Dealer, and Toolbox is a convenient little accessory that helps with building. I think they’d give the perfect incentive to Gold Crates, and actually give the player a way to obtain them outside of messing with the clock or waiting an entire actual year.

Suggestion Author

@olive shale

arctic boughBOT
#
**Hardmode Combination Mining Accessory and Combination Building Accessory**

The existence of the Supreme Bait Tackle Box Fishing Station begs the question of why a similar accessory doesn’t exist for Mining and Building respectively. The argument for SBTBFS’s existence is it is the player’s reward for reaching Hardmode. I’d argue similar accessories for building and mining would be just as reasonable.

The start of Hardmode gives all enemies a massive stat buff, and I feel the last thing a player would want to do is chunk a massive piece of their protection against these stronger enemies to a couple mediocre mining accessories, as this would only prolong the process by how often they’d die to new threats in the Caverns. This is similarly true for building in biomes more dangerous than just Surface Forest, as Hardmode bring annoyances like Derplings, Gastropods, Wraiths, etc.

Furthermore, most of the mining accessory effects simply get outclassed by using potion effects. If a player goes out of their way to make these accessories, I feel like at the very least they should be stronger than a single potion, but this typically requires stacking, and I already mentioned the issue with that.

I would say the mining accessory could use the Mining Set, Ancient Fossil, Archaic Powder, and/or Spelunker Amulet. For building, taking the Architect Gizmo Pack and adding the Toolbox, Toolbelt, Presserator, and/or Royal Gel.

Suggestion Author

@olive shale

arctic boughBOT
#
**Visual changes to debuffs**

Add debuff icons over mob heads too (should be configurable).
This would display your debuff combinations on the super dummy more clearly and will allow you to know what exactly applies debuffs among your attacks.
Also Some sort of timer on/over the debuff icons.
Its not that nice to count seconds by yourself or check wiki frequently. Players should see transparent information.
They could look like cooldown icon timers.

Suggestion Author

@heavy kite

arctic boughBOT
#
Give Wall of Flesh the ability to fire its lasers through blocks.

Wall of Flesh has to be one of the most annoying fights due to its eye laser barrages desynchronizing when one of the eyes is blocked by tiles. Making the eyes able to shoot through blocks would make the fight much fairer and more enjoyable. This would of course make the fight easier so to make up for that Wall of Flesh could fire it’s lasers more often, with more complex patterns, and/or add new attacks.

Suggestion Author

@quiet zodiac

arctic boughBOT
#
**Make Burning Sky Function like a Melee Weapon**

The Burning Sky, after the change, functions exactly like a magic wand. Not that it is similar to a magic wand, but that it is a magic wand that does melee damage and doesn’t use mana. You hold it out in front of you and it calls down a storm of fire at your cursor like the meteor staff or lunar flare.

I suggest decreasing the projectile damage and making it swing like a melee weapon so it deals contact damage. Additionally, give it some axe and/or hammer power since that is what the new sprite looks like.

Suggestion Author

@burnt schooner

#
**Make Yoyo Bag Have Reduced Secondary Yoyo Damage (Instead of Having Both Yoyo Reduced Damage)**

To put it simply, this is the current yoyo bag:

You have 2 Yoyos, but both have damage reduced by 33%, therefore you have 67%x2 = 134% damage

However, one thing not accounted for is that low base damage get countered by enemy defense more. On top of that, this mechanic also makes yoyo benefit less from ALL other increase damage source, as the reduction is multiplicative, therefore the more damage you have the worse Yoyo Bag become, which is counter-intuitive for a damage accessory.

Statistically (file below), in many case Yoyo Bag end up DECREASING your damage output compare to even just Warrior Emblem, with the only upside being its longer range (which is literally provided by String accessories). This make it an extremely bad case of subclass specific accessory.

Thus, this is the suggested change:

You have 2 Yoyos, the primary one (the one that always exist no matter if Yoyo Bag is used or not) deal 100% damage, and ONLY the secondary yoyo instead deal less damage (eg: 34% damage). That way you still have 100+34% = 134% damage

That way while the performance of the secondary yoyo might be very minor (due to enemy defense), at least there is no chance for the accessory to make Yoyos perform worse.

(Following are tested data on the Yoyos with comparison of using Yoyo Bag/Warrior Emblem, if you are interested in stats):

Suggestion Author

@drowsy mantle

#
Make upgrade(s) to the Drill Containment Unit

Either through a crafting tree or just a separate recipe. The current DCU can mine most if not all blocks Pre-Moonlord. Blocks it cannot mine are Exodium Cluster, Uelibloom ore, and Auric ore.

Suggestion Author

@balmy pivot

#
Add an option to configure Potion/Buff visuals

Calamity adds very beautiful armor sets, dyes or fashion in general. Then there are good potions/buffs that add visuals, that might not fit your fashion. IMO those visuals can be really annoying and ruin your character fashion in some way. So why not making it configurable?

Suggestion Author

@mossy briar

arctic boughBOT
#
**Change the abyss to make its progression more stable, and each layer can stand out from the others.**

the abyss in calamity has a big problem, its very strange progression. some enemies are not supposed to spawn at a layer or sometimes have too high stats.
Also, the adult eidolon wyrm is supposed to be fought in the abyss but they are far too small in width while there is plenty of room.

So here's my suggestions:
Reduce oarfish and gulper eel hp
Eidolon wyrm, reaper shark and colossal squid can no longer spawn at layer 3
The bloat fish can also appear in layer 3 and reduce its hp
chaotic pufferfish can no longer spawn at layer 2
Lumenyl and depths cells are only dropped by enemies exclusive to layer 3 and 4, but drop on death considerably more
Expand the biome in width, for a bigger arena for adult eidolon wyrm
(sorry for my bad english, i use google trad)

Suggestion Author

@chilly berry

arctic boughBOT
#
**Make Lunar Pillars Drop Meld Blobs or Meld Construct**

As a enjoyer of rogue, meld construct is a key material to defeating post - Moon Lord enemies including the Moon Lord

Since Lunar Enemies still drop Meld Blobs, materials to craft the items are always still missing and Meld Blobs are always the problem.
Everyone knows how overly frustrating it is to farm Lunar Event including the Moon Lord on Revengeance and Death+

So making the Lunar Pillars drop **Meld Blobs ** or Meld Construct will heavily decrease the stress of farming Lunar Events and making Meld crafting so much easier for players who are crafting a wide variety of Rogue Weapons and Accessories.
Lunar Pillars should drop up to 10-15 Meld Construct

PS: Also since Meld Construct is made from stardust, it fits quite nicely as Lunar Pillars are relatively similar to the "celestial" theme.

Suggestion Author

@ancient owl

arctic boughBOT
#
**Add a "favourite this item to prevent wyverns from spawning"

**
Farming the cloud elemental was hell

Suggestion Author

@tribal atlas

arctic boughBOT
#
**Have Sunken Sea Draedon Biome Lab Generate Inside/In the Middle of Sunken Sea (Instead of to the Edge/Side)**

The Sunken Sea always generate a sea prism structure at its middle so this should be possible.

To put it simply instead of making Sunken Sea Biome Lab generate to the side/corner of the Sunken Sea, make it generate more in the middle/center area of the biome.

The reasoning for this is because Sunken Sea is a large biome for early exploration when player have low pickaxe powers and limited lighting. This means it can be difficult and slow for the players to explore most part of the Sunken Sea before assuming that there is nothing left to gain.

However, this is even worse for new player, as if they got unlucky and didn't explore the literally ENTIRETY of the Sunken Sea, they might very easily miss this Biome Lab, which is made worse in that it is supposed to be the first biome lab to explore, making all future Schematics completely out of order while disabling a tier of Draedon's weaponry.

Making the Biome Lab located in the centre of the biome solves this issue, as due to the centre of the biome incentivizing as the "point of interest", thus more likely that the player will try to reach the centre/heart of the biome.

(The suggestion is not to move the lab to literal centre of the biome, just at a central location)

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Lower the volume or change the sound effect of the Dormant Brimseeker**

This item is insanely loud and my volume isnt even that high, every time its used in a playthrough my ears die and its the reason I dont use it at all.

Suggestion Author

@lament notch

arctic boughBOT
#
**Add post-moon lord upgrades to the swarmer**

Bee and wasp gun type magic weapons are fun to use because of their horde-style of damage, and I wish they were upgradable post-moon lord. The draconic swarmer would fit the theming of the weapon well.

Suggestion Author

@scenic tide

arctic boughBOT
#
***Prevent the Empress Of Light's projectiles trails dealing damage***

The trails dealing damage especially in higher difficulties really limits how you can dodge and play the fight. Especially with how many Prismatic Bolts can spawn in higher difficulties, it becomes absolutely hell to play. This is more apparently in higher difficulties where EoL can 1-2 shot you, it lets the boss cheaply hit you for no reason

Suggestion Author

@proven pecan

arctic boughBOT
#
**Make all the ( remaining ) shortswords use the Gladius or the generic 1.4 shortswords attack animation. **

To keep consistency between Vanilla and Calamity, I'm suggesting to apply either animations on the Aquatic Discharge, Submarine Shocker, Lucrecia, Elemental Shiv, Galileo Gladius and Cosmic Shiv, which are currently still using the old 1.3- shortsword attack animation.

Suggestion Author

@silk tulip

arctic boughBOT
#
**Make Malice and Death Mode Give a Loot Drop Chance Bonus**

To benefit higher difficulties and reduce the “grindiness” of the game on higher difficulties, especially when enemies deal more damage and bosses take more tries, I suggest increasing drop rates of items. This does not nerf other difficultier, just benefits higher ones to reduce the amount you have to grind. This way, doing a death/malice mode play through doesn’t take significantly longer due to the exuberant amount of times you can die.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**Remove mode dmg stacking with Master Mode and Calamity difficulties**

Master Mode changes make Rev+ difficulties excessively punishing in a boring way, and so I think that Calamity's difficulty modifiers should not stack with Master Mode.

Suggestion Author

@slim zenith

arctic boughBOT
#
**Make Providence's Holy Ray attack not do damage immediately**

In multiplayer, when Providence is about to do her holy ray attack the rays can spawn directly on top of a player that she is not targetting and deal damage. This would also not affect single player or the player she is targetting as the rays do not spawn on top of them anyway.

Suggestion Author

@winged nimbus

arctic boughBOT
#
**Minor Loot Adjustment for Shrines**

With the addition of several different biome torches in vanilla 1.4, it would only make sense for the shrine chests to have said biome torches when applicable, right? Well, currently, this is not the case. For the biomes that now have a dedicated torch (which, by the way, increases luck when placed/held in their respective biomes), the loot inside the shrine chest is still just normal torches (ex. normal torches inside the crimson shrine's chest). Might I recommend swapping out these normal torches for their respective biome torch?

Suggestion Author

@broken hawk

arctic boughBOT
#
**Blood pact critical hit mechanic should be a cooldown based abilty**

25% chance to be crit.... while fine... being double crit is the worst thing ever as you pretty much lose at that point due to being very very low on health at that point. Blood pact should be a cooldown based accessory where you should get guaranteed crit and then a cooldown where you can't which makes it much more fair in the fact that the crit is a major downside of the accessory and now you can actually play around it instead of praying to not be crit at a particular moment or be double crit.

Suggestion Author

@elder topaz

arctic boughBOT
#
Make an item to change health bar color

Calamity adds multiple colors of healthbars, which could realistically lead to someone preferring one healthbar color over the other. But unlike vanity sets, you cannot choose which one you want to use and are instead forced to use the most recent upgrade's color. So adding the ability to choose a color would make it consistent with existing vanity.

Suggestion Author

@lethal sorrel

#
**Make the Adult Eidolon Wyrm drop the Eidolon Staff**

It drops every other weapon from the Juvenile Wyrm’s loot table, so it should also drop the Eidolon Staff for consistency.

Suggestion Author

@dense agate

arctic boughBOT
#
**Add a pixelation shader to the Gruesome Eminence and the lava caused by Rancor**

Both of them look really cool, but they look a bit out of place since they look very high resolution and smoothly shaded in an otherwise entirely pixelart game.

Suggestion Author

@silk shuttle

#
**Nerf the Old Lord Oathsword, or make it obtainable later on in the game.**

for reference, the weapon is obtainable before you kill a single boss by simply killing bone serpents in the underworld

Right clicking causes the weapon to charge, taking about 2-3 seconds to reach to max, and this gives your next LMB swing a charged dash.

This charged dash:

  • deals 500+ damage without any modifiers or equipment
  • is omnidirectional, completely controlled by your mouse, and can be cancelled instantly by just mousing over your character
  • HAS FULL I-FRAMES DURING ITS ENTIRE DURATION, ABOUT A SECOND
  • faster than basically any movement option you get until about mid-hardmode
  • can be chained into itself to unlock infinite, extremely fast horizontal/vertical flight before you kill a single boss

Make this weapon obtainable after hardmode begins or around slime god/WoF tier and/or nerf its capabilities, this is completely broken and shouldn't be obtainable as soon as you start a playthrough.

Suggestion Author

@civic kayak

arctic boughBOT
#
**Buff the Step Stool, and maybe give it an upgrade too!**

So, in it's current state, the stool is a fun, but easily replaced accessory. Right now, even the Slimy Saddle has better reach and jump than it. I suggest we buff it's stats to make it not instantly replaceable, and then also incorporate an upgrade for it. Maybe combining it with the Architect Gizmo Pack, or making some other combination mining accessory, since that's what I feel it's best used for. I feel it can be a really useful accessory if we give it some love! buff it's height or reach, maybe let it move, something like that! It could become something loved and used by many if it could do more than be instantly sold when the player beats King Slime.

i want to clarify, this is not a joke. this is a genuine pitch. this thing has some genuine use but gets outclassed fast, so i think if we buffed it, it could be a really useful accessory.

Suggestion Author

@tepid fulcrum

arctic boughBOT
#
**Change the description of the Hand Warmer from Eskimo armor to Snow armour**

To coincide with the changed name of said armor

Suggestion Author

@eager basin

arctic boughBOT
#
**Add setting in config to turn off and on the game speed up**

It ruins the mood of early game for me and i have seen many others express the same feeling. With the speed up, you run past all the enemies and loot that make Terraria interesting (at least for me). Also I don’t see why it couldn’t be changeable, if a player needs it during a boss fight all they have to do is turn it back on and if a player just wants it for quality of life they can keep it on.

Suggestion Author

@mild jolt

arctic boughBOT
#
**Make it so the difficulty changing items always appear in the starter bag in Journey Mode**

I understand that there's no purpose in them appearing in a non Expert world, but Journey already has the functionality of preventing you from using them without setting the difficulty slider to at least Expert. The only thing accomplished by preventing them from being in the Starter bag below Expert mode is making the player think: "Ah damn it, I forgot to set the slider, now I gotta find an altar before I can fix it."

Suggestion Author

@opal ginkgo

arctic boughBOT
#
**Buff miner set**

Any ore armor increases mining speed by 25% and it's much easier to obtain, so there is no reason for miner set to be that weak.
Making miner set to give +40/50% mining speed would be nice actually. I don't know if this is possible, but making it able to drop additional ore drop with ~25% chance would be interesting too.

Suggestion Author

@vocal anvil

arctic boughBOT
#
**Add an option in the client-side option to allow us to scale the UI Bars (Rage, Stealth, etc)**

Please allow an option to let us scale the UI bars independently of the in-built Terraria UI scaler. The Stealth bar in particular is super tiny on my 1440p monitor and I'd assume it's even smaller on a 4k monitor. It makes using accessories like the Coin of Deceit a lot harder to get that 75% charge shots off. All other UI elements get way too large with the in-built UI scaling

Suggestion Author

@remote anvil

arctic boughBOT
#
**Make Queen Slime Drop Rod of Discord At a Rare Chance**

Rod of Discord currently can be obtained in 2 ways:
i) Farm Chaos Elemental for 0.2% chance to drop;
ii) Purchase from Wizard NPC with 10 Platinum Coin (when housing in Hallow)

However, seeing as v2.0 reduce the price from 24 Platinum to 10, it can be seen as Calamity want to make the item more accessible to more players, which is why I think Queen Slime that already drop an item with similar effect to Rod of Discrod: the Hook of Dissonance and is also a Hallowed boss; can be suitable to be an alternative acquisition method of Rod of Discord.

This way even for players who never lookup the wiki and don't grasp NPCs happiness mechanic can also have a chance to obtain the item. Whether how rare should the drop rate be will depend on the developers, 10% will be similar to other (previous) legendary item or lower if the developers deem it too easy.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Change How Murasama Swings Work**

Each swing should come out where you click it and remain at that angle until the animation ends. Then the next swing comes out at the angle your cursor currently is upon the previous slash ending, and remains that direction as well. (rover's explanation) It would actually make Murasama swings look more badass

Suggestion Author

@eager shadow

arctic boughBOT
#
**Lower the Spawn Cap During Blood Moons when Death and Master Mode are Enabled Simultaneously**

Night 3 of a new world, there are currently 60+ enemies on screen and it's making even my RTX 2060 lag when I try to attack them.

There's no realistic way for early game players to deal with high damage, speed, health, and armor enemies besides the farm strategy.

Additionally, this would slaughter all NPCs hidden behind doors.

https://media.discordapp.net/attachments/350387256583782400/989829068218327100/unknown.png?width=1330&height=935

Suggestion Author

@feral grove

arctic boughBOT
#
Rework or tier-shift The Amalgam

Currently this item is just a glorified class emblem and cannot compete with other post-DoG accessories. The extended potion duration effect is nice but useless at that stage of the game (since you have enough money to buy lots of potions). One of the solutions is to rework The Amalgam to fit the rotting theme more, but a re-tier with some tweaks could also work.

Suggestion Author

@true lodge

arctic boughBOT
#
Rework the Guide To Critter Companionship

It should only work when favorited like other spawn prevention items.

Suggestion Author

@half sequoia

arctic boughBOT
#
**Terraspark Boots can now use Hellfire Treads in its recipe**

Why: Further 1.4 parity and prevent accessory crafting tree dead ends, so the player doesn't need to craft another set of Lava Waders if it decides to eventually continue the Terraspark Boots crafting tree.

Suggestion Author

@olive bolt

arctic boughBOT
#
Add fruits to the trees in the astral infection and sulphur sea

All of the other biome specific trees have their respective fruit items so adding fruit to the modded trees would make their respective biomes feel more fleshed out

Suggestion Author

@humble dragon

arctic boughBOT
#
Calamity 1.4 Empress of Light tweak,

Change or remove the attack in Phase 2 similar to D.O.G's laser walls. As it currently stands, this attack ruins the momentum of the fight as the player must suddnely stop in comparison to the rest of the fight where you are "always" moving. While it is reactable it still feels out of place in comparison.

Suggestion Author

@silver frost

#
**Nerf the Brain of Cthulhu's speed in Malice + For the Worthy**

The Brain of Cthulhu moves so rapidly that the player cannot even defeat it at the stage it is meant to be fought in, due to it exceeding the player's maximum speed at that stage of the game. It should be nerfed so that the player can at least get away from it properly.

Video: https://www.youtube.com/watch?v=TErCpBqXhNI-

Suggestion Author

@rotund cloud

arctic boughBOT
#
**Make the Golden Key non-consumable**

Not only it will help to reduce the grinding of dungeon mods, it will also make sense, since I don't understand how do the dungeon keys break. Plus, the shadow key is non-consumable already.

Suggestion Author

@zinc gyro

arctic boughBOT
#
**Rework the Magna cannon**

It shoots a slow, small wave of barely visible blue particles and is a bland and generic "pew pew" magic gun.
It isn't even that much better than the space gun required for making it. It should be more unique and actually fun to use, cause right now its just a means to get the magna striker.

Suggestion Author

@muted oxide

arctic boughBOT
#
**Remove the Aureus Cells' ability to restore 200 mana.**

This feature is pointless for two reasons, the first being you will have already gotten Super Mana Potions by that stage of the game which restore 300 mana as opposed to the Aureus Cells' 200 mana. Secondly, they already give you Mana Regeneration for 6 minutes, which mostly removes the need for having mana potions in general.

Suggestion Author

@gentle veldt

arctic boughBOT
#
**Make it so Stationary Entity Boss Spawners can't be killed by falling stars.**

ok so while it is. objectively funny, i really would prefer if my ocean building sessions weren't randomly interrupted by a late hardmode boss spawning in cause a star dealt 2k damage to the stationary boss spawner entity. the same is true for building arenas on the surface corruption/crimson with perf and hive cyst respectively. i feel like making these entities immune to falling stars, if possible, really should've been a no brainer.

Suggestion Author

@olive shale

arctic boughBOT
#
**Buff/Tier shift Fins, Frozen and Harpy Wings**

Frozen/Fins/Fairy/Harpy Wings now have similar wing stats, yet Frozen and Harpy can only be acquired after one mechanical boss, while Fins and Fairy can be acquired early Hardmode. On top of this, Fairy's giving a whoppping 60 hp seems much more appealing than the other 3's buffs. I suggest bringing all 4 of them into one tier, whether early Hardmode or post 1 mech. If the former is chosen, then they should have the wings stats as they do now; if the latter, buff all of them to be similar to Flame/Bee/Bat Wings, all of which having superior mobility compare to the four listed above.

Suggestion Author

@sage sierra

arctic boughBOT
#
**Add the Shield of Cthulu to the crafting recipe of the Ornate Shield**

The Ornate shield's dash was added relatively recently in order to compensate for the removal of functional Lore Items, so it's pretty likely that a significant amount of people are gonna completely skip over it until they can make the Asgard's Valor and exclusively use either EScarf or SoC through to Plantera. I think rolling the Shield of Cthulu into the Ornate Shield recipe because it makes intuitive sense that adding a dash accessory to the crafting recipe will make people realize it has one.

Suggestion Author

@opal ginkgo

arctic boughBOT
#
**Add a visual for the Astral Meteor falling to the world in the background. Why?**

Since Calamity is now out for 1.4, people can watch meteors fall during their Calamity playthrough. However, the Astral Infection, one of the biomes the mod adds, does not have an animation for it's spawn. There should be an animation that shows the Astral Meteor falling in the background to add to the immersion of your playthrough after beating the Wall of Flesh. At the moment, the Astral Meteor falls as soon as the Wall of Flesh is defeated, making an animation useless. So I propose the Astral meteor doesn't spawn until after the player returns to the surface so that they can witness it crashing into their world. This could be done by making the code wait for the player's coordinates to be greater than or equal to surface level so that they are able to witness the meteor falling. This change would provide a bit more interest in the Astral Infection and possibly show new players that an asteroid has indeed crashed, as well as increase the overall immersion when playing the mod.

Suggestion Author

@modern jacinth

arctic boughBOT
#
**put the hell lab somewhere under or close to the sea of lava in drunk world style underworlds**

Doesn’t feel right having the lab squished between a bunch of buildings. Under the sea of lava would keep it hidden and make entering difficult without some kind of lava resistance. Next to the sea would have it somewhat distant from the buildings.

Suggestion Author

@fast lava

arctic boughBOT
#
**Improve on Astrum Aureus and Ravager's jumping and slamming visuals.**

Both Astrum Aureus and Ravager are bosses with a similar build and 1 similar movement behavior: jumping and slamming at the player. Even though it's not obvious at the first place, their jumping and slamming visuals are pretty jarring, as if they're just dragged up and gently put down afterwards. Improving on the jumping and slamming visuals of these bosses, like giving leg compression animations to Astrum Aureus' slamming animation or giving the bosses a strong impact upon landing, would help this movement in particular feel heavy and impactful instead of just someone dragging them like PNGs.

Suggestion Author

@wise radish

#
Make enemies that break doors Open Doors instead of break them

It always sucks to put back up all of my doors after a goblin army and the zombies open them instead of breaking them. I don't understand why goblins could just open them like the zombies do.

Suggestion Author

@tropic thunder

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Change up some post yharon bosses multiplayer logic

Tbh scal and draedon would be sick to do in multiplayer idrc about balancing health wise I would suggest that the logic behind things like player focus changes a little, for example draedon mechs when killing the player they are focused on fly towards the next player they chose however if anyone is in the way of they’re path they get insta killed. Easy fix draedon mechs teleport to the player they chose instead to avoid random insta kills, a example for scal is a little more complicated however in the first bullet hell phase when there are multiple people in the arena extra bullets spawn per player, I don’t understand why but that’s what i notice I’d say an easy fix is to simply make the bullet hell phase a focused grid around the arena instead of the player and if that’s too spacious add more bullets. Just a suggestion since I love this mod and I’d love to actually finish it with my friends completely.

Suggestion Author

@mellow comet

arctic boughBOT
#
**Make using Recall Potions during a bossfight despawn the boss and thus forfeit the fight. **

This seperates them from magic mirrors and gives them a proper usage, as well as adding a convenient method to forfeit bossfights.

Suggestion Author

@sudden hearth

arctic boughBOT
#
**Remove Broken Hero Sword from Cal Clone's item pool**

with 1.4 making Mothrons spawn after Plantera has been defeated, and having less items needing to use the BHS in their recipes, i don't see any point in Cal Clone being able to drop a Broken Hero Sword.

Suggestion Author

@glossy stratus

arctic boughBOT
#
**Make Goblin Scouts Spawn More Often**

Making a goblin battle standard is extremely difficult as getting the required amount of tattered cloth takes a long time. I suggest increasing the goblin scout spawn rate if a goblin invasion has not happened yet. This way, getting the goblin battle standard is an easier task.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**Make Cnidarian a whip/whip-like item**

Currently, it feels difficult and unintuitive to use, and fills the same role as a whip except somewhat worse, as it doesn't give tag damage or anything like that. Making it into a whip would fix this, and also make it fill a spot between leather and snapthorn that doesn't have anything right now.

Suggestion Author

@halcyon cedar

arctic boughBOT
#
**Have bloodfins not get consumed when you press the quick buff key when used in conjunction with Lifeforce or Cadence potions**

Bloodfins are supposed to be a post-Providence alternative to supreme healing potions. While it heals 10 less life, it gives a strong boost to your life regeneration. This is completely fine by itself.

However, if you use your quick buff key (like pretty much everyone does) in conjunction with Lifeforce or Cadence potions, you will not get healed by the bloodfins, and while you will get the life regeneration buff from the bloodfins, you are also given potion sickness. Even with the charm of myths/deific amulet/rampart of the deities potion sickness cooldown reduction, not being able to heal for the first 45/60 seconds of a fight, especially against something like DoG, can be detrimental and unfair.

Suggestion Author

@pallid spire

arctic boughBOT
#
**Remove the LOS Checking From all Yo-Yos**

There is a relatively unknown mechanic that existed in 1.3 and was retained in 1.4, which is that Yo-Yos decrease in damage and flight time if the game decides that you do not have line of sight to your target. The terraria wiki says that "All yoyos deal 25% less damage if at least one solid block is between the yoyo and its user. The remaining flight time of a yoyo is decreased by 1/3 of a second every time it strikes an enemy. Flight time is decreased by a full second instead of only one third if the yoyo has its damage reduced by being out of line of sight.", and my own quick testing shows that this is in fact the case not only for vanilla yo-yos, but the calamity ones as well. This is a seemingly random nerf to a category of weapons that are already very underutilized, and considering how many weapons can attack through walls without a harsh nerf like this, I would suggest simply removing this aspect of yoyos entirely, as it accomplishes very little besides making early game worse if you decide to use yoyos.

Suggestion Author

@trim nebula