#suggestions-discussion
1 messages · Page 13 of 1
If BR becomes a major topic focus I'll repost it, or actually I'll just like post it tomorrow or something
Alright
I know it used to be called the Shroomerang, but was changed because of a vanilla boomerang having the same name
mhm
yes that is a true statement
anyway why is mushy buff so weird
i was thinking it might be cool to make a potion or stationary item that gives the buff instead of just... a boss
something like the effigies but that a casual player might actually use
Yeah I have no idea why Mushy exists on Crabulon
The lore item used to give mushy
True
jesus christ they wanted you to give up 10% movement speed for another ironskin + regen potion?
and also only in the mushroom biome
Back in the day 10% movement speed was nothing thanks to the cap
Now it actually means something tho
true dat
i realize it's just funny looking back at them
@magic verge i personally enjoy building yharon arenas, its just satisfying
i guess
i mean you still would you just wouldnt need to use solid blocks on the borders
and for bosses like scal and yharon i think it is a good thing to let you build an arena without the optimal play being to spawn them in and die to them to find the arena borders
why are people arguing against making it easier to build a yharon arena
also i think that might already be planned @brittle cave, but i also remember saying this before and this kind of sugg getting into voting anyway so whatever, but it'll probably get implemented whether your suggestion passes or not, so at least you can know that
oh, didnt know that was planned xd
honestly while i think it would be weird if the flamenadoes didnt do damage, id still rather take them just being barriers than to continue the "build walls" meta
I love how there is that build walls meta
Despite me never building walls for yharon
Just don't hit the flarenados
It really isn't that hard
I don't understand how people do it
blocks are a hard, physical stop as opposed to instant death stop flarenadoes are
there are definitely cases where you accidentally zoomed to the edge with little control
but it's not that common of a case
It's not that it's hard to avoid a stationary object
It's that it's annoying to have play around, or at least more annoying than a physical barrier that deals no damage
Having to slow your momentum as you approach the borders, while if you make a wall then you can fly max speed into them until impact
Making a wall removes a potential source of punishment for error
I can see that
But then I have to create and entire platform for where I need to spawn Yharon
And it's just easier to not build it imo and just fight him in the world long arena I already had prepared anyways
lmao
That crabulon idea isnt bad
@pallid crane Elaborate
my brother in Christ I was joking
Best weapon for each tier
Just qol, whenever you go to Hell you prolly only grab one hellforge because you dont think thinks that you'll need two. On top of that it woukd just make sense for it to work similar to how the Hardmode anvils allow you to craft stuff from the regular ones
just saves the trip
Oh I see what they mean
That kind of sounds like an oversight
You'd imagine that smth craftable at a hellforge would also be craftable at a titanium forge
Ohhh i get it
Try putting that on your suggestion
Since like
Only header is breaking some rules y'know
didnt read em 💀
I didnt realize
This just sounds like a bug tbh
could be
is my message now better? I couldnt figure out how to make it bold
Yeah, much better
Just a thought... Should they nerf the magic weapon, Glorious End?
are they denoted by a role here?
Does anyone know if they are adding whips in the new update?
they will not be adding whips this update
Thanks, I was just seeing if I need the, Unofficial Calamity Whips, mod for my next playthrough
Thank you for mentioning this to me! Should I ping one of them here if any?
yea
and don't worry about pinging them
they're in that list because they're fine with it
Ayt!
Hello, @hot zephyr I wanted some insight regarding Glorious End I'm planning to suggest some changes for it, nerfs specifically
its a meme
if it's functionality changes I'd suggest them
numbers wise, yeah it probably does
I was hoping for a nerf kind on its functionality
Function-wise, I've been exploiting it as a frame-immunity trigger
ohh. I re-read it now... hm.. Thank you for your insights, @hot zephyr !
it definitely is one of the items in the mod ever
That it is
me when i-frames on a weapon
so this has been really going on for a good while ever since its release?
idk but final dawn is notorious for it's i-frame abuse, and that came out BEFORE glorious end lol
hmmm. now I'm having mixed feelings whether to suggest its nerf or not. I'm already suffering so much in Master Revengeance Mod
Iframe abuse, huge dmg, stealth melee, area denial, generating stealth (now the only weapon able to do that since Sylvan slasher died), slash nuking Yharon until it was shifted post, slash nuking Thanathos and decent on hearts, the first mobility weapon, etc
ooohh
wait the paladins mage hammer is worse than the ark of the cosmo's right? why does ark use auric bars and hammer use shadowspec?
is it?
because it's a dev item
in my opinion yes
well i dont care about your opinion i meant what are the killtime differences on things
cause that's the measure of how good a weapon is vs. another option
im not sure what you'd test dev tier weapons on tho
aew
maybe scal/exos?? if ark has a better kill time than pmh then that's probably bad, but i think they already know ark is overtuned for its tier
regardless that's a tester thing and also it's a dev item lol
Wait what
Can you not craft Unholy Cores at an Adamantite/Titanium Forge?
Because if not that's definitely a bug
wiki says hellforge too lmao
What the wiki says doesn't matter cuz the HM Forges are supposed to inherit Hellforge crafts
You can still craft Hellstone Bars at the HM Forges
@pallid crane Did you actually experience that in-game? You couldn't craft the Cores at a HM Forge, but then when you put down a Hellforge you were able to?
that's what I'm sayin
Mage Hammer still good to me :3
yeah for some reason it wouldnt allow me to craft it but when i put the hellforge down it did, also recipe browser says that the recipe needs a hellforge
I'm not being an asshole, just sharing my thoughts
The HM Forges are supposed to inherit the Hellforge recipes, so that shouldn't have been a problem
You should report this issue in #bugs-read-pins
aight
isnt sea urchin spawn extremely common in ocean? it is just not as common for the sulphurous sea version (aquatic urchin)
and magic conch exist now so it is relatively easy to go from one ocean to another
im not, im trying to figure out if hammer is actually underpowered, cause if it needs testing you should actually ping a tester about it
but if it's just a feel thing then w/e
killtimes are a definite sign of an issue
it's how literally every other weapon is tested
hammer is kinda weak ya, compare to other shadowspec weapon
but then shadowspec weapon are known to be unbalanced
yeah i've been having stupidly low dps with the hammer and endgame gear. it takes me several minutes to kill dog
I feel like it'd be better if you list out specific things about artemis that make it harder than the others
I genuinely don't remember what attacks it has
(I think I did write a text file which can be use for reference, at least imo)
oh right there
.txt stinky...
reading the suggestion, I think the title will be more accurate if it mention "rebalance the duo/mecha mayhem phase" instead of just exo mechs rebalancing
since I genuinely think solo twins is fine, it is mostly just when twins is combined with anything
Ares is evaporated by anything with a sizeable aoe, Thanatos is evaporated by anytging withw. Sizeable aoe and even Thanatos laser spam@is easily dodged compared to artemis regular attacks
Let alone last phase
thanatos nonberzerk need work ya, but berzerk version of thanatos is one of the harder mech
What does meltability relate to difficulty
meanwhile I still dont understand why they refuse to give thanatos positive DR
Berserk Thanatos has only been an issue for me when I screwed up the t beam play
His laser spam compared to the twins was easy
the problem with berzerk thanatos imo is the t hanos beam is way less threatening than laser spam
Probably because it’s inconsistent vulnerable
I find both to be jokes compared to artemis
twins is not really a problem to me tbh
Apollo is only an issue because of artemis forcing you into apollos attacks
but ya, twins is like the only one where you genuinely need to figure out a way to dodge, while ares and thanatos (especially berzerk) you can just go with your guts and it will work
Definitelt requires a rework probably but rebalancing at least would be a start
Mainly just slowing artemis the fuck down
I will be honest they should had just give thanatos DR and make it open turret consistently, which already happen during duo/trio phase
Tbh exo mechs are fun, but it most certainly needs further telegraphing
Oh I agree it should be tanky, Poor thing gets killed by final dawn before it cna so it’s beam
I will be honest if we are speaking of comparing the difficulty of exo to scal, twins (solo) difficulty is the only one seems right
I feel bad for thanatos
The exo mechs would be fun if not for artemis
It gets shredded
ares solo is way too easy, thanatos solo is threatening but in a wrong way, as in all of its lasers deal much more damage compare to other mechs
Legit artemis is the main culprit of the visual clutter
I will bet a lot on that
It’s just too much
It is
Even by itself the amount of times I get hit by a random apollo blast because I dodge an artemis shotgun is annoying
Artemis just needs a sound effect or something attached to it so you can react
just so we are not saying about the wrong thing, does the visual clutter means when twins are paired with other mechs (duo/trio), or even solo is visual clutter?
Or just more wind up and post fire
Artemis in general
But yes especially when combined with the main mechs
Even with just the twins the amount of times I’ve seen people abs myself get hit by a random apollo blast is because they have to focus so much on artemis
hmm, imo especially trio, artemis is not the main source for visual clutter, it is more with thanatos
Thanatos 99% of the time is a very focused area regarding the beams
You can easily outrun thantos
since artemis while do a lot of thing is at least extremely predictable, thanatos tend to do "fuck you laser" where they are firing from random timing and direction
CANT OUTRUN THE FUCKIN SCREEN LASER
The issue with Thanatos is that you can outrun it and it’s honestly easy to see
Artemis blasts cover entire screen instead of usually one area
And never stop
for reference what difficulty you are playing on?
Making thanatos an absolute tank would be really cool tbh
ya I think you can outrun thanatos decently well, but that is with the problem of current exo difficulty scaling
And would help with this
I’m fine with Thanatos losing damage and being actually tanky
since currently thanatos is either you easily outrun it or you cant outrun at all (especially malice, but will be removed anyway), on death I think he is decently fast
When it comes to visual clutter artemis does a screen wide attack every .3s it feels, Thanatos does his laser spam once every 30s and usually in one third of the screen
Obviously numbers aren’t right I don’t time it
But just for an example of what I see disparity wise
I think the biggest thing of affecting the perspective of what mech is difficult is just whether you know artemis pattern or not, which is like, not good (since you either just have to rely on wiki or fighting it like 100 times)
Or getting lucky
Artemis should probably
- Have it's laser hit box reduced
- Be given a wind up animation
And then Apollo gets - Much higher projectile speed
- Major increase to projectile range
since artemis is way easier when you know exactly when the shotgun blast will happen, which I think is like, 9th on death and 8th or rev
Artemis should more importantly get more downtime between its volleys
It legit feels like artemis is constantly a Gatling gun then it turns into a Gatling shotgun
apollo is also a big problem especially in death, it is not noticeable in rev I think but the rocket become a nightmare
Apollo is only a problem@due to artemis if I had to wager, you could focus a lot more on that rocket if not for the vomit frkm artemis
Cause im@guessing artemis is a lot more of a bitch in death if you get hit
though I still hold the opinion that twins solo is the only one with right difficulty, ares needs buff and thanatos need tweaking (not necessarily buff or nerf); duo/trio mech phase just straight up should be rework and the devs do want to do it at some point (at least I heard)
I fully disagree on twins solo being a right difficulty
but ya imo (solo phase):
artemis - fine
apollo - gets stupid at higher difficulty
ares - too easy
thanatos - also gets stupid at higher difficulty
Ares could probably be given the ability to do a reverse of the shock attack to make you change direction
my complain with artemis is just you basically is forced to fight it stupid amount of time to know its pattern, then it become easily predictable; the problem lies in you either just have to fight it (a lot) or read on wiki, which is not a nice design
Artemis chief source of visits iso clutter due to sheer spam at all times
Apollo only hits due to having to focus on other projectiles
Ares: yeah
Thanatos: I can see it, and does need to get tankier
That would make the fight way more interesting
Like if artemis had more downtime
Or just was more focused in its fire
Instead of screen wide
part of the reason why artemis (feels) so hard I think it because of its complete lack of proper telegraph
That too, but that’s also due to how fast it is, hard to make a telegraph for a .3s volley downtime
the telegraph it currently have is like, not helpful in helping you dodging, it is just to tell you what attack is coming
Like it legit feels like w@machine gun always firing and then a uh
Gatling gun at final phase
you mean berzerk solo or normal solo?
Both
I think I will just get a small video of how I fight twins to like, help with explanation
(since I think we have much different perspective on whether twins is difficulty or ok)
Like the most annoying thing is that even if I can dodge all of its spam I get hammered by the apollo fire that I got quarreled into
If I had to get money on anything people get hit more by
It’s artemis
Or apollo due to artemis
The amount of videos I’ve watched where no one has much diffficilty until the twins pop up
It’s clear it’s at least the twins
And obviously one is way stronger
If I had to change things
Idk what I’d do to ares, but I’d nerf Thanatos damage, make it consistently vulnerable and give it aoe Dr
I’d reduce the fire speed of artemis by 30% at least(.3s to .45s for example), then add a line targeter before the fire
Perhaps tighten up the spread on its shots but increase the damage
the way I dodge solo (nonbezerk) is like this, I will get a berzerk clip
(ignore the nohit arena, I normally just dont have platform and thats all, I dont have a proper playthrough arena prepared for 1.4 tmod)
It’s fine
But yeah
I’ve beaten exo mechs 3 times already and working on it with rogue
I think exo mechs are an amazing concept and the overall design is awesome
From my fights and all other sources I’ve seen and asked about by people, Artemis is so much stronger then any of the other mechs by themselves it’s ridiculous and by default makes other mechs stronger by a mile, god forbid combined
Low downtime between volleys and shots, lack of proper warning for the projectile paths
this is how I fight non last mech berzerk twins, the only thing making it harder is just they slowly get desync as the fight goes on (hence I get hit more as the fight progress)
last mech berzerk twins is something though, since that one is like, absurd, compare to other mechs, but you do have the choice to choose which one you fight last
(but ya if you use surface arena, you probably have to be more precise; I use slime mount quite abit since I am only experienced with the first 2 barrage/laser, as normally twins die afterwards)
honestly that doesn't look too bad
(the difficulty is rev as it is what was being discussed, should be worth pointing out since I am unsure if I pressed ESC in the video)
but ya to me twins is only really a big problem when you make it the last mech berzerk (but as said, you can choose who you fight as last, just dont choose the one you feel the hardest), or during duo and trio phase
since duo phase twins can fire shotgun blast which is hard to dodge when combine with other mechs; while during trio phase you pretty much are like, forced to do a certain movement or die
you can either go left/right, go straight up (but require timing), or fall straight down; doing other movement will just get you hit which is a big problem)
Even on Master-Death I never found problems with Thanatos
Even berserk Thanatos on death can be outran easily enough adj GDR you just stay still and you're fine
Twins has always been the worst for me, because there is a projective that is hard to see, the projectile angle seems pretty unpredictable, a seemingly normal fall diag can work one time the the next time you try the exact same thing you get clipped for some odd reason. That and the twins special attacks after the first one IS NOT SYNCED, AND IT IS A GIANT ISSUE
oh right, death thanatos is actually fine
I always keep remembering thanatos in malice mode where you move 1 mm away from the head and it immediately coil you
yeah honestly they need to just nuke the twins
why the hell does the auric armor require a magic carpet
it throws off falling so hard

i think im my 100th try of exo mechs and my rogue weapons wont let me focus the twins so theyre always last
they seriously need to nuke the hell out of artemis
what does the exclamation point mean on my suggestion?
it means there is an error in reasoning or content and will not be put up for voting
your sugg has a problem
either bad reasoning or it doesn't respect the Don'ts document pinned in this channel
mostly because unholy cores can be crafted at an adamantite/titanium forge.
really? must've been some other mod then or just an error on my part, ill delete it
mm
#suggestions-posting message i always found Ares to be the main culprit since he has a lot of area denial on the multi mech phases, however it too has a way to dodge
I actually found it to be thanatos instead, since it is the only one that force you to move large distance
Artemis is easy for me I have way more trouble with Apollo’s bolts, moving vertically and diagonal helps dodge em both
(beside ares' nuke during trio, which really have no reason to fire during trio)
Then you remember that rams exist
With Ares my main problem is the tesla cannon funnily enough
imo it is a chain of events that make tesla cannon the problem, since thanatos moving towards you at very high speed force you to move, which causes tesla to cover much larger distance, and the forced large distance movement make it harder to make pinpoint dodging for twins attack etc etc
(nuke is like, you can deal with it, but it is super annoying when dodging other attacks during trio)
I never had issues with Thanathos other than some weapons melting it, but thats what resists are for 
ram is a solution, but I always find the coiled/random lasers after ramming thanatos during trio to be incredibly hard to predict
thanatos is a problem with me specifically during trio phase only tbh (since I misrememberd malice thanatos is not literally death thanatos)
I've never seen nuke do anything other than killing npcs
ok this shitty picture took me way too long
basically this is my (rough) sketch of the coverage of each exo mechs during trio/mayhem phase (exclude thanatos)
meanwhile this is the possible coverage of the exo mechs, with red being the area that thanatos can cover (due to him can coming at you from various direction and fire lasers)
yeeep, you effectively have like
3 movement directions to go to at a time to avoid barrages of lasers that can come at pretty much every angle imaginable
You can use teleport back?
dont use teleport potion with no backup tp potion in hardcore lmfao
Dies before realizing that I teleported to the abyss
I mean it still doesn't make sense that its possible to just teleport to somewhere that's designed to be hard to get to
Skill issue tbh
if you dont like the random teleportation
dont use the random teleport potion
you signed up for it
take the precautions and the risk
but
And who the hell plays in medium-hardcore other than youtubers and masochists?
it's a feature
knowing you can end up litterally everywhere
I once ended in the litteral bottom of the world
except the temple
It was funny
🤔
celestial jewel spam with abyss gear on to cheese to layer 4 ez
Cuz you're not supposed to get there after plantera/1 mech
and dungeon
¯_(ツ)_/¯
The abyss can be accesed with enough skill and Amidias' blessing
its not like you cant hoik into it
as it is considered a feature
so sounds like a terraria issue with restriction rather than a cal issue with not
sounds like a skin tissue

honestly id have nothing wrong with blacklisting the abyss the same way it blacklists the temple and dungeon tbh, but i dont think it's a priority
i just think that the same way you should expect spawning like, right above lava
I think its ok
expect that you can teleport into the abyss
lol
keep it in cause it's funny lmao gottem
TRUE
also the potion doesnt limit spawning on crumbling block traps

they forgor
💀
this dude just died by randomly teleporting into the abyss
and you can seemingly spawn on traps
honestly if you drink a random teleportation potion and got shot into space you probably should die, so at least we got the abyss and hell to kill you still
idk i think you just need to deal with what you decided
if you use the random tp potion
expect to be randomly tp'd
me teleporting randomly in real life and complaining to god about appearing at the bottom of the ocean and instantaneously imploding into red mist
I completely forgot about my sugg got damn
Literally just posted it and forgot about it for 3 days
I know that you can get vacuum'd to the rocks, lose oxygen and become food for black-devil-fish and dragon-fish, but being cut into a trillion of pieces is what I didn't expect
lol
one question i do have in general is why did we let the mace true melee thing into voting when an identical sugg literally already passed
i just want the devs to see my abyss drop rework and it's gonna lose to an already passed sugg
you can take precaution like, use amidias blessing beforehand
there are way to prevent it even on hardcore
I would like to make a counterpoint to making the extractinator craftable, the hell biolab always has one in it
vanilla relics are supposed to drop in rev+ too
they just don't because the game shits itself when they tried to do it the way they wanted to
I just use a mod that lets relics and pets drop on expert
@mystic anchor
FUCK THE RPELY PING

sure
in the meantime, consider this
Ok, thanks, what's the mod called?
Thanks, I'll download it
nw
isn't the emech delay a bit longer
The leviathan delay is probably longer

Both of those animations should be skippable tbh
Would be good qol
@hardy dock not like a complaint or anything, but it would be nice if there was an item that just allowed you to skip all the animations, maybe a toggle or something
when the change is config!!!! 
we need a config to disable calamity mod at anytime, it will be amazing QoL feature
it allows you to switch mods at anytime without going to the "manage mod" main menu
Someone should make a emoji or a sticker for this server that says: what about a config?

:nuclearoption:
I only suggest nuclear options

thanks eclipse
exactly how i imagined, good emote
me when the wiki doesnt have the hd version
I have a question. Does anyone think acid rain needs to apear more often instead of waiting 12 hours (irl) in order for it to start

isnt there always an acid rain almost right after eoc or am i tripping and this mechanic isnt real
Yeah but in hardmode or when you just figure it out you need something from there and then there is no way of starting it cause you havent done the event
there is, EoC death procs acid rain tier 1
I have waited whole day for one acid rain
well
if you actually
did that acid rain
you can get the summon
which is infinite
The fun part is i havent done it at all until i killed golem
thats kinda your fault + why do you need it post golem
I thought i dont need it
probably to get a weapon that requires an acid rain drop
For me event seemed useless until i figured i need it
I needed toxic bow for crafting the main bow
Nvm i thought you needed it but i guess i forget what i needed it then
caustibow is post aquatic scourge, why would you need it post golem
Nah i thought i needed it for heavenly gale
But also eternity mode bugs the game which unchecks acid rain
While true, you won't always get to the sulfurous seas in time to actually get to do the acid rain (Had that happen on my first playthough, even with grav potions the event ended before I could get there)
i have spent like, a day not going once and still made it
I've had it happen to me several times
Bruh Tmodloader once stable is now unstable. My progress just resets on its own and idk why. I dont think its calamity's fault but Tmodloader needs bug fixes as soon as possible
the easiest crafting recipe too btw
fandom moment
kek
okay i did 1 dot too many
The Caustic Tear is a Pre-Hardmode item used to summon the Acid Rain event.
lol!
nice it worked
but yeah those that complain about acid rain taking ages to appear probably haven't heard of caustic tear
fella you don't go for crossmods and then complain when things don't work
im pretty sure yharon got accepted new sfx recently
along with cv
(cv's are fucking nutty)
ceaseless void
i think yuh added them the other day
or at least yharon's
im at his fight rn and i dont notice any new sfx
still uses the roar sfx for multiple attacks
doesn't seem like he's gotten around to the others yet
yes he means the upcoming update
because they're in a still in progress update
oh alr
so ye i would delete the sugg
August update is still the next update until it releases, then September update is next update after that
i will
what is that sugg
Unless September is like a July and it's a tiny lil thing to just maintain compatibility with tmod
May I remind you that to craft a causic tear, you need the acid rain to not only spawn in the first place, but you need to get to the sulfurous seas before the event ends randomly
Which can happen while you're there as well
aero stone is fucking aweosme
Aero stone is just a small movement boost ain't it
I've never really been a fan but it's decent early game filler
Aero Stone my beloved
Aero Stone is the cornerstone of mobility builds up to waaaaaaaaaaaaaaay after you get it
i mean its guaranteed one will spawn once you get there after eoc i think
even after the one that spawns immediatly after them
also the event end is not random its based on time
anyway yeah aero stone is good op is smoking pot
what is this man talking about
Aero stone is incredible
Requiers Sulphuric Scale to craft and if you havent done the event you cant get the item plus why craft it when you can buy it from Fargo's mod but again gotta do the event in order for you to be able to buy it
can we please get fucking cryo and bloom reworks before buffing an already amazing item 
yeah thats probably it, i play calamity with fargos
bloom stone seems
they're asking to remove aerostone
like it could use a buff
since its a worse celestial jewel (even if C-Jewel is a little later in progression)
bloom and cryo are both 
cryo is just a frostburn inferno potion and blooms is. idk it's like. okay for farming
at least it isnt on pbg anymore
it seems like you could make use of its gimmick well enough on like, Golem, Aureus and Ravager
Yes but the thing is Sulphuric Scales come from the event and you cant get them outside the event so you cant even craft the item without beating the event so yeah, kinda annoying. At least goblins event is easyer to get cause you have the enemy who drops the cloth in order to craft goblins war banner while you dont have any enemys outside acid rain event to give you the scales
but its kinda outclassed for being that tricky to use
yeah, my bad
I think if they dont lower the chance of the event happening they should add an enemy which drops the scales outside the event but the enemy spawns rarely
i mean photo potions also exist. these two just really need some love
photosynthesis potions at least like
they don't require as much commitment to use
since they don't take up an entire accessory slot
yeah exactly
the fact the same effect is on a potion makes sense bc it isnt very strong, but this accessory OVERLAPS it which is just sad
I dont care. I want acid rain to get a boost
Its so annoying to get it and if the world progression resets its annoying to check it again
i think it happens too often lmao
For me it happened after 24 hours irl and i had a bed in game
i just be vibing and then the stupid event turns my world to rain
too often ive had that happen
Well for me not really also acid rain is only event you cant forcefully start it without doing it
without doing what
Blood moon is way more annoying compare to acid rain
The event its self
Still i want an item i can get without doing the event to start it forcefully
just ask to adjust the recipe
Everyother event i can just ignore it except for this one
Fargo's mod lets you do that
Yes
sounds like a bad case of 2024 you got there
You dont have to do it plus if you beat the event you can just buy the item to start it
Plus if you beat the boss you can just buy the item to spawn it. Very usefull mod
If I'm being honest
Acid rain is pretty ignorable
I almost never do it unless I just want a specific weapon from it
Well thats what i do it for
And I don't want specific weapons often from it
fargo's issue
i really think just making the tear take sulph sand or acidwood would be enough, maybe make it only work post Eye like how goblins only spawn post 200 HP
Well it does spawn post eye but yeah changing the way you craft it could help out a lot
Maybe you add water bucked too to craft it cause it looks like a acid rain drop and would make sense or maybe add a pice of cloud instead of the scales
Easy to craft plus you dont need to do the event forcefully
hey i just joined and i wanted to ask, where would i go to find out the rules for the death no hit?
Idk ask people in the general chat
ok ty
isn’t this like every event ever
why would you do anything if you don’t want an item (or npc in the case of goblins) from it
correct
maybe it just happens to you like pirates or smthn idk
idk anyone who was like "oh boy i wanna do the pirate event" like yeah dude you can finally get uhhhhhhh
discount card? greedy ring? awesome
you know how hard it is to get money in calamity after all /s
It's pinned in one of the channels
Don't remember which
Most likely help channel or cmt channel
i got it but i appreciate it :D
loving that inventory management lol
i mean everyone has their system
why is it always scourge why is it always scourge why is it always scourge
AS didn't deserve this. :(
Oh my god PLEASE organize your inventory
Wait @rigid shore Are you asking for Aero Stone to be removed from the game?
You say to remove it from the "bags"
Aero Stone has never fit well with the Desert Scourge for me, having it be either craftable or a drop from an enemy would feel better and be less disappointing when you already have mobility or vital jelly going into the scourge fight.
I ask because your title says "Aero stone changes"
Yet your solution for it being an "unused" accessory is to move one of its functions to a different accessory (making it even more useless), and remove its only source of obtainment
Which makes me think you want it removed from the mod and have Vital Jelly fulfill its purpose instead, in which case your title would be inaccurate and your reasoning would be dancing around that
I should specify that then alright
Also I thought Saytguard's suggestion was already in the game?
Like, the Acid Rain chances are way boosted after EoC and prior to completion of Acid Rain
And
Killing AS makes an Acid Rain start instantly
Killing eoc also guarantees it
They definitely have in-game experience to the contrary though so I guess they got a bug?
Lucky you, easy Diving Helmet.
im trying to prepare for skeletron arena dude
theyre fucking everywhere
I assume you plan on suggesting a spawn rate reduction for them which is why you brought it up in this channel
we went over the rain sugg above
its kinda concluded as "you have like 3 times to get it guarenteed st the progression points you need it, if you didnt go once and craft a caustic tear thats kindof on you"
they say, and its only needed right after the bosses that guarentee it to spawn
fat fucking alligators bruh
so annoying
they always spawn up there and drop down
idk why their spawnrate is so high
What world size are you playing in that has your Sulph Sea so close to the Dungeon's entrance?
medium
Alright just bad luck generation I suppose
I assume the cause is that Trashers are one of the few Sulph enemies that can spawn on land
What about Gnashers, are you seeing them a lot?
I've had it spawn almost on top of my dungeon on large
So it be like that
trashers are not a threat on land if you just take like. 5 seconds to make a platform
only saw like 2
also did they nerf eye of night?
its hella slow now
This is actually scuffed
Trashers being able to phase through blocks and fall on your head while you're inside the dungeon is really not fun
The wonders of walking and swimming AI
New suggestion to rework their passive AI to walk back and forth like Town NPCs
automatically better than the angler
Ah
I mean, maybe it could be done if we don't put too much effort into content exclusivity
A lot of bosses would probably just have to not exist, if we don't want to completely rework them
But that would make for a weird playthrough
Does tmod even have support for custom secret seeds?
Good question, I actually don't know
We didn't get Pylon support until about a month ago
I have to imagine seeds are even less of a priority
i wouldn't be surprised if it didnt come at all given dedicated modders can just release a pre-made adventure map...
but that would be a neat feature
i think that's how they do pathing?
like think of cnidrion
i think theres like
already support for custom seeds
i think
Unsure (checked, there is not
That seed sugg is a nice idea, i don't see it happen anytime soon tho
why did we let provi border sugg pass
i thought something already passed
or maybe the last one didnt but the devs mentioned they already know provi needs a border
idr
Bad moderation
lol
:(
i mean we have provi border and true melee maces both in voting
which both already passed
I'm pretty sure bluechecks still exist
@brittle cave - Your suggestion has received an updated status!
[Make Providence's Cocoon phases have visible markers]
Your suggestion has already been previously passed and voted upon; if it isn't already implemented, the devs may reconsider their verdict.
You can check out your suggestion again here: #suggestions-voting message
lol
Ok cool
@unborn zodiac - Your suggestion has received an updated status!
[Add some way of seeing the distance needed to trigger the Holy Inferno debuff during Providence's cocoon phase.]
Your suggestion has already been previously passed and voted upon; if it isn't already implemented, the devs may reconsider their verdict.
You can check out your suggestion again here: #suggestions-voting message
that one too
unironically funny idea
which one
Has anyone considered that mayhaps exodim's sugg may be a little bit lacking in reasoning
because like it doesn't go into the point of why it needs to have an upgrade i think
What does it even do?
Idk an slowing or paralyzing aura
the secret seed
probably wouldnt be THAT bad as well
like, disable sulf sea gen
disable draedon lab gen
replace the desert by water
put more hell city in the crags
Ocean 2
Yeah sure
@wintry wharf If you could elaborate more on the reasoning in your suggestion, that would be helpful
What makes it useful, what niche does it fill that isn't filled by later accessories
Why is that usefulness not enough to consider replacing a later accessory by it even while exploring/mining?
while the amidias and giant clam accessories are bad, i wouldnt say giant pearl is the standout, and i honestly wouldnt care if some of the accessories got merged, reworked, or removed lmao
Giant pearl needs to be removed or reworked, not upgraded
a lot of it is the slowing down enemies, as some enemies tend to be fast [scorn eaters for example], and the pearl makes them a bit less dangerous to deal with because it will slow them down. it also allows you to land more hits on the enemy if you're cornered
absolutely not with the removal thing
Alright you can add that to your suggestion
Calm down he's just saying he disagrees with you
Sorry, just a bit too forceful
But seriously giant pearl does nothing at any stage of the game
edited
This suggestion kinda just feels like a “it would be neat” sugg
I have used Giant Pearl in my pt recently and I feel like it actually ain't bad
Really?
Particularly when I was building my WoF hellbridge, and the Fire Imp's orbs (which are actually enemies and not projectiles) slowed down to a complete stop before they reached me
besides, the light it produces is actually pretty decent for starting off
Even then though
There are basically always better options
Like a light pet and tesla potions
There will always be for those kind of accessories
Which do the same things but better and don’t use a slot
But that doesn't stop them of being good
I think pearl just needs a rework
I like Giant Pearl because it does something that no other accessory does, the continuous enemy slowdown on proximity
Tesla Potion comes close but it's tiers above and also temporary
my thoughts exactly
plus, one of the upgrades could allow it to slow down regular projectiles a bit as well [mayhaps]
slapped that onto the suggestion
If you think Giant Pearl is underpowered, I don't think it even needs a significant rework
Just slightly increase the aura size or slowdown speed
Being able make it so enemies are basically unable to deal contact damage to you is no joke
They try to walk/fly into you and just sit there like a dumbass in true melee range
fr
i would suggest the pearl slows down bosses, but that's not happening because... yeah
I'd disagree here
Giant Pearl's freeze effect is either overpowered for anything it touches or useless for anything that's not
It is incapable of being balanced without completely tipping over a side
effect does not work while a boss is alive

shows its a bad effect that should be redone
- what? thatsounds like a crossmod disaster
- like, a in-mod disaster
so true
i dont wanna think about all the cool stuff i could be doing thatd get trolled by it
actually let me check
im doing something cool rn i wanna see if giant clam trolls it
need to give eternia crystal godmode? stand at the center of the crystal 
don't think any effect can slow enemies/projectiles effectively because not all are built the same
so they all just boil down to slow unnoticeably
or slow at a rate so fast it's actually a freeze
i bet it doesnt even check for ShouldUpdatePosition() on modprojectiles
like glacial state is like 0.5x speed per frame
not an instant 0, but reaches 0 really fast
Should we give it a lower-bound, then?
we cant give it a lower bgound
because what if the projectile just moves slow
etc
like
it just sounds like itd break a lot of stuff
Would it not be possible to do it percentage-based, not actual velocity-based?
well yeah ut
still weird
like
i dont like messing with stuff like base variables of projectiles WHILE they are in motion and not when theyre fired (and even then its still weird) just cuz i feel like theres al ot of opportunities for it to break
because i can relate to the feeling that "uh oh well this projectile im doing probably would get trolled because it does stuff that is
not just vanilla behavior
(Giant Pearl only affects enemies)
ah
why were we talking about projs then
actully well i mean im coding an enemy you know that
tho thankfully he seems mostly unnafected
@eternal escarp sorry if you're busy (and also for ping), but could you please test the Profaned Guardians relics? I feel like they're overshadowed by many supports on their tier, mainly Eye of Magnus
ok hes unnafected i gues
some enemies are basically projectiles
Such as the Fire Imp orbs, and Dark Casters n Goblin Sorcerers
And those are what Giant Pearl is most useful against
yea i mean
still weirded out by the idea of being able to bend the behavour of a npc to your will
- the "doesnt work with bosses" is a bit funny
maybe its like idk
if you face a projectile headfirst you get less damage (like if your velociy is opposite to the projectiles
Pearl Aura is a debuff. Enemies can be given immunity to it just like Confused and Slowed and Glacial State
Thank you for the objective evaluation
and its not like other mods (or myself) are going to rememeber to add that immunity!
Imagine paralizing thanathot and Dragon raging the fuck out of its bitchass
It’s kinda like tesla potion or blunder booster
no but yea i mean fr its just my opinion obviously
it does not stop it from the fact that it's a headache
go through every npc to see if it breaks with pearl aur
Why is Pearl Aura more of a headache than Glacial State?
considering it has equivalent accessories like Cryo Stone and Frost Barrier/Aquatic Heart
it is designed specifically to be a slow over a freeze
a freeze is a freeze
it's simple enough to just completely go "your velocity is now (approaching) 0, denied"
Is it because Glacial State has a duration even in those instances
Should Giant Pearl's aura not be constant but instead toggled on and off via some means
for a slow to take effect, something has to apply every frame which counteracts the opposing AI
if an enemy goes at the velocity of 4, reaches a top speed of 4, accelerates by 0.5 each frame, but the debuff slows by 0.02, that's not a slow
that's a net nothing you did to that enemy
it'll continue to be at top speed
Glacial State also applies every frame, doesn't it? Constantly setting to 0? Otherwise its durations wouldn't be relevant
technically glacial state can also break like this
but at what point does an enemy have enough acceleration to counteract it
most enemies are unable to
due to the sheer value of the slowness factor
on the opposite end, if an enemy is supposed to perform a certain attack when in a certain velocity threshold
a slow can just entirely stop that from happening
a freeze also does, but that makes sense (it's a freeze)
A bit late but I remember is there a guaranteed caustic tear spawn in sulphuric sea chest at some point?
Or was it removed after they make it nonconsumable
In that case probably just have to bring that back
Also for bloom stone making it combine with fairy boots can be an interesting idea, though other stones having upgrades will just be stat stick
can't remember if that was actually added or only just thrown around
Ok Altix I will concede this argument because I do not want to continue
I'll keep it in my mind that Giant Pearl needs work
looks like it never happened
I remember there is a tear you can fine in the chest, maybe I mistaken it with torrential tear from abyss
You can find the item that prevents Acid Rain spawns
in the rusted chests
normally what happens is that the first visit to the sea after defeating any required acid rain boss spawns the event, so the early tear is unneeded
but that never actually happens properly for anyone
either the event starts and/or ends prematurely
It worked for AS on my current pt
Oh yeah it doesn’t start unless it’s raining already iirc
Ya, even if you are prepared to start the event that way, running to the sulph sea can take considerable amount of time
And that is not considering dying on the way
Some issue with 1.4 weather i think
(unirnoically underground desert is harder than eoc)
Or maybe it gets canceled if wind is strong enough to make it a thunderstorm
So thats why it spawn way less now, I remember in 1.3 it is unbelievaly abundant to the point of annoying
(since testers seem to be offline, I will just post it here without pinging anyone, as this is kinda a balance suggestion)
is rampart of deity i-frame intentionally this high? since last patch (1.3) I dont remember it being this goated, while the 1.4 version I use it in a single battle and immediately notice it
this is a clip of a fight I did, and the immunity it provide me is so long that I was immune to DoG's contact damage for extended period of time
this two is just some test I did to compare rampart of deity to star cloak and deific amulet to see how good they are
it just doesn't feel right since I remember calamtiy did nerfed the i-frame items, but the current version feel like straight up vanilla's unnerfed version of broken
is there any point to cshell having the .5 minion knockback buff? seems kinda out of place for a normally melee centered acc.
The vanilla accessory?
yeah?
(yes i know it was a vanilla added buff but could it be possible for it to be converted to be more useful to other class types as well, such as a .5 knockback buff)
just a small gripe nothing truly important
It inherits the minion knockback from Celestial Stone, which is more of an all-rounder acc
(This brings up the point that I don't know why "Minion Knockback" is used so much more frequently than just "Knockback")
(I have to assume there was some technical reason for it)
i see. just makes more sense IMO for it to buff all knockback, but also not very important so i dont think id bother putting it in #suggestions-posting lol
Ok so all-class knockback buffs don't seem to have any technical reason for being uncommon
Several knockback buffs are minion-specific for
basically no reason
So yeah you could suggest that Celestial Stone/Shell get changed from minion KB to universal KB
(though tbh kb is like, not really useful in general)
since bosses aside, many normal enemies even have kb immune/resistance, especially death mode
Waiting for the day we allow bosses to be conditionally vulnerable to knockback, like we made them semi-vulnerable to freezing effects not too long ago
I think that might unironically make bosses harder by introducing inconsistency
Could make for some cool counterplay for charges tho
since many weapon have knockback, and it is not really something the player can control, it will just throw off the bosses and their attack to hit at an unintentional place
knockback would be funny
(freezing already kinda does it, but at least freezing is much less common)
Titan arm meta
on specific weapon maybe I can see, like titan arm/grand guardian funnies (not kb as far obviously)
zombie arm meta
I can already imagine yharon being turned into wall art
there are (many) people that suggest to upgrade HOTE, and finally there are people who suggest to remove it
although with 0 reasoning attached
Legit we could like
Make them only take knockback from weapons with like, at least 10 in their stat value
then subtract it by 10 as well
So you need really strong KB weapons to even have an effect, but those normally-joke weapons would actually serve a purpose of boss movement manipulation
ye that will allow for interesting counterplays on specific weapon
I will keep this in mind for the future
anyway
@ashen warren You're going to need to provide a reason why for your suggestion
it is the buff ninja gear needed all along, to compete with ram just switch to zombie arm and slap the boss away
Lmao just straight up ditch it fir bo reason lol
'reasoning: calamity is a serious video game, no poo block and waifu allowed in muh game'
the fabled remover of tiddies anon
good suggestion
I mean they could make the bloom stone part more limiting/less effective after combination, not like that never happened
like the sand shark tooth necklace, core of blood god (?), various accessories that use emblems etc etc
I am surprised that fairy boots provide 4 life regen (2HP/sec) in the first place, which I didn't consider before making the suggestion
considering it basically have like, little to no downside/downtime to the effect
so ya, a nerf will probably make sense (to the life regen of the combined accessory)
to avoid that you could also just give bloom a different kind of effect, cause as nice as a fairy/bloom mix would be for both, i think it would still work even if bloom got reworked for it's combat capabilities anyway
considering bloom drops from plantera maybe you could do something like the wulfrum hook rework accessory but have it deal damage like plantera's tentacles instead
@sonic pumice are you playing on the up-to-date version of calamity? since the speedy attack should already be nerfed by significant amount already
(and the picture really didn't show anything, since it is a picture of after beating the boss; ideally have a video recording of it if you can)
as it was a last-patch thing
and the 'speedy attack' is due to DoG's phase change, basically DoG have an "air phase" and a "ground phase", during air phase DoG gain more movement speed which is why he feel more speedy; you kinda need to know it before playing Death Mode since the sky no longer turn blue/purple in Death Mode (which was the indicator in below Death Mode)
depends, but ya cant really suggest a specific rework anyway, just have to wait for dev's decision
(Is that DoG image relevant?)
(no)
(in fact, it only show wing slot and alch npc universal combination is being used)
- that is almost full damage setup with 0 defense other than from potions and affliction, and basically no movement
and blood pact on DoG which is like, probably not a very good idea
@blazing blade that would be unnecessarily, since I am 100% sure the devs have the idea already
the attack is exactly the same as infernum DoG's attack, and the infernum's developer is one of calamity's developer
(and I think this type of suggestion is deemed to be too specific so basically not allowed to be suggest)
one of the attacks are inspired by heretic from tboi
though there is some resemblance with infernum one,but we don't know if it passed to his updated fight
maybe, but ya Infernum (which is a Calamtiy addon) have almost identical attack to what you suggest
that is true
oh ok you do know infernum, but yeah tldr is just the devs probably do have this idea already, since Dom (infernum developer) is also a Calamity developer
actually all of these attacks are inspired by tboi 
yeah,that's fair
Aren't boss suggestions like this a don't?
(seeing as the attack is inspired by tboi, I imagine it might be where Dom take the inspiration too when designing Infernum DoG's attack)
it would be predictable in terraria probably because it would be too easy to dodge,especially when he dashes only 3 times
while in tboi it's like,7-10
I think boss suggestion is like, not officially a don't yet? since I suggested some boss changes for the pass few days and seems to be passable?
and the arena isn't big either
i did hear that xeroc would have dogma's second phase laser attack
(and there are also suggestions like Yharon border not hurting)
don't have screenshot of that though
yeah, though since those bosses are abit far away there might be still up for changes
I feel like that one is more of a qol
Lemme read it
It is a qol
dom never played tboi iirc
I suggested thanatos segment open change and DoG's laser wall change for the pass 2 days
but ya, I dont think it is like, officially a dont yet, so I will leave it up to mod's judgement
yes
also Blast since you are here ^
(I think it technically is a balance suggestion so I didn't post in posting)
I vaguely remember Rampart of Deities is no way near as good in 1.3 (at least the i-frame part), while in 1.4 it is goated
i have no clue, honestly
this is quirky wacky
but is paladin's shield buffed in terms of iframes somehow
if yes then insert ozz quote
@ivory whale the bug is known, and bug reporting goes in #bugs-read-pins
I'm really sorry and i already posted it there like 5 hours ago i think
If you’ve already posted it in #bugs-read-pins , no need to post it in here then
And the fact that the issue is known anyway
aquatic scourge and old duke ask the player to have a lot of vertical mobility that wouldn't work if sulphur sea was a block based biome exclusively
because going up would turn the biome to ocean and make the boss enrage, which at that point you might as well just eat the attack anyway
I am sorry, should I delete it?
that is already a known bug and (hopefully) should be fixed next patch
Yes
Yeah, delet
ya delete it, bug report is way more efficient than suggestion at doing it
I said that already >:(
Ok deleted
Sorry for the misunderstanding
May I ask on what other factors is sulphurous sea generation based?
Thank you
@ripe cargo why and how

Why should cal do this, and why would the subnautica Devs bother with a mod for some stupid 2d block game
really like how it's
Catalyst
Calamity
And sunken sea slaps, ain't no way they're getting rid of it
Lol, lmao
Anyway, that's never happening.
alright i agree
nevermind then
(even if this had even a chance of happening you formatted the Sugg incorrectly)
Reference for the sake of reference
i was thinking of suggesting alternatives for the t2 anvil and t2 forge that don't require mechs to be defeated
the early hardmode progression rework is really cool but i feel like it kind of hurts what is normally later hardmode progression if you are doing a less linear playthrough
for example reaver items are all unavailable if you have killed plantera without killing 2 mechs
this even extends into post providence with bloodstone cores needing a forge to craft
i don't know at all what they could be made out of though- originally i thought them being cryonic based would both add much needed value to cryonic ore and solve this other issue but cryonic ore also needs 2 mechs down to be obtained
the only way this will make sense is if mech alts (brimstone, cryogen, aquatic scourge) also provide anvil, but that do not make sense since it will massively bloat crafting station but also they basically drop gears that are appropriate for their tier
it could be not locked behind any boss or could be locked behind one later(for example it being dropped by plantera as reaver gear is one of the first sets where anvil and forge being mech locked is relevant)
but then if it is locked behind a boss it kind of feels like a bandaid solution because what if that boss is just not fought
in the case of cryonic ore I do feel it is weird, but then against it was suggested before to move to pre-mech/not require anvil and was denied
probably because of having to be rebalanced
less linear playthrough to certain degree is like, a self-imposed challenge; because if say you skip to golem you will have the ability to easily kill off any mech bosses
you can kill plantera and get reaver or you can skip it and then kill golem and get scoria which you also still couldn't use if it was a plantera based crafting station
that is true
that will only be a problem if you are doing like minimum boss defeat challenge
i don't really know how to word this in the most clear way possible but i feel like for the most part only the items that become obtainable as a direct consequence of killing the mechs should need the mechs dead to be obtainable(stuff like cryonic, later hardmode ores, brimmy stuff, solar eclipse) and stuff that is almost entirely separate(reaver, scoria or bloodflare) shouldn't need them dead because it's just more fun that way
we're going back in time to the first non linearity change and getting it off the menu
This is it
@thorn tundra formatting error
my bad
oh shit
i deadass thought it was a calamity thing
Also shouldn't the dog attacks be exclaimed, what was the verdict on that
💀
i literally got mandela effect style memories of seeing lunar fragments on my map(i have never used boss checklist)
Time to pester red on twitter dot com
brain why are you sabotaging me i am you
I think the ideal solution is just like, make ore spawn not tied to specifically killing mech bosses (eg: killing mech alts also cause ore to spawn); but I feel the devs are committed on the idea that it is unlikely to change
i don't think that's the ideal solution; i think the ore rework is actually really fun
wait i see what you mean now
You have hallowed armor, Daedalus armor, and chlorophyte armor all within 1 boss of each other
Kinda weird
And then ofc you also have class specific armors
Then again the alternative is uh
i don't think that really fixes the problem i have(which arguably isn't even a problem in the first place- some people might find many items being blocked off part of the challenge and more fun)
You unlock 3 armor sets at the start of hardmode, 2 of which there is no reason to use, and then unlock 2 after the mech bosses with only daedalus in between
because even if killing brimmy or destroyer or cryogen spawns mythril if they're just not fought plantera's defeat still doesn't reward you with reaver items, or providence's(and polterghast for the armour) defeat still doesn't reward you with bloodflare items
i guess you can argue that
you wanna know how to let you skip mech bosses and continue progression?
literally just make rav whistle craftable at anvil
of course im pretty sure he's being moved to post Provi now but
that would've done it
lol
actually if you let old power cell be crafted at an anvil that could work too
idr if golem is blocked from spawning by certain bosses still
i dont know enough about rogue but that doesnt sound right
I found that when using the class, I was more often than not not using the stealth mechanic because I could not get enough due to being forced to move
thats not what they really want cognitive
youre not forced to stay still
oh my god
yeah, but standing still is required to get the best out of the class
in my experience, trying to build up stealth and surviving at the same time makes me less powerful than other classes
.
you don't have to stay still at all
stealth generates while moving at a slower rate but it still generates
I feel that it is slightly too little
the standing still thing is just a bonus
but this is subjective, so I'll leave it to a vote
you literally got reforges and a whole accessory line for that
perhaps I am wrong, or maybe there's a better idea in there somewhere
no harm done if my suggestion is dumb
Several accessory lines
Also shadow potion exists as a invisibility upgrade
And rogue needs power drawn away from potions tbh
Rogue should not need potions as bad to deal good dps
ya the current situation is like, 40% (or more) stealth gen comes from potion, which is about 2 accessories
Penumbra potion 
and things like shattering potion, cursed flame flask etc etc
maybe make the potions less impactful on the rogue and the stealth better on it's own is a better idea




