#suggestions-discussion
1 messages ยท Page 15 of 1
lol
Nerf adren, make rage actually fking work against Yharon
I think just nerf both, rage being a 12 seconds 35% (total damage output boost) for you just existing in the boss fight is a problem; adrenaline is it having the ability to skip half the boss phase because haha I run away for 30 seconds
if you wanted rage to do more you could always just bring back absolute rage buff to HP while nerfing damage or something
and i liked the wing time idea, but i dont think the idea was it proc on pop but by holding adren? it's an interesting dynamic, better than just melting the boss
this way they'd actually feed into supporting the playstyles they advocate for more than +1000% damage like old adren did 
adrenaline I can see its stat being move to other area that is not damage, eg: DR as you say; but rage should not have this kind of payout for basically playing the fight
This 100%.
To me ADR is just overtuned to shit. You stay within an ultrawide monitor's range of a boss for a long time and then get stupid stats. Meanwhile your tank/short-range carry is getting punished for being anywhere close to the boss.
In essence, ADR punishes you for playing a harder-to-play playstyle.
short range classes dont get punished bc you can still dodge just fine close to a boss
lol
funny thing is ADR is toned down, from like 1000% damage boost to 200% boost so it is toned down
, but ya it definitely should be nerfed more
how are short ranged playstyles punished
Who's going to have a harder (not hard) time dodging a boss, the guy 20ft from it or the guy on the other side of the map?
you can play most bosses mid/short ranged ya, it is more that adrenaline can charge while boss is on the other half of the map is ridiculous
it depends on the boss lmao
(minus Providence burn)
this is yet another one of the many problems that get solved by deleting melee from the game
one can see when a boss is firing projectiles
You mean the class that (if you actually properly nerf DR) actually takes skill?
i dont think melee takes skill nor do i think that matters in the slightest because this is terraria
We call this lag good sir.
provi and prof guards have ridiculous projectile acceleration, yharon spams bullets so it's better to not fly 80 miles away, and also this seems like multiplayer being multiplayer which they're not going to balanced around because 90% of the time, bosses are usually close to you because you're the only one fighting them LMAO
๐
I want to be clear, I am NOT arguing "buff tanks", I'm just saying that ADR as a mechanic has issues. It does too much dmg and rewards you for being a bitch (running away).
you're right the damage is stupid but also
Also, I have to note that I may be off base because I am playing in Malice Mode, Master World.
i remember "running away" from profaned guardians
the second thing isnt a problem because you cant really actually run away from bosses well in singleplayer without fucking the killtime anyway and at the point just. fight them normally
and got hit with a projectile traveling at 95% speed of light
single weapon run
multiplayer
master malice
oh yeah it's everything calamity has no intention of balancing around time ๐
Look, I'll be honest. This "singleplayer" talking point is annoying because the overwhelming majority of people play multiplayer. Sure, you can say "Singleplayer takes priority", that's fine but jut writing off MP is just lazy arguing.
Source of the claim above?
it isnt because multiplayer has more pressing issues and balancing around it would fuck the singleplayer experience which is the intended way to play. obviously they try to make multiplayer livable but at the end of the day it's not the focus and LOTS of mods have this perspective
a lot of mods dont even WORK in multiplayer
and thus calamity mp
the tldr of singleplayer vs multiplayer is just multiplayer will always be much more abusable one way or another; to balance for multiplayer you have to impose ridiculous condition that will make it, well, ridiculous for singleplayer
so basically do not expect it to be perfectly balanced for multiplayer thats all
but ya rippers should be nerfed regardless of singleplayer or multiplayer, their payout is stupid in its current state
its not about the code at all
terraria, even though it has always been a game with multiplayer, didn't really design a lot of its systems and mechanics on it and neither does calamity for a whole load of different reasons
There's also no point in arguing whether sp or mp is the majority because no one can actually prove either
I'm a Calamity social noob, what do you mean by "ripper"?
adren/rage
adren and rage are called rippers
just rage and adrenaline, they are often referred to as "rippers"
Ah.
cause they rip through bosses HP 
(because of metal gear revengeance reference)
This.
but the code is a part of the issue
terraria's own netcode is fine enough by itself
HAHAHAHA.
im pretty sure rippers are another mgr reference tho
Clenteminator go BRRR. All players Lost Connection.
like the word rippers
yeah
you can hop on someone's world being hosted in a good pc with a good net and you're not going to find the bugs you'd find in calamity at all
cause Ripper mode from mgr
ye
the only exception was that one thing with qb
(qb before 1.4 teleported because her dashes just did not work in mp
lol
I am the host of this world and I'm IT by trade, the server is properly configured, etc... there are some issues with TML NetCode. It's not terrible.
TML
yeah
sorry
if we're being honest tmod is still in a bit of an open beta rn all things considered anyway
we still out here worrying about compatibility issues every end of the month when new updates drop
like right now you can't generate worlds with calamity enabled
thats more bc of an exception
Honestly, a simple change is just nerf ADR damage and make it charge faster by being close to the boss and you being it's current aggro target. This will work in SP and MP. Adjust the damage and rate so it's balanced for SP and by proxy this will make MP tanks/close-fighters feel fine. This will also nerf MP snipers sitting a biome away.
I have a Ranger playing sniper and it's honestly stupid.
if you dont want mp snipers stop mp sniping
everything except the proximity thing there is fine, because that just turns it into rage 2
I can agree to this.
if a boss is aggroing you, you dont need to worry about distance it WILL get to you
Not an argument. By that logic I can say "Why nerf Defense? Just don't play face tank bro!"
But we have DD.
this does actually help with dumb adren building in passive or transitory phases since if you're not being aggro'd you can't charge
its the same thing for cheesing any boss
you can do it but it ruins the experience
if it ruins the experience, dont do it
also it's unintended MP interactions again so 
Yes but my argument is that clearly Calamity has made an effort to nerf "cheese", it's a bad argument to say just don't do it when there 's a set precedence for actively nerfing this.
cal should revert it's HP scaling nerfs people keep complaining about MP being too easy or dumb shit
ok so how do you nerf someone in multiplayer standing halfway across the map and holding M1 while someone else takes aggro
why do
By just using the aggro mechanic? Simple?
legitimately how would you even start on fixing this
ignoring rippers entirely
you can still do that and it's dumb
also were making an effort to un nerf it
I have noticed that a bit so point taken.
you can do that in base terraria and other mods too like this isnt just a calamity problem and no one has touched it because it'd be a pain in the ass
My point was using something like "active target" for ADR makes it completely compatible with SP while fixing MP issues. Of course, these are just my thoughts.
ok legit question
i mean itd be confusing cuz targetting is kinda an opaque mechanic
being suddenly switched away would feel weird
is there a singleplayer game that has bosses and also has mp, where if you play mp the bosses dont instantly turn into a joke
reminder that like 2 vanilla items (and their upgrades as of 1.4) tell you they affect aggro and they don't name the stat at all
and a boss can only target 1 player at a time so like, even if 2 players are not running away, only one would get the adrenaline, so itd feel cheap for the other player
Addressing/Attempting to fix an issue and completely fixing an issue are two separate things.
but ya like, just nerf the damage or adrenaline and rage and it will be way less of a problem
This is a good point. Hmm..
but they clearly dont
considering it is even a problem in singleplayer
mostyl cuz itd be horrible
ppl play mp knowing full well it nullifies the challenge of a lot of bosses
yea its not an attack or anything im just sayin
you can just respawn anyways
ye, and probably confusing since the player will be "why am I not getting adrenaline"
if in mp turn every boss into a raid boss
multiplayer mode
The way I'm phasing this discussion if you haven't clued in yet is "Are there way to make this work better in MP without undue burden and/or compromising SP?"
i dont want the mod to start going tryhard "no fun you now have to be all balanced", cuz usually ppl play mp to have fun with their friends
not to have the most balanced experience
i see, but i dont see why they would start working on multiplayer shit now
So the reason I brought this question up is that, when we're playing in MP, I can tell that a lot of the time, the person who is playing Aggro doesn't get to "enjoy" the affects of things like ADR because they are the one pulling aggro.
mp is unbalanced but that also makes it fun
This is less a balance issue and more a player "feel" issue.
its fun to goof off with my friend once a year so when we check in on calamity
and then i do my normal 'balanced' solo playthroughs for awhile
The skill requirements for ADR are different depending on who is pulling aggro.
So this discussion is "can we make this feel a bit better for the one in a tougher spot?"
does that mean adrenaline or
ive never seen that abbrevation before
yes
alr
I am not saying "Rippers" because I am not talking about Rage, only Adrenaline. Just for clarity.
i mean
the one in the tougher spot is in the same tough spot as a player in singleplayer
aka having the boss aggro you
so the thing is that they don't get to enjoy it as much as someone in a solo pt, so we can't relaly improve that without improving it in solo
when i mean, the thing is that adrenaline is good for how it is rn
rewards being skilled and consistent dodges
You're correct, which is why I approached this from the perspective of "Adr. is too strong" as opposed to "too weak". if you're taking aggro, it's okay, albeit slightly overtuned. If you're not taking aggro, it's a busted ass mechanic.
ye even for singleplayer (aka boss is always aggroed), it is too strong
A little. Make it take less time to charge and give a lot less stats as simple tweaks to it.
if you want like a nuclear option will maybe like, make adrenaline and rage give half as much damage in multiplayer
but ya, even on singleplayer it should be nerfed, before considering multiplayer
That seems like an easier solution.
You can tell if you're in multiplayer in code, just check if A. there's more than one person playing and then B. make it charge faster if you're the closest thing to it or the aggro target (idk which is better)?
i swear i can never bring this up without this being mentioned in response
you can tell if youre in multiplayer in code, just check if : the variable for multiplayer is to true
even though theres plenty of people who agree with me
ok well compile imagens then
lmao.
im sorry oomfie itsj ust that like having ppl that are very well experienced in the game say the mechanic that is meant to reward ppl that play well is too good, like
its harder to take at face value
I mean... if nohitter says adrenaline is too strong it kinda prove the point? since they rely on adrenaline much more
???
cuz then if its nerfed to be balanced from the pov of players that know their shit, and then for a regular player that maybe gets adrenaline like, once or zero times per bossfight, it feels like a wet fart and then they feel not rewarded
basically nohitter is probably the people that don't want adrenaline nerfed the most; if even they are saying it is too strong it probably is the case
I understand the purpose of the mechanic and I don't think that what it's trying to be is a bad thing. It rewards you for good mechanical skill.
so what i cant say something is too strong because... im more experienced?
ibans point is due to nohitters having much more use of it they can see its potency (i t hink)
however, i do still agree the 200% is too much for atleast early game
you can't say that the mechanic which rewards good play is too strong because the intent is that its good because it rewards good play
I think adrenaline having a good payout is fine (rage in that case is a bit free), but the current adrenaline payout is literally melt the boss
nohitters HAVING to be good and experienced and constantly getting adrenaline makes for a weird sample size
@topaz falcon train
I agree with this; I actually think it's too strong early. Maybe scale it with bosses defeated?
i half agree half dont im just salty im not being taken seriously because im slightly better than the average player
train
like ok youre saying its too strong but youre part of the very very small ffraction of players that get as much adrenaline as possible during a fight
like just think of the average player that is playing the mod for the first time
i just think that, upgradeless, adren needs to be slightly weaker, and come to its 270% by upgrades
theyre not even gonna get adrenaline on every fight probably
because beyond early game its much less of a pocket nuke
No I'm not lol, I'm actually shit at this game. It took me like 10 tries to kill Providence.
i was talking to nutella

10 tries to kill provide is way about average
yea whatever adrenaline is not gonna get nerfed anyway. 
thats why i said "show me images" of other ppl that agree with you oomfie
๐ญ
but ya regardless, making adrenaline scales is probably the least nuclear option solution
it would never get past voting
like someone that went "ok its my first playthrough and i got adrenalien and it shredded the boss please help
I know but I'm making the same point.
hahaha
this chat is great.
since for current end game bosses (that is not scal), adrenaline is ok for how hard it is to pull off
This is me right now, no lie.

meanwhile for most pre-HM and HM bosses you can get adrenaline by just running for most of them
its mostly people that agree with me that are often in this chat
however i do not care enough to turn this into a big thing
This. Just make Adr. scale with the game. You can actually make it stronger late.
you know theres
3 adrenaline upgrades
they just dont do a lot comparatively to the amount you get by just spawning in
I know but I'm making the same point.
ok but people on their first playthrough dont see half the flaws in this game and they are still fixed by the devs
yeah, 200% after character creation and upgrade to 245% for a character at scal is abit ridiculous
which brings me back to this
the maximum for adren boost was like 270% right
+125~250% damage based on bosses killed and adjust charging rate in MP based on boss distance to player? i think this is okay.
should be 245% currently no?
no because the adren upgrades already exist
just make it
weaker on player creation
and make the upgrades grant more to reach the same max it is rn
boom
imo
This can work. Different way, same effect.
its practically
the same way
just instead of on boss kill its on boss drop item use
and for MP just like, make it give half as much damage is probably more straight away, since otherwise people will have confusion on how their adrenaline is charging at 40 seconds instead of 30
This game has plenty of non-apparent mechanics that you need to lookup. Things like RDR and true damage come to mind.
RDR only exist for 2 boss, true damage?
you mean true melee?
I was told that Providence does some amounts of true damage/DR bypass.
Am I mistaken?
that (attack) is reworked and no longer exist, it deal normal damage now
That was removed iirc.
that used to be in the star attack and it was apparent because it looked different when you got hit
but yes
that was removed
Okay, thanks. Nevermind then.
and the intention of RDR (on the 2 case existing now), is more to force the boss fight to last a specific amount of time minimum, and less for "stalling 4 minutes and kill night providence instantly"
so for normal gameplay you will just think "huh I don't deal a lot of damage", but it is not something you desperately have to know to beat it
and you will usually not even notice because weapons dont have as insane of a scaling anymore iirc
The latter option is easier and even makes adrenaline easier to charge since you're spending your time dodging. Then suddenly you just go BRRRRRRRR-
(and ya, malice removal, and the providence summon item have a warning on it for summoning it at night)
and if you fight night provi "on tier" you wont notice that at all likely
as 4 minutes is the avg killtime regardless (allegedly
meanwhile in MP
WEEEEEE-
Is this what we teach in schools?
for reference the current MP health scaling is bugged
for 2 player bosses only have 110% HP instead of 160% (which it is supposed to have)
weve been trying to say forever now that calamity doesnt balance mp
not sure about even more player, but since 2 player is the case then it probably is also the case for more players
the moment you have another player you basically invalidate 75% of the games challenge and are signing up only to have friendly fun
which is why night providence suddenly become a massive roadblock, because it is one of the first case of bosses being not meltable/can only beat it at normal timing on multiplayer
yea like, terraria mp is really fun but also horrendously unbalanced
reminding chat that vanilla's hp scaling is the only effort of balancing having double (or triple, or quadruple the damage on a boss and calamity had to nerf that
why did they nerf that?
I still dont understand the calamity nerf tbh
Good question
I agree, I'm just....trying to find a painless adjustment to make it more enjoyable for the one guy running aggro compared to everyone else. This is less a "balance" issue and more of a "feel" issue. Ranger keeps procing Adrenaline every 30 or something and the tank doesn't. Guess which one "enjoyed" it more?
any dev around here that can explain why they did that 
Tank gets rage
And ye
sadge.
Mp moment
i dont want to feel like a parent calling out their child i just want to know 
again it's ancient
I don't think most devs know why at this point
if any of them even remember
You know...I've said this point like 3 times now about this and...I'm not repeating myself. I already acknowledged the "balance" point. I already said this is about player experience > balance for MP..
i was following up on this
at the sametime the tank is playing the game (fighting the boss) while the ranger is like, sitting at the side line staring at blank screen while shooting off screen, maybe even not allowed to have boss on screen to most effectively proc adrenaline
there are a lot of subjective argument on what is more enjoyable
I guess, I'm just making this point based on the general feedback I'm hearing from the players in my anecdotal MP experience.
you can store adrenaline at the other side of the map and wormhole in iirc
true
Sniper Scope + Chlorophyte (sometimes) (+ Ultrawide Monitor)
And Wormhole for adr.
sniper scope is only available for half the game tho
a lot of that seems like.. minmaxing sniping
true but for half the game, the bosses have a range of 10 feet.
let me buy an ultrawide monitor to kill these terraria bosses ๐
hahaha.
Potions of return available right after evil boss or even pre-boss if you do angler quests also work
i was gonna say "they should make wormholes not work during a boss fight" but that would be stinky when someone dies
@golden tulip Your name is making me hungry and I just ate.

Or you can just be smart and build a bed next to the arena.
Unlike your arguments (I'm kidding don't murder me).
Yall like my suggestion?
Did you say something?
Yeah
fastest sugg approval in the west
I've been thinking about making boss summoning more unique ngl
It would make calamity feel like an rpg of sorts
everyone has
Improving world exploration
(kidding aside thats both already planned
but then again theres also the people that hate unique because they need to wait for like
2 minutes
to get an anahita spawn ๐
more world exploration and summoning items being made more unique
Tell them to play Boss Rush then and stfu.
They could disable it on settings maybe
no
'you need to explore to obtain boss summon? you mean I cannt craft a summon immediately from woods? OMG THIS IS THE WORST CHANGE EVER'
configs for stuff like this is cringe
the correct answer is
make things cool regardless
no, just disregard those people who dont want it
the correct answer is 2024
Ight
Because this works all the time.
anyhow yeah overhauling the actual inbetween boss content is something that will happan
you cant really cater towards every single type of player
i.e biome overhauls
My friends besides the tank and rogue are filthy casuals that get murdered in under 30s every fight. They play the game of staying alive long enough if 2 of us dies so we can respawn.
though is underground desert/desert part of it? I only know sunken sea and brimstone crag is the closest one
i forgot the order but the next major update is a biome overhaul
ss first
idk bout that idea specficially
but their reasoning is answered with the stuff planned i think
I've also been thinking about "quest for the sun" too, wanna hear it?
..
but ya if that is the case I think technically the suggestion should be fine, at least not overlapping with devplans.png
idk if their sugg specifically is added unless im super clueless and iban planned something in the shadows of secrets
(unless they have other idea for unique obtainment method of DS summon)
Here's a suggestion. Make the world B.I.G.G.E.R.
Every boss spawner should be unique ngl
Late game the world feels claustrophobic.
the devs did say they can support larger than large world right now, and larger world can fit in more structures after the biome reworks without cramming everything in small spaces
i have never felt thaty with a large world tbh
Like for example, maybe worm food (EoW) would be found at a hidden chest on the corruption crags
every vanilla boss has a unique spawn
ye, vanilla ones probably best left untouched
except EoC and mechs
EoC even have night natural spawn
i dont count natural spawns but you can
Don't make early game content hard to find because it goes against the game design ethos. Easier to progress -> harder to progress/find things.
it appears you have never tried to get a king slime summon via RNG (slime rain)
No, I just wait for it happen because lmao, King Slime.
theres no game design ethos but what you say is right in this case anyway'
Next suggestion ill post will ve "quest for the sun"
AKA making Providence spawn more interesting
pretty sure important bosses like providence and stuff probably are semi-planned already, or a little too far fetch
Make a place in the game where I can't get there in under 1s with a potion.
i dont think you should post it because my making wrong assumptions power is up the charts which means your idea is probably not that great
for EoC (personally) I do count while for mechs are not; mainly because EoC kinda force you out of the "no boss afk gameplay" part of early game terraria
anyways yeah all important bosses already have their own stuff planed
(profaned,, biome, profane (profaned (the biome (the experience
Also, I'm only in this chat because Russia has removed half of my stuff to do at work.
no politics here, but ya, then in that case providence is probably already set
since if a suggestion conflict with devs plan it is much more likely for it to not get passed
i dont think saying russia exists is very political disocrd user xpcqe326
Not starting a politics convo. just saying that I got nothing to do. We lost a client to suspension from Ukraine.
(it is for precaution, but ya)
that ds summon sugg looks pretty specific
since you never know if it will become a rant/convo real quick
Dang, would be cool to get a Quest by Providence herself, only to find out she was using us all along and confront her
it does but they're going to do desert ruins anyway
I don't have another project assigned yet to my free time.
why would providence ever quest you with something that is not destroying the entire world
the current lore of providence is pretty much she is a semi-sentient rock so not sure if she will be deceptive like that
(why would providence ever quest you
i don't think she can talk but she's intelligent
The quest would be some stuff to enhance her power without you, the terrarian knowing
I thought Providence was partially based on Touhou shit.
that might fit scal more than providence, but again devs (seems to) have no plan to make scal appear earlier with how they denied a lot of suggestions related to similar idea
as intelligent as you can consider a hardcore nihilist to be
providence is not based on any touhou shit
So just the weapon references then.
idk how that would make sense
Anyways wouldn't if be funny if you were chilling and this
After Providence regains some of her power, she will ask you to join her on the destruction of the world, you refuse, making her rage and start the fight
the only touhou references i know of are the dono butterfly summon and phups dev item
there is at least one non dedicated touhou reference in calamity
Scarlet devil
that one, yes
litearlly the same thing
isn't event horizon's name from (in this specific
(for this context
dark spark too, there are some (just not quite providence related)
as intelligent as you can consider a hardcore nihilist to be
https://calamitymod.wiki.gg/wiki/Pristine_Fury
A song for Junko from Touhou.
The Pristine Fury is a post-Moon Lord flamethrower that drops from Providence, the Profaned Goddess. When used with its primary fire (left-click), it will rapidly fire a string of five flame helices that do not pierce but will create a small explosion and form a visual pillar of flame dust. When used with its secondary fire (right-click), it wil...
close enough
anyways why is touhou relevant
there are 2 direct references and 3 drawing inspirations but whatever
who cares yeah
Blast what do you think about making Providence a Quest and then a fight? Details are above
This entire convo is a tangent from one comment about Providence lore.
regardless of future profaned whateverness
theres no reason provi will send you on a quest when she is (afaik) hibernating in the sun
oh no not event horizon, recitation of the beast is
youy are LITTERALLY not clueless oomfie
๐ญ
((whats the lore rn))
u saw it
also arent desert medallions planned to spawn in desert chests or am I insane
did i ๐
dom doing that desert ruin worldgen in never
ypur internet died
or earlier than that
lurker
spoolky
it did
iban you missed the
dev channel item NOOOO
trollybuss
item?
LEMME EEEEIIN.
(it refers to my action of trollying)
thank you for answering my indirectly asked question dom
wtf dom lurk
oh dang
real
whats that desert ruin worldgen
link*
lmao
Same, gonna work on some TML hacksexploitscheats experimental mods.
Just do the desert medallion in the desert chest suggestion chance instead bc doesn't fuck up world gen and gives a chance for DS to be easily encountered
yea
cringe
tho issue is that since its non consumable it might fill ur inv
worldgen is cool
We can't let lazy people enjoy things
!!!
not any worse than vanilla eye or queen slime spawn shards 
"lazy", you mean people who aren't NEETs with like 8 hours/day to play Terraria?
the entirety of cmt
It would take you 30 minutes to explore the whole thing if you're slow
!!!
The entire underground desert?
link*
When I have 1-2 hours max a day to play TML.
Dunno on that one Chief
my internet failed me
Only going for the item would take 5 minutes at best
ignore that link*
No, just a small part of it, like a railroad
That is going to fuck with worldgen more
the problem is it's too speficicicicic
And the sunken sea already has worldgen issues
With the underground desert
It's not too specific, since it's a location underground with the DS summon item in it (And everything else is left ambiguous)
But underground desert and sunken sea worldgen is fucky already
Another structure could cause some.... Issues
just rework desert pyramid from vanilla 
OH
jesse what the hell are you talking about
THAT WOULD WORK
they are literally describing it
PYRAMIDS
Non-abyss sulfur ocean worldgen is boring as f***.
GUARENTEE A PYRAMID SPAWN AND ONE OF THE ITEMS BEING A DS SUMMON ITEM
Even abyss world gen is kinda boring.
wait until abyss gets reworked in
ALL CAPS MAKES MY POINT BETTER.
3.71 years
No I mean the worldgen of the two together can produce some... Interesting results
Like the sunken sea being in the middle of the underground desert and just draining half of it
it does tho :)
HAHAHAHA.
That's what I meant lol
You mean like the abyss spawning in our world with just 4 blocks stopping it from draining into hell?
nice
We were so tempted.
LOL
Well
If you aren't playing on a large world
That will happen more often than not
Our tank decided he was gonna mine it, tried to walk up to it and instantly died from water pressure bleed.
i never get draining the abyss unless it's just to get a lot of obsidian
We are large.
all ur doing is making it harder to traverse in the future
If I had my way, the entire world would be underwater.
And if you drain the abyss
Glhf during the Jared fight
Since you will just die in an instance
Glances at t-edit and cheat sheet paint tools
You can sure as hell have it your way
I found the infinite water bucket a few days ago and covered the surface in liquid.
Valid
They got mad lmao.
I want to stop using combination pots but it isn't until next Terraria patch where they remove the active buff limit.
I think the buff limit was getting extended and not removed? Or am I just on smthin
Extended to 999.
Either way that's the entire reason I use Lan's unlimited buff slots so I can play 1.4.4 early

But that's cheating yo. it even says so in the server. buff slots not allowed bro.
Where does it say it's cheating? Unless you mean the nohit server then fair
yes.
Also, it was a joke.
This is starting to get off topic though
Although I think bc of the buff slot limit being upped to 999 that it's fine since it's gonna happen anyways, and it's just so I can have my potions to help explore and stuff without having to swap it all out during boss fights lol. I can fight with 22 buff slots and have just fine
I'm just lazy
I use every pot and I have no regrets.
Fair enough
@unique vector Specific sugg
@spring fog your suggestion is a bit too specific
you want to word it to where youโre requesting a general feature or game piece you want to be expanded upon, not telling us the ins and outs of an idea you had for us to excute
probably would be nice to explain a bit more about why exactly you want a โruinsโ specifically, or to just generalize the suggestion to suggest more environmental structures
@topaz falcon Consider this a verbal warning for your joke sugg
Doing the whole "It wasn't a joke I actually want this" thing for a 2 word 'suggestion' is not only annoying but has been done to death by others before you
@graceful nymph ^
@vast summit We will, in the future
It'll be after we complete a lot of the other stuff we want to get done, because adding him will be like a final capping point
Add noxus
maybe eventually
anahita summon item, someone suggest
We will
After Yharim
Has been suggested many times
It's in the Don'ts doc in fact
summon items are boring
Actually serious question will xeroc be a boss
Yes.
there are more creative ways to summon bosses
We will likely have some alternative solution to Anahita's spawn reliability
Nice
like some piece of furniture that massively increases ??? spawn rates or something like that
Yes but it's too far off to know how the fight dynamic would work
Literally the radiance from hollow knight
team cherry liked prov's fight so much they added the radiance in a week as the final boss of hollow knight
That is one of the biggest funnies, that Prov came first
Actually wait are you guys planning on revamping the temple for yharim
Nah
I don't think Yharim has any connection to the Jungle Temple anymore in the lore
We have newer plans for where his fight will take place, which're spoilers
yharim biome
its a good position for the first increase in buff slots to be put
Permanent buffs are like
if they were added
and rage and adrenaline
Buff slots
Yeah that 2
So we could make the drunk princess's candles useful without QoL mods
But they are though.
The game is balanced around 22 buffs slots (vanilla number)
I always play like that and have fun doing so
I dont see why we would need more
Besides
maybe, if summons did not exist which is a fair point
There are already mods for that
i think the next vanilla update is doubling the buff slot cap
I always play summoner
You play around summons
Wich means
You play around your buff slots counting minions
odd way to do it but alright
Not like summoners need many buffs
Only wrath, yharim's steroids, summoning, bewitched, 1-2 minions and you're good to go
oh
Maybe cadace and Titan scale too
would it be fair to say you try to nohit it then?
I have already done so
ok that makes more sense
You only minmax damage and ms
vanilla will duply the amount of buff slots in labor of love anwyay
And then die again and again
so its
completely irrelevant to ask for
more buff slots
Yeah that too
Or just use Fargo's lol
truly the suggestion of all time
love how the acid rain part is just completely dropped
also as someone who plays ranger a lot
i have literally never got a meaningful upgrade from the acid rain. it sure does exist i guess
"Oh hey acid rain is cool, and yeah pls more slots cuz summoners hate 22 slots (not true)"

One thing has nothing to do with the other
And idk why people want summoner to be EVEN MORE OP
Heck the title is even wrong
โMore permanent buffsโ
Asks for more buff slots instead of say max hp/mana or proficiency (which was a mistake)
@hollow shell this sugg needs to be executed doesnt it?
#suggestions-voting message also how did this make it to #suggestions-voting
It used to be a lot more specific, but they reduced it down to just the name
The rest of it is reasoning, so it's fine
And yeah this most recent sugg uhhhh
I'm not seeing the connection between Acid Rain T1 and the addition of permanent minion slots
Oh, more buff slots, even

wdym Acid Rain T1 only has benefits for rangers and rogues
Nuclear Toads drop a summon weapon, Water Leeches drop a magic weapon
Sulphuric Scales can be used to craft weapons for each class
I should make a sugg to rework that shit
I just need to actually have a good idea for once
the testes are aware of toxibow though
toxibow 

we're aware of rusty medallion too 
are you aware of the aerial bane

Was gonna say what do you mean melee but then I looked it up and apparently the basher exists, which I never knew until now bc like, BoG exists for true melee and is fantastic
Does anyone use the basher?
Over BoG?
Brain of Gthulhu?
blade of grass
oh
Yeah Basher could use some attention
All the Sulph Scale weapons could
Give em the Victide touch
yes
made basher the spirit bat type of weapons i think
tha tyou like hold ans lam on the floor
Yes exactly
Those weapons are cool.
Or, maybe give it a swing similar to that of a baseball bat.
It kinda looks like one.
Smash bros home run bat hit sound effect / sfx / ringtone. This is the sound when you use the home-run baseball bat item (ใใผใ ใฉใณใใใ, Home Run Bat) and smash a ennemy during a game in the video Super Smash Bros Ultimate. When you hit an opponent with a forward smash by using this homerun bat you can KO opponents in a single hit.
Find this Smash...
Exactly what I was thinking of.
pre-hm slap hand
But more unique.
Oh thanks for mentioning that
np
Rover, hi
I wanted to ask you
Malice is being removed because of alleged impopularity, mainly because of features it has lost over time
So shouldn't there be a public vote, to gauge interest in leaving current Malice?
Oh, really
I am aware of all that
do not
I am asking nonetheless
Oh, lovely then
i dont want to see another 6 hour malice debate which is why the rule was made in the first place
I assume there have been debates, then
LOTS
And all of them are circles.
Not worth anyone's time.
Both sides are valid and Calamity had to choose one.
Yes please let us not discuss this
We're not backing down on our decision
sugg disc HELL!!!
damn bro that's mad funny
how does this suggestion sound?
(suggestion in #suggestions-posting)
sounds fine to me
alr
no way, a textbook
like the one they have for healing potions?
i guess
Yeah this makes sense
We have sound for Potion Sickness ending and Chaos State ending
So this would fit
Dunno when it was added but it was relatively recent
Ik about the potion sickness one
I think it was added at the same time as Potion Sickness's
I've played in the most recent update and used RoD a fair bit
I've heard the potion sickness one since I've started playing calamity
Never once heard the chaos state one
Potion sickness is something I always listen for
I've never heard the chaos state over one. First time I've heard it
You must have too
Bc the potion sickness one is in your face and easy to hear
Might wanna turn the chaos state one up a notch
I thought it was Alchlite until I saw the icon for the dodge cooldown
Then realized that's probably calamity
I just never really thought about it once I came to the wrong conclusion that it was Fargo's Mutant
art server "leaks"
it should be the easiest setting to implement
uh?
not raelly
idk if it uses any IL editing or stuf
disabling the feature would be to simply not use it iirc
Also still in phm
though i agree bandit refunding is pointless now that tinkerer isnโt rng anymore
Let me guess, pumpler abuser?
It's not completely
With how expensive the candles are once you get to hardmode
Actually play out the mod. Master-Death really cranks up the difficulty post Mechs
You are making assumptions purely based on a post-skeletron perspective
what
was that referring to me or the suggester
because there was no transition there
Oh
Sorry
But yeah, the suggester needs to play the mod fully before making suggestions like that
Bc reforging endgame gets really pricey
Extremely pricey I might add
Even with the reforging system overall getting menacing or warding on everything endgame is going to drain 50+ plat sometimes
@fresh stone - Your suggestion has received an updated status!
[Make Yharon's weapon drops inflict Dragonfire]
It has been voted upon, and the devs decided it would be a good idea to implement it. This doesn't guarantee implementation, as plans may change/alternate plans may be made, but it does highly improve chances!
You can check out your suggestion again here: #suggestions-voting message
@fresh stone - Your suggestion has received an updated status!
[Make Yharon's weapon drops inflict Dragonfire]
It has officially been implemented into the game, and will be available in the next update!
You can check out your suggestion again here: #suggestions-voting message
Hell yeah
I always thought it was weird even back when it was lethal lava burn
that was fast
you better be joking 
500 DPS over a 5 minute long fight (test time for SCal) is 150k
That ain't anything to scoff at
we can always nerf it
for scal it would be 75k since she resists it
Ah right, the vulnerability system
I mean, if the immune to dragonfire is more accessible by all classes it will be welcome
Currently it feels really weird to basically use a ranger accessory for dragonfire immunity (though admittedly I use it all the time despite it)
The only other instance of this is like nuclear rod which give irradiation immunity but is a summoner accessory (eldritch soul artifact do not really give relevant boost to all class but it is at least still all class)
I think about.suggesting a rework of Omega blue armors tentacle sprite. Any1 else think they look weird?
Didnt knew that thx.
@sonic fox ping a tester for that before you suggest it
rogue moment
Ah, a ditcher
Hm I have a second one about Omega blue. Rather than have abyssal madness beeing an activated ability trigger and passively keep it while on low health. Or maybe that way(also passive): increase crit, damage/range of tentacles and visual madness effects gradually the lower your hp. Could for example give 1 tile per 10% health missing and would allow to slowly dive deeper into Madness visuals.
that will make it... even more awkward than the current version?
people already hate the current version (basically only nohitter use it) because it cancel life regen, now stacking a low life condition on top of it will further enforce the whole nohitter only armor thing
So it would be an upgrade for the only playstyle it is used on currently?
no, it would make it even worse for basically a gear 99% of the playerbase (already) cannot use at all
and it will even make it worse for nohitters
because the current set bonus is super ideal to be use alongside adrenaline
if an armor set is so polarized to only be useful for a niche selection of the community, it should be made more accessible. not the other way around
ye, (though the last time I try to suggest making the no regen only activate during boss didnt do so well, but seeing how things are now that idea go into the dumpster)
if omega blue isn't useful, ask for a rework. list the issues present in the current set.
the issue is just it is the single least comfy armor to use tbh
i'd recommend not being specific on what the rework SHOULD be, because I've seen a lot of suggestions get declined not because there isn't an underlying issue but rather the solution suggested isn't received well
- it nullify all life regen = cant get hit (nohitter)
- its healing component entirely rely on tentacles which is short range, short range = somehow try to not get hit (nohitter)
- only upside is big damage but low defense = (nohitter)
Well my thought the was to increase the range with low hp/ or gradually the lower the HP. It could give synergy with rampart of deities then.
ok
i need the name of one tester
ok
(ping in this channel, not #suggestions-posting )
why is this emoji named nuclear option
basically rogue weapon moment, with how stealth strike works there is always some rogue weapon bound to be incredibly broken
but ya things like that I feel are less like a nerf but probably not intended to be that strong in the first place
ye
fishbone boomerang was already tested in the testing branch
we're aware of it being too strong against EoC
afaik nothing has been done yet
my opnion about it is to make him only be able to hit a single target only one time
configs
I hate Configuration Options!
I hate Configuration Options!
I hate Configuration Options!
slowly bloating the menu with hyperspecific tweaks that don't really matter
also is that suggestion even allowed
it's suggesting more than one thing
- don't use blood orbs and just craft potions normally?
same with angler kits
ya the Extra part feels completely unrelated to the suggestion
it just becomes a suggestion to ask configs for a bunch of completely unrelated things
(and the suggestion boils down to reject calamity, return to vanilla; the suggestion give me the feeling that they come from vanilla to calamity and just dislike every single vanilla altering changes)
there's a point to be made about the goblin tinkerer rework, even if I think you're weird for liking vanilla goblin
everything else.... idk man
the very agreeable reasoning for tinkerer reforge config I feel is always that it is for mod compatibility, but the suggestion is just, 'I dislike getting best enchant easily'?
just why?
would a suggestion to heavily nerf the money be good 
you mean boss farming for money? I think (I heard) they are on their way to nerf some of them
yeah
(inevitable 30 votes suggestion because people like overpowered stuffs)
yea
inevitable "just grind more lmao"
as someone who cheats 129330219 platinum idnc 
10 plat from twins
Yea it was inconsistent as shit as well
Sometimes it did what it did on the vid, or even kill EoC in 15 seconds
Other times took like 3 minutes to kill EoC
probably -1 iframe it
people will complain about it so much to readd it
and you basically can resell boss drops for money anyway (so it will not really "kill" boss farming for money), the current money values just seems to be a bit buggy
Buggy?
I said it wouldn't kill boss farming, and that was one point for it. It will still be viable just not broken
based off of this, but ya I really only notice 1 king slime is 50 gold somehow, and generally boss do drop a lot of golds, just I personally didnt encounter bosses droping plats or things like that
I got 150 plat just by farming Moon Lord several times for an item
It is so OP
I do think having cash only drop on first kill is a good idea
I vaguely remember isnt (even) moon lord supposed to only drop 25 gold per kill? so I thought the current numbers is just not intended
I think that is the vanilla number
I would like for money to actually mean something
Ikr!
oh no
but ya tbh I am not opposed to the idea, just I will imagine people will complain about readding it
Yup. Calamity summons were balanced on being the only summon damage. Due to whips they need a big nerf
(so I really prefer to just, make them drop massively reduced amount of money, rather than straight up none on subsequent kill)
money drops and the price of the stuff boss drops can potentially make money
๐ฅ
I think diminishing returns would be fine, so for the first few times you get a good chunk but past that you'll just significantly reduce the amount of money you get from a boss
but that's just the money
Maybe the same could be true for weapons when sold, but that might be too big a change.
the stuff themselves that can be sold would be trickier to handle
definitely
Add a dynamic economy based on supply and demand
If you keep selling the same things in bulk, their value drops

make NPCs recognize that you fought bosses multiple times before you go to them, and they'll tank the sell values if so

Me when we knew about this but summoner cannot be balanced atm ๐ฟ
That would be too much imo, just make weapons of the same type only sell for anything the first time you sell them to a specific NPC
make npcs cant buy boss drops, they cant use it anyway, boom problem solved
Yeah deffo
that's just another case of boss binary that cal is getting rid of in the first place

money in terraria is permanently broken and no mod nor even re-logic can fix it
money will always be meaningless because if you dont farm bosses you can just afk farm enemies
best you can do is slow the players down from selling stuff in bulk tbh
Make enemies not drop money
im killing you
Then you have to sell stuff
Maybe this could be resolved by making it so boss summon items only get consumed when you beat the boss
which is something Fargo does with its bosses iirc
So you can attempt the fight as many times as you need, but repeated farming requires you to expend the resources for the summon each time
so then why do it you're literally just back to square one?????????????
no one's gonna stop me from making a new wheel for my bike ๐
What do you mean? You sell stuff you find in chests to save up. Then death means something aswell
Except it's still effortless to sit there and hold LMB on earlier bosses which you can spawn infinitely
money drops were fine where they were before the drop rate reworks
For bosses yes, but not for their drops
or maybe reduce boss drop price across the globe by like 90%

make prices scale with progression
I think people have agreed upon tanking the money drops already, we're thinking of the stuff that can be sold
it's an inherently broken system that cal doubles down on, in attempt to at least make some incentive to not bitchslap boc a billion times
unless that would make selling give you more money which would do jackshit then
buy something for cheap
wait a few bosses
sell for more than you bought it for
stonks :)
terraria stonks
yeah progression based stuff will never work
real stock market hours
Quincy Collectable Action Figure
just introduce inflation to terraria
honestly adding stock investments to terraria would be the funniest shit
supply and demand is a good answer from rover honestly
just like cruelt-
no way
real life terraria
inb4 tax collector actually functions and will also drain your money
money in terraria is stupid but I'd rather have it remain stupid than upend the system entirely for what will amount to little benefit because we'll just find the newest way to minmax
true!!!
and he's buffed next update
trying to fix terraria's horrible economy would be like fighting a hydra
just slash the coin drops
gut the bosses direct coin drop and make the selling value of all items reduce by 90%
personally I'd be fine if nothing was done because a majority of the bosses with big payouts are at least slightly more of a challenge than grinding your 40th BoC
main income will become tax collector really quickly
would it be an idea to suggest calamity removes the vanilla multiplayer boss hp scaling nerf
You could suggest that, it's been sugg'd before
how far did it get
I'd love for caldev to stop charging exorbitant prices for items as well, especially cases like RoD
(it is still a mystery how the MP hp scaling nerf happen in the first place when it really isnt a big scaling in vanilla)
just nerf demonite and crimtane bars sell value to 1 copper then
^my point
problem solved

RoD is like a one time purchase, maybe two time so I will give it a pass
readd RoD fishing recipe
if crimtane bars die we move onto the next abusable gimmick
waste of dev time
oh very far actually
if boc and eow are truly the big deal of economy fuckery and the others can be tolerated, just gut the first two and leave it at that
and if all die we go to the old lucky coin farms that make 255 platinum coins an hour
might do it later
boc and eow are definitely outliers but they're not the only cases
255 plat an hour is like, very slow, compare to what is happening I think
At least AFK farms require setups
farms in terraria ๐
you cannot fix money, and the gameplay effect that a functional money system would have is incredibly minimal
"I'm still gonna judge you for the decision, but at least you take effort to get there" is basically my take on afk farms 
even in something with a more streamlined money system like Stardew Valley, you're only really limited for so long until you find a way to unravel the game and bend it to your will
just make bosses drop less money wdym its not that complicated what am i missing 
the only reason I remember doing for afk farms was to grind dungeon chest keys
atleast in vanilla since in calamity you can just kill a boss
that is already agreed on, one of the other issues talked about was the stuff that could be sold
right
We'd also need to nerf the sell price of all boss dropped items
Which
would be tedious but it's doable
cant it be an overall % nerf
but why :)
definitely not a high, or even mid, priority; but it's feasible
because rn getting money requires 3 times less effort than in 1.5
0 * 3 = 0
ok so money was cranked up to a 100 in 2.0 and now youre like
"welp. its even more stupid now. guess ill do nothing"
ok so in the end before going through all the effort of thinking ways to more efficiently nerf money farm: what is money even used for now? as in, what kind of situation do you need 9999 platinum coins
none
so... basically the money farm can just be there and nobody will care since there is nothing to spend on anyway?
when you want to use the elon musk gun
I think money only really matter in preHM, maybe HM, then afterwards I never look at money again
nerfing boss coin drops is fine
changing sell values sounds like a horrible idea
reductio ad absurdum
"Whoops, we accidentally made it so all enemies drop 1 platinum each
Well, it was already possible to set up a system of lava, candles, and conveyors after obtaining the Lucky Coin and get a few platinum every hour
So it was basically effortless anyway"
requires considerably more effort
in 1.5 it was - for me - considerably easier to run out of money so i would argue that it being made a completely effortless task now is bad
nonsense
We made endlessly farming every boss exorbitantly broken instead of just evil1
Return the values to 1.5, and we farm Brain again
Go further, and suddenly we're grinding Cryogen or Ravager
Go even further and we result in more tedious grinding for a system that was broken before Calamity even existed
you trade items with a he
rb
the horrors of capitalism
with a herb indeed
Calamity 2.1 The prehistoric update
but i dont need to farm a boss because a single twins kill already gets me 10 plat
Is it really capitalism when otherworldly creatures drop thousands of gold bars worth
everything now only drops and sells for 1 copper, good luck buying anything
then just
reduce the 2.0 buffs
a single kill twins gives around 1 plat afaik
s'why I have faith in this idea
It's much harder to farm any boss when the summon items aren't infinite
(And if they use another mod to get infinite summons then that it beyond Calamity balance scope and therefore is irrelevant)
yes, that is my point



