#suggestions-discussion
1 messages · Page 17 of 1
mount attacks
no
Make victide uh
fuck you it's melee only now
That seems redundant when ancient shadow armor exists
isn't ancient shadow armor movement speed god in cal
wait are shadow armor and ancient shadow armor different in cal?
also this ^ ?
wait no ancient got changed too im pretty sure
i was using it in summoner god builds because cal changes it to 7% move speed and damage on the leggings, and pair with the flinx coat and wulf helm, it has the highest summoner DPS pre-Boss
Silva wings useless??????
Tarragon I sort of get your point since elysian wings pretty much puts em in the ground (altho the defensive boosts are quite good)
(tarragon actually has comparable stat to elysian)
^ the main difference is just MS, and ascend speed (but tarragon ascend speed is sufficient enough)
tarragon has equal vertical speed to elysian
difference is flight time (tarragon has more) and horizontal acceleration (elysian has more)
more wings table gaming
I sometimes skip Elysian bc I fight prov in hell and can't be bothered to fight her in the hallowed or at night. Tarragon is sufficient and I don't use tracers
I couldn't tell you the last time I used victide
Even pre rework I barely saw a place for it
Usually just ore armors or wacky combos like mage robe and hat
are they all class or?
They're all classless, but all of them have unique effects.
You should check them out.
yea probably next pt
im pre mechs now 
and its on hold until the next update arrives so
It's just 10 ft difference anyways
Not even fledging has 10 i think
Don't they all have mining speed set bonuses?
Ok
9
what is it at right now is it all on or off
(1 time)
it literally has been only changed once like lol
they just turned it all on
lol
What do you mean useturn?
what youre describing in your suggestion. being able to swing to the left while moving right and vice versa
personally i think it should be possible, and dont know why calamity removed it. it would make true melee much stronger though so a lot of rebalancing would have to be done
That's not what they say in the sugg
Useturn is the exact contrary
It's that use will go in the direction you're moving and not allow for moonwalking
oh yea i have it backwards, mb
probably could make an item that forces useturn but like stronger
forcefully shifts the players direction to look at their mouse cursor
but the update code gets ran before projectiles so if theres any holdouts that do their own stuff, they dont get fucked
not a bad idea
I'm down for moonwalking to return to calamity
Malachite has already been nerfed in the coming update
Its damage output nearly halved

(It's always weird to me when people use poor balance as reasoning for any suggestion that isn't to just balance the item
Changing a damage stat is significantly easier than doing something like this)
lmao
@fading siren
I know legendary weapons are gonna get unique methods of obtaining them
But are they really considered legendaries now?
At the moment I don't think they have any special distinction at all
My point wasn’t that it was poorly balanced, just that it was balanced around being a legendary item and there should be an option to make it obtainable that way
except for shpc
MORE than halved lol
It killing bosses in 30 seconds was not okay
It was not balanced around being a legendary item it wasn't balanced period
Even with Malachite aside, I feel like it’s part of the fun to get to have exclusive items for higher difficulties and just having all of them drop from the boss regularly without even the distinction of a different rarity makes it feel odd.
there will be unique ways to get them eventually
And a toggle for that even if it’s just having expert items have their own rarities would be nice haha
Ah that’s cool I didn’t know that haha
we should really add toggles to bad suggestion practices
no real good "solution" to something? toggle
funny nuclear option
anyways difficulties are played for the difficulty
not the items
byeah this
Not really? If there is a harder difficulty mode, there is nothing wrong with you can choose to play a harder difficulty because it's harder. A lot of other games don't reward you for playing on a harder difficulty.
There is nothing wrong with difficulty for the sake of difficulty.
You don't need to give a harder difficulty and then give players stuff to make it easier or make some weapons and accessories exclusive since that ruins the point of it being a harder difficulty
Rewarding players for doing something difficult within their difficulty mode is understandable, though
Reward for accomplishment
just dont use the items lol
feels weird like
if youre a player that plays on rev
are you going to turn on that config eventhough it would do nothing
or , if youre playing on normal, would a player really say "yeah i don't want to have the cooler loot"
who tf would turn on a config to get less items
That's usually cosmetics or achivements, whether in game or personal ones. Not give you stuff that changes how you experience the game
that reminds me
More cosmetic stuff would be nice for difficulty modes
I should suggest buffing spore sac
Aka stuff like the Levi pet and shit
Yeah
Cosmetics and stuff are cool little rewards for higher diffculties
But stuff like weapons, armor and accessories I would say are an absolute no
Don't give people extra stuff for a harder mode. That defeated the entire purpose of making the game harder
mauler alice mode moment
Malding mode
Oh yeah I can definitely respect that haha
I think it’s mostly just the lack of rarities that was tripping me up cause now every boss has items that used to be expert only drops and it just kinda clutters up the loot pool without anything to distinguish it
im gonna be honest I miss the rainbow text man haha
Yeah, for sure. Therefore Terraprisma should become a daytime drop again.
so true the rainbow text needs to come back
even for shitty expert accs?
oh yeah btw the deerclops expert drop still has its rainbow text
even for shitty accs yes
I will make a suggestion about them in 3.73
make sure to do deerclop's one as well, they're practically the same item
Bone helm
most expert items are kinda shit ngl
The Bone Helm is an Expert Mode accessory obtained from the Treasure Bag dropped by the Deerclops. When equipped, it summons Shadow Hand projectiles to damage enemies. These Shadow Hands are spawned a distance from enemies before flying at them, piercing anything in their path including blocks. Their flight behavior mirrors the Shadow Hands foun...
leviathan ambergris 
oh the hand
s
I need more reasoning other than they're bad compared to other expert accs
/items
^
yeah fair enough
spore sac is better because it's kind of like hyphae rod as an accessory bc the build up, so it's like, almost a free inferno potion
or you could just use cryo stone
which i still think is bad but is still better than those two
my point exactly
when the accessory slot is wasted for green projectiles
20 defense
Altho Hero’s shield now has that too so lol
The Cryo Stone is a Hardmode accessory that has a 20% chance to drop from Cryogen. It grants the player a rotating ice shield identical to the one protecting Cryogen, that damages and slows down enemies on contact.
how about shiny stone
I think it's just used for camper
I mean it's the first expert acc
so like
shiny is okay for quick swap heals
but it's good for early game
royal gel is good for not having to deal with lava slimes

(does royal gel even work with cal's slimes)
now let's talk about gravity globe
if you're building, spore sac is better than dimensional soul artifact
gravity potion 0.5
and so is any summon weapon
true
this is the true reason why summons exists
make it function from the inventory
boom problem solved
literally just make grav globe function from inv as an infinite grav potion and you make it decent at least
make it so it switches gravity just like gravity potions
because you have to be on the ground to actually switch gravity
oh shit wait
give it the range upgrades from the lore items
ture...
why would i when you speak the truth
make gravity globe like a midway between treasure magnet and ceaseless hunger potion
demon heart
the actual good shit
anything is viable if you don't do boss fights 24/7 🛫
does demon heart really count. it could've just happened on kill
anyways we have spore sac, gravity globe and bone helm
not sure about the last one tho
1.4 veterans is it good 
idk
"what's bone helm"
Bone Helm kinda sucks
and I assume ex²pert cal drops are fine
they could be better
In DST it prevents shadow creatures from attacking you so maybe it reduces 50% damage from shadowy sources (ex Ceaseless Void) on a cooldown?
what was brimstone jewel
some pet
oh the scal pet yes yes
eh vanity cool vanity
vanity is always alright I don't have any problems with it 👍
I need names
NAMES
ambergris, toxic heart, gehanna, sabaton and frost flare could use some help
those are levi, pbg, brimmy, aureus, and cryo respectively
soul of cryogen still exists right?
yeah
It sure does
the fact cryogen drops 3 stone items that all look the same with different effects is
really dumb
isn't it an expert mode acc
idr tbh
It’s hard to remember all the generic expert mode acc from cal tbh tbh
oml wait i think soul is the expert drop and flare is just a normal drop. why
why does cryo drop so many shitty accessories
Esp. Now that they don’t even have the rainbow text to differentiate them
Cryogen is extremely generic and shitty?

damn 
questionable????
The man is literally an ice rock what do you want me to say
the wings are okay but i think fairy might have better flight time which really completely invalidates soul entirely
that's all ur getting from me
most things have better flight time than soul
i think any of the wings except the funny ones (devil, angel) are better than soul
It was extremely bad for a flight item last I checked
wtf u talking about leaf wings are ass now
they got nerfed into the dirt by vanilla
should have just deleted leaf wings tbh
same with flame
oh yeah Yharim's Gift
what no he isnt
he is like in any order
it's queen slime, cryo, mech1
Nebulous Core is such a generic item
yeah sure
doesnt change what i said
Nebulous Core, Yharim's Gift are both extremely generic and boring
doesn't matter really because you fight them in any order but when it comes to balance yes cryo is before mech1 and after queen slime
hence why you'd compare soul to fairy
this is true but at least gift's 15% move speed makes it viable 
very boring tho
viability 
lmao
viability is the most boring excuse to not rework a acc.
whoops, ignore
wasnt trying to defend it, just hoping it's as good as it was before
yes
wait no you produce dust while moving right?
no wait what is an "RNG melter" it sounds like a rule violation
stat sticks are boring and it's always okay to rework them
rng meter they meant
Yeah, im trying to put together a suggestion
and then ask here for feedback before posting
rng melter is like those mods that want to remove anything that deviates like damage deviation and luck
mmm maybe idk about the rng meter
not sure what do you want to check with it
the term "rng meter" isn't referring to something like existing meters where you check a stat
its taken from another game
hypixel skyblock?
yeah
"game"
sounds like something that doesnt belong in cal 
anything I should change or
The basic concept would be that killing something could fill an invisible stat, and beyond a certain point a rare drop would be guaranteed. The idea comes from skyblock. The point isn't to make rare drops easier, ideally it would never affect the majority of players. It would in the rare instance that you're like 200-300 kills into a 1% drop, you'd get the item or at least have it become more likely
I think a core part of terraria and especially calamity is about the grind
this isn't meant to change that
but that is a kind of nuanced thing, and I think a lot of people would hear it and just think its meant to make rare drops easier to get
Hypixel Skyblock is 10% game and 90% grind
this is like banner recipes from a fellow certain mod called "Fargo's Mutant Mod"
making many enemy kills gives you a banner in which you can use that to convert it into a certain item of your own choice
id seperate the bad accessories from poorly designed ones like gift and core
gotcha
The distinction would be that this would also apply to bosses, but not be nearly as much of a freebie as that is
also I'm not too sure about sabaton
God that game is a mess
But it was fun for awhile
that it's bad? you ever see someone use it?
Yeah they need to cut the grind into a third or less
gravitar sabaton, the aureus boots
ye
Grinding isn't an issue, a total and utter centralization of progress needs to go
because it has cooldown
vs slime mount where you can just press the [Mount] key and have instant fall speed
What do you mean by a centralization of progress?
Aka the Amogus Amulet. If you don't believe me look at the sprite.
did you know that 90% of gambling addicts quit right before hitting big

Yeah. It's cool and good and it's an amogus
haha pattern recognition funny very original
Main issue is that the game so heavily is warped around the existence of the necron blade reallllly killed any imagination that was in the original product, and they did the thing where they tried to do their own dark souls kind of thing... except it was just tedious, not difficult
I put wayyyy too many hours into that game
But God it fell apart
Well I guess I would not know, I quit at about the Dwarven Mines since it was way too grindy.
yeah I think the sugg should be fine
You saying my PFP looks like an amogus? I can't see the similarity
I'm a teen. Is this discord supposed to be 18+ or something?
Because apparently there's a role now when you aren't verifiied by 2fa or some shit
(I don't knoe either
(This discord is not suppoed to be +18
You don't need a phone until you're at least 16, and therefore I will not be given one until then.
(Most people in most countries do need a phone before you're 16
The server would be down to about 10k people if it was
(Either for safety, education or other reasons ((such as your parents wanting a quick communication route with you
10k is generous actually
Age laws? I don't think they do.
it need not be "nerfed" in this sense. i just feel that making it a basic "you can fly longer" accessory kills part of the novelty
It's not just a basic you can fly longer acc
It's one of the best movement speed additions of the game
Pretty much everyone here
And like it doesn't matter where it's broken or not it was balancing by cutting its flight time
There's also not a lot of novelty lost anyway because the game doesn't have "you can fly longer" accessories
Yeah. Maybe there could be a post-Scal upgrade that brings the infinite flight and pre-nerf movement buffs back.
As a kind of counterpart to the exo gaming chair
exo g*ming chair 😡
boots
people completely and absolutely ignoring yharim's existence 
(trust me the extra 0.0002 seconds absolutely matters)
Boots make you fly longer by a fixed time based solely on the rocket boost flight
So not really
What do you mean?
wings actually buff the boots
fair enough
oh wait gaming chair has accel now?
Gaming chair is the best ever
yharim will simply kill flight
good
Yharim will eventually be added as a post scal boss, while your idea fits the post game, scal won't be the post game, yharim will not be added in a long while though, so it doesn't really matter
I don't think he'll kill flight but exo chair will be demolished
Is it confirmed he will be added specifically as a boss or just that he will make an appearance? Draedon is not a boss but is still an entity within the game.
It is confirmed he will be a boss yeah
Ok
It was also confirmed draedon wouldn't be the actual boss ages before it was added
Fair, I joined after 1.5 so I didn't know
don't worry his crypto cpus will eventually fry and explode
Read: he may have a backup on his planet
draedon is singlehandedly responsible for massive environmental damage (rdj.png)
Draedon's gamer chair should fight you instead of draedon
@graceful torrent
Does he know what is he cooking?
😐
I congratulate ice for being pinged 12 times
That account could be a bot.
this already got into voting and failed
as in, rejected by the devs
ok
maybe this one will be short enough that people actually vote for it
It's hard to make plague hive interesting without giving it back the bee buffs (which are pretty absurd damage wise)
main reason i said to just kill it or push it in progression tbh
the fact you make flask and then instantly replace it was always kinda dumb anyway
not really since hive is post cultist tho
fair
the plague trio is quite funny
since immunity to plague is kind of useless after goliath
very
really that's why id honestly say just pushing it ahead in progression would be the best choice, it was always a cool accessory to me, and flask really covers all the bases you need for plague armor
It's not bad, but it is useless
so having it show up again much later would be way cooler than trying to force it where it is right now
or just kill it 
pushing it further will also make it useless
idk there must be something to make it have more of an actual identity
draedon sponsored solar panel
uncharged weapon fans when I show them that other weapons exist
@nimble berry did you know there's a funny item called a potion of return
did you know that the game has more than 5 weapons per class
@hollow shell "it's annoying" sugg reasoning. also somewhat invalidated by potion of return
Yeah but they are hard to obtain a good amount of, plus they aren't infinite.
they...are?
No, you have to get more if you run out.
no weapon will use its entire charge in a boss
^
You could forget to charge it
It's just a suggestion
I don't really do that
that's on you if you forget?
consider doing that then
Still just a suggestion
I don't know, it could be a later game item.
Plus you can't use it if it's charging.

If it is a late game item people will complain about it being available too late and suggesting to move it preboss (for QoL of course), that is just how it is
Soaring insignia (prenerfed/vanilla version) have the ability to turn pre-Hardmode wings into Drew's Wing, literally, and that is disregarding the flight time part.
Consider how overpowered perma flight is, they have to double down nerf on the mobility where your mobility is butchered for using soaring insignia, just to keep the flight time in
I will rather just having it nerfed flight time wise rather than kill a mobility accessory for the sake of keeping perma flight in
@hollow shell exterminate
the mobility penalty would only kick in after regular flight time is exhausted
@ashen warren nay
and even then it need not be drastic
What I mean is that is the degree they have to nerf the accessory, meaning the suggested nerf is actually not enough
just gradual
That is just how stupidly overpowered vanilla soaring insignia is
i guess it would be a balancing nightmare
for reference, the current version of soaring insignia, after cut down so many things and next patch will nerf flight time to 25%, WILL still be a viable accessory
The accessory is just goated in many ways
So ya, the tldr is really just it will be an absolute balance nightmare, so if you really get the itch for vanilla insignia there are probably other mods that unnerf calamity items you can install
I thought the point of those mods is they want 0 balancing and just want overpowered stuff
Same
But ya I guess maybe you mean things like bloody worm scarf should give 17% dr with the mod
Also I just realise the main reasoning of the portable charge station is void: you can carry charging station and battery on you to charge them everywhere
The suggestion is literally they are too lazy to even do that and just want charging to be gone
If you wanna ping rover over it please do
I think you already pinged so ya, no point in double pingging I guess
force of habit
rover is the suggestion entity
^this
if you wanna exclaim the sugg with no reasoning outside of "it'd be annoying" be my guest though
Still waiting for the day when people suggest to add a boss that drops 1 copy of every calamity potion in the game for "QoL for potion farming because making potion sucks"
is there a sound that plays when the dodge cooldown ends
go vote this one instead 👍
ok
😱
proficency
why on earth would you want that one
@open meadow a handful of those have existing mods on the browser already
ex; movement speed changes, potion selling NPCs (NOT ALCHNPC), calamity crafting recipes, etc.
@lapis charm your suggestion has wrong format
creating a "separate mod" is straight up not happening
You need to have a separate title for your reasoning separated by SHIFT+ENTER and also you need sufficient reasoning for why it should be added
they have calamity to maintain, why will they do additional job to the point of creating something completely separated
what u mean?
^
While this is true, it'd be nice to have all of the stuff in one mod instead of having to scour the browser for all of the ones you want
Plus not all of them are there
there is no way calamity will create a separte mod for that when they already have calamity to maintain
chances are there are probably already people who port all the calamity vanilla qol/changes in a separate mod, just try to find them
as unrealistic as it is, would be nice to have a standalone for reforge rework. first try reforge is just dumb, and auto reforge is still full RNG, just auto cycles for you

any other reforge mods?
It really isn't that hard, all you'd need to do is copy/paste the code for the QoL stuff and post it separately
the only hard part is going through the code, I don't know how organized they have it

it is not that hard, but if that is something the devs want to do they would had already do it
because to certain degree it is basically "calamity but removed all calamity content"
does the item restriction for suggestions apply to all items or just weapons btw?
Pretty sure this is a no-no because scaling items are a no, and it would be a very long time consuming task that would rework a bunch of stuff when the devs have their work cut out for them already
cool I guess i'll just delete the suggestion
also no reasoning
I just thought it was a quality of life thing is all
Just thought it would be interesting to have pre supreme calamities weapons keep up
the thing is the devs dont want previous weapons to keep up, as otherwise you will just never find a reason to craft or try new weapons
why I suggested it came so much later in to the game
but I guess it doesn't matter much since item suggestions won't get a thumbs up
So no real point to talk about it
there is not much reason to make weapon scales that late at the game, the post-ML rebalancing made sure some weapon will be viable for scal/exo regardless if they scale
some weapons being decent but unoptimal at later stages than they're supposed to be used, the issue is when you can use one weapon throughout the entire game
things like enforcer are still used etc etc
but ya, it will just be weird to say have a post-DoG weapon scale like 30% in power so it can be used for scal
Thats why I suggested so you would only be able to scale them once you beat yharon for example
at that point you are so late in the game that you wouldn't be able to use it throughout the whole entire playthrough and keep it viable
then what kind of weapon do you plan on making them scale after yharon?
and it will still be a massive balance nightmare since now suddenly "post-Yharon tier" will be much bigger, as many weapons are supposed to just be at that power level now
A random goofy item I like is the spent fuel container
But regardless
It doesn't really matter
Items aren't a thing I can suggest
you can suggest items, just not specified
Doesn't mine count as a specific item?
eg: you can suggest to add more post-ML rogue weapon (as in, right after moon lord, as apparently there is only 4),
but you cant suggest add "luminite chakram: crafted from 5 luminite bar 500 damage 2 fire rate..."
So mine would count as specific?
yes, incredibly specific
since you basically selectively picked items that you think are interesting to make them scale
You just wanted me to give you an example, I never said my intention was to only apply it to items I liked
I could have picked any weapon in the game
But regardless it doesn't matter
there are multiple factor why scaling weapons is not a very good idea tbh (even if late game only), but ya as you say you need extremely convincing reason for the devs to implement it anyway
There's actually 5 weapons except literally no one uses the 5th one 
name 1 person to ever unironically use https://calamitymod.wiki.gg/wiki/Hell's_Sun
I use it for 2hu reference
But yeah, it’s not very good
Making clear telegraphs on where the trails end should be enough
@fair zealot the devs have stated that no class changes will be made to vanilla items
ok nvm then
this was a question asked a lot in the leadup to the 1.4 port (as it removed the throwing class) and people wanted them to make the previously-thrower stuff rogue
which did not happen, and never will
so, delete the sugg
neat


??????? why
@ashen warren have you not seen ibans reworks
No
prismatic and omega blue...
Wait is iban doing this already
He's already done what your suggestion is doing (for prehardmode at least)
thanks
POG
Which is awesome
notice something?
yes
I am maleina
no helmet spam
blade of
less go

the five-helmet armors are mostly relics, but actually replacing them is a pretty difficult task
i think everyone wants more armor diversity
but you need uhh... more armor
the biggest points in progression that need more armor variety are points where actually doing that would require a ton of expansion
https://discordapp.com/channels/225030931008847874/699359022364491868/1008591721078198362 doesnt this exist already

no i am serious
but yes some of the changes do exist as standalone mods
there 100% is a mod that ads the recipe changes without calamity
non consumable summons too
alright: does anyone know what these armours are
it's possible, especially with 1.4's dependencies but uh
the ninja looking one is statigel
extremely, impossibly unlikely
statigel on the top left, hydrothermic left of that, aerospec left of that one knight thing with a blue tunic
thats all i got
and bloodflame on the bottom left
wait a minute this isn't suggestion posting 
:trollemoj:
i'm pretty sure that bone helm and spore sac definitely don't need a buff
in pre hardmode damage accessories are scarce and usually wouldn't do much even if you did have them, bone helm is a pretty good way to get some extra damage in
and i think i recall that the spores made by the spore sac actually do a lot of damage when they actually hit enemies
I have never seen someone actually use spore sac
on tier i would definitely take bone helm over worm scarf
because everything else is better
and bone helm can still use a little buff
I cannot believe that someone is saying that spore sac is good
I expected people mentioning sabaton
But I think sabaton fans want a buff

That explains it.
Uh, sure.
damn that got accepted quicky 
They're really bad.
Like bro, tell me you use Spore Sac right now.
Yeah, that's what I thought.
I love when they add the strongest accessory in the game in 1.4
and completely forget about the shitty ones
but we turned bone glove into an accessory !!!!!!!!
Insert quantity and quality quote or whatever.
bone glove is good tho
yes that is why it's not in the suggestion
you complain that they forget about the shitty ones but also that they made bone glove good hdflr
Wtf was bone glove even
ok but
bone glove DEEZ
and then there's gravity globe which is THE worst accessory in the game
true
does cal fix grav globe being worse than potions
it should give Gravity Normalizer effects
no
that is actually a good idea
wtf
i think gravity globe is genuinely unsalvagable
grav globe meta for storm weaver
post-moon lord accessory is worse than a pre-hardmode potion
balacning 
true!
That is actually a very good idea.
I may bring that to the devs.
And maybe a little bit of flight time, maybe, we'll see.

It's not a bad idea, c'mon.
yes that's why I used the based emote
Sorry, I don't understand the emotes of nowadays, the make no sense, yet my name is Memes.
I see
emotes are a coin flip between whether you're supposed to look at the emote or read its name lmao
Agreeable.
Emotes are just weird, I don't know man.

True
#suggestions-posting message proficiency QoL? 🤨
It’s so unnoticeable that it’s basically qol
Except it isnt and fucks balancing over (and we have to balance around it)
For the boss summons and item recipes, Fargo’s mutant could satisfy that
Wait we do?
why does proficiency even exist
small stat increases through the game if you're using a specific class only
It isn’t that obvious
atleast that's how I view it
to make tester's lives worse 
On my way to just turn it off.
Borderlands reference maybe. It went horribly wrong
It used to be kinda strong and could increase minion slots
Say, what do y’all think about minion speed increase? Like silver enchantment in Fargo’s souls
We do not need more summoner buffs
We do not need more summoner buffs.
Its batshit insane already
So true.
No keep making summoner stronger
It demands more sacrifices
What's the worst that could happen
Whips.
Accessories critting
strongest ranger fan asking for 1 accessory preHM vs. weakest summoner enjoyer asking for more minions buffs for no fucking reason
Pre hardmode ranger accessories don't exist
Ranger was something everyone collectively hallucinates
lmfao
Didn't I already do that?
Both of us did quite some times but not inside #feedback or here iirc
Heck Rusty medallion was almost on the chopping block until I suggested to rework
Summoner being strong is balance issues
i did suggest it actually, im just waiting
I'd also like to make a case for more mage accessories through hardmode and post ml
It feels like you use the same 2-3 things forever
Mage
Currently Summon proficiency increases minion knockback which is nonexistent
And bug issues too (many accessories doing crits)
I kid you not but nuclear rod + blade staff is teraprisma before teraprisma
There's also whatever the heck mechworm and saros are doing
Erasing yharon exomechs and scal from existence
Like I said these are unbalanced for sure, but them existing isn’t supposed to stop summoners from getting anything else
But yeah mage basically uses the same 3 accessories from post golem until post dog
At least from class setups anyway
That's a long stretch of not really any other mage accessories
And one of em is the weird chaos stone that I don't like using
#suggestions-voting message there are many suggestions already ya
I ended up just like emblem stacking on my mage playthrough
for mage accessories
Because wtf else would I do with my slots
Y’all being like: mechworm shreds Yharon and SCal so don’t add more whips
Just fix the bugs
Ikr, summoner being broken doesn’t mean that we can’t suggest sth good for them
Mechworm is probably a result of RDR being gone, Yharon being able to be hit when transitioning phases, nerfs to exos and scal.
Not to mention nucleogenesis also being bugged (components and its projectiles crit)
Saros is just bugged (scaling formula broke)
Sirius has a similar bug to Saros except instead of benefiting the player over 1 slot it does nothing
Meanwhile saros goes 
calamity already changes the pillars
i dont think you have to use tone indicators for simple questions here nobody's going to think you're trolling
Anyways it makes enemies spawn in tiered ways, with weaker enemies first and strongers after
tiers go on as you debilitate the shield
its small and its not really that good but it makes it somewhat more bearable
i don't think it is under the dev's interest to completely rework the pillars at all
at most i imagine them making you have to fight a miniboss on its own after the shield is down to kill the pillar (because it was a passing idea long ago) but that's it
that's a perfectly reasonable change to make i think
pillar miniboss sounds sick as fuck
presumably this would stop normal spawns of enemies, or at least drastically reduce them until it's dead
That could be good to sugg
if they dont i will
Or at least a enemies left count
done
if you don't like them, don't use them? right
^
im begging for configs to be added to the donts for the channel
That and we need :nuclearopinion: emote

we don't need nuclearoption emote
I don't want nons using my precious emote
byeah case of
it's not forced on you
so don't use it
yes but it would be nicer for me to play if it was part of the game and not self-complicating the game, besides, I want friends on my server not to use it too, and when I try to apply self-complication to them they complain, because for them "obviously stupid make a boss summon and discard it after each summon to make a new one"
i mean
itd be the same with a config
theyd complain about you turning the config on
that's an issue with your friends
Calamity players playing with the most toxic people on multiplayer
there are not so many problems with changing the config, they easily agreed to increase the HP of the bosses with the settings
ok but that's because they agree with increasing boss hp
if they dont agree with not using those things they won't agree if its a config still
I gave an example, I'm generally talking about the fact that they do not agree to self-complication, not because it is difficult, but because it is strange, and if these same complications are introduced by settings, then they will accept them easier
wasn't a suggestion similar to this exclamed?
yes
Theres 5 people:
People who want QoL gone
People who want QoL in a separate mod
People who dont give a fuck
People who want to improve QoL
And Dev team
they thing is if you are playing with a group of multiplayer, the general expectation is that you come to a term and coordinate with each other
there will be people who says "your gear must always be offtier because otherwise our multiplayer will kill boss too fast" and people didn't follow, you cant just say "make a config to make sure people cant use on-tier gear to fight bosses"
And the dev team is the one who decides, coping hard for all the other 4. 
People who don't give a fuck wouldn't have any issues with dev choices
I simply swallow all dev propaganda and gaslighting 😊
Just install Nohit QoL+ and enable that config, should be in nohit doc
blood orb is absurdly hard to farm (given if you are entirely relying on blood orb for potions) early on so I don't think that one make too much sense, for others I will agree (that some people might see it as cheating)
Fishing?
Death mode (hardmode)
it is still very costly if the player relies only on blood orbs for farming potions I feel, especially if retries happen
Why do people dont make herb farms
We literally give you boxes and herb bags in sky planetoid
Herb farms i feel aren't that much of an issue
(ya why do people not make herb farm, they are the second thing I do after exploring space planetoid, first thing is craft life crystals with ruby)
People do strongly dislike fishing though
but ya people are just lazy to fish I guess
so maybe just give better fishing rod and remove the potion shops, since that one I think already have plans to be removed/replaced?
Because you can buy all vanilla potions now.
so true
Instead of improving herb farm yields to reward players for their agency and maintenance,
we just made herb farms pointless

I do think removing potion buying will be good though
i still use my herb farm at least
it goes crazy with staff of regrowth
I built a flying platform with a pit in the center (I'm under it) with a thin layer of lava and already had a good income of blood spheres in prehardmode, and in hardmode I put conveyors with geysers and traps from the golem dungeon, and also placed a house with an NPC under a pit a little lower so that the clown bomb doesn't kill me and the farm gets even better, all I need is to occasionally upgrade the night and the blood moon, as well as sell money to the NPC next to me
(the one I am conflict about is non-consumable boss summon remove)
i mostly splurge the blood orbs i get on calamity pots
And thus, the Blood Orbs you gain from this AFK farming setup is your reward for constructing this AFK farming setup
honestly im fine with potions being sold by NPCs if cal just pumped up the potion returns for crafting them manually
sorry by absurdly hard to farm I didn't mean it is hard to farm the blood orb, I mean it will take times to farm the amount you need if you are purely using blood orb for potions (even with an afk farm)
especially if there are retries
and if you have little retries/beat bosses very fast, chances are you spend similar amount of time to get the potion with their usual recipe and it will still last you
yes, but everyone can build it, and it's very easy, compared to this, the plant farm is simply useless
I don't think it's that much easier than a plant farm
how is everyone can build it a bad thing
id rather spend two seconds farming plants than to build an entire mob farm, plus plants are WAY more compact
but ya, in my opinion for the suggestion:
- boss summons I am conflict about whether it is good or not; it is farming, and farming is part of terraria, but for new players with very high amount of attempt counts this is meaningless grind
- not gaining blood orb is not happening (due to bloodstone core); cannot craft potions from blood orb I do think is abit unnecessarily, since I feel it is not that efficient
- potions shop removal is fine ya
(forgot to mention this is assuming if it goes through as actual changes, rather than a config; I feel it is better to make concrete decision to do things once and for all rather than having configs to seemingly random things)
Our npcs seling potions is kinda pointless since people prefer alch npc instead anyways, since it has em all conveniently in one shop
(I assume you mean Bloodstone Core, which we can simply remove Blood Orbs from the recipe of, if need be.)
ya bloodstone core, always confused about its name
Understandable mistake
Altho I like being able to buy opposite evil potions from npcs
Aint bloodstone core, blood orbs + bloodstone?
AlchNPC, even Lite, has other gameplay-degrading "QoL" in it too though
It isn't just the one NPC
Yea and its 
it needed phantoplasm since ages ago
I'm pretty sure it took Phanto before it took Blood Orbs
)which is proably 2.0
oh right speaking of boss summon, how does fargo do it again? are they just not consumable until the boss is beaten for the first time?
Or they were added at the same time
Yes.
fargo's souls simply
They give you another summon item
there is a config to disable the others but thats not relevant
gives you another spawn item every time you summon the boss
until its defeated
fargo has a custom summon item
then it won't
oh in that case that is too similar to the idea I had to be point of copying ya
yea
Fargo's are consumable, but if you die to the boss then you're given a new summon when you respawn
I was thinking having boss summons be consumable, but be "refunded" if you fail the boss
that way you basically only have to recraft boss summons for your winning attempt; solves both the refarming issue and also the grind if attempt count are high
Indeed
no
You are given a new summon when the boss is summoned
this stops once you resummon a boss you've defeated
so youll have like
One summon extra
that's it
Oh ok, similar
I only experienced it firsthand one time, so I could have it wrong
-I think that new players will play without complications, so grinding will not be a big problem for them because the bosses will be easier, and in vanilla they also grind
and the problem with blood orbs in my opinion arose due to the introduction of the blood moon summoning in vanilla, before that it was a random event and could not be relied on as a constant source of orbs
I did bring this up in the dev server,
and an argument of similar length occurred there as the one here
About how trying to solve the farming issue is pointless because there exist alternatives
Calamity added a Blood Moon summon item even before the 1.4 port
also i completely agree with xpcq in the fact blood orb farming is
painfully slow for actual bulk crafting of potions
because the costs are hilarious, you're gonna be farming constant zerg moons on end to get a full set of all potions )assuming you get like 30 each)
If Blood Orbs were good for crafting potions en masse,
then we wouldn't have added potions to NPC shops
yeah
just for rough reference, how much potion can you craft with blood orbs and in roughly how many times with the afk farm? just roughly is good enough I think?
since if you are spending like, 2 hours sitting in the afk farm to get the potions I do think it is not that efficient (eventhough sitting in an afk farm is easy to do, there are time cost)
10 orbs for basic potions is kind of a lot yea
ok, i admit that orb farming can have disadvantages, i basically made this suggestion so that event summons and potions are not sold in the store, and also event and boss summons are not infinite, ESPECIALLY for the first kill of the boss
old convo in dev
unrelated but today I learned that phantomic artifact exists because of blood orbs
event summons being unconsumable is a bit of a weird change tbh, since you don't really need to summon events that many time to begin with
oh it's not on class setups that makes sense anywayas
especially bloody tear (blood moon summon), where it is abundant to the point of adding a decrafting into blood orb recipe just because the 2nd copy and onwards are useless
honestly just lowering orb costs for basic ass potions, and increasing the crafting outputs would do wonders for this system
i never got why things like ironskin and lifeforce had the same cost
Yea maybe halve costs on basic stuff
both 10 orbs
I don't mind blood orb being inefficient tbh, it should be as having blood orb recipe is way easier than grinding the materials themselves
Also we could maybe make blood orb crafting pre-skele
I feel what needs to be done is more way to incentivize player to do the normal recipe instead; blood orb just serve as an alternative if you are really lazy
i get it being inefficient but it should still make sense

Players should take their time and smell the flowers
(And plant em)
Blood Orbs with their current balance always felt to me like an "emergency reserve"
Not for bulk crafting but for getting a specific potion you can't make normally at that moment
I think most blood orb cost are like, reasonable, since there is obviously a standard there (10 blood orb = 1 basic potion), what is not according to standard is things like this
for example, why look for a probe of Martians if after a golem you can just buy an item for a call once, why do you need independent arrivals of bosses and the loss of their calls from monsters if you can make a call item once, and with the farm of the summoner, each victory over the boss seems more significant, and brings more joy, and also makes you prepare for the boss more carefully
(and this one too since it is healing potion)
seriously this would be really easy to fix if you just bumped up crafting returns so like, id imagine the ratios something like;
-10 pots from normal crafting
-5 from orbs
-1 from buying
this isnt a blanket thing im just starting with easy numbers but you get the idea
ye, martian specifically I will rather just have an item/furniture that increase probe spawn rate than just outright sell the summon
that's the normal and only recipe, it's not a blood orb alternative. i think if anything it should be cheaper
and its literally the lost potion ever
farming dog or yharon is not always consistent for most players lmao
ya I think for omega specifically it will be fair to make it have lower cost, you drink much more healing potion per fight than combat potions
I'm not against the endless summons of the final or pre-final bosses, I'm talking about most of the bosses before them, before the dog, maybe before the providence, the recipes for the items to summon the bosses are for the most part simple, or there is an alternative method of summoning (queen larva), but at least some time and to farm / search they should take
Prov wouldn't make much sense to be non-consumable due to needing to kill the guardians for her summon. Same with sentinels summon
If every boss pre-providence had one time use summons, I believe that would be fair, as that means the very hard endgame bosses don't require a shit load of grinding since newer players will be spending 10s to 100s of attempts on the late game bosses, but generally the earlier ones aren't going to take nearly as many attempts, and then boss farming for money gets nerfed while not making endgame really hard and grindy for newer players in that sense
this is just going back to what we had before
i really dont mind the system we have right now
this convo has long passed but it would be so so cool if botany, and alchemy as a whole was a more intuitive and engaging system. Sure, you can decide to just increase the yield size of harvests but that doesn't make growing plants more fun at all. And making it take even more maintenance would just make it less appealing in general. When I look to other games to see what makes plant farming fun (mostly modded minecraft) I realize the thing that keeps me attentive is automation, working out the logistics of irrigation and harvesting, as well as continuously improving my crops with upgrades, cross breeding, or fertilizer is just so fun and satisfying. Unfortunately, terraria, and most mods strays away from stuff like that, which makes sense because it clashes with the general gameplay of the game. But I think that'd be awesome if someone pulled off some type of system like that, with a simple grow setup being the normal one you see in game and you can slowly upgrade stuff by making sprinklers, harvesters, and fertilization dispersal. You could have these upgrades flow with progression much like how fishing poles follow in game progression.
On the topic of fishing, I really wish a similar concept could be applied to fishing. Its so unbelievably exhausting to go around the world fishing 60 of each potion fish if i want to make a new batch of potions. Pylons have made this more bearable, but imagine you didn't have to rely completely on that. Hatcheries would be so cool, if you could take 2 of a particular potion fish and let them reproduce if you add in some bait (higher bait power = faster reproduction). Perhaps Each potion fish would have its own loved bait that would give it a x2 multiplier. Anyways after you breed them you could take them out and use them for potions. Once again upgrades at progression would be cool and it would be slower than fishing but passive.
Also to wrap this up, potions need to be consumed slower or something, i cant stand blowing through 50 potions in an hour while fighting endgame bosses
I don't like the current system, but I'm sure the vast majority like non-consumable items to summon bosses, which is why I suggested this as a tweak to have a better chance of being implemented
sweet, a potion farming thread
I want something like that, it used to be about the same, before the moonlord, the items for the call are spent, or before the bumbleburb, and starting from the guards of Providence or Providence itself, there is no
Having to only get every potion at 30 once and then it's Perma is why I have nycro's/Fargo's mutant enabled just because I don't want to blow all my potions on endgame stuff (My infamously hard Death-Yharon telefrag lottery is a prime example)
If potions weren't so expensive to craft (or were just easier to get) via stuff like the methods you said, it wouldn't be as necessary for me to feel like I need Fargo's or Alchlite to not rot my brain out fishing and farming flowers for 10 hours
I think it's a fair trade, exchanging time for a boost during the boss, on the other hand, the blood moon farm requires only time, and you can watch YouTube for a while
If I could get a blood moon before DoG, I would agree

It's happened twice to me now that I have not gotten a blood moon until post-dog
Can't use blood orbs if the game won't give them to me
an infinite item for summoning a blood moon drops in pre-hardmode from the moon itself if that's what you mean
this is going to be very controversial, but I honestly think there should be a potion limit in each stage of the game. Max of 6 potions pre WoF, Max of 8 pre ML, max of 10 post ML. Stuff like stimulants would count as all of their components (so 4 slots) and food wouldn't count to this limit
Like, buff slot limits?
why?
Because that is an absolute no
no, just potions
Wdym then
make so you cant use stims with the potions it uses 
Also that kinda fucks with non-linearity
lmao
i mean cmon, is it really fair to use 210913 ulta quadruple shittening potions against king slime
minmaxers 
you usually only have access to about 8 potions worth using per tier already
ive been following this limit in my playthroughs, not allowing myself to use too much potions and i really like it
I love potion stacking !!!!!
Since the mod is balanced around potions and the buff slot limit
ignoring everything else. you already only use like 6 potions per tier anyway. so this would be a meaningless change except it'd quash build diversity because why would you waste a slot on things like bounding or tesla when you could just being using swiftness or rage/wrath
getoutofmyheadgetoutofmyheadgetoutofmyhead
Which is getting removed in 1.4.4, so chaos is gonna ensue
the what

buff slot limit?
Ye
44 slots
buff slot is getting overhauled in the next vanilla version
22 buff slot limit is being upped to 999 in 1.4.4
I LOVE VANILLA BALANCE
the what why how and why

i removed the blood orb part because the developer disagreed with it
Summoner needing 80 buff slots
finally the right amount of buff slots just needed to play the funny mode with E
i mean it's easy to change and because it really doesnt change anything in vanilla if we're being honest
With the exception of summoner it changes nothing in vanilla
In calamity
That's an entirely different beast
i don{t think its being upped to 999 but its at least being doubled
either way yeah buff slot slimit is gone
Finally, I can not have to use 4 of my buff slots alone for boss debuff, Mana and potion sickness and boss Zen!
Sometimes more bc some bosses inflict multiple debuffs
it's weird that a lot of those are still on the buff rack. like boss zen, and potion sicknesses could easily have been moved to something else, but ig it dont matter much anymore anyway
Oh I will
Let's me be lazy so I can have my exploration buffs and fighting buffs active at the same time
omniscience potion is a thing
Yeah no kid. It seems so off to having a bunch of your slots be taken up by that + a summon if you're are playing summoner
Inferno, Tesla, Shine
your honor:
Just stuff I use while exploring
torches
I will personally go back in time and cut the 22 slots in half
NO
abit late to the convo, but that will pretty much make 0 sense, because potions are stronger later into the game
if anything (after 1.4.4/1.5 buff slot limit removal), the limit should be static, not scaled with progression, eg: 16 max always, no matter progression
Something I think a number of people are missing with the potion debate though:
Sure, grinding potions is annoying and tedious
But doing it for more than one playthrough is why people have stuff like Fargo's, nycro's and Alchlite enabled
Doing the grind once is fine, not the best, not the worst
Doing it more than once it's where it just becomes a very boring and excessive chore every time you want to do another playthrough of the mod
ya generally from the post above, automation (though you require some form of effort to achieve the automation in the first place) will be good
Oh right since draedon cell factory exist, it is not exactly out of the way either, could make it draedon themed
Yeah
Would make the mod have more replay value with the automation making the task of potion farming less tedious and not feel like I need Alchlite enabled or I am going to suffer for 10 hours every time I want to do the Death-Yharon telefrag lottery
(also what even is death yharon telefrag lottery)
I mean, yharon do telefrag, but I dont feel it is a lottery
potions are literally power-ups in exchange for time or boredom
bold take
i dont think thats good
thats like
worst game design ever
"you can get power ups at the cost of not having fun while playing"
????
what
Yes, a blood farm takes more time, but during it you can watch YouTube, and it is many times easier to build than a plant farm, and this is why it is better
building is an activity in exchange for time and boredom
mining is an activity in exchange for time and boredom
games shouldn't have "power ups" in exchange of not being fun
thats stupid
games are for having fun
building and mining is not boring (at least for me)
or around tens/hundreds of deaths
I play calamity precisely for this, for the fact that here you can die on bosses tens / hundreds of times
fights arent balanced around death counts
anyone can first try whatever boss if they have enough skills
They are stat-wise balanced around having buffs
I think that is actually how it is balanced? That or you are expected to be skilled at the boss (which obviously is not plausible when it is your first time fighting it)
thats just not how its balanced because like
how could testers balance around that
its not something you can really do
fab may design bosses expecting "well yeah most people will need to try a couple times" but that's not balancing at all, that just difficult fights being difficult
and things can't and aren't balanced around "tens or hundreds of deaths"
That is correct
Post ML it means 4 warding tank/mobility accessories, 3 menacing offensive accessories, no alcohols, most buff potions, no rage, no adrenaline
then it's the problem of bosses, not potions
(Tester build)
DPS wise I am pretty sure you are expected to have most potions on; hp/defense wise is not so strict as can be overcomed with skill; movement wise I dont think bosses are balanced around potion, they make the fight eaiser and thats all
damn alcohol discrimination
Because the telefrags are extremely inconsistent in phase 2 and I am forced to pre-ram half the time so I don't get dashed into oblivion (A lot of the time these days if I die to death yharon, it's in the last 6% of it's health due to the telefrags and just not enough reaction time to get the fuck away. All it's other attacks are fine, just the dashes are inconsistent)






