#suggestions-discussion
1 messages · Page 40 of 1
Thanatos spawning now is laggy as fuck with one of the other mechs
And it wasn't like this literally last update
I do have that problem
But as long as I do not get consistently hit I’ll just tough it out
It’s only during the spawning?
It's like the first 5-10 seconds after thanatos spawns in one of the duo or trio phases
Ok that will pose a problem when avoiding hits
Normally for me it lags until Thanatos fires its first volley, then the lag lightens up
Yeah I'm literally now forced to start thanatos to prevent lag
Which has never happend to me until now
It may be another mod or something the update's been out for a good while and I've never seen or had this specific issue
My modlist hasn't changed since 2.0.0.3
Well, again, 2.0.1 didn't release yesterday
it may still be another mod update messing something up
Does anyone feel like some of the sound effects for the exo mechs could be beefier than they are now? (Specifically the kill sounds and ares firing the single laser)
Something tells me having Betsy’s curse as a classless debuff would be strong
No I see what he means after trying it out
Due to the speed of thanatos and the telegraph of the lasers, if you don't RoD or ram after GDR ends, it's almost guarenteed that you're getting hit by either Thanatos or the lasers
I meant that for the T Hanos beam.
That is the gamma disintegration ray (GDR)
you're talking to a tester
Also yes it's called t hanos beam
It was referred as thanos beam ingame for a while
Staying close to dodge T Hanos beam is how you dodge it yes
Afterwards there are issues
Which is why people usually shred thanatos or RoD/Ram after T Hanos beam
Okay, I'm going to elaborate on what I mean by "Making Thanatos slower overrall".
Next update we:
· Made Thanatos' speed lowered.
· Made his lasers go slower.
· Made the telegraphs of the lasers longer.
If there's anything else, I don't remember.
Okay thank god
But that's the most important parts I think.
That will be so nice
Berserk Thanatos is a huge difficulty spike in the fight
Especially in the trio phase
Depends on the class but yeah
Comparable to exo mecha mayhem
I eagerly await the day when we have a fully realized exo mech fight
Favorite boss in the mod (conceptually at least)
well the exos are different from a number of bosses in that they sort of work off of an anchor
that if you're clever enough, you'll probably spot
they're fixed to a certain spot relative to the player except for thanatos who is independent and don't need no man
i don't know the exact placements but if i had to take a guess it's
player npc location -75 (x, for eye 1)
player npc location +75 (x, for eye 2)
player npc location +50 (y, for ares)
or somethin
Don't think that's exact byeah
I personally think conceptually and gameplay wise calclone is my fav but eh, uncommon opinion. Also best OST
Does anyone know if there are any plans for proficiency right now?
Never liked it
Especially since I don’t like being shoehorned into playing one class
It has a miniscue effect on class damage
profficiency was always confusing tbh
wasnt sure if it was a QOL addon for lime imk sushi at first or not
maybe it can be killed with the RE guns!
I like to switch up classes every few bosses or so
definetly a "because we can" not a "because we should" kind of change to the game tbh
Minuscule is an understatement
And then theres also ranger getting movement speed????
Proficiency has been discussed, it will prob stay but do something different than “increased stats”
proficiency replaces random items as the progression lock on crafting recipes 
I feel like proficiency would be cooler if it gave you skill points to use towards small buffs
Like small buffs to movement speed over time
If you want
Or faster rage charge
...like a skill tree?
That could be interesting but would be a drastic change and would be a complete nightmare to balance
as if proficiency isnt already
Just kill proficiency
And proficiency is a 6% boost at max level iirc
In that class's damage
oh god i just noticed melee gives melee speed bonuses
do testers change their proficiency levels before fighting bosses even?
can you even do that?
I honestly don't even think of that because level 15 prof in a normal pt is completely unreasonable
Maybe with toastys nohit qol mod
But even then that's iffy
Uhhh.
Ummm.
YEAH
I think you just brought a big issue between testers.
I might need to fix this.
Well, might is an understatement.
I was kinda testing without caring about prof tbh
Because I completely forgot about the mechanic and have no way to max it out easy
I don't know about other testers, and that's a huge problem.
Don't worry, I'll do.
Because I test with like maybe the first couple levels at most because it just happens
how do you even shut it off?
I literally turn it off in the config.
Cal config.
Fair enough
oh my god i didnt even know there was one...
Yeah neither did I lol
this is actually the worst
Well, it's been there since forever.
i know and that's the worst part
because no one ever thinks about this thing
i just glaze over it every time
Well, I'll go talk to other testers.
alright
good luck
@tribal dock
- what
- wrong formatting
- this sounds like a bug, or something in the audio engine that the cal team could not fix lmao, either way i think #bugs-read-pins is a better place for this
I glaze over it as well since I am not sitting there with my testing character getting level 15 proficiency with everything
i have a
really probably rule breaking sugg if im being honest
but like, if fab wants to keep prof in the game, the whole skill tree thing sounds a whole lot more interesting than what we have now, where it's basically a hidden "the community" slapped onto every player
Set it to max and then dont give a fuck about it
How?
lmfao
How does one set prof to max?
Cal Test Helpers
caltesthelper mod
ah
@tribal dock you need reasoning
Caltesthelpers can max out prof? This I need to see to be sure
Not just the title
I don't remember there being a setting in the mod for that
OH SO THAT'S WHAT THAT LITTLE POWER BUTTON UI IS FOR
you can get the mod on the nohit doc in #help-advice-read-pins
Yeah I have the mod enabled storm
Been using it to mess around with all post-dog weapons
I didn't realize you could set prof to max there
ussdf scary
hm?
ok well firstly, you dont need to include "if possible" because if it isnt possible it will just get flagged in voting but secondly
why
like cursed capper exists if you want to do this and keep it all in class
but also, there are better options anyway at this point?
i dunno this feels weird and i dont think it'd be easy to program either
well, it would give an otherwise boring class some variety to it
and secondly, having your hotbar clogged with weapons just to have a slight edge isnt practical in the slightest
third, the example i gave is one of many, theres the possibility of many combos that can be done with this
do you really want to scroll through 5-6 weapons and try and juggle all the effects they provide? hell. that would make a high intensity fight even more stressful
Can we also discuss ideas from #suggestions-voting here?
i mean yeah that's fine
cant change anything about the one already in voting but if it fails or something yeah
jesse what the fuck are you talking about
^
an idea to make ranger more varied
Re: making Astrum Aureus more understandable: I think the jump attacks are fine since you can dodge them by running in one direction anyway, but the Aureus Spawns do need help
dodging by running is unintended, you're supposed to go under him, but it's conveyed poorly, so id say it's still worth including
you're not supposed to be able to outrun him 
it's still a stupid looking jump
Maybe my arena was so short it was never a problem
Still the player should know you're supposed to go under him
make it more like QS slam tbh
way more consistent and better and
I like the idea of assigning ammo to a specific ranger weapon, would be very helpful for fights where halfway through the strategy changes (Profaned Guardians, Storm Weaver)
Hey @pastel crow , Elemental shiv is somehow way more broken than swordsplosion
comedy
true!!!
cant wait til they all have starlight functionality and we never have to worry about these shitty projectile barfers ever again 
Ele shiv has a reason to exist and it's is rewor
Cosmic Shiv has a reason to exist and it's someone's money
did anyone ever ask rover for yata's discord ID
still waiting for a response from helixas to even begin to discuss universal genesis
It's stream gouge and nadir bad
Universal Genesis I don't see a problem with it functionally just needs a buff
no it's
the recipe
one of them uses nebulous core and the other uses 8 cosmolite
why
it seems like a leftover from when neb core was expert exclusive
Probably
i kinda get that part cause like? falling stars
Donor recipes
It doesn't need three star cloaks
Anyways cosmic shiv will literally never get changed goodnight
Why?
It's donor
Well I know it's a donor thing
Was just hoping it could get buffed so it didn't suck
Balancing isn't subject to donor rules if that's what you want
I want it to not have an 8 minute Yharon killtime
Well ping xyk or something idk
He knows
Then wait?
Yeah
Just waiting
Just more shocked on Ele Shiv since Mega earlier said it was better than swordsplosion and I just sat there like no shot and boy was I wrong
What does the 🗜️ emoji means in the suggestion-posting channel ?
it means the bot cant recognize it
because you didnt put the title then use shift+enter
Oh i see, ty
for example, something like "buff zenith!!!!111 (shift+enter) lfjal;sjf;lkjh" would go through (and most likely be declined)
Yes, indeed
Yes indeed bc Zenith is fine as is lmao
Talking about Zenith, I think that the actual Zenith in Calamity should be nerfed to be used at the tier it is supposed to be used at in the vanilla version of the game ; post-Moon Lord/pre-Providence, and that it should be used in a craft or something similar at the end of the game to serve a purpose like its original one, that is to be the ultimate weapon
And of course its craft should stay the same as the one in vanilla
that isnt going to happen
we've had plenty of discussions about this
so uh
dont want to start another one
Rover talked about how moving zenith to post provi but nerfed can be an idea, but the first step is of course to convince all other devs
At the end of Calamity, it could be used in two main different way : one is to being a part of an ultimate Zenith-like sword recipe, but a Calamity styled one, or (as a good idea i have seen on the suggestions-posting channel once), to transform into an exhumed weapon called "Nadir" (imo a fantastic way to give a meaningful name to this change), and the already existing weapon that is called "Nadir" could simply have its name twisted into an another one
So ya, probably unlikely to happen, or even not gonna happen through suggestion
The weapon name "nadir" is already used, and it is on a donor weapon so ya
Tldr zenith change (or retier) suggestion is disallowed now and will never go through anyway
If it happen it will have to come through from the devs themselves, and not through suggestion
I know the main reason not to nerf Zenith depends from its iconic ultimate weapon aura from its power IN vanilla, that is relative to the power-scaling of the bosses in vanilla, but in Calamity it doesn't matter anymore, as there is much more powerful foes to defeat and way more powerful swords ; Zenith became a pretty average weapon in the mod, if it stayed at post-Moon Lord tier and were used in the most powerful sword recipe or something similar, it could maintain its iconic aura and serve an actual purpose instead of being in an awkward position like it is right now
zenith is fine what
people should stop overrating zenith and just see it as a regular weapon
Who actually fight the Exos Mechs or SCal with it ? I don't find it as enjoyable as the weapons designed to fought the said bosses
and "most powerful swords" are boring.....
nohitters
Yeah, this is what i mean, it is only decent, not the almighty weapon that it is in vanilla
and?
good
that's the purpose
zenith is so fuckin lame tbh 
I crave for the day that people will stop overrating it
(It will never happen this is an eternal punishment for my actions)
Probably yeah
like im sorry but it is just a flashy boomerang. like. good aesthetic but in vanilla it's just. click and kill
there is no mechanical depth to it
Agree
I think zenith is cool :] I get why it’s in a rough spot in calamity tho
zenith looks cool in vanilla but it is not an interesting weapon in any capacity
vanilla players are used to mediocrity so like
LMAO
zenith is just melee last prism
on god
It is just whether the devs want to nerf zenith or not
obliteration beam on everything
For your information, the current zenith is untouched, as in it have the exact stat as vanilla, the devs just give the weapon an appropriate progression to its power level
But ya, zenith (retier) suggestion is just not happening anyway do no point discussing it too deep
(especially since devs are not here)
This is why i think Calamity should honor the intention behind the concept of this weapon by making it truly incredible, either by exhuming, or in a recipe to a sword that resembles strongly the Zenith but making it into a fun and more original weapon
if only nadir wasn't a spear lmfao
LOL
epic trollge fail 😭😭😭

zenith doesn't even have a tooltip why do people love it religiouslyyyy
there’s really no easy solution like. keep it as is post-moonlord it’s too much change it fundamentally people who like it in vanilla will be so mad buffs and nerfs get messy I think retiering it for calamity’s progression and otherwise not really messing with it was the best choice even if it’s still kinda left out to dry
To me, Zenith's gameplay is not that much enjoyable, but i like the concept by making an iconic ultimate sword that is incarnated by this one
exoblade already exists,.,.,.,
Ye but you could argue that Zenith has more legitimacy for being part of the greatest sword so
truly a bee keeper upgrade moment
zenith should be locked like murasama and only be unlocked by playing vanilla /j

People will be mad, but who cares of the peasant's opinions 
More suitable idea indeed
I care 
oh hey, my suggestion was approved
Would a suggestion to make heart of the elements spirits appear even if in vanity slots be a good idea
They currently dont
already have a similar suggestion posted recently
Damn
ok found it, this one #suggestions-voting message
a bit different, but basically the same effect I think
Yea thats it
@thorny chasm no
god fuck no
it'd sooner be removed
how about true melee dies instead and we just make the swords good on their own :)
instead of having to lump them into a massive dump of support to make them even half viable
That sounds more fun to me but I'm not sure how many people would go for that
the devs would
are probably
so i wouldnt worry about it
but yeah fungal symbiote is probably gonna get some kind of look over at some point
I hope so, is there anything I can do about it not affecting some weapons in the meantime?
yeah there is plan to rework biome shrines
whether the shrine items themselves will be reworked I don't quite remember, but shrines are planned to be reworked soon™️
thing is I am pretty sure "increase true damage" already exist with things like fire gauntlet line, so the suggestion is just to fix an inconsistency
(but ya, the problem is more with how fungal symbiote is designed as an item, it is not the fault of the suggestion itself)
@thorny chasm wait now that I tested it, are you sure all "increase true melee damage" already affect ALL true melee strike?
because from my test increase true melee damage only affect weapons that are pure true melee or have a mode that is purely true melee
so it is now just fungal symbiote
What if certain bosses like yharon or dog would quickly retreat before attacking again of they take too much damage within a certain time window to add more depth to the bosses?
let me just put a gif of what will happen
replace yharon staying in place with it keep running away and back
My reasoning is especially for DOG as a ranger can unload an extreme amount of bullets by running down a platform while DOG slowly catches up if there is one big platform going across the world
that is kinda your fault for not having sufficient movement
I mean if you were chasing someone in a straight line while slowly catching up and they shot at you, would you just take it or would you move just a little bit more tricky to not get shot
Just a wee bit of cheese
unless I misunderstood, you mean that DoG should try to run away if you unload an extreme amount of bullets on it so it don't catch up to you?
Not exactly, just not have it run in a staight line when chasing you
I did a small test just now. The 15% damage increase of the accessory appears to affect true melee strikes but the mushrooms don't appear for the weapon I was testing. I guess that's why the word "various" is in the tooltip.
from my own test (I used terratomere and terrablade), both being projectile sword that have true melee strike, but the true melee damage do not affect the true melee portion of the weapon
what weapon did you used? for reference
since I am not too familiar with true melee options
then dog will literally have no threat
because it will always go the long way to chase the player
you have the build option to get more movement/mobility
and you don't really need a lot too, soaring insignia + a good wing alone will do it
and having boss "retreat" if the player dump a lot of dps will simply not gonna happen for balance reason, because you will literally just spec full glass cannon and the bosses will not be able to do anything
tldr it incentivize every player just use a nohitter setup because it is optimal
Maybe have it to where it punishes that kind of cheese? Like if it dosent get within a certain range of a person its targeting within a certain time it will dash just enough to close the distance
that used to be the case, and people hated it
because it just make DoG's movement incredibly inconsistent where it speed up at random
so ya, probably best to keep it as it is rather than implementing a retreat mechanic
(reasoning is more that it is kinda redundant as of now, so don't have to go through the hassle to implement and balance it when the current behaviour is fine)
I was using the fractured ark and testing on a damage dummy. I saw bigger number when the accessory was on both with and without the parry mechanic. No mushrooms appeared.
Plus with the fabled seven billionth rework of the boss maybe its ai will be diffrent enough
oh right ark, ya ark is a bit weird
this sounds weird but I think ark don't really perform "melee strike", it is just an attack animation that looks like melee strike that deals melee damage
so it don't really work with many true melee things
another example I can think of is maybe, murasama?
ok murasama do work with fungal symbiote, so probably just ark
Hey quick question, what is in your opinion the most talked about suggestion in this channel that isnt on the no-no list?
generally item balances, being potions, weapons or whatever, but ya don't really have ways to keep track of it (if include 'don'ts' then maybe zenith related suggestion), many of them just come on and off and don't really last a long period of time (therefore not really have a 'most talked about' suggestion)
other one is maybe heart of elements related suggestions (whether recipe change, the elements themselves being boring" or whatever)
but ya this is a bit off topic so I will stop here
Alr
weird that ark looks and functions like a true melee weapon, even has the range ignoring the parry, but isn't
Fungal symbiote

it still shoots a projectile, and the upgrades all shoot projectiles even when uncharged
^
"looks like a true melee but isn't" that's literally every melee weapon what

Also ark is already op enough
Does not need a batshit insane acc to make it even more broken
tldr kill true melee damage when
just give true melee weapons (slightly) more damage and be done with it
Never happening
Also its more likely that Symbiote gets killed before true meme does if it ever happens
sorry I mean true melee damage boost (gauntlet, fungal symbiote etc), but ya understandable with things like soaring and rage working differently with true melee now
Pretty sure the only problematic true meme item is symbiote and maybe Warbanner now that its bug has been fixed
Symbiote should
idk maybe die yes
also since you are here, ya I just rechecked the celestial tracer iframe not working bug is fixed now, I misremembered the video to be after wulfrum patch (when it is in fact right before)
Suggesting weapon rework is alright,right
if its not specific to what the rework should be and is backed up with a pretty good reasoning
Like, instead of laying out what the rework could be,you just say that (insert weapon) needs a rework because (insert reason)
Right?
you probably need a very good reason yeah
Hm,sure I'll try
what weapon do you want reworked?
Flak kraken
oh right that
It's very, very,very underwhelming and feels like a magic missle for ranger
yeah
also regarding the iframe thing
https://www.youtube.com/watch?v=pomp6SKU0yo I do have a video recorded and edited to prove the point, though the conclusion is that it is because calamity's cross necklace is basically the same as vanilla version now
the question is whether calamity cross necklace being the same as vanilla version (which is overpowered) is intended
@grim tusk oh right I should probably ping since this channel frequently get drowned ^, it is a matter of whether cross necklace (unnerf) is intended
tldr conclusion:
no iframe items = 40 frames of iframe
cross necklace equipped = doubled = 80 frames (this is supposed to be nerfed by calamity, unless it is unnerfed)
deific amulet and rampart provide the same iframe of +10 and also cross necklace effect, thus they both give 50 frames = 90 frames total
the reason I thought the iframe last way longer is because I am 100% sure calamity nerfed cross necklace before (therefore also deific and rampart which inherited the effect)
it baffles me that with burden breaker being disabled momentum capacitor somehow get through
i thought this philosophy was stopped because that would imply only boss fights are important enough to be balanced etc
which is kinda why I always thought sometimes cal devs carry some philosophy a bit too far, there should always be exceptions made
momentum capacitor is one of these exception as it is obvious that it will break a lot of boss fight
is it really that breaking?
i feel like most bosses have an area enrage that activates anyway
you can just run off and regen all of your hp and run back
+many end game bosses straight up do not have area enrage (astrum deus, moon lord, exo mechs, dog etc)
ya, you can also keep running and moon lord will have to chain tp
tru
but ya, with how calamity had to nerf quick back to 4% it is kinda obvious what 500%+ can do, even with a bit of delay
I thought momentum capacitor is post-Golem oh god it is post-Mech
@green spindle boss enemies are an outlier I think (maybe except lunatic cultist archers since those are vanilla), as they just recently removed aquatic aberration banners
not sure, the suggestion is still valid I think? just not sure how necessary it is
since cyst itself is not exactly something you need banner to kill, especially that it is idle
by the point youd even get the banners, youd most likely be able to melt the boss anyways
yeah that
at that point, the boss would be in the back of your mind as you just tap the mouse once and kill it
hell, if your summoner, you can just flat out ignore it
Does lacewing have a banner
if it did, it would be pointless as hell
it doesnt
Then cysts shouldn't either
@exotic quiver A more serious reasoning would be appreciated cuz that would allow us to better understand the problem(s)
true
Is it only useful for summoner because it's an actively used item, so you can't swing weapons?
Or is attacking not a concern because just being able to fly away from the boss fast is the main benefit (survivability)?
Is the acceleration too quick, not risky enough?
I think there's way too much movement bonus preserved even after letting go of the item
Can it be used to dodge attacks mid-fight or is it just a fleeing option?
you can let go of the item and quickly do some things as you retain a good chunk of the mobility
it's not that wild in that sense compared to the actual zoom, but it's still a thing

Which bosses is it good against?
the idea is nice but the execution feels closer to burden breaker, and we all know where that thing ended up
momentum capacitor can be used for a lot of burst momentum
it's insanely good if you don't end up despawning the boss lol
worm bosses tend to not despawn that easily I think
might try using it on exo mechs to see how bad it is on them
edited my post
I think the item having a nerf in boss fight can work too
Since an item that boost your ms while hold can still work as an interesting classless option
if any people knowing how testing works
if i want to test weapons following the recommended guidelines to make it more accurate am i allowed to use gael's rage ability or not really
I think in general just having a cooldown should be good, doesn't particularly needs to be boss gated
Just ya maybe upwards of 60% movement speed max, not 580%
That reasoning is indeed better thank you
you typically don't use rippers on testing, but I think gael changed rage a lot?
Not quite as exhaustive as I was hoping but perhaps I was thinking wishfully
it removes the ripper part and replaces it with a barrage/explosion of homing skulls
you can try 2 separate sets of testing with and without gael's rage
xD
I think you probably should use rage on garl yeah
okay good
Since you are guaranteed to have rage
cause gael seems really strong for Exos
Testers might not agree, but personally I think it is more fitting/accurate
Here's what i have so far, hopefully setup is fine enough
Wasn't looking to suggest anything and mostly test because why not but dang gael seems strong
what's the expected kill time on exos again?
Like 5:30 or 6, I kept messing up scal and exo kill time
if its about 5:30 then uh
how does even oracle go under that
i don't think it's my setup is it
But seeing oracle's time, the setup should be fine
ataraxia is quite
I imagine it do bad against thanatos, but I remembered for twins it is fine
Not sure ares though
yeah most of the killtime was from thanatos
same deal with burning sky
except burning sky's power against single targets easily makes up for it
For me I tend to prefer single target weapon should just be balanced arouns single target, since you can easily switch weapon
In this case the kill time is only long because it dont deal well with thanatos which require piercing or aoe, so balancing it to work for thanatos will mean its damage will massively overkill on single target
But ya it is just me, I feel balancing weapons on exo mechs around kill time can sometimes end up having weapons being overperforming
around just the killtime true
most fights are just single target or multitarget
Exos is single target (twins), multitarget (thanatos) and a sorta mix of the above (ares)
so balancing a weapon around exos killtime is quite
inaccurate?
For me personally ya it can be
Since balancing it that way probably will eventually lead to being forced to give bosses weapon resistance
doesn't that happen naturally
with certain weapons
(i.e. most piercing weapons on deus lol)
Ya, though in that case was talking about ataraxia
Which currently from kill time is underperform, but I think if buff it to the point of doing 'ok' against thanatos it will be too good for single target
6 Minutes
SCal being 5
Gaels is post SCal tbf
i guess but aren't you intended to use the SCal/Exo drops on the other boss?
damn
Tbf it's zenith against dr worm
i don't think it's a fair treatment because imo exos should incentive using multiple weapons
Yeah zenith probably have to like, do thanatos first
Since thanatos early have way less dr
as expected mura gets an even longer killtime, not surprised there
I feel like Murasama's kinda underwhelming nowadays
it takes 71 centuries to actually hit them reliably
on ares the dps is not bad
thanatos gets killed quite fast but nowhere as fast as dragon rage
although i'll try retesting it but using warbanner now
Which is why I see testing weapons on exos isn't really something I do or agree with besides making sure one weapon doesn't obliterate one of the Mechs, due to the incentive thing for multiple weapons to beat them efficiently
I can't name one class that uses only one weapon for the entire fight
Wtf it was actually worse
Jeez
Mage post scal perhaps
Ranger with minigun (dragon breath also can even post nerf) + god slayer slug definitely still works
Minigun used to be comparable to breath, and now that breath is nerfed minigun is probably better
dbreath is probably better for single target
i got a better killtime vs scal although the testing was probably a bit eh
although for single target you can just tyranny's end
Breath get pretty gutted so not too sure about that anymore, since minigun used to deal similar damage to breath on single target just way harder to aim (especially twins)
yeah i did use breath post nerfs
it was mostly lclick actually
and i believe rclick was the one murdered
anyways, did a second test with ataraxia but this time used the true melee effect a lot more
Extremely useful suggestion
results was a killtime a ton better than the 7m one but still ech
@vernal fractal "balance the bosses properly" is not helpful and too broad, you should lessen the scope and focus on the specific boss you feel are too weak instead, and ideally elaborate with sound reasoning as why you feel they are too weak
And do acknowledge difficulty is subjective
On the other hand you can just make the suggestion about polterghast, since I think people can agree more on polterghast being too weak right now than "just balance all bosses"
Signus has a rework and a resprite planned iirc
But yeah Sigus and Polter are a fair bit easier than Prov so I agree there
also like what on earth is this formatting
title
pause
a ton of spaces - some reasoning
what are the spaces for
Both Polt and Signus have
polter has a trend of getting buffed, people hating it or finding it overtuned, nerfed, back to square one
bouncy bolts, heavy tile enrage, and predictive charges have been added and reverted
yep
honestly i feel some of the main progression bosses should be harder than the others
but then i forget calamity doesnt necessarily have explicitly main progression bosses aside from like
wof, ml, dog and yharon
so that distinction is pointless
plantera too
if we are assuming scal is final boss that is
you need ectoplasm to craft altar of the accursed
oh right
polter will leave the shadow realm once the rework happens tm
@orchid wing im pretty sure there are already plans for that, or the at least the biome shrines in general
Not sure about this suggestion, tiki and spooky may just be to powerful
It might be better to nerf them rather than buffing fathom swarmer.
Ok while romen’s sugg is dumb, i do think it’s kinda weird that providence is harder than dog and all his sentinels, poltergeist, and old duke
like genuinely providence is almost harder than yharon
Is this just personal experience or is this the general opinion of the community? Different people find different things hard. Personally I fully agree, but idk what the general experience is.
yeah that's fair i suppose
but seriously i beat DoG first try most of the time and prov takes like an hour
No, fathom just sucks
Both offensively because all its offensive stats are locked to water arenas and defensively because yes, literally just use tiki available easily right there
it needs a rework imo because even as a tanking set there's not a lot of point to use it when tiki is nicely both offense and defence and spooky is meant to be better than tiki itself because apparently moons are balanced as post golem in vanilla
fathom being bad may hit even harder if they make tiki a whip armor which is an idea for 1.4.4
they should make fathom a whip armor
I should also point out that leaf wings with tiki armor is +8 defense and a whopping +6 life regen
fathom swarmer also has spooky armor to compete with
but tiki is arguably the best of the three and easiest to obtain
adding a post-plantera pre-golem summoner armor set when there's already 2 other reasonable vanilla options and the Valhalla Knight armor post golem is just not a good idea
spooky has more offensive stats
it's a preference thing
tbh
ok where are you getting 6 life regen from
oh that makes sense
I also forgot, in addition to dryad's blessing you get 5% DR and +5 defense
perfectly balanced wings
what is ms
the 20% I mean
wait nvm
movement speed
+28% damage compared to Tiki I see
bosses die 21.54% faster at most because 1.58 / 1.30 = 1.2154
wow even if you are submerged the damage increase of fathom swarmer is less than spooky armor
The thing is tiki wing's stat itself id incredibly outsated when you get tiki armor, even if you consider the set bonus
So ya really not worth
Spooky is just unbalanced since 1.4 buffed it, calamity's nerfed version used to be 3 minion slot
The difference of spooky vs tiki used to br spooky = more damage, tiki = more slot
Then the buff happened and spooky become straight up better
you aren't considering defensive stats
more defense is a bit more consistency
like if you have less defense hits are obviously more punishing
you can always invest in accs instead
might as well add another 5% dmg to spooky if you're gonna consider wings
5% damage is not a lot
same applies to tiki
which i really wish they werent
no clue why spooky is so much better
Normally I tend to value defense a lot yeah (and leaf wing set bonus are good defensive stats), the problem is just leaf wing's flight time and mobility just got nerfed a bit too hard post-1.4 nerf
It is barely better than skyline wing
And post-plant is right at the time where vertical acceleration and flight time become more important with bosses like ravager, fishron, pbg etc (and of course deus and ml)
oh that was 2 hours ago lmao
and there is that
I am thinking whether the sacrificed mobility just end up having you get hit by the attacks that you could had dodged othereise with on tier wing
what actually mattered for the wings got butchered
Though leaf wing set bonus is indeed very stacked
just don't consider it as a wing 
For fights like golem and cultist you don't need to rely so much on wings
yeah but at least it isn't easier than plant which is how it is in vanilla
and probably cultist too ig
Im pretty sure people wanted spooky to be better anyway
I could include ravager too as well
Because its meant to its the game design its the
since you play the fight out a lot like golem
oh yeah spooky is like
(Spooky is meant as a fucking tiki upgrade that's why its better you're meant to get tiki first moons in vanulla are balanced post golem
post golem in vanilla
obviously spooky is an upgrade but like
truly a vanilla moment
both are post plant
Dryad blessing either give 3 or 1.5 regen per sec, if it is 3 then ya leaf wing set bonus might just worth it (since it also give 13 defense 5% dr)
honestly moons should be post golem
Its the same deal with hellstone being balanced for post skeleton and not post evil
I thought it was 6 life regen?
vanilla at least
It's not hard to understand
@fossil finch I can see that
But since vanilla gonna rework tiki anyway so I will hold it for now, and the topic of discussion is fathom swarmer
I meant to reply to your msg whoops
it is obviously not hard to understand i just dont see why
tiki becomes instantly useless
And fathom swarmer just, sucks
you guys valuing 28% damage so much over defensive stats huh
I mean it's 28% more damage
my pride prevents me from having defense over 40
if you have +70% damage already it's not as much as you'd think
and for free!!!!
Personally I tend to value mobility over defense for HM and defense over damage and mobility at post-ML, but thats just me
moons are post plant
me when intended progression is waiting after a boss to do something
guys pirate invasion is post mech!
I value mobility for DoG because if I'm fast enough it becomes easier to dash through laser walls and a higher speed makes it harder for DoG's head to hit me
anyways this isn't going anywhere please buff swarmer
swarmer is there for those maniacs who flood their arenas
and get +30 defense +5 life regen +20% move speed +30% damage
synergize that with aquatic emblem for +50 defense
the biggest issue with water arenas though aside from setting them up is that you fall so slowly
Flipper potion
Fall slowly
Flipper doesn't rly help with fallspeed
Need the sus bean for that and even then need to be mounted for that to fall
And not everyone wants to fall that fast
man
ravager despawn range is too small
The fight is meant to be fought close
So be decently close
Idk I am bad at explaining
@mortal gust not a bug and already planned
sweet
(remove the suggestion so it doesn't clog posting
kinda opposite for me. I like defense Pre-hm and less so as the game goes on
@open meadow - Your suggestion has received an updated status!
[Show what new items you can craft once a new Schematic has been deciphered]
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
@reef fern - Your suggestion has received an updated status!
[Allow the Steampunker to sell solution of the opposite world evil when in a graveyard.]
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
@drowsy plank - Your suggestion has received an updated status!
[Rework or remove the classless 'Resident Evil' Guns]
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
@kindred creek - Your suggestion has received an updated status!
[Make Slime God, Astrum Areus, and Ravager Actually Jump Instead of Fly]
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
@rotund tree - Your suggestion has received an updated status!
[Make Providence check for Underworld before Hallow when spawned]
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
@cobalt pewter - Your suggestion has received an updated status!
[Revamp the Elementals involved in Heart of the Elements.]
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
@versed olive - Your suggestion has received an updated status!
[Hold right click to open grab bags quickly]
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
Oh? On god?
@drowsy plank - Your suggestion has received an updated status!
[Rework or remove the classless 'Resident Evil' Guns]
It has been add to the devs' to-do list and planned for implementation!
You can check out your suggestion again here: #suggestions-voting message

I just hope it is rework instead of remove
since it is still cool sprite and sound effect
@twilit herald that is a bug and is already known
bug reports don't go under suggestions
(so ya, can delete the suggestion, it should be fixed next patch I assume)
ok
the_W.mp4
werent they er
like
reworked sort of in 1.5
the bullets or something
actually 1.5 is a year ago by now
aaaargh i still think of 1.5 as the new update
they are sold by gundealer by having the respective gun in your inventory
eg: if you have hydra then gundealer sells shotgun shell, otherwise it don't
so they are basically unlimited
oh right, since you mentioned that I should remind you of the storm weaver off timing thing at some point
(but ya since you are here I will not ping)
What is the 'Storm Weaver off timing' thing?
tldr storm weaver's starts performing ice blast and charge at the sametime as the fight progress if you try to stay inside the ice blast instead of just run away
wait let me grab it
ya, I think it was because weaver cancel charge half way if it perform ice blast (which delays the execution of the charge), or that it perform charge slower if you are close to it (to make the fight more fair) but end up just performing charge and ice blast at the same time later on
Supposedly Fab did some changes to Storm Weaver next update, I don't remember.
tbh I do think just having the timing consistent is good enough, and just make storm weaver close in slower if you are within the ice blast range (aka didn't just outrun it)
That help these issues.
oh right
well yeah i guess well see after next update
@alpine oasis hello hi
ya just about to post it
also you can fish for it, but it's fishing
the intend of these type of npc selling is not really to give you access to the weapon right away (or even convenience), but more to prevent you from getting softlock/annoyance once you progress down the upgrade line
so ya, eventhough the suggestion is specifically to craft aquashard and firestorm cannon (by which at Queen Bee they will be outdated), do acknowledge that you are still supposed to explore
(was referring to the person making the suggestion but I dont want to double ping)
aquashard not that much since it's post-evil2
@odd vector why though (improper formatting, no reasoning, how the hell would you balance that)
you need to specifically beat queen bee not just progress through queen bee yeah
can be missed if you didn't kill queen bee in the playthrough
that must be it
I didn't mean much more, I ment as in like a 15% more
since I thought queen bee useless until i needed the honeycomb for the plague hive
adrenaline and rage activating at the same time ALREADY give more damage
adren already gives insane damage
because they both scale on a multiplier
why do you need more
I didn't know thats why I asked in help and advice
you realize this is a lot

your suggestion cant go through because you formatted it incorrectly
But didn't get the right answer
title
reasoning (which you lack)
let me recheck it, I remember adrenaline and rage activating at the same time have special numbers
what is the right answer then?
but ya, they should never have extra on top of it regardless
adrenaline alone is already busted as fuck, rage is practically a free damage boost as the fight progress
also, should likely remove the sugg about the boomstick
we dont need more random bullshit boss melting mechanic
as you were told above, it is sold by the Armsdealer
Nah.
That would be horrible.
That they already give more since runs on a multiplier
(i think adren and rage are additive together instead of being a multiplier? dont remember honestly)
yeah they are additive together
ok it is indeed additive, I probably misremembered the adrenaline upgrade number to be the rage + adrenaline number
but ya, we definitely dont need more damage from either adrenaline or rage when they are already busted
eol one?
yea
I should check later
hm
it does seem like it
can't be sure so I'll remove the sugg for now
I think ideal is just make the trail clearer to make them more visible that they can still deal damage
since the current problem is the end of the trail is barely visible and fading while still deals gigantic damage
This one's been driving me nuts when I try to compare it to other armors.
many of its effect are unironically useful, like less debuff damage etc, but ya I need to check in game
I forgot the full extent of the set bonus
I don't really think it is that overwhelming?
it looks complicated but it really isnt
maybe can move the decreased movement speed and flight time to the helm itself, but thats about it I think
since it is a downside that is not stated on the helm itself, and the player can only know after they crafted the entire set
oh shit the weapon rework is already implemented?
in what capacity tho is what im wondering...
oh it got hammered
man it's been so long since ive seen that one i forgot what it meant
trollface
the
is that the removed list or the devplans.doc
It's the Deletion Doc.
well I have no idea how stuffs are colour coded in the doc 
damn, memes always spoiling
I would never be spoiling.
though it is a shame for it to be deleted, still good sprites and sound effect
resident evil guns? like the elephant killer? being removed? shocker! (sarcasm)
there is more voting to be done
honestly i dont see much a point to them, as bosses and weapons are getting balanced more, and more conventional weapons work better (not to mention the guns are kinda specific about what they work against best)
yeah those weapons are pretty much only used in challenge run or to cheese a boss
since using all 5 of them you can deal ~25% max hp damage to any boss, effectively often skipping their "final phase"
another case of potential sprite deletion

but getting rid of the weapons themselves is yes
aside from the split plasma bolts (which are too small to be even seen in the first place), exo mechs' background does well in highlighting their projectiles too I think
maybe just the cursed flames related stuff that's hard to see
(apollo's shots and ares' plasma gun or whatever (
yeah there are a few more examples, providence, dog, yharon, scal all have their own shaders, exo too
though I dont want to include too many things, as the video is used as an example I think 2 is enough
true true
though I think calclone and pbg is ideal, since they don't really change the shader/background, and basically only make the boss and projectiles visible
dog, scal and yharon etc have significant colour alteration
ah yeah
generally I find limiting fights to nighttime is stupid anyways
sure it works on some earlier bosses like eoc which are supposed to be some kinda horror
but the later the game develops the less reason there needs to be for nighttime limitations
(only EoL makes complete sense in vanilla HM)
mechs doesn't need to be in nighttime, and I think that's the only vanilla HM bosses bar EoL that actually has night limitations
all it does is stop tequila lol
@mighty nymph not only those points mentioned above, there are already a couple mods focused on adding such things
ye
jojo?
the jojo kind yes
br
you peoples are mad cos the world is stronger then murasama
you don't just say "stands" and assume that it's a position
speaking fax
i mean
wasnt a joke

We have no reason to add stands. Moving on.

make based suggestions iirc
Understandable, have a nice day
👨🦽
lol, if theres already a mod for something, calamity has no reason to add it
like, something like "add personas" wont work because there are plenty of mods that do that (plus references in other mods)
wait there's a persona mod?????????
pretty sure yeah
but suggestion is what Dio likes to say
"useless, useless, useless"
no that's what minos says
i mean not entirely
sometimes calamity decides to integrate the thing
ya, like point blank are out of nowhere
eh fair, after all, there is a Touhou mod, and plenty of Touhou references in Calamity. but yeah. Stands probably wouldnt fit in tbh
devs' decision are just separated from suggestions, devs can do whatever they want (if they wish to do so) at whatever scale
i was thinking of npcs selling potions
though i also think thats actually an unpopular decision in caldev
i mean, potions are already easy to get by blood orbs
potion shops are truly a feature
yea but they didnt do their job well enough 😎
besides
POTIONS ARE OPTIONAL
the further in progression you are the less they are optional 
ON GOD
imagine needing buffs to beat the mod
though im pretty sure it is possible, just gonna suck
potion shops only exist because blood orbs failed to do their job
and blood orbs exist because fishing sucks
people who think potion are too grindy use alc npc and so on to skip potion crafting; people who don't think potions are grindy probably are already using alc npc or auto buff
ya 89 votes for a suggestion like that is just sad
the only way that happens is if the devs remove it
you forgot the other type of people: people who use journey mode that give the signature look of superiority over those peasants
im hoping my suggestion can actually be implemented. it would make ranger less of a hassle
it is a good one
maybe
ill be incentivized to play ranger
just make flasks work with ranged.....
yeah, but that would just be a lazy fix imo
flasks already work with melee, rogue, and summoner, we cant just make it a blanket fix
I mean ranger is the most consistent class by far with no weakpoints so idk what you're on
@tough ingot - Your suggestion has received an updated status!
[Add Calamity health/mana UI support for Fancy and Bars style]
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
@frosty trellis - Your suggestion has received an updated status!
[Give some sort of indication after skeletron has been defeated that the abyss exists]
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
here it comes
Ay!
Time to see this get implemented in 2+ years

yeah!
love that sugg xpc cause yeah the current on hit effects are ass
Hoad on hit effect itself are not that strong iirc, it is just it give 50% bonus true melee damage for some reason
the stars do a fair bit of damage, especially if all of them hit
Just like here is 10% for fire gauntlet, here is 20% for ele gauntlet the ultimate warrior accessory
Here is 50 haha
Yeah when abused I imagine it will do pretty well
In my opinion Thorns should be the damage you've taken * I don't know, like 5 or 10.
I think ideally for reflect/on hit it should just be fixed number since easier to control how powerful they are
That's how other games do it, because your HP != Enemies' HP.
Thorn ya maybe multiplier since they are never going to be overpowered, even at 20x assuming you have 1k hp it is still just 20000 damage max (and you will be dead by then)
Yeah
Unless thorn is calculated pre-damage mitigation
Though we need to be careful with a multiplier, as that means it's going to be viable through all game.
Looking at early game.
I think thorn potion itself can be at a lower number since it is still useful for early game where you have nothing
Can lock the more powerful thorn with higger multiplier behind armor.bonus or accessory to make sure they are progression lock (and have investment cost)
Like Warding changing through progression?
I think thorn probably can stay at like, 2.5x - 4x maybe? And it will be a good option against normal enemy and an ok option against bosses
I dont think scaling with progression are necessarily since it just causes more confusion
Was referring to like having late game accessory (eg: lets just say amalgam) now have thorn effect on a higher multiplier at like say 12x, therefore you can only get this powerful thorn effect post-DoG, thereby preventing it from being overpowered at pre-hm or even hm where boss and player hp numbers are closer
But ya since it is just on paper I am just giving random numbers tbh
If thorn dont scale with damage multiplier I think even at 10x it is not that useful, but it is scary if it scale with damage increase
By the way, did we give Brain of Confusion's upgrades the dodge yet?
I don't remember.
Since in the hypothetical situation where it is actually 12x, assuming yharon charge deal 500 damage to you (you have like 850-900 at that point), it will only be 6000 damage and you are half dead
No I dont think so
Alright, then if the Amalgam had the dodge, maybe we could lower that multiplier a bit.
Ok I just realised amalgam currently dont deal thorn damage, I thought it had a similar effect before
It is shade rain at 300 damage each, and typeless so cant be boosted by damage increase
Okay, you made me think it had as well.
But ya for the thorn effect currently on the game, I think all of them (except reflect like evolution) are 1x currently
Which is 
Yeah, though the suggestion didnt specify number just so testers can hsve freedom on adjusting them, since I have no idea how strong they gonna be at a higher multiplier
Yeah.
I don't want it to be like, useless neither like absolutely needed for free damage.
I want it to be like a little boost.
My guess is at like 5x they are pretty good against pre-HM bosses, probably need 10x for HM and even 20x for post-ML, but all is just guess
And if you get hit a lot then cool effect.
(That is still assuming it is just small boost as mentioned)
You and I have very different views on multipliers.
Since even at 1k hp the max thorn damage you can deal is only 10k damage
Oh ya HM numbers are probably a bit bloated yeah, forgot you can regen a lot from regenator or like fairy boots, so potential abuse
I treated it as if the player cant regen, my bad
Anyways, uh, bruh moment.
I don't have problem with this sugg.
And you reminded me that we should make The Amalgam better.
Yeah tldr is still that thorn are just garbage now and definitely need buff, the exact multiplier and implementation can be decided by devs and testers
Amalgam should be an ok accessory once it get dodge imo
It is just I feel the double potion duration do not really fit on an offensive accessory, and feel a bit slapped on after the rework, it is equivalent to if reaper tooth necklace have reduced debuff damage or something
both amalgam and amalgamated brain feel not so great rn
so the dodge should help tons
about that momentum capacitor- don't disable outright it but make it weaker I'd say
you can just ignore AS when he spawns
he doesn't aggro unless you deal damage to him
Didnt AS have lower spawn rate preHM?
And ya, you can now just recall + magic conch to quickly get back to sulph sea (even after you trigger the fight)
I use snapclam and seafoam bomb, which are affected by gravity, the amount of time I needed scales and hit AS
What if put a trigger on AS pre-HM spawn to at least require acid rain tier 1 to be completed (and HM it spawn regardless)
That way if the player have no intention to start it they will not encounter it
forcing to swap off another tool for extra movement speed in a fight adds more dynamic between survival and damage, but it's obviously way too good rn
@zealous nimbus boss suggestions are disallowed
providence is sort of like a moth
providence will be renamed to supreme mothron in 2026
Sunthon
That was never in-game iirc
hm
hmm today i will make a suggestion that specifically says do not suggest in the dos and donts doc
tbh a miniboss post dog similar to mothron to drop darksun essences would probably be a possibility once distortion exists but that is so far off it would probably be a dont anyway for multiple reasons
Old Mothron boss lets gooo
Just re add old bumblebirb if you wanna refight mothron.
I wouldn’t be opposed to more variation. If you have to fight the solar ecilpse again, although a super mothron wouldn’t be that exciting.
Well yeah we're solving the issue by making it so you don't have to fight the solar eclipse again
Nice.
https://calamitymod.wiki.gg/wiki/Bleach_Ball @barren chasm
The Bleach Ball is a craftable Pre-Hardmode spawn-blocking tool. While the item is favorited in the player's inventory, Aquatic Scourge spawns are disabled.
Isn't the suggestion also a don't since it goes against non linearity?
Yes
Now let's talk about why Sirenproof earmuffs aren't prehm
Oh yeah lol that item does indeed exist
May u elaborate? I dont know much abt future update plans for the seasonal moon/solar eclipse refights
A whole new DoG-themed biome/subworld is going to be added which is where you will obtain the equivalents of Nightmare Fuel, Endothermic Energy, and Darksun Fragments
The Holiday Moons and Solar Eclipse will no longer be buffed or have any special content post-DoG
(this is a long ways out but it is in our definite plans)
#suggestions-voting message patience
@main bear wrong format, future content sugg, and already in the devs plans just be patient
i had to make sure they know what i want
😱
@inland saddle do you know that the bot is down right now?
@fossil robin I have a feeling, just a little feeling,
that your opinion of Night Providence is a little skewed by the fact that you had your submissions rejected in Art
oh god nighttime profaned guardians...
The reason why the Night Guardian sprites got rejected is because they literally do not show up in the Night Prov fight
a bit of an understatement 
this sugg sucks

🍸
