#suggestions-discussion
1 messages · Page 55 of 1
I mean I have 3 ways I need to test these things so it definitely takes some time but yeah fair
I can just give you some pdfs about all of it afterwards with the setups included
And I was mainly referencing the treasure hunt thing when I said I was doing Yharon for you in that regard LOL
I can't actually balance it
@grim tusk Any reason why Venerated Locket doesn't work with Hypothermia spam?
you mean just the "summons a copy of the projectile from the sky", right ?
cuz that works for me
Hypothermia throws several small projectiles per shot. Venerated locket will only throw one
Its the same for other “throws multiple projectiles per shot” items
So with Hypothermia, EE would be a better pick due to the sheer amount of projectiles
Aight, will retest hypo with EE then
(Also check glove of recklessness)
I will
EE was 7 seconds slower than locket btw
Locket is back and I didnt have to touch it 
LOL
Also nice to see EE is still good despite that CHONK of a nerf
locket is an awful item
(Just gonna give you all the spam data bc Hypothermia was the last weapon on my list)
the copy mechanic is so scuffed
It's cool though
You were abusing Nanotech’s stack right?
Well shit
Was going to do that with a different set of tests
Since that's more of a mixed rogue thing
Also that Glove of recklessness test 
Altho i can see why the synergy with those would be stronger than the projectile ones (esp since EE got gutted)
Yeah
I'll double check exe blade since I don't think any of the others would be impacted nearly as much by it
Executioners blade is dear god
Damn
Gutting that shit after dealing with pre-Golem tier
Yeah executioners blade spam needs to die fast
Fair enough
Wondering how tf it went from 2nd worst weapon to best
People using Ichor with fast weapons 
(Since cursed flames ded)
Thats god's paranoia stealth level of broken
True
And maybe I overbuffed Glove of recklessness?
Possibly
Shall I go onto stealth then or do you want me to do nanotech mixed stealth + spam?
You may pick the order
I'll go pure stealth then
uh
hm
im not sure actually?
plasma rifle def deserves it but i see what you mean
@grim tusk Stealth done
Also why does rogue have a glorified yoyo?
Also where are silent reforges?
I just think of it like Stream Gouge: A glorified Yoyo
No
I just tend to go menacing for consistency
Should I be using silent to test stealth?
Yes, first check that with 2 silent you dont fill the meter in 2 seconds
If it didnt, get the third
2 seconds while standing still or moving?
Bc if standing still then it's already very close to if not 2 seconds no silent wth emirror and nanotech alone
(Using the clock in game to help track that)
Non-moving is like 1 and a half
Moving around 2 and a half
Moving or non-moving? I am going to presume moving but want to double check
Moving, you’re fine and get the third silent
Kk
I already found something rogue related that's already classified as a bug 
not gonna drop it here, imma just let people find out through changelogs when it's fixed
I wanna make a suggestion about deleting superball bullets, they feel kinda weird considering they're now an insta upgrade
at least in most instances, considering meteor is post evil boss now
Like sure there's the notable difference of more pierce/bounce but it doesn't feel very unique, and the fact that they're available at exactly the same tier kinda exposes this fact more. Then again you could say this about most bullets...
this but also acceleration round
acceleration are also blegh
so many bullets in cal are extremely unoriginal
God I love Enhanced Nano Rounds and how it's an insta upgrade instead of just. modifying vanilla.

so much of ranger's bullets/arrows in cal just feel like. generic debuff or copying vanilla's homework
i feel like enhanced nano rounds could definitely be reworked now that normal nano rounds have an actual gimmick to em
expanding on the smart bounce idea, or something
"expanding" on an idea might be the idea behind like. half of cal's bullets/arrows and it just feels. idk generic
after the ark line rework I've become more critical of cal's like everything tho
terra bullets could be changed
i mean like
i dont know how to rework these things but
i think taking a look at all of cal's ammo wouldnt hurt
vanquisher arrows are also really weird, the phantom arrows are basically inconsequential, its another one of those "ill use it cos it has the highest base damage" arrows
i guess it does travel straight and go through walls, though
that just sounds like luminite arrows
Napalm Arrows are prolly cal's most original arrows tbfh
nano stuff in general needs a rework in cal imo
the stuff with actual gimmicks can stay
(like the ammos)
but the shit like flasks 💀
tbh I will rather bullets just stay ununique (or rather, not impactful, such as the case of vanquisher phantom arrow) and just make weapons have unique property instead
because at the end of the day having bullets being the main focus of the weapon just means every weapon perform the same except for weapon damage and attack speed
cuz the phantom arrows got nerfed to hell and back and to hell again
ah, heh
things like luminite arrow overshadowing many wooden arrow convert is just a case of ammos being too powerful
and then back again for good measure
i forgot that existed????
isn't that more the damage of the projectile mattering more than the weapon's damage
isnt that a.... confusion flask
yes
god,,,,
luminite arrow basically make a 2nd attack on a delay
on a slow boss (or whenever the boss stay static for a moment), it is about equivalent to double damage
if cal didn't change luminite arrow damage, which is why it is so busted
(+ it has infinite piercing, for some reason)
I think god slayer slug also have a delayed attack like this which is why it is so good
the damage is reduced by 4% per pierce... but since it only pierces thrice...
but ya, these are just the case of bullets performing way too well to the point of overshadowing the weapon convert (like alluvion is just straight up better on luminite and vanquisher than its wooden sharknado arrow)
which is why imo I will rather ammos just have less impact, even at the expense of uniqueness
just make weapons themselves unique
I mean this sounds more like the problem venerated locket exposes constantly tbfh
I already said ammo shouldn't have damage in the first place, it limits ranged gameplay that doesn't convert ammo and is annoying as hell to balance
tbh this is the root problem over everything
it is too hard to balance weapon on no-ammo damage now
ammo is gonna be hard to balance regardless of if it has base damage or not
and another problem is that will basically make it pointless to upgrade ammo on most weapon, just stick with musket ball
and things like p90 (and megashark even) will straight up become useless, since do you balance it around the highest base damage bullet at the tier or musket ball

ammo should stay as a variety (with some damage changes to account for such changes, like reduced dmg with chloro bullets to account for homing), then put more power into the actual guns
ideal is make ammo upgrades (or rather later tier of ammo) have less base damage increase compare to previous tier, therefore you dont instantly deal 10x more damage as soon as you use the next tier of ammo with higher base damage
it has always been odd that
ranger weapons get super messy with progression and balance with the inclusion of ammo damage
there should ideally be weapons that thrive more on certain ammunitions, based on the weapon's function
^^^^^^^^^^
gun that fire fast
ichor and cursed flame nope
fundamentally disagree tbh, which probably the problem with this convo
bullets/arrows matter a lot in vanilla, and while I think it's fine to make some weapons unique, combining different ammunition together would add more complexity to ranged instead of just using the most recent ammunition because it has the highest damage
to me if ammo matters even more, then many weapons turn functionally the same; you just choose weapon based on the damage and attack speed it has rather than the unique property of the weapon
tldr everything just become megashark
if this weapon shoot more bullets = good because it scales with the ammo more
everything turns into ore bows or they override the arrow function
because you dont use the weapon because the weapon is unique and strong, you use it because it's the highest numbered thing to shoot your powerful ammo out of
you cannot have both
vanilla is already scraping the bottom of the barrel to try and give bows more of an identity between themselves
guns are basically the same
most being "shoot bullet/arrow but ALSO"
stormbow was a start but it ended up being so fuckin busted i feel like they got scared of doing more unique things. and then eventide and blood rain bow just. convert
which is what i said earlier
eventide only completely converts wooden arrows iirc
it actually converts 1 if using other arrows, and fires the other 4 normally
I would make ammo less based on dps and more based on special effects, unless the effect is enough to warrant a dps increase/decrease
so fast firing weapons couldn't scale as much with high damage ammo
ofc things like chlorophyte would need less dps to balance out their amazing homing
well some ammo should be objectively weaker, mainly the pre hm stuff
¯_(ツ)_/¯
there's just no winning here
you either get a bunch of funny ammo launchers or a bunch of worthless ammos
This is where I would randomly come in out of nowhere, suggest a FFXIV inspired mechanic for arrows, then get told I should make that into its own mod
🤓
truly
you are literally Feedza#7021
the fuck does that mean brother
^
anyways yeah ammo is very funny
Joking aside, I recall one actual sugg that suggested ammo should instead modify the damage values of the main weapon instead of having its own damage values
That might actually be somewhat interesting
It is admittedly a very bold one, but it did catch my eye
truly
But in a nutshell, ammo is inherently stupidly hard to balance around
it's the one thing people point to in order to differentiate mage and ranged but also hhhhhhh
It would take a full on rework to make it interesting
I hate class identities remove class damage tags
Luminite Arrow moment
Make more multi class armors or stuff
Based
I support abolishing the class system and giving players true freedom
Terraria 2 moment
true true
Hopefully in terraria 2 Luminite Arrows Are Not The Most Stupid Thing To Ever Exist
who knows, there might be no luminite anything in T2
we have considered making all ammo have 0 damage in the past but that has bad crossmod interactions
Just make luminite arrows not stupid and it's mostly fine in terms of damage
Like look at this bs
These have wooden arrow convert mechanics
Thats probably the single BIGGEST thing preventing total reworks
fair enough
I'm too busy sending Seraphim into purgatory to deal with Luminite Arrows tbh
Excuse me what
Seraphim spam Is A Bit Too Powerful tbf
So I don't blame yea
Fucking 4 minute exos time
For a 6 minute fight
seraphim purgatory
HUH
is Seraphim really the problem on anything else but Thanatos tbh
run
(Thanatos is ass)
Seraphim does A Fair Bit to Ares and is decent for exo twins
Specifically spam
Stealth seraphim is ass
rare?? malachite, leonid progenitor, shattered sun, gilded dagger, acidic rain barrel, crystalline, spent fuel container, totality breakers, mycoroot are all spammable
the real gameplay is hybrid now :cluel
another problem I noticed is in Rev DoG post-phase 2 big laser wall before teleporting DoG have a short frame where it deal contact damage, not sure if fixed yet
yknow i never realized done is a donor
yeah
yeah it still exist
honestly thats a great idea
especially since debuff builds are busted for earlygame
and debuffs are cool
they did plan to add debuff vulnerability icons to bestiary in the future
but it only helps if you already knew the system in the first place
so yea
dog has got to be the most suggestioned boss
Considering he’s kinda the face of cal it’s hard for him not to be
its also bc his design is the most controversial out of the major pml bosses
afaik
well, outside of exos probably
but dog has been around for much longer and has gotten many different changes
i wonder if post resprite dog will be as controversial
depends if it gets a rework alongside a resprite
which hasn't been confirmed yet (?)
im just waiting for polter re-sprite and work 
waiting for the day polter becomes a difficulty boss
and he still keeps being nerfed 

im a fan of the design, probably a bigger one than most people
but that in particular i feel like is just a call for cheap shots
All weapons are spammable lmao esp with GoR buff
In hardmode they are also strong
Mythril knives 
Speedrun server’s opinion on it (i got em to try em)
Debuff builds are busted
That's it
If you just focus on them you get actually darn insane results
magma stone + slime god weapons funny
i hope cal either reverts the obsidian skull changes or gives magma stone an alternative upgrade line
wait wtf they left magma charm in. so now molten skull and magma charm are identical
why
Hellfire treads even better
tru
(All attacks, boosts fire DoT by 1.5)
I feel like suggesting to give dmode Destroyer something more interesting than giga chungus size
it literally brought my game to 1fps when hitting
rev doesn't do that

I still wonder why does hellfire treads give everything inflict hellfire meanwhile void of extinction is melee only
it has no ties to melee other than the fact that it use magma stone, but the point of the accessory is literally that it is all class
bc melee is the special child
Actually, now that I think about it. Yes, VoE should give it to all classes
friendship with frost/terraspark boots ended
hellfire+fairy boots are my new best friends
hellfire treads also look sick on vanity/when dyed
didn't we have this sugg sometime ago
@jaunty pagoda this is an invalid suggestions and was already shot down by the mods, if you're willing to delete it. we're sooner to have all of these types of configurations removed from the game entirely than to get another implemented, so it's probably for the best to just end the conversation here.
Why would they remove configuration options though
because they're bloat with no real purpose
if people want the game to be arbitrarily harder, they can just use external mods
Is there any external mods that actually are able to modify stats of modded bosses
The highest possible difficulty possible in multiplayer is just death mode because calamity really doesnt like multiplayer
yeah i guess
im pretty sure fargo's master (tho this was from the tmod beta so idk if it's supported anymore) just does a flat x3 health x2 damage to all enemies on top of all other changes. there really aren't a lot of options i guess, but regardless, calamity has no intentions of implementing anything of the sort
Some things just dont work with a global increase
it's... global. everything works with it because it doesn't differentiate
@grim tusk post-skele spam rogue
basically
buff shinobi blade
nerf everything else, besides lionfish
Glaive spam and stealth strikes should be flipped tbh
Why is glaive stealth the boring boomerang and spam is MOAR glaives
true...
@cobalt pewter mention sparkle slime balloon there too
when the early hardmode weapon inflicts god slayer inferno
how was this supposed to be balanced in any capacity
does this stack with things like slimed/oiled...
oh it does
hm
oiled is slightly nerfed next calamity update
mythril knife was also A. me running out of ideas B. well before the advent of the debuff system
I believe mythril knife SS was created during the time when bosses were immune to like most debuffs
On top of the vanilla debuffs being weaker (as they were buffed in 1.4+)
oh, I thought it inflicted more debuffs
I guess it got toned down lol
It lost debuffs since debuff cap made it not inflict GSI consistently
So it was actually a buff to it
Cuz it was shit
I'm changing it to inflict irradiated, poison, and venom
Sulphuric poisoning
:)
Or like just fucking rework that item
Should be closer to the other ore weapons
Not this abomination
@grim tusk Redid Yharon rogue stealth and why is Silent so bad/made no difference for most things and improved like two weapons (Plasma grenade improvement was more so because I could aim now)
is reworking debuffs too broad a suggestion
i dont like how 90% of debuffs are just different kinds of DoT effects
didnt we kill serveral unique effects of debuffs
further more like
what else do you do with them
we've covered most bases with debuffs already; damage/reduce regen, reduce defense, reduce DR, reduce movement speed/stun
more of moved them
like removing DR from cursed inferno and putting it in crumbling
oh yeah truee
we have shred and blood butchered for stacking debuffs
did irradiated lose the other player stats?
the only think i could think of is some kind of AoE debuff?
and yes it did
yes! this is why rusty medallion is the worst item in the game
anyway the only possible innovation i could think of on debuffs is some kind of spreadable debuff (enemies that touch each other spread plague?), turning confused into something like pvz hypnoshroom (enemies can damage each other, bees already do this in vanilla), or hitting an enemy with a debuff makes that enemy emit a field that could damage other enemies
otherwise like. i dunno what "reworking" you could even do that cal doesnt do already
Byeah effects like those would be really neat
debuffs that make enemies shoot stuff everywhere are also cool
yeah
i wish slowing debuffs were more useful
like this;
#changelogs message
became a thing and then No One Ever Talked About It Again
TIL
Irradiated boosts sickness debuffs too
Web ball got nerfed (now is consistent with the rest of stuns instead of being twice as long as the rest)
oh well that's a plus doesnt help rusty medallion but it's good for the debuff at least lmao
did not even know that was thing cause No One seems to even talk about the mechanic in the first place lmao
Web ball before had the best stun in the fucking game, despite being literally the first obtainable one (and pre-boss)
makes sense why it was nerfed
I don't even know if the temp stuns are documented on the wiki
they aren't! not from what i can tell
which is weird because i swore that was one of the big things we wanted to make sure they WERE documented when this mechanic was added and it just Wasn't
I remember bringing up the temp stuns in a dev convo
I talked about potentially making bosses vulnerable to knockback, and used our new stuns as reference, and they were like "yeah makes sense could do that"
that sounds based as fuck
giving the stuns the ability to remove boss knockback immunity would make them so much more impactful
@grim tusk This Strategy Is Not Good
I did exactly as you told me: Stealth Strike into 4-5 seconds of spam to wear out the raiders talisman bonus
It's bad for everything but eclipse fall but I am tempted to just redo eclipse fall spam just to see if I messed that up
(Also make Plasma Grenades hold more/consume less charge because in the spam test I did I had 8% left and it was a 3 minute fight)
Mixed rogue is still on baby steps so that was kinda expected
Its prob not as good as in pre-hm cuz crit is way more effective there
Meanwhile on post-ML you already have high crit
Yeah
The other problem being that raiders talisman is good for phm, ends up obsolete in hm, then you don't get the effect until fking nanotec
Yeah 
Raiders talisman needs an upgrade line
Something to give it like decaying damage or fire rate
As well as crit
no
?
not everything needs an upgrade line
Rotten dogtooth rotting rn
it's my accessory rework and I get to choose the upgrades 
I mean if you want mixed rogue to be good then it might need one just to make the mixed rogue thing y'all want viable
LOL
Or yeah raiders can be fused with something
Before Freakin' Nanotec
rotten dog tooth, the other “hybrid” acc
And then it's decaying can get some sort of extra effect or something to make it Not Bad
make new hybrid rogue accessories/rework old ones don't just copy and paste raider's talisman
Fair
Can make a new thing of those or rework old ones to make them better then give the effects to nanotech and Hopefully It Becomes Good
Now to see how Rogue holds up against every testers least favorite boss for some reason DoG with the DSD nerf
my least favorite boss is Rav
Rogue vs OD has several op options
Dumbbell just was the dumbest one
Based
Was talking DoG not OD but can do both if you want
Vs DoG is similar
So just test DoG? Kk. I'm way more comfortable with DoG and just don't like OD because it's Fishron but you have better mobility
... I should test both shouldn't I?
it's the same as the mech tests for melee
worms and single targets just behave too differently
yes
Doesn’t this ignore the fact that dog has 92.5% dr on his body
holy shit
wtf.... I just woke up
Something good from r/Calamity???? Impossible
That was old DSD before it got nuked into oblivion like it should have
I did an MP playthrough where I was melee and my friend was rogue
and exactly this happened
It was funny cuz I was melee with long-ranged projectile swords, while they were rogue trying to go in for close-range DSD hits
I mean if you ever do melee again please try and get up close and see the absolute absurdity that is Terror Blade
Not old DSD strong but it's dumb
(I am actually doing melee in my current very slow PT cuz of the Ark BB reworks)
Fair enough. Well, you know what to use now for DoG lmaooooo
this suggestion was spurred on by (the weapon that shall not be named), i just dont want to see it get overnerfed like toxibow (okay i didnt realise it got buffed in recent patch, so thats good to hear, but still)
irradiated is... near useless
...(unless im remembering wrong, in which case enlighten me)
okay so i just found out a lot of the data i used to make this suggestion is wrong
but i still like the idea of it, so, if i can reword it to be better, i might do dat
god
Boosts DoT from sickness debuffs
Also sulphuric poisoning is actually op as shit
Next patch RBP wont inflict that debuff anymore
i just thought that it would be nerfed by giving it irradiated instead, which to my (previous) knowledge was a terrible debuff
and that is good to hear lol
I think the problem is more with irridiated by itself still being very bad no?
especially for HM where its entire usage is pretty much just to buff sulphuric poisoning
Irradiated needs to combo with sickness debuffs more
I think the debuff would be better if it went together with sickness debuffs more often
how many pre-hm sickness debuffs are there?
is it literally just
irradiated and poison
(im not including sulpoison cos it will be hardmode soon)
poison and irradiated only iirc?
ball of fugu inflict acid venom but that is an outlier
new phm debuff
common cold
no damage, but synergizes with irradiated for whatever reason

amazing
it does????
jesus christ that must be really strong
i thought it was lionfish
i do not believe lionfish interacts with the debuff weaknesses system
meanwhile look at water
water debuff amplification my as well call it crush depth amplification
though probably have low damage by itself to account for the debuff
oh jeez
full list of debuffs
water and electricity is severely lacking, cold is suffering from having almost no reasonable debuff amp
meanwhile most of the (good) sickness debuffs are locked behind HM where debuffs fall off a lot which just become a situation where only fire debuffs remain relevant
especially with things like slimed, oil, fire ball and cinnamon roll (this 2 boost by 1.25x and 1.5x respectively while evergreen gin boost by 1.25x only)
what if i made a suggestion to lower brimstone witch npc health to 960000 for consistency
one Million
well when the draedon update dropped, normal mode scal had 1 million HP, and so did the brimstone witch
and when her HP was nerfed her npc form's hp didn't go down with it which bugs ne just a lil bit
oh
right we had the town npc hp super high because it was funny
I can go fix that rn
you don't need to suggest that
@grim tusk So we need to talk because
Stealth
Also this weapon is super weird against DoG
It does like 400% less damage in phase 1 and 3 and seems to do fine in phase 2
Time bolt is a mess
Yeah tell me about it
Spam is like, meh at best, but then time bolt is super fucked on DoG and I couldn't tell you why
tbh I will rather bosses just not affected by slow
most of the time these effect dont really help the player, they just make bosses completely desync from their attack and do things that are completely unexpected
the thing about that is that it will make the slowing effects almost redundant
its kinda weird
thoughts on drataliornus? i feel like its damage is just so bad currently
things like scal getting freezed and fire vertical hellblast, or duke fishron stay at place because they get slowed mid charge into charging you from unexpected position are just examples
That’s the one that breaks when you get hit, right?
yes
Terrible
with a balanced setup, its only doing like 18 - 20k damage (didn't realize i had no hat on 💀 )
I think out of every single slow effect in the game, only tesla potion is useful
and that one most of the time is not for slowing bosses themselves, but the mobs/summons beside them (that for some reason always have incredibly annoying AI)
like leviathan's aquatic aberration, PBG's summons or duke fishron's sharkron from sharknado
when tesla effect accidently hit the bosses themselves it actually more often or not result in you getting hit
@pastel crow after the buff, dank staff is crazy overtuned, it does more dps than anything up until mid hardmode summons
blood clot are also moon lord viable I heard
yep, we know and its already fixed
is that in an upcoming update?
yes
ok cool
yeah, it seemed like much too of a prevalent thing to go unnoticed for long 
Well nobody thinks to try blood clots against moon lord
I wonder how much people are actually using Blood Clots now that they're supposedly busted
a lot of people, anyone who's summoner and asks for help for like wall or something, first recommendation lmao
which is that
Rusty Beacon Prototype
that debuff is overly good
its inflicting a debuff 3 times stronger than acid venom in current version (lul)
for some reason it is inflicting a hardmode debuff that deal like 90 damage per second or something
me reference
This is what happens when I forget to test a weapon and think it's probably fine.
A debuff that's extremely difficult to inflict for any substantial amount of time until like
Mid post-Moonlord or so
oh come on
@vocal gust - Your suggestion has received an updated status!
[**Make Magic Tome animations feel more unique (similar to Rancor and Heresy) **]
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@drowsy plank - Your suggestion has received an updated status!
[Bring Devil's Sunrise Up to the Same Level of Quality as the Rest of the Mod]
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@small timber - Your suggestion has received an updated status!
[Make Flamethrowers More Debuff Centric (or at least make their debuffs more powerful)]
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@dry grotto - Your suggestion has received an updated status!
[rework boss rush's progression]
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like that boss rush suggestion is gonna go anywhere
True and real
Apparently the devs have been discussing it tho
They wanna do it based on boss checklist but i'll be honest..
I don't think that's enjoyable
True
that just sounds
a bit lazy and boring
It should be alphabetically
I am surprised the boss rush suggestion didnt get flagged
@dry grotto - Your suggestion has received an updated status!
[rework boss rush's progression]
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
yep, there it is lol
wow what a surprise
people suggesting stuff for boss rush not realising its always going to come back with "It has been add to the devs' to-do list and planned for implementation!"
boss rush is just at the bottom of the back log list
i hate knowing that stuff will get reworked but also that it is like at least a year away
the entire boss rush tier is kinda fucked and cracking open that can of worms will take ages
a majority of the dev weapons haven't been touched for half a decade and it shows
balancing also takes an eternity

boss rush will eventually receive a curve flattening akin to what happened in the draedon update; for the sake of time it was elected to skip that tier because burnout was already extremely high and nobody wanted to delay the update even further for what was content that barely anyone actually interacted with
yeah, self fulfilling prophecy is self fulfilling but I don't think anyone regrets the decision
understandable
as for the BR ordering, whether it follows progression or another poll I don't think it really matters
although I feel like things would be easier to understand as a new player if it was in progression order
if I was in charge I'd throw the lower tier bosses in duo fights just to make the thing go faster but I don't think that would fly 
sound like a good idea, apart from the fact its kinda hard to think of many that would fit as a pair
aside from bosses that are meant to be slightly similar
like the scourges, and the b o n e s;
an additional issue with that tier is the disparity in weapon quality
some of calamity's most creative weapons and simple weapons share a tier, and the juxtaposition is super jarring
(It's not as ancient as the dev weapons themselves)
I know, ye
if it is based on poll again there is a high chance the ordering will become super scuffed
but it's safe to say in comparison to both the age and quality standards it's been left in the dust
things like ravager will straight go to tier 1
endgame cryogen endgame cryogen
or worst case scenerio some famous youtuber making meme videos that cause random boss to become the last boss
get ready to start boss rush by having aureus dropped on your head
LOL
please no please no please
empress of light moves at the speed of light
10/10 suggestion
providence brings the sun with her in br 
fr
aew in br
he gets nerfed and you can shred him in 3 seconds now
Blushiestaff momentus
boss rush is literally 99% calamitases and 1% waiting for worm bosses to unfold
10x hp boss rush is more fun
Atleast boss rush music is a bop
bosses actually live for a few seconds
i too want to fight a 40 minute boss rush
each timw to balance weapons
Honestly sounds like a jammer
summoner still makes it 10 mins

Also, only 40 minutes so it's doable 
universe split the entirety of tier 5
i wonder who would do this
something @ruby plover something
I'd do it if it means making phase 2 music play more
Cause let's be honest. Phase 2 slaps
am i allowed to post a suggestion solely off "it would make sense for .... to be/have ......"?
kk
tier 5 crabulon
@frosty trellis check this out (spam rogue, WoF edition)
every post-skele weapon except shinobi blade is under 2mins
truly a moment
whats that
armor penetration
name a more iconic duo
(shark tooth necklace - belladonna spirit staff)
i think this one specifically is called the...... bee stinger necklace??????????
stinger necklace
stinger necklace bees proccing iframes

i barely get hit tho
stinger + shark tooth still stack right?
10 armor pen, on melee you also get sharpening station = 15 armor pen
B R U H
That's insanity
what's mnl
minimum nohit length
i see
balanced
Build seems a wee bit on the offensive side but your point is made clear
No wonder its viable for Aureus, currently not my priority unless y’all want me to instead of balancing post-Plant butcher the outliers first (of which plant tier has 3 notable ones). But first college hw and projects (one due today)
Post plant then exe blade then that bs
And then you can see the horror that is most of post polter rogue
As in a lot of it is bad
If you thought time bolt is bad, if I can actually win the fight you will see something that's 5:30+ worse
Alpha Virus supremacy tbh
use both necklaces for maximum trolling
Time bolt is shit I knew that
Night’s gaze and Phantasmal ruin depend on distance, the further the target is the better. Night’s gaze in particular can even get Yharon tier dps
Valediction is ok on spam last time I checked, stealth is decent vs OD vs eh on DoG (also last time I checked)
I literally rebalanced Toxicant Twister and The Reaper and buffed em a lot (spam toxicant twister was too op and had to be nerfed)
What could have happened is DGS loosing guaranteed crit gutting em
Oh so that explains why Night Gaze stealth and Phantasmal Ruin was doing bad for me. I fight DoG up close and personal
Valediction is bad
DSD Spam is fine, stealth is the 2nd worst weapon I've ever used, haven't gotten to flex stealth but 8:30 at 52% remaining is horrid
Ghoulish Gouger Spam is a bit strong, stealth is really weird and not consistent for whatever reason (I can get .5-2.5% HP in one stealth strike doing the exact same thing for no reason)
Jaws of Oblivion spam is fine, stealth is weak
Twister spam is op yeah (haven't gotten to stealth yet)
Reaper spam is fine (haven't gotten to stealth yet)
um, dsd flex stealth is a bit famous
Yeah I know it's famous
But I've never used it myself
And with the mega neef to it's stealth I wonder if it's any good, and that's up next once I get a chance
Common misconception for DSD is that you must wait for stealth to charge to do flexes
Spam 4 flexes then BONK
Nerfed it, a lot
Also DSD is kinda bad vs DoG now, esp with how inconsistent it is
Considering how hard its to aim at its head
But its extremely fucking good for OD
So not gonna buff it unless it also did bad on OD
Haven't gotten to OD
That I'm already aware of
Can just spam right click all you want
Has anyone suggested making NPCs (mainly the nurse) sit on their chair during bossfight and events? Mine keeps running off
seems pointless
nurse is disabled in rev+ anyway
because from what i can tell you just want to use her as a free heal in the middle of a fight
and i cant imagine any other reason you'd actually want this changes besides like.
Yes and the heal is anything but free
i dunno having NPC not get mauled by worm bosses maybe
not anymore iirc
really?
Youre calling my suggestion pointless and then proceed to name the point behind it? I see.
it's pointless because the motivation is misguided
tbf it doesnt make a lot of sense
simple qol change dont see a problem with it
let me sit down during one of the most dangerous moments in my life 
"simple qol change" mfs installing wing slot 
cant you just make a special nurse room
good point
that's what most people do
you are aware NPCs still sit down at night during bossfights right?
hence destroyer fight being known for collateral damage
damn npcs are stupid
true
i mean NPCs would still die a ton during boss fights even if destroyer could be fought during the day lol
Oh speaking of OD, am I allowed to use flasks of crumbling vs OD?
When testing?
Or like against any boss?
Melee and Rogue are allowed to use flasks
Summoner, maybe once whips are out (or even made)
Aight sick. Ty for clearing that up
Tag damage needs to die
tag damage more like bad damage lmao gotem
even if DSD broke every single multiverse, as long as it's not informative in how it works while being used, I ain't ever using it 
DSD?
deep sea dumbbell
just call it dumbbell 😭
literally
So true though
Tag dmg more like every minion gets pseudo armor pen 
me when vanilla forgets balancing 
What if whips which currently scale on % tag damage also have a cap
Like "10% tag damage, cap at 5" etc
That way it become very hard for small base damage minion to reach capped tag damage (compare to just have it be static like vanilla)
And of course that cap increase with later/higher tier whips
I'm pretty sure mortar rounds AREN'T meant to be used in battle lmao
i think it'd be fine tbh lol
except Karasawa is a thing 
but by itself, yes
Was about to say
Karasawa turns mortar rounds into a sub 1:20 Yharon
I do believe that is fair though considering voidstone itself is explosion resistant
@grim tusk (Gonna drop the rogue on DoG data for now so you can get an idea. Phantasmal Ruin and Night's Gaze as I've said before I fight DoG up close and personal so the times are probably not accurate but I am not going to change how I fight DoG so yeah)
(Also DoG needs serious resistance to wave pounder)
God gor with ghoulish gouger
This accessory is dumb with some spam weapons
what acc
....
I swear I thought someone was a bit silly with their keyboard and mistyped god
like the thought didn't even come to me

maybe there's an issue when half of cal's item names are so hard to memorize we all have to resort to acronyms no one ever even heard of
Glove of recklessness takes 30 seconds off the kt for some weapons istg
Like Ghoulish, Executioners Blade and Hypothermia
I think it’s more a problem of people being too lazy to type full words
Executioners blade with glove of recklessness IS THE BEST ROGUE WEAPON FOR SCAL RN
Balance funny
are there really that much complicated names in vanilla compared to cal
like RoD is an acronym
and it's a silly acronym too because rod
Yes
this is not a new problem lmao
I didn’t say it was new
Also HOW THE FUCK IS DSD STEALTH MAX FLEX GOOD ON OD WHAT
Shade what are you on
It's unreasonably hard to hit OD and does no where near enough damage to justify
OD's killtime is 3 mins
its likely that losing guaranteed crits hit Dumbell with big collateral damage
also nerfed Glove of recklessness 
and armor pen needs to go fuck itself
I didn't even use any armor pen kek
yeah, i get it
i'm just trying out random rogue stuff for fun (also for you to put on the list for later)
the rod in rod of discord is short for rod of discord
rod of discord of discord of discord of discord of discord
by any chance, was the Eydolon wyrm inspired by the Ghost Leviathan from Subnautica? because the similarities are huge, even the noise he makes is the same
Iirc yes
it is, as mentioned above
which annoys me a bit more that they just made aew a tacky superboss when the ghost leviathan isn't meant to be fought
the enrage is based on the location of polter itself and not the player's?
@full basalt are you sure polterghast enrage outside of dungeon?
doesnt seem like it
chances are it is because when it run into dungeon/other part of the map there are less block which cause the enrage
it is not caused by leaving the dungeon
if polterghast is enraging the hp bar (the name of Polterghast) will be shining red
since it doesnt shine red it is normal behavior
the polterghast block enrage is insanely sensitive though\
as in as soon as you have some large space it instantly enraged (though it dont immediately "full enrage", it get angries the less block there is)
Really we just need this to happen
like, this is the size of arena I had to use for it to not enrage (at all)
larger than this it gain small amount of enrage, and gain more enrage the less block there is
SCal arena looking ass
Okay I was about to say that Polterghast doesn't have an outside-of-Dungeon enrage
But technically, he does
He gains boosts to a bunch of his speeds if the player's biome is detected as not being the Dungeon, the same boosts as if he is brought to the surface (it is literally the same IF statement)
It has nothing to do with Polter's own position afaik, it's the player's biome
So as long as you're still in front of dungeon backwalls, nothing out of the ordinary should be happening
wait really? since from this it looks ordinary
should prolly be on wiki
But uh yeah he is supposed to try to despawn if the player is outside of the Dungeon for more than 10 seconds, same as the surface
Or at least, it becomes a lot easier for him to despawn, from the looks of things?
Not sure what's goin on
Okay @full basalt How can you tell that Polter is enraging?
Does its health bar turn red?
I can record one if needed, since I think that is tied to arena size (since I saw the image attached have a lot of space)
the new polterghast enrage is super sensitive now
And you're 100% sure this is caused by POLTER straying outside of the Dungeon walls
And has nothing to do with the amount of open blocks around you?
Now that you mention that, it's very possible for it to be the latter
Because from the looks of things in the source
The only thing that can cause Polter to enter an official enrage state is having too many open tiles around him (or being in Boss Rush) (actually BR makes it so the bar doesn't turn red but it also maxes out his tile enrage)
My arena doesn't have open space though?
or does it?
That's basically where I fight him
let me try to create a space similar to what you used
If the enrage really is getting triggered by that room and the openings in the caves around you, then the enrage seems kinda strict...
yeah polter's enrage is super strict
it don't count how many space you can actually move (eg in this case the space above the roof is blocked), it just count how many empty block is around you
that's annoying lol
soo I have to either destroy my dungeon to makea new arena or just fill in the holes
Yeah weird
It doesn't seem like natural cave formations are enough to piss him off
To be exact, Polter scans a 30 tile radius around itself
so, 60 diameter
ok I will need to try more
it seems to matter abit? because in my old arena it enraged eventhough the space around me is small
I am not 100% sure if it's a rectangular area or a circular area
The use of the word "radius" and "diameter" makes me believe that it's circular but I see it defining a rectangle
though I thing I think for sure is it is not dungeon tied yeah
since the first video I straight up drag it to almost surface and it never enraged
byeah there is a very specific bool flip that triggers the Red HP Bar type of enrage, and for Polter there is only one trigger for that: the tile enrage
(BR fills the conditions but doesn't make the bar turn red iirc)
I think bosses that have scalar enrages, and then an actual enrage, like polter, should not have their bar turn red unless their proper enrage triggers
I.e. red when polter on surface
ok polter enrage seems to be based on polter itself, not the player
which may be why it enraged in the suggestion, since it rush into an area with little blocks
In Polter's case there is a variable that changes in value based on exactly how many or how few tiles are around him
And that variable gets fed into his various speeds
And there is a certain threshold where it is considered enough to turn the bar red, though that threshold doesn't actually have a distinct change in its behavior, it's just for indication purposes
He'll behave very similarly to an enrage even if he's just below the red-bar threshold
cuz it's
dynamic
fancy word
Yes remove the enrage nobody will fight polter in the surface right 
Anyways wouldn't making the enraged based on whether the player is in the dungeon or not better
yea
ok since it was mentioned that boss feedback can be posted here, this is for Devourer of Gods (after I fought it unreasonable amount of time):
- the new (non-wall) lasers needs improvement
- it last way too long to the point that you will often get hit by lingering lasers. It lasting this long just result in off screen attack that are not trackable; either the lasers last shorter or the speed of the lasers itself is increased (preferably the later) so that dodging lasers is more engaging and less off screen problem
- it incentivize staying AWAY from DoG (which is less risky), and disincentivize staying NEAR DoG (which is riskier), which already had a risk of being hit by the head in the first place
- telegraph last way too short, DoG's laser telegraph is worse than pre-nerf Thanatos by a lot
- P1 laser net and P2 laser wall simply need an actual telegraph
-
currently this is done by having DoG turn invisible, by with how the new normal lasers are fired you want to stay away from it, therefore DoG is not always on screen for that
-
I think it should have global telegraph in some way, be it a roar, maybe special effect on screen etc
-
what I mean by "actual telegraph" is telegraph for the attack starting, not telegraph for where the attack will land (which currently has a laser grid telegraph)
-
as a side note I do think it will be more engaging for P2 laser wall telegraph to last longer (so it do not rely on photographic memory) but also fire more walls per barrage, currently 2 just incentivize cheesing strat like slime mount, rod or fly up, as you only have to dodge 2 in a row
-
P1 laser net invisible/no contact damage last way too short, it is over before the 2nd laser net is over resulting in cheap hit while dodging other attacks
-
cosmic guardian I dont know how to properly fix them but it is a problem, tldr it is a DoG's head hitbox extender that makes you unable to dash across the head, as after you dodge the head you will just get hit by guardian
strong agree with a telegraph for the attack starting
I really want to stop counting to 12 by constantly looking at the edge of my screen
having to mentally count everything seems pretty annoying in general when you already have quite a bunch to pay attention on
also I thing I forgot to mention is the normal laser having different speed can also have unexpected effect, such as when you stay near the body, the closest laser to the body segment you located at will fire a 1mph lasers which basically become a random mine
tbh I liked it when the normal lasers are fired from off screen and arrived at same time rather than dependent on body segment, though with the new iteration I think they should just have direction based on body segment but still fired from slightly off screen (rather than from segments themselves)
@dry grotto - Your suggestion has received an updated status!
[rework boss rush's progression]
It has officially been implemented into the game, and will be available in the next update!
You can check out your suggestion again here: #suggestions-voting message


It takes literally less than a minute to change it.
true and real
so what is it now
true...
i'm gonna miss tier 4 slime god
immediately followed by providence
and then tier 5
what
boss rush order got changed to normal progression order
ah
and this
literally a pre-hardmode boss
followed by providence and the 3 of the final 4 bosses
People had their preferences back in 2018, if you know what I mean.
(It was decided through a community vote).
That doesn't mean that it's balanced yet.
But I guess we'll need to do that someday.
everything remained the same other than the order
so still expect boss rush to still suck after the update
hard truth or we
Everyone.
soon™️ deerclops will have AI
haha laugh at the deerclops they never got malice ai before it got removed
IDK ask Fab.
it really doesn't need it especially if it's gonna be nerfed afterwards
I think the original intention is (maybe) since boss rush AIs need to be buffed in speed anyway to catch end game player with gears like drews wing?
and since malice is just bosses with overtuned speed so they just have to tune it even higher
The scenario is like
Boss Rush SCal is the hardest boss
Adds harder Boss Rush AI for SCal
Boss Rush SCal becomes even harder as a hardest boss
Nerfs her health (as opposed to this ever affecting the bullet hells)
Players:
"Why is Boss Rush's difficulty so centered towards SCal"
the final tier of mobility is already achieved for endgame bosses other than maybe Exo Box
and especially for AEW the boss is already gonna be matching the player since both AEW and BR AEW are post-game with no differences
there's really no need for one to be harder than the other
IDK we'll see what Fab does, maybe he'll just not do anything.
boss rush scal bullet hells should be shorter ( bad idea)
I mean boss rush scal being that hard is because of malice's proj speed increased no?
sry, what I mean is after the malice's proj speed increased being removed (before malice is deleted entirely), does malice scal still have increased projectile speed?
so like, the current version
yes
faster, more bullets during bullet hells, and more bullets from fireblasts/gigablasts
that was always weird to me. like if BR is gonna have changes at all why not just like, give the boss one extra attack or something. you could even make it easier than their normal attacks, just something new and different to mix it up instead of making it incredibly hard
make 2 BR variants, one with dmode AI and another with malice AI
the malice one gives a golden rock, still won't do anything besides being shiny
idk but Fab expresses the idea of not wanting there to be an Absrad
pretty consistently
and Absrad is honestly pretty similar to BR <endgame boss> with that analogy
they're quite literally parallel
@full basalt polter doesn't enrage outside of dungeon, only on the surface
I know because I fight him in the underworld every time
(the wiki also mentions that)
of course there is also the move faster when less blocks are around
(already exclaimed)
i saw a lot of speculation of it but I was confirming from my experience that he indeed doesn't enrage outside the dungeon
Because I never fight him in the dungeon
earlier today we did some testing to confirm it yeah
this one I think
e


didnt a sugg like this already pass
like replacing it with finch staff or leather whip or something
something more "active"
AEW desperately needs a rework
It has so much potential, but right now it's just not fun at all
And it has only one unique drop
So unless you're a ranger, you'll never need to fight it
Pretty sure replacing it with non sentry will make it worse
Since it is the starter bag, you cant really give things that are too strong
So instead of having an uncontrollable summon with scuffed AI I will rather have a sentey that I can actively choose who and where to target
The breath loss and distorted movement in the abyss just makes it worse
It only need to last until I get a new summon, not the entire preHM
yeah that's fair
AEW now is intentionally optional
The point is literally that you do NOT have to fight it
aew kinda a placeholder of a boss anyway aren't they
For the rework of the fight itself it is up to fabsol anyway, I will imagine other bosses take prority
I think the best (and probably easiest) course of action would be to make an upgrade to the abyssal diving gear
true
just use exo box and gills potions after actually clearing out your abyss lmao
the abyss is also getting wider isnt it
so even less of an issue there
It's very difficult to see the attacks too, the same attacks that were basically stolen from the lunatic cultist
omniscience potion
Water physics immune is not equal to flipper which is what many people confused about
Abyss diving gear do NOT give water physics immune which is why it feels clunky
All you have to do is just use celestial shell which is a very good accessory anyway
It would be cool if they made an upgrade to the abyssal diving gear that combines it with the shell
i get the idea of having ADG have a water physics immune version but also like
what's the point
Why do you need an upgrade specifically to fight a boss that is literally supposed to be post game and an optional boss at the sametime
The tldr is you are NOT supposed to fight AEW, it is the equivalent of abyss version of dungeon guardian
I just want my boy to be a fully fleshed out and enjoyable boss
It is supposed to be limited and restricted in many ways, the only thing I agree with you here is the boss itself need finetuning
I want the AEW to be less like the dungeon guardian, and more like the EoL. Optional and difficult, but fun and worth fighting
imo that would be better
yeah well that aint happening anytime soon
team's got bigger priorities atm anyway
eventually they'll deal with This Whole Thing but
it aint gonna be soon
If they didn't want us to fight it, why not make it enrage all the time and one-shot you
bc that's dumb
AEW literally do one shot you for 99% of thr game, and is moved at a pace similar to enraged version of bosses
So that literally already happened
it was like that for most of its lifespan anyway so yeah i guess we could just go back to that but it Sucked 
If it was enraged all the time people wouldn't want to fight it, so problem solved
The tldr is this is the same deal as reworking dungeon guardian into an actual boss
At that point just make a new boss
people would still fight it
Then don't give them any incentive to fight it
i mean
the best course of action is clearly to reference Subnautica to the core
there isn't 
don't let AEW drop anything
true
not even money
but fr if you put something in a game and it has an HP bar players will try and find a way to kill it
Make it drop 1 copper
Then don't give it a health bar
even people still tried to kill various leviathans in Subnautica even though they were supposed to not be killed











