#suggestions-discussion
1 messages · Page 65 of 1
Better visual and hitbox, fixed iframes, armor pen and inflicts the stronger debuffs
they'd probably nuke it when they ported it to 1.4.4
visage will die for the new helmet
pls do not
since its like
NOOOOOOOOOOOOOOOOOOOO
practically the same
😭
since he seemingly is not here for now...
true
oh no!
@drowsy plank I think it will be beneficial for the suggestion to also set down "what is a wing that is currently properly balanced as a post-plantera wing"
shroomite still has garbage set bonus
but at least its rocket helmet becomes the based helmet
otherwise we have no idea what the suggestion wants to buff or nerf
DREADED mini nukes
guess we will balance flamethrowers at the tier without that 10% damage!
okay real talk though, wings
or whatever
how cat boom is it to nuke most of the filler extra wing stats
betting on eld melter becoming even stronger on 1.4.4
yeah that makes sense, i mostly just wanted to buff the damage of the class locked wings to be better than the generics if ur gonna be sacrificing wing time for it
those aren't post plant, and im pretty sure there's already something in voting about how miserable the entire frost set in general is so im leaving that for a diff sugg
113 damage
15 armor pen
frostbite
fixed iframes
yeah that's fair
Yes eld melter becomes good in 1.4.4
Along with the og flamethrower
it is strange that they give flamethrower armor pen, instead of like... just buff damage
It will be REALLY good
They did both
and they didn't buff damage
Then gave it armor pen
And a stronger debuff
113 damage easily becomes 200+ by that time
- free damage from armor pen
epic aureus W
stronger debuff makes sense, because a post-Plant or whatever hardmode weapon just inflicting on fire is just pity
Festive Wings have a surprisingly high damage output, I've found
how strong are the ornaments wtf
does that look better?
I could see tattered wings getting a rework
like make it the opposite of fairy wings
reduce health but give dmg
I think the suggestion can be retitled to "rebalance post-Plantera class wings"?
not enough characters
since it seems that the main thing you want to do is to buff the underpowered class wings that just get outclassed
I think a lot of it can be more conscise, sec
I'm surprised there's not really any wings that try to utilize the gliding mechanic at all
granted you need to exhaust flight time to use it in the first place
but really?
mothron isn't a class wing either but it still sucks 
"ayo i get an ENTIRE warding and menacing modifier just for giving up an entire second of flight time?? letsgooooo"
so i think the title is fine
stealth wing when
god
also aureate booster is still dogshit but it's so bad and has been such a point of contention i didnt even mention it
(using ms paint is abit scuffed)
if they gave it hover like hoverboard maybe it would be useful
Aureate Booster should've just been a vertical exclusive wings just to fuck with everyone
and maybe a hover but like
but ya tldr I think the suggestion (wording) can be changed to
1 paragraph = generic wings too good, meanwhile class specific wings garbage
2nd paragraph = buff class specific wings
hover is kinda ass as it's not as well thought out
that way it is a lot more clear what you want
is that better?
it should be fine I think?
but ya I missed your idea and thougth that you just wanted to buff class specific wings to be on-par with generics, though seeing the wording it is probably to buff/nerf them as they see fit
so the current wording should be ok
oh right I just remember 1 thing that armor pen does better than more damage (when applied to base item)
it scales less with damage increase, since armor pen don't scale while base damage scales fully; so ya the 15 armor pen flamethrower gets is not exactly just for flavour
I think they got shadowbuffed via Christmas Tree Sword getting buffed...?
true tyrants ultisword should get a buff imo since its post providence yet it's damage is on par with elemental weapons which are only post moonlord
its homing
homing stuff is meant to do less damage, because its homing
you dont need to aim as much, or even aim as a result
@lost valley how about ursa sergeant merging into astral arcanum? both focus on giving defense and life regen when in a stressful situation (under a debuff/ while a low hp) also ursa sergeant doesnt merge into anything. Tried to suggest ursa merging into the rampart tree but that one got destroyed, also for fishing reasons.
another reason was rampart beeing way too op already
Rampart is the single most broken defensive accessory by a mile yeah
yeah that'd be a nice addition, it just needs way more to be even worth looking at
esp when their effects are cut in half while using any alchs
yes arcanum appears rather weak for the progression point
some addition to it would be legitimate
celestial could get something too, a weaker version of that when at the same time you get the community
which also does it's job but is way better
since community mitigates damage from dots and also give regen while under a debuff, arcanum and celest appear to just be much weaker version of the community
yup, doesnt help that community never gets outclassed
is it though
community's mitigation is like 1 regen point
band of regen is literally more effective
at the time you'd get it it'd be 2
just kinda weird that the moment you'd be able to get an acc, theres something that does exactly what it does (but worse) but is overall a way better acc
Mounted Scanner got the best treatment possible
if it just got tanked in damage, the constant attack rate will just put it into armor pen hell
it is a post mech weapon
the previous version is literally viable post-golem
it is one of the most accurate summon weapon in the game too
if anything I would love a Mounted Scanner upgrade that brings the constant attack rate somewhere in late PML (like how Nanogun and Dynamic Pursuer are arsenal upgrades)
but with its intended progression point and the theming of the weapon, Mounted Scanner is in a good spot now
well those are basically reserved for devs position at this point (since it is really hard to make a valid suggestion for weapon upgrade with a proper reasoning)
but yeah
2nd best summon for ml*
@waxen umbra read above
(also I just realised it is a balance suggestion so it should be ping testers instead)
weapon buff/nerf suggestions are done through pinging testers now, not through posting a suggestion in #suggestions-posting
I think nerfing either fire rate or damage are both reasonable, just it feels really bad to play (not necessarily a bad weapon)
since fire rate is basically QoL, you can miss more without missing damage, so missing QoL feels much worse than just less damage
but yeah with armor pen taking into consideration nerfing fire rate is more reasonable
I will just try it on twins and brimstone to see if it is good
It's a post 1 mech weapon so it's supposed to be used on post 1 mech dest, twins and AS
Will probably just test everything up and including plant
I think it should be viable for all mechs I think
I will say good for all mechs and mechs alts, average for calclone and plantera
at least that should be the expectation
because otherwise if you kill prime last it is basically useless
It's very good for dest, a little strong on 2nd mech twins so far
first off, isn't Evasion Scarf a dono
how does this fall into the limits of dono items
second off, why
it has been established
multiple times
in this channel at least
that the Aegis line is the one broken, and not MNG upgrades being garbage
2nd off: it will be one of the most overpowered item in the game
there is a reason that every single dodge item have a hefty 90 seconds coooldown
if you want to use it evasion scarf is literally scal viable, because that is how dodges work
so we cannot give them one that literally scale into end game
Hell, while Aegis line is broken, Void Sash does not need a buff in any regard as I use it a lot and I find it just better than aegis for exos and scal
also how does Malice relate to literally any of this
(it's not that important, it just irks me personally)
also the problem with dash comparison is literally that ninja gear line is good, but asgard valor line is overpowered
so to balance it out valor/aegis line should be nerfed, not by buffing ninja gear line over the roof
So about the BoC line it will be nerfed too?
BoC line is abit broken yeah, but that one you have to ask testers whether they want to nerf it
since it is abit weird in that they are buffed recently, then immediately become too strong
I mean Amalgamated Brain is literally just a better avenger emblem and it's pre mech
And then The Amalgam is emblem damage + dodge which is fucking dumb
(destroyer can be abit volatile, since it kinda just sit under the platform (as I accidently used my exo arena) and cant catch up, so I dealt a lot of stacking damage)
yeah
Brought that suggestion up mainly bc I mostly take BoC+shield line rn and hardly pick MNG line
Didn't think that much
also I think scanner should be fine? I dont know what people use on standard summoner setup
calamity in a nutshell
Too offensive
4 movement/defensive accessories and 2 offensive for hardmode testing
the tldr is if you are using ninja gear line just pick a different damage accessory over amalgam, since main advantage of amalgam is damage + dodge; while main advantage of ninja gear is dash + dodge
isnt it 3/3 for hardmode?
I mean I use void sash and I just pick up DSR or RTN usually if I am using void sash for post yharon
Nope
but ya, since it is post 3 mech they should be fine
both mechs are post 3 mechs
my build tend to throw a bunch of stat stick, ya I definitely didnt know that
I always thought it is 50/50 of your accessory
I thought it was too for hm originally before I was told that
So yeah
All I have is plant left then can send the scanner pdfs
i usually have 2 offensive 2 defensive, dash and boots for hm
its somewhat leniant aslong as its not glass cannon
or full tank
since you are doing it and Blast is also here I will just stop here
I just normally in my pts go Wings/Dash/Ankh/Boots + 2 offensive for Melee/Ranger/Mage, then drop the ankh for an offensive for rogue/summoner since they are more heavily reliant on accessories pre plant, then it's Wings/Dash/Boots + 3 for all classes since dash is now valor
@small timber
ok plant is 4:13; 1229, 3805 for me
out of curiosity I still faught it
Summoner emblem helps a lot there
considering I didnt use whips ya this weapon is more than viable
oh you mean plantera
yeah summoner damage is super huge scaling with 8 minion slot
For reference just incase you forgot:
AS is 2 minutes
Twins/Brimmy/Dest/Plant 3 minutes
Calclone is 4 minutes
For it's stage as a post 1st mech weapon it's fine for 2nd mech and post 2nd mech bosses
Post 3rd mech it falls off but that should be expected and normal
So Scanner is fine
strangely enough calclone is 4:31; 1379, 4668 for me (already done everything so my as well)
but ya, definitely viable since for plant and calclone you are supposed to use post-all mech weapons
oh I completely forgot food buff and bat wing, so I am lossing a lot of damage
@median geyser - Your suggestion has received an updated status!
[Remove the squirrel staff from the starter bag and replace it with a different weapon]
It has been reviewed by the devs, and for one reason or another they decided it would be best not to implement it.
You can check out your suggestion again here: #suggestions-voting message
@tame mountain - Your suggestion has received an updated status!
[Make Exo Mech Bossfight more Multiplayer friendly]
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
@whole kelp - Your suggestion has received an updated status!
[Make it so you can write on the Laboratory Screens]
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
it is time
@glass night - Your suggestion has received an updated status!
[A Monolith for Cryogen's Aurora Background]
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
lab time
epic cryogen monolith
@cobalt pewter - Your suggestion has received an updated status!
[Adjust Slime Gun's tooltip to account for the reworked debuff system in Calamity.]
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!
[Rework/Remove Gravitar Sabatoon]
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!
[Rework/Remove Gravitar Sabatoon]
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
WHAT
jskekdkdkkfdkdkdkfkfk
wait which kinda todo is this
is it rework or remove
(it's probably rework)
based remove
we are stuck with the squirrel staff
I will now start every summoner run by not playing summoner :(
I mean if you know how to keep your distance from stuff you can make the squirrel staff kill the wulfrum enemies that drop the core and get a controller early on with little issue
literally skill issue tbh
you can immediately go get slime staff just by existing and go to the slightly harder biomes for flinx staff and belladonna
(I think Slime Staff is easily craftable in cal no?)
plus wulfrum stuff are fairly accessible too
I'll fucking play phm summoner in cal, non journey, just to prove my point
6 wood, 40 gel at an anvil lul
that is very accessible
No...?
Not on the wiki anyways
So probably a mod mega has
???????????
finch is also craftable
Can skip flinx bc belladona is fucking broken
so true.....
it just sounds a bit entitled when everyone else gets relatively similar things
hell, rogue gets the dang bricks
make belladona have like 3 base damage and 100 armor pen
that way it can never scale off armor pen
at that point just make it deal 1 damage but ignore defense entirely
now it doesn't need to rely on AP since it can't
based
Cracks knuckles time to belladona spirit staff Yharon bc he has 90 defense
"belladona staff projectile now no longer deal damage, instead it apply a 1 damage stacking debuff for 1 second on the neemy"
GOD
@lost valley Two things
-
You say that they're mostly defense buffs, and yes while there are a lot of boosts to defense in there, half of em give a boost to damage too, and two more of the non-damage (+ non-defense) ones boost movespeed
(You can argue that the defense boosts are indeed useless but I personally wouldn't say it detracts from Laudanum overall, because it would be inaccurate to say that they are majorly only defense boosts) -
"That'd make this accessory far more applicable for the majority of bosses instead of a random handful."
Very un-based boss-only mindset. Every single one of these debuffs can be inflicted by common enemies. Some more common than others but still bad to consider an accessory's usefulness only in the boss context.
I don't disagree with the suggestion overall but I felt the need to say these things
I mean making it based off a class of debuffs rather than specific ones helps out with more common mobs, no?
I do feel it need to amplify the countered debuff duration on yourself, since many of them are applied for extremely low duration
So I don't exactly see that side of the argument
True
what bothers me more with Laudanum is that it's still rev+ when its design doesn't warrant that limit
I'm not arguing that their idea is bad for common enemies, I'm arguing that they're only acknowledging bosses as part of their reasoning, completely ignoring most game context
Fair
the ones that do boost damage are only afflicted by like, 1 thing thats usually a random dude (eg Obstructed,Confused/Blackout)
and for 2, yeah it is mainly about bosses in my mind, because usually you're not really having troubles with rando dudes, while it is nice to not be afflicted with darkness by the dungeon dudes, it's def not worth using bc of it
yes, Stress Pills and Heart of Darkness are rev+, but that's because they directly interact with rev+ mechanics
but Laudanum is just an assortment of debuff cancellations
I die way more to mobs than bosses so idkwtf you're on
really?
Yeah
I am actually fairly good at every boss in this game minus scal, she can go burn just random enemies can be a pain
And have been
i can understand like, events n shit but outside of that?
post Plant dungeon and pillars are absurd yeah
pillars are notoriously
yes
ah true true
And just early game in general since I've played a fair bit of master since I like the extra accessory slot pre ml
you either are a gamer god or use godmode if you never died in pillars on-tier in rev+
and another main thing is just some of the debuffs are immunized by ankh shield/asgard's valor, the other one of the best accessory in the game
nah i get eaten alive like everyone else does
(not to shame godmode users in pillars in the slightest, I do too sometimes because they're that annoying)
Counterpoint: I used Terra Edge lifesteal on true melee strike in my original pt and didn't die even spamming zergs bc I was careful
so to use laudanum you cant use asgard's valor, which of course make you not use laudanum
^
my main gripe is how specific all the debuffs are, Like what applies ichor? it is just perfs
Those examples of the hyper-specific usecases also apply to the defensive boosts you cite.
If you look at Laudanum's conversions, the only ones that boost only defense are the debuffs that originally only AFFECT defense, essentially inverting them
The inverted Confused, Darkness, and Weak all boost both defense and damage
Ichor Stickers
Yeah those sobs
true they do but what even inflicts any of those other debuffs? confused is just anhita's music notes, i have no clue for darkness and weak is like
skeles hands
Mega please stop thinking about only bosses
you're still on the boss mindset
what even inflicts weak?
cal has been trying to avoid glorifying bosses for a long while now
Feral Bite is funny
i think i've seen like 5< of those in my time playing (cosmics)
ok I think ankh shield might be the main problem
asgards valor is too good, and when you use it, the debuff you can use laudanum on become too specific
Yes Laudanum is essentially an alternative to Ankh Charm and its upgrades
The problem is that Laud loses out on a lot of those other benefits those accs provide
However it does have its own boosts, inverting debuffs instead of preventing them
inb4 laud upgrade with a dash
I am still up for the idea of removing ankh shield/debuff + kb immunity completely from asgard's valor/aegis
even without it, it's not that much, good amount of dungeon mobs, underground mobs inflict the stuff but it just feels not that useful
Yeah frankly I kinda hate the fact that Ankh Shield, a really defense-focused accessory, Calamity's upgrades to it are essential movement accessories
It would improve build variety too if Asgard was its own thing with no (or much less) debuff prevention
So you can equip both at once if you care about those debuffs
Asgard+ should probably still have KB immunity though, especially if they are to remain shields and cuz that still fits the theme of being movement-focused
could just have it be an upgrade from the obsid shield
Alright if you're still convinced of that point
then you should at least rephrase some parts of your suggestion to acknowledge that the debuffs do exist in the enemy context
laud upgrade but you dash upwards
ah will do
Thank you
hero shield + ankh shield, maybe even ursa sergeant since it was mentioned recently can make a new shield line
basically this line of shield just beef up your stats by giving defense, hp and large variety of debuff immunity; basically side grade/more direct defensive option of rampart
where rampart give you advantage in general utility mostly (shorter potion CD + iframe), this one is just stats (maybe move elysian guard to this even, since I never felt that effect fits asgardian aegis/elysian aegis)
I've been saying Ankh Shield should be its own line
I am a little sus of the Paladin Shield effects existing in two lines
but, maybe, maybe.
since the upgrades are very dissonant from Ankh
now also have the additional situation where hero shield have no upgrade while frozen shield have, so it do fit I think?
and Rampart is broken enough as is
Rampart serves as the ultimate upgrade to the Mimic accessories
[new shield] serves as the ultimate upgrade to the Ankh constituents
But both are themed as shields
the issue is I don't remember if Flesh Knuckles is obtainable in corruption worlds in cal
yeah
They are.
Calamity-added Graveyard recipe
ahh
same will be said about stalker quiver and recon scope, but yeah it is convertible
car
I guess the overarching theme for them would be
New Ankh line is all about prevention, Rampart is all about recovery
Former makes it so you cannot get inflicted with debuffs, latter makes it so you can heal faster (potions and regen) and has retaliatory on-hit effects and iframes
(and Asgard is all about movement as mentioned earlier)
Perhaps new Ankh line would have the most defense and DR of all shields to fit into that, with Rampart's and Asgard's being nerfed a bit
And to tie it back to Laudanum
This separation would make it so Laud can actually be equipped on its own as an alternative to Ankh+ line, because the main thing you're losing out on is debuff prevention, which Laud covers
I feel those two should never have as much defense as they currently has yeah
iframe is one of the best defense in the game, it is justified to not have that much defense
with ankh shield removal, asgard's valor (to that extent aegis) is basically ornate shield upgrade, which also have no emphasis on defense
👍 yeah I agree on that (+ asgard's valor had been overpowered for a long time)
Elysian Aegis could stay within the Asgard line, cuz it does affect "movement" by slowing you down a lot, but it does feel kinda weird being on the line that's focused on improving movement
It should probably interact more with the dash effect.. somehow
sry I mean elysian guard (the ability), but in this case probably renamed/rethemed
Would need to think more about that. First thing that comes to mind is that Elysian Guard disables your Asgard dash but grants you a parry, or a very temporary super-armor
yeah, currently elysian guard just do not really fit on aegis, it is a buff that slows mobility for defense/damage on a mobility/dash-based shield
honestly i just want laud to be better, it's a cool idea for an acc but it just seems underwhelming as it is atm, that might just be bc ankh tho
this though sounds much more fitting
Yeah sorry we're getting mostly off-track with this
yeah no worries, it's all basically related
I do think that more separation in the shield line would give Laud more usefulness as I mentioned earlier
Being able to replace the debuffs aspect only and not get rid of your dash too
Laud could get moved into Normal Mode too
Still can be used in Occult Skull Crown alongside the other two Rev accs cuz why not. Recipe's not as cohesive that way, but the current cohesion is a bit forced now that Laud has nothing tying it to Rev mechanics
yeah i have no clue why it's a rev exclusive item, i assume it used to do something else?
Laudanum could get (yet) another rework to be in line with the other Revengeance accessories
Yes Laud used to provide immunity to a Revengeance-exclusive debuff called "Horror"
I do really like its current concept so that would be a shame
If Laud gets reworked to do something Rev-specific and no longer do debuff conversions,
then a new accessory should get added that does do those debuff conversions
Or vice versa, new acc for Occult, Laud becomes separated
what if laud effect is the ultimate end of line effect for the 'new shield' line, since 1.4.4 double buff slot
but yeah it is abit far fetch
Having the choice between prevention and conversion is cool, but that's not a bad idea either
(1.4.4 double buff slots doesn't really matter cuz Laud just changes the effects of the debuffs anyway, keeping them in the same slot and same ID, just changing what they do)
Actually nvm I think I see what you're getting at
Cuz you would be inflicted with a lot more debuffs overall, as opposed to Ankh removing them from the bar entirely
Yeah
yeah its sick
main thing is in 1.4.4 (outside of boss), eg in underground if you dont have double buff slot and debuff immunity, you can be inflicted with a bunch of random debuff
pre 1.4.4 this will delete many of your potions, but post 1.4.4 it is guaranteed to be beneficial
the only thing is maybe the movement speed ones need to be nerfed down, since their impact changes drastically, if you have slow + chilled you suddenly have like 350% movement speed (while only inflicted by slow you only get like 20%)
Yeah and that can still be kinda harmful due to being disorienting
every effect from Laudanum needs to be toned down on paper
i mean i think the 15def from armour crunch will be fine
no other item grants a buff to the extent that the converted debuffs do
(change Darkness to grant you Hunter effect
change Blackout to give you Omniscience)
other than the plain defense ones
on the other hand, the accessory wholly requires you to be hit from very specific attacks
I think they can still give stats just toned down yeah
or get RNG rolled by Feral Bite
byeah, but that is kinda fine due to the fact that you need to get hit by something in order to get the debuffs in the first place, and the fact that they're so temporary
Much less reliable than other items
Yeah
when an item is to this extent of uncertain, it's easily viewed to the side
much like the Blood Pact
Oh actually one thing i didnt mention, specially about chilled, if you are having issue with things that apply it, you have the warmth potion
which provides immunity and reduces ice damage
blood pact had been bad eversince max hp no longer scales multiplicatively I feel
I would rather equip Laud than craft and drink a Warmth Potion every time
instead of providing 900 max hp blood pact give like 600 max
i'd normally use use a warmth, bc usually ur not dealing with chilled all that often, ice mobs? ice giants? frost queen? and cryogen
mostly just bc accs slots are far more valuable than buff slots
Blood Pact and Laudanum are very different but the common link they share is how the player cannot reap the benefits with 100% certainty, which makes them rather unpopular despite the seemingly powerful returns
I was wondering what the heck you were talking about but yes now I see
There's basically an internal "percent health increase" stat now, which multiple things can add to, with their sum being the final effect, as opposed to them all multiplying on each other
much like DR
and Laudanum especially is not very new player friendly
sure, here's a list of debuffs it counteracts, but who inflicts these
when do the effects ever become apparently useful
the whole accessory appeals more to minmaxers than it does any other audience
How would you feel if Blood Pact got changed from "25% chance on hit" to "every 4th hit"
So you knew exactly when Bloody Boost was going to trigger upon your next hit, and you could even glow or something when it's "primed"
Would the increased reliability make it too powerful or would that be a welcome change?
i was thinking if you could do some feral bite nonsense and get hella stats
what if 25% to drop your defense and DR to 0, and the defense loss from this effect take longer to recover
and if you have big "proc" sound to indicate
that way it is the next hit that will kill you, instead of dying instantly when crit happen
That's Bloodflare Core
sry I mean switching blood pact effect to be similar to this
Traditionally, Expert BoC (or meme answer, Red Potion)
instead of receiving a gigantic crit (that most likely will kill you)
Feral Bite is way too RNG to bother with, and by a wide margin
Ah makes more sense, i forget that BOC gives you an absolute smorgasbord of debuffs
Expert BoC with Laud is an absolute clusterfuck
What if Blood Pact could be activated, you choose when your next hit will be a crit
You're intentionally sacrificing yourself when you know it to be safe to reap the rewards, damaging your health lead
This is a terrible idea I should stop formulating.
it will be very weird yeah
then you'd just never activate it no? free double HP
Yeah the whole dynamic of the acc would change and it'd need all its stats reworked
Maybe an idea for another time
Ozz already has other plans.
also an additional shoutout to the Expert Mode debuff scaling config
Ozz and I had lots of plans. Plenty of them are written down, too
But that doesn't mean any of em are gonna get added, nor is there an obligation for them to be.
it's odd that an accessory gains huge potential benefits from forcing that config on
That is a pretty screwy config option
One of the only ones that is a direct balance toggle
turn on the config, find an Ice Golem, get hit by the beam, gain 1.3x movement speed for 2 minutes
okay this part of laud is very funny, pretty sure there are 2 (two) things that inflict this so just going ape shit it very funny
ice golem turnt from unreliable to a very long debuff from it yeah, and pixie/corruptor
definitely a balancing force of evil
wait how long do they apply it for? (ice golems) damn 90 seconds with laud
once again, a casual player is gonna figure... none of this out
ok this one
(for clarification, yes it still work in the exact same way, just I no longer have a malice calclone to use as reference of my speed)
you can technically do it with corruptor + pixie + ice golem (basically weak + slow + chilled)
112 seconds in Master
for reference celestial tracer at 200% movement speed is slower than that
(since celestial tracer at 230% MS is 93mph, wings in video is 90mph, just from laudanum alone)
best part of the video is when you mouse over the wings to reveal them as the fledgling
What was your movement speed prior to Laud-Chilled, if it's presumably only multiplying that speed by 1.3x ?
wait let me see
base
honestly looks like +140% at the minimum
it should be around 150% yeah (I am certain I didnt use quick)
abit on high end, but I think the bugged formula of slow + chilled is the main cause on the speed
let me just try it on a more reasonable build right now
theoretically it ends up with +368% or so
an accessory granting 200%+ movement speed 
awesome
yeah it seems to scale off with how many MS you have
perhaps the hotkey is no longer a toggle but instead the "parry" button?
I've always found Elysian Guard off because its movement speed penalty doesn't feel like much for the potential stats it brings out
if it becomes more of an active parry it could be more interesting
(backtracking chats is never not a painful procedure)
yeah maybe
With that I was thinkin of having Asgardian Aegis let you like, swap between dashing combat-shield and tanky dodge/parry-in-place shield
But
honestly that latter role should probably get taken up by one of the two other endgame shields that're more focused on defense anyhow
Rampart and new Ankh descendant
Dunno if that means making Elysian into a tanky non-dash shield and moving it to one of those lines
Or, something else
I'll mull it over in the morning, I gotta go to bed
yeah sure, night
imo:
rework elysian aegis' elysian guard to the "parry"
move the (current) elysian guard to the new ankh shield line (rethemed and renamed)
since it feels more natural
now that rover is asleep
rover stinky I think Ankh can just get a brand new set of upgrades, while carrying the former Elysian Guard idea with a more balanced trade-off
that was basically the idea yeah, move ankh shield from valor/aegis, and make it a new line, and make this line the dedicated "defense shield"
so you have:
valor/aegis = mobility/dash
rampart = utility (iframe, lower potion cd, DR when low hp etc)
'ankh shield line' = pure defense, max hp, debuff immunity etc etc
yeah sounds gamer
misread chat sorry
but then what would make people use aegis over statis' belt/sash
contact damage avoidance
people dont really care about the debuff immunity
debuff immunity is just extra stuff, main thing is the dashing thru shit
didn't know that
if knockback immune is removed THEN it will be an actual contest
nah the belts aint that good, only better on like, exactly exos and scal
because suddenly you also have to use a knockback immune on asgard's valor (which is why there should be at least 2 line of upgrades providing it, because this is currently one of the biggest weakness of ninja gear in that they either have to use frozen shield or valor, and they are not using valor)
bc it's hard to take contact from em
suggestion: add shield of cthulhu to statis ninja belt, now it can bonk
it will make the item worse
shield of cthulhu is... no that good
the effect is super clunky to use and often bounce you back into attacks
true...
ankh charn should get a super cool effect that is lost when you make the shield because it would be funny
honestly at this point my idea might as well be to give the ram to statis belt & make valor line the defense thing you mentioned
yes allow me to ram into enemies with
uhh
nothing
ninja powers
dodge roll thru em
red cloud! !
flash step
then it will basically just delete an entire dash line and master ninja gear become the only thing that can dash besides counter scarf, evasion scarf and shield of cthulhu
so there is no longer a choice, to get dash you have to use master ninja gear line
I think if asgard's valor's both debuff and knockback immune get removed then both will immediately become equal
because asgard will no longer be a 2 in 1 accessory for no reason (as knockback immune is so essential in this game)
tldr asgard's valor just become an upgraded ornate shield
it will keep all of its current function and act the exact same way (knockback immune dont affect how the dash itself perform)
The ram dash has way too many more advantages than dash+dodge line tbh
id take a ram over a dodge any day of the week
yeah, basically for every boss minus the last two
rams are simply better than a once every 1.5 minute dodge
the dash doesnt have much use if you cant touch the boss with it most of the time
thats one of the best ways to avoid things that charge/dash etc at you
i mean you'd have to really go out of your way but you could do it
ram on thanatos is useful for t hanos beam as otherwise you have to rod out of it to not get damaged
or you have to be extremely precise with how you dodge t hanos beam
(and sometimes you can also ram twins in an emergency but ya)
i use a ram for exos for that reason
generally for last 2 void sash is better, just personally I dont like playing with a dodge
and i dont use any dashes for scal so i just never use the ninja belt line
unless im using a ram and want the dodge
yeah, scal you just use amalgam now
i mean it doesnt help dodges case that they are only useful if you mess up, while a ram is something you choose to do
true, amalg goated
since when did the amalgam have a dodge what
got added, now the amalg and it's downgrades are staples
emblems worth of damage and a 90 sec dodge
since the boc does
so the conclusion is ram by itself is already good enough to rival a dash + dodge from void sash?
then just remove knockback immunity (that is provided by ankh shield) for valor/aegis line
Isn't it
yes, bc aegis is crazy
so at the very least ram is no longer a 2 in 1 of both a ram and a kb immune, which both are basically essential
you have to invest in a dash and a kb immune item taking 2 accessory, just like ninja gear line
no special treatment
the ram itself do not require kb immune to function, it is easy to just see it on ornate shield
the kb immune only works (and matters) when you are hit when non-ramming
thing is that isnt gonna stop the ram being better still
ram will still be better, but at least it will no longer be a gigantic cliff in difference
a cooldown of 90sec is too long for any strategies im afraid
It hardly saves you
while a ram will let you counter any means of contact dmg
for example
make the cooldown length depend on the % of your max hp of damage you dodged
so you dont have to wait a minute for dodging 10 hp worth of damage
ninja gear dash already have a much longer range, and to certain degree the purpose is that ram = you dodge into the enemy, ninja gear = you dodge away from attack; and both are better at doing their respective job
oh you mean dodge
hm
#suggestions-voting message (I have this in voting)
Range doesn't matter that much tbh
see i just dont see dashing away using a dodge dash being better than just ramming
ramming gives you iframes so its 100% safe
Players use dash mostly for turning rather than outrunning
youll avoid any projectiles it fires in your face
and ye the distance isnt a big factor when comparing the usefulness
it is not, and it probably will never be
ram's basis is that it only works for contact damage, ninja gear basis is that it works against everything (since well, you didnt get hit), and the once in a while hit you take get prevented by dodges
and I will not want to nerf the ram effect specifically as it will ruin the purpose of the item, or to buff ninja gear dash as I think it already achieved its purpose
the main thing right now is that asgard's valor for some reason provide a lot of things beside just the ram, while ninja gear have none
i think just improving the dodges would be better
even the jump speed and MS speed boost is moved to post-ML, and on post-sentinel you get a petty damage scythe on dash and thats it
taking KB immunity off of ram accs would just be annoying
SoC doesnt have it right?
it will just put it equal to ninja gear
soc doesnt no, but it's its own type of dash
why does asgard's valor have kb immune for no reason when ninja gear dont have it?
it'd just work like that but no bash
the ram will still works, it can be seen from ornate shield
because its a big ass shield
^^
turns out half the valor shield doesn't even have kb immune
huntress buckler, squire shield etc also dont have it
I'm afraid ninja dodges won't come any closer to ram dash without a buff to ninja line itself
ornate shield also have no kb immune
it takes the ankh shield in its recipe
thats why it has it
it also carries the immunities
just nerf the anhks immunites 
which is why the conversation above (before this one) was about removing ankh shield from valor and make ankh shield its own line
or that (better option)
did you ever play TF2?
basically make valor become an ornate shield upgrade
They are all shields, after all
bc i have a perfect example
i have yes
Escape plan got cut in half
turns out it is the same case for ninja gear: no knockback immune is annoying therefore you need to spend an extra accessory for it
valor line doesnt need nerfing, the ninja gear just needs more of a reason to pick it
to the equalizer and the escape plan
while asgard valor get it for free for some reason which contribute to why it is so broken
bc it was just too good they split them into 2 items
I'm on the camp of making knockback immunity a consumable upgrade
it's in like, every single build ever
because the alternative is worse
it's a straight staple for everything
but that doesnt inherently mean it is too strong
the dodges are pretty meh, and they are the reason you would pick the gear
probably somewhere on post plant so knockback immunity items before then would still have a purpose (like Cobalt - Ankh Shield and Titan Heart armor)
well your options are too boost the ever-loving shit out the others, or take it down a bit, prob easier to do the latter
no matter what you do ramming will be better for most people
that is like saying that rampart is not broken when all of its alternative is just worse compare to it
if you use the best item to compare to all of its alternative of course all of them become bad in comparison
^
I dont even think ninja gear is bad, in vanilla it is basically your only dash option and it function completely fine
removing the knockback immunity from valour doesnt stop you using it, it just forces you to use another knockback accessory at worse or nothing at best
the ninja gear is a solid acc, it just doesnt gold up
now the player immediately dies while ramming if they got hit by a projectile /j
it is just ram is so overtuned that people completely forgot about the fact that ninja gear dash is actually good
it doesnt change the fact you wont be using the ninja gear
Bc it was in vanilla
which is why it is a start
because the alternative is to tuned down ram, which will in some capability or another ruin the item
it doesnt achieve anything
and in vanilla ninja dodge is 10% proc instead of 90second cooldown
buffing dodges gives you more of a reason to use the ninja gear line which is way better than removing the knockback from valor
if you use an overtuned item as the standard for whether an item should be buffed or nerfed it will eventually just cause a bunch of power crept
that isnt my point
ninja gear dashes currently do do their job, while ram still is preferred exactly because it is broken
removing knockback immunity from valor doesnt give you any more reason to use the ninja gear line
yeah it need more nerfs ofc
you cannot make the dashes more comparable without nerfing rams which is not something that i think should happen
this is the 2 main reason to use asgard's valor:
- ram
- knockback immunity (2 in 1)
this is the 2 main reason to use master ninja gear
- dash
- dodge
[ however ram is so good is comparison that basically dash + dodge = ram
therefore you remove kb immune so that they become comparable, you can just use another kb immune item in another slot
asgards also have the debuff immunities ig
i dont really understand why theres two lines of dashes anyway
when one is just better than the other
it is an added bonus yea, though I think most people dont really care too much about that
or just make the ninja gear more about mobility/dodging/actual dodges
so you dont use one or the other you could use both
what does actual dodges mean
the dodge an attack every 90 seconds thing
dodging in that meant avoiding attacks entirely
ah
✨ variety ✨
that can also works
but yeah it will kill variety
there isnt much variety when one is better
eh it does but it's barely variety
and making it so both dashes are as good makes picking which to use pretty pointless
one is just way better
removing KBresist won't really do the job
players will just grab another KBresist item and use Valor again, bc dodge effect rn can't stand against ram
also is kb resist not the biggest point on why Aegis line is broken
that is the point, so that at least you have to use 2 slot just like ninja gear + a kb immune item
rampart gaming
I mean it's a factor but not the biggest
which is why i think the stasis ninja belt+ should move away from being a dash item and go more into tthe mobility/ dodging
because ye
its notgoing to be a better pick than the ram shields
it's all the random shit associated with it
like unneeded extra HP
that part is like the debuff immunity
the extra HP is usually more beneficial in most cases than the debuff immunities, if we're talking bosses
though I think the biggest concern in this convo is bosses anyways because there aren't much cases where you need to ram through small fries?
even against enemys what would you rather do
Valor line would need a bit tuned down, like, lower down those +HP or +defense a bit
But ninja line desperately needs a improve to dodge otherwise it won't even come close to valor line
ram through them, doing damage and hitting them more or dash away
i think the gear should just get the ram and call it a day
ye but why bother keeping ninja gear as a dash line when theres already one
like
it doesnt need to be a dash acc
its just gonna hold it back as its constantly gonna be compared against the ram line
which it is gonna struggle to be as good as
at that point it's just variety for the sake of it, itd be a dodge vs knockback immunity and debuff stuff
then gear has mobility stats
if gear isnt a dash you can use them both
it stops being something you use if you dont use the other acc
then what should gear get?
,
bc w/o that it's just a worse brain
the dodges could be improved for one, and it could have more things related to mobility
it'd need to have nuts mobil stats
the specifics are not that important
its already a better brain, it gives mobility stats
bc amalg brain is just stupid good, free damage and dodge as soon as you get into HM
amalgam is post dog
idk whatever was the initial purpose of having different types of dash, but since there are, then they had better be equal otherwise just remove/rework one of them
ok this is my opinion:
I think dodges (aka the 90s CD) should just die, personally I don't like effect that passively reward the player, which is why I think dodges should stay the way as it is, I dont care if they are not good, I dont want them to be good
so it leaves master ninja gear with the dash (on whether it should be buffed), the thing is it is actually good at this point, just ram is far superior in many ways. master ninja gear your only option is to run away while ram do both
so it becomes either nerf ram, of nerf other aspect of the ram item (valor/aegis); and among the added benefit besides the random high defense or hp valor/aegis have it is the kb immune. TLDR which is why I want kb immune on valor/aegis removed
and this is basically my rationale on it
amalgamated brain
it's downgrade is obtainable instantly in HM and is 10%dmg and a dodge
same cooldown
i still dont see what removing KB immunity does
tbh i dont either
to make obtaining a dash + kb immune require 2 accessory slot
why does that need to happen though
if anything, kill off the random hp it gives you
because every accessory slot is valuable; if you save 1 you can just go for another offensive/defensive item
and kb immune is currently near essential just to prevent chain hits which is the main thing that kill the player
currently one of ram's biggest advantage is that it is dash + kb in 1 item, while ninja gear dont have that (and spend 2 slot); removing kb immune put them equal in this aspect
it will still not immediately resolve the fact that ram is better than dash from master ninja gear, but at least from build/cost wise they will be equal in slots
^
then why not remove kb immune from it when ram is the only thing you care about?
because its removing existing things for the sake of it with no actual gain
Because removing kbresist from a post-plantera HUGE SHIELD does not make sense?
if we are never allowed to nerf items then eventually it will just be infinite power crept
it is extremely obvious that the problem right now is valor/aegis being extremely overpowered rather than master ninja gear which is only just "good"
where are you getting never allowed to nerf from
you havent given an actual good reason to remove it
There’s other ways to Nerf it
no ones saying we cant nerf things ever
^
okay so the thing I can take away from this is that
remove any form of dashes altogether
removing knockback from it wouldnt change anything for me, i would just deal with taking knockback
it doesnt stop me using the ram either
it doesnt achieve anything half of the time and just makes you give up an extra acc slot the other
that is the point? it is a nerf in a way that you can just cope with and without leaving you in a place where you can no longer deal with it
eg: if we just nerf ram directly, like putting a 10 seconds cooldown on it, it will completely change the purpose of the item
which is why I thought that is the least harmful way to nerf the item that still have an actual effect
at which the question is, why are we nerfing it at all
if its so minor it does nothing what is the point
When a 'nerf' doesn't actually nerf the item
losing kb immune is a big deal, but what I mean "least harmful" is you can fix it just by using another accessory that give kb immune
least harmful as in it do not immediately ruin the purpose of the item as the alternative is to nerf the ram effect itself
orr you could change the ninja gear line so theres actually a reason to ever pick it
then I will just settle down and hear your idea: what will you do to buff ninja gear line?
buffing the dodge itself will just cause the item to keep scaling into the end game because that is how dodge work, lower cooldown = least thing you have to do/more mistake you can make for free, and I dont like that; it is the reason % dodges is changed to fix cooldown
buff the dash itself can be good, but it will be awkward, because buff it in dash range then you might lose control and often dash for too long
this would make dodges less crap, but ultimately i think having two competing dash accessories is pointless
or give it other stats like damage or movement speed etc?
give Belt 10%dmg and VoidSash 15%dmg like what they did to BoC line
make a dodge from them drop a smoke bomb that increases your dr by a bit for a second, make it give you longer iframes afterwards, make it give you a speed boost for x time afterwards
theres a lot you could do to it
if you are worrying about dodges this is in voting without directly just like, making the dodge have 50% reduction in cooldown or something to that effect, so that should at least be resolved (slightly)
ink bo

I fear if many of it will be not super noticeable is the main problem
(since they proc on cooldown which makes it a bit conditional)
theyre just examples at the end of the day
first feedz sugg i actually kinda disagree with
the point is, you could turn the ninja line into something worth using and independent from the ram line, so it isnt constantly overshadowed
smite me daddy uh yeah sure what about it
🤨

i think knockback isnt that big of a deal that you need a permanent upgrade for it and being knocked back is just like what a lot of enemies do
m, that is fair
I just think that being thrown around doesn't feel that
good? but I can see it not being that big of a deal
idk man, asgards do be an auto include for every build so uhh
after PHM nothing has KB
i think an accessory giving kb immunity is fine as then youre using an accessory slot for it and otherwise you have free immunity for the rest of the game even though its like fine for regular enemies to woosh you
counterpoint: why
I think that knockback should be stronger in some cases
Actually this gives me an idea for a suggestion
Making Atlases and similar enemies slap you across the room
would be cool if knockback resistance was disabled for some enemies
especially atlas
the funny arm guy can't do his funny thing :(
drops the weapon with the strongest knockback
hits like literally every other enemy
an injustice
we need a list of enemies that get cucked by KB immunity
we must fix this
wouldn't mind an acc for that
just a general ranged acc that boosts the next use of a ranged weapon after spinning the cursor
if there is like, an entire set of accessories consuming a quarter of stealth to use, doesn't this make them the example of such accessories to each other?
...what?
it is not like there is only 1 accessory that do this
and also doesn't making them consuming full bar just massively nerfs them? since their cost is basically multiplied by 4
while consuming stealth is a trait they share, yes, my concern is more of the fact that they just use a quarter of stealth bar now that stealth is way faster than it was before
these were made when stealth was 3/9s at base, and now it's 2/4s
and with how they slowly started integrating hybrid rogue gameplay (through Raider's Talisman), I can start to see using stealth in its intended way for these accessories would flow better with the rest of the stuff as a more supportive use of stealth strikes instead of just offensive
So i was doing multiplayer with my friends some time
My friends were melee and ranged and i was rogue.
Even in pre-hardmode everything was melting whenever bosses didn't target me.
- should not be there because it will just make it extremely bandaid and bad for the rogue player, because they literally will just deal less damage for seemingly no reason
I would've said just don't play multiplayer
common multiplayer L
- do not really work if you have a melee user since melee armor automatically draw aggros, and it is by design
this applies to 3) too because inconsistent aggro just fucks over many player and make bosses super unfun
but aggro is a pretty tricky thing to handle in mp
yeah melee players will typically draw more aggro
but ya tldr is that for some reason multiplayer hp scaling is extremely scuffed, because on 2 player the boss only have like 1.1/1.2x hp of singleplayer for some reason
I kinda wish Cal reworks aggro so that bosses briefly prioritizes the other players attacking it while it's focused on someone
from what I understood I don't understand anything about aggro
What if bosses would target players in a cycle for a certain periods of time
what you will be seeking at that is not just like a bandaid will probaby be like,
"nerf stand still stealth regen rate" or "buff bosses HP multiplier in multiplayer"
fair point
it will cause other problem, eg: if you have 2 player far apart from each other boss will stop attacking to fly to the other player
that weapon is for Memes, he was pretty much the sole balancer so i wont touch it
so the problem is not with aggro system, but more that stand still rogue just boost your damage like crazy
(and bosses being squishy as fuck in multiplayer)
the HP seems more appropriate
standing still bonus in sp is nice, it's just dumb in multiplayer because of course it is
just make bosses have 5x HP by default with 2 players
What happened now?
I nerfed it like 3 times.
Okay, now for real, I knew that 4x Tesla Arm was powerful, so I took it's 1.1x damage multiplier like a month ago, should be nerfed enough.
I tried it after that, and it was fine.
Summoner where it can ignore most weapon nerfs since its accs are fucking stupid
I'll deal with that eventually.
oh right I have a question to ask since you are way more acknowledged on this, is the rogue's stealth basically just give the player a bunch of rogue damage or they are some sort of multiplier on the amount of rogue damage you have?
this has nothing to do with rogue
nor melee
multiplayer is just fucked up
my gf is summoner, i'm ranged, bosses target her because host
since I can only track it from stat meter by which you can get like 500%+ rogue damage from stealth, while accessories give like 15%, which makes rogue damage accessory kinda only benefit spam and max stealth accessory just incredibly broken
(and also cause lucky/crit chance value to completely outscale menacing)

A bit of both. They increase the dmg but depending on how the stealth strike works and performs it can get a dmg multiplier
For example: Toxicant Twister has a 1.35 mult on the stealth strike
And each stealth point you have increases stealth dmg by about 5%
ok so it is way more complicated than I thought, got it
(was thinking about if people can make some absurd rogue build if they ignore rogue damage and only go for max crit chance early on, but seeing it is like this it will not be nearly as simple)
does this count as a specific item suggestion
i mean it isn't a bad idea but it seems a bit obtuse, esp considering it doesn't help with the large swathe of items you can craft that drop from enemies and such regardless
and also like
you mean, mine?
yeah
this definitely count as specific item suggestion
and ya the first function (item radar) is not calamity related, calamity dont do chest management
and it also just. serves the same purpose as the recipes except the recipes are way easier to understand and more intuitive
there is like another mod that have exactly what you want I think, forgot what name
recipes give you the accessories by hand when you need them
yeah
what's the difference
you still have to explore the areas to get the mats already
but it won't require active effort then
like you aren't just making anklet of the wind out of grass seeds and wood or something, you have to get rare items from the jungle
what are you talking about
it's literally the exact same amount of effort as your idea
it's conceptually interesting but it just overlaps with a pre-existing, much simpler, and already implemented solution
ok from what I see the suggestion kinda counterdicts itself in that if you want player to explore, then item radar should not exist, because at that point they will just pinpoint dig to that location
then there is basically no exploration, it is literally mining sideways or downwards and call it a day
explore area
get materials
don't have item you want
craft item out of materials from area
or
explore area
get materials
don't have item you want
craft RADAR
go back to area and get item
like it's just overcomplicating the process
I will not call the crafting recipes are a great solution either, but if the main purpose is to encourage exploration then I dont think the suggestion' proposed solution exactly work
it would still encourage it if the only way to make the radar work is by other chest items
that way, you'll have to have done a few attempt in finding the item before just crafting it
at that point just add shimmers lmfao
like yeah that's going to be a future sugg thing but if u just wait for the update using other chest items is literally just what vanilla does with shimmering items
thing is that the materials are something you'll already have when you need it, at least in the moment it is right now
e.g. building the thunderstorm boots are something that will probably only be necessary at late pre hardmode, and at that point you will already have clouds, most probably already have killed a pinky and a very but very great chance you'll already have explored the jungle enough to have at least 15 jungle spores for building the anklet of wind
what the fuck are thunderstorm boots
that is the point?
do u mean lightning boots
also how is this any different than your radar idea
this is literally the same amount of effort as your radar idea
the purpose of the crafting recipe is to allow you to obtain the item without unnecessary amount of grinding when you are trying to get it at a later point, or frustrated from rng of not being able to find the item
in fact i think the recipes would be harder to do typically than your radar idea
the problem with the radar idea is that it is not effort too, just additional time waste, because you just dig straight to the area and call it a day
anklet needs pink gel and clouds which is way harder than a getting just a single jungle chest drop
if I want to find a lava charm at like "5000, 4500" then I will just dig to that area; I dont go on an exploration trek of going through the entire jungle and slowly traverse natural pathing towards the cavern and then the chest
then make the cost be another chest item
they can do it, but it will just add like 500 different recipes that effectively serve little to no purpose
because again, the recipes serve the exact same purpose, and the radar would also overlap with shimmer
what is shimmer exactly?
because you're exchanging one chest item for another
chances are you will have chest items, but you will just have a shit ton of random recipe showing the item being convertible to other chest items
oh right
Shimmer is a shiny, lavender-colored pearlescent liquid. A limited amount of Shimmer can be found in the Aether, a rare biome which generates once per world in the Underground or Cavern layer, always on the same half of the world as the Jungle. Alternatively, it can be obtained by using the Bottomless Shimmer Bucket.
oh right that thing exists
in that case uh, yeah there's no point
lol
like presumably a lot of the vanilla item recipes are just going to be shifted to shimmer transmutes when 1.4.4 rolls around
yeah, ideally shimmer will just make them unnecessary
I just realised shimmer is missing gold chest items?
some i can already think of are magic quiver and endless quiver, most biome chest items, band of regen and shackle, celestial magnet and treasure magnet
though if shimmer exists then recipes could be removed
yeah it is
correct
dps meter could be a shimmered dummy, fast clock could be a shimmered timer which would also fix the infinite money exploit, jungle rose and obsidian rose, shoe spikes and climbing claws, chair and step stool, etc.
some will be awkward like chair since shimmer also disenchant (therefore have to use only item with no crafting recipe), but yeah
a lot can be added
im just coming up random ones as rough ideas
i realize some of these would prolly have problems but it's more the spirit of it
could the radar use the same code as the rubblemaker so it scrolls through possible chest items?
instead of having to make a new radar every time
i think we've already pretty clearly established this still just doesn't really solve a problem
i think they were already saying something like this, but you'd still need an in cost, and it runs into the problem that shimmer and crafting just do the job its trying to do better
multiplayer renewability....
Did Salty give up on their sugg idea or should I go through the effort of reducing its specificity
just use shimmer at that point tbh
im p sure ian was agreeing since with chest only drops there are only so many times u can get an item, which is what the radar solution would be
hmmm
meanwhile crafting and shimmer let u get it as many times as it drops
or its components do
I just don't see the point; if the game is going to literally point you in the direction of an item it's not really exploring
It's just Crafting 0.8: "Do some walking, nerd" Edition
p much yeah
If TML gets shimmer support before 1.4.4 stable release I'll try to vouch for some new Calamity shimmer recipes during porting
(like how I bugged YuH and Altix for some slight recipe changes a few patches ago)

lemme dig it up
@little stag I do have feedback in mind for your sugg. Would you like to hear it or should I just exclam it and leave it at that
(namely it is needlessly specific in the implementation idea. An item radar can be executed in countless different ways and you don't need your exact proposal to be an integral part of the suggestion, considering the proposed solution at its core is just replacing the recipes with a means to find them naturally easier)
forgot where I actually saved my txt file proper, and I believe some recipes got changed since then/weren't included but here was one of my drafts
- remove the gold dust from metal detector's recipe, move to regular anvil
- change bezoar recipe to 3x murky paste, 7x stinger
- reduce the sandstorm in a bottle to 6 desert feathers instead of 10
- reduce the feather count in sandstorm in a bottle to 3
- reduce the feather count in blizzard in a bottle to 3
- reduce the lava buckets in lava charm to 3
- celestial magnet recipe replaced with treasure magnet and 5 fallen stars
- remove pink gel from slime staff recipe
- reduce water walking boots' water walking potion to 5 (from 8)
- increase swiftness potion count in hermes boosts (2 to 5)
- reduce cloud cost in balloons to 20
- reduce gel cost in balloons to 60
- add wooden boomerang to ice boomerang recipe
- replace cobalt in muramasa's recipe with aerialite and bones
- remove living shards from the spectre armor alt recipe
- remove living shards from the shroomite alt recipe, move to autohammer
good changes
I remember these changes happening
this was back in like july pretty sure
yeah im p sure these are all live CB was just asking what Ian's proposals were
while I feel like my changes reduced the weirdly difficult outlier recipes now things are a bit too easy to craft and could get buffed
straight up, one of the simplest solutions to "sit in base and craft"-itis could just be making the recipes more difficult
now if only it was that easy to fix cal's weapon recipes 
also yeah that's also fair, but hopefully shimmer support exists in 1.4.4 because that would be a pretty easy fix for a lot of these, tho rebuffing the difficulty on some of them couldnt hurt ig
pink gel on slime staff one already happened ye (it uses gel now)
I want to look at Calamity recipes eventually but at the time I didn't want to overcommit myself
i believe all of these are live
this was months ago
ahh
they indeed are
aerialite tier hell
end harpy violence
i did that myself and thankfully it isn't too bad but a handful are still really weird or overcentralized
I don't want to jumpscare the active devs with a massive document detailing every single item tho 
considering most of them are on break until Porting 2 Electric Boogaloo begins
makes sense lol, i sent my fixes to rover already once to get some donor IDs since uh
Clock Gatlignum sure is a crafting component
batch your changes and ping me and maybe in a few months I'll do some trolling
yeah ive got them written down, i tried to push them through suggs for a bit but people weren't receptive to 'em so i gave up lmao
we’re shortening names down to acronyms 😭
CB? Chicken Bones?
copper broadsword
ian was literally replying to u i refuse to believe that one is hard to get. it's not like saying idfk PHPR and expecting people to know what that is with 0 context or something
duh that's Phupperbat
PolherPharst
A
just to be sure 1 life regen is 0.5 hp/sec right?
yes
👍
it is so gonna get only like 30 votes but at the same time I don't really have something else right now
(and I do think they are a problem)
the title took me a minute to get
which isn't great
"make certain drunk princess' potions have higher downsides" would be a better title
hmm
kinda, though I think (most) of the defense downside are like ok
but yeah to prevent confusion probably change to that
hence the certain
it's long no matter what but it's possibly better for clarity
I think this should be better?
yeah that's a lot more clear
sandstorm:
gss isn't real gss isn't real gss isn't real gss isn't real gss isn't real
i will kill you
fungus reference (you can try)
it was never real wake up
to kill it
makes me go snoooore mi mi mi mi
What
it's a miniboss
what's your point
is there some kind of grand overarching genius idea that I'm missing here?
or do you just not like the poor shark
It kinda sits in a weird place for a miniboss
again: retier
maybe
If there was any plan to re-tier GSS, I'm unaware of it
Like all other minibosses are pretty big on the mini if that makes sense
while gss it's in the middle lane of a boss and a miniboss
ozzatron
#calamity-update-talk message
huh
maybe the folks at the theory doc were just insane
That was quite some time ago, I'm not sure what the plans for it are now
We'll need to reconvene as a team and discuss it again
I think it would fit better before plant
Since it's when most people do the HM sandstorm
ah, cool
inb4 trolle by old info 
Is it due to it having a full drop pool?
Ig it's that too maybe?
The drops are fine though
The summon item is the weirdest part though
funny spam weapon
rogue bottles are always funny
other minibosses just spawn natrually or during events
while gss does that too
but post plant
but also has a summoning item
I like Sandslasher for being one of those rogue weapons that's unique in how you have to aim with it
I feel like that's rogue's most logical niche when it comes to more complex weapons
yeah I just
have no idea how well Sandslasher is doing atm
Would be interesting if gss was moved to early HM
but the weapons kept in post plant
i fuckin hate this community's acronyms i thought you were talking about god slayers slugs for a minute
how tf are godslayer slugs more relevant
idk that's why i had no idea what you were talking about
then i scrolled up & realized you were talking about great sand shark
more people remember the slugs than the shark tbhtbh
i also instantly think "god slayer slugs" when i hear "GSS"
I think of Great Sand Shark
I think of the big shark too
i often forget he even exists 
Its Infernum brainrot in a sense because GSS has been a hot topic in regards to that for the past few days
is the miniboss good in infernum
yeah I remember that but didn't fight it back then
Said boss fight was kinda
Awful
So it got removed temporarily and it's getting reworked from ground up again
This iterations really awesome though (I think)
I see
gay sand shart
he's so fuckin weird
clearly this is what post plant needed
another miniboss and set of weapons
he's so forgettable, whether he gets moved to early Hardmode or post-Moon Lord, anything would be better than what we have now
plantera when beating her unlocks 16384 weapons from various sources
if he was moved to early hm
it would give players a reliable source of dark/light shards and probably forbidden fragments
true
yeah plantera unlocks probably too much



