#suggestions-discussion
1 messages · Page 74 of 1
infernum green slime.....
Regular enemies are just…. Regular enemies
requiring 100 hits to kill a green slime instead of 2 hits doesn't suddenly make green slime the most interesting enemy in the mod, it is just frustrating and time wasting
infernum mouse
i dunno you guys
i had more fun exploring in early and mid game where enemies punched harder
it made you more focused on the game
they don't have to be tanky as hell or have 100 special attacks
i just think it's weird that you can ignore enemies all together. at some point they become pebble. a clutter. an endless source of irrelevant trash in your bags
like, take a jungle vine monster
don't remember what's his name
man eater or smth
in calamity his contact damage is irrelevant. you can keep digging even if you see it
in ftw you gotta deal with the guy first before you can proceed
it's kinda... you know, an explorative gameplay
then take off your accessories and armor and don't use heart crystals. there's your "explorative" gameplay, and you don't even need to wait for it to get added to a mod
just dont wear armor when fighting enemies 
yeah, rn i'm discussing it without relevance to the banner suggestion
then you can just install this mod and reduce your own max HP by 50% and give yourself a -50% damage nerf
that is exactly what legendary difficulty does: enemy have x2 stats from expert
hm, i'll check it out
thanks
byeah this is kind of an issue with terraria itself
and fixing it by scaling enemy stats would be a bad idea
calamity did intentionally nerfed a ton of the enemies that deal way too high damage
oh you mean that
things like these yeah
i played vanilla legendary zenith for a bit
it's certainly tedious and intentionally unfair, but with a more adequate scaling it could be much more fun than it was
remix:
fun fact: legendary mode Rune Wizard deals 1066 dmg on contact
It does what
Stat bloat is dumb typically but this is just
600 contact damage in master + legendary mode scaling
i stand by that master wouldn't have been quite so ass if base enemy stats weren't already so stupid
little correction, seems like that funky scaling is inherited from for the worthy
hey guys it's not an insta kill so i t's balanced 
Insert Jerma's Meatgrinder analogy.
I've noticed it's kind of weird giant clam gets a relic when it's not much of a boss
or at least, the pre-hardmode one isn't
also would anyone else like its boss HP bar not to appear whenever it exists in the sunken sea?
perhaps mark it on the map but only show the HP bar when aggro'd
could suggest that
ok, will write it up. figured I should check here first
Tbh I like the idea of adrenaline being a defensive tool, not an offensive one. Rage for dealing more damage, Adrenaline for taking more damage. Plus it makes sense when you put the 2 into a real life perspective.
I need no test to tell adrenaline is broken as shit
I have a boatload of hw and also just literally woke up. So I’ll take a look when i can
Although next week my schedule seems extremely busy as well
I’ll try to do what i can
good sugg
i always liked the health bar sort of signifying that it spawned
i think if it was removed until it was woken up, clam might be worth getting a subtle noise to let players know it spawned from far away
since it's pretty easy to overlook on the map
also how is that banner sugg not flagged yet
bruh
What if it applied a debuff that absorbed all damage, but after adrenaline it gave it all back to you over a span of like 5 seconds
Like how adrenaline makes pain feel like it didn’t happen, even tho it did
Adren facetanking
Dies
It’s fair, it’s basically saying you technically can’t die during this period of time, but that doesn’t mean you can’t face tank everything
H
Okay but blood pact
So that would just break it
No cuz they proc on critical hit
This would. E considered a debuff
It absorbs the damage as a straight number
And then re distributes it after adrenaline is over
It makes adrenaline less of a, yo, you got 1 shot while adrenaline was active? Too bad, into a hey you wen without getting hit for 90 seconds or whatever, you can’t die for the next like 10 seconds
this feels similar to the adrenaline "grace period" but more extreme
?
Honestly that is taking the realism too far imo, just make adrenaline exclusively a DR boost
No, the whole point of adrenaline is supposed to be a reward for not getting hit, if you gave it more dr resist then that makes true melee even more powerful
The whole point of my Idea is that you still take damage, but you also get to use your dog boost to the full
Dmg*
Yeah, if you don't get hit for a bit you "charge" your defensive capabilities. Seems just fine to me
You still are ignoring the fact that true melee is already buffed into existence as it is
Buffed out of existence*
It’s offensive capability’s are ridiculous
And mor dr is just buffing it even more
The loss of Adrenaline's damage boost more than makes up for that
No it doesn’t,
If anyone wants an easy play through they only have to play true melee
Yeah it does, because True Melee with Adrenaline damage is extremely good, much more so than a second or so of nigh-invincibility
adren is now stress pill exclusive
Ew*
No, it's balanced due to having to get close.
and then heart of darkness for rage
Trust me, I'd know
ez
Why
why not
bc funny
No it’s not, the range of most true melee weapons is huge, you only have to get super close pre hard mode
PHM is like one third of the game
Yet true melee is broken the whole game
"it's balanced by needing to get close" mfs when i show them the like 30 second kill time barracuda gun gets on moon lord
anyways me when true melee weapons on regular prehm enemies
it's funny because vanilla is like this too now

with the terra blade line reworks
Bruh
and weapons being slightly bigger in 1.4.4.9
yeah
also true melee isn't broken literally every class trivializes standard enemies after like
5 minutes
it really isn't
It really is tho
How much have you even played with it?
Yes
have you tried using a bow
pre nerf feller 🥹
feller of evergreens isnt real
Ranged is easiest class, but truemelee is most broken
wake up
Most classes have their ups and downs, true melee just stays good the whole game
true melee mfs when they have to hit a boss that stays a set distance away from them 
All classes have good weapons at all stages of the game. True Melee may, however, be the only subclass that is good at all points in the game
does true melee even count as a subclass at this point
Apart from guns
Biome blade
Also
Certain bosses move slower while the player is holding a true melee weapon
that's like calling ark true melee
they literally have projectiles
Biome blade is considered a true melee weapon
Yeah. It's affected by normal Melee buffs AND true melee buffs. This is exactly like how the shroomite helms are
cool i think we should kill true melee distinctions
we don't need four types of melee damage 
I'd be fine either way on that one tbh
actually
And yoyos
I’m fine that true melee is the way it is
we have melee, melee with melee speed, true melee, and true melee with melee speed
internally in the code
I just don’t want to buff it more
it's very cool :)))))
Wait what
yeah that's how it works now
Also true melee should exist it just shouldn’t be buffed more
I counter you with Last Mourning and Lion Heart are dogshit
@umbral sonnet
There are other weapons at that point
Like the Bandit's weapons for Rogue
Nah
It's cool
Most people forget Lion Heart exists
DoG for true melee is nightmarish
Yharon sucks but at least The Enforcer is ridiculous
While true DoG is night mare for most classes in master death, also most people don’t do true melee first time through
Master-Death isn't what anything is balanced around
Master can just be ignored in any case regardless
Not really
Besides true melee all classes has fantastic options
Yes because the devs aren't going to do anything with master
True melee doesn’t need buffs is the point
The Last Mourning and Lion Heart shouldn't be absolute dogshit though
That's the point
Like, all classes have fantastic options for DoG except true melee
Normal Melee? Terror Blade and Neptune's Bounty
Ranger? Halley's Inferno and Septic Skewer
Mage? Victriolic Vipor and Eidolon Staff
Summoner? Sirius and Etherial Subjugator
Rogue? Wave Pounder for Stealth, Ghoulish Gouger for Spam
I used last mourning for DoG dude
It’s not that bad
Also fetid emesis is the superior old duke ranger drop
Even with Luminite Bullets that just wrong LOL
Nah
Septic is fucking wild
Fetid with luminite makes the fight a joke
Fetid is powerful don't get me wrong
But it's slower
I will go do some tests rn to prove that
And to prove that The Last Mourning isn't good
mourning isnt very good, like i felt that that gilded probiscis is the best true melee weapon until post dog just because of the healing and you can atleast attack below yourself
? I used last mourning, it took an hour or 2 but it was fine
didnt we already do test for that tier lmfao
I won’t disagree with lion heart tho
dogs acceleration when switching aggression modes has been lowered a lot since i did true melee but i felt that that was the worst part of the fight
Yes I've literally tested Last Mourning
Lemme load up T.Mod and grab my tester gear + Warbanner and show you that it's bad
i used holy collider for dog
if you do it right you can take up to 20% of his hp in one go
and can instantly end his second phas with adrenaline
Well okay with testing we don't take into account rippers
Holy Collider is wild
yes
That would have been nice to know
celestial shell + fire gauntlet + hide of deus = lmao
I was going to go war banner over HOAD but fair
hoad is essentially a free true melee ripper
since melee already has tons of defense so you can take a few hits
but if you are too skilled warbanner is better
I tend to be very good at DoG overall
Last Mourning first, then Collider @umbral sonnet @sullen swan
DoG is supposed to be a 4 minute fight but it takes fucking forever in phase 2
Even with just trying to circle and murdering the tail it's not going well
And the fact you could compare these two despite being two tiers apart is bad
I've already told Xyk, the melee tester, about them so yeah
Told Xyk about Mourning and Lion Heart awhile back
i want to do a test but my computer permanently runs on 30% speed
But yeah just doing some simple math can show you neither of these would get you 4 minutes
It would get you over
And this is playing aggressive
I remember fetid is just not super good unless you are on a relatively glassy build due to how it scales
Which do fit the narrative of why you want adrenaline to be a invincibility instead
Maybe this moment
Because no, you dont need adrenaline to give you invincibility, when the current adrenaline + true melee just phase most bosses out of existence
^
At what point of the game do you get one shot
The only 1 close is DoG's head
And that is the only case in like the entire game
Unless you count AEW
no
this is it
So after nohitting for 30 seconds you get a buff that is essentially useless?
no
Because continuous healing is not a thing in this mod
its literally just so you can get full usage out of adrenaline
You will just take a bunch of damage and dies out of that 5 seconds, instead of during the period you use adrenaline
?
you technically still take the damagfe
its just not actually distributed until after adren is over
Yes,unless the damage taken is reduced it will be useless
its still reduced
Then what is the difference between this and just give a bunch of DR
It is just a really fancy way to give the player DR where at the end it achieved the same thing
because a bunch of DR makes it so that you take less damage
no
??
if you added 15% more dr
and if you did this
If you dont take less damage with your version of adrenalinr it WILL be useless
you take less damage with more dr
you still get the current dr
but adding more dr is bad
Then there is no difference betwern having your fancy delayed damage mechanic than just give the player the DR straight away
Rather than having the player dying after adrenaline when it ie over because they have no idea how much damage they took
just make adrenaline a timestop smh
peak jojo reference
that would be a funny accessory
i would like it
Doesn't Fargo's soul mod have something that does that
Draft:
Make the start of the schematics and codebreaker questline more intuitive
It's currently all too easy for the player to miss the sunken sea lab when killing giant clam for the first time, or not knowing what to do with the planetoid schematic after getting it before the sunken sea schematic. One Idea I have to fix this is:
- Lock the sunken sea chest until Desert Scourge is defeated, since you generally kill them before entering the sunken sea anyway. Killing DS for the first time would also send something like "You hear a chest unlock in a lab below the desert" in the chat, or just some way of letting the player know that the sunken sea lab exists and that it should be visited. This would tell the player that they should look for something in the sunken sea, and help them get the first piece.
- In the tooltip of the Sunken Sea Schematic, it could mention that the player should probably place down some Power cell factories, which could help with the problem of players not starting to generate any cells until right before Exo mechs, then having to afk for hours to get enough.
- Each schematic would also unlock the recipe for the seeker to find the next lab (so sunken sea schematic would unlock planetoid seeker, planetoid schematic would unlock jungle seeker, etc) so the player can easily see where to go next, and how they can find the way there.
just by making a few simple changes, it could be a lot easier for players to go through the schematics throughout their playthrough, or at least help avoid forcing the player to afk for hours because they only bothered with the codebreaker stuff at the end.
that look good?
It might be better if the other chests besides the sunken sea is locked instead
Say you have to craft a security card to unlock the planetoid chest and the recipe for it is unlocked by the sunken sea schematic

Everything would be fixed by giving the player a seeking mechanism early
wait can't you find those in chests
yeah
not bad
and they're really easy to craft
would rather have it apply to every other lab than just planetoid
or making the lab gen less scuffed
idk having to unlock all lab chests sounds annoying
the suggestion title is about the start of the quest, why lock everything else?
made a small edit
and do we really have to babysit the player to know how power cells work
we give them the factory, the charger and an item that can be charged
yes
it's happened way too many times where a player doesn't bother with any draedon stuff until post Yharon
and then has to wait a year for enough power cells
cant you just farm the dudes
the robot critter that spawn in the labs
nobody wants to farm them they're cute
anyways it's very hard to miss the labs until yharon
yes
but it's easy to miss the lab questline until Yharon
sure I know how it works, but even without bias, it's not hard to follow
and why even lock the chest until DS is fought
it's not like you're able to even get there
so that the message of a chest unlocking makes sense

just
mention the lab itself....?
It's like saying "dungeon chests are now unlocked" after killing skeletron
ok made an edit about how that's just one idea for how to mention labs post DS
Obviously not all the chests
Just the ones with the schematics
doesn't the schematic already tell you what it needs to decode it
It does yes
so?
Idk they're the one suggesting 
byeah no reason to lock the chest early, in fact that'll harm people's discovery of the process if they find the Sea lab before killing DS
You can have the status message with no lock
Also the lab chests are already guaranteed to contain seekers that lead to the next lab in the sequence
So, a suggestion was made to have the sunken/sulphric chests locked until desert scourge was beaten? Wouldn't they feel less like wanting to get it after they beat scourge though? I could be wrong and updates may have changed things, but I personally like handling bosses like I do the crim/corr: Get their loot or the biome loot associated (direct or indirect) with them, THEN fight them. I want to get all the best pre-hm boss tier available, then fight the very first boss and go from there. Call be an over preparer, but I like having the edge on a boss, especially EoC for a no hit run in expert, where he dashes at you almost unpredictable pattern.
I mean, I get having new loot unlocked post X boss, but idk about those chests.
Wh
Talking about sunken sea chests
Yes the suggestion in question is still in #suggestions-posting
and I was disagreeing with the lock aspect. I want to unlock it pre-boss. I go out of my way to get it.
Cool
@unborn siren then
(just felt weird to receive a long elaborate reply that was in support of my statement, without prefacing it with "I agree")
i'll specify that I just mean that killing DS should mention the sunken sea lab in some way
made the edit
Sorry, I just like to give my reasons why I like to agree/disagree, for many reasons, one being that I want people to understand WHY I feel the way I do, and not me mindlessly agreeing/disagreeing for the sake of it. And I feel it's more engaging this way.
Actually this gives me an even better idea
Make giant clam drop the sunken sea seeker
tbh if we're simplifying the codebreaker stuff, I think outright removing power cells would be a good move. They serve no purpose other than a gotcha you didn't make some now you get to wait moment. If you do have generators they're never an issue, and if you don't they're annoying as hell for no real reason(especially if you get to exo mechs without touching the thing and then find out you have to wait like an hour until you can fight the next boss)
that or they could instead be used to power up the weapons as ammo instead if you want to keep them and give them a different role instead
So
that thing they already do?
I mean directly as ammo instead of doing the whole charging station stuff
which also serves no purpose other than adding a bit of tediousness to these weaps over standard ones
could just keep it the way it is but remove decoding costs too which would be fine enough
but why though, the weapons aren't stronger than standard weapons but have finite energy to use until you have to go and recharge them, which requires literally nothing but time. Unlike ammo, it doesn't change how the weapons perform either, it's just some weird time tax on the weapons, albeit a minor one, but the whole system is kinda pointless
imagine if you had to wait 5secs everytime you used the sharpening station because "you have to sharpen your weapons so obviously it's not instant", and like yeah but also why?
have to wait a second for healing potions to be drank, can't have them be instant
lowkey wouldn't mind healing potions being slightly delayed
but again, can keep the weapons as is, it's the least important part
decoding costs are just detrimental
anyways the costs are literally nothing
you get too much cells
if you place like 3 factories
yeah IF you setup stations to generate them, which is also why the whole thing is pointless, you never need to have any input other than "oh I'm gonna place these things because I know I'll need them later"
it's not the effort god, it's people not knowing you need the stations and then getting hit by the time sink later on
then tell them that they need it???
instead of throwing the entire system out of the window
because some people forgot to set it ip
i just go to sky planetoid early game
break them, and replace them
by the end of the game u have plenty
I don't think having a system in place which punishes people if they don't follow the instructions but doesn't reward anything is something a game needs imo, the only positive thing about it is it's "thematic", kinda
why simplify the system if you can just go by the original point of suggestion, and make it more intuitive
if someone ignores/misses the message after DS though you're still in the same situation, you could say "well it's their fault" and you'd be right but that still doesn't explain why it should be this way instead of just making it simpler/removing it. Removing decoding costs alone would fix the whole "exo mech is next but I can't fight it". An alternative would be to let people make power cells with auric bars+whatever, so if you get to that point, you can just go farm some auric and get your powercells to do your decoding

you keep the whole power cell stations throughout the game along with the system, but you have an out at the end of the game in case you missed the whole system
I give up
this isn't an argument for people who know how it works, obviously I have no issue with the system myself I know how it works
This is a valid point I think
The charge weapons should be noticeably stronger than others on their tier, because of the increased effort required in maintaining them
(and also being a more obtuse to obtain compared to most other weapons)
Lol I placed em down cuz I thought they would look cool in my base
i have like 9k now
didn't know you could right click on the station
and was like
damn
I placed them down cause that's what it said on the wiki on my first run, so yeah I never had an issue with it but some people don't read the wiki and obviously won't read the message after desert scourge or whatever small hint is added because well, people. That's why in general most games either force you to go through some shitty tutorial or put progression blocks on stuff or don't timegate stuff in a way that impacts the progress of the game. I think just adding an out at the end or removing the whole progression block part would be fine, nothing of value would be lost and you just eliminate the few edge cases of people getting stuck
the only reason I knew about it was because I have a problem where I NEED to use every single weapon even if its bad. Caught that shit from pokemon
right I do that too so I end up making all the schematics weapons too
I would feel like I missed out on a portion of the game if i idin't use the mech weapons
but you see a lot of people in the help channel ask for the best weapon and just not bother testing all the weapons themselves or even making them
I mean at the end of the day, change or not it won't impact me, I'm just saying if some things change on that front, considering the option of entirely removing the problem rather than trying to add hints to fix it is worth considering
fair
I think I have enough power cells to last me for a while
so unless they delete my power cells
I'll be find
if you have like 2 stations you will never run out of cells
Fine*
1 you might depending on how fast you progress
exactly
I have three
Make it a suggestion if you feel strongly about this. This would possibly make things easier for me.
Bro
please
I already mald on h to re use
*how long vanilla potions take to re use
hade a stroke just then
So, basically only Wave Pounder, Plasma Grenade and Tesla Cannon follow that (Oh hey, the only good ones regardless)
hvc
good thing we have a lot of worms
I think the concern is you have to spend the charges on all the same weapon in inventory at once
otherwise you can just have multiple copy of the same weapon (they tend to be easy to craft due to their progression limitation) and enjoy way above average performance weapon throughout the fight
Crafting multiple of the same weapon, for simultaneous usage, feels like such an alien concept
Runs counter to what you'd do under any other circumstance
I feel like it could be kept as a strategy because it's so 
@short walrus - Your suggestion has received an updated status!
[Add calamity emotes.]
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
@wary pier - Your suggestion has received an updated status!
[Make Bloody Tear spawn item appear in chests/Brimstone Crags/use resources to craft that not BM related]
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
@small timber - Your suggestion has received an updated status!
[Add Magiluminescence's (as material) and Effect to Master Ninja Gear Upgrades]
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
oh hell yeah
@high folio - Your suggestion has received an updated status!
[Biome blade should keep its attunements after reforging]
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
@mystic umbra - Your suggestion has received an updated status!
[add a toilet thats scal related]
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
Lame
NOOOOO
Nice
@fathom aspen - Your suggestion has received an updated status!
[Make Rain Apply Wet to Enemies Under it]
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
NOOOOOOO
Rip
awesome
now that MNG suggestion get denied I can post the next controversial (likely get denied) suggestion just to gamble on the off chance it get approved :clueless:
LOL
I mean hey, you thought c.shell re-tier would get 10 votes and it got 50 in less than a day soooo
(Ideas do exist that involve Magiluminesence and Boots)
OH?
oh right I completely forgot about boots line
Combine it with angel treds????
Funnily enough, no
Man
probably terraspark
or one of the tracers
terraspark sub-line maybe yeah
May as well say it cuz it's probably never gonna get added anyway
Alt boots line that is focused on mobility rather than generalist effects
that's cool
That would be amazing
But it would be bad bc then wings + those boots would probably be better than tracers as Wings + Angel treds are already better than seraph tracers
well obviously wings and angel threads are better
Likely starting from Amphibian Boots, and including Magilimunescence, and won't upgrade into a wingboot
Pure speed and acceleration and handling
It will be the boot line that extends into post-ML that you can equip wings alongside
Terraspark-Angel-Seraph would be the less fast line but focuses more on shoving tons of effects into one accessory
Running, Lava wading, Wings, all in one
it takes up 2 accessory slots
do not torment me with solo boot line
so we can have either wingboots or ankhboots
Okay but then tell me what accessories I should be using instead bc I've found wings + treds far more consistent then using tracers + a defensive accessory
glad it's dying because it would've been a disaster 
Why tank when dodge
wings and defensive accessory
I mean that is more of a personal preference
you can always use tracer + soaring insignia or something
why take less damage from getting hit when you can just not get hit
Treds affect horizontal movement when flying
Yeah
yeah, tracer is just faster (in air)
this is the speed comparison in air: tracer > angel treads + wings > wings
Okay but then I lose:
Lunar wing damage
Tarragon wing defense
Elysian wings amazingness
Silva Revive buff
wait I thought you are using tracer + angel treads
No no no
ah yes the added non-wing wing effects...
Wings + Angel Treds
Far more consistent then wings + defensive or tracers + defensive
For providence at least
wing bonuses my beloved
I mean (if the boots line get added at a date soon™️) the trade off will just be flight time vs on ground mobility (speed, control etc), but yeah
wing bonuses ranged from neat to wildly scuffed based on progression
me when im nohitting so i use a minmax damage setup
they should be revised now that 1.4 kinda reworked most wing stats
me when silva wings
silva feels nice but the other one either feel mediocre or is essential just an emblem yeah
all of the ones tied to armor sets are kinda icky but I like the others
sadly things like bone wing didn't do enough yeah, the stat combination is just worse than HM ore sets
i like the armor tied ones but yeah a lot of the time they arent great
there was a few different ideas that sprung up for the solo boot line, the best one imho was the sabaton focused one
amphibian boot upgrade physically causes me pain though
Just don't give any wings that relate to melee shit melee speed and we good
(It is within the realm of possibility that the new line literally never happens)
oh right Ian I think there is a chance hoverboard's wing bonus currently dont work properly
Ah yes that was the other big factor
soon™️ 0 copium
Boot-only line would get Sabaton, a quickfall
Along with buffing Sabaton to not be awful
Ah yes, a quickfall
That is automatically built into 1.4 
i forget sabaton exists
A quickerfall
sabaton one is essentially slime mount, though the cooldown make it wakward
in retrospect I feel like the alt boot line would've been pretty scuffed
Bro
slime mount stop momentum unless pogo (which throws you off horizontally)
Nerf saddle
Why take up an accessory slot when a mount you get earlier on does it better and you can keep your shit
like doubling down on how lame tracers are conceptually
Gellantious pillion
That can be less nerfed cuz it's later
No
which is why it is (suppoedly) a boots line, so that you dont waste a slot on sabaton; boots is still useful for the majority of HM (and some post-ML)
Can't suggest new bosses
sabaton needs serious buffs, a complete rework, or be removed and have its effects (minus the debuff) given to a different accessory
Well
My suggestion to rework/remove it was already passed
just remove its cooldown completely now that press S to fall quicker is a thing
(and most people probably will still not use it)
oh it was? wow, never noticed that
It was a few weeks ago I think
Yes that is a must
spoiler alert; there's been concepts for sabaton buffs floating around for years they just required more effort than a small buff
Storm weaver Is ranged. Ceaseless Is mage. Signus is summoner. Then where is melee?
Ceaselus bc Mirror Blade
pre-sequel butt-slam sabaton 
They are not based on the classes
ceaseless doesnt drop any mage weapons tho does it?
they're all summoner because they summon things
The materials are.
isnt the only sentinel that drops a mage weapon storm weaver?
donor item moment
Also Signus is just as much Rogue as he is summoner, if not more so
and in that sense Storm Weaver is mage because its material craft into prismatic armor
I doubt melee is really suffering for options pre-DoG...
so yeah, don't really make a lot of sense to assign them to classes
and its the only one to drop a mage weapon lmao
they aren't class based, if they were there'd be five 
post-ml also doesn't need another boss
if you think otherwise I'm appearing at your doorstep shortly
true
and if they were class based there would be one specifically rogue because new cal class
which is signus but yeah
Signus drops:
A rouge weapon + accessory
1 Summon weapon
The twisting nether is used to craft:
2 melee weapons
2 mage weapons
Ranged weapon
Weaver drops:
2 ranged weapons
A magic weapon
The stuff is used to craft:
A mage armor set
A rogue weapon
A mage weapon
3 ranged weapons
Void drops:
A melee weapon
A summoner weapon
A useless accessory
The stuff is used to craft:
Another useless accessory
6 mage weapons
A ranged weapon
A rogue weapon
A ranger accessory
Cosmilamp is a summon weapon
the only reason id be able to see cv as mage is because of dark plasma and even then it makes 5 on-tier mage weapons, and one shadowspec mage weapon
Weaver is ranger
Crafts a mage armor set
and sw drops a mage weapon (thunderstorm)
Oh I am fucking dumb
the evolution is amazing ok
it gives +2 life regen after you dodged (for 5 seconds)
2!!!
Frequency Manipulator is definitely very strong no
Half of what a cadance potion gives you!!!
Clearly cadance needs to be nerfed :clueless
let's fucking go
and of course 10x thorn effect for 1 projectile, it singlehandedly deal 8000 damage to yharon almost one shotting it
Almost oneshotting it when it had 8001 hp left 
I should probably test that later and see
glad balance discussion is leaking still
Rip the toilet sugg got rejected
who could've seen this coming
lmao
oof
(I hope that is enough reasoning for something that is high effort (not sure?))
since I have no idea how hard it is to implement the ideas mentioned
also controversial suggestion no.N
i mean there are the like
8 different clones of healing potions vanilla adds
im sure a few could be reworked to be a bit more interesting
Wrong channel for this
All are fine
how do you mix this up and the obviously named calamity mod chat
very good healing potion suggestion
and is in fact something I have brought up to the devs before too
i do like that suggestion
i play really glassy most of the time so it would be nice to have that extra buffer HP
leaks! except I do not care
that would be the awesomest option
#suggestions-discussion is the based calamity mod chat
Something something at Fryzahh
auric slime is listed as frequently suggested, aka they are not allowed for suggestion @cosmic zinc
- you have devourer of cods at that point, titanium crate is incredibly easy, and you can get all fishing accessories on leviathan or aquatic scourge (which is a 1 second fight at that point), and master bait you can just purchase from merchant
Oh I didn’t see that

@novel trellis
It hasn't worked my last few attempts at it, so I figure I'd put it in.
yeah because the change is being implemented next update and the next update hasn't been released yet... all you're gonna do is pass a suggestion that's already implemented
Oh. Sorry.
it's fine lol, just wanted to point out that if a mod is pinging you, it's probably for a good reason
oh, can you resubmit suggestions?
then get ready for my christmas special: "they should get rid of frost barrier" 2
didnt they already do that
unfortunately it's still in the game
they did remove lead core and psychotic amulet however
well it's just that
unless you're looking around for random accessories to fill your slots in early game
you're probably only getting f-barrier for auric tesla armor
& also it's a rare drop from an uncommon enemy
so it sucks even more than psycho amulet
as long as sometime have pass yeah
(some people resubmit as soon as it didnt enter voting after 2 weeks even)
i'm probably just gonna wait until decembe
then i can get even more arguments against the existence of frost barriers
well it can freeze enemies if you get hit
so useful!
warmth potions:
hand warmer:
but 4 defense!
ironskin:
reforging to warding:
honestly at this point
you could probably fuse it with ornate shield
,but that would mean it (probably) would be removed from AT armor recipe (which is good)
they're already going to do that anyway
what do you mean "they're going to do that" everyone is saying that but i have no source
Ah yes, let's give the already overpowred Aegis line even more 
the devs had said it before but i dont have the time or effort to go find it
asgards valor on its way to become even more OP by having chilled immunity 
frost barrier is an incredibly useful item if you get it preboss, right after you build your first 2 houses for guide and 120 max hp nurse and a travelling merchant arrive that sell you that exact item, and you have the money to buy it 👍
So basically never

don't use it on bosses though, there is a chance you freeze the boss after they contact damage you which might cause them to stuck in your hitbox and hit you twice
i mean. it already does considering ankh has chilled immunity
another reason to kill frost barrier 😍
So it's bad
i put that in the suggestion i made and i forgot about it
Really Bad
peak lvii performancé
should armored digger be removed?
yes
Considering I've seen 3 in my entire nearly 800 hour calamity carrier, yes
just throw frost barrier in the GARBARG
too rare and it also has no unique drops
PLEASE NO








like um like what happened to frigid bulwark(?) before jalamity got ported to 1.4 "because frozen shield exists"
if armored diggers were more common it wouldnt be too bad but its a 1 in 10,000 chance every frame
move the glacial state effect to hand warmers
now you have frost barrier without the frost barrier
what glacial state effect
swag
did u know ambrosial ampoule doesn't even give u immunity to glacial state
like frozen and chilled but not glacial
even tho
warmth does all of them
and is a potion
god seriously ampoule fell off so hard
we have like 8 accessories for ice debuff immunities but none of them are even good
Isn't ambrosial just terrible in general?
yes
why should it
only cryo and ice golem inflict it
world's worst stat stick locked behind post-Mechs when it could literally be like. post-WoF and it would still be kind of bad
immunity to cursed inferno & burning blood would be awesome when fighting tha evil bosses
tfw honey dew is more useful than you are because at least PBG exists
i only ever got it once
and even then it was only because it was on the guide section for plantera
burning blood immunity
so useful!
well perforators inflict burning blood
yeah that's why corrupt and crimson flasks exist lmfao

perforators explode if you sneeze on them during HM
and give u those immunities preHM
me when i forget
it is ok, 4 life regen/2hp per sec is still decent
2 be fair i never really used thos items
but ya, it got quite nerfed
ichor immunity would probably be more useful
honey dew is so much better
it really is
and its a pre-plant accessory too
petition to kill living dew though
i actually like living dew because it actually makes sacrificing a slot for poison immunity worth it for QB since it has those bonus effects
hmm thats fair
in general it's just nice for the shitshow that is jungle
just like how honey dew is good for PBG
like i dont mind having these super niche defensive options against specific bosses
at least it gives the accessories a use
yea i tend to do that
celestial shell against providence and the guardians and polterghast
(not playing melee)
and ML
and empress of light
yeah and moonlord
and night provi
which is why ampoule is bad, the only bosses its good for are miles behind it
the boss it is good against is twins, destroyer and exo mechs; and twins dont even do cursed flame on death mode
and 2 of them is mech boss while ambrosial is post-mech
ursa sergeant against the astrum family, dynamo stem cells v yharon, and some other thigns
post 2 mechs actually wow
tfw fast clock would be viable on deerclops but it isn't obtainable in preHM 😭
and why would you sac a slot on exos for a hardmode acessory
just use laudanum on deerclops
true
so yeah ampoule as a combo is useless
actually no it's only inflicted by perfs, ichor stickers and that one crimson desert ghoul
better than burning blood which is only by perfs iirc
and hm blood moon enemies
yeah, but only the fishing ones
while cursed inferno is inflicted by spaz, destroyer and apollo
and eow
not rlly relevant in hm
its just not worth over other accessories
Poor Ampoule
A shell of its former self
I've mentioned this before but
My rework ideas for Ampoule and Absorber and Sponge have been around for a long time
Sprites made for them too
yet they got their own nerfs and separations before they could come into fruition
The quicker and easier solutions preferred over my more elaborate ones
Oh Absorber, that reminds me of a suggestion I wanted to make with it
I still never understood why did the nerf happened
just to like, nerf it for the sake of nerfing it?
the recipe separation seems so unnecessary, prevent bloat I guess but many of the component are still there, just no longer combine into anything
yeah, which is weird too
yeah I still have this image
4x 70 damage mushroom "cloud" when hit by enemy
Yes they were separated because Sponge was such a massive accessory that did everything, passively
It contributed to endgame mega accessory syndrome and was uninteresting due to its lack of focus on any particular build or playstyle
The separation was good
but
The accs remaining aren't any more interesting, they have basically the same effects as before, just.. less of them
I didn't see the separation itself as a problem
the original line of accessories were a bigger one
imo was the moment when the separation happened a lot of their components should had also been removed since they dont really do much purpose other than combine into ambrosial
(though I think the components was buffed after the separation? not sure cant remember anymore)
I mean this might sound weird but I want to just give that line Knockback Immunity as well as kill the components that do nothing
Absorber line
My reworks turned them into more active accessories, based on your actions and the situation
I kept in mind all of the core components not as direct inheritances, but as inspirations
Even though the ideas are old as hell, s'hard for me to not feel bitter that it's been years as an official plan and still it hasn't been executed, with other changes irrelevant to the plans only distancing the accs from said plans and making em more and more difficult to execute
Bezoar, Living Dew, Honey Dew, Flask Accessory, Radiant Ooze --> Ampoule
Life, Mana, Vital, Grand Gel, Sea Shell, Shell-variant , Fungal, Giant Tortoise Shell, Rover Drive --> Absorber
Combined accessory count: 16
So, less shit than Valor
imo at this point something like this would had been ideal (for the current version), since I have no idea what Rover's rework version do so I will just base on its current function
do people really like, craft living dew?
most of Valor's parts come from Ankh Shield which is its own thing
i did want to include a section of why and how things could be reworked, but with how succinct the sugg is, i think it just... has a much higher chance of passing like this. i really would rather see more things be reworked into useful items, but i just don't think people are interested in that (people meaning the devs bc. they'd rather just... put new interesting things in, or work on more important reworks)
Probably a smart move sugg-wise, yeah
Wall suggestion no.N that will get 250+ votes
250? i think ur lowballing it 
i mean
they technically have a point
Zamn so many testers being promoted to dev as of very recently
recently (all 7 happened yesterday)
nice
Hi I'm half brainfried but I'm here for the suggestion to change ooze and ampule
It's v good! But uh I'd actually dig deeper and prefer an entire potions rework in the case of ampule
ooze yea simple rework is better
I think ampy sets the stage to talk about potions as a whole and what people want out of em beyond just the effects and I think there's some merit to reworking the potions system to be more exciting
Cuz rn afaik to most people its boring...ish
what
potion rework n34
lmao ikr
(not happening)
fr what does this mean
It means tweaking the entire potions mechanic/functionality/whatever to be more...(idk the word gimme a sec to think of it)
refer to this
I wanna say proactive, in the sense that the player feels like it's a thing they have to constantly keep track of;
you already do have to constantly keep track of when herbs are avaliable for harvesting and how many potions you have on you at a time during bossfights so
i still have no idea what you're getting at or what any of this has to do with ampoule
Well ampy's thing is that it's a combo accessory of what is basically just potion effects and so ig from a design pov to me it's less about ampy being broken cuz stage of progression (even tho that is a valid concern) and more like
What if it's broken also because the potions system is inefficient or smth,
what??
it's not broken though
no ampoule is dogshit
it fucking sucks
Same thing to me :^)
broken has two meanings
it does not work
or it is too good
two
rn it is functional
but not enough
this is truly a sponge material moment
Spongy
I just think for a lot of accessories that do buffs n debuffs you like look at all of em and how easy they are thru changes to make inefficient and worthless
And I look at that and there's like two things you can tweak
Each accessory, and/or the thing that is the source of the power of the accessories, the mechanic that makes them good (which is buffs and debuffs/the potions system)
And outside of tweaking each accessory individually I'm like "well can we actually make the potions system better too, cuz very few people bother touching it to do full reworks, they mostly just add modded potions"

i still have no idea what "rework potions" means and frankly this has nothing to do with my suggestion anymore so
Your suggestion is good, I'm just trying to brainstorm futureproofing solutions because what we have with ampule and ooze comes up like...all the time with various accessories in some way
And tldr it gets tiring having to tweak and tweak and tweak running around to 20 different things making sure they all harmoniously work with one another
It's not uh...practical from a development perspective for the sake of efficiency to keep doing that
So reworking buffs/debuffs/potions might curbstomp the issue into the void if someone is careful and does it well
just stop making stat sticks
Stat sticks? :d
ampoule just gives you a bunch of stats instead of doing anything interesting
Oh yea tru
What you're saying is to take an approach where accessories are based on linear progression like community I think, right
(Ignoring any jank community may or may not have for the sake of the conversation)
The Stat Stick would be the Community because it just gives you a bunch of different stat bonuses, the difference being that that is it's identity and it's evolving aspect makes it interesting. Affliction is the next biggest one, but its multiplayer stacking effect is also cool so it also gets a pass. Then there are just a dozen or so pre-Hardmode ones that no one ever uses because they're boring and suck.
No just make items interesting lmao
,
no stats all effects
I'm scratching my head because I'm not sure how to make items interesting per se without stats and yea stat sticks as you call them, sure they're bad, but I have no idea how you'd go about making an alternative when half the game's functionality is based around...well, stats
like wulfrum acrobatic kit or smth
items are fine if they buff a stat
So you want accessories to have unique functionality?
but not if they only do that for a lot of stats
Cuz uh, okey
I vaguely know what cognitive wants but it's out of my scope and a lot of work devside : /
however stat sticks are kind of a necessary evil
I think he wants a rework for ampoule that does not involve reworking an entire mechanic
yeah, but at least ones like emblems, frog leg/soaring insignia, etc. are pretty interesting
that would also be nice lmfao
single stat items are aesthetically pleasing
but for the mind
kinda why my sugg also offers just. removing the item because it is bad, and if it isn't going to be made interesting, it'd be better off dead.
a lot of items have died for these sorts of sins already so it's not like there isn't a precedent
lead core, psychotic amulet
Ampule is a difficult one because the rework itself to ampy isnt hard or anything, it's what you want the new ampy to be...since it was purely a potion effects accessory finding something to change it to involves saying "ok this should grant +x life and +y% damage for every [n]th weapon use"
Normally you don't have to rework mechanics but with ampy you're pretty much forced to
im leaving it up to the devs to figure that out. or they can just. remove it. like i already said
I know it looks like a potion but what does it have to do with potions
is it because of debuff immunity, is it because of the stats
does that mean that ankh shield should rework the potion system
obviously 
nah
i was joking lmao
ankh charm should give you a revive but unironically though
🤔
spunky reference!!
but lost in ankh shield for obvious reasons
u know ankh charm giving u a revive but losing it when upgrading into the shield
yeah
cool idea tbh lol
- itd stop being an instant upgrade
Okay but then ankh charm would be viable for the entire game probably depending on the revive
just make it weak compared to later ones
So basically worse nebulous core
yes
Which is.... already bad
(I have no idea on how it would work but it would be cool)
spore sac two 
Speaking of nebulous core
How about killing that off bc it's just bad
can I just say that spore sac being slightly buffed in 1.4.4 killed all chances of it getting any rework
Isn't it actually decent in vanilla?
maybe??
either way i have no clue what Syn's hang up is on Ampoule but like. you want ideas for original effects?
give it the potions lasting after death effect of amalgam so that effect is available earlier on, and like, idk slime god lore effect since it never came back after the other lore items died. you could maybe give it some other interactions with like healing potions bc ambrosia, you could make it an upgrade to laudanum, like.
there.
there are a ton of ideas of unique effects amb could take on if they dont just murder it
in 1.4.3 it is uhhh
no
it'd be better than neb bc it's accessible early hardmode. tbf people sleep on perma's concotion but i think it's great on mage and it has a revive
- it breaks the mana cap
lol
Perma is actually decent bc it heals back like, what, 30% of your max?
Nebulous core is 100 hp 
Nebulous Core needs to die
lmao
This works ye
I'll do you a shooey, since making some kind of meter like with rage or adrenaline is excessive for one item like ampy, how about functionality where it can pick up all hearts within a tile radius of x, and heal the player for that amount when they would otherwise die
Would have a 1min recharge
Or higher! 1min is arbitrary
cool idk im not adding this to the sugg because #suggestions-posting isn't about specific ideas, like, while u can include them id rather just leave it up to the devs to fix in this scenario. if they really care they can read in here
i dont like permafrosts revive, it ends up killing me more often than it saves me
well
at worst it changes nothing
you go from "you die" to "you die, 3 seconds later"
true
so it's really just a normal mage accessory without that
i know it can, im just saying for me it doesnt
ok
ski
(I don't feel like that's an unreasonable or outlandish request)
(Feels wacky after me having spent the past 3ish years coming up with unique functionality ideas for accessories
to see someone having difficulty grasping the concept of an accessory doing something that isn't just giving you stats)
ikr
i mean it depends on what it is that you're reworking or creating but generally speaking, i would not call unique functionality easy to implement for accessories
i might also be a little depressed and biased because any sort of mechanical functionality ideas i used to come up with were shot down by someone with more experience devside than i could ever obtain in a reasonable amount of time cough, iban, so i may have lost a bit of a spark for design/implementation
i think it's just the case of ampoule being difficult, due to a lack of any previously functioning mechanics to expand away from
Oh yeah I never said it was easy
But it would be better.

game design do be not very easy
I would need to ping Ozz for this right?
Its one of his dev items so i guess?
@hearty yew this sugg in posting good with you?
sorry for ping
Nice
good ending
if someone sprites it, it'll probably get in
Okay, Since calamity mod has debuffs listed under 5 categories: disease/sickness, fire/heat, ice, thunder/electric,
Could I make a suggestion to have the wet debuff a water debuff? @hollow shell
Doesn’t that only apply for damage debuffs?
I dunno, I have seen some that don't do damage, but thought I may ask
I did at one point suggest a water debuff rework, but that was shutdown
and wet i believe already interacts with the system by making inflicted targets more vulnerable to electricity debuffs
Since when? I asked about something similar and was told no.
Wait, why lava? I get water, and a bit of honey, but why lava? that's molten rock.
Uhhhhhh?
Insert is lava wet meme here
Being wet is defined as "being covered or saturated with water or another liquid" and lava is technically a liquid so I guess it counts
Some Volcanic eruptions produce lightning?
Well, Now I got a new suggestion:
Drop lava from the list
make ice debuffs also have a chance like electric debuffs, and make ice debuffs make you float in water.
But that's more of the ash clouds mixing with the air and possibly water vapor.
Just throwing something out there 
Lava is a semi-liquid though, and I have never heard someone being covered in lava as "all wet with lava".
If by Calamity logic lava makes you wet, and being in lava lights you on fire, that implies you're "wet" with a flammable liquid
Which would mean lava is flammable
But being on fire is like the drastic opposite of being wet
I think it goes against the idea of being wet
like setting fire to a tv underwater
Oil
Oil is a flammable liquid, but it isn't burning, and I am sure the moment electricity touches it, it combursts into flames, no?
ig
i didn't even know shattered community was one of your dev items, you old grandpa
(i turned ping off in reply so as not to bug him, dw)
lmao im right here
no
dev items are...usually? not very indicative of their status. like you can't tell very easy a dev item is a dev item unless you have the context
maybe there should be some kinda visual indicator?
all dev items have a pink - Developer Item - in their tooltip, wdym?
they do have the big purple DEV ITEM thing in the tooltip
heh, nobody pays attention to that thing. well, they do. but they forget it in an instant. i'm just thinking like, dev items having some kind of other indicator wouldnt be all that bad
in my 6 something runs of the mod, the only dev tier item i recognize is phup's
uh...what is it called, scarlet something




