#suggestions-discussion
1 messages · Page 94 of 1
For Crushsaw I’d rework it first before adding another upgrade
Rn its identity is scuffed
Evil2's rotten matter kinda. has a scuffed identity.
Evil2s in general have scuffed identity
so true
very factual
this is why you should vote for my evils2 progression rework :)))))
@whole tundra that is not how you should format a suggestion, infact, you should probably remove the "personal opinons" label and make that part more of the suggestion, because right now, your reasoning is very weak besides "well items do not look like crafting materials!" which like... yeah none of the weapons do lmao
but using that as a method to force the player to explore more
well that is actual reasoning
cause atm all im hearing is "make it harder to get victide items because.....????"
and like a lot of them suck rn anyway so like a double bad idea lmfao
Yeah Victide items right now are literally haha go beat Desert Scourge 3 times
"more about the suggestion" is entirely unneccessary
in terms of titling
it just seems weird and out of place
bc we know the text is supposed to be about the sugg
write a suggestion properly impossible challenge
overall good suggestion tho
the title explains better than the actual suggestion
Reed Blowgun should use darts, but also have a right-click option that does what it currently does
change me mind
I don't like arguing with people who think dart weapons deserve rights
darts are dumb and the only option you have where you get reed blowgun are poison darts and seeds
please explain
i used dart pistol for twins once, they were okay
First 3 words here is why
It’s really just. something that can be put on arrows to make them cooler when they kinda have the shining identity of wet paste
Instead of yet another underdeveloped ranged weapon type
I have deleted my suggestion.
Coulda worked, imo. With edits
what did it say i forgot
Doesn't matter.
lol
but the suggestion was good 😭
what was it though
It really wasn't, hun.
but what even was it
Augment the Monk and Shinobi Infiltrator armour sets into rogue class.
It really feels like it was meant to be a rogue set, especially the Shinobi Infiltrator with its theme. I always thought it felt a little out of place that they're both melee sets when we already have that in the form of the Squire and Valhalla Knight.
turn shinobi armor into rogue
oh that one yea
the reason it broke the rule was cause it took off the melee damage, so just tack on the rogue without removing melee and it would be fine
melee has two armors fuck melee
frankly melee/rogue armor sounds cool anyway lol
That'd make it overpowered.
triple hybrid armor
not really, you can only use one damage type at a time
trybrid armor
except summoner but thats not the point
and the sugg just makes sense, isn't the set inferior for melee compared to squire and val anyway?
I thought everyone hated the suggestion.
no i hate melee
rare occasion where we have a good suggestion that breaks a rule
im gonna be honest we bash people hard sometimes bc people usually arent open to feedback that would easily make their suggestion valid 
I didn't read the rules before posting, that's my fault.
amphi

yeah i'm gonna start getting mad NOW
you should READ the RULES so that your suggestion is VALID and can be sent to #suggestions-voting because it is actually GOOD ..... NOW


I did, that's why I deleted it.
just edit it to say adding rogue damage without removing the melee and it won't break it anymore
^
i mean does melee really need a second set 
also it would still suck so dw about it being broken like just look at fearmonger 
There's no way to fix it without making it superior to every other OOA set and making them completely useless.
stinky melee doesnt deserve a second set
multiple different damage types doesnt change much
Read:
you could make the damage all class and it would probably still be worse than valhalla's regen
melee has like
cobalt to orichalcum in the monk tier
and hydrothermic + 2 beetle + valhala in the post golem tier
rogue has uhhhhh that astral wood one
make monk good ppl actually do the event for the armor
but not that good so it's not mandatory or smth
and that's it
Plus, if I repost my suggestion that's just removing the issues it got flagged with. It'd be unfairly advantaged and I'd likely get banned or something for trying to circumvent the rules.
???
you don't get banned from posting an invalid suggestion
please don't be hard on yourself
if there's an issue fixing it is what your supposed to do
also you're allowed to post 2 suggestions per 24 hours anyway
you don't get banned from breaking the suggestion rules*
I thought that if there's an issue, you have to give up because that means it's a bad suggestion.
there's a thing in the doc that says after posting a suggestion you should stay online for a few minutes for input from this channel or something
if you dont post it i will 
so thats like. this channels whole purpose
Dew it
later but yeah
Yeah, do it. See what'll happen to you.
(it will be voted on)
I promise it won't.
I promise it will.
They'll recognise the suggestion, they'll question why it's back after the verdict was no, they'll realise someone "stole" it, they'll punish both of us.
Oh no, is that the fuckin zoo symbol in your username?
no?
idk looks like a squiggle to me
it is not my fucking business what greek symbol people with problems in the head use to represent their shit
@ashen warren how will your suggestion work with multiplayer
will it calculate upon the bag opening?
that is up to the devs iirc
itd just implode
honestly id ont really agree with make it drop class weapon
specially cuz a lot of bosses drop materials for another set you can get a better class weapon out of to refarm the boss if you want
what if they made it so the lore items could be crafted into one of any drop
thats just Calamity Loot Swap
lore items only drop once and outisde that theyre crafted from trophies
feels bloaty and convoluted
yea so you'd only get guaranteed the first time
once again multiplayer is an issue
I'm so sorry.
i think the solution is not doing this becaus eits not really an actual problem
terrarias about farming
i think
imo
honestly
dog taking 56 kills for the armor is too much yeah but killing a boss once or twice for a weapon isnt an issue
you dont really have to be i just think people should not assume so much when th esymbols are pretty pre stablished before someone used it for their shit
To furries, it's like seeing a Buddhist swastika. It means peace but our first thought is immediately the bad one.
Again, I'm so sorry.
i thought using it for that was pretty recent but whatever
best to move on
it's ok
Sorry for the tangent.
anyway what we were talking about
imo boss farming for specific weapon is a non issue because
a lot of bosses have useful side stuff aside from just weapon
and a lot of them also just have a whole other material set for them
AND for the latest sugg i really just want to ask why would we ever do this
why bloat recipes
theyre sea remains yeah theyre already include everything you need for the weapon
no need to make them more complicated arbitrarily
Does this seem good?
Give Monk and Shinobi Infiltrator sets Rogue damage and effects
Rogue has no OOA hybrid sets. Meanwhile, Melee has two. On top of that, the sets' themes more closely align with Rogue than Melee. To align with the suggestion rule, Melee damage would have to be kept on the set, but using Melee and Rogue damage at the same time would not be much of an issue. Optionally, the Melee stats could simply be removed, as the sets are overshadowed by the Squire and Valhalla knight anyway.
looks fine
Simple, straight to the point, and thematic theming while not breaking any rules
Looks good to me
is it too short or did i forget to mention something?
i'd add maybe removing melee stats as a possiblity to it
can't
as a possibility
not allowed to remove an item from a class because that would be 'taking away options'
oh i see what you mean
this is pretty silly
added a part to the end
imagine if it applied to every
i don't recognize that sprite
GOOD
a prehardmode lance like weapon that was used for nothing
it gives name to The Heart Rapier Syndrome
really? looks like it could be a dragonfolly drop
a physicological effect caused by removing weapons nobody ever cared about and suddenly everyone cares
anyway should i post the sugg?
it doesnt what
it kinda does
looks like the feather item
neither folly's reds or weird yellowish colors look like that
it's yellow ish and red
..... I hate you
failure
It does
it doesnt
it looks
it kinda do tho
Look at golden eagle and then tell me it doesn't
yall see something purple and go "oh it looks like cosmilite
it's more dragonfolly themed than heart rapier themed
anyway though should i post the revision?
ender where is the heart in the heart rapier....
the red is spiraling around the yellow, just like the feather
hold on
tell me they dont look similar
They do
anyways post the sugg so i can kill you
Stop coping Neko
ok
they do not!!! yall the ones coping
ok posted
as someone with no former knowledge of it, it looks like a dragonfolly drop
as the person with the right opinions it doesnt
look how much you had to satureate it for it to look even slightly close
it totally does
even then its still so wildy different
its the brownish yellow with red spiraling around it
the reed bit is clearly crystal!!!!!! if you think its elect
severe heart rapier syndrome
Idk fam looks pretty similar to me
they fucking do not

they totally do
go fuck yourselves
sorry for associating dragonfolly to the lance thing for you, now you will get ptsd later when you fight dragonfolly 😔
@naive sky the revision is officially posted
Neko! Enderpikmen 🌼 Endlesscoping
old dragonfolly drop sprite discovered
is that fucking swordsplosion
ok thats literally bloodstone i will give thatto you
insane to think this got 3 sprites before anyone went "who uses this"
uncanny
sorry i was in a dreadful mood
hence why i was so harsh on myself and the suggestion
i've sorta calmed down a bit now
thanks for believing in it, despite the rules it didn't follow
but the funny thing is that i actually copied it to clipboard before deleting it, so i must've known it was a good idea. just couldn't even commit to deleting it.

@worldly basalt suggestion dont
the one about not taking options away? i already accounted for that
Im still conflicted it being allowed since the rule change happened without approval from Ozz or Fab and it was made by someone not in the dev team
thats what the third line is for, just keeping both because it wouldnt cause that many problems
Also in the case of OoA armors being 3 classes its wack
Also similarly Rogue obsidian got anhilated due to it being a vanilla summoner armor and would conflict with its vanilla identity
shinobi's vanilla identity is 'inferior to valhalla'
Have you tried messing with the melee speed tho?
Also I’d rather add a new armor rather than converting an existing one
Maybe it could drop from enemies?
why does melee get two armors for the exact same purpose anyway
melee bias
@hearty yew thoughts on this?
I approve. @grim tusk @hollow shell
That is well worded and I think that converting vanilla items to rogue is not something that should be suggested.
Well, uh, Throwing Knives but
_>
Your suggestion has become valid
nice
why does melee get two sets? idk, dd2 shit
screw that it can be a hybrid rogue melee set
that's already way more interesting
technically my sugg was just a revision of someone else's who deleted it cause they thought it was invalid
rogue melee summoner
@naive sky congrats
it's a lie it cannot be true
theory: they're just afraid of what the man behind the slaughter will do to them if they reject it
no i have standards, only children will be harmed
Bro I have a scythe to defend myself anyways
Anyways maybe we should add a rogue item to go along with the armor if it passes
like to ooa?
I was about to say 'i mean summoner doesn't get a drop', completely forgetting the 4 different weapons
shows how either my memory is shit or the weapons are dogshit
tbh i forgot everything BUT the sentries
No?
Shinobi is better for a lot of weapons in terms of DPS in vanilla, especially if you do a mixed armor set
however since cal nerfed OOA armor set mixing
either way it fits rogue
now it's basically just inferior to vallhalla
technically not from a crossover perspective but I don't think that's a worry
then again, they don't touch crossover boss loot or AI
so idk
and the new version will still boost melee anyway, it will just also boost rogue
yeah if it's both it's much less an issue
The real suggestion though is reduce summon damage penalty on OOA armors
they did it for forbidden armor but not OOA afaik
there's been a couple of suggestions regarding it
drumming up support for OOA is always a pain though
how did that one suggestion about disabling the summon penalty during ooa end up?
nice
It's making it to next stage at least
by far the most stars recently
(second is destroyer getting worm map)
Ninja armor? Gladiator Armor?

Both armors that were converted to rogue in Cal
Ninja didn't what
Ninja is a shitty mobility armor bc movement speed in cal does very little unless you go for a full ms build
Back in 1.3 it was a rogue armor, apparently it got reversed in the port
yeah bc vanilla made it actually armor
MS is only notable with ground movement
Ninja became a mobility armor
Gladiator literally has nothing before it becomes rogue
they will only chnsge sets to rogue if they have practically no effects
obsidian armor was reverted
Gladiator has KB immunity
we have a ❗ here
@glossy pelican no
:/
besides, if you want a weapon, time travel back to when you can pay to be a donor
or REALLY convince a dev its a good idea
or just make the weapon yourself
lol mod it yourself impossible challenge
new weapon
gun (crafted with 1 iron bar
99999999 damage
I decided I was done with cal ignoring sentries and decided to mod them to be good myself
and I have been
wdym ignoring sentries???? there's literally like two of them 😡
when mod coming out
beta version is out
balanced for vanilla mostly
I'm in the process of balancing for calamity
(gonna take ages)
im thinking about doing Thorium sentry only lmfao, anyways, goodbye
kid named lightning aura staff
just ditch the melee stats on god
holy hell friday night funking refernece???
sounds like somebody liked thorium too much
i'm pretty sure it was a DDR style one not just thorium's system
how the hell would that work
sis moment
it froze you in place and gave like 85% dr for the duration and would give buffs depending on performance i think?
play osu to nuke the screen!!!
pretty much
OOA has corresponding main weapons + sentries +armors
for example
Flying Dragon - vallhalla knight - ballista
are all "squire"
Sky Dragon's Fury and Sleepy Octopod are the monk weapons for OOA
they're referring to the stupid interaction with lightning aura that rogue stealth has
Wait doesnt Lightning aura only take summoner stats?
Someone needs to see if lighting aura scales with stealth now....
Its prob just double armor pen being funky
it already has one of the best set bonuses in terms of DPS increase on a weapon
technically auras don't use armor pen
Aura's just ignore defense entirely
They just add the damage that defense would reduce to their strike
Effectively ignoring defense
It would be nice if they ignored DR too (if it was below 90% or something to prevent cheesing worms and provi)
since DR makes them kinda useless
What I mean is
Each set buffs a weapon
Shinobi and monk already buff lightning auta
aura*
So you don't need to add a rogue weapon
or a rogue related sentry weapon idfk
but if you wanna add rogue weapons to betsy das ok
no other class had a sentry
they were definitely referring to the ogre and betsy stuff
I remember someone complaining about stealth/summoner
true
something about like. stealth buffing the damage of other classes
I cannot remember the details for the life of me (cuz i'm not a nerd about balance 😎 )
@half imp
it's actually meta
for summonner
fastest plant kill time of all armors with micro of tornado
assuming no whips
(The tornado gets stealth damage bonus)
doze on his way to make everything meta with minmaxing and extreme micro
Lmaooooo
We also found out the hydrothermic vent minion from the armor shreds Cultists
(Or rather, Doz found out)
sus
you know what the funny thing is
I think it was bugged and the set bonus only works 1 way because I remember testing it for bug report
everything is good if doze can find out how to use it correctly
which is why it is so dogshit
it's not bad
fun fact
Forbidden circlet tornadoes inflict flask debuffs
I wonder if they proc other rogue effects

WHAT THE FUCK?
(i mean whips get flask debuffs, but that's)
y'know what i don't get?
why the explosive trap sentry is for the ranger class and the ballista sentry is for melee
hilarious
because of DD2
Huntress places explosive traps
And Squire places ballista
forbidden being a multiclass set just straight up have no "reduce summon penalty"
same with OOA armors so
so you have dogshit summon damage and an armor that is just dogshit for rogue because the stealth is pre-HM level
not unique
literally not true
the tornado is so broken
carries the bad stats
I can get my kill time numbers one sec
Daedalus
Forbidden Mage
Forbidden Rogue
it's so broken
that do not excuse the fact that the set bonus is just bugged to work only 1 way and is just shit for a summoner multiclass armor because your summon will just do 1 damage due to defenes and low summon stat on it
ok true it's sucky as multiclass if the summon damage penalty doesn't get reduced
also what do you mean by one way set bonus
how shit will it feel if your weapon do really nothing while entirely rely on the set bonus to deal like most of your damage, imagine if omega blue just have tentacle deals 90% of your damage but the stat itself is like -50% weapon damage
does rogue scale off summon or vice versa
but yeah it is a design flaw, but I did miss the storm being strong though (I just thought the extra maintenance to activate set bonus constantly was not worth it)
bc if summon scaled off rogue that explains a lot
summons when they get rogue stealth damage boost
rogue can scale with summoner damage if it is higher but if rogue damage is higher than summoner damage it dont scale
ok good
tbh I thought that was the main purpose of the armor which is why the max stealth on the armor is so low
and low minion slot to balance it out, but instead storm is doing majority of the work
it doesn't need a buff to the summoner side at all
idk about rogue side
It's nice having an active thing to do with summoner
I just think if they want to do it that way they should at least clarify in the tooltip (currently it looks like it work both ways), but yeah this is just my opinion but I always feel armor set that are overly relying on the set bonus itself to do majority of the work just feels awful
like imagine if spectre mask have less weapon damage but most of your damage comes from the homing projectile spawn on hit
the thing is when you have case like this your weapon basically stop mattering
That's why forbidden rogue existing is okay
no, the set bonus isn't that strong
which is what I dont like about it, but yeah I guess a few outlier is fine
weapons definitely matter still
but yeah anything that gives summonner an option to play actively and be rewarded well for it
is amazing
w**ps
They're not really that active
mostly good for Kalei crit and flasks
which is a once in a while hit them thing
having a primary damage source being active is so nice
I always thought that whips should have lower tag duration (but the tag do more stuffs) and give some sort of non-offensive buff (like increase armor or something) to basically make it so that you are more on-par with other class in terms of defense if you use (hit) with whips
but yeah it is a completely different idea from what the current execution is
basically instead of hitting once in a while you have to constantly hit to have any sort of benefit and when you stop it immediately fall off
and the armor buff is to compensate for the fact that you are basically forced to play close range with whips
i'd wish there were other weapon types than whips that had different ways to buff the summons
if yknow what i mean
Lemme guess, scales with stealth?
allegedly it gets affected by flasks
yes
it gets the stealth damage
And flasks
And probably other rogue effects?
it's the only reason the armor is at all good
how do suggestions get posted into voting?
but the tornado is also kind hard to use due to the 1 second time to spawn it in meaning you have to lead it far ahead
after 24(?) hours and if they dont get hit with an ❗ or 🗜️ react
gotcha

@trim oracle thats not from us
Go to Jopojelly server
calamity has a 3 sec respawn timer feature
Oh wait you mean that
yeah
Yea i thought you meant the timer that shows up when you have boss checklist
Nah I just misread it
Sugg seems fine but i dont think this will pass
Players will always pick the easiest config
See: turning lethal lava off (when it existed)
hmm
Unless you’re the 0.1%

Perhaps a config to disable Calamity’s forced respawn time
So if you disable it you get 10 seconds unless edited with another mod
👍
@trim oracle Why wouldn't you want a 3 second respawn time? 10 seconds (15 in Expert and even more in Mustard for some reason) is horrible. Imagine how much of your life you'd waste waiting 15 seconds between every endgame boss attempt.
i would like an acidwood sofa
acidwood toilet also doesn't exist
but nobody cares about toilets
also acidwood piano is bugged you cant place items on top of it
true suggestion however
formatting
that is not the proper suggestion format at all 
is there a format
yes
Yea
is a format necessary for a suggestion as simple as this.
other mods can affect respawn time and it's bad to have no option to disable Calamity's modification of it, in case you'd prefer a different execution
you need reasoning
Yeah cuz we have a bot that processes all suggestions, and it can only do so if it's in the format it's expecting
for any suggestion

You should focus in only one thing
That being the acidwood sofa
the piano bug should go in #1052323733961977947
ok ill edit it again
piano bug ?
also the lighting of acidwood furniture is already changed for next update
you cant place items on top of the acidwood piano
Acidwood already has a sofa (bench, which counts as a sofa)
unless all furniture sets that use benches instead of sofas should additionally get more traditional sofas
i don't think there's a single calamity piano that lets you place stuff (tried with a candle) on top of it
does it work with vanilla
the vanilla pianos work
o
most of them aren't even the same height, so you wouldn't even expect to be able to place stuff on them
the only ones with the same "shape" are acidwood, statigel and plague
i see
also only wood, palm wood and mushroom have benches and sofas
the rest of vanilla sets have only sofas
playing in multiplayer bosses can be cheesed
for me its mostly a mp fix
either way it would be toggle-able and available if necessary
you can ctrl F respawn times in the server and see more than 1 thread or question about turning it off as well
@lean prairie light has been changed already (will be on next patch), rest of the sugg is fine
better multiplayer mod....
only disables respawns in mp my friend
Thank god there's no Acidwood toilet
Acidwood toilet would be awesome
Acidwood shower
woah lets not get too crazy here
acidwood squared
What about acidwood cubed
cube? in MY 2d game??? preposterous
It switches to a normal respawn time while a boss is alive
to an extent. if i want to extend the respawn duration to beyond or below 30 sec using another mod
i cant
since calamity forces a 30 sec respawn
At that point use Better Multiplayer lol
I know
not the idea my friend, shorter respawn is unusable as well
along with nycros (to an extent)
3 seconds is the sweet spot, you get right back into the action, but respawns aren't so instant they startle you.
3 secs for no bosses, 30 sec with bosses
i wish to edit these times for any reason i can't
in this case
to make it 40 sec during bosses
i cant
If you're gonna nerf multiplayer (which is a good idea), just go all the way. I'm pretty sure BM even has a config for increased respawn times
BM does not sadly
it only disables
Just disable
Shorter Respawn becomes incompatiable
But Cal respawn is already short when no bosses are alive, making SR unnecessary
Shorter respawn mod can change boss respawn times hence why i brought it up
make them longer
or shorter
in expert norms etc.
Ah, ok. I didn't know that was an option, seeing as I have not used the mod
the issue is brought up like every other week in 3 different servers
plus i wanna do mp with friends and not have to disable respawns lol
so i thought itd be nice to make it toggleable
My advice for you is to just get Better Multiplayer, even with increased respawn times, being able to respawn in MP at all is just OP
disabling isnt the goal for us
making it compatible
10 seconds won't make a difference
i think its a lotta fun
we did it last year before the addition
and had hella fun
on cryogen especially
disabling kinda gets rid of the fun of respawning
imo
What exactly is fun about boss fights with respawns? Every boss dies in a couple of attempts, even on higher difficulties, and dying has basically no consequence, as long as your teammates are somewhat competent.

me when people have different definitions of fun
me and my friend had fun with respawn timers on a boss because when one of us died it meant the other had to try even harder to stay alive
being forced into a certain respawn timer is just kinda stupid lol
I was asking, not judging
even then the question is kinda oddge
That's also true with Better Multiplayer, in fact even more so, you just have to also do damage
no point in adding a hard capped respawn timer
literally just makes it less fun for some ppl lol
I guess there wouldn't be any negative impact. Not sure it's worth the effort for the 0.1% that would be using it, but I'm not a dev and don't know how much effort it would be.
i mean the devs don't necessarily need to make a config to change how long it takes to resapwn, but if other mods are unable to alter the timer because of calamity (as the suggestion claims) then its just kinda dumb
also you don't need to reply to messages right above yours 
the question is asked in this server along with the tmod server every other week
on how to turn off calamity respawn times
im only thinking of a small toggle
nothing more
ok
yes
it's really the single most asked thing I think I see besides when is tmodloader gonna be on 1.4.4
So a larger percentage than I thought. Still, with the reactions of the devs regarding configs I think it's unlikely
what reaction regarding configs
:nuclearoption:
though here it is valid
the point of the sugg is the config
not "add something and if people dont like my sugg ad a config to toggle it
the hell/craigs rework in the corner 
i dont think youll be able to use that for wof ill be real
but fr i think something like this already passed, it's just sort of waiting for implementation
(Hell being more open would be really nice though since on repeating pts having to just vein mine ash or double obi instabridges due to the enormous task of it gets really annoying)
i realize but im p sure hell gen rework did pass and it was originally gonna be paired with that
Ic
but who knows now, so no issue in passing it again lol
hell arena....
That... Would unironically work really well to just have a pre-built WoF Arena by the hell lab
Or just a giant open space around there
honestly nah
just adapt remix hell gen to base with cal
that's more than enough space for everyone
just play on drunk seed and use water walking potion fr
or just play remix 
remix is literally not on this version
buildings on sides and lava in middle
^
true
We do have plans for making a WoF arena in worldgen
oh nice
Like the Remix ash forest
remix is drunk but with an additional ash island in the middle
^
I love drunk worlds I can kill WoF in like
an hour
no need to build an arena + pre skeletron lionfish
pre skeletron what
lionfish
drunk world dungeon bypass
so yeah
drunk is funny
I play a lot of minimum bosses runs so I play on drunk a lot
@hearty yew @hollow shell latest suggestion would fall under large scale right? (The make hell more open one)
it being a lot of edited terrain does not guarantee it's a lot of work, it might be quite simple to simply lower the average terrain height of hell's floor
by 10-15 blocks or something
it's also been passed and approved before
Definitely not grand scale within the intention of the Don't
The intention of the Don't is for stuff that like, spans the entire game, and/or affects the identity of a major aspect of Calamity
so no ❗
I don't think so, no.
Not the best suggestion overall but not in any violation of a Don't
(Honestly I absolutely agree with this suggestion)
crags will never be completely gone unless you're stupid enough to use like
6 of them
but some protection does help
I mean true but like, deleting the houses in them is also annoying
That and just some protection would never hurt yeah
I mean it's not like there are much of unique loot in there no
it's same old shadow chest content
but again, protection is nice, just like se
Phm philosophers stone says hi
The instabridges being the length of the world is the issue imo
how tf are you a newer player and unaware that crags is a thing
but experienced enough to know that fargos has an insta hellbridge n all
It's quite missable if you never explore far out in hell
Tbf
also agreed
(Also just given a modlist and such)
(Newer players asking for mods to use, and then see the bridge as an option to make wof arenas)
yeah
the combination of world length and it destroying everything kinda
#suggestions-voting message there's other mods for that.
They don't work
Nycro's Nohit Efficiency does
Doesn't work with cal from my experience unfortunately
Im gonna check once i come home from school
sus sugg
craigs isnt like profaned temple anyway
it's supposed to be destroyable
just like
Don't Hellbridge It
lol
at most maybe add some way to obtain brimstone slag outside of the biome renewably like how living fire blocks drop from demons or in obsidian crates or something
Except when it randomly generates low enough that DG attacks the moment that you step behind the walls. Trust me, it's happened lol.
that doesn't happen now
either A) you were on an old version of calamity
or b) another mod, usually Fargos, made it not drunk
DG doesn't spawn for 100 blocks below the "dungeon point", which is where old man and cultist spawn
Probably this one lol. Only ever happened in Calamity
@fluid tartan Just don't use Fargos Mutant. Problem solved
if the issue was with world seeds
fargo mutant config needs to have each world seed enabled
it happened because calamity adds its own function to spawn DG, which did as soon as you entered the dungeon biome
it just didn't take the drunk seed into account before 2.0.1.002
yeah
Ah, ok
iirc i was the one to report the bug unless it was known before my report
it also has a "dungeon guardian has awoken" text
Definitely not b), because I have never installed a Fargos mod and never will
fr the sugg almost seems invalid lmao
like it's so dependant on another mod and like, what if you want to hellbridge it. it's actually breakable unlike the thing they're comparing it to. i really think just making slag obtainable outside of crag would be enough
I made a sugg about it at one point, but Idk if it was before you made the report
doesn't really matter either way, it got fixed and that's what is important
yeah
Just make obsidian bricks able to turn into Brimstone Slag and back via shimmer, once 1.4.4 TMod is out
Easy and sensible way to make it renewable
thanks
i don't think diminishing chlorophyte's uniqueness is the solution to perennial and uelibloom ore being boring
true
The point is to allow you to farm them
you don’t need to farm uelibloom and Ravager drops perennial
1: Fair, maybe Uelibloom should generate post-ML and only be minable post-Provi, similarly to Astral Ore.
2: Nobody is going to kill Ravager for perennial
i do...
plenty of people do when all you need it for is life alloy
not to mention, perennial doesn't even appear in anywhere it would make sense to "grow"
Ravager is a horrible experience, and I don't mean that because he's difficult, although he is
For context DoG is my favorite modded or vanilla boss ever
ravager? hard?
ravager is just unusual
you get destroyed by it the first few attempts, sure, but once you understand the boss and the timings, its just a medicore boss (which isnt necessarily good but neither are most bosses in this mod)
Yeah, lots of strategy and knowledge involved in hoping the random flesh missiles don't hit you. Totally
the flesh missiles are quite managable if you know anything about the fight
yeah
they're the only thing that keeps ravager phase 1 from being incessantly cheesed too
and it's still pretty cheesable
The fact a flesh golem gets rock pillars is just stupid.
I'll have to think about that for a while
Remove the flame pillars and flesh missile, and making the rock pillars into flesh pillars (so it fits thematically) would be a good start
Making it not a worse golem clone needs to be done, but not sure what I would replace it with just yet
how does changing a sprite improve the fight
furthermore the flame pillars and missles are like the one thing keeping him different from golem lmao
Makes it actually believable that a necromantic construction would have access to it. Would greatly reduce the rage caused by dying to them.
???
The rock pillars themselves are a cool concept, I have revised my opinion on those recently and think they have great potential

How would it? It's an amalgamation of flesh and bones, nothing about it implies it can use geokinesis
it’s a huge colossal titan made of flesh
I’m assuming it can knock some rocks around
Anime logic
It cannot, however, create rocks
like it does in the fight
well he can’t just pull the rocks out of the ground
that wouldn’t work in the actual fight lol
tbh I never saw any problem with him using some rocks
him summoning flesh would be weirder
Also it drops things called geodes, so maybe he does have some sort of stone material to him?
yeah exactly
Well it seems we have different views on what makes sense.
me when bloodstone doesnt exist
it does seem to have some earth connection
also like, vesuvius and spikecrag staff
Also you do have to suspend your disbelief somewhat, damaging Calamitas in any form with Brimstone Magics makes zero sense
huh, I guess it does have a stone core, after all, the flesh and bones have to be attached to something. Still doesn't explain the creation of rocks.
Also Leviathan has an infinite supply of boulders in it apparently
No, because you're damaging her forcefield, not her. Why would she spend mana building up extra brimstone protection, something she'll probably never need
Maybe abominations just have rock pocket dimensions in Calamity
That just means Calamity has such issues in other parts of the game as well
Are the future boss relics going to be reverted?
I'm also talking about Calamitas clone, her brothers, and being the Supreme Witch as in, the literal strongest of her class, would have incredibly intimate knowledge of said magic being wielded by some super scrub that stole it
For example DoG’s resprite, the sentinels, ravager, brimstone, polter, and deus all had their resprites cancelled
But their relics are still the same
Generating a barrier that nullified that wouldn't even be a second thought
Yeah, being so dominant in her field, why would she expect some random guy to use the magic against her?
Literally trying to kill a campfire with a matchstick
Because she's a supreme witch that could easily stop it?
It's magic, she didn't need to forge it out of specific material
If you're going for the "so cocky she lost" argument then there's no real debate to have lol
bosses are not lore accurate? WOAH what a plot twist
I didnt know that was the case
Even supreme witches have some kind of limit to their magical prowess, any mana she doesn't use enhancing her forcefield can be used to make her bullet hells, reanimated brothers, etc stronger
My main point being that some stuff just won't necessarily make sense, so I could imagine Ravager being able to throw a big brick at me somehow
there will not be "reverted" I think, they just straight up creating new ones, because all relics that are created already had the resprite in mind there is no "not resprited version" of relics for the plan to be resprited bosses
or at least that is what I remembered when the same question was asked
She does seem to be a little bit at the start, but that isn't why. It just isn't worth the invested mana to protect herself from something that might not even happen
I don't think you know what a magic is
I know that in Terraria, magic is done using mana, which is somewhat finite.
Vesuvius wasn't originally themed to Ravager
since it was Betsy's legendary
but eh, close enough
By that logic she could spam mana potions
SCal just has more mana than we can dream of, having dedicated her life to magic
You can damage SCal with Brimstone stuff because that would be stupid
You can't make everything 1 to 1 with the lore because it gets boring
but yeah at this point it just turnt into #lore-discussion to be honest
She likely does
Specially when you literally negate an entire weapon archetype just for the sake of it
ok but they didn't change it when they moved it so
I think it is pretty obvious that there is disconnection between in-game bosses and their lore
Read the whole conversation, it's just me saying being nitpicky over a bosses maybe geomancy is pointless and runs into an infinite amount of issues
also this has no connections to recent suggs in #suggestions-posting
why the hell did people start talking about rav again
like why does DoG drop an item that summon another NPCs as a mount when under specific buff, what lore reason is behind it
obviously none
Exactly, game logic
It went from my sugg about plant ores, to whether Ravager is a worthwhile source of perennial, then to me criticizing ravager (one of the things I said was that rock pillars don't even make sense), to leviathan vomiting an endless amount of meteors, to arguing about why SCal doesn't make her shield immune to brimstone magic
That's just Fabsol being weird
It's one of his dedicated items
he can do whatever the heck he wants with it
that applies to every single boss in the game, so it is pretty obvious how pointless it is to compare in-game bosses with their lore and how they should be functioning
tldr #lore-discussion is more appropriate
It's not even game logic, because it's not consistent with anything else
Perhaps. It's still interesting though.
At the end of the day, Terraria itself is a game about adding whatever random crap the devs want, trying to make sense of it (including through lore, vanilla or modded) is inherently ridiculous. However, often the most ridiculous things in life are the most fun
How does DoG use reddit with no hands
Why do you think he does?
His vocabulary
That can develop apart from social media
Assuming he has seen reddit, Yharim would have to have shown him it some time in the past
So that they can both crack up about how stupid it is that the first place people go for answers to questions in games is reddit
Yharim destroying your local city because you called him Cringe
I didn't say he was. Like many things, reddit can be used for good or bad. It's just that so often it's bad
No I just meant it seems like something he'd do
Ah, ok
If they ever get voice acting Yharim should just be voiced by Gianni
I wish I could make that a real suggestion lol
Wait, I figured it out! When Draedon made DoG's armor, he implemented a built-in reddit browser that DoG can browse through with his mind! Draedon did this on purpose so DoG would get more self-obsessed, and eventually die from overconfidence, so Yharim would direct his resources to the in-progress Exo Mechs instead!
Anyone who looks at the chat now will be very confused
Incredibly lol. My man was looking at r/boneappletea and he died
Isn't that the guy who voice acted Draedon in CD's theme teaser (not the video showcasing the first few seconds of the theme)
Oh shit did he?
I think I remember reading that he did in one of the comments for the Boss Rush 3 theme, at the end of which he gave the teaser
He's kinda everywhere so I'm not surprised
It's the first I've heard of him
but I don't pay attention to celebrities at all, so that's not too surprising
He's Gabriel in Ultrakill, which is where people usually recognize him from. He's mostly a YT guy, Max0r videos and cameos in indie stuff
ok
very true
I don't see value in making those ores just grow randomly
but ore slimes are kinda an issue at least visually
What happened to that one Clentaminator astral ore sugg I made a while ago? Did it just not get enough votes?
I would take zanier approaches to making perennial or uelibloom renewable instead
like maybe instead of being ores Uelibloom can replace rich mahogany in tree sprites and drops when broken down
since I think Uelibloom was supposed to be dead plant fossil or something?
oh that would be cool actually
idk but either way the ore slime approach is bad but making irrelevant ores use Chlorophyte's growth system dumbs down on its uniqueness
as for Perennial
guh, really
they kept saying devplans_2.pdf for Perennial but no one outside of dev really have any idea what's up
so I wouldn't bother
there were plans for perennial but afaik they went along with the devs who left
no idea if there are any new ones
aw
tbh it would just be cool if they generated in little pockets with living leaves and stuff
make it really look like some plant life is breaking through
I really like that actually
Oh, so it's no longer protected from removal?
Can we just remove it now?
reaver armor 🥱🥱
aureate booster 🤑🤑
ok but hear me out most classes have better options already
ok but speed
just beat yharon
true

We don't need 3 plant ores anyway. Perennial is boring and unoriginal. Chlorophyte is a better fit for Life Alloys
ok but what happens to the perennial items
chlorophyte life alloy would suck
quite a few of them are unique and interesting
ig perennial items could be converted to chlorophyte + living shards?
also i'd much rather perrenial in life alloy
No? It's so common, way more so than perennial
Maybe nudge them in with chlorophyte somehow since it's a tier that is hardly used anyways
maybe
Replace with chlorophyte
The unique ones
kill the boring ones
not many of them are boring
i think perennial could use with a little bit of distinguishing from chlorophyte, make it more clearly about the savage and feral parts of nature
because while the gear kinda gets that across, the bar and ore does not
Everglade Spray, Hellkite, Hellion Flower Spear, maybe Bladedge Railbow, Mangrove Chakram
everglade spray is goated
debuff builds be like
what are you people talking about aureate booster that thing is probably the worst set of wings in the game
i hope they die
Having a direct upgrade to a weapon always felt nice to me, something I know is reliable that I can have again
no
vertical speed 
aureate booster when they're just fishron wings post-plant (with less flight time)
they dont feel like that lmao
wing stats hurt my head because the ones listed in game and on the wiki and on the vanilla wiki are all different so i can never actually tell what that translates to use
i just tested them myself
fair enough lol
it's literally just fishron with less flight time at least at base
barring the water physics thing
(and fishron has more accel)
midrennial ore...
yeah i forgor to write the accel
well that explains why i dont like them at least
slime god is such a fucking awful boss
they always felt a bit weird, but im surprised to hear how similar the rest of their stats are
its just hage deaths constantly
get in the queue
why are we talking about slime god suddenly
amazing
i could probably beat slime god with minmaxed preBoss gear if i really wanted to, man is literally just two king slimes
me when dragoon drizzlefish + hellfire treads
true
it's so funny that dragoon and treads are both preBoss
they dont seem like it but
they aren't technically
make it just that much more crazy
idk you don't have to beat a boss
eh not really
that's like calling jungle post eoc
at most hell is post eow in vanilla
yea
progression rules aren't real
plus calamity has most hell gear as like pre-Skele/Evils2 which would be post-Evils1 yeah
which is very funny
depending on how much Hellfires get changed by Cal in 1.4.4, you could probably put Hellstone in them to make them a bit less wacky
right right