#suggestions-discussion
1 messages · Page 95 of 1
at the very least they need to be able to be made into terraspark so you dont get fucked out of angel treads
im wondering if they're just gonna put waders and boots on treads
hence the whole "put hellstone in it" thing
nah i disagree
instead
kinda like the shinobi infiltrator sugg where it doesn't remove the vanilla thing it just stacks it with what calamity does
make fairy + hellfire an angel tread competitor
probably post plant at the earliest bc that'll be an insane combo
but slower run speed and less flight time than angel treads gives a reason to pick one or the other
i mean terra and treads already have that sort of dichotomy, and with the debuff nerfs im really not sure how much better treads would even be than spark if it had both boots and waders like in vanilla
well
treads are slower, and fairy still kinda outclasses both of them, though i suppose one could see it as a damage/movement/defense triad (though fairy still has better movement than spark rn LOL)
it's more of
damage/movement/all-around versatility for HF/fairy/spark
since spark does the lava and water walking stuff
then later in the game it would be movement vs assorted stats for Treads vs a HF/Fairy upgrade
i suppose i can see it
i know sabaton got buffs, i hope the rest of the boots do get addressed too lol
thank goodness
i wanted to love sabaton but man
it really needed buffs or a tinker that does more than just the sabaton effect
[[Siren Proof Earmuffs]]
anyway @old prism this item already exists, iirc crafted with flinx fur and some other shit
called siren proof something
!wiki sirenproof earmuffs
thx
how does the suggestion work with multi-hook hook?
sounds like it'd accidentally make hooks p op
yeah hooks kinda broken already
maybe like
hook of dissonance could have that
make it so the absolutely abysmal speed it has isn't as big an issue
@serene tendon You actually can throw out a hook while you already have a hook out
with... most hooks, because they can have multiple simultaneous hooks
This sugg really only applies to the base grapple and Gem hooks
which I don't think is a bad thing because they're supposed to be your basic and worst hooks
fair
(You do realize diamond hook is your best hook until hardmode, right?)
But often 1-hooks are the best anyway
Yeah
Besides Lunar, Diamond/Tendon/Bat/Bobbit are your best bests and those are one hook
Tendon is 3-hook
Also you forgot the Hook of Dissonance, which can be better than all of those depending on the situation
I was in the middle of writing when you mentioned it
and dissonance
bobbit has 2
It's also the best hook for SCal from what I've seen, since precision is better than speed in that fight
Dual Hook is like that too
I don't personally like hook of dissonace for SCal
Static hook is better imo
bobbit is 2
That's the best kind of hook, it's the best of both worlds
Well, okay so gem, dissonace, and bat
That's like
The best hooks
Until lunar
And even then there are arguments otherwise
Of course, if you fill the entirety of the SCal box with rails it doesn't matter what hook you use
But I don't
The only hook I'd even consider giving the buff to is dissonance, but I think a better buff would be ever so slightly more flight speed
and the thing is chances are if you "miss hook" it is because the hook's length is garbage rather than bad aim
Use Cosmic Car Key or something for that
I don't lol
I just use bobbit bc force of habbit + Bobbit launching is nice for post bh4 at times
hook length or speed
that doesn't refresh flight time
Static does
ehh
I guess, but during the BHs fast movement is the last thing you want, and I had them in mind
Bh5 I can sometimes move fast as fuck so idk what you're talking about LOL
I mean you gotta be precise, and bobbit hook is not
If I need slow controlled shit void sash climbing claws effect or just not hook bc drew's gives a ton of flight time
(Yes, I am one of the two people who use Statis's Void Sash)
or just hook and unhook with static :)
for more flight time with tracers
honestly though hooks in general are fine
(Oh yeah, if using c.tracers bobbit is a lifesaver bc of how fast the hook reaches it's destination)
Yeah, it's just annoying getting killed in the earlygame because the gem hook can't reach quite far enough
I feel the best solution will be just make single hook act like bobbit
And Dissonance is Hardmode which means the sugg no longer applies for fall damage (wings)
Diamond and Bat are fair I suppose
(I can't remember if we/vanilla added a reliable way to obtain Bat)
(though, if they're the best hooks already then why do they need to be buffed like this)
rather than press E to cancel because trust me if you panic hook last thing you want is accidently cancelling it by spamming E
Fledgling Wings exist in phm so
or dual, but yeah, you get the best of both worlds that way
lol Indeed
Fledgling wings are also garbage
#Balloongang
So true
Especially since you can craft Sandstorm in a Bottle
Me who uses yellow horseshoe balloon until hardmode with no wings
Me who uses Bundle Of Balloons for mechs
or you can just use blizzard balloon with wings in vanity slot for vertical boost
I find it funny how Cal made BOB post-2ndevilboss, but the Sandstorm, which carries the bundle, is still pre-boss
lol!.
bat is a hardmode exclusive drop from vampires
But by then other hooks exist and (unless Cal reverted the 1.4 nerf) are just better
Is it??
Didn't it get hard nerfed in 1.4?
i dont think so
I'll look it up
Oh yeah there it is
The Bat Hook is a rare pre-Hardmode grappling hook which is received by opening Goodie Bags (0.67% chance). It launches a single hook which reaches 31.25 tiles at maximum length.
On Old-gen console version Old-gen console and Nintendo 3DS version, the Bat Hook has a pull-in speed of 16 and a hook velocity of 15.5. This is the fastest pull-in speed of any hook in the game.
On the Desktop version Desktop version, Console version Console version, and Mobile version Mobile version, the Bat Hook has a pull-in speed of 13 and a hook velocity of 13.5, which still makes it a very fast hook that can be acquired in the early game. It has the longest reach of all pre-Hardmode hooks, as well; still, some players may find a multi-hook (such as the Ivy Whip) preferable.
https://calamitymod.wiki.gg/wiki/2.0.1.001
"Removed Bat Hook from the drop pool of Goodie Bags."
https://calamitymod.wiki.gg/wiki/Vanilla_changes/Drops
"Bat Hook Bat Hook Tool Vampire 1 2.5% / 5% Expert Mode"
The 2.0.1.001 (or 2.0.1.1) update reworked several early-game item sets, including Wulfrum, Desert Prowler, and Marnite, as well as overhauled how Calamity difficulties are toggled, and removed Malice Mode from the game. Additionally, this update added several Donor items and Pylons.
I'll need to add that to this page
https://calamitymod.wiki.gg/wiki/Events
The Calamity Mod adds new drops and mechanics to existing vanilla events, as well as two new unique events.
So the pull speed got nerfed a bit, but reach is the same
So it's probably still OP
myeahb
something else worth pointing out is im pretty sure bat's pull in speed is still higher than 90% of hooks
even after getting nerfed
the only contender is serpent's bite
luckily the vanilla wiki
does not list this stat whatsoever :)
reason is because every single other vanilla hooks just sucks one way or another, they tend to have longer reach but their speed (either launch speed or the speed it pulls the player) is just garbage
(until lunar)
serpent's bite has the same velocity as lunar 
(according to vanilla wiki, Skeletron Hand is the best PreHM hook for pull speed)
serpent's bite trade some player pull speed for launch speed/velocity iirc
Unfortunately yes, this. Annoying.
i dont trust them, but i have a hunch that cal probably buffed bat and its just undocumented
i would check if i wasn't stuck in class, because bat still feels really good
the two are very close, I like bite more just because it is more annoying to hook cancel with bat
So THATS why it was so nice for my twins nohit
And Aquatic Scourge
I was wondering why serpents bite was doing way better than I expected
iirc bite is contender with lunar hook since it have about same velocity, but higher player pull speed but less reach
28 blocks of reach iirc
a lot less reach, but yeah
nah reach is important, the later the game it is the more important reach become
28 is useful for awhile for HM but when you reach post-ML it will be lacking
(Actually for me 28 is fine for providence due to my platforms usually being closer together for her to help avoid the stars and spears)
I brought it up in the vanilla wiki server just now.
i should bother people in the vanilla wiki server more often about stuff like this
i forgot they prolly also have wiki channels
cant you hold down S to cancel a grapple without jumping?
No
At least, not that I'm aware of
(I hold s a ton for the 1.4 fastfall and never experienced that)
does seem like a much better option than this tho tbh lmao
1.4 fastfall??
Holding down the s key in 1.4 onwards immediately puts you at the fastest you can fall down normally which is so nice for dodging
That's Calamity.
We even added a config for it
Ic
wow that's a scummy screengrab
but yeah that was a thing we talked about in the dev server, had a vote to add these configs
This would be better control-wise than pressing grapple again
because ^

Launch velocity, not pull speed
Every hook in phm has the same pull speed
Phm:
Diamond has the best reach (29.125 blocks)
Skeletron hand has the best Launch velocity (15)
Amber and Ivy whip are tied for the fastest realback velocity (15)
(All phm hooks have the same pull velocity of 11)
Hardmode:
Static Hook has the best reach (37 blocks)
Serpents Bite and Lunar hook are tied for the best launch velocity (18)
Static Hook and lunar hook has the best realback (24), second place going to christmas and spooky (22)
Lunar has the best pull velocity (16) second place going to bat (13)
(Just a little hook thing I made after getting all the hooks in line)
oh god reelback velocity too
How much does that vary
Between 11 and 15 in phm
Between 14 (Serpents Bite) and 24 (lunar) in hardmode
(Oh wait fish is phm I am dum)
I meant like, is it like pull speed where it's more or less the same globally with a few exceptions, or does it vary from hook to hook like launch velocity?
Vary from hook to hook
Serpents: 14
Christmas: 17
Mimic Hooks: 18
Spooky: 22
Lunar: 24
To give some examples
Fuck.
hooks are minorly annoying to balance
but unless they're incredibly strong it's not super notable usually
ie prehardmode pre nerf bat hook was crazy
Bobbit hook being just cheese:
make all hooks into accessories
based? (pain)
what i do not understand is why bat hook is good and candy cane hook is bad
pre-nerf
Because vanilla funny
maybe they're the same after the nerf
Nope Candy Cane is still worse in every aspect
Candy Cane is roughly equal to Emerald Hook
byeah and Bat still has an unlisted higher pull speed
npcs want that peppermint
Bat:
Reach: 31.250
Launch Velocity: 13.5
Realback Velocity: 20
Pull Velocity: 13
(Goodie bags give costumes which sell well for some ez money)
2 accs, the sword, pick, hook, rifle and snow globe vs hook and rotten eggs
(they also clog up your inventory and storages like a bitch
)
Just sell the costumes lol
goodie bags suck tbh tbh
I cannot I MUST hoard one of every item I get
auto trash 💅
Hand warmer and....?
only good thing in cal is rotten eggs
toolbox
Lmaooooooo
increases tool and tile placement range
you also forgot the foods
oh shit true
Yeah t3 foodstuffs
And the healing pot effect of some items
Presents do give nice foods
Which is why I have Christmas at all times
Farm a few blood moons and perma t3 food buff with fagos
there's also star anise but I don't think anyone uses those besides at most the first 10 minutes
fargo makes so present slimes that drop presents spawn but htat is not relevant
I didn't even bother to scroll past this
Lol
The big ones are food, red Ryder, and maybe the pick or sword
Idk how good they are
(I was about to say "Holly is good post-1.4 cuz of its area buff" but that's not a thing, I was thinking of Thorium Mod's "Mistletoe". No idea why I had that on the mind)
Sword is alr
Pick is about the same as tungsten
Hook is worse than diamond
Ryder is decent
The Chakaram is surprisingly great if you can get it before thorn as it's nice ranged damage for melee
Reindeer Antlers are a great vanity too 
Also what Ryder is actually decent? I thought it was like the worst gun in existence
It's fine for when you get it (and it's not The Undertaker that's for sure)
Allows you to skip corruption cavern/crimson cavern exploration as well since it spawns the arms dealer
Yeah that's the best plus of it, being a very early and inexpensive gun (both in terms of literal price and low risk)
.. provided you get good RNG
Yeah
But it's nice for it's stage
Better than the bows you have if you don't have Frostburn arrows and a high ore tier bow that's for sure
corruption is better tbh tbh
The only reason corruption is better is bc it doesn't have the worst boss in vanilla to ever exist
BoC
well new cal shadow is kinda cracked
i prefer boc to eow tbh
You know it doesn't telefrag as of 1.4.4, right?
i prefer boc to eow except for one thing
I don't buy that
the god damn DEBUFFS who the FUCK decided to give the creepers CURSED
It's not that bad, it's just a couple seconds
a couple seconds where i cant even heal
Alternatively you can just dodge the creepers
It's in the changelogs, you can check. 1.4.4.8 I think
cursed is a shit debuff
Tbh it only exists so Nazar can be good
They make a horrible debuff so that a debuff-canceling acc can be good
terraria moment
so true can we remove ankh shield from asgard's line
I would be just fine with cursed and the way to avoid it if it didn't disable hooks and potions.
And dashes, if I remember correctly
Y E S
Put it on sponge so we can have a post ml knockback immunity accessory that isn't aegis
what if ankh charm gave a revive because spelunky haha
NO
What does that have to do with this?
nothing
Lets not give us more revives thankyouverymuch
lets give more revives
Noooooooooooooooooooooooooooo
the only other revive in that tier is for mhages
and because ✨ it fits ✨
Revive stacking
simply remove it
Dodges > Revives, change my mind
TRUE
make so revives are shared with dodges
Statis's Void Sash my beloved
No
i worded that wrongly
make so revives are shared between them
like dodges are shared with other dodges
ez fix
anyways yeah can we remove ankh shield from asgard valor aha
then we add it to some goofy acceessory later on for the vine
although there should be some kind of benefit for using multiple dodge/revive accs. Shouldn't be full value, but yeah
maybe it could shave some seconds but ikd
im no balance man
Abyssal/Eclipse Mirror dodge would fuck that up so much
me mirror.....
Yeah, maybe equipping multiple dodges could shorten the cooldown by 15 seconds each
i remember when my username was actually eclipse mirror
GOOD FUCKING LORD
Mewk there is a problem
5 seconds MAX
4 accessories would be
immortality
Yeah
10 seconds
Even 5 seconds per extra dodge is obscene
There is a reason it's 90
In the first place
oh it's 90 not 60
No? You're sacrificing acc slots
lma
1 slot for 5 seconds is a horrible tradeoff
E.scarf dodge in question:
Which is 30 seconds
You do know that that one is separate from other dodges?
Wait it is....?
Yes
I'm not joking
Jesus fuck that's
different cooldown?
Apparently
you're supposed to know that .. . . .
Escarf requires timing, it's like a worse ram
Totally not broken at all
No
No no no
E.scarf cheeses the fuck outta scal
Bc you can dash through Projectiles
It is not simply a "worse ram"
being immune to contact damage if you time it right with no cooldown is NOT equal to being able to dodge anything if you time it right on a 30 second cooldown
I get that I-frames exist but still
It's far more broken than people give it credit for
And like, the only ram heavy fights are Duke Fishron and Yharon
If Escarf is broken, the I-frames are what make it so. Same with the Rampart of Deities
It's not even the iframes
Having a dodge on a 30 second cooldown on say SCal, a 5 minute fight, is beyond not okahy
DoG, Ravager, PBG
DoG isn't ram heavy unless you're playing infernum
Aureus to some extent
Ravager phase 1 I can see but phase 2 no
PBG fair
Aureus no
Bc you just dash under him
It's the best way to avoid getting surrounded
fair
old duke can be dash heavy too tbh
(Wait you get coil'd by DoG?)
but it depends on playstyle
Ram heavy not dash heavy
But fair
OD can but I don't remember him being that ram heavy
yeah you can outrun him or play a close playstyle
I meant phase 1, but it's also nice for phase 2 just because it works on rock pillars for some reason
Rock pillars have contact damage and hp values so it makes sense
Close and OD does not work from my experience
I just run
Why would you ever get close to OD? You wanna be as far away as possible from that guy
I mean yeah I keep my distance
E X A C T L Y
but I’ve seen nohits involve just kiting dashes
with dashes
I could never old duke’s dashes can be unpredictable af
I know it does from a coding sense, but it kinda breaks the point of the boss
PBG, Duke and Fishron are the only actually ram heavy fights I can see
Ravager phase 1 being a bit on the ram heavier side I can see but after that not really
ravager phase 2 feels free when you have a dash?
just dash through it when it stomps
DoG I ram bc I have Aegis and only for that reason. it isn't necessary and there are a fair few fights where I just don't end up ramming him at all
Any dash will do for that
not just rams
Ram =/= Dash
idk I still ram through him a lot during that phase
ravager 2 when i destroy the head first and then all you have to do is walk back and forth
TRUEEEE
Rock Pillars should just be solid barriers
that you can't walk or dash through, and won't damage you
seriously the only hard part of ravi is the stupid arms and the missles
otherwise he's kinda free if you just make sure not to move too much
Except for when it snipes you from offscreen with the rock pillars. One reason to make them solid barriers
It's the most unintuitive gimmick in the mod
yeah that’s like the point of the boss
keep movement limited
honestly it’s a different approach compared to other bosses I can appreciate it
to the point nobody realizes it until someone tells them
(I will say that a boss that forces you to limit your mobility is not fun or intuitive to fight)
LITERALLY
tbf the missiles and arms dont help it feel like ur supposed to be close to him but everything else works fine
Players shouldn't be punished with unavoidable damage for not knowing an unintuitive gimmick
Lets kill his arms
permanently
All of ravagers shit just collide with each other and make it uninteresting and unreasonably difficult to dodge
Yeah
It's a worse version of that problem which I have the same annoyance with in Leviana
It's like Fabsol decided to make a golem clone, then asked each dev for one thing to add, with no communication between said devs
Levi and Anahita's attacks collide with each other a lot and both have two very different ways to dodge their attacks
Try and dodge anahita? get vommited on
Try and Dodge the vomit? Any leviana projectile spawns on top of you
tbf i dont find it that hard, but you gotta really solo ana first lmfao
i play in death lol
I am nohitting them in death
I have gotten sniped by the stupid vomit more than half of my failed attempts so far
well you can't exactly expect it to be balanced around that
but yeah i can understand where you're coming from there
It's not reasonable to dodge both at the same time
Getting levi vommited from offscreen in a split second while dodging anahita
I fucking hate the meteor vomit so much
“oh nothing’s happening I guess he’s lining up for a charge? oh that’s a rock i am dead”
Literally
It's very fast and the targetting on it makes no sense
Can just come up at a 70 degree angle at three times your ms
It’s kinda supposed to be a Goliath and tiny person battle so I’m perfectly fine with the meteors being massive, it would be nice to have some sort of indication that it is coming however. Some jet of water or some indication from anahita would be cool, as would maybe some sort of sound effect
for the "make hell more open one" that was posted in voting, the best thing to do is just to download fargo's mutant mod and do a bit of grinding to make an instabridge

What if Levi instead shot a bunch of gravity-affected streams of water instead? That way you don't get sniped and it makes more sense at the same time!
bad solution, you could just actually address the issue instead of just using a patch mod, plus improving hell gen would just help overall with the game lmao
i mean i do kinda understand cause there is a lot of worldgen that you wouldn't want to get rid of but my point still stands
just use another mod 

@heavy ledge no.
Wtf am I looking at
Bro fr
was that what was in sugg posts?
Yes
ah
They aren't adding angry birds to calamity
also we have a strict no memes policy
Well not no memes, no excessive memes
Dude WTF.
I'm not allowed anywhere!
A second has indeed passed since you said that.
And nothing happened.
Clearly I'm more powerful.
Sorry I can’t ban people in other servers they aren’t in and I don’t want to risk accidentally banning you here so I can’t continue the bit
You don't have the same power as Spider Prov. 
if you say so
😱
(He didn't do it). 
you have no way to know
Unfortunately for you, I was never in that "Another server".
Spider Prov was more poweful, he did mute me, 3 times!
leon is shrimply too kind
Or too scared, both could be valid.
hmm I wonder how much vote this will actually get (clueless)
Inferno should be generally buffed as well because Tesla was cal's old bandaid to Inferno being garbage
idk how but surely

just make inferno apply a unique debuff (on top of what it currently give) for short duration that amplify fire debuff damage taken
surely nothing can go wrong
ah
I think removing its hit delay would help making it at least usable
(Inferno has a delay before it detects an enemy inside the area and hits it)
you can tell by comparing with Tesla against caster enemies with breakable projectiles
debuff is nerfed anyway (10x to 4x max) and you have to be somewhat melee for it to work (if you make it like 1 second duration only for the debuff)
Tesla will instantly kill them while Inferno will take a brief time
so I think should be fine?
actually I should sugg that I think
it'd be a quick bump in making Inferno at least usable and adds another reason to remove Tesla for good
...not now tho I'm exhausted
make it inflict hellfire
well vanilla said no 
oh wait what
I didn't realize they buffed Inferno
still shit tho because of the atrocious hit delay

so it went from 14dps to 35dps
that's like +150%
(if the enemy ain't immune to either fire debuffs)
I think something can also be done with the fact that it refuses to deal even its innate DPS if the enemy is immune to On Fire / Hellfire
good sugg but needs reasoning
Cool sugg, i would be surprised if this wasn't either, already planned or gonna be accepted.
May need more reasoning
yeah iirc that's the issue
@polar eagle tMod doesn't support those yet and I believe there is already sprites made for when tMod does support the other health/mana styles
It is currently quite literally impossible to do so
it's not impossible
just impractical
It's possible to draw the new sprites over them but it's just not worth it
Oh
I know preview had it a while back because mod of redemption's preview build had support for it, not sure if it's come to stable yet tho
This suggestion is a great one
anything that makes the game more stable and easier to fix when it inevitably messes up
is awesome
I don't think that's even possible
what?
there's a check for astral ore I don't see why it wouldn't be possible for others
at least auric, cryonic, perennial, etc
As a modder myself one of my main thoughts was "is this too much effort for something that isn't very frequent" but because vanilla/calamity already scans the entire surface above 0, and not only scans for a specific block, but also counts how many of that block there are, I don't think it would be hard to just change what it's scanning for, and it doesn't even need to count how much there is
Also, as mentioned in the post the luminite spawning is a calamity only issue, it isn't just for mod compatibility
@polar eagle Myra Terraria, a really cool youtuber, made resource packs for it herself, and, after several requests, made them public on the Terraria (NOT TModloader) steam workshop page
From what I hear it is currently impossible for mods to change them
ah ok
ok
You'll have to enable them manually for each point in progression, but that's just how resource packs work
Works for both fancy and bars
She made packs for both health and mana upgrades.
Looks at the latest suggestion
I mean, Caltesthelpers exists and you can grab that off the nohit doc which is pinned in #help-advice-read-pins
Allows you to mark bosses as not dead
(Also the luminite planetoids thing not spawning is in fault of the inner planatoids being generated too close together or skybridges)
for real what is the problem with fishing
cal gives plenty of methods of improving it and it basically exists as the failsafe
I'm about to do another testing session now, but I tried extensive testing around 3 months ago, and it was inconsistent with the exact same seed used every time
this feels like that old weird item cal used to have in its very first releases where it would spawn in ores upon use if your world didnt have any
cal had an abyss and crag spawner

and yeah that is true with fishing
shouldn't have mixed mods.....
I have never mixed content mods, the Mech boss issue is just something I have seen reported a few times, and the planetoid issue is something I have experienced a bunch
regardless i still dont see what the issue is with just fishing if it doesn't gen
The fact that without external information that a lot of people wouldn't know to fish for that stuff
well that's an issue with terraria communication then, not ore gen
mor has it on stable
it's just like the rav convo and how it's much easier to beat rav once you know he's supposed to be a close quarters fight, but the fight doesn't have much to communicate that
some people dont like fishing, and its a lot more time consuming, you should not be forced to fish
Some people don't like mining, and it's a lot more time consuming, you should not be forced to mine
you arent, you can fish
literally my point
Why not add the ore gen change though
Gives the player more options on how to progress, and mining is more intuitive than fishing
(Outside of devtime)
well because ore... already generates?? it feels weird to run a check to regen ore every time a boss is killed if none exists
also it was today o'clock i learned that jungle grass is what generates chlorophyte
i really thought it was generated on WoF defeat lmao
that already happens for both meteors
well that's because meteors are, well, meteors and fall from the sky and such, they're considered an "event" and cal already lets multiple astral meteors fall anyway
normal ore gen just feels different, i mean it's not like you can just generate new altars after breaking them all in vanilla
multiple can only fall if there isnt already a certain amount of ore
i realize but i feel like these are more the exception than the rule
It is not a feasable way to get more ore, you would literally need to mine every single peice of ore in the world in order for a boss to spawn the ore again
im still just saying like... what is the point??
the point of the suggesstion is not to add a way to get more ore, it is to make your world not fucked when moonlord decides to not spawn anything
we just shouldn't have removed the exodium cluster recipe but that's future content and irrelevant
atm exodium can just be crafted, and luminite drops from ML directly
frankly id find it easier to just make the mechs drop their tier respective bars
not to mention it is VERY easy to completely remove the moon lord planetoids
so it would be a way to get more ore
lol
with planetoids you can create a full set of armor, multiple accessories, and weapons, with just ML you get enough for one single piece of armor
yeah it's a QoL thing just like how they plan to add cosmolite ore eventually
the whole reason the planetoids exist is to make it less grindy, and when there is a serious issue with them spawning your response is "just grind"
no the solution is just
fix the fucking spawn generation lmfao
this is just a bandaid and im pretty sure suggs like this have been denied before, and items that did this have literally been removed
Plantera drops a key every single kill, WoF drops a demon heart every time until you use it, and ML drops a onion every time until you use it, there is a precedence for this
that is not true
no other boss mechanic I can think of only applies on the first attempt, regardless of success, they all heppen until their is a success
i feel like that is the opposite bc as soon as you use the item it stops
To do that, you also need to spread out the inner planatoids so there is fucking room'
yes, so as soon as ore is successfully spawned, the next kill doesnt spawn ore, that is exactly my suggestion
if this is indeed the issue, are the devs aware? and if so it should be added to the bugs list
I've talked with stip about it before where having them spaced out better would help them generate
the latter two is because of inventory clutter
they both stack, same with temple key, mechanical cart pieces, and other boss drops you only need one of
wait they stack now?
I believe they always have? that or it isnt mentioned in the wiki history
Upon further testing it appears the exodium failure is indeed on a seed basis as mpgannihilator said, meaning additional attempts to spawn the planetoids will have no effect
As such I might just delete the suggestion, as it makes a niche suggestion even less helpful
like i said, we've had suggs like this before, and while i get it, it'd be better to just fix the generation in the first place, and if it's bc of a mod conflict, well... it's just gonna keep conflicting lmao
I searched for similar suggestions and could not find any (but there are over 2000 suggestion about ore) and it would still be a fairly easy to implement failsafe without many cons
Im trying to make a custom biom in my world
called "wast land" just stone block
nothing
but stone
oh
an #other-mod-talk thing rather
fuck I really need to save the quote
does an NPC sell it
no I dont think so'
but it is extremely easy to get anyway with zerg potion + chaos candle + battle potion
this one?
(the other one about not playing the game) but yeah I will save both
too useful
I am sorta sure Pirate man sells it, but he's post Pirates event anyways lo
hold on
[[tgc:Pirate]]
true and real
Of course not in vanilla
if my terraria playthrough last more than 10 minutes i will not enjoy it
ok 1% is like, not low, at all
because it is not a single enemy, it is every enemy including slimes as long as in ocean
putting a jungle biome next to the ocean makes it rly easy
they dont even have to artificially make the jungle-ocean biome, just throw a zerg potion and you probably get in 1 min
It's not really a pressing issue yea
meanwhile Frost Legion still being the single most forgettable vanilla content:
thought you were talking about frost moon
see
frost legion is amazing at giving infinite snows for builders
I literally cant think of another use
I think cal can probably add bits to it while making it earlier in the game
it doesn't have another use
e.g. Snow Globe item being dropped by Deerclops
@frozen veldt convo for you
but eh, probably not a cal thing to do
cal should remove frost legion
besides cal doesn't have any events around post skelly
might as well
ok found it
that quote is isolated in its own folder on my phone
mf made it backup proof
I am surprise people havent ask for recipe for tattered cloth yet
because farming goblin scout is even more annoying because pre-HM + low spawn rate
I take it because it's actually simpler to just
break a ball and just continue doing your own thing until the event spawns on its own
people only need tinkerer anyways so they don't need to make a spawner
pirate map is super easy to get though??? just sit at an ocean for a bit
oh?
the way it looks its just your everyday cmt post
i do know a sugg went through a while back to give provs attacks an outline but there hasnt been anything on it for a while
if you wanna do a suggestion it needs better reasoning than just the issue
I thought a providence visibility suggestion was recently passed
society if all boss projectiles had outlines
but that was like a month and a half ago at least
2 months is not like too early/too soon
I will say it is still within a short period
ah ok
(considering the current development cycle of waiting for 1.4.4)
yeah I just saw the mockup Rover posted back in december and the outline really does make a massive difference
i love ding dong ditching 
seriously tho like goblin invasion and pirate invasion have the same """problem""" of needing to grind by the ocean for a bit
both of them can spawn naturally anyway, the manual spawners are just if you want to go out of your way to do it
downright baffling suggestion
Pirate invasion is even less grindy considering you have spawn rate enhancers at that point
and it drops from any enemy
(Chaos Candles are post plantera, pirate is pre mech)
@frozen veldt elaborate a bit more, also maybe address how the grind can be made easier with luck or zerg potions as well as Calamity making it so you only need to get one
Maybe pirate after completing the event once but idk
Oh wait we got rid of npcs selling spawners 
(Pirate Map isn't consumable anyways)
Well at least you only have to grind the map once since its non consumable
(And is a joke to farm)

(Just zerg and it will show up in no time)
the cyborg sells the summon for the martian invasion and the sea king sells truffle worms
The former is because its a Cal unique item (it could be made into a craft tbh but iirc it was made into a shop item cuz people complained about not being able to get martians to spawn now we have the same issue with blood moons ) and the latter is unconsumable
Heck Prismatic Lacewings are also sold
ok
@ashen warren #multiplayer-looking-to-play
You cant post that into #suggestions-posting
Its meant for actual suggestions for the devs
sounds like someone wants to get a flag on their account 
Yea they spammed every channel save for vcs, balance thread, wiki and bugs forum
@frosty kindle
They also dmd scoopy a slur
#multiplayer-looking-to-play please stop spamming on other channels
Yea he’ll prob end up 
Since its very late for the Americas maybe theres not as much activity on #multiplayer-looking-to-play but theres still a good amount
instant upgrades....
real
controversial suggestion no.N
ok but
summoner is also high risk high reward, like true melee
plus you get pretty good range on whips
but where is the reward of the whips
extra damage plus debuffs
currently calamity is (planning) to nerf whips with consideration of minions functioning on their own so whips is a very small reward
because they dont intend for whip only runs
which is the point: it is nerfed to optional level
in vanilla summoner basically have to rely on whips to reach other class level (or even exceed) which means whips are actually high risk high reward
in calamity the boost you get is very small especially that they plan to make whips multiplicative which will heavily nerf a lot of early-mid whips which are when they are most powerful
so your best option is like, armor crunch debuff and ichor debuff? for the risk of basically putting yourself infront of the bosses
unless they completely change their plan and make whips much more valuable (by making it more relevant or even mandatory to the summoner's kit) then the reward will stay relatively small
why would they ever make a certain type of weapon mandatory
thats just removing creativity from builds
to put it simply this is the rationale:
Vanilla = high risk high reward
- whips basically double the effectiveness of your summoner but you are required to be close range, it is a risk there but there is also a reward
Calamity
- whips are planned to be nerfed to make up like 10% of your DPS
- Minions dealing 90% of your dps, which is always available disregarding the range
- you put yourself in danger for 10% dps boost with no compensation of the defense loss compare to other classes
I know the whole defense is overpowered thing but this suggestion is focusing on the design of whips as a close range tool
I agree with xp's analysis (based on what questionable amount I know about summoner)
It doesn't really constrast with Summoner's design
It's consolidated as a convenient glass cannon
So naturally, whips would trade safety for damage
That's what a glass cannon does
If anything, whips giving defensive bonuses would be counterintuitive
Who said it would be 10%...?
It might be referring to raw whip damage
Because the intention is for whips to primarily improve minion DPS
Ultimately, using whips will definitely be a sizeable boost worth the risk
Specially considering how melee already has the high defense close range gimmick, I think we should keep whips as the close range glass cannon
There's nothing like it
perhaps while xpc's idea doesnt really work as a blanket thing, but if whips do become more of a buff style weapon, i dont think it would be a bad idea for one of them to do something like this lol
sort of like the melee speed buffs durendall and snapthorn give you
from what I heard that will be the "intended range" of what tag damage does, of course it is future content + dev plans but the general idea from what I heard is that that will be the case
and the suggestion disregarded that and look at the current whips: they apply debuff and rely on flasks and their base damage, tag damage is straight up bugged and I think only summoner crit is working
it will be no.1 priority to get summoner whip tag working as soon as possible but since that didnt happen I have to purely evaluate from their current (bugged) performance
true and real
before reading the suggestion I was thinking of that
that is the one thing I never understand about is which part of summoner really is glass cannon, the fact that they have more damage or just because they have less defense
that is traditionally just from vanilla deciding that "summoner have less defense because easier dodging" but for now I dont really see how summoner is anymore glass cannon than say melee
me when thorium bard buffs
regen buff whip 
you can do glass cannon on every class, use +1 offensive accessory on melee and does it suddenly become a glass cannon? because that is just what summoner currently is: they use 1 more offensive slot than other class because minion slot
its a combo of both
just make nebula armor into a whip what could go wrong 
you could say that summoner is not glass cannon because its dps lets you be really tanky
summoner was bad before whips was added, like outright bad, they had no defense and damage hence why calamity have to buff them that much
anyways I feel like setups should be glass cannon and not classes but that is just me😊
if that is the basis of summoner being a glass cannon class then I can only call that version of summoner "paper pistol"
real
like, to me whether something is glass cannon entirely depend on the gear/setup used, not a class
designing a class to be glass cannon is kinda crunge
melee is not that tanky if you just run full offensive gear, your class is not really much tankier than summoner beside like +40 defense on auric tesla armor (less on other stages); while a summoner is ultra tanky if you build tank
mage being a "glass cannon" class when i equip astral armor 
3 defense helms.....
in this case because whips specifically forces you to play closer range (more close range than almost all classes other than true melee because projectile melee exist), so in my opinion it is perfectly justified for whips to give you some defense (I am not asking to buff them to melee tier); but ONLY IF YOU HIT WITH THE WHIPS, and for VERY LITTLE DURATION, aka: you must constantly hit with the whips to "prove that you are in melee range" to warrant the buff
otherwise make whips actually a high reward weapon, which is also an option but will require rebalancing summoner on all stage (if memes is willing to do it then I am fine too I guess, I don't like how the basis is still "summoner is glass cannon" but at least in that case there will be compensation in damage)
@small timber sorry bud but this technically qualifies as future content in my eyes (I might be wrong) as we have not added any whip at all. But the idea for a whip to give a defense buff is quite nice and will note it
the main basis of the suggestion (itself) is not related to future content yeah
Calamity is ported to 1.4 and therefore you can use whips while playing Calamity. We can edit vanilla whips.
i think the bigger issue currently is most whips doing nearly nothing offensively
due to tag damage not working
at least, nothing to help minions
morning star, kaliedoscope are so strong because of the 5/10% dps boost they provide to minions
it's really a case of just needing tag effects to be fixed and/or rebalanced
imo
I agree
Only 10%?! That's ridiculously low! Is this for real?
We haven't even touched that yet afaik
As it was mentioned, whips are currently bugged
And we'll fix them before adding our own
Ok
But I think it would be more than that
10% is too little
Whips are supposed to be a sizeable bonus
Both classes and setups have tendencies to a given playstyle
You can be a melee glass cannon or a summoner tank, because setups allow you to have such flexibility
But neither would be as extreme as a melee tank or a summoner glass cannon, because those classes are inherently inclined towards those aspects
Should be 50-50 between the total damage each adds, provided both are in use, in my opinion. Obviously the base damage of whips wouldn't make 50%, but it + tag would.
i wouldn't say 50-50
I don't think it should be 50/50 because, in that case, minion-only is left incredibly weak
That's... how it's supposed to be?
Not really
You're supposed to use them together
yea and you get bonuses
Minions are the core of the class
Whips are support weapons
^\
Minions should be viable on their own, albeit much weaker than with whips
If you're playing without them, you're purposefully challenging yourself
orr
you're using something like forbidden rogue set bonus
which actually is worse with whips
due to losing stealth damage
I've always seen it like this, and I think Re-Logic has too: Minions should be weak on their own, whips should be weak on their own, but, when put together, Summoner is as good as other classes.
But that would leave both minions and whips extremely impractical
And making their combination simply "just as good" makes the class overall less attractive
Something like 30% summon damage, 30% whip damage, 40% summon tag, in terms of how much each contributes to DPS
Maybe that's exaggerated just a little
In fact, summoner with whips should be slightly better damage-wise than other classes
Well then, 40% DPS for all 3, so that combined they reach 120% of other classes DPS
And, in an ideal (imo) scenario, minion-only would be slightly worse damage-wise than other classes
Whips aren't the core of summoner, though
And you do have to pick one side, whips or minions, otherwise both will be very weak
By themselves, of course each will be weak. They're meant to be combined, not separated
If you must take a "side", you should take summon tag, in my opinion
Yeah, but that would be excessively weak
And people should be allowed to ignore support weapons without being severely underpowered compared to other classes
^^
whips are actually not main dps for vanilla too
unless you use stuff like blade staff
i think summoners could benefit from more support type stuff
like im in a thorium/calamity playthrough rn and our summoner is using bard stuff too to buff people and i think that would be cool to have in base or calamity
summoners need more active options for sure- forbidden armor and explosive traps have been a ton of fun for me but there's only a few bosses those are good on
yeah
just make sentries actually good, problem solved
making sentries good is... complicated
yeah a late game thing where you can combine sentries and minions would be cool
i think separating one makes people have to focus on minions or sentries
i would know as i'm making a mod expressley to make sentries viable in cal without making minions or both together busted
oh thats sick
Whips are a LOT more major than, say, Golden Shower. I hope you aren't grouping whips up with little things like that
Interesting. How do you plan on doing that?
consider
splitting them into subclasses of Summon
summoner is a "summoner" class
minion summon dmg and sentry summon dmg
and whips are dangerous to use cuz of their close range
i think my main issues with whips is
this exactly
If you HAD to use whips to have the same damage as other classes like, damn
take base terraria, stardust armour has the lowest defense of any other class armour
ur forcing the low defense class to keep beign super aggressive
I guess I was envisioning it used on Post-Golem bosses or something
you cant really get in close to utilise whips without being careful
how vanilla does it is fine enough
minions can do well on their own, but if u want to go up close u get extra damage
yeah
and some minions benefit a ton from whips
(blade staff is optimal for so long with whip stacking)
i think summoners would benefit more from a longer ranged weapon
but sanguine does not that much worse with minimal or no whipping
^
Considering Whips are an entire support subclass, I'd say it deserves to be more consistently great as support weapons
Comparing whips to debuff weapons and stationary spells is a mistake not only because they are not a formal subclass, but because their performance is just all over the place
Fair
the closest we have is like
golden shower and betsy's wrath
as a "subclass" of support
but that's only two debuffs/weapons
As the MageGuy™️ I would like to revamp the stationary spells (like Nimbus Rod) one day
To make them more consistent and developed
As a Final Fantasy XIV Summoner main, I would like to make the Terraria Summoner's subclasses to be more diverse and epic
as SomeRandomGuyThatDoesntKnowShit™️, i agree
wrath of the ancients would be cool to see improved on tho
- debuff weapons are p much classless
(the existence of golden gun is fucking silly
Golden Gun is pretty much pointless
Rogue, Melee, and Summoner have flasks
Ranged has the bullets and arrows
and mage?
Piss book
I use golden gun all the time
golden shower is classless.
so are totality breakers
and shit idr
at one point we evolved backwards and made golden gun
also flasks are kinda bruh too
Yes
totality breakers don't do anything besides oiled right
yeah thought so
Oiled when it used to be a x2 boost 
it was pretty silly when slimed exists
Oiled + slimed + hellfire treads + cinnamon roll was just
Slimed being x5 unless the enemy resists fire where it just cancels it
It still shreds everything on tier
(altho cinnamon roll is post-Golem, but just use fireball)
jacuzzi
good thing debuffs are gonna be a bit more balanced next patch
when using hellfire treads with them that's technically a nerf
great news for the totality breaker fans
but a buff to them by themselves
(the whole 0 of them)
Aka me
I was a fan of aflame totality breakers before oiled was made not broken
Fun fact: there was a time where worms on infernum didnt have immunities by mistake and that fucking anhilated em
Thankfully it never got to public versions
L opinion
no W opinion
L
me when i do not care about the rare quirky useless rogue weapon that does not contribute anything to the class in playstyle variety or conte
but it's classless
Some can reach ur whole screen
Also if calamity adds whips they will be long range and probably off screen range
doubt
I think whips are also a core weapon
Ur supposed to use both though
not even
No one plays summoner without whips
calamity is completely balanced without whips
Yea
The devs r using it as an excuse to be lazy and not add more ,even though they would take a lot of balancing
no
No what lol
they aint using it as an excuse
just because you like them doesnt mean the devs have to add them right now
its coming eventually
They should add them eventually
They’re weird if they never add whips
Not as core as minions
Minions carry more of the summoner identity (commanding summoned creatures to deal damage to the enemy) than whips
The tag damage mechanic exists precisely because whips are support weapons, meant to complement minions
Not be used on their own
it wouldnt be summoner without the summons
Yeah, basically
We will, eventually
if it were just whips to begin with summoner would most likely just be a melee subclass
We're not using it as an excuse :p
Whips are supposed to be used, but you can't demand that from players
Says who...?
I mean, that would make sense for post-ML, but you can't expect whips to be generally longer than vanilla ones of same tier
clearly we should 
diver is so based
Yeah post ml
so true
jesus christ i hope not

dreaded
Making it's range be that long gets rid of the "get closer" part of "get closer to do more damage" which just gets rid of any risk with the playstyle
they could get pretty long but off screen is just comical
1.4 obsdian armor type beat
I'd love to see more yanmei style support weapons where you only have to apply it once in a while instead of needing to reapply it all the time
@half imp - Your suggestion has received an updated status!
[Remove the Summon Damage Penalty during the Old One's Army]
It has received enough votes to be passed on to the dev server for voting! You'll be notified again when a verdict is reached.
You can check out your suggestion again here: #suggestions-voting message
@small timber - Your suggestion has received an updated status!
[Make Decapodita Sprout (Crabulon's Summon Item) Spawns Naturally In Glowing Mushroom Biome (similar to Gelatin Crystal for Queen Slime)]
It has received enough votes to be passed on to the dev server for voting! You'll be notified again when a verdict is reached.
You can check out your suggestion again here: #suggestions-voting message
i love how sometimes the top 20% rules leads to things like this where only 2 suggs pass lmao
so true
I mean that week also only had like, 6 suggestions posted
it is the next batch that is gonna be a lot of suggestions
fair
You should pass, NOW! 
so true
this sounds like a bug
Considering in my 950 hours I've never seen a cal healthbar for the pillars, no not rly
oh the cal healthbar
i thought they meant the vanilla one
how tf would calamity make the healthbar work for pillars anyways
they made a hp bar for mimics they can make one for pillars 
change "segments left" to "enemies left"
they support that for like, ravager and worms and whatnot





