#suggestions-discussion
1 messages · Page 102 of 1
yeah it is still signut drop to my knowledge
what if
we nerf NR instead 
make its hotkey function only work if it's chucked into an acc slot 
clearly Spectral Veil is the problem here and not NR 
(fuck)
id swap NR being in an accessory slot for removing the extra cooldown it has
can't wait for a donor item more problematic than NR
a mistake
astral biome plopped down right next to dungeon
I think they’re changing that in the next update but still
you shouldn’t be limited in where you fight things because a couple of dinky cultists are sitting around
I'd say that's a fair suggestion yeah
What about making fruits for the Suplhurous sea?
It is not implemented yet.
A good idea would be the smelly durian.
i believe that was going to be in sulph sea yeah
ok regardless there's no need to make a sugg since they already have it planned for implementation at least tho lmao
@atomic shell Just make LC and cultists not spawn after killing ML.
nuh uh
that would lock off everything from lunatic cultist
including stuff from other mods
I know it's generally a good idea to keep content available at all points of progression, but the Cultists do more harm than good
He doesn't have any weapons or anything, what're you on about?
And thanks to enemies dropping pillar fragments and Exodium Clusters containing copious amounts of luminite, you never need to refight ML
well if the LC summon item is still a thing then theoretically it's fine
regardless of accessibility with other mods though, and even if you have alternate sources for pillar fragments, locking out that content isn't ideal
Parity between content mods doesn't matter
A: 90% of people won't know about the spawnblocker unless it's shoved in their face. B: It feels too artificial, and a less complicated alternative already exists. There is statistically no reason you should ever need to fight LC again anyway
Celestial Sigil exists for ML
Deus drops fragments, not to mention what I said earlier
And if you DO want to summon LC again for some reason, use the Eidolon Tablet lol.
none of the spawn blocker items are that good tbf
would be nice if it was integrated some other way
because i agree about it being out of the way/artificial, but it seems like just letting it be an option would still be preferable
Config ; )
At least it doesn't contribute to item bloat
And it's just as, if not less artificial imo
Haven't bloated the GUI yet 
because it is

just make the summon THE spawn blocker
no need to add another item
yeah but I also don’t want to go beat up eidolists
TOO bad
their drop is only really for non-linearity

become craftable NOW 😡😡
I’d assume lore items for those bosses is coming in the upcoming lore rewrite?
When the item is only for non linearity and not for general qol..,.
All of them but deer
deerclops calamity lore...
lore items for Empress of Light and Queen Slime will be a thing in next update
Deerclops tho 
“This mf dropped from the sky. I don’t know his deal but go fuck him up.”
@dawn trellis you can remove your suggestion, as the lore items are already implemented for the next update
just borrow lore from the crossover trailer, weird goat gets teleported and is just there bow
now i wanna suggest making Eidolon craftable at an Ancient Manipulator...
there's literally no reason not to let you do this, keeps it on Eidolists for linearity break, but lets people who just need to grind the guy do so without needing to go the the Abyss for no reason
Then we just give Eidolists have Eidolon shards that can drop and that's how you craft it instead 
im killing you
Okay but then who will be your testing monkey so you can work on the class setups for the wiki?
Deerclops is the only one who's lore doesn't need to be changed from vanilla
OOA things (including Betsy) are minibosses
@cedar grove why exactly does summoner need a weapon crafted with desert fossils?
Only because the other classes get to make something with fossils and summoners cannot
not all class have to get something in everything
summoner dont exactly have pure bars summon (except for few, referring to prehardmode and hardmode ore)
bone javelin is vanilla? so they are not changing it
mage has amber staff byah
fair, thrower is rogue tho
It isn’t.
thrower is not rogue
its not
thrower is removed
@cedar grove you should elaborate as to why fossil should be rogue, reasoning is too vague (talks a lot but says barely anything)
shade literally just said rogue is not thrower
Also stormjaw staff stuff should be its own suggestion (for it you actually have reasoning)
discord communities are actually insanse
and since shades a dev im inclined to agree with him
the tldr is: why does every class need to benefit from fossils
“Discord communities” aka actual developers of the mod
not every class needs a weapon from every material
for other class they can always craft scarab bomb (which is a really good item), or they can just sift it for cash and ores
Which the suggestion does not answer
game design paragraph blah
Me when there is throwing knives (ranger), wulfrum knives(rouge), shadowflame knives(melee), magic dagger(mage) All of which act almost if not exactly the same, but are each for different classes
Also why is there bone javelins that are ranged, but then daybreak is melee
They work the exact same
ask red
wulfrum at least makes sense because rogue used be thrower, but he kind lost the whole idea for the class so now stuff is just kinda stitched together from what's left
now wulfrum knives replace normal throwing knives
in rogue's kit at least
@unique marten im pretty sure the plan is, once boss rush is actually being addressed, to tune the bosses so they're actually challenging and not just melt fests
ok
doesnt really matter since i dont even think they're taking suggs on boss rush, similarly to how they just don't care to balance dev tier weapons atm either
since they're just sort of visions of what's to be and they're still working on existing content atm
If they cared about BR balance, RPC would've been killed immediately
kinda like how the upgraded holiday events are annoying and weird, but since that whole thing is just gonna be replaced by distortion biome, it's kind of moot to sugg about it
lmfao
trueeeeee
They like
kinda care
In a sense of making sure something doesn't break everything in 2 or buff certain weapons so they aren't just horridly bad but yeah
i see
i dont even think boss rush can be "fixed"
your mobility at that point is just so insane that 90% of the bosses can be invalidated
or just, your gear in general at that point
the attacks of those bosses just arent a threat anymore 
^
BR just isn't the best test dummy, and the rules are really flexible
But there is some balance, and hopefully it will be done better
Our methods are far from perfect, and we've been trying to think how to improve
As to this
Yeah, it's really hard to make it challenging when the player is so agile - but that's not the main problem
A Boss Rush which you completely melt takes 10-25 minutes
Imagine how long it would take if each boss was an actual threat
That's something to consider, and a big part of why Boss Rush is so hard to get right
Hollow Knight's Pantheons, which inspired the Boss Rush, aren't afraid of taking forever
But I'm not sure that's the way to go given how people already complain about BR taking too long
you could give it breaks
like hk does
checkpoints
hk doesnt do checkpoints in pantheons but u could do that
Maybe
@frozen veldt lack of demon altars argument is kinda redundant because early hardmode rework
true but its annoying having to go across the world just to craft an item, theres not always one nearby
yeah that isnt the part im criticizing, apart from the lack of altars its good suggestion
bro thats post ml
yeah
demon altars are mostly used in phm, also alot of other mods have demon altar crafting stations like thorium and i think fargos has one too
yeah so either use one of those QoL mods or just use draedon forge
simple
Magic storage has one, which is one of the most used mods
Alternatively they could make a demon altar guarantied to generate below spawn somewhere.
nobody has said anything on my lance suggestion yet so I'll take that as a good sign that people don't disagree
You're trying again?
I think it's neat. The only thing I've seen lances get used for is to One-shot Dungeon Guardian in vanilla.
based lance suggestion
im pretty sure vanilla already does this
like you gotta look a bit but it's there
But it's rare to be able to see it while digging hell-o-vator.
"Altars encountered outside of the Corruption/Crimson on a given map will always be found at a depth of around 8 feet or above. This can be seen at the Ocean floor, where altars can sometimes be found."
That doesn't mean they always generate directly below spawn.
@frozen veldt Magic Storage adds a craftable one
If they did, I wouldn't be putting out this idea lol
You just get super lucky with world gen.
u arent the one making it armen is 
That's why I corrected myself.
lol
It's like, one out of 50 worlds you'll spot an altar while digging a hell-o-vator.
i dont mean directly underneath the spawn point, but pretty close if you spend some time looking, it aint that hard, but i get what u mean
I think that making a craftable/placeable altar alternative takes away from the feel of going somwhere specific to craft the ultimate pre-hardmode weapons.
I think it should be directly on top of spawn, so you just can't build anything there until Hardmode : )
Pfff
you could just put a teleporter or a pylon near an altar
That's still post-skeletron for teleporters, and pylons still require you to find an altar that isn't in the world evil to place housing.
i know
...What if Brimstone Crag were to have it's own altars?
it's a solution for hardmdoe
cuz adding a recipe for altars in prehm would be cringe
also teleporters are post skeletron now?
Mechanic sells them I believe?
I might be thinking of another mod that puts them there or 1.4.4
1.4.4 change yeah
Fair
So yeah just setup a teleporter lmao
walking to an altar before skeletron will not kill you
its kinda a very lame feel though
its not some special ritual place, say, its just
hole in bad biome that will kill me
like ive never felt it as some special deed i was doing, never in vanillla or modded
its just "well i've got to arbitrarily got to that place with the closest altar now"
should make it so that the placable altar is absolutely indestructible
that'll show em
true
i never really thought of going to the crimson or corruption as an special ritual place, i was mainly scared out of my mind because if i die ill have to go all the way back
the funny starlight crystal from astral sorcery comes to mind, to start with the whole mod youre obligued to find one and youll eventually have to come back to it before you are able to make your own freely, but it doesnt feel like a slog and its actually treated importantly
astral sorcery detected opinion rejected
tc:
ok but still do it itd be funny i think
anyways can you at least see the point i was making
isnt the profaned soul artifact sugg being implemented in the next update?
(what is occultim
i can see the point ya
just make uhhhh crystal ball work like an altar like one of the qol mods idk i think its fargo that does that
I like the altar shrine idea.
we still should do a mod pack smp eci
I'd say it could remove all other altars to make the shrine more special but that would remove an easy source of souls in hardmode. lol
true!! (even if i agree that it would be cooler)
just make a corruption/crimson planetoid 
cried
mfw when "Evil Islands are unique sky islands that contain content of the Evil Biome that was not chosen."
i can literally never finsh a modded smp
i can literally never finish a minecraft world to begin with
There's already an island, unless you mean one matching the actual world evil rather than the opposite evil.
- yeah sorta like that
- i was being satire
:killsyou:
lmao imagine if the altar like. upgraded after beatin evils2 so those bosses actually felt more significant 
whats your secret to finishing things
insane
the altar is now level 2
you can now attune yourself to something idk
i pester everyone into playing every day for a week straight and also being good at video games
i havent done one in like 2 years bc of school tho 
My actual suggestion is comparatively quite small.
....are evil altars really that bad?
I can see demon altar because chasms suck (and they should be reworked)
but crimson altar is like piss easy even on day 1, just go to crimson 
But imagine having to move 1 metre from your base
I think each boss should just drop 9999 of each of their materials that can be used to craft every single drop that they unlock
That way we can stop wasting time on irrelevant content like farming so we can fight bosses
the sugg really do be giving this vibe
it's because people complain about it
altars already spawn near spawn anyway
this is just to make it easier
again, I only find this an issue with demon altars because their intended discovery spot is garbage compared to crimson altars
but it's an inherent issue to corruption chasms
so like
lo
just like go to a corruption and craft the thing, it's not hard
it's hard enough we've gotten multiple suggestions about it
at least this keeps the spirit of the idea
plus i think it's neat
lamo
going to kill
@velvet echo big ol' no to both, infernum is a seperate entity from calamity, and gifs arent allowed because they are are memey in nature and they are easy to spam
also no explaination to the sugg and no formatting at all
Indeed
We don't control Infernum
Also, discord server suggestions should be DM'd to the Staff Mail
is that why gifs arent allowed by the way?
Pretty sure it varies heavily based on the channel
nah they should actually fix mp infernum
Inf works in mp....?
barely
Go tell the Infernum devs that (though I'm sure they're sick of hearing it)
Useless to complain about it here because we are not the Infernum devs, we can do nothing about it
?
this is truly the suggestion of all time
explodes you with my mind for bad worst sugg of all time
Sometimes I wish infernum was in the don’ts doc

@small timber - Your suggestion has received an updated status!
[Buff and Rework Ninja Armor]
It has been reviewed by the devs, and for one reason or another they decided it would be best not to implement it.
You can check out your suggestion again here: #suggestions-voting message
damn
@glass arch - Your suggestion has received an updated status!
[Allow Astrum Deus to drop meld blobs]
It has been voted upon, and the devs decided it would be a good idea to implement it. This doesn't guarantee implementation, as plans may change/alternate plans may be made, but it does highly improve chances!
You can check out your suggestion again here: #suggestions-voting message
YOOOOOOOOO
@lost valley - Your suggestion has received an updated status!
[Remove the dye items from the health upgrades]
It has been voted upon, and the devs decided it would be a good idea to implement it. This doesn't guarantee implementation, as plans may change/alternate plans may be made, but it does highly improve chances!
You can check out your suggestion again here: #suggestions-voting message
based devs
@small timber - Your suggestion has received an updated status!
[Rename the 'Stardust' Item in Calamity]
It has been voted upon, and the devs decided it would be a good idea to implement it. This doesn't guarantee implementation, as plans may change/alternate plans may be made, but it does highly improve chances!
You can check out your suggestion again here: #suggestions-voting message
@drowsy plank - Your suggestion has received an updated status!
[Give the Megashark upgrade line an actual Water debuff instead of a Fire one]
It has been voted upon, and the devs decided it would be a good idea to implement it. This doesn't guarantee implementation, as plans may change/alternate plans may be made, but it does highly improve chances!
You can check out your suggestion again here: #suggestions-voting message
yoooooo
based
mfw 9% crit armor
(did they decline it because I put the rogue armor idea in)
That's cool
Clearly they declined it because you put the image in

@lost valley - Your suggestion has received an updated status!
[Remove the dye items from the health upgrades]
It has officially been implemented into the game, and will be available in the next update!
You can check out your suggestion again here: #suggestions-voting message
@glass arch - Your suggestion has received an updated status!
[Allow Astrum Deus to drop meld blobs]
It has officially been implemented into the game, and will be available in the next update!
You can check out your suggestion again here: #suggestions-voting message
👍🏻
Congratz
realer
cool!
guh
you need to emphasize the suggestion more, it sounds you want to basically prevent you from changing slots if you right click on ground (which can be very annoying during combat where you press right click on ground and nothing happen)
from what I see I assume you are talking about the fact that when you hold right click it swap the slot before being attuned
This is intentional @ashen warren
When you change attunements it's like a queue system
like, in sequence, Primary - Secondary go like this:
Start: None - None
Attune Snow: Snow - None
Attune Desert: Desert - Snow
Attune Forest: Forest - Desert
You see it always moves from primary to secondary
iirc
You lose whatever was in the secondary slot when you do a new attunement
What was previously primary now becomes secondary
(and of course you can swap em at any time and their roles flip)
Yeah, wiki says it too
the question is
is it obvious that the queue system happened on screen
or do the players need to find that out themselves by testing out or go thru wiki
The system can be suggested to be changed, or made more clear to the player
But this current sugg is worded like it's a fix, like the current method is unintended jank
fair enough
it's more of a question of mine than trying to defend the sugg anyways
(I never touched the biome blades yet)
I was around for the whole development process of every single one of them, and I used them all throughout one of my most recent PTs
So I suppose I know em better than most
But, probably not as well as like, testers and no-hitters who actually care about minmaxing and stuff
nooo
hey at least we lost dye items
and water debuff for minishark line
And this makes sense tbh
I wouldn't want that changed, I feel it's better than the alternative
This was discussed
It was kinda just
¯_(ツ)_/¯
I did propose one thing we could do with that set
ninja will forever stay in the abyss
I dunno if it'll be done
I mean tbf
even if they just like, make the set bonus "+40% movement speed" at least it will be usable in some kind of speed minmax strat
it probably will not be super good because your offensive stat will be shit but yeah, better than completely useless
yeah
Building on that speed was my suggestion
Giving it an activated ability which significantly increased your speed
Kinda like an activated Panic Necklace, without being on-hit
Just a big burst of speed
ooh
hehe yes
no it wont we still have an unknown time until 1.4.4 tml
for me, spawning providence and going in the desert portal crashed the game in multiplayer, is that not normal?
sad
idk about provi
other than those 2 everything worked fine at least
aren’t shrines pretty much getting overhauled next update
thoughts on my suggestion?
idk, havent heard of that although im not too active here
your argument is rng but your suggested solution is more rng
they're going to be a lot bigger i think
and the onyx drill one will have some way to track it down iirc?
awful sugg
they aren't gonna make shrines easier to find
they already confirmed that
they're already bigger and im p sure onyx is getting a complete overhaul so like
this is just a waste of a slot if it even passes at all
furthermore, at that point you could just... use normal exploration tools?? like said tele pots? without this weird random hidden mechanic? idk
isn't it that the top 20% voted get sent to the devs? so it'll still help more stuff get through
yeah what im saying is if this gets in the top 20 it's gonna be a waste because other similar suggs have already been rejected
what? the point is that youre just improving tele pots functionality in doing exactly that
well if its a bad sugg then it's not going to be in the 20%
no you're just tacking on some weird hidden stat, and again, they already said they aren't going to make shrines easier to find with any sort of specific shrine finding item, which is what you'd be turning tele pots into
this is an odd sugg
idk why you think the change is so weird considering every little random thing calamity already changes
if you want to randomly have a chance to find the shrines just... use tele pots as they exist now. this would just be bloat and weird
tele potions already teleport you near heart crystals or a gold chest
this would just be an exoansion on that
^
???
what
is that a thing?
yes
is that from calam or vanilla?
vanilla
then why explain it like you did? with the random extra rng tacked on? just add shrines to the table of things that attract tele pots
when did they add that?? wasn't it just teleporting to a random open space
said open spaces always have treasure near them
i've been teleported to somewhere else on the surface tons of times, no crystals or chests there
because explaining a suggestion is extremely hard maybe? I dont know literally everything about anything and what people do and dont know
even if its in the walls or not inmediately visible
theres no gold chests or life crystals on the surface though
okay wait where is that cause
https://terraria.wiki.gg/wiki/Teleportation_Potion
The Teleportation Potion is a potion that teleports the user to a random location. It can either be crafted, or found in Chests located in the Caverns Layer.
i dont see it on here
i feel like that would be a pretty important thing to include
yea
im pretty sure tele pots really are truly random
the only clauses are about avoiding danger
which is again, why the whole shrine thing would be really weird
i swear this is a thing be ayse most of the time there are valuables at the locations
almost never for me
ive been teleported 100 ft to the right of spawn on unexplored maps
im pretty sure this is just confirmation bias
there's life crystals almost everywhere underground so if youre teleported to a random cave there's a good chance at finding one, but thats not because of the potion
prolly confirmation bias, then
i feel like we're overlooking the real issue here which is that caldev already said they arent going to do something like this
crazy almost like that's how confirm bias works 
what if you wanted to explore the world
but god said
teleported to already found shrine
its uncanny
true tho!!!!!
me when shrines are supposed to be found by exploring normally
always destroy any chest you've already looted 👍
well anyways im gonna gwt back to shiny hunting zorua
it would be really easy to fix that issue
me when there's no issue
what?
fixing it it just not implementing it 
i will make a shrine copypasta
remove shrines, you'll never get teleported to an already found shrine again 🤯
Anyways the point is that they're supposed to be hard to found
doesnt that contradict the fact that theyre also planning to make the onyx drill shrine trackable
Adding an item to help with that would ruin their meaning
that is because it is special
not the rule
for granite, marble, underground, mushroom you just have to get lucky, you cant really look for them you just have to stumble into them
onyx is becoming a draedon lab im pretty sure
which is a whole nother beast
They're a "Hey, I found this, nice!" item, not something that needs an item to help finding it
they're going to make the shrine items good in 1.4.4 arent they?
it's not sad to miss most of them now since theyre not very useful
can we put shrine finders in the sugg dont 
they're reworking them, yes. good? we'll have to see lmao
they should make them even worse that would be funny
you open a shrine and get a glorified shackle
trinket of shi-t
real
shrine finder but when you find it the chest is gone
TRUE
shrine finder that requires the item from the shrine to be crafted 
only good suggestions
also this would totally end up being a wiki mechanic which calamity is trying to avoid
(mechanic that is only documented on the wiki and not in game)
teleporting to a shrine should send you to the last layer of the abyss after 3 seconds
i hope that being able to teleport into the abyss never gets fixed
it is very funny :)
a real skill issue
i remember someone tried to get abyss tps fixed to help hardcore players and the counterargument was "why are you using tele pots in hardcore"
there's already precedent for fixing that since teleporting to the dungeon isn't possible i think
same with the temple yeah
yea but it is funney
good idea, reverse the dungeon and temple clauses
LOL

tbh tbh sounds like a red change fr fr
trinket of Chi my beloved
so incredibly niche but 15% ADR is so nice sometimes
Calamity should rework teleportation to be able to teleport you into blocks
or into places without floors
If they fixed momentum then it would had actually been usable, but instead it got reworked so
chi also just is unfairly good for summonner compared to other classes
When trying it out you can have ip to 4 seconds of "still moving" deapite standing still if you didnt press the opposite direction button, because no one knows
Chances are you will just think you have the bonus because it is so unnoticeable unless you look directly at weapon damage number
or the buff slots
shrimply nerf the effect when the player has minion buff 
huh
Im unsure about this suggestion
it wants them to have slightly wider tunnels
- aren't they like
very cheap
uhh idk
they cost 1 gel and some wulfrum iirc, thats like my entire life savings

wait nvm its 5 gel
I can definitely envision the issue, but like
all you gotta do is throw a second one, or go down the tunnel while holding LMB with Smart Cursor, and it'll widen it
super unaffordable ong
So maybe ❗ until he addresses those points? Yea im doing it
@steep iron Do you really need a single turtle to make a fully functioning walkable tunnel
The pre-boss hand-crafted cheap item that crafts in batches of 3
yes
aren't the angles weird anyway
that requires milliseconds of work though!
You should address those points Rover is making on the suggestion
So do you agree the sugg is too weak as it is, then
it doesn't seem like there'd be a perfect way to address every angle you can throw it at unless you make it unrealistically wide
its just something that bugs me idk what else to say, i think itd make life a bit easier
use scarab bombs :thum
And that is vague reasoning
the turtles are made as a way to be lazy and not have to mine entirely manually early game
The suggestion needs to stand strong against arguments, yours does not (although you still improved it at least and it seems more valid now)
Who actually uses the stupid things
Scarab bombs are better anyway
it's almost like scarab bombs are meant to be obtained later 
@ashen warren you should add reasoning as to why its a problem (or make it clearer)
You're already wasting your time playing the game anyway, might as well spend less than a second mining an extra block
roverquote.png
I removed the exclam on decald’s sugg for now, its at least passable now with the small edit

the suggestion ever
is discord not working for me because the suggestion is still the same
it looks like this rn;
Whenever I use the digging turtles diagonally I always hit my head on the block that isn't mined by the turtle. Giving the turtles an extra block of range could help mitigate this issue. ```
I see an edited and the last sentence was changed
i was changing it a lil bit
Yea now it seems fine
ok cool
Although yes address what eclipse said as that part still is vague
mk
i still think it's laziness because the mod already adds other ways to make mining less painful
This one is pretty minor tbh
but the whole point in the turtles is to make paths to go through to get ores so adding the extra range just helps fulfil its purpose a little bit more, also as i said they are made to be lazy while building a hellevator and whatnot
yea the point of those turtles is to create paths and if you cant properly walk through the paths then
whats the point
exactly
if you throw another one it will look weird and split off and create its own branch
so i agree with this sugg
I mean
it's a valid reason
it just helps fulfil the point of path building turtle things
Its not a needed change, and might not be worth a recommendation spot, but I think it would be a nice QoL change and make the turtles better at their intended use
you could just use the better version of them but that's fair ig
ftw moment?
death mode moment
oh dewth mode
they have size changes? how have i never noticed
probably cuz i always leave cryo for last and do calclone after plant where i can wreck it easily
yeah death brothers are like 1.5x the size of death calamitas, although i havent ever noticed cryos shield being smaller
short calamitas real
Smolamitas Clone
I ran out of idea for the 3rd effect so I will just drop it
None of the accessories that were previously part of HoTE are worth using now
Aero stone is just identical to vital jelly, which is pre boss, and arguably worse than frog leg, also pre boss
And I tried chaos stone, but I feel like chaos stone isn't good enough to take a slot for, and astral injection does essentially the same thing without taking a slot. (Although chaos is earlier in progression, but only by 2 bosses)
I could be wrong on chaos stone, but cryo, aero, and bloom are all mid at best
so true
aero stone is great
chaos stone is niche
cryo stone is kinda insane but only with some exploiting
bloom stone is mid
The only difference between vital jelly is the flight time, which doesn't matter until post skeletron, where it needs to compete with magiluminescence, harpy ring, and the next boss you kill gives access to BoB
Tldr, aero is only better post skeletron, where you shouldn't be using jelly or aero
so youre telling me that u cant use both harpy and aero stone? plus the bob thing doesnt matter since you can still use both accessories in hardmode where wings outclass.
(also wdym by next boss gives access to bob)
bob is pre skeletron
now, competing with magi is true
magi is also pre boss and kinda just... the best for horizontal movment
also aero has flight time which magi doesnt
so its less competing and more like being used for other purposes
due to % movement speed doing near nothing and magi having 1.25x accel (one of, if not the highest accel boost in the game)
does the accel work on wings btw?
yes
cool
I confused BoB needing arialite, and BoB needing purified gel, my bad
I still feel aero is far too similar/has too much competition to justify it's existence.
me when i tell people that you can use two accessories
There is a difference between "similar" accessories and "obtained later in the game, and only has one additional affect that cannot be used until post skeletron"
I'm not super passionate about this, It's by no means the worst offender in vanilla or calamity, but it just feels like an exact copy of an existing thing that just contributes to bloat
aero, jelly, leg, and magni all have different uses, the main issue is the movement speed nerfs make this less obvious
And my comment was more focused on the other accessories left over by being removed from recipies, such as chaos, bloom, and cryo stone, as well as arguably archaic powder
I mean, magi is horizontal based, but jelly, leg, and aero are all for vertical movement
lmao lets just focus on the stone for now, there are plenty of stat sticks that need work in cal atm and i think that's quite know at this point
i mean they all cover different vertical boosts
i like to use frog until soaring a lot of the time because of the jump speed giving quicker take offs, like out of all the bloat items, these are the least offensive
I just think aero stone is too similar to vital jelly, I just mentioned frog leg and other accessories to show the competition these items already have without each other
i think aero works better as an all around, while vital serves as a preBoss + component for grand gelatin
aero is like the every man, grand jelly gives up some of the movement for other effects, harpy has more flight for no jump, frog goes all in on vertical, and magni goes all in on horizontal
Like I've said though, jelly and aero are identical until post skele, where if you want flight time you can just use Harpie ring
aero is good because it is jump speed + flight time (specifically), frog leg or harpy both only provide 1 of them
generally you want to have some flight and some jump speed; aerostone coincidentally giving both which is what makes it good (treat it as "lite soaring insigina")
chaos stone tbh on minmax situation, except for super mana draining weapon like Yharim's Crystal, just using Permafrost' Concoction is better or for end game, use a sigil of calamitas (when ethereal talisman is available); tldr of chaos stone is that if a weapon is not drinking a mana pot for less than 5 seconds (aka you have 10s mana sickness constantly) it is worse
fledgling exist
I disagree, they are just worse than cloud baloons, and not worth fishing for
cryostone currently is not worth using because of tesla potion (outside of exploit);
bloom stone is straight up underpowered
cool, they do still exist
so my point still stands
and saying they're identical is just outright wrong
plus what xpc said
also this isnt an argument about how viable fledge is, the point is wings exist when they're obtainable and aero and balloons interactions with the two are different, and harpies and leg each only provide half of the effect you might want
so yeah out of all the stones, aero is the most okay rn
and generally if a lot of people are arguing against it then chances are that means at the very least it have some niche
if everyone is like "yeah this shit sucks" chances are it is bad
I agree with this, as mentioned above, but the least removable of things to be removed, is still removable
currently most removable is cryo because it serve no purpose
bro have you LOOKED at preHM accessories
its core effect is replaced with tesla potion, otherwise you have a true melee range inferno potion accessory
Stool : )
vanilla
im talking about the like 8 stat sticks cal adds that are just outright awful
even if aero is stat stick-y at least it has a niche
https://docs.google.com/document/d/17SUHBgjAjO2BKks2WkgJ7M4kGQFcCEgRTPhfttLid_o/edit?usp=sharing I straight up have a doc prepared for bad accessory
TERRARIA CALAMITY - BAD/BELOW AVERAGE ACCESSORY Verdict: Accessories will be judged of 3 things, with the following consideration: Ultimately, accessories are to provide a certain “benefit”: “What” benefit does the accessory bring Be it raw stat or other benefit like debuffs or immunities “How” ...
(rotten brain is definitely one of them)
when's the last time you unironically used like. radiant ooze
radiant ooze will actually be good if not because it is available at such an awkward position
you can use it on WoF (due to the chipping nature of the fight) but in HM you just get defense instead
what does radiant ooze do again
4 life regen, basically; at night only
and emit light if you count that
could be used for mechs but 4 regen is pretty low
Holy crap this is based
4 regen is 2 hp/s right?
id argue ooze gets outclassed by charm of myths which is avaliable at the same tier
and is unconditional
yeah charm of myth outclass it massively because turns out potions good
Honestly, just post this whole doc in the suggestions
I posted in #1042197406776827914 which was more appropriate
but yeah I felt incline to post again since some like void of extinction and camper are on their way to slowly get fixed
you forgot spore sac
True
lmao i just noticed
why has cal not capped mimic combo accessories to like
T2 mechs minimum

at least then they'd stop being so auto upgraded
I mean, they are post one mech because anvil
So it isn't an "auto" upgrade
But close enough
Also, maybe I'm dumb but sand shark necklace seems worse than class emblems like 90% of the time. Unless you are using fast attacking lower damage weapons I feel like 9% damage is better than 10 armor penetration.
well
that's the thing
you'd only use it with fast attacking weapons
in which case, like all armor piercing it's kinda dumb
lmao
like you wouldnt use daawnlight with a minigun
also i was so used to cal moving recipies i didnt realize they didnt move mimic... wait no you can get myths prehardmode
they use tinkerer's
spore sac is to be buffed next patch by vanilla
(and it actually is ok useful, just not for bosses)
Wtf why, calamity should probably change that lmao
bc vanilla likes to pretend crafting station uses are consistent
tldr is a 2 damage weapon +15% add 1 damage, while on armor pen it is +5= 7
of course you dont exactly have 2 damage weapon, but just for ease of explanation
(yes it is +5 right now and go over base damage because it is bugged, fixed next patch)
P90 
Yeah, it's worse if your weapon has over 110 base
i mean if all nearby weapons have like 500 and that 110 has like 1 usetime then
idk
not necessarily, even lower base damage weapon it can already be better (because you have damage bonus); the thing is enemy have defense and also that Armor Pen scale off attack speed and on-hit effect better
Speed shouldn't matter, I could be wrong tho
things like Rogue's Nanotech all benefit from armor pen while largely don't care about your damage bonus
faster weapons typically have lower base damage to compensate
I think easiest example is divine retribution, sec
I'm aware, just saying it shouldn't scale with speed
it doesn't, that's just how the math works out
this one, for example in the right one I used Sand Shark Tooth Necklace (not even Reaper Tooth Necklace) over Destroyer Emblem
speed do not just come from attack speed, but also on-hit effect (which often have soft caps);
Armor pen effectively bypass the softcap while damage increased is capped by it
that looks wrong
oh i didnt read the next two lines
i thought that it was fixed a while ago
Wouldn't 10 armor penetration result in 5 more damage? How is that a bug?
Oh, like adding 10 damage, the 5 you said was the intended, I see.
5 is intended, 10 is currently how it works yes
if the enemy has 0 defense, what happens?
nothing
good
(and you can see how just +10 is so much better than destroyer emblem, which is why armor pen tend to be tuned down)
it add +5 to damage if the enemy has 5 defense, funnily enough; but not if they have 0; only 2 defense it only add 2 etc
Why. Terraria is such a mess
it makes sense
if it added damage when they had 0 defense then something would be really, really wrong
I misunderstood what they were saying, I understand now. I thought they were saying the numbers were after 0
it is because armor pen (AP) currently scale twice
against 0 defense enemy AP is useless
if you have shark tooth necklace against 5 defense enemy:
intended: 5 defense = 2.5 damage reduction, you ignore 5 defense you gain 2.5 flat damage per hit
bugged: this is x2, = you gain 5 flat damage per hit instead
basically you can have 50% of your armor pen added to your base damage (even if all defense are already negated)
#1042197406776827914 message this is the link if you want to check out
No, I understand I thought you were saying if they had 5 defense, you would reduce it to zero then deal 5 extra damage
I understand how armor penetration works, just haven't had enough sleep and misinterpreted your words
what did u mean by this lol
Of course you are gonna make an upgrade if its possible
instant upgrades.....
I will be honest chances are this suggestion will just make these accessories unused
putrid is used on its own on ranger so it is an exception (stalker quiver is bow only, putrid is for guns/others), cross necklace is basically star cloak anyway, flesh knuckle is like ok/debatable; for everything else they will just end up never being used
even philo stone is pretty bad after next patch nerf where you can no longer swap it, it really need that +2 life regen from charm of myth to be good (coincidentally I just calculated in #1042197406776827914 ); for others as you notice only those that are already used on their own (even now that there is combination) will be used as solo
like who tf will use titan glove by itself, even on true melee just feral claw will be better
i mean that's why i included caveats for
the exact ones you mentioned
plus power glove still instas into beserkers
which is only mildly less awful than insta into mech like it did for a while there
Feral claws don't boost true melee damage though, nor weapon size. Power is strictly better
So titan is still good for true melee
and I think this suggestion missed the point of these accessories: they are usually from various different sources that are hard to collect; biome mimics are rare (and for those who dont wiki chances are they never know how to use key of light/night), and normal mimics is only this easy because calamity buffed it to drop more than 1 at a time
on balance many of them are never supposed to be used on their own because they are set up as a "reward for grinding" (in vanilla); separating them will just leave them underpowered and unused
sometime suggestions ("separte instant upgrade") like this I agree with but in this case this dont help anything
true melee damage is actually just melee damage but only for true melee weapon (it is additive not multiplicative); so feral claw in many case actually will be better; you can argue the size but feral claw is more useful across melee just because it work on projectile melee too
(and I always feel the size increase is abit small early on unless the weapon by itself already have large size)
I'm confused, isn't power glove a direct upgrade?
yes but in the suggestion it will be moved to post-Mech, so you will have to compare Titan Glove to Feral Claw
They said power would stay tier 1 though, just berserker tier 2. And power is an upgrade to feral, even if only on size and true damage.
I do agree with your point though, it doesn't really make any accessories more usable or change much load out wise
hardmode mirrors preHM. preHM does give the option to slam your accessories together preBoss but still requires you to at least beat an event. obviously it'd be weird to lock this behind like... pirates. so lock it behind T1 mechs. the whole point of HM is that it's a scramble around the world to get stuff, but that doesnt mean everything should be auto-upgradable. i mean cal puts BoB behind aerialite after all. the whole seperated mech tiers thing desperately needs more content spread anyway, and this is one of many ways to do so
at least like this it'll feel a bit more gradual
what does it help other than "yo they are separated now"?
the suggestion have to include bandaid fix for the underpowered solo accessory but now that they are buffed to be "viable on their own" then they will have to be inherited into the upgrade; then you have an overpowered accessory post 1 boss;
or you make them dont inherit and people complain about why the combination is a downgrade
like do u ever even really change ur accessories between mechs? weapons sure, but accessories? maybe wings i guess?
the suggestion just feel forceful and "do it for the sake of doing it" without really consideration of how much does the items included actually fit the idea
a large part of post-ML dont have accessory changes, it is not exactly a rare case;
in mech tier Hardmode is the upgrade tier, there is no need to force it between mechs
i feel like they fit just fine, i pointed out that things might need small buffs in some cases
feels more like an issue with post-ML accessories (DoG bloat be like)
if it is a small buff people will still not use it; the situation you end up with is still only use them after they are combined (just 1 boss later); it dont help with making the accessories useful
if it is a big buff then when they combine (1 boss later again) their power level will have to be considered due to inheritence
so you are stucked with mediocre buff to items that will already really not being use
tldr my rationale is that these items are supposed to be used after they are combined, so balance the combined item rather than separating the components
yeah and im saying that's dumb
which is why I reemphasize this point ^
the "do it" is so that mech tier can have more variety and these items can have more of an individual identity
it's not just "for the sake of it" like if ur just gonna ignore my reasoning i can't do much about that
i mention this in the sugg so
the entire basis of the suggestion is that "I feel mech tier should have accessory upgrade", so yes it is "do it" for me
ok cool
lol
like cal is trying to seperate its own items to have more of an identity, hence the butchering of most of the giant combo accessories
i feel like extending that logic to vanilla ones makes sense AND would help with the lack of accessory content in the newly split mech tiers, without needing to rely on completely new items
ok imo there are several consideration here (I will be off soon so I will type all at once):
-
I think the most obvious example is Ankh Shield, while it might not feel like it a lot of mimic accessories are supposed to work like Ankh Shield component because you are expected to upgrade them; they dont really have an effect that is unique, interesting or powerful enough to be use on their own because they didn't expect the player to use them on their own;
-
calamity culled ultimate accessory didn't really help individual accessories stand up more, more often or not it is just deleting unnecessary overcomplicated effect that don't do anything in the accessory and is just amplifying grinding (eg: Drat bow, though it is more of a weapon)
-
what builds identity is its own effect, in this case because they are so close in progression (1 boss apart) you have to consider inheritence of the effect, it cannot do it Core of the Blood God (which basically deleted Blood Pact during the combination) and Elemental Quiver (basically deleted Quiver) style; as stated these items are bad on their own so they warrant massive buffs that will have to be included in their upgrade as otherwise they are a downgrade
-
I forgot what I wanted to talk about so I just insert one of my opinion here: mech tier do not really need accessory upgrade, you are already constantly bombarded with weapons and armor upgrades to keep track of + other mech alts that I dont think there is a necessity to insert accessory upgrade here; you dont have to always upgrade all gears available for it to feel like upgrading, to certain degree it is just overload
-
opinion 2: if you want to separate them should be further than 1 tier apart, so they can be buffed accordingly to function on their own (refer point 3))
the only one I will agree should be separated in some way is Berserker's Glove (power glove I think should still be pre-Mech) because flesh knuckle is severely buffed; is flesh knuckle use on its own? not really, but berzerker glove is a bit too good
but yeah I will be off now
tbf a lot of the ankh components are obtainable in preHM now anyway so ¯_(ツ)_/¯
ankh shield is so silly
i guess it's just the fact a lot of calamity accessories ended up following the design logic of these items u say should only exist as materials
makes me wonder why they're even accessories in the first place lmao
lol
and i mean
we could just move them to T3
if one boss isn't enough
plus people usually fight a LOT more stuff because of the sheer number of bosses and events and other such things available right at the start of hardmode
the more i look over it the more i just feel like this support my point even more; seperating upgrades would REDUCE overload, calamity removed those accessories because they were useless and just grind, which you admit is what these are, but they're vanilla so we can't remove them, so what's the next best thing? and the biggest caveat i feel like you're still overlooking is the fact i said to buff the weakest ones if they do end up doing this for things like Star Cloak and Philo Stone
who tf is gonna mine out their entire world of silt and clay
I don't see why one can't craft mud into clay in water
but yeah who's gonna mine them
Is this really Calamity's job to fix?
and yes that's a point too
if you're so concerned about that just play journey mode 
it's the superior mode anyway
not trying to be rude, but like, has anyone ever had this issue?
no
I feel like if you need so much clay that you mine the entire world out you can just world hop
Theoretically, if the player were to
but no player is going to because that's incredibly dense
this is very much a first-world problem
Calamity Suggesters on their way to fix problems that do not exist and that never apply
they better fix deez nuts first
what's first
byeah it's a weird sugg
Renewability would be nice except that like,,,,, this is not happening and everyone that could ever care about running out is gonna use journey or cheat sheet
@polar bison read above
also, by the time you have mined the entire world of silt, wtf are you going to do with Throwing Bricks, Ancient Fossil, or hadal stew
Throwing Bricks are clay
I'm just saying it is possible to deplete the world of clay and silt.
but yeah
that's
okay sit down
It is possible, but a world will have thousands of silt/clay
It is theoretical. Near impossible, but still possible.
Perhaps just crafting mud with dirt
WHEN would one realistically run out of these two in a normal playthrough
dirt is also not renewable
WHY not make another world
afaik
i feel you just want to have clay easier
Yet has anyone ran out of dirt
WHY is this a problem
TRUE
shimmer and using dirt bombs
dirt bombs reap more dirt than it takes to craft them
oh yeah dirt bombs
solution, make a new world
It's still theoretically possible to run out before having dirt bi
in that case just give clay blocks a recipe, but even then it's not really a calamity sugg, moreso a small mod someone can make in 5 mins
A player could theoretically drain all the shimmer from their world and theoretically mine all the dirt and trash it, losing the ability to make dirt bombs
I bring up the issue of renewability quite a bit, and am often met with the "what if we get rid of everything" scenario.
no more dirt
Anyways it's not a problem that needs fixing anyone who could ever care can use chest sheet or journey mode and none items it theoretically locks off are that important
"what of we get rid of everything" doesn't work if you don't factor the journey to get to that imaginary situation
the issue if that you have a set amount of clay. You can get more dirt. Start with enough for a bomb, then you have more dirt than you started with. With clay, you can only get less and less.
And
well yeah theoretically you can drain dirt but it's physically impossible unless you're gunning to Celebration mk2 the whole world to emptiness
The point here is that it's not a real problem because it's an edge case that simply doesn't happen
the only place this would be useful is like
the edge case is just too far ahead it doesn't matter in the end
skyblock
Crispy is right in that silt and clay are not renewable, and that they theoretically can run out. However, the odds of this scenario happening is extremely small. A player would likely have to intentionally remove all the silt and clay from their world, destroying it through and through
And even if it happens you can just world hop or cheat some in
At that point, you would just create a new world or use another mod's features to make more
as I said, first-world problem
While world hopping is unideal for a lot of players, it is still a source of renewability
That is true for pretty much any item. Dungeon bricks, abyss gravel, voidstone, etc
I'd make some joke on this but I can't think of a good actual problem to make it with
The point isn't that it happens a lot, it most likely never has. The situation is that it is a fringe case that can happen (and the only two nonrenewable items in Calamity that aren't nonrenewable for a reason).
i'm certain there's other nonrenewable items
Oh right abyss rock
which are also both used in hadal stew : )
hive when it
Jakko Warner's countries of the world playing
Most naturally generated tiles are difficult to renew
Hive can be shimmered into
arent abyss tiles obtainable via crates
If we're talking edge cases, the player could have removed the shimmer from their world
Almost all tiles in the game aren't renewable
Are there any realistic situations where this would be an issue
No
nope, just Sulphur blocks
Therefore it's not a problem discussion over everyone go home
you can craft it 
There's no point on "fixing" this if it's never going to happen
luminite + bucket
There's another trillion tiles it could apply to
Very few tiles are actually nonrenewable
no
Nonrenewable items can be an issue, but I feel like that's a job for mods other than Calamity
The player could have theoretically removed all water from the world without having gained access to infinite water cube and therefore be unable to gain infinite water cube and therefore be unable to obtain shimmer
very funny
Agains it's just never a problem it's not worth discussing
well technically you can get tenebris and planty mush 
Abyss rocks (so voidstone and gravel [Tenebris and Planty Mush can be caught]), Clay and Silt, Brimstone Slag, Sulphurous Sandstone, and Eutrophic Sand
most being new biome sediments
It's not worth adding a recipe over specially not for silk or slush considering they could be abused due to extractination
if you remove all the silt and clay from your world and don't save some for the crafts, that's not the game's fault lmap
Silk
Sulk
Whatever
if a player removed every drop of liquid from their world they wouldn't be able to get water back (you can do fishing quests in honey, and obsidian lockboxes have water bombs)
Anyways can we legitimately stop this isn't going anywhere
There's also no lava or Access to lava fishing and no honey

yes i prefaced it with no liquids
It's that simple
you only have to remove ALL liquids to stop water renewability
Anyways not s problem can we like
this is what this silt discussion is like
not if you have no liquids left in the world
not if you don't own it
if you delete ALL liquids you can't get new water
I think you misunderstand the concept of renewability
their point is that silt and clay can't be duplicated
Technically only honey and water needs to be removed because lava fishing is locked off if you don't have
Shit we need to kill hell stone entirely prior to a net for that too god
mhm
Crispy everyone knows what you want we just think it's ridiculous because nobody is running out of it legitimately so we're just doing situations were you run out of everything even the renewable things because that's also possible
Vanilla also has a ton of nonrenewable tiles, and your world can straight up spawn without certain items making them unobtainable. You are not required or even able to get infinite of everything in a single world. Vanilla does not do this, calamity has no reason too. Make a new world, or spawn stuff in
No mob statues are renewable
A lot of these got fixed with the addition of shimmer. There are a very small list of tiles now.
just make rock golem drop silt 
Heart crystals arent in vanilla
Heart crystals appear in crates
You can have no fishing as said before
Therefore still possible to run out theoretically
Therefo
Literally all dungeon bricks, which are actually used for things unlike silt
renewability != possible to run out of
anyways nobody cares can we actually stop this now
@hollow shell I summon thee for latest sugg about renewability of an item extremely common in the world (silt and clay)
I know but it's funny
im still mad about dungeon bricks and furniture
way bigger issue
Again, the concept of renewability isn't that you can run out of something. It's the prospect of being unable to obtain more than a set amount you are given.
i know!!!!!! I do not care i think it's funny to make more hyperbole run out hypotheticals that are never happening
I'm aware! I hope I don't come off as bickering!
Anyways as i said at the start this is a fix to a problem that doesn't exist
ok running out of silt is funny and all but it's really annoying when dungeon furniture just doesn't spawn for you sometimes despite the bricks being obtainable seriously why is that shit not craftable it looks so good
Because the point is that it's not happening
If there are as few nonrenewable items as Crispy says, the sugg could be rephrased as make the non-renewable tiles renewable with the reason of consistency right?
A lot of really good paintings can't even spawn in some worlds.
Running on theoreticals doesn't do anything helpful when it's not a reasonable theoreical
That is a good point. I should revise it to include the missing tiles that can be far more significant
there are a lot more non-renewables than you think (<-- made a skyblock map where i tried to make everything obtainable)
I remember during my fargo's playthrough I couldn't get the necro enchantment because it needed a painting that didn't generate in my world
builders should just use cheat sheet honestly
Something that would be relevant to Calamity's scope would be Calamity's biome blocks
id say the only one that really needs that treatment is brimstone slag then
i thought it was just ore
despair stone?
oh right, then it's abyss gravel, which locks away fathom seer armor
wiki doesn't say brimstone slag is dropped by anything
wh
which locks away omega blue
despair stones only drop bloodstone
yeah brimstone slag only generates
seeing it in the way of "locks this" is unreasonable honestly
this is actually a good suggestion
Just see the "run out of it" part because you're not really gonna run out if it before making any of their recipes
it died in voting the last time i made it 
I feel like making Calamity's biome blocks renewable might be good
Maybe even putting Brimstone slag in Brimstone crates. They did it with hellstone (an item in finite amounts ina world that could actually feasibly run out, locking away a big chunk of endgame content)
Sadge
I think some irrelevant material recipe should have a single drop of web on it because afaik that's not dropped anywhere but really common and i think it should eventually be possible to not be able to fight.yharim because of it
shimmer exists, so not needed
what would you shimmer?
that biome is small, has a lot of uses, and i could feasibly see someone actually run out of it
ash is finite so you couldn't do that
Damn! It grows on spider biome walls but you can void them with the right conditoons
wait wtf, why does shimmering ores down just skip hellstone
hellstone isnt real 
Surprised the sugg does not bring up the fact that silt and slush can be extractinated for resources
lmao yeah
also it took me a minute or two to realize that the reason why Hadal Stew was included in the list was because of the Bowl item
then again I am quite tired
huh wack, I guess you are right, meteorite isn't in the chain either, making them the only 2 ores not in the shimmer chain
haunted dishes is also locked by clay
terrarian eating the container of food once again
and that's used in an exo weapon
Revised it
Me when this does not include the major problem (dungeon stuff
The sugg is focused on like ground tile stuff so I get it
Also oops! That's s shimmer in my Sugg you kinda gotta remove that
Future content and all
shimmer is future content so that needs to go lol
shimmer isn't in yet? Oh right mod's in 1.4.3
mm, hard to believe ain't it
Also, sulphur sandstone/sand/hardened sandstone is already renewable from crates
True apparently?
why is acidwood in there
weird
Rover is there any way I can write my way around the donts and somehow sugges a Pikmin reference into the calamity mof
"Abyss" crate moment, that's why
I mean where are you gonna fish to catch an abyss crate
the sulph sea is side dependant
adding a sulphur crate would be a bit unecessary
is that a challenge
It is
Would be difficult and have to be roundabout, with Pikmin essentially being an "ulterior motive" to a seemingly unrelated suggestion
There are enough words in the English language to somehow accomplish this
Too bad I'm too lazy to actually try
Do you want like a
whistle for summoner class to force all minions in a radius to cancel their current aggro and return to the player?
Make a texture pack for HoTE
I'm pretty sure that's how the whistle in Pikmin works
I can't sprite don't start off like that
Yes that's how it works and yes that would be something you could suggest
Technically you could suggest that as an entire new mechanic if you somehow went around the big scope thing
You'd prolly have to be even less specific than that.
"Add a tool for cancelling minion aggro and returning them to the player"
Not giving anyone ideas this is completely s thought experiment 
It would be pretty nice for those minions that like to fuck off to the edges of the earth chasing enemies in walls
Let's stretch this item a bit further. Change where your minions idle with the item.



