#suggestions-discussion
1 messages · Page 119 of 1
28000 health green slime
Green King Slime let's go 
also known as hardmode green slime (Does more damage than king slime)
Fair
I just think it is weird that one of them requires repeatedly fighting an on tier boss and the other requires like 3 minutes of walking to get a stack of them when the game treats the two types of souls pretty much equally in importance is all.
did you know both of them only require 3 minutes of walking if you just go underground
Could sugg to make demon alters not drop souls of night if it's consistency we're talking about
altars drop them as a consolation prize, and queen slime drops them to make it easier for players later on when you can just shred her, or if you feel it'd be easier to kill her than go underground (tho you need to go underground anyway so w/e, id say it's more just a reference to how people used to farm them with king slime AND also technically lore at this point)
just increase the drop % from hallow/evil enemies lma
wait why the fuck didnt we do that from the start

like just make chaos elementals and bats and slimes always drop a soul

same with corruptors and whatever the other enemies are called
Remove demon altars dropping souls of night
That is better idea tbh
you gonna use it or
Hivemind and perfs drop cursed flame and ichor too respectively, theres no reason to go to underground evil biomes lol
w/e there done
mal?
Would a sugg to un-remove HM enemy scaling count as re-adding removed content?
obviously this means we should remove them we no longer need the world evil V 
it isn't removed? im pretty sure they just nerfed certain enemies values for being stupid as hell
Yeah
ex; small bees deal 120 damage in Master post-Plant Vanilla (i know this is an extreme example but like. what the fuck)
It was toned down but not removed
Master mode scaling was kinda dumb at the extremes
I've tested a couple enemies by spawning them in an endgame world and they have their pre-hm stats
is there an example of one that didn't have scaling removed?
vlar
Javlar indeed
Huh ok
What about like re-adding it with the outliers toned down
why
Didn't turtles at like max scaling do more damage than most boss attacks
I like the scaling personally because it keeps the enemies somewhat dangerous
It's mostly pre-hm enemies that get scaling
turtles don't scale at all, they just always do that much damage
again like
why
part of the point of hardmode enemies existing is to replace the older versions so they threaten you instead
Right thats just master mode being dumb
and making the weak enemies threaten you just
undoes the feeling of progress you have
I guess
no you see the hardmode enemies are too strong
and the prehm enemies are too weak
😊
240 / 432 (while spinning)
Yeah this isnt scaling, I thought it was because of how absurd the numbers are
me when I've seen suggestions about making prehm enemies scale stats for hm
I feel like it's meant to be hardmode, but I don't think I've ever died to early-Hardmode enemies in Calamity because the gear is either too good or Calamity nerfs them to the ground

Why does a turtle do more damage than almost every boss in the game at default
urptle speen
rune wizard 
wait lemme
rune wizards are EXTRA funny
I guess I'm the only person but I think getting one-tapped by a wizard is funny
And Calamity makes the respawn length tiny so it's hardly punishing
🥹
🥹
rune wizard contact doing 1.33x more than moon lord's phantasmal deathray
le balance of terrara baunilla es un masterpiecd
Honestly fine with that because it is very funny and rune wizards are pretty rare
Screw turtles though
skill issue
tbf it's not really masters fault
because they already do 200 contact damage in normal for nonfucking reason
tfw health halved bc i touched a wizard
The wizard is actually a melee player with rune set in vanity which is why its melee damage is jacked
weakest magicka wizard
who would win
a turtle at mach 3
or some skeleton in pajamas
shadow wizard money gang
yeah pretty funny stuff
@lean prairie - Your suggestion has received an updated status!
[Make abyssal diving suits work on mannequins.]
It has been voted upon, and the devs decided it would be a good idea to implement it. This doesn't guarantee implementation, as plans may change/alternate plans may be made, but it does highly improve chances!
You can check out your suggestion again here: #suggestions-voting message
@small timber - Your suggestion has received an updated status!
[Make Blood Moon Fishing Enemies/Minibosses Drop Way More Blood Orb]
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
@fringe oar - Your suggestion has received an updated status!
[Rename Supreme Witch, Calamitas' brothers from 'Cataclysm' and 'Catastrophe' to 'Supreme Cataclysm' and 'Supreme Catastrophe']
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
@gritty wraith - Your suggestion has received an updated status!
[A mud bomb, similar to the dirt bomb but it just spreads mud around]
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
@oblique geyser - Your suggestion has received an updated status!
[Make a Wall for new blocks]
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
@frank mauve - Your suggestion has received an updated status!
[Crystyl Crusher suggestion: swap the left and right mouse button functions]
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
@oblique geyser - Your suggestion has received an updated status!
[Make a Wall for new blocks]
It has been add to the devs' to-do list and planned for implementation!
You can check out your suggestion again here: #suggestions-voting message
@small timber - Your suggestion has received an updated status!
[Make Blood Moon Fishing Enemies/Minibosses Drop Way More Blood Orb]
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
@fringe oar - Your suggestion has received an updated status!
[Rename Supreme Witch, Calamitas' brothers from 'Cataclysm' and 'Catastrophe' to 'Supreme Cataclysm' and 'Supreme Catastrophe']
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
YES
yeee baby
FINALLY
seriously, I think calamity need to fix their shop
whytf do they split the potion selling among all the NPCs, it is so annoying that to buy each potions you have to go to different NPC
I suggest that all the potions sold by NPCs should be moved to a single new NPC that sells all the potions, this way it is no longer a massive inconvenience that you have to build 20 houses just to keep all NPC to get potions
and add calamity potions to the shop too because I dont understand why when they acknowledge that potion grinding is a mess but only added vanilla potion to be purchasable, but the even MORE grindy calamity potions are ignored
Try your luck then
so alchnpc
Hmmm
also I think they went for thematic relations for which npc selling what
just remove this stupid thing altogether
make potion making not cringe
for a mod which lead dev absolutely despises qol mods, they surely do suck a lot of them into the mod in question
just remove the potion selling
and revisit buffs and potion making
:(
Why you so angry
"Man I hate having to do literally anything between boss fights, why isn't everything just nonconsumable?"
Hmmmm
I'm just bored of calamity for the time being, probably cause I haven't done any other big mod playthroughs recently
Is there a mod that gives you the Journey Mode research UI in all modes? Can we just tell them to download that?
I don't even think it's that cringe
I think people are just that impatient
Calamity has attracted a Dark Souls crowd rather than a Minecraft crowd
nah some potions are definitely unfairly grindy, but not all of them
and stat potions are kinda.........
potion crafting is not even that hard yeah
but uh yeah Ozza had plans for reworking Blood Orbs so that you can obtain potions in bulk easier
And he hasn't left the team yet, so it can happen any update now
potion crafting itself is not hard, and if you beat each bosses/events in only few tries it is not really grindy either
it only really get "tedious" when you fail each boss 30+ times and have to grind potions everytime
so I think it is fair to increase potion yield from crafting but thats about it
the mod had been consistently trying to make it easier to the point that potions definitely are no longer a requirement to beat expert rev, it helps a lot but it is not "mandatory"
even from the damage department you can just use rage (or even adrenaline) and you will be way better than what testers had with full potions
Speaking of devs, did the dev who made the nanoblack leave and is the idea for a full nanoblack set gone if so
Oh
idk anything about a full set
potions needing shark fins yet only yielding 1 potion per fin:
(absolutely fucking insane)
indeed, having to refight bosses over and over sure will cut into your potion use
(it's almost like, maybe, bosses shouldn't take that many attempts to beat, cuz that's really annoying, and the game wasn't designed for it, and trying to design the game around it results in the diminishing of all the game's systems, and results in players fast-tracking to bosses even under normal circumstances)
honestly good point yea
And with having less potions to worry about in light of the recent changes means there is less to grind anyway which is good
bosses really doesn't take that much attempt to beat (on expert rev at least), if you gear defensively most bosses are very forgiving and you are allowed to make a lot of mistake
the only exception is maybe DoG because on-tier its damage way outclass anything (which maybe why a lot of people say it is the "hardest boss")
for potions I think "increase potion yield" is better than "make potion easier to obtain" because people tend to get potion material in bulk, eg: you fish 20 of corruption fish then switch to next biome, not 1 from corruption then jungle then snow .... then repeat back to corruption
so it is more beneficial if the player can create more potions in "bulk" (aka at once) than say "it is easier to catch up potion fish"
I assume @vernal moat is playing something like Death Master Infernum to warrant making a suggestion like this
maybe, but yeah healing potion really is not a resource you run out of often (unless you retry a lot)
i retry a lot
what difficulty are you playing on? because at some point it will just be better to just get say "alchemistnpc lite" mod
i dont like quality of life mods
well then you kind of have to deal with crafting
the purpose of many "QoL mods" often revolve around "reducing crafting/grinding needs" so if you don't want to use them you kinda just have to bear with crafting for abit
If you're suggesting a "QoL" feature like this be added to Calamity then maybe you should look into QoL mods
yeah basically that
because healing potion is really not that hard to craft, greater is very easy (especially that if you beat any HM boss they start to drop them), super is abit annoying but you can grind deus, supreme is changed to bloodstone which you can get a lot and in bulk in brimstone crag (enemies, not even have to fight bosses), and ascendant spirit essence you tend to have excess (and it is 20 per craft, you probably run out of supreme healing potion before you run out of ASE)
(oh they changed around the recipes for Supreme and Omega?
Nice, that seems like a more reasonable spread. Was weird before that you get Supers immediately pre-ML then Supreme and Omega immediately post-ML)
mana potion is still pretty much doing whatever it wants though
(actually nvm Omegas have required Draedon's Forge (now Cosmic Anvil) for a while now I'm misremembering a bit)
But like
(still good changes tho)
You can just buy mana potions from wizard
You dont really need many mana potions anyway outside of a handful of weapons because regen is so strong
shoutout to that one suggestion about adding another tier of mana potions because 400 mana isnt enough
this is gross btw
transformation accessories never work on mannequins 
vanilla has ones of their own too, being Moon Charm and Neptune's Shell
wait diving suit is a transformation
it is
bonus mentions for Aquatic Heart, Profaned Soul Crystal, Magic Scarf and Hat
and Abandoned Wulfrum Helmet if tried to equip in the accessory slot
mannequins do not have a slot for these
I will say, it's more likely that we'll rename the Clone versions than the Supreme versions
We just moved away from "Supreme Calamitas"
And well, supreme brothers are the real brothers, clone ones are just copycats
aint this one planned
@cloud cloak planned, craft exo magic weapons
Ik but there is like 3 range drops and 0 mage ones
!wiki vivid clarity
!wiki submsuming vortex
planned
!wiki submissuming vortex
!wiki subsuming vortex
I know subsuming and this stuff
unfortunately
Ah
the unfortunate reality that exo mechs dont drop only melee, ranged and rogue weapons and scal doesnt only drop mage and summoner weapons
yeah exos also drop summon weapons
Well scal drops existed long before exo ones so removing drops from scal would be weird
alright
?
Atlas Munitions Beacon:
Oh wait nvm
I don't see what's the problem here
it would be so awesome if you were able to choose which boss to do first because of your class
@cloud cloak the suggestion should (still) consider the fact that Exo give exo prism -> miracle matters, which is used to craft 2 mage weapons
Submisusable 
suggestion is moot anyway since it's already planned
@cloud cloak your suggestion is neither properly reasoned nor formatted
Mb
isbt the murasama hitframes neing innacurate supposed to beca thing so that it could prevent a bug where you could spam click it to get way higher dps from it than you should?
yes but they could still like
make spam click not work
make you need to finish a full slash before you can release the weapon like almost every melee weapon
or make it have a cooldown before you can put the weapon back out after releasing it
true, i just wanted to point it out because the sugg got into voting a little bit ago
its still there?
yea
got damn
half a year
malice more like huge miss bc it's bad 
i still see so many complain/ask why malice is gone even though it says ingame
Unloaded item*
gotta love calamity players
why do peoole still complain about it?
its just a stat stick on steroids for bosses
👍
The community is mostly cmt what did you expect 
#calamity-mod-talk when 😇
you can make 2
What’s the other
vivid clarity
Dang never heard of it
Looks cool
Tf I never knew subsuming vortex had a right click
Astral meteor cannot fall in the center 16% of the map, or within 25 blocks of a chest or Npc
what more protection do you want
@strong topaz
How would the meteor even have landed in the center
Sounds like a bug or something
@strong topaz #1052323733961977947
i had a npc but the biome didn't care
also i would've still been mad if the biome would've been next to my base
thats the meteor itself, if the meteor is close enough it can still change the biome the npc is in
the starting biome at the cneter was huge for me
the meteorite was like 8 block away from the clothier wich was the closest npc from the meteor
This legitimately sounds like a bug, please delete the suggestion and go report it in #1052323733961977947
eh i dunno man
yeah i switched it
In the config settings, there is a boss HP% slider to multiply hp. Shouldn't that be moved to the difficulty area with the death and revengence toggles?
Are you able to show what you mean by that?
they mean putting the boss hp slider next to the difficulty button
its fine in config imo
yeah it belongs in config
it's not a main intended setting
they placed it there to allow user choice but unlike difficulties, you're not really intended to change it
just an extra option
anyone else ever find it weird aquatic emblem is just ocean crest 2
like i think having an upgrade to ocean crest is cool but why is it also scourge's expert drop instead of just... making emblem a craft and giving scourge an actual item

true but also they suck anyway :)
at least the weapons are like
spiritual upgrades bc they have bigger numbers
aquatic emblem is literally just ocean crest but with some weird fucking defense mechanic tacked on which arguably makes it worse then its pre-grade because of how accessories work
@ashen warren most of the old versions are already on the cal github
really?
yeah
where can i find it?
thankyou!
weird that it stops at v1.5.1.6
Maybe GitHub can only store up to a certain amount of versions
It wouldn't be too unreasonable to think that
Or maybe older versions got deleted after a while
no i mean it's missing the newer ones
Oh
also github having a version limit doesnt make sense considering what it is lmao
Idk it was just a thought
im guessing that considering i think the next update was the 2.0 update i think, it's prolly something to do with the migration
yeah the last update on there is the one right before 2.0
it stops at 1.5 because it just does
GitHub snd Mod browser before were the only way you could get the mod (after trolls mass reported Fab and got him to lose MEGA access)
GitHub is an archive for 1.3
Why are there no more updates on GitHub btw?
its an archive for 1.3
no clue
Like, there should be some reason devs don't post the mod on Git anymore
i aint a dev i just know shade had literally just said that the github is a 1.3 archive
Maybe they don't want the source code leaked or anything
With a mod having such a following, it'd be wrong to think that someone wouldn't try and leak it
Meanwhile TML-Patcher
Which decompiles the code for you
It's not perfect but it does its job
I've seen that a decompiled code has inaccuracies when compared to the actual code
Like I said, not perfect but does its job
it doesn't do it's job if it's not accurate
Its job is to decompile the code
1 of these fuckers ; not existing is a death sentence
then it cannot do its job 
In any case, the devs have a reason to not post updates on GitHub. Whether it be an attempt to reduce source code leaks, an issue with GitHub's policies, or something else, there's always a reason
Oh
Oi
I think that uh
Think I know whh
y
It's a speculation but every Calamity release has a "Autorelease" written with it, which might be, as the word says, automated by the tMod itself
And I guess they've since moved from this
The source code leak argument is complete bs as what's posted on GitHub is just a readme file
The zip also has that readme so
We just post it on Steam now
Its easier
1- if the link to the source code github was leaked you’d just get the private repository error. Only the current devs have source code access
2- posting source code here or elsewhere would get you eviscerated, even a screenshot from it
Fair pretty much
I gotta say, it's pain in the ass to post source code in batches on GitHub, especially when it reaches the file limit
lol
Just want to ask this before I make the suggestion.
Was starting work on a small Abyss base, and I noticed that the Abyss Gravel Wall can't turn back into Abyss Gravel. You can use the gravel to craft the wall, but the wall can't be turned back into the block.
Is this intended, or an oversight?
Note that it is not a material for anything.
Looks to be an oversight
wait there's a popping sound
@ashen warren no
nah
im pretty sure this sugg breaks this rule here
i know the rule states its about adding back stuff like astralgeldon 'n stuff but im pretty sure this sugg breaks this rule


@ocean lynx no it will not, also that's not a valuable reason
I mean it is a bit funny but it doesn't make it a more valuable reason
haha nice one manny
Who the hell's manny
where mod to kill scal reversion sugg
lmfao
So true bestie
Damn, riv got shadow banned lol. RIP Skullmasher, best weapon against yharon
The 2 suggestions of all time
shadow... banned?
What
what did shadow do to get banned
Rare item variants, and every other removed feature, cant be posted for reimplementation. Shadow banned was the wrong term lol, they just regular banned
yeah
good
no blease bring back the weapons that can shred the next two tiers for no reason because i either got lucky or played a bad difficulty mode they're so awesome and cool and it's really fun how some of the most interesting weapon designs are locked behind this """feature"""
like thank GOD RIVs are banned forever
Wdym, making it a 1/1000000 surely justifies completely invalidating every boss until moon lord (halibut moment)
sooooooo true
1/one googleplexian chance starting copper shortsword is replaced with """RIV""" zenith 
when i'm in a bad game design competition and my opponent is old calamity mod
Why spend 20 hours playing through the entire game when you can spend 19.5 hours resetting your character and 0.5 hours playing through the game
You know they reworked most of them. Im just sad they axed some when others got reworks. For example, pearl god and conference call replaced their normal item variants, the legendary drops (seas searing, malachite, cold divinity, etc) were all kept in the game, and basically all of the accessories were re-tiered and reworked. The riv for the turtle shell was resprited and made as a brimstone drop
the ones that got axed deserved it
the evolution is a former RIV and even after replacing it's non-rare variant it's still bad. which is just. so fucking funny
Mfw I’m a “riv” that’s worse than a mid hardmode accessory that’s literally fuel for a combo accessory

I always said 90 second evolution was shit for the effect it granted (placebo effect looking shit) and I was proven immensely right
me on my way to make 20 items based solely on a videogame reference
the only effect i miss is the stupid slip n slide from slime god lore
that one was so funny
lore items on their way to either completely break the game or do fucking nothing
BoC lore when preHM RoD 🤓
3 boc lore users rise up
it's so funny they just gave you rod in exchange for inverting your controls for like 3 seconds and having to be in crimson and then eow is like. spore sac 2. take it or leave it.
fab wanted to make a spore sac item since 2017
it was originally the rev drop for eow or hive i dont remember
deadly microbe
Thanks God Lore Items are good now
Just checked, out of all rivs, only 4 have not been reworked, that being the lead wizard, skull masher, quasar and grand dad. All of these are just a pointless upgrade that is on tier with the original weapon, which then promoted mindless grinding just to get a slight upgrade. Every riv was like this, so why are these 4 left out? Some make sense, as lead wizard just sucked, but the others have some potential. Btw, skullmasher was done dirty. It got a resprite, just to be removed a few weeks later and its new sprite given to antimat rifle
they're literally the same weapon lmfao
in fact, they all were, which is why they died. they were either better or worse versions of other weapons, and not in the fun upgrade way. just. the weapons 2
Grand dad is a stupid fucking meme
we have zombie arm and titan arm now which are the better dumb slap hand sidegrades anyway
Indeed
Lead wizard shot 2 streams of bullets at an outward angle, skullmasher was a shotgun version that fired slower, iirc grand dad was bigger and had more knockback, and quasar was the same tbf that shit was forgettable lol
it just fired 4 bullets in the primary shot instead of raining down, and grand dad is just a slap hand version of grand guardian which is already just Another TMelee sword
and lead wizard was just Gun But Bad
Lead wizard was good meta wise for PBG, so I wouldn't call it gun but bad
whu
Im like 90% sure that skullmasher had the extra bullets rain down as well, which is why it was slower, to balance it against the Antimat. It just shot 4 antimat shots
i never heard of this and im not sure if that's hilarious or sad
I also have never heard of this
Lead wizard just shredded PBG, and sucked for anything else
Not sure why, just know it did
Yeah Lead Wizard was really good for PBG
this seems more like a #1042197406776827914 moment
i refuse to believe carnage is actually usable 
but yeah this is a balance sugg thing
what does carnage even do
it's so fucking funny carnage outlived bloody edge
i have genuinely never used it
not much LMAO
"Whenever it deals a finishing blow, 6-8 homing blood bolts erupt out of the enemy. Each bolt deals damage and heals the player for 2 HP upon enemy contact."
It is
Carnage is the ultimate true melee weapon
so it's basically useless on anything except event, which, tbf it's prolly decent on pirates and goblins in early hardmode but it sucks on anything else if you dont... abuse statues i guess
It can cheese up to cultist with statue enemies
Cuz the bolts do 100% of damage
Each bolt is 130 base damage
225 with early hardmode gear
either way still belongs in #1042197406776827914 rather than posting
dw its common for people to not know balance suggs exists
I’ll grab a vid of it in action today lol
Really?
I wouldn't have said so so definitively
alright well fair enough
I don't really think asking for a weapon to not work on statues is inherently balance related, but yeah it's already fixed
Can't say I'm opposed to suggestions getting implemented like 2 weeks before a typical suggestion would even have its opinion state finalized
why did remove "where's malice" get into voting when it's already confirmed for implementation
unless the plan was for someone to 🛠️ it immediately lmao
@ashen warren - Your suggestion has received an updated status!
[Remove the "Where's Malice?" button from the difficulty switcher]
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
ez
heh
I remember seeing a discussion here a while back about Aquatic Scourge's drops
Maybe I'll suggest that they get a rework, considering they're all just buffed versions of Desert Scourge's drops
Copy-pasting a set of weapons and just giving it a numbers boost does not outweigh "making sense"
submarine shocker and whatever the DS shortsword is needs to die or be completely reworked
yeah they need a bit more
be related to the DS drops but not just stronger clones
when the spam is projectileful
the drops dont need a rework
they need to be removed in favour of new ones
but but
(well you can say thats the same thing as a rework but yea
I can't come up with a counterargument because you're not wrong
i like scooge even if he's bad
frankly if we were killing one i think desert worm should die first
I really don't think we need to kill any bosses yet, but I do agree. Desert Scourge is probably first up on the chopping block
levi:
iirc fabsol said Levi is one of the only bosses he's not planning on doing even minor reworks to
Ayo
Leviathan and Anahita are fine. Unlike most bosses, they've actually got a unique pattern, a dual boss fight, and completely unique drops
the
the worm boss that's not a worm enemy
This would definitely be cool, but either the devs would have to request permission to use this, or the original spriter would have to submit it in the Calamity Art server
giant clam 
moist desert boss
kill desert scourge upgrade giant clam upgrade great sand shark problem solved
gss is simply not real
make him real
never
look i dont want to be like
"oh but infernum did it"
but like
oh but infernum did it and i think GSS is better for it
you get rid of DS and AS feeling the same because DS is gone
you don't have a random fucking "miniboss" in the sunken sea locked behind him because it is Literally Just A Boss Now
and GSS fills in the role of adding a desert boss
everyone wins
well besides desert scourge but fuck em
Iirc cal was planning to move GSS anyway
exactly
sand elemental.......
If one of you'd like to, you can suggest to remove Desert Scourge
im not gonna do it this is just conjecture and the amount of systems that would need to shift to satisfy this insane request would probably quantify as "too much effort"
y'know that could work
When I mentioned removing Hive Mind and Perforators, Rover said that it'd be "A rare grand-scale reconsideration that would decrease the devs workload rather than increase it"
It still very likely wouldn't pass, but it would have a slightly higher chance because of that
hm
yeah it prolly wouldn't pass but like
if you want to submit it you've got the reasoning
i need to finish calc homework but ill consider it if you don't
Aight, I'll give it a shot later
There are so many reasons she can't be her old sprite
- It doesn't fit with the lore at all anymore, unless you expect a full lore rewrite for her again
- It doesn't make any sense to have her break out of it, as she herself was never trapped in it
- the suggestion sucks
You're referring to the Supreme Calamitas sprite suggestion, right?
Considering it's just a reversion suggestion, it breaks the suggestion rules if anything
Also, I'm pretty sure the rules are to provide a reason for your suggestion. That person just went "pls do this" and left
It's single-handedly breaking like five rules lol
nutella & go
this channel's regulars in a nutshell
Pretty much
i have now given the chat new material 👍
was considering this after the big discussion in #1042197406776827914 about it
I assumed it was based on that
on kill effects definitely need to be killed
but yeah while those 2 weapons are a little boring I dont think they are too bad
Considering their only use is events or bosses with lots of minions, yeah
Or at least changed to on-hit effects with cooldowns
i think these two are like
the
only on kill effects in the game
gladiator's doesnt count bc sword shrine + accessory but
wow
yeah that's like half of its effect
also
i was wrong
burnt sienna, sparkling empress, and aquatic discharge also have on kill effects
you know
preHM weapons
where those kinds of effects BELONG 
would still be nice if they could proc on bosses, like on a cooldown or at a health percentage
I forgot that those first two existed
oh and also enhanced nano rounds but those aren't real anyway considering nano rounds actually do something now
i tried suggesting something like that once, it didn't go anywhere
Still unfortunate that the removal suggestion for those failed
frankly even if carnage and evil smasher did get that they would still be lame as fuck because gimmick true melee weapons
I'd prefer if Evil Smasher got killed, but I'd like if Carnage got reworked
it's funny, the only other weapons that ever had on kill effects either had them changed to on hit already or were removed 
ex; shivs
I think Evil Smasher is kind of iconic, in its own weird, annoying kind of way. I think turning it into a psuedo-hammerang would be fun, there isn't really a melee weapon like that in early hardmode considering light discs are now... on tier with pwnagehammer bc hallowed bars. And I guess Bananarangs and Sergant United do exist, but it wouldn't be hard to shuffle 'em a little, plus they don't work like Pwnage does, they're just ACTUAL boomerangs
y'know how someone attached a video the the murasama hit request
carnage video :)
but yeah carnage especially needs a rework
evil smasher is genuinely the most on generic tm broadsword to stay besides like
majestic guard
because it has an interesting if niche gimmick
i still think it could use some work, maybe it could swing differently, like slamming into the ground and making shockwaves kinda like what ancient crusher used to do when it gets big enough
To me it kinda looks like a whip
but if there was one it would be majestic guard and it's upgrades
then probably evil smasher and avalanche
only problem is wof already drops firecracker so like. i guess you could make it an upgrade but who knows
I was going to get to that, yes
actually? yeah
ok well it'd been 9 minutes so im just bringing it up myself
the real issue is where'd you even move it if it did become a whip
hmmm
Considering there's already two start of hardmode whips, it'd have to get moved to later if it became a whip
carnage is fine as a true melee weapon
it just
needs to spread carnage instead of being lame broadsword
the issue is that cal doesnt add any whips so far due to summoner being unbalanced for them
not where you'd move it
it would be probably be where whips are sorely needed
Ye
That's probably been my number one sore spot for this mod rn
weird considering cal summons are perfectly viable without whips lol
im sure the mythical Great Summonner Rebalance will happen eventually and we'll get our whips
Give me time.
oh yeah of course i didnt mean to sound rushed im saying that bc it's going to be
a LOT of work
cal players when devs need time to do things /j
so dont expect anything soon
And of course I cannot do things by myself, it would be nonsensical not talking it with the team.
simply do it yourself
my motto fr
(storm weaver minion my beloved)
when you putting it on the workshop fr i want to use it already
nice
I'm going to say this now, so no one is startled by it
Text wall of moderate size incoming
I just now realized something.
I've seen some amount of support for like three boss removal suggestions so far, in my 2 months of having spoke here
Storm Weaver, Hive Mind and Perforators, and Desert Scourge are the ones I'm referring to
Storm Weaver had the idea come up in the lore channel, when it was mentioned that the devs were having issues thinking of good ideas for them; Desert Scourge was discussed here a while ago; and Hive Mind and Perforators were an idea that I had thrown around at some point
I haven't suggested any of them yet, but they stand the highest chance of getting past posting
Bro we already resprited Desert Scourge and y'all want to remove it? 💀
i think weaver is in a good spot rn tbh
SMH my head.
Did Desert Scourge get a resprite?
Heart did, we didn't add it yet because it's missing the mini Desert Scourges still.
lol it was being tossed around as a half joke because it would solve AS being too similar and Clam and GSS do exist but it seemed silly anyway
also Nice
I really wasn't planning on suggesting any of them
Weaver is fantastic except it's loot
Weaver when it gives 0 melee weapons
hive and perfs would be much better if they were retiered
and 1 summonner sentry
Calamity players when the boss doesn't give progression for all classes
as in, not directly after evil1s
Also where is the summoner sentry you're referring to
Ah, I thought you were referring to direct drops.
nah I meant from killing the boss in general
Remnants of Storm Weaver basically being a miniboss, oh well.
then there's like
i personally think weaver is fine without a melee weapon
we have... WAY to many of them
CV with twisting nether having a billion uses
signus drops twisting nether
wait
cv drops dark plasma
aint twisting nether also used for quite a bit of stuff
Melee, ranged, and mage weapons
hey, would suggesting changing the "violent" line of equip reforges violate the rule on big, long changes?
It might, but I'm not too sure
Now that I've typed this, I can imagine it causing some balance issues
yea, nvm
i mean violent already causes problems but what exactly did you want to do
guys is empress of ligth smash or pass?
you aren't funny
😐
pass
Is the Dreadnautlius sugg really Calamity's job to change? Does it interact with Calamity's content at all?
It's part of my master plan which involves another suggestion that I can't suggest yet
is hardmode progression really calamity's job to change?
calamity already changes its AI
If it does then it works I guess
Maybe I should bring that up in exchange for the Boss Checklist argument
possibly
Me waiting for 1.4.4 to come out so I can remove calcium potion because horshoe BoB exists then and we already have bounding potions. Then after that passes I can request ancient bone dust gone.
man i got a document for mine lmfao
I've got a document storing my suggestion ideas and it's 5000 characters and 1000 words 
you are like a little baby
behold
Good lord
imagine making docs of suggestions and not suggesting at the spur of the moment
I mean I've started making these like two months ago and you've been here for almost 3 years
tbf some of these are just archived but i could easily pull some of these out of retirement if i cared
i haven't used this thing in a while, i usually do just do them spur of the moment these days tbh
fair
imagine having a document
i just noticed all of our pfps have blue and some shade of grey/black
blue gang
Huh, so they do
I have a mod documenting my suggestion
that was unfortunate timi
im not touching a fucking terminal when thinking about the funny block game i come here to forget im failing comp sci
correct
ah yes, the one way to make things easy
dont do the hard shit
i tried to make a hellstone drill once and then i never opened tml source again
2017 Calamity
mfw miniboss isn't a thing in vanilla
I hate drills
i mean this is a boss checklist issue lmao
drills suck to make tbh
you know we clown on broadswords a lot but when is ranger gonna get a glow up to stop being ore bows But Not and minishark 3.0s
i didnt know drills were this bad lmfao
and I thought that it was in the checklist huh
he is not
If I drop the Boss Checklist argument it becomes Calamity issue :)
why
I would rather make a storm weaver minion over a drill any day
Calamity buffs nautalis
lmfao ok maybe i should take a second look once i stop being exhausted
changes it's ai
^
it's the same mid enemy
no it's not
Like I had mentioned earlier, it's part of a plan that I can't follow up yet
nobody talks about it
Calamity changes it
so it's not the same
we were just talking about moving carnage to dread and making it rogue 
at least it has one useful drop
SEE
it literally only drops sanguine why doesnt it drop the other blood moon tools/weapons
the mod changes the AI
but nobody cares
Why is carnage and evil smasher on the same suggestion?
It just become more like "universally kill use style 1" rather than "kill uninteresting weapon"
Evil smasher is very useful as one of the first hardmode weapon you can get easily and is one of the more crucial true melee option especially in higher difficulty sue to its high knockback (higher difficulty tend to have kb resist)
Best boss bc it doesn't drop any useless weapons
because you get them from other blood moon enemies
this
Is the weapon interesting? Not really
Does it have use? Yeah
i mean there u go
also evil smasher is way more interesting than like
u answered ur own question
this is why we suggest to give it more shit and make it more noticeable so people actually care about it
If you are just wanting to kill and rework every single use style 1 weapon then you will have a LOT of weapon to just go through
no im just picking these two in particular bc
on kill
you can never guess where this was from
I did four swords in a day before gimme a few months
christ alive
class setups
genuinely if I wasn't trying to make every sword the best sword in the mod but just good enough
it wouldn't take long to at least make them not use style 1 clones
ywah like
just add more drops lma
but also making a boss drop an weapon for all classes is also zzzz
Technically Dreadnautilus has two
Blood Moon Monolith 
the real boss are nautilus + blood moon enemies..........
mmmm mongolip
So what I'm getting from this is to add the changed AI point to the suggestion and it'll be good
The changed AI made the fight easier
Oh wait sry didnt realise I had reply on
yeah lmao
So it is even more like a mini boss than an event boss
But yeah I think the main argument is: is mothron on the boss checklist as an event boss?
If it is you can make the case for it, if not probably not
actually it is a boss because it as an achievement
why does it have an achievement

lmfao
wowie
eclipse are you having a stroke
I could suggest that they get promoted too
Suddenly the argument is gone
I mean opening a dead man chest is an achievement
And of course riding a unicorn and using a rainbow gun too
doctor bones is a boss
tim
the first tree is a boss
I never strictly said that having an achievement qualifies something for being a boss
too bad, ankh shield is a boss now
It may as well be
although I do wish nautilus was a proper boss
The AI change honestly felt like a step towards doing that
I think the suggestion is just "put if on boss checklist" basically
but it does have blood moon monolith
Then thats not on us
Thats on boss checklist
That's not what the suggestion is
It's just to turn it into an event boss
But if you think it'd be too much effort, then eh.
oh so you actually want to turn it into an event boss
then ya if mothron didnt get that treatment I dont see why dreadnautilus should
because solar eclipse is even more of an "event" than blood moon
How, exactly?
I feel like this is something you'd @ red about and he'd get done
adding a dread trophy/relic
solar eclipse has more varied type of enemies, a lot more relevant drops, have most of its drops locked behind plantera (which make it "similar" to moons, it is a stretch but yes), but in calamity it also have a connection with post-DoG due to ascendant spirit essence
it is a stretch but yes, I will argue comparatively to blood moon more so
You say that, but according to a statement from the late Leinfors, they didn't really know whether to do that or not
so making dread a proper boss would make bloodmoon more of an event?
if dread is not only encounterable behind a fishing minigame when enemies are swarming at you sure
currently you kind of have to get completely out of the way to fight it, rather than mothron which just spawn naturally no matter if you want it or not
but yeah it is just comparatively, obviously solar eclipse is not quite an "event", just when compared to blood moon more so; so if mothron didnt get any special treatment dreadnautilus don't really deserve it
obviously dread have more interesting moveset due to it being a newer content but at the same time the rest of the event is much lower quality
i think that the reason why it's a normal enemy accroding to vanilla is that you're intended to fish a lot during blood moons so it spawns a lot
you could pull a duke fishron and have the dreadnautlius only spawn if you use a special bait, perhaps obtained by fishing in blood moons to keep the connection there
As far as I'm aware, there is nothing that could redeem the suggestion, so there's no point in talking about it.
You're all free to keep discussing it, I'm just letting you know.
c'mon man it'd take like 15 minutes to make
its not that they are lazy but its more that it doesnt fit in calamity
imagine if you get extra damage if you have both rage and adrenaline active (outside the two combined percentage boosts)
would be cool as hell, but probably not balanced
the game is already not balanced around adrenaline and rage so you can imagine that, yes, they will not add it because it will be not balanced
both are already extremely powerful in their own way, there is no reason to give them extra power
i mean there could be a drawback but like, what that could be is beyond me
then people will complain about the drawback, it is not worth the trouble
with both combined you are already deleting boss HP anyway, whether it is deleting it 10% slower or 10% faster but with a drawback do not matter to most player
chances are most don't want the (potential) drawback even
shame really, cool as hell in theory but would need VERY careful developing to work
Of course it is
insert The Sugg™️
what sugg™
The Sugg™
ghuh
@echo lion #1042197406776827914
yeah post it there
holy fucking shit
@unreal saffron while not directly related, it is mostly because of this rule
because they can't change the vanilla ones, they have to follow the vanilla damage type as otherwise you just upgrade your class weapon into another class for no reason
yes it is shitty but it is what it is
for empyrean knife they can easily change the name, because vampire knife (and the preHM one) is already melee to begin with
for paladin hammer it is mostly just because the dungeon one is melee (and pwnagehammer is also melee)
tldr: because their downgrade is a melee weapon their upgrade cant be a rogue weapon (except donor items which mostly dont really care about this rule but at the sametime this is not donor item suggestion)
also what do you classify as "endgame weapon" and rogue having only 2
rogue has like
Counter argument: equanimity and nights gaze. Both are rogue upgrades to melee weapons, those being the flamarang and ice boomerang for equanimity, and the daybreak for nights gaze.
Add that to your suggestion.
Also Empyrean Knives and Empyrean Armor names are just a coincidence, they have no thematic connection whatsoever
and yea that
Empyrean is a real word that means something like "godly" or "heavenly"
also it surprises me that nights gaze uses daybreak instead of shards of antumbra
then ya the 2nd question will be whether it is a necessary move
because even if equanimity and night gaze exist, they kind of are an outlier rather than the standard, so it have an additional consideration of whether moving them to rogue is necessary
yeah
still yeah, exactly what part of progression did rogue have 2 weapon only
I mean, if that is the case this suggestion have nothing to do with shadowspec tier
most is illustrous knife which turn out to be a dev item so
xd
The way it's worded in the sugg is ESPECIALLY wrong because it says the knives reference the armor, when the knives have been in the game for way longer than the armor has had that name
if it was NOT developer tier than it would've mattered
and galaxy smasher -> true tractis I guess, but both are dev weapon so you can't just suggest to change it
blame the developers not the class
Triactis' and Illustrious are both dev weapons, I don't think they'd really be fond to give the rogue variants back to them
It'd be 0 issue.
We literally already did it (or, the opposite of it, I guess)
Seeking scorcher can be devolped further and given upgrades, as i said in the post, the possessed hatchet is the spiritual successor to the paladins hammer, which is then upgraded into seeking scorcher.
depend on whether they want it to be rogue yeah
Oh 
Also not we, them
Sorry to salt the wound
h uh
It was back when I was a dev so yeah I can say "we" 
Oh yeah, that's right
Maybe a thingy like the capricorn tail to switch between damage types? Idk im just throwing this out
then this suggestion will kind of have to be a chained suggestion
because part of the reasoning is based on an upgradeline that do not exist yet
ok but FPH is literally a direct upgrade to Paladin's Hammer, not even spiritual they share a name
Just speculation
In vanilla, the PH is the upgrade
Possessed hatchet
currently the fallen paladin hammer is the melee end game upgrade line rather than hatchet, in this case your argument will work both way: make hatchet upgrades rogue and give them further upgrades
Seems bout right
Wow, Possessed Hatchet, Paladins Hammer. PH PH.
Me when the acronyms
Pre hardmode?
("same" progression isn't accurate cuz one is post Plant and the other is post Golem. Close, though)
It's a PHM

PH is probably juuuuh
Pallen Haladin's Mammer

@random talon that happened before and is explicitly turnt off because of breaking every single melee weapon and throw their balance into the dumpster
So true
oh
wait wdym
( ._.)
Yo im down. Violent just perpetuates the melee masterclass ideology, and i am sick of it
oh sry what I mean is melee speed working on all melee weapons (not just violent)
though having a reductive measure could help to mitigate the imbalance
also fallen paladin hammer, pwnagehammer and to that extent galaxy smasher is vastly different from hatchet so I think it is unfair to say "melee already get hatchet"
like how DR buffs get less effective the more of them you use
yes
Oh I completely forgot about pwnge
glove of recklessness boost rogue attack speed by 12% at the cost of -13% rogue damage or whatever
Lol
it is currently one of the most randomly broken accessory in the game
let alone ranger which traditionally have low usetime because their attack speed are not intended to be boosted
so yeah, this will break all balance
I see your point
only melee (and to certain degree rogue because of glove of recklessness) will not be broken with this change, any other class will break instantly
except mostly summoner
I accidentally hit enter. Sorry about that.
bc the speed boost usually only affects the initial summon
:trol:
Updated it to change pwnge
saw the zenith cosmic anvil for a split second, so before you type the whole thing:
violent finna give me 1 use time weapons fr fr
fr
and currently zenith works too well on DoG but is conceptually unusable on Yharon
I mean, I wasn't asking to adjust its stats. I just was saying they should alter the recipe so that it requires a Cosmic Anvil since it requires Auric Bars in Calamity.
so it cant be pre-DoG because then it have to be nerfed hard which will cause it to die immediately after DoG, and it can't be post-DoG because then you have a conceptually weak weapon against specifically Yharon that you have to massively buff it which then will butcher Scal and Exo (both of which zenith is very strong mechanically due to them staying on the screen)
so it is either: make it post-Yharon, or make it pre-Yharon but make yharon take like 5x damage from zenith which is still feeling shitty to use mechanically so at that point just make it post-Yharon
You can fight them just after Moon Lord if you so please
Still, if the document says not to fuck with the Zenith, then I won't fuck with the Zenith.
that is exactly what I am referring to yes: no stat adjustment, purely tiershift
I mean if it is crafting recipe consistency then ig it's fine
not even an ancient manipulator
lmao
ok the suggestion still havent explain what do they mean by "2 rogue endgame weapon" other than potentially specifically shadowspec tier
the trollage
then it will basically change nothing yeah
"Empyrean Knives" referencing "Empyrean armor" is such a stretch Monkey D. Luffy can't even reach it

and dude is a rubber
:trollface:
This is just nitpicky but saying Counter Argument in the suggestion makes it seem like you're countering your own suggestion
how come you get to use the trollface emoji?
do you have
skill
ahh i see
(also the violent suggestion definitely have to be marked because it will break balance beyond believe)
Minishark becomes GOD
noo it will be fine
ehhhh hmmm I think your sugg would be fine, even with that Dont's existence
because it won't actually re-tier it at all
ja
ok, I'll take it down
I mean arcane don't exactly increase max stealth don't they, or silent increasing like, true melee damage (or something)
not all reforges exactly have to work on all classes
yea
I think the issue is that melee speed exists in the first place
or lucky for summoner crit which will be extra funny
NO
DO NOT
wasn't crit on summons breaking the hell outta the game
I remembered cal doing it for exactly one (1) patch
BALANCE WILL LITERALLY DIE






