#suggestions-discussion
1 messages · Page 138 of 1
that is something that you can just change I am pretty sure
but you were right on the sulfurous team vent
you can simplify it as simple as "make it damage both enemy and player" in the suggestion
also calamity only added 7 arrows because vanilla have 17 arrows covering all major point of progression
not in the ore block instead
and even if you changed it so it does do enemies and players, there is still the randomness
calamity added 7 and among them large cover the post-ML section, the only point where there is no arrow upgrade is post-Yharon but that is intended because there is no need for better ammo than vanquisher arrow
ok compair it to traps, 7-9 vanilla and 3 for calamity
this is barely if not under half
i compare in numbers
yes, what I mean is it is pointless to compare them in numbers
it will be like comparing arrows to how many type of ores calamity added; they are just two completely unrelated thing
that's not my logic also calamity did add a fair bunch of ores
in this case it is number of arrows calamity added to traps, which is like even less related
just keep the reasoning as simple as you want them to setup decoration, dungeon map etc, there is no need to add additional reasoning that do not make sense
my logic here is that calamity added fairly little of both arrows and traps which are specific to the mod (6 for arrows, 3 for traps and you can't use the three traps consistently or effectively)
now why did calamity add a small amount of arrows? because vanilla already had a ton of different arrows!
why did calamity add a small amount of traps? because calamity did not care about traps
How are traps and arrows related to each other
Traps are environmental things
Arrows are an ammunition type
You're basically comparing a scrambled egg and a glass of wine
and does 300 damage
I love that
It's not really a trap
ig at that stage of the game you only go underground for auric ore
I 100% expected this. Neat that it even got that far, though
i'm comparing numbers of new arrows and new traps calamity add
both are fairly little, but unlike arrows the trap content is vanilla is also very small
in other words i use arrow to point out how little did traps get
LET'S GO
calamity mod adds 10 scrambled eggs but not 10 glasses of wine
i;m comparing numbers how is this incomparable?
you are basically comparing like how many evil biomes vanilla and calamity added to how many type of different bullets calamity added

That's the better version of my suggestion I had made
You're bringing up arrows for traps
It's like bringing up swords for ores
Arrows are very different from traps
There's a shitton of swords
Yet not as much ores
Why? Why not?
That's what your comparison looks like
i'm bringing up arrows because that's another thing calamity adds fairly little of
calamity adds a lot of everything else (bosses, ores, weapons of every class and so on and so on) but not a lot of arrows and not a lot of traps
and in the case of the arrows there is already a good amount of verity from vanilla unlike with traps
the consideration of adding new arrow is "hmm do we really need a new arrow at this progression, is there any other substitute, if we want to add it what kind of effect should we give to it"
traps are "hey we have this new biome rework I think it will be pretty cool to give it some environmental threats"
Traps are environmental
Arrows are an ammunition
There's enough arrows
Your point is pointless as you're comparing the incomparable, again
and that doesn't change my argument
calamity still adds a small amount of both
if you count both vanilla and calamity yes, the same can not be said for traps
there is a good amount of spears calamity adds
but most of them are being called lances
Calamity definitely needs to add more traps to justify the lack of spears and arrows
And yo-yos
also calamity adds a good amount
life steal should not be on every knife, and there are a good amount of knives
Calamity adds very few
isn't this still falls under "guns"
there's literally three
Shotguns are different from guns
knives in general? no way
Yeah rocket ammunition, Calamity doesn't add any rockets so they definitely should add more traps to justify the lack of rocket type ammunition
if you treat it that way then traps fall under "blocks"
calamity added a very large number of blocks, therefore there is no need to add more traps
Monstrous Knives, Vampire Knives, Empyrean Knives, Illustrious Knives
I just felt like I was going through a fever dream honestly
at that point i would say calamity should add more rockets and still refer to the arrows
There's not a lot of shortswords 
Because it felt this surreal
SO TRUE!
Calamity should add more traps because there are very few shortswords!
can't the leviathan teeth and jaws of oblivion also count as knives?
Look where having a lot of shortswords got us 
at this point just post your suggestion yes, and if people find your reasoning is lacking they will just exclaim it
since obviously this is not going anywhere
arrows fall under the class "ammo". calamity adds more than enough ammo so adding more arrows isnt needed
you see your logic?
LMAO
That's different, that's a rogue thing and it doesn't have lifesteal
Rogue has a lifesteal accessory, so everything is lifesteal
but they sure do act like the knives
shotgun spread of sharp objects = copy of vampire knives clearly
and a bow and a gun and a rocket launcher all function the same
u shoot one thing

they miss the defining feature of the knives - lifesteal
Every weapon is a ranged weapon that either used ammo or doesn't
So true
dude have you compared the Jaws of oblivions and the other knives weapon it's the same the only different is life steal
ahem
The attack style may be the same, but the knives are classified by lifesteal and being melee
@drowsy plank but yeah at this point probably have to step in since this is like, going nowhere basically
life steal is a defining feature of the class of weapon
which i don't think should be a difacto trait of knifes (life steal)
but it is
There are no other knives that don't lifesteal
life steal is a trait, not defacto
What do you suppose would be better? Removing the lifesteal, giving everything else lifesteal, making the knives otherwise not unique... None of it is better
there are no other knives in general, it's just one fucking line of weaponry (vampire into Empyrean into illustrious)
You've contradicted yourself here
monstrous
monstrous knives calling

oh ok ya i did contradict myself here
guess i got a bit of comment overload here
what in the god damn did i come in to
Comparing an environmental block and an ammunition time is pointless because those are different things
hey gamers i just woke up wtf happened
uhh
tldr is "because calamity added 7 arrows and only 3 traps there should be more traps"
well
It all began with adir comparing very few traps Calamity adds to very few arrows Calamity adds
Then I went on a whole rant about "there are also very few of this and this and this"
sure, i compared the sheer number of different arrows and different traps (both vanilla, calamity added and both combined) to deduce that traps really needed more traps
doesnt cal add an arrow for almost every bullet type it has
And the whole channel is suddenly a shithole
yup
is this line of logic clear to everyone?
calamity only added 7 arrows because there is no need for more arrows
Fuck, no, that's not how it works
you have viable arrows at all progression already
its clear that they are different functions and are not comparable
You should compare arrows to bullets, not traps of all things
cal added more bullets then arrows a lot more bullets then arrows
one is required to shoot a bow
likewise calamity added 3 traps because there is no need for more traps, they have 3 for 3 different custom biome already
the other is idk
what happened to doze's that one was fine
when they add traps it likely will be tied to brimstone crag, even sunken sea etc
pointlessly adding more traps is pointless
i'm NOT talking about FUNCTION!
i'm talking about the numbers of these things added
Probably deleted after adir renewed his sugg
this isnt about dozes
function determines the numbers one thing needs
theres a reason calamity adds ores post-ml
because it serve as an environmental threat rather than "I need to fulfill certain quota to have certain number of traps"
its because they're a function of progression
sad! it was much better
Facts
like we keep saying
be completely honest here, who actually uses traps instead of one bucket of lava
just keep the reasoning as simple as "I want to access these traps calamity already made but is unobtainable"
instead of going through the trouble of arguing how there is not enough traps
Anyway I still think we should wrap this
anyway im flagging this bc somehow the reasoning just keeps getting worse and tbh we're prolly gonna be able to place things like sulph vents with rubblemaker in 1.4.4 lol
Probably
yeah sulph vent feels like a rubblemaker function
This sugg is just like Onyx Excavator a few months ago
if we cant then we can suggest that when we get there
p much yeah
No wait
lab turret not so much but I heard they are adding something (0 spoiler given)
This sugg is just "add new traps lmao lol"
why suggest more traps and not suggest craftable, player usable versions of the existing traps
which is what I was saying yeah
i suggested both!
That's not fax that's a whole ass printer
the suggestion just keep getting off track on itself
And you should suggest only one
True
ok let me rephrase that then
if people actually read it to the fullest
why would you suggest both, 2 different things in 1 suggestion
its all you need
Aight yall deal with this yourself, Imma go have my 8 hours of interrupted in the middle of the night sleep
have fun

I certainly will
i think the funniest part of this suggestion is that yeah the "traps" in the abyss dont even hurt enemies so besides aesthetics there's almost no reason to be able to obtain them
I think part of the suggestion wants to make it so these craftable version of unobtainable traps will be able to damage both players and enemies, but it is getting so off track at this point I am not even sure anymore
yeah part of the reason im flagging is reasoning is so rambling i feel like it loses itself so i cant even tell why this should happen
I expect this to not go well
@wide river 👍 
one day it will actually get implemented
Ehhh I mean
I don't see an issue with it beyond being somewhat vague (also yeah this was already supposed to happen smile)
If it's got a 👍 from the devs, I see no reason to resuggest this
I suppose your suggestion already got implemented because the recipe did get reworked 
What with the Rover Drive, Tenebris, Depth Cells, and Lumenyl being removed from it
last time number of votes was surprisingly high so my as well try again
I personally think knockback immunity is incredibly overrated, and don't ever use it until it just happens to be combined with a dash. It would be nice to have it for free with like a potion or something, but I really don't think it's needed
knockback immunity is so incredibly strong for some bosses
twins, skeletron prime, moon lord are some major ones
for 90% of the bosses the fact that you just don't get "thrown off movement" can already do a lot, because it make sure you can continue to dodge the next hit
moon lord with no kb immunity is HELL
not just useful for when you will get chain hit (eg: skeletron head spin)
I normally do all the mechs with KB and have like no problems, moon lord I wouldn't know because it's already included in the dash at that point
ah yes we should add more trash to the dumpster fire
ML without kb immunity is get hit once by phantasmal eye you die
yeah but that's where's it's the biggest
When the necklace gives you immunity to being pushed back somehow
rampart already have kb immune
yes
fuck it does
why do you think it is the best tank accessory in the game 
uhh
It's a shield what do you think
make rampart earlier
because it does everything
Dear god no
rampart post-ML lets go
the only other one that can compare is draedon heart
which is like, post-exo which make it worse
heart is way stronger for spaced hits
main thing is just post-exo, power-wise draedon heart is stronger
rampart is better just because its available earlier
while rampart is better for chain hits
if rampart is post-scal and draedon heart is post-exo then draedon heart definitely stronger
but turns out rampart is post-DoG so
"let me get my iframe to dodge 1/5 of every scal bullet hell and 1/2 of yharon fire balls everytime I get hit"
I just realise my suggestion included "buff Solar Armor" but oh well it was an old suggestion, pre 1.4 even
buff solar armor :)
no
PLEASE NO
buff solar armor by removing the dash 
also please dont remove ball & chain, my fingers shake so much and i dash on accident, not the best thing to do while fighting infernum dog (4/5 of my health is gone)
dash override?
i cant be bothered to learn a keybind (because of muscle memory)
but yes
well thats a you problem
The point risen was to just set the key to something you wouldn't use if you're prone to accidentally dashing
also ball and chain and dash override do the same thing anyway
I'm confident that it's dying in voting, however, based on past results
you could always just do the visibility toggle
yeah but now i cant even dash on purpose
In previous versions of the mod, the ability to dash with certain accessories was tied to the visibility of that accessory, where the dash was enabled if visibility was on and disabled if visibility was off. The Ball and Chain replaced this system due to players complaining about their characters' desired appearance being affected.
That was the very reason that the Ball and Chain was added, to prevent visibility toggles from determining dashes
u remove dash override from controls

unless ur in mp, it pauses the game
i dont even know what a dash override is
so its even better than doing favouriting on ball and chain
then why tf r u complaining about it
thats why you have vanity slots
Dash Double Tap Override
It's a keybind added in a recent update that allows you to set dashing to a keybind instead of double tapping left or right
it disables double click dashes, and requires u to press a button to dash
so literally just ball and chain but better
really? just like, put literally anything in the vanity slot next to it
???
🤷
I was there when it was added, but still feels weird
Is my suggestion really this much of an argument causer?
yeah
I can ping a mod to remove it from voting, if you really want
idc
no, I like it
no its good
because i know it probably wont get implemented
this guy is just complaining about nothing
It's 100% not getting implemented.
Demons have annoyed me enough.
Demons are annoying in vanilla
Calamity makes them far worse
The fact that they can shoot insanely fast projectiles from off screen is just stupid
Disagree purely on opinion, Byeah this is valid.
The Voodoo Demon spawns being massively increased doesn't help either
So if you want to kill them to be safe, you have a high chance of spawning the Wall of Flesh in doing so
And the inconsistency of their shooting doesn't help either, sometimes they shoot you on sight endlessly and sometimes they just do nothing
The only part that might be a bit iffy is the Death Mode argument, as that difficulty is intended to be hard
They are just really frustrating to deal with specially when half the time you are fighting them they aren't even on screen, they are just fucking blasting you with Demon Scythes from off screen
But if the suggestion is intended to be toning them down in Death Mode, it'll be fine
Yeah that's what I'm asking
Because like, yeah, it's supposed to be difficult
But getting sniped and losing 1/5 of your HP because a motherfucker decided to attack you off screen with a projectile that has infinite speed isn't difficult
Yeah, that's just unfair
Tho I think they can't accelerate infinitely
Still enough to be basically unreactable
I can't confirm, the wiki has little information on changes to Demons
I legit just know they are coming because my minions go attack something and I get ready for some Demon Scythe to come to my ass
demon scythes will now go through walls
The Death of God's Will
If that's the case they better make them go slower
they are now EXTREMELY slow
Make them home and go through blocks like the ones WoF shoots
And make an incredibly loud sound for added effect
They just become that one Snowdrake attack from Undertale and be like "Dodge this"
Honestly if they just make so Demons can't shoot the Scythes from off screen and have an actual, consistent cooldown between each barrage then it's already perfectly fine
Because as it is currently these enemies are just 🤢
I think the shooting formula is something like
"If CanSeePlayer = Yes then fire DemonScytheProjectile"
"If CanSeePlayer = No then use Demon AI"
The problem is the CanSeePlayer variable is incredibly easy to break and half the time it just thinks it = yes
Vanilla Code Moment
🍝
Delete Demons
Delete Spiked Slimes
I hate them so much
byea there are many ways to fix them
Knowing Terraria that will somehow make so DoG teleporting crashes the game
dog teleports but doesn't disappear
reaches entity cap in 3 seconds and then it crashes
Slightly changing the lava flow speed will cause Moon Lord to never spawn
Vanilla coding!
I love Lava slime IL update
@spring valve okay; 1. this seems more like a #1042197406776827914 kind of thing, 2. Solar Flare IS broken right now, but not because of any of the things you said, but because of it's melee speed, which post-ML sets lack, 3. I don't understand how reducing the DR but giving the dash iframes fixes... literally any of the problems you're presenting
this is both misinformed in terms of the stats, and seems completely lost on how to actually fix the set at all
Oh, I didn't realize there was a difference between balance suggestions and regular suggestions, I suggested a change to Blood Pact there earlier and it seemed pretty well received.
adding to what Cognitive said, pretty sure terragon and bloodflare are currently better defensively, so it's definitely not the dmg reduction. Solar is just a more offensive option than the defensive ones, similar to how beetle mail is better offensively than most Melee armors late into Post ML
If you want me to post a video of tanking hits between solar flare and it's alternatives, solar flare far outlasts it's counterparts.
beetle mail being the best offensive set until auric/demonshade
to the point where I am literally taking nearly double the hits with solar flare than I am with other sets.
sure, i feel like something else is probably going on here
Really? What do you think could be causing that
The only thing I'm swapping out is the sets.
i dont know that's why i wanted to see it
you only have calamity on right
also the dash already provides iframes
I suppose not? I'll DM you my mod list.
It doesn't really, try using solar flare + asguards against folly, you take damage almost 100% of the time, taking solar off makes it so can easily asguards trhough folly every time
it does
im not saying it's a good amount of iframes but
within the code it does provide 12 iframes
you can check the wiki about this
it is listed to have the same amount of asguards, but has been repeatedly reported to still make you take damage
maybe you could buff them but saying you have non is weird
although this is probably a bug
so it's a bug
Oh it's a bug
yeah
huh
I just thought it was a feature of the set to make the DR value it gave worth it.
no that
would be weird
cal used to nerf the DR before vanilla did it anyway
what i can only assume is something cause the cal IL editing to break so its only giving 4 frames again
Yes but the DR value Solar Flare Armor gives ignores their logarithmic function.
instead of 12
So it just adds onto it rather than actually playing a part in that.
You can tell because it doesn't change the stat meter at all to equip it.
yeah, solar armor DR is multiplicative for some reason
But yeah like I was saying
the DR on solar flare armor is the biggest part of it, at least for me, stacking melee speed is really nice for DPS but it really doesn't end up mattering when I'm taking at best 50 damage a hit from the harder to dodge projectiles from Polterghast.
I'm dealing consistent enough DPS anyways
@small timber - Your suggestion has received an updated status!
[Buff Crystal Assassin Armor In Some Way]
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
real
oh shit uh
ok cool there aren't any other active crystal assassin suggestions rn
(Not true, solar is arguably better than godslayer even defensively, let alone offensively bc melee speed)
(32% DR, high defense, good damage and melee speed does that to a mofo)
(It's just slightly worse Auric Tesla)
I knew it was much better offensively, but I was under the impression bloodflare+ was better defensively, thanks for the correction/info
Yeah I've personally used it and the DR from the shield makes it incredibly dumb
The only downside to it's defensive nature is the solar flare dash overrides any other dash which is annoying which is why you should never use it over godslayer on Yharon to keep aegis ram byeah
RIP high ruler
SOTHR is used for the ADR which makes it really fucking stupid
To be fair, I also use Bloodflare vs Old Duke because you need the dash contact damage immunity during that too.
why are there ao many suggs recently talking about traps
idk
Spoiler: we literally reverted its nerfs
GOOD
Tbf
The nerf was
Literally completely unnecessary
When calamity also buffed other armors to be objectively better
Even without the nerf
Huh
For whatever reason I thought the suggestions voting would be adapted to what we discussed about it rather than just taking my previous message, I guess I should've edited it to include what we discussed.
Well whatever, if this one doesn't go through I'll send a modified suggestion sometime later this month.
For future reference, the process of suggestions moving from posting to voting works something like this:
First, the bot checks for any ❗ or 🗜️ reactions. If there is one, the bot doesn't move the suggestion. If there isn't, then the next step begins.
Once a suggestion reaches voting, it simply copies the text in the message, and says who it's by. It doesn't give a link to it because of how suggestions work, so people can't see the suggestion in posting after it reaches voting.
Once it's in the top 20% of suggestions, it heads to the devs. If it's not, then nothing happens, and it just sits forever in voting
Rather unfortunate that the stuff that we talked about before won't be seen by most people, but there's nothing we can do now
That's alright, again, I just make a very refined suggestion later on.
I'll wait to see whether or not this one goes through or not first.
Yea, of course. Just making sure you knew
@hollow shell Scam link
Counter Strike links seem to be plaguing Discord recently, I've seen this happen in a different server as well
They were the first type of mass scam spam I saw on this platform
Free Nitro followed
And then the (porn) server invites followed, and stayed
Fortunately a lot of people are starting to avoid them, but then there's the people that just click any and all links that they see
...for whatever reason.
Abit late but I am pretty sure Solar Armor still give 12% dr, just there and completely not mentioned in the set bonus
AND it also have a 32% adr shield that take 3 hits of damage
If you do that, you kinda get what you deserve
AND it also give 6 life regen, 2 on each individual armor pieces
AND a dash that I am very sure have short iframe on it (at the vey least at somr point)
AND the only post-ML melee armor with melee speed
AND disregarding melee speed, its offensivr stat (damage and crit) straight up is more than tarragon
30% but yes
well
30% then 20% then 10%
depending on charge
Solar Dash has no iframes except on ram, where it has 12 (same as valor)
Damage stats being better than tarragon is normal for lunar armor
every single one out damages tarragon
Wait I just remember can you check
Is it changed to 32% total, with 20% adr shield and 12% damage reduction naturally, 3 charges on the shield/dash but no matter the charges you always get 20% adr shield
I remember they rework to something like this
Tarragon at least makes up with mega stupid setbonuses
And more defensive use (but quite minor)
ok i think i should post my scal arena sugg now
unless someone else wants to add anything
before i post
(the like infernum wont be put in obv, it was just a little funni joke, a haha if you please, for shade)
Yeah post that
like infernum
not just for "aesthetic", it will have actual performance function too
currently combined with the shader if you do not have additional setup the barrier block can look invisible to the player in the midst of fight which can cause them to run out of space constantly
💥
wat would be funny is if i put in a secret code in the suggestion which spells out
"like infernum"
summonner tarragon in shambles
oh heck meant to remove ping rip
Summonner tarragon does have over double stardust defense though
doze, if possible can you check this?
yeah summoner make sense, ranger kinda (super high damage stealth vs high defense), rogue is nearly always an upgrade
Cal changed solar shield DR?
melee and mage are almost universally downgrade
bc in vanilla its
no, vanilla change
in 1.4.4 or 1.4 I forgot (probably 1.4 since it was a while ago)
originally it was that and then they decided "yo solar armor is too weak lets buff it"
ok so that is still the case, was wondering if 20% if just pure DR bonus
I remember beetle works differently?
I can't check rn
it is not exactly ADR, it reduce damage taken post-mitigation
I think beetle is 10/20/30 ADR but once again not certain
obligatory mention that it was in our plans to improve the look of the SCal arena, to at the very least make it multiple blocks thick and give it a more interesting design
iirc it was in our "plans for 1.5 that didn't make it into 1.5" future update plans, alongside Exo Armor and Demonshade helmets
rather than ADR which reduce pre-mitigation damage by % (hence making defense more effective)
soon™️
shield of the high ruler is pre-mitigation
I haven't looked into it much
I thought the term was SDR
I always am confused what ADR actually is so I didn't really use that word extensively, seems like yeah I am wrong (right) about that
ok so there is more variant to ADR / DR
ADR is anything that reduces damage taken that's not the player.endurance stat
(by a percentage)
S standing for "Separate" and it's when something reduces your damage taken by a percent that doesn't go into the DR stat
yes exactly
I know for a fact the wiki at least had "Separate" as the term
wack
I've only been playing since August
iirc bettle works by reducing post-mitigation damage, eg: 100 damage 40 defense (20 damage block), = 80 damage taken, a 50% beetle reduce it to 40
Shield of the High Ruler is reduce pre-mitigation damage, eg: 100 damage 40 defense (20 damage block), 50% high ruler, it straight up reduce 100 -> 50 damage and then subtract 20 defense = 30 damage taken
iirc at least from last time I tested it
I thought the A standed for "active", don't ask where I got that from
not sure solar, I assume same as beetle
I could try and look later

@worn pike the suggestion should be "readd", at some point that is a thing
I dunno of that's worth letsfuckinggo-ing over
considering... it's just another thing added to the Soon ™️ pile
don't this be fixed after 1.4.4
soon
because shimmer
:c
Wasn't this removed due to anticipation for 1.4.4?
Its only turtle now
no they removed it in anticipation of 1.4.4
which, 1.4.4 havent happen yet
but in general I just don't like the fact that they removed it, it don't make sense to me
yeah but the recipe is still gone
most new player will not even be aware of shimmer's existence
what version are you on?
Most recent ofc
if they play vanilla first they should
how many people do you think would go through an entire vanilla playthrough without finding shimmer
there are return player, and there are player who don't look at changelog and will easily miss it
I think it's fine
because shimmer pre-ML only exist in a specific part of world underground (at the edge of world too), and most people leave PT after ML
I don't think it really matters that much
it should be chloro into turtle
that recipe for beetle gone on the wiki
I think its fine, however i feel like it would be a good feature
Vanilla item recipes page says nothing about it, if it's still there the page is outdated
worst case scenario you mine for 20 minutes
so either wiki is wrong or you got outdated cal
Fargo's Mutant mod might do it
i think fargos has that ye
Unsure
Lemme see if its still there
yeah the recipe dont exist anymore
Or rather what its from
yeah
recipe browser should say which mod adds the recipe (unless thats something wmitf does and not just regular recipe browser)
Ah ok i appologize
its only for added recipes not changed recipes
so yeah if anything, the suggestion should be based on "readding" and explain why having shimmer fix everything is a bad idea
It says something like "Recipe added by Calamity Mod", yeah
(when many new player will not be aware of its existence)
it's not the end of the world
I think some people still don't know about 1.4.4, somehow
issue is
if they do
Reversion change suggestion
yes basically
it's not like shimmer actually locks any game breaking stuff
Honestly, vanilla should add an item like brimstone locus, while in inventory show what putting items in shimmer would give
they should just add guide support
yes but it basically removed a QOL function that many people might not be aware of
or that
it will be like if they removed hermes boots recipe and somehow make it shimmer tied
yes but again if they don't know the only consequence is a little bit of minimg
Or just make guide show how to craft an item
most people will just thought it is entirely removed
not just what it makes
Hermes boots is a completely different comparison
because that's like an important acc
hermes boots recipe sorry, not accessory
vanilla guide is just bad ngl
I guess but my point is the consequences for not knowing are not that high
it feels unnecessary
it feels unnecessary to remove the recipe when it is the go to and more intuitive way for most people
it's already removed
rather than knowing shimmer, decrafting and recrafting it, for most people "upgrade chlorophyte into beetle/shroomite/spectre" is much more intuitive
which is why I said it shouldn't be removed in the first place
fair enough
i think its fine for it to be gone
because at first glance people will be disincentivized from crafting chlorophyte armor (again)
cal isnt super friendly to people who dont at least somewhat know their way around vanilla
reversion and also inaccurate now so just gonna do that
yeah reversion is the main reason I only posted it in balance suggestion
Yeah thats what im saying, i dont think its absolutely vital but i think those two (i mean beetle kinda makes sense) its a direct sidegrade. ANd if you think about it choro armor recipe probably no longer exists due to cholro armor already being in the recipe (IIRC turtle is craftable with chloro) and even if it wasnt the other two are direct upgrades to chloro bars as ingredients
turtle isnt craftable with chloro armor in cal anymore
yes
i personally do want them back but rules be rules and this violates them atm so ¯_(ツ)_/¯
(they used the exact same amount of bar), but yeah reversion suggestion
not much can be done (unless the reversion rule is changed at some point)
i doubt it would be changed
if something (such as the evil islands) were removed im guessing the channel would be flooded with suggestions to re add them (as if it already wouldnt be)
I don't use the evil islands
what alternative is evil island now, beside the HM seed (which is another super unintuitive and hidden solution)
I am sure the alt biome chest will have to be added in, what I mean is is there any way to get opposite evil biome pre-HM?
well were the other two ever a thing?
beetle, shroomite, spectre all (had) crafting recipe with chlorophyte
all 3 are now removed
The reversion rule is hard to change, as putting it as being "after enough time has passed" would make people allowed to suggest Malice Mode readditions, and putting it as "if it was a good feature" would be heavily opinion-based
Ah, sorry. didnt know the other two had it.
personally I don't think it warrant a tooltip but yeah the suggestion itself don't have problem
hopefully it will have support when it gets ported
Hopefully
Considering there was a thing added to tell people that Malice was removed, I think its fine
I know the Malice thing is getting removed but that's because it's been a long time since then
There's still people who don't know that custom stuff isn't supported yet
So it works
hey xpc are you cool
You're on a roll today
does xpc mind pings?
it fine
oh ok

i'm exceedingly cool 
||and say yes or this will be awkward||
it better not be deez nuts joke
it is not deez nuts joke
its not
its a place for cool people
do you wanna join
I can confirm it's not a deez nuts joke
yeah I dont mind ping
UHHH
dang, all the cool kids in one place
oh wait thats the notes section not the dm section
1.4.4 port actually adds support for this
Hmmm
Sooo.... Already planned, sorta?
Should I remove my suggestion or what?
yes for inevitability reasons
Aquarian W
I would pay actual money to never have to see or hear the word homestuck ever again
homestuck
i would post the time i draw calamitas as a witch of blood if it didnt break the rules lol
whar
You have made an enemy today
cool
homestuck reference
wait that sounds awesome 
i mean it's all public on the scal daily blog lol
i don't know what that is 
prolly shouldnt self advertise so guess ill dm
seems like the trap suggestion isn't getting unexclaimed/fixed
so tomorrow i might post my own
sounds good
Didn't you already have one that he complained about you writing because you "copied his idea"?
once it leave posting they cant complain anymore
^
but yeah doze I think you can repost your trap suggestion now
since both are out of posting
your own configurable lab turret would be pretty funny to set up around your house
shoot enemies or other players 
Is it just me or is it really annoying to get rid of the turrets, ice rod and very careful block placement is the only way to get rid of them bc they do so much damage early game
ice rod isn't early game
i just walk into them lategame lmfao
me when i run in with a bone pickaxe:
if they are easy to get rid of my as well just remove them completely
like the fact that their projectile are blockable by blocks is already a gigantic nerf in the first place
and ya they kind of just stop dealing damage outside of preboss
they're hard to balance
can you still destroy turret with copper pickaxe?
yes
so yeah: dirt block + copper pickaxe
but more pickaxe power + pickaxe speed = faster destruction
so a bone pickaxe is the fastest way to destroy a turret pre boss without any skips
imo if they want to balance it make the turret use "skill shots" attack instead of a default projectile attack
like significantly increase their damage but decrease fire rate, and telegraph their attacks
and of course it should have wall piercing if that is the case
add like a beam with a charge that fires for a set duration through blocks or something but has a long cooldown
that way it is more about dodging instead of blocking it with dirts
yeah basically something like that
now all you need is a grappling hook to easily defeat them
well turns out a grappling hook is more than dirt block + copper pickaxe
true
and actually having to dodge is better than just dirt block line of sight
and requires more effort
and you also tend to have to deal with more than 1 turret at a time so it might not be as simple without mobility item like double jump
anyways ima play mario and luigi
can even give them a force field that you have to destroy with direct damage first so that they dont immediately become a joke once you close in
but yeah tldr is current turrets just kind of suck
infernum lab turrets 
not as in too annoying, but more of "they just dont really do anything"
but fr it'd be cool if they had the beam in like rev and the shield in death
what did infernum do to turrets
nothing i was making a joke
that you made them so complex they felt like an infernum feature
unironically the idea above definitely sound like something they would had done (if they liked the idea)
lab turrets doing nearly nothing is fine imo
i think making these difficulty respective changes would work p well tho
they just chilling
also true lol
they're just atmosphere idk
I mean why would draedon install a security system that is completely useless
i mean it'd stop zombies
it's not useless, that would obliterate any prehardmode enemy
yeah
and all labs exist prehardmode so
but yeah, on top of the idea above can also have "sniper turret" that focus on deterring outside invader as they start attacking as soon as you are close to the lab area rather than have to be really close/at the edge/inside
by having telegraphed wall piercing sniper shot
this becomes a lot more obvious when looking at the onyx lab tbh
post hive
aerialite for the sunken items
then yeah I think it will be fine if they are more complicated and harder to deal with
since worse case scenario they come back at post-Evil1 and likely have the gear to deal with it
oh oh wait you could put the harder turrets in the more complex labs
I think it is fine for it to be very hard (even too hard) preboss
I do like this idea
I mean the main lab
for the "side lab" then yeah, those can use less powerful turrets
I don't know how I feel about wall piercing turrets though
leave the rando ones basically untouched
At least, not piercing outside the lab
tldr is their attack are basically titanium railgun
if I want to compare it to a calamity item
which they dont have to get
i wouldnt say diving is required til post skele anyway, you can flub it with the scourge crest for a while
if you are skilled enough chances are just with a grappling hook and maybe 1 double jump you can dodge your way through it
I don't feel like the lab turrets are supposed to be a major threat at all is the thing
you dont have to destroy the turret, just do a snatch and run can work also
they're just a basic security system to keep out the fauna
i dont disagree, but i think it could be a litle interesting to see what the devs think at least if xpc does suggest it
for gameplay perspective it just means they dont really do anything
let me see how much vote last time I tried to suggest it got
they add flavor to draedon to show he's willing to obliterate anything that even attempts to touch his stuff
108, not good not bad
"obliterate" they do like 40 damage per hit with most pre hardmode armors
it also just, make more sense that a security system actually does something
ok but what they should actually do is give each lab a unique turret
they all have pulse turrets rn
Not exactly obliterating anything that isn't a green slime
They do at least 80
I mean I am not suggesting a unique turret for each lab, it was just brainstorming
but I do like the titanium railgun/telegraph attack for all turrets idea though (except side lab/small lab/abandoned lab)
also it'd be funny for hell lab to have like
gauss nuke turrets
OH
hell lab also has pre boss/earlygame use
5 hellstone bars and a hellforge
and Jetstream Sam I guess but that's a terrible argument
the point of those is not to really to say "make it impossible to get in early", but more "it takes effort and skill to get in"
I'd argue it still takes effort to get in now
which is why they are telegraphed so that if you are skilled you definitely can dodge them
consider the fact we've all played this game for hundreds of hours
alt turret types at least would be cool i agree
Problem with that is that hellstone bars still need demon pick/reaver shark
And finding a hellforge isn't even that hard
(Also 5 hellstone bars gives you 0 useful recipes)
it takes effort but the effort is dirt block + copper pickaxe and move carefully
there's 5 more in crags
that makes 10 which is useful
Ic fair
And 5 is enough for voodoo demon voodoo doll
(Doesn't the turrets require a gold/plat pick)
no every pt I did it with copper
I don't think so
unless they changed it
Oh huh
it used to require gold+
I played 3 days ago and used silver
they changed it to no req
so yeah it really is dirt block + copper pickaxe
I think that's fine because
Consider a new player who doesn't know what they're getting into
they're 100% gonna die at least once to turrets unless they don't find lab till way later
advanced turret AI should only be on death imo
which is not changed with the idea I propose above
all it does it just change turret attack into a harder to dodge version, it do not inherently make it so it require much more to get into the lab
I think that advanced AI might be too much early on for a lot of players
(other than the ability to dodge, and the gear to assist with that like grappling hook)
Death mode having better turret AI would be sick though
I don't think so, if anything it give the idea that "fuck this place is heavily guarded, there definitely is SOMETHING valuable here, I will come back to here later"
It also just feels a bit non immersive to me to be shot a laser beam through a wall for finding a structure
and as stated, if the attacks are properly telegraphed and have a proper cooldown, it also reward for player skill because you might even be able to get in without any gear
i still agree with doze that while id love new turret AI, it should definetly be difficulty locked
it would be perfect for death because that's explictly for people looking for a challenge
Yea
and if you're blind playing rev you probably dont even know that your blocks can block turrets, or maybe you just rush in, like i think adv turrets in death is perfect
if that is the agreeable solution then yeah I will proceed with that idea, time to cook
(though tbh I dont really think it will be like "too challenging", just "more challenging")
god yeah we need more death enemy AI changes fr
death turrets walk around and attack you
"why have turrets guard your place when you can just have giant death robots instead"
Dreadong
real
make the turrets be the real final boss
if you kill every turret it summons xp2147483647 - turret
(And boss changes bc half the death mode boss changes I cannot tell wtf changed)
lmao
sand skelemental sounds like it would be a fun thing to add
Almost a SIS 👽
I feel like an would be better for SIS
If you pronounce each letter
the only death change i can find is making Wall of Flesh an awful boss
I mean Yharon, SCal and DoG have Very Obvious Changes
But other than that not a lot.
doesnt cryo start in a different subphase same as yharon
Destroyer:
a skeleton combined with a sand elemental a sand skelemental
ah
meanwhile the exo mechs dont have a single change
its literally the same fight as revengance
i should make a suggestion or something to fix that
keyword should
im bad at making suggestions
lmao the death mode wiki page
i fixed it
made a little fuck up and mirrored the changes from the page itself which i then proceeded to remove
oh ok
it now mirrors their boss pages
Speaking of boss changes in death
Levi exists, so does skeletron, KS is a ton bigger, Provi has significantly shorter cool-downs between cocoon attacks, Destroyer is fucking massive
Voids energies are either more dense or just move faster, I’m not certain
Apart from cryo, yharon, SCal, and dog which were mentioned earlier I can’t think of any more obvious ones
Ah right the horror I want to forget known as death destroyer
Yeah
He has quite a large change
Death Dest is The Single Worst death mode boss in the mod bar none
voids death changes are Can always fire the ring of 12 dark energy orbs. Moves quicker as its health decreases. Summons more Dark Energies. Dark Energies become immune to knockback at 90% HP, and are more aggressive.
Right, so there’s more of them
so denser and faster
Dark energies could take kb at all????
And they move faster
apparently
So fuck me 
The only reason why Death WoF isn't on Death Dest's tier is purely down to the fact that arenas actually make him easier
I’ve never found death WoF too bad honestly
I've never seen the dark energies take kb on rev at all
Same lol
(i hate death wof)
same
you're fucking good at the game
Not one I would’ve picked as a bad one XD
I mean you're not wrong but I wasn't nearly the player I am now when I did my first md run
death wof is a pretty large jump in difficulty from rev wof iirc but maybe rev wof is undertuned
flagging that bc exos do have death changes
whar
was just trying to do some wiki magic and made it look weird
Problem with WoF in general is that outside the homing scythes if you have a platform at mouth level and lighting boots or better you will never get hit
Wait they do 
Ares: Further increased projectile velocity of all four weapons. Tesla Cannon, Plasma Cannon, and Gauss Nuke become even more predictive. Tesla Spheres connect from an even further distance. Gauss Nuke tracks the player more closely. Exo Overload Beams are telegraphed for less time.
Artemis/Apollo: Both of them have faster attacks, more predictiveness, and take less time to perform special attacks. Increased the number of lasers fired by Artemis during the Laser Shotgun Barrage attack, and it rotates the Exothermal Beam more. Apollo's rockets have greater homing speed and stronger anti-clump push.
Thanatos: Moves faster, slow down at a closer distance to the player, can have more segments open at once, takes less damage from open segments, and fires lasers with greater predictiveness. Increased the number of lasers resulting from the Gamma Disintegration Beam.
damn never mind then
So
Speed
Just too easy to just not get hit until the scythes spawn in and then nuke him with adren
also i never realized t hanos beam shot additional lasers
Same lmao
To stop people from first try nohitting him every single time
I did But I'm also the person who fought Exos with a post SCal enchantment that made the fight take 1:23:57 so I know their attacks and all their nuisances by heart
Puts a platform at eye level, chips him down a bit to stall for adren and then nuke him and not get hit
yknow... you could solve the "easy nohit" problem
itself, instead of homing scythes
The homing scythes suck
wof is just a bad boss tbh
Yeah
I think the thing that would stop WoF from being a joke with a halfway decent arena is to give the mouth a laser as well so you actually have to dodge instead of just run then pray the homing scythes don't use the most bullshit physics ever
I mean
everyone and their mother cheeses it with beenades in vanilla and modded wof is either bullshittingly hard or piss easy
Not wrong but in vanilla he is also a pretty big joke
Infernum inspiration
NO
Infernum WoF is actually interesting
WOF cheese is real
Make him shoot big lasers instead of little lasers
Infernum WoF is one of the few Infernum fights I actually enjoyed
wof when his arena sucks and therefore his fight has to suck or else it would require ungodly terraforming
that is also an issue
I HATE THE FOUR EYEBALL LASERS
I HATE THE FOUR EYEBALL LASERS
I HATE THE FOUR EYEBALL LASERS
Skill issue tbh
It was one I didn’t like as much tbh, but it was far far better than rev/death

Everything after skele until guardians is piss easy
WOF requires you to basically dig out a massive platform bridge
can you go straight up and straight back down? then you've won
people dont just bomb out half of the underworld or use obsidian instabridges?
Yeah, there’s a bit of an issue there
Or cheese him and kill him in 30 seconds
Basically everything needs a buff
i used to not do that
Some people are madmen
(I used to not and was able to do the fight normally just fine for awhile but I got tired of bullshit)
bugged golem would like your number (yes ik its a bug but its still hilarious)
having to use instabridges are lame and points to a bigger issue that people are using as a bandaid
and bombing most of hell is also what i do but that dont mean it dont suck ass to do
Okay
Everything but empress after she got reworked
Empress post rework is fine byeah everything else is piss easy
I didn’t do that
Then I nohit him once in Elysium and had no clue why I’d never done it before 
You'd think it'd be standard, but lotta us don't actually think of that immediately, and thus wonder why the fuck is WoF so fucking overtuned
True
Empress is awesome
dom is reworking wof
Really? Interesting
Oh, nice
The laser wall attack tho
it's one of the bosses he doesn't like
The laser walls attack is very fun
i hope this is paired with more hell generation reworking too 
I mean, I know that he's reworking a whole lotta bosses for that final major infernum update
Yeah which is thank god
rn at least you have crag which does a decent job
Rework Signus he needs to be less bullshit
Not when you try to nohit him 
Or do anything other than fight him like a normal person
bullshit as in easy or hard
And exo Twins. Fuck inf exo twins
Yeah
hes reworking wof qs guardians prov jared and probably more
I agree with that
Unable to tell what the fuck is going on after 20+ attempts
lmfao

He is quite inconsistent
from the teasers i'm seeing jared is actually going to be a really cool boss
He was literally the last Infernum boss to get nohit
lmfao
the super fast knives or whatever have gotten tuned down almost nonstop iirc
And he’s been made less bullshit now
the attack where the whole screen goes dark
Yeah
That’s a well timed dash in the opposite direction to dodge, but if you get the timing wrong you’re fucked
I am normally really, really good with normal cal and even in MD
In infernum,
Guardians are cancer,
Providence is fine after the crystal rain attack died,
Weaver is alright,
CV is okay but weird,
Signus I cannot understand,
Polter I'm still not sure on but the desperation attack can die
OD I didn't even try
DoG is the most boring modded boss in terraria
Yharon is fun
Exos are pure bullshit
SCal's weird arcing shotguns and Sepulture are pure bullshit
thank fuck for guardians rework
Oh, And every fight and their mother requires a fucking ram
DoG is truly the most boring modded boss no matter what version he's in 
Guardians are getting fixed, Provi is getting entirely reworked, sentinels are just kinda funky, polter desp can get fucked yeah. Who cares about OD anyway, never say that about DoG in Infernumcord
and I agree on the last 3
I hate ram required fights, especially when for base cal I use Void Sash on Exos and SCal
its the one infernum boss hyperiif wont nohit and thats saying a lot considering he nohits inf dog for fun
nobody will like dog no matter how rework dog
it's cause he's a worm
i can word sentences
Yea, it’s the only reason hyper isn’t the second to nohit all of inf
At least in base cal he doesn't have quite literally one attack that requires a ram to reasonably dodge
that's how it feels when i fight him in death but maybe im just bad
i just dont enjoy his fight at all
if you dislike normal dog you will hate infernum doh
His normal fight is etch but his infernum fight is just really annoying and inconsistent for having literally one attack
when i nohit (not following the guidelines because its just for fun) dog i relied SO MUCH on melting with the RE guns n such
oh right he has insta kill head in inf right
No
(this was pre deletion/hydra rework)
no it just has stupidly high damage
But his head does 1k base damage
you can tank
one hit
Pretty much
☝️
And if you get clipped you're dead if you get hit by the head
He has three attacks:
Spam dash
Spam dash but uses portals
A laser walk that's boring bc no alternate method to dodge
i feel like dog is that one boss that probably deserves a really good rework... but no one has a clue how to actually pull that off
sometimes you get Skill Issue'd with the portal dashes
hyperiif found a bug with those on 3 separate versions that made dog come from the opposite direction iirc
and one where he shoots out of the portal and moves at light speed straight through you iirc
hyperiif is insane at inf dog
him and optrix are both unreasonably cracked at it
why do i want to see someone who doesnt go in the internet much's reaction to this server

i can count on one hand the amount of times hyperiif has nohit inf dog provided i can grow several more fingers


