#suggestions-discussion
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if they want to implement something like this they will have to intergrate it into OD's own attack
yeah lmao
eg: OD have a telegraphed attack that you can interrupt in some way
i thought they just dealt more while dashing 
this is funny because it's either working (unnoticiable) or not working (unnoticiable
this just, do not work
true 
Either way thank me we are the reason that's even documented on the wiki
It wasn't until we pointed it out
... it speaks a lot about how obscure that change was to begin with
same with triumph potion
it was 1.5 that added that, right?
Also yeah this is exactly the kind of thing that'd work very well
So a dynamic rest phase is a cool idea, but we'd need it communicated to the player very well to not cause confusion
very well yes
because even the current "10 attack rest" is already very not noticeable to most player
they just thought OD pause attack randomly
By the time we pointed it out it had been a couple updates
To make it noticeable we'd need to make payoff immediate, so something like hitting it with its own projectile or something to instastun it
especially that OD's attack timing varied significantly, like obviously executing a vortex and a normal charge take significantly different amount of time, but both count as 1 attack
This is why we think it should be solely player activated through, again the example, this hypothetical new/current modified attack by doing x
That way the player knows they Did Something and that something left OD defenseless
the tldr is just yes it is not really something that can be suggested, because it will have to be integrated into OD's own moveset
I think that having od have an actual visable stamina bar would go such a long way, even without my current sugg, but thats a suggestion for another day
And it's not just a random occurrence
which is restricted beyond what a suggestion can suggest
An actual stamina bar would be weirdly offputing
Probably would have to make something more diegetic than a stamina bar
No examples of npc stat bars anywhere else so the player may assume it's theirs
The player would also not know what its for in any case
it would, but I'm also to stupid and sleep deprived to come up with something better
can also do something about the health bar but yeah
Maybe it attacks slower or turns to a color as it gets exhausted or something
or another idea is just have OD perform set pattern, and only rest after a specific strong attack
eg: OD's pattern is always summon shark -> charge like 3 times -> vortex -> charge 4 times -> rest etc (I dont remember OD attack pattern)
That'd also work
I LOVE SET PATTERNS
GIMME
Its lamer than the whole interaction shtick ~~but its markedly more realistic for calamity boss
ngl this was how I initially thought the resting phase worked until I looked it up for the suggestion lmao
terraria just don't have a universal mechanic to integrate something like this naturally yeah
in other game you have like parry etc, cal dont have these
at least not on non-specific accessories that is unreasonable to assume every player have it
(infernum worms but at the sametime they have much more freedom on implement just what they want, because it is basically 1 man deciding on boss design)
OD's pattern is already set, this would just be making the resting phase part of said pattern
which I think is fine, can always increase rest phase duration if it ended up being 13-14 attacks chain for example
i dont think i ever even knew it had a rest phase until this sugg
the problem with implementing stagger phases into a boss fight is that no prior bosses have staggers (i call them staggers cuz ive played hk a bit)
tbh I only knew about them cause I read the changelogs obsessively
HK staggers are different because they're triggered by damage dealt, not their own attacks
but yeah I will do the pattern based rest phase suggestion later, got work to do first
Let's go unnecessary item bloat 
You mean this one, correct?
#suggestions-posting message
Yes
We of course for no reason need another type of souls because there are souls of night for Corruption so why not make Souls of Blood for Crimson haha so funny, original and necessary
Do they mean blood souls like soul of night and stuff?
The idea was to add a Crimson variant of Souls of Night, being Souls of Blood. The counter was that it fit better in a smaller mod
Another idea that was brought up was to make it just be a visual thing, where if you got Souls of Night from a Crimson biome, it'd be red instead of purple
That definitely sounds better
wait fuck I accidentally pressed enter, sec
the tldr is the "more dynamic rest phase" one ended up coming to the conclusion of "yeah this is not happening unless they introduce a new mechanic or integrate it into OD's attack, eg: a telegraphed interruptable attack"
since it just create variance and make it even harder for the player to keep track of when OD will rest, especially with the example provided in that one
so tldr2 is that suggestion is lacking abit in reasoning and clarification on how it can be possible to be executed so I created my own that I think is easier to be implemented (and a more natural solution)
Alright yeah I see they're not asking for the same thing, they're asking for two different solutions to the same problem
which means
the suggs will compete in voting
I disagree on the natural part
yeah, though for me that more dynamic one can be abit exclamable so I just created mine
part of the complaint of the original sugg is that it feels less like a weakness and more like a mechanic you have to account for
because the dynamic one didn't really solved the problem where "you save adrenaline for rest", because OD definitely still rest just at a different timing, whether faster or slower
and of course the "degree of the charges" is extreme variance that is impossible for player to follow, and make it much easier to lose track of when OD will rest
from my own understanding it didn't really said that nvm it is quoted, but even if that is the case the suggestion didn't really proposed a solution that can solve it
(because like we said for something like that to happen it will be very hard without straight up new attacks)
I don't think every suggester has to come up with the solution to the problem
it's fine to just. leave it up to the devs on how a solution is implemented
ok at least they removed the "based on degree of the charges" part
the problem is where the suggestion didn't give anything that can be use to solve the problem at all
it will be like "solve world hunger: world hunger bad people starving solve please", and then just there and ask people to think of something
especially that I think the dynamic one require much more effort than the one I suggested, mine pretty much is just move when the rest phase happen (and potentially maybe how long the rest phase duration is depend on the attack pattern length); more dynamic one pretty much requires new attack or redesign of old attacks
that's a pretty heavy exaggeration tbfh
terraria just do not really have a "universal" mechanic to do something like that, other game like deadcell have parry etc but terraria don't really have 1
closest we get is ram or dash but it will be infernum OD all over again, or true melee strike to interrupt a special charge but then it have a hard weapon requirement (and of course "true melee size" is a meme right now)
it will be like "solve world hunger: world hunger bad people starving solve please", and then just there and ask people to think of something
I feel like this. kinda underestimates the dev's abilities to come up with solutions tbfh
especially with the port happening, giving plenty of time to kinda just think over stuff
it also doesn't help that I'm somewhat opposed to straight up rewritten suggs
@hollow shell thoughts on this (and the following conversation)
if you want I can always save it and post it at a later date
but yeah I genuinely think the dynamic one is just lacking in reasoning and execution on how it can be done (which is the main reason why I posted mine)
because in addition to just the execution you also have to communicate to the player on the rest phase existing and/or doing something makes OD tires quicker without searching up the wiki
otherwise for them it is still "OD just randomly stop attacking"
Focus more on the problem that must be solved, rather than ideas for how exactly to solve that problem. The majority of a suggestion's content should be the reason why the suggestion should be implemented.
direct quote from the don'ts doc (though directed under the SIS don't)
you can complain about the lack of reason, but solutions have never been a requirement
it's just something a lot of older suggestors tend to generate naturally
solution is not a requirement, but the suggestion don't even present a probable example of how it can be done, especially that as of currently there is completely no precedent of "bosses react to the player" (I mean for calamity)
The go-to solution for me for situations like this is always
Hold onto your own suggestion and wait a few days before posting it
So that both suggestions can stand on their own and not sap stars from each other
Crit's suggestion isn't the best but it's valid, and proposes a different solution, that being more player interactivity
If you have criticisms for their sugg then, you should ask em to edit it with those in mind
Is this conversation you defending why your suggestion is better so only it should go through and not Crit's?
yeah I will just do this if it is this conflicting
no, to me I thought Crit's one would had been exclaimed which is why I made mine
ok
but yeah since it is valid I will just save it for a later date, no point in competing it against my own suggestion anyway
@cold cosmos #1042197406776827914
๐
Should i just delete it and move it there then
you should probably delete the suggestion, as that channel isn't really meant for balance things
yah lol
not blood esc but Wright kinda works if viewed in the way how flesh regenerates and rebuilds on a cell by cell level
One that constructs or repairs something. Often used in combination.
that can be viewed aswell to how amalgamated the crimson monsters are.
idk why we're even still talking about this souls of night aren't a corruption thing and also this entire thing is pointless so it's like double never happening
๐คทโโ๏ธ
Bloody edge was removed because it was just a red night's edge
adding a red version of souls of night would be even more pointless
and yeah souls of "night" is referring to "evil", not "corruption"
probably just my mind set and how i interpret things
Meh
currently they are just eye balls
Bros have the other placeable thing
And also it's to the point where if they both dropped 2 things (4 things) it'd be cluttered
I don't remember "side boss" of the main boss having relics, at most just trophy (eg: scal brothers)
Yeah, Levi and anahita, as well as the twins and exos all only have one relic for the sum of them
That's like giving cosmic gaurd a trophy in a way
and they have separated trophies but 1 relic
Also fix the grammar
since when did leviathan give abyss lore, they are not even abyss side
but yeah tldr:
not a single boss drop relics for their minion, but they do drop relics
however calclone's brothers already have trophies
They have a connection to the Abyss
they do??????
Tldr, ||the Abyss was Anahita's former home||
||She was evicted from there by Silva's burgeoning remains and Azafure's increasing pollution||
well if it has a trophy its a boss in my view
And...?
so having the abyss lore being dropped from a boss whose fight does nothing to the abyss itself is kinda silly
So now Clam is a boss?
Also, keep in mind, Abyss wil be reworked at some point :p
Wait doesn't it have no trophy?
you couldve told me that earlier
Well, lore connection
gameplay connection + lore connection >>>>
Okay it does
Can't give them a gameplay connection to the Abyss I think
Because well, they're not there anymore, they were cast out
There is Strange Orb as a minor nod to this, though
just put their abyss lore in their lore
or in the strange orb
then the actual abyss lore to something more connected to the abyss
The Abyss isn't really remarkable other than what's stated in the current lore item
Which is intimately connected to Anahita :p
And the lore item is quite long, so putting it in either of those isn't ideal
shrink the description or smth
or hold shift to show contents
like you already have an item that directly connects the siren to the abyss
*ordinary item*
hold shift to show contents
*wall of text appears*
xd
"wall of text has awoken" XP
Ah yes, cut some pretty nice information that we can't put anywhere else for now :p
There's also the fact that it's Yharim's perspective on it
breh
As I love to say
Actually as Phupper said
Have to fix all Calamity problems instantly
literally the thank you item. press
screen turns into item text
That's not lore at all :p
And how do you suggest we reduce the Thank You list
(We can't)
Kill the Devs
So true
Fun fact most calamity players don't know!
the 22 incident was not a departure, it was a massacre. There were too many names on the painting
the names r still on the painting tho....,..,.
I know, I was making a joke
i know i was also messing around
the real solution is to simply erase them from existence 
no they arent
you're crazy tbh

Re.
becca
Its still true it was a massacre, they were intentionally killed
good suggestion
W sugg
Rare adding jungle materials W
For some reason I thought of Terror whatever they are called
Two thoughts brushed my head:
"Don't they have Chloro bars in the recipe?" But then I understood they were removed
And "If anything, they should be removed, they're literally useless"
But then I read the suggestion 3 more times
True
with guaranteed rotation for loot
i mean im pre-DoG and i still havent found my vernal 
JUST FIND IT LOL
unless they wanna add an item to track location
but yeah
Sounds like a pill tissue to me

lmao
with how many new locations they added right now they can totally do that
the large hive can fit too since those tend to be connected to jungle
and that one I think you have very high chance to find unless you never run to the end of the world
which is what I mean by it should be spawned with chests
But it spawns with it
or rather have the chest guaranteed, and increase in amount is what I am saying
It's just that they either have to fix the chance or guarantee it to be 100% if it's not already
@half imp try to address the disable reforge rng config being able to be disabled
I coded an external program to read my screen data and use that to reforge my weapons automatically
I was so done with it
damn
damn what
that's sick
yall a special kind of petty ๐
it was when I was testing vanilla weapons
The idea was there
The execution was not
Heros has a select reforge feature u didn't have to be that petty
*we a special kind of lazy
but does heros have paint tool
checkmate
you can have heroes and cheat sheet at the same time
shhh
Just have every cheat mod enabled 
so wing slot?
yea
ok good to know
At this point I no longer consider that a cheat mod
Just me, though. A lot of other people probably consider it to be cheaty
wing slot is toeing the line of being a full cheat mod imo
Theres an easy way to define cheat mod "does SGA disable it"
TRUE
ture...,,.,..,,......,
Still holding up hope that destroyer gets laser telegraphs, because this still happens
Is that... a Death Mode no-hit?
Master, Death, FTW
Master and FTW don't affect his attack AI
FTW only makes him even bigger
Death Destroyer is just a disaster of a fight
Usually I would say that Calamity shouldn't balance around any of those things, but if Death Mode is the only actual problem here, then I guess it would be fine?
the problem isn't even just death
it's destroyer in general
death just makes it worse
erm actually its the probes
Destroyer is notorious for being nearly RNG for nohitting
because his lasers have no telegraph at all before or even right when they fire
A telegraph might make the screen cluttered, but adding something that's a bit more fair than the Destroyer being the epitome of the Buzz LIghtyear meme would be fine, methinks
I mean
thanatos does telegraphs fine
and he spams lasers like no tommorow
literally just doing that same telegraph would likely work fine
we always tell everyone gameplay > lore
this would improve both gameplay and lore :)
literally the ONLY thing differentiating them would be thanatos has 1 extra attack
maybe thanatos needs new attacks then?
lets just ignore destroyers probes
sure
yea but good luck getting that approved
true but also just conveniently ignore how shitty they are
it's still an aspect of the fight to keep track of
my point still stands
this would not help the comparisons between the bosses
so yea, thanatos needs new stuff
so it isnt just "destroyer but with telegraphs instead of probes"
i was mocking you
and i was mocking you
what
they used somewhat the same wording
you just made a statement about the probes
which could kind of count as mocking
eh
i dont mind the probes at all tbh, they make the fight more interesting
are you telling ME how i meant it. 
it's not like adding telegraphs actually makes him more like Thanatos really
The attacks aren't necessarily changing
you literally just said a statement
thanatos is still very distinct in like
conveying information through text alone makes it easy to misread what someone's saying
if you're mocking someone, do it more blatantly so they know you're mocking them ๐๐
- segment need to open
- no probes
- literally only 1/3rd of it's boss fight
how much are you going to keep talking about semantics
segments needing to be open is negligable in my experience. as long as you shoot your weapon youll do damage
let me just use uni splitter when hes closed then

no
aight
Segments needing to open is very much not negligible
especially for summoner
the whole "reply ping" has only been an issue when they changed replies it seems
somehow
since replies where always here
if you count chipping his health away as "doing damage" then yeab sure
it drastically decreased the effectiveness of weapons that don't pierce
unless you specifically aim for open
some weapons don't work and some shred him
eh, i havent played in a long time, youre probably right
vent system is kinda bad
if you have a weapon with high or infinite pierce then it doesn't matter that much
the crystal of yharim

Vent system isn't great but after Thanatos got some speed back it's less bad
ares and arte/apol are both very different from sprime and twins, than needs more unique attacks imo
Also even stuff like Ataraxia which doesn't pierce does fine, the speed buff in 2.0.2 helped A LOT with non-piercing weapons
doesn't ataraxia shards have piercing
thanatos needs a segment that you can always damage
tbh Thanatos is mostly fine
do boss suggestions ever even get approved
except he melts too easily to pierce
The tail/head 
Maybe but you aren't hitting more than one vent every bc they are 2-3 segments apart + how you need to aim it
See
That was already rejected
considering fabsol doesnt even tend to listen to devs when it comes to boss attacks, let alone random calmain members
if only
Actually yes bc I'm the reason that Thanatos got the speed buff Lol
I mean good because chasing down a fast worm boss sucks
damn, ok
I was complaining about Thana when fab was in #calamity-update-talk and they looked at the speed of Thana and realized yeah that's too slow
ic
they're so incredibly free now
you should complain about the state of the world. 
WHY DID THEY NERF TWINS
lets see what he does
twins were honestly the best designed one before imo
Exo Twins was more than fine
Twins and Ares was fine
Thanatos before 2.0.1 was horrid and then got overnerfed and now is fine
exo mechs are bosses
Ares is fine now
But twins is completely free
Like
They shoot way slower and no double special attacks is just etch
i mean hey at least its not an infernum situation
The dash being solo is
they removed the synergy attacks?
how do you even get hit by that if you have even an ounce of awareness
Isnโt the point of twins is they work together ๐
and Ohio pretty free now too
O.H.I.O. and E-Dash always happen at different points now
bc there's no reason not to stay right near the rotation point
probes is just another problem alongside destroyer himself
the point of exo mechs was that they worked together
Oh yeah Ohio became way slower for some reason
that change pretty much ruined my muscle memory on the fight
but uhhhhg xd
They turned
The most fun and interesting part of the fight
Into Signus
Aka: A joke of a fight
ohio from what i remember was hell to dodge
so true
Ohio wasn't that bad but I agree it was fine to nerf it's speed like they did
the issue is moving dash as well
though it may have been changed since very end of 1.5
Nah it wasn't hell you just had to get used to the RoD timing or stay close and circle. Or just had enough vertical and horizontal mobility to somehow fly out of range
A&A were pretty much fine before and they got dragged through the mud again + their specials are now desynced which makes preparing for them even harder
on its own ohio is fine ye
Not Interesting
the specials rn are so easy
Yeah
but with dashes happening too it became EXTREMELY bullshit imo
somehow easier than Thanos beam
I actually went back to release exos to see how bad A&A were and, sure they were bad, but even then it wasn't immensely bad
Twins are easier than Thanatos and that's WITH using something like item frame galaxia to annihilate Thanatos
nah
galaxia makes Thanatos such a joke
they're harder than galaxia thanatos
but easier than dragon rage thanatos
No the problem with release Exos was the fact Ares was a little overtuned and Thanatos lasers were HORRID and waytoofuckingfast
& no telegraphs
Oh that sucks I was going to fight exo mechs for the first time in the next few days
"ares was a little overtuned" me when the area denial attack HAS NO TELEGRAPH and none of the others did either
also atm, Artemis' prediction Ai is a bit too drunk
and that still hasn't been fixed
i got hit by the area denial once (not gauss nuke the bigass laser that isnt blender) and it did half of my fucking hp
Best way I see A&A is that they were imposed changes that didn't fix anything and what actually needed fixing was promptly ignored
A&A didn't need fixing or nerfing
Like
Maybe have the predictive dashes less annoying and have the special attacks always sync
But those were kinda nitpicky
the predictive dashes were fine
if A&A were to of gotten nerfs, it would of been when Thanatos was present with them
that's when things get problematic
wait no I messed up
twins specials on their own are really easy to dodge but when you string em together they became pain incarnate, at least for me
yeah that part is fine
just, use RoD/NR
Not really
Having both of them at the same time just makes you think
Also it can be easier if you just let yourself get hit by one of the small E-Dash projectiles then iframe through O.H.I.O. that way thanks to rampart which I find hilarious
unfortunately you can't not use RoD forever
I rarely use RoD
no attack should require RoD imo
bitch ive been doing this for almost a year i absolutely can avoid teleports
I use RoD if I have too, not something I rely on
I generally do every fight without RoD, I just have it in slot 2 as a backup
due to the desync, now I struggle to know when one will do their special
if an attack requires rod then you know that attack is bad
if an attack sequence requires rod you know that sequence is bad
fargo also damages you when u use rod during a boss fight
Hence I don't even use it most of the time
Forced damage is lame
If it's an undodgable attack under all circumstances, then maybe it's fine. But if the RoD is required to not take damage, then that attack needs to be changed
I think the only times I really use RoD are moonlord's death Ray mainly but thats more to help with DPS uptime by not fuckign up my positioning and less something I have to do bc I can Fishron Wings around it just fine usually
Does this seem okay?
More Unique Attacks for Thanatos
Of the exo-mechs, Ares, Apollo, and Artemis are very distinct from their standard-mech counterparts. Thanatos is not. Where the others are almost entirely different, Than is just destroyer with telegraphs instead of probes, and somewhat different movement. Only when in the final phase does it get an attack entirely different from its base, whereas the other's attacks hardly resemble the original mechs at all. Giving Thanatos an identity of its own would make it a much more interesting part of the exo-mech battle.
if you have multiple separate attacks that are all fine to dodge without rod on their own the individual attacks are fine
if the attacks when strung together need rod to dodge then you either need to change the order of the attacks or give better transitions between the attacks
yeah looks fine
nice
ok what was I talking about earlier...oh right, Destroyer and a need for telegraphs
Might be fine, although I'm not sure entirely
It won't get exclaimed, to the best of my knowledge
mmm. yes make the fight ugly as crap. good idea
destroyer doesnt necessarily need telegraphs it just needs to have less laser spam
would you rather keep destroyer as an unfair spamfest instead?
Or the lasers should be slower
a hundred lines on the screen will not help me dodge the spamfest to come
and thanatos isnt
Yes. And it's only unfair if you're a nohitter
If a boss has the ability to cheaply hit you regardless, then it's bad
nohitting or not
The difference is, Destroyer does it during all of the fight, Thanatos only does it sometimes
a lot of vanilla bosses can get cheap hits under certain circumstances
on thanatos the telegraphs work fine because you have the movement capabilities to not get stuck inside of thana
that too
rarely. Destroyer does it very often
And its hits do like 20 damage
Either we have a lot of lasers that are hard to dodge or we have a lot of lasers that clog your screen that make the lasers hard to dodge
still cheap hits
lmao wat
probes lasers are very strong for no reason yknow
I'm exaggerating of course, but not by much
oh yeah, probes
just kill the probes then smh my head
also probes are way easier to dodge than body
why in god's name do they fire a string of 3 lasers
probes when 100 dmg per laser
destroyer? unless its your last mech you dont have a reliable ram to get out of the destroyers inevitable loops
What? Have you see what happens when they start piling up?
don't let them pile up
Just kill them lol
it isn't hard
tries to hit probes
spawns more probes instead
those buggers are hard to hit
aim issue tbh
ye
telegraphs with the destroyer would be very bad for visibility just because destroyer is almost always around you
they also accelerate and decelerate nearly at random
Probes get knocked back easily and you have a lack of weapons that can home
yes
it's not that "easy" lol
"Just kill them" That seems like saying "Just dodge"
The probes are annoying when piled up, but trying to kill them can often lead to getting more probes to spawn
i literally just said that lol
exactly
making sure they don't pile up is an important part of the fight though
yeah
Oh, whoops
Didn't see that, sorry
have you seen what it looks like when thanatos uses laser barrage while its coiled around you? its an absolute mess of lines that doesnt help you dodge
thats fine, you were writing mid sentence
Precision is important, and that's a good thing
and ur expecting everyone to have perfect accuracy

just one problem, what types of weaps do you need to deal with destroyer? AoE and Pierce weaps, weapons that often spawn more probes by accident
No?
then have a weapon to effectively deal with probes if you need to
Use 1 weapon for probes, one for body. Simple
destroyer would have the downside of this situation being almost all of the telegraphs because you cant get out of the destroyers coils reliably until post 2 mechs and cryo
name one then
Being able to test the bosses and give feedback would be cool
Marrow
also stop acting like you know that this boss is a literal joke
destroyer is a bad fight and making it more like thanatos would be nothing but beneficial just like making brain of cthulhu more like ceaseless void
it's not, but it's not as hard as you claim it is
Summoner destroyer fight 
Have you done death destroyer?
giving telegraphs to it wouldnt necessarily be the best way to go about it
i like destroyer ๐
i dont see why not, fargos does it and it looks fine
it would mostly be a ton of lines that dont help you dodge because you cant get out of the destroyers loops
Not everything needs to be 100% avoidable in every circumstance. Trying to do so will only hinder the bosses
obviously reworking the fight would be great but this is nothing but beneficial
fargo changes how the lasers work though, so it doesn't spam
Telegraphs might start cluttering the screen, considering the player will be closer to Destroyer than they will be to Thanatos
this is true, but telegraphs are a start
mmm i love being surrounded by a giant body, and being shot at by tiny, highly maneuvarable, knockbackable probes that shoot lasers on mass that all do 100 damage or more
Just make the lasers slower if you're that concerned about nohitters
the suggestion I had was to give telegraphs but remove the projectile acceleration so the telegraphs are more accurate
this is destroyer
dont act like its not
I play fargos and this is true I didnโt feel like I was being bullied
well you still are being bullied, but in a less spammy way
"might start cluttering the screen"
No grav potion moment
you say this like dest isnt already screen clutter
and now we are expecting the normal player to carry grav pots to a boss fight
at least with graphs you might be able to dodge his attacks
It'd be infinitely worse with telegraphs
Is adding more screen clutter the solution to screen clutter
take a look at what thanatos' telegraphs look like when you're inside of the loops, its a mess that doesnt help you dodge
at least there you have a reliable way to get out of the loops
triple the amount of probes, it'd be funny
this isnt about you, the experienced nohitter
this is about the normal person playing through the game
Why wouldn't they? You can buy them from the wizard lol, they're super easy to get
For certain fights, at least
because they wouldnt know they would need them

or know if its even good to use them during said fight
Yeah Iโd get occasionally get encircled and forced to get hit but it didnโt feel agonizing like having to deal with a barrage of lasers and probes
Grav potion turns destroyer from meh to cool
idk why yall talk abour loops n staying close to dest, half of my fights with him are about staying as far away as possible from the thing because being close spellls death
well the encircling is specifically intended to happen, it's part of eternity mode ai
it's dodgable
True.
Iโm melee ๐
getting looped means ur doing something wrong and might as well be dead
sounds like a you problem tbh
Fr
yeah me too you still dont wait by his head or in his coils or something lmao
destroyer has no ram unless the player does destroyer as their last mech
and theres good reason to not do it last because some of the weapons it grants (like megashark) are useful for the other mechs
you position so the head is far away and hit the body or tail
I've beaten Rev destroyer with Night's Edge, it's not super hard, just stay away until you have adrenaline and use grav potions to get a good angle on him
Yeah I donโt get annoyed at the encircling because usually itโs me getting overconfident when he pops up from the ground
the surround attack is telegraphed though
speaking of his head. The laser spread attack he does, it pretty much makes passing his head even more annoying
indeed
If his head is near you you're already doomed
the issue is both how much destroyer spams lasers compared to thanatos and the fact that you dont have a reliable way to get out of loops if you ever get into them until you've already done the other mechs
no?
I didnโt know that
Passing his head is a strat to go to the other side of him so you have more room
*near enough for a laser burst to be dangerous
when the rings appear, purple = surround time, yellow = many bullets time
that's the thing, he does it whenever
if you're close, far away
it's random
If you're far away, or even decently close to the head, no big deal. If you're really close, what are you doing?
What are we even talking about anymore?
This started with talking about Destroyer, and now here we are still talking about Destroyer, but there's like three conversations happening
ok I'm never that close to his head
if there was a way to make destroyer more fair i would take it, but unfortunately telegraphs are not that way
but he still does it from a decent distance
That's usually how this chat goes
That does make sense yeah
Iโm dumb
From a decent distance you can dodge it
destroyer, then thanatos, then back to destroyer again
sure, if I knew when it would happen
I feel like in order to get anywhere with this convo, we'd have to get a diagram or something of how close one is to the head. "decent distance" and "really close" don't seem to be cutting it
ill be honest i know people are saying adding telegraphs would just add more noise to the fight but frankly id consider it helpful noise because at least you'd know the lasers are actually coming
Audio telegraphs are cool, it's the colored lines I don't want in the fight
DOG is meh
i dont like DoG at all
He kinda sucks too tbh
Worm, but 2! And they still spam lasers
yeah but they're much slower and easier to see
worm bosses fire anything but lasers challenge
plus no probes to exasterbate the issue
finally
deus mines r cool
Thanatos is probably my favourite as he is literally Destroyer if he was actually GOOD
Desert and Aquatic Scourge moment
adds a good dynamic to the fight, keeps you on your toes
yes
DS is suprisingly good too tbh
true
If they removed the red lines he'd be S
Except for when they spray lasers from a totally random direction to snipe you
are you fucking high or something?
No, they're ugly, break immersion, and are unnecessary considering the lasers fire one after the other
Than is decent honestly
But his base is destroyer and he stayed far too close to that to be good
Thanatos. You do realise that only happens outside his final phase
in his final phase he goes literally apeshit with the lasers
damn you really are a destroyer supporter for no reason
if there was no telegraph, he would be at the bottom of the bin in terms of enjoyability
Just cause there are a lot doesn't mean it's bad boss design

Ok mr 7000 hour nohitter
maybe laser spam is just a bad idea for an attack in general

crazy how projectile spam is bad
truly
...ok, dude. I've only been nohitting for a mere fraction of the hours I have on terraria. stop assuming I no-life nohitting
This guy seriously doesn't know what exaggerating for effect is
i feel like that is the opposite of a burn considering it give credibility to Meister's point anyway
which dev do i ping to ask how to utterly delete thanatos telegraphs to prove how telegraphs are important as fuck
Especially incredibly random untelegraphed and hard to predict projectile spam
im more inclined to trust someone with more experience
(Destroyer)
idk ask doze 
if you give any boss a huge amount of projectiles with a short cooldown it inevitably becomes bad
the real dev
so true
[instert the yuh message that said he found someone who thought doze was a rogue dev]
Unless itโs consistent and not every single one of the projectiles is aimed directly at you
imagine sprime but it shoots 20 rockets and 20 lasers per attack
doesnt seem very fun now does it
it is the reverse, doze is puppeting us all from behind the scenes 
Clearly we are all alts of Doze
@bright crag how shit would thanatos become if we deleted thanatos telegraphs? also how can i do it
Doze: Ultimate Anarchist
I was asked if I was dozes alt a while back 
The point is, this is the opinion of a nitpicking elite who doesn't accept the damage to avoidability ratio because every hit kills
Funny
i do not agree with you at all
theyre 100 damage lasers
i just think you have bad takes mewk tbh
that ARE SPAMMED
ok now you're just being an ass
lmao

The damage to avoidability ratio on those lasers is dogshit
My opinion is as valid as yours, no more, no less. I am simply explaining it.
If someone is really good at the game, we should consider their opinion on if an attack is too difficult. Nothing more, nothing less
is an opinion valid if it tries to pass itself as fact and is factually incorrect?
i know a few people have said teles would be bad but more people have said they'd be good than bad from what ive seen, and considering my own experiences with the fight id be inclined to agree
obviously id rather just. idk fucking kill probes if you aren't gonna gives us a warning about those laser so we can focus on one thing at a time
Also, if a boss is absolutely awful to nohit because itโs unpredictable and shoots from offscreen, thatโs still an issue with the boss
dest unironically feels like a dps check sometimes
One of the easier ones considering like half of the on-tier stuff melts them
Than would definitely be much more painful without telegraphs
Particularly berserk
hey @drowsy plank , I actually made a video on 1.5.1 Destroyer with a joke song playing as its theme instead, wanna see it in dms?
yall remember how class setups on fandom was all changed to murasama once? lets do that for pre mechs with avalanche

true but id rather it be a real fight
sure lol
Fair point
the fact dest spams both probes AND lasers makes him so so so bad
that are also 100+ dmg
Nohitting, forcing it to be a real fight, also makes it one of the least enjoyable fights in the game
Itโs only fun when you melt him 
we have projectile spam with AS, and pretty minion intense fights with DS, and both of them are fine alone, but forcing both together just makes it cancer
"minion intense"
2 seekers
much like what fargos does making the probes projectile fodder to stop you from hitting the boss is already detrimental enough, but like. probes do EVERYTHING
literally 2 minions that get as melted as easily as ds himself
AQ and Astrum Deus are minefield simulators
the desert nuisances are unlike probes since probs are single target
with seperate ai
and also have kb
there's the little guys too, the point im making is that they're pretty significant for the tier you fight them tbh, and they arent nearly as bad
And theyโre actually possible to hit 
I don't think DS has ever been a problem...unless you're fighting them on bossrush, because there's a weird bug with FTW and the fact it spams so many projectiles it reduces my frames to about 1fps
The number of sand blasts shot at the peak of its lunge is increased to 24 / 32 Expert Mode / 36 Revengeance Mode / 40 Death Mode.
lo
I think BR also increases it even further due to the more aggressive AI
yes more speed and accel
fun fact br ds has the most hp out of any br boss aside from exos (at least according to the wiki)
That's really funny what the heck
yeah its kinda dumb
Stip's playing Fortnite, just wait a bit
adding Master & FTW to the mix and you have a boss with a comical amount of HP
like
32Mil I think?
Idk, I'm not a coder
And it'd probably be very shitty
I don't think it takes much to realise how bad of an idea it would be
ok ill just ask doze or smthn
i mean
I mean that's exactly why we're having this discussion
thats wat we have been talking about
im convinced mewk hasnt fought dest recently because otherwise theyd know how awful it is
ummm ummmmm xd
ever
i still remember how shit dest is
and last ive played cal was a WHILE
Destroyer is awful
so doze didnt know how to
so true
@glass arch one idea that sprung to mind was putting on a cap on how many probes can be alive at a time
such as around 5-10 probes
if the max is reached. None will come out of destroyer until there are less than the max
Probes would have to be more aggressive to compensate
I rarely get hit by destroyer probes
you mean the probes themselves or their lasers?
if it's the former, that's because they deal no contact dmg on Rev+
Both
ill see if i can add that
@remote pasture okay so this is cool but also you should just tell the dev to message the cal devs himself
also that is not how to format a suggestion at all
nor the place to post something like that really?
Ok I deleted the comment so there is no issues
average suggestions posting moment
i was sort of hoping
that
you would tell the guy to come here himself but uh
that's
fine too i guess
A suggestion to make Calamity compatible with Advanced World Gen
Nothing else
Oh
@sharp iris how far are you away from it? because the "only" way to beat it definitely do not involve too much outmaneuver/running very very far away
at least from all the fights I done I havent have slime god to despawn yet, in fact it is kind of hard to out run it to the point of it despawning because it keep teleporting in front of you
you have to run so far away with like sandstorm jump to even be close to despawn it, or literally like 3-4 screens away'
Only time I have it despawn is Infernum, but thatโs their issue lol
You can just
Stay closer to the boss
my setup is of course not minmaxing speed
but I literally am unable to despawn it through purely just running away, you have to setup arena to repeatedly sandstorm jump it to even despawn it
at that point slime god will be barely on screen 90% of the fight
maybe repeatedly hooking to recharge it and going up quite a bit too?
that's my guess anyway
at which point you are deliberately doing it to the point of trying to cheese it yeah
and despawning to certain degree is an anti-cheese mechanic aimed exactly at stopping this
^
as long as it is not despawning at an unreasonably easy way (eg: you are just 1 screen apart instantly despawn) I think it is completely fine
(except Plantera which is exactly this)
screw plantera despawn
plantera despawn literally 1 screen away
I still saw the tentacle at the edge of screen and it despawn instantly
it's so dumb lol
which ironically Plantera already speed up if you are too far away (gain acceleration if moving in 1 direction) so it don't even make sense that it despawn this fast
i can be trying to get it away from the bottom of my arena and it'll just suddenly despawn
@hollow shell oh right forgot about this, I think the "Slime God despawn" suggestion might be exclaimable?
since from first look I am literally unable to despawn it while purely running away from it with on tier gear
they have to move at exceedingly fast rate to even despawn it, and at that point they are just trying to cheese the boss (which is the point of the range despawning: to prevent the player from just outrunning 24/7)
and also that their reasoning is "the only way to fight Slime God is by outmaneuvering it" which is entirely not true, you can fight it perfectly fine without just offscreening it 90% of the fight (and it definitely don't despawn if you off screen it slightly or even by a lot)
Yeah I'll exclam it until they return to explain their setup
Also @sharp iris are you in multiplayer, and are you playing Infernum?
In multiplayer, happened in single player too before
No that just happens for some reason
Infernum and rev+
Idk about expert below
It despawns vertically iirc
only answered 1 of the 3 questions ๐
Ok I guess someone test with as much vertical speed/acceleration as possible, then?
But uhh yeah mp
MP causes despawns a lot more often cuz of retargeting
They're quite easy to despawn by moving vertically
i just BoB'd away from them up and to the left
could not despawn them by moving straight up
i could by fallgodding
jesus
it's not even easy to despawn them by moving diagonally by BoB
literally the only way i can consistently do this is by fallgodding
yeah, these despawns are a multiplayer thing
(this also answers the question about trying to cheese, as the only way in singleplayer appears to be fallgodding)
or getting exceptionally unlucky by running diagonally away
and yk
the point about having to outmanoeuvre them is just inaccurate
I mean on death mode there can be up to 6 high jumping fast slimes
it's a max of 4
Master Death there can be 6
...nope
it's always been 4, in rev or death and in master or expert
master death, there are 4 + the little slime
isn't a chunk of this recent sugg just "bring yharon healing back because lo"
@abstract forge "add-back" = "revert"
and there is a reason they are removed to begin with
no 2 hp bar
and yharon never have a "cinematic transition" to begin with, just a regen
DoG have the sentinels phase which is known to be extremely buggy and is removed for a good reason
also yharon is already planned to have some kind of revival in the future Yharim fight (at least that's what I remembered last time they were talking about Yharim)
outside of that unironically DoG have a more cinematic entrance now because at that time DoG literally just respawn
no context, none; just pop in
also config :jaja
basically commit to your idea
config removes any sense of commitment to the sugg
plus config bloat
oh right I just realise at some point the Calclone brothers' relic suggestion probably should be exclaimed too; not a single "side boss" or "minion" current in the game have relics, they all have trophies
and calclone brothers already have trophies @hollow shell (it entered voting now)
(which is the basis of the suggestion: "trophy for calclone brothers" when they literally drop an item called "trophy")
and the suggestion try to convince of the case of Scal which also don't have brothers relics, but in fact have trophies which current calclone brothers also already have
and also if you are still here, "bosses regening their hp bar" is in fact, deliberately removed
quoted from Fabsol he hate that bosses hide how much their HP actually is behind a hidden regen mechanics, and it is quoted "a hill he will defend and die on"
and also if you give every boss a "SUPRIRSE I HAVE A SECRET HIDDEN PHASE 2" it just stop being surprising and completely lose meaning
eg: the storm weaver one you plan to suggest
and also no, even if you add "make this config so that it don't lag with other mods" do not work as a reasoning: you are fighting a calamity boss with calamity changes, if that is the case then it just means the transition is poorly optimized not that there should be a config to disable them, this is just trying to pad the reasoning to make it looks justifiable
for DoG he is meant to never die to begin with, so using the reason you give ("underestimated the opponent") it make more sense for him to retreat instead of just die and randomly respawn (which is what currently happen: DoG retreat and get the armor/exoskeleton and fight you for Phase 2)
for Yharon specifically it do not necessarily have to regen, but I do agree something should happen, and there is a suggestion specifically for yharon for that currently
the basis of the suggestion havent change eventhough the wording is changed
as stated, the "heal back" is, in fact, the main reason those transitions got removed
so it is the "heal back" part that is breaking the suggestion mainly
and FYI, Fabsol is basically the main developer of the mod (and also owner), and also the main guy doing all the bosses
so tldr is if you remove the "heal back" part of the suggestion it probably is fine, but at the same time your suggestion will basically be left with "give us fancy transition animation/cinematics"
I think the suggestion (title) can remove this part yeah, since the reasoning now is basically only "add more"
Introduce more**/add back (probably without the reverting part, though) some** clear and/or cinematic phase transitions.
(there are really not many cinematic transition to begin with outside of healing)
nah no need
it is fine now
(at least I think so)
Indeed, DoG doesn't die
It just temporarily leaves to suit up
And yeah, unfortunately boss healing won't be added :p
I do suport the transitions being more cinematic, though
While I understand Fabsol's dislike of second health bars, Yharon is the Dragon of Rebirth. A single exception for him does seem reasonable.
yharon doing the regen for the first time you fight him would be nice
well for the first time you get to second phase
when you start making exceptions, you'll naturally default to adding more exceptions because "oh we set a precedent already"
naturally it's best to avoid doing any exceptions unless ABSOLUTELY needed
Me wanting to see yharons cool animation but its only on first time because people are allergic to transitions that last more than a second
Convinced that because of this subworld arenas are absolutely awful ideas because they take a couple seconds to load and youd need to access them every time for the bossfight
shrimply do not leave subworld then 
i dislike second healthbars/regenning healthbars
like it doesnt give you an accurate read of how much HP this thing really has
We honestly don't care either way but why would that be important
A lot of games don't even have numeric healthbars if you think about it
(missed opportunity that it doesn't do that)
do you genuinely care about this
yes
if i fight, for example, emode mutant to 10% hp and then it regens the entire fucking hp bar i will immediately quit
Terraria is a numbers game obviously 
The surprise element stops existing after one time so like wdk if the healthbar is accurate or not honestly it doesn't matter but removing the cinematic stuff from these phase transitions is awful
it only matters for the first time. after that youll be like "oh ok he has a second phase"
even so it feels like a slap in the face
imagine
it's also why calclone's "first phase" SUCKED
no
but youll know it will happen lol
untrue
Not really
we all know it happened already
but it keeps happening all the time
unique ai
there was no first time check for this
how is the argument for fakeout phases not being a surprise anymore after the first time valid, but not for second health bars
Calcones first phase sucked because it didn't really convey any surprise either way and it was also literally just retinazer
remember when hive mind had 2 HP bars
when the problem is the boss and not the fakeout
tell that to Fab 
Anyways remember when sentinels stopped appearing after you defeated dog
j u s t d o t h a t
but no
we get [no transition]
not even defeat dog u just had to get past the sentinels once
YEAH
first time you get there and it immediately undoes all your progress in the fight for a "cool phase transition" it doesnt really make it a cool phase transition, it just makes it seem like everything you just did was for nothing
my point strengthens
clearly the simpler option for fab was to just remove calclone's fakeout instead of making it a Good Boss
SO TRUE
thats only the first time
basically why I give up on anything remotely related to bosses
so truer
looking at anything Else in calamity is much more interesting
Don't think many people even registered calclones first phase as a fakeout
Just as "oh the boss is lame the first 15% percent for no reason"
the argument for fakeout phases was "after the first time it wont be a surprise anymore" so why cant the same thing be true for second hp bars
youll KNOW it has a second hp bar
i hate warrior of light almost exclusively because i cant tell how close i am to killing it because guess what 5 hp bars
by how many hp bars are left? how would i know that if its my first time fighting it
the boss should at least be readable when you start fighting it
All pizza tower bosses have second phases where they regen their health and none of them felt like a "fuck you, you weren't doing anything" whats the difference here exactly
some games tend to have multiple healthbars because it's easier to convey progress through 5 healthbars that scale down steadily throughout the fight than a single healthbar that Doesn't Move At All
i dont play pizza tower
I think RPG games tend to do that
in fact i never have played pizza tower
the difference here is the fights usually arent 5 minutes long
in terraria you should be dealing enough damage to not have the HP bar barely move
Fab sets arbitrary testing killtimes that makes fights unreasonably long 
no im talking about in terraria not the other rpgs
Not actually fab exactly but its true
in terraria i know of 2 fights that are intended to be 5 minutes long, scal and exos
nah kill times are not too long tbh
Especially because it's not balanced around an offensive loadout
nor adrenaline nor rage
^
boss killtimes are so silly
exos is 3 (4 if you count twins as 2) bosses which explains why its long and scal has 5 different guaranteed 15 second long periods of invulnerability plus several more phases where she is also invulnerable
it's just some kill times are flat out not accurate to the boss
the average player will never have a tester setup so
that's fine
The goal isn't for the average player to get that time, it's for all the weapons to have a point of reference to balance them all off
so for those bosses it makes sense why they're long, but the hp bars dont stay stagnant
Boss killtimes are silly in our opinion because they incentive only paying attention to the damage things are doing honestly but don't have anything to add onto that so you can easily choose to not care
scal but each BH, seekers, brothers, and sepulcher is seperates by a full hp bar
that doesnt seem very fun
It's literally the same you're getting placebo'd by numbers on a bar
I mean, devs do balance stuff to purposely be slightly strong or slightly weak based on how easy it is to use
Like ark of the cosmos is intended to get something like 4:45 or 4:30 scal with parries instead of 5:00 iirc
and while each bar would go down pretty fast it would still be extremely disheartening to see what, 7? 8? different HP bars
not the numbers on the bar, the number of bars
there's a difference between yharon regening once and fucking
8 bars
make the player fight by feelings and visual indicator
the ultimate boss fight experience
no more numbers game
we all just unga bunga
AWESOME
Dark souls doesn't have hp numbers on the boss health bars right
Therefore
Yeah exactly
i mean
then again this is terraria
bosses have a tiny bar
no I mean the numbers
or do they idr
(havent there been numbers on boss health bars for ages because of yabhb and similar mods)
oh
they actually added numbers on hp bar sometime after 1.4.4
I think
I don't remember exactly when
oh you mean that
but it's a config
Terraria never had a native boss hp bar until 1.4
but in modded, yeah it's been there for a while
imagine in 1.3 vanilla you had to put your cursor on bosses to actually read numbers of their hp mid combat
no wonder terraria wiki is very cash money
numbers on the vanilla hp bar arent necessary imo
what i really want is for the bar to not be fucking tiny
(not sure what its like in 1.4+ pc but on mobile they stick it under the minimap)
that's fair point, most games tend to have a separate interface or just be long
Dead Cells has boss hp bars across the horizontal space of the top screen
I think what the bar really needs right now (aside from enlargement) is styles
like the minimap borders
YES
take the current one, strip it off most of its ornaments, and make it the basic style
then put the current one as one of the selectable styles
we should bring back hive mind fake out 
fuc off
I dmed mod mail already
cool
They will obliterate this idiot


