#suggestions-discussion
1 messages · Page 150 of 1
I could make it in a moment, I'm doing some testing right now so you'll have to wait a bit
Of course anyone else can make it too, if I end up taking too long
I’m not at home so I can’t rn
I could do it otherwise, don't really care either way
Yeah, I don’t need the credits
Perhaps add that it should be like fifty blocks thick
Not sure entirely what all do add for reasoning, but hopefully that sounds good, feedback would be appreciated. If you get online and want to post it yourself I can delete it or whatever
Reasons: Sunken sea lab is now actually in the sea. Adds areas for ruined city that used to be there. Mining area for sea prisms besides geodes.
Brb
I think that’s about it for reasoning besides that it would bring it inline with the crags and abyss in professional looks
ayo another "add back the phase transitions" post is in voting
based asf
I wonder how that's gonna go :)
Which one is that, again?
Oh, that one
i dont agree with most of their propositions but some phase transitions could use work or any indication at all tbf
i dont want the healing back tho
that was removed for a reason
darksun was the coolest stuff, I don't get the hate
I guess people didn't like killing a boss, only to see that they didn't actually kill them
it was unique, and made yharon a fan-favourite boss
it's nothing that couldn't also be conveyed with a bit more cinematic version of the current phase transition
you lay down the pain, and then when yharon retreats, you get to gear up for a full to-the-death battle afterwards
i thought you just meant the halfway heal, no that fucking sucked mega ass
it meant all of yharon's weapons had to be balanced to be good on... his own fight
which is just
super lame and confusing
well now what it leaves us with is like an entier weapon tier of useless bloat
which this mod already has a problem with
idk what u mean i feel like the removal of darksun was handled perfectly fine
most of the weapons were simply split along DoG/Auric and DoG was already a problem without the handful of weapons obtained from Darksun's retiering
plus Darksun is going to be removed at some point anyway with the introduction of Distortion
distortion?
I kinda wish that Darksun stayed at a different tier compared to Endothermic Energy and Nightmare Fuel, just because getting access to five separate equipment sets after killing a single boss is just
Why
this
they're all going to cease to exist soon enough
A planned subworld, I don't think we have much other than "It's going to be connected to the Devourer of Gods"
what's distortion
we also got that confirmation most of the buffed events will be moved to minibosses and other drops in said subworld biome
well i already covered the fact that the darksun version is lame as hell because it ruins his drops by making his boss bag drop twice, but the heal itself just was not as interesting as you make it out to be? in literally any other game i feel like watching a boss refill its entire health, especially a fight as hard as yharon, would just piss most players off. having the health bar actually be indicative of your progress in the fight makes way more sense, and you can absolutely still have something as dramatic as the heal with something that not only looks better, but is functionally cooler. the actual vfx for the heal were really mediocre, and it just made yharon immortal for like 10 seconds while he still continued attacking and brought his health back to full. any damage you did during the heal was ignored too because he always went to full, so you just had to sit there and wait for a bit
didnt fab have a statement saying they hated fake out deaths
yes!
i thought i screenshotted it
it's not a fakeout, it happens at 10%
...
i dont see the difference
10% is really short, especially since yharon is killing himself too
when the game had darksun, which we should probably move on from (cos it's a different topic) the player was acutely aware that something about the fight would change, in round 2
whether it happens at 0%, 1%, or 10% it doesn't change the fact that the fight seemingly throws away all of your progress uh...
Cause 
he's also phoenix inspired, so it makes sense
it gives the wonderful song time to start up
I can understand killing a boss, then getting a cutscene that transitions to the next phase with a boss checkpoint, but I feel like the boss healing back to full is a bit mean
Unfortunately, the better option of cutscenes that give a checkpoint aren't really an option in a game like Terraria
i dont mind if he has a transition that serves the same purpose but the heal and the way it was implemented was atrocious
a phoenix cant heal itself to full from near death
it has to die first
and be reborn
which is covered in part of the lore anyway 👍
if he dropped to 0 and then there was a transitional cutscene it would serve the same purpose, to me
also this isn't necessarily true, infernum does it just fine
let the boss heal back up
Does it save how far the player got in a boss fight, and then set it back to that point when the player fights the boss again?
take away his attacks while he heals!
let him be invulnerable idc
catalyst does this

yes, astrageldon has a checkpoint at phase 2
i just meant that we can pause the fight and pan to yharon for it, not that it would save your progress in the fight
because i still dont like rematch or heal
perhaps checkpoint wasnt the best word for it
I mean
I don't really understand why having 2000% more hp is any different from healing
once you know that he heals, you can just use your brain
"oh you thought i died? lmao"
that's the point, that's why it's cool, it was iconic as fuck
the heal was atrocious for new players and predictably was a sore of ire for both them and fab
idk wat world u live in
i mean you just weren't looking in the right places lol
and yharon was defenitely not a good one
(man stands there for 10 seconds doing nothing how is that well executed at all)
the only argument I've heard, and it doesn't satisfy me, is that it doesn't display the player's progress
yep, phase 2 is super challenging but fair, you gotta learn all his subphases or he will decimate you.
as always, amazing fight with gorgeous music, had a lot of fun with it.
behold!
the yharon revive
(he turns rainbow)
(that's it that's the whole effect)
take away his attacks, and make an actual animation
you can do that still without reimplementing the heal
omg I had the best idea
what about a toggle in settings
by default, it is as it is now
but if you toggle it, the boss drops to zero and then heals up during the transition
t o g g l e s 
its a cheap tactic that only serves to "surprise" the player once, and fogs the border between how close the player was to defeating the boss
mods already exist to reimplement the heal
it's thematic
it's cool
it is hype asf
Hmm
Configs are generally discouraged, and a config that reverts a change is also kinda against a rule
i alr explained how its not thematic
we also know it takes nearly a decade for yharon to actually revive in lore so
i dont understand how its "cool" when the experience can only be lived once
how is it hype?
have you not played a character action game
Things can be cool after a first encounter
Especially if done well
bosses heal up to full all the time
sometimes each phase has its own hp bar, even
you wanna know what my usual reaction is to a boss fuckin turbo healing itself right when i think ive beaten it? a fuckin groan
yes. yharon wasnt one of them
that isnt an excuse to add it back in to yharon
bosses rehealing is just
a slap in the face
is it any different from having to memorise health gates for bosses phasing
I'd argue it's WAY worse
or multiple health bars
YES BECAUSE YOU ACTUALLY KNOW HOW FAR YOU HAVE PROGRESSED IN THE FIGHT
WHICH IS THE POINT OF THE BAR
ok imagine this
ive said this like 5 times please dont keep going in circles on this point
but if I don't know what phase I'm in, how do I know how far I've gone
i cant argue that you can find it cool, but the whole point of the bar is to indicate your progress on the fight
if there are 3 phases, I'd rather know what phase I'm in than how much hp the boss has left
which is inarguable
then why are health gates a thing but not displayed to the player
better idea. phase transitions/cutscenes
not a stupid revive gimmick
scal, but each bullet hell begins at her hp bar ending and she reheals to full during each one
heck, dog ALREADY DOES THIS
that would be SUPER helpful
it would not
I am an avid kingdom hearts enjoyer
It wouldn't
bosses have like 10 health bars in the endgame
Ok, this isn't Kingdom Hearts
arent they still seperate bars tho

Also you are forgetting
ok but this isn't chess
you don't need to telegraph literally everything
The part where the health bar is still shown
because the first time playing, or hell even after that, theres no telling when the boss fight actually ends
add health gates to the health bar then
that'd be really cool
that suggestion was in voting like 9 months ago what happened to that
as far as you know if you only make it to bullet hell 3, scal is just gonna keep reviving until you die
full bar heals just made terraria even more of a wiki game than it already was
rehealing bosses are not good game design
man talks about game design
that is what this discussion is about, yes
The whole conversation is about boss healing
This is part of game design
the way you deal with phases and phase transitions is inherently game design
You know what's cooler? When you get to 60% and instead of Yharon progressing to his next subphase, the entire song changes and you are left wondering what the fuck is about to go down for that transition to come
say, cog mentioned someone recreated yharon revive as a seperate mod right? wat if i just take the code and make it for every subphase
see how good that looks

LOL
Not a 90% heal that makes you explode because you thought you were about to kill the Boss
ehhh
and make it only happen ONCE and never again after you get after that phase
rehealing bosses can be good
if its only once
:precisely:
in the context of darksun existing it made sense
and yeah
only once
well it sure is a good thing darksun is gonna die
darksun is also
not post yharon anymore
Yeah, Darksun doesn't exist anymore 
^
Either just make it start from that heal point, or remove the heal entirely from subsequent fights for one long fight
tbh reimplementing yharon heal just kinda feels like sentinel phase
Yeah
it's weird and obtuse and just kind bloats the fight with more mechanics
sentinel phase would be good, if the sentinel fights didn't suck ass
Sentinel Phase 🤢
eclipse gets me
Yes, fight three other Bosses in the middle of the other Boss fight
i need to find that yharon revive mod

Sentinels phase was good only because it means nonstop mix exists
even if a suggestion to re-add yharons regen had actually good reasoning, its a reversion suggestion and will be
IMMEDIATELY shot down
yeah but you see as long as they continued to be minibosses for DoG they were always going to be restrained by needing to be hard enough to exist on their own, but easy enough to still be easily butchered in DoG's fight
like you can make any feature GOOD if you implement it correctly
which kills like half of their own originality
infernum already clowns on revengeance anyway, so
Oh God
because they get reduced to boss minions
is this inferncord
i thought not
The good ol' "Infernum is better it has shaders"
this is like
I mean, I prefer some features of infernum, and it might be worth discussing why some people prefer infernum no?
stupid because cal first phase got removed because "fakeout bad" instead of "the AI fucking sucks"
The Exo Mechs have a lot of really well made SFX that goes to waste cause the fight is so damn loud. Couldn't the volume be reworked so that those sounds (Exo Twins Target Lock, Blender Beam and T-Hanos Beam) become more prominent and add to the atmosphere of the fight?
i like infernum because of qol
So uh, the Yharon heal isn't coming back most likely

Like half the time its just metal tunk tunk tunk tunk tunk
Can't hear shit
That or exploding projectiles
You can EASILY hear the blender
Supreme metal noise
Exo Twins target lock?
sounds like the hurt sound is too high
terraria hitsounds when th-BWAHBWAHBWAHBWAHBWAHBWAHBWAHBWAHBWAHBWAH
wym
yharon heal was so zased and makes more sense now because dragon of rebirth but that is not coming back ever with a proper implementation because we cant have good things
Also if you want to listen to everything in the Exo Mechs fight good fucking luck lmao
Old ones army is one of the events of all time
Terraria hit sounds when fleshy hit sounds
LOL
Rebirth =/= Regeneration
aureus when aughaugauguaguagh
The point is to make the sounds more prominent
yeah ik, that's how this discussion started lol
You need to die to be rebirth
Gotta say
die
😈
how about that instead
My brother in Christ I will kill you
I saw a post in voting asking for it to come back, and was making a joke that it never would

eclipse vased
cuz like old revive was
Fakeouts make me want to explode
Not standing still
he was just rainbow
EVEN WROSE
💥
He still attacked
everyone in this discord has severe autism about bosses healing themselves
radiant jaron
"Haha you thought the fight would end in a really bad shitty ripoff of another Boss actually here is the actual Boss"
ultrakill ref-
I liked the heal too
But oh well
Shut the fuck up
like just make the animation GOOD it's not hard.......
You just had to twiddle your thumbs and dodge while he was invincible until you were allowed to keep playing the game
especially me
well just give it an actual animation
Use that term again and I will explode you
i would trade a bajillion rehealing phases for 1 good actual animation
I have autism
THAT IS MY ENTIRE POINT
and an actually good animation doesnt need rehealing
Cool, I (probably) have too, that's not an excuse
the problem isn't the phase or game design it's the fact that the mod poorly implements everything
so we just dont readd it 
ok BASED
True
I love the way whenever there's a 10 or more min old sugg, all the talking has gone from the sugg, to the most random shit
I've noticed that both some devs and some people really don't like the idea of a boss healing
As if that wasn't enough to halt the idea, Fab is one of the devs that don't like it
so true!
but the sheer horror of watching the bar refill is lowkey poggers
imagine an animation where the boss becomes cloaked in flames, and then burns off some red feathers to get its funky rainbow feather wings
sprite change!
I mean, I agree
But that's just me
dragon god yharon
(no)
GRAND yharon
SUPREME yharon
I think we definitely need better animations
got the drip
that will happen in never² because yharon sprite is never happening in never¹
I mean I guess its more so because you dont expect a terraria boss to do that or smth
i think when yharon finally gets his resprite it would be very funny if for the first update it exists in the first half of the fight is with his original sprite and the second half is with the new one, and then it just gets switched to only the new sprite next patch
i mean youre playing a mod...... that modifies the game......
unexpected things can be fun
Not when the unexpected thing is a kick on the balls
And I wish Yharon also got cooler visuals for p2
Something that indicated him using his power to the extreme
me when the difficulty mod...... makes the game more difficult....... it's unfair?
Most souls games have bosses with 2 health bars and no one cares so idk
but but but but it's terarria !! !! !
actually
Bad implementation go brrrr
(you can only modify some parts of the game)
id be fine if it was just like pillar shield
yharon gets a rainbow outline in phase 2 (so cool)
1 - Calamity isn't the "difficulty mod"
2 - Yeah it is
if yharon actually had two health bars stacked on top of each other i would be okay with that
revengeance
L+R
If the Boss literally just explodes without warning and instakills you, it's unfair
i mean tbf cal adds more difficulties than the average content mod
like in kingdomheart
sure
The average Mod adds none 
A second health bar doesn't instakill you
I can go with that yeah
Which really is all a regen is
because if it was like pillar bar, it doesn't hide any information from you
recipe browser maniac mode
Just presented differently
you KNOW there's more to the fight, you just aren't sure what it's going to be
yeah this is the one good way to implement that
if anything, it actively tells you theres going to be MORE to the fight
like in kingdom hearts 1
Like I said earlier would be cool
: )
i think the dread of seeing a boss with a pillar shield that doesn't just instantly get shredded like anahita's would arguably be worse than the reheal in terms of "oh fuck" moments
honestly, i think damaging yharon for the first time, and seeing a 2nd hp bar underneeth would be more terrifying than some lame ass, invincible, STILL ATTACKING, yharon healing slowly
However comes the question of
how do they implement that with the cal boss bars
this is not an issue with regen this is an issue with shitty implementation
cal health bars need work anyway tbh
You know, if they don't make Yharim have the 200% Boss Health Bar I will fucking explode
lmao
kingdom hearts 1, please
That would be funny
standing there
We should add the Soulchugger difficulty mode where every boss is a dragon but you can learn how to absorb a Soul post-Yharon
I mean pillars bar exists
wowie zowie
i do not play kingdom hearts
🧍♂️
google it rq ^^
So if they want to save the double health bar solely for Yharim then that idea kind of falls flat
And I am
Without a single shred of doubt on the side of keeping Yharim's eventual uniqueness
understandable
Yharim will have 200%
So his health won't be replenished without warning
give yharim 3 HEALTH BARS instead of just 2!
Bro genuinely if Yharim doesn't have the 200% I would CRY
Senator Yharim
Because the alleged main issue with regen phases is how the boss suddenly gets a new HP bar out of nowhere
im thinking if its possible of phrasing a suggestion for this double hp bar without making it sound like "i just want revive back"
thats one of the reasons i hate emode mutant
I really dislike that, unless it's a From Software Boss
I don't think it's feasible at all
boss regenerated? just keep fighting it......
The reason its fine in fromsoft games is because
because not only do you have to take out phase 1, you have to do it 10 different times just to start in phase 2
i know there's discussion about keeping yharim unique, but much like how i personally want the sentinels to do what the guardians do right now and help actually teach about the fight they are a precursor towards, i think yharon showing off the 200% mechanic before yharim would be the most thematic you could possibly do it considering how intertwined the two are
Ornstein and Smough, anyone?
and it fully reheals going into phase 2
honestly i think a revive for every subphase was the best idea i had ngl
My only experience is with Terraria so
DoG's heal was kinda lame when it existed, especially him healing doesn't really make sense...?
But I loved Yharon's heal phase
💀
maybe giving yharon 150% rather than 200%
😭
id be fine with that tbh tbh
Give Yharon 75% 
Make King Slime have a revive when the Gem comes out 

Give the Boss revives for every digit of HP they lose
how many ssubphases does yharon have again?
how about i kill you instead how does that sound
7
6 in expert, 7 in rev+
5 in Death iirc
remove health bars and give the player a timer
1 hp health bars for every single hp
Devourer of Gods having 1.7 million revives
oh yeah yharon does skip the first 2 in death
yharon needs to be killed within a certain amount of time or he insta kills you 
just give every weapon perfect homing (so its basically a bullet hell at this point)
timed agression
That sounds familiar 
wait no this is
Remove weapons and make bosses lose x% of their health every x seconds
literally just skeletron/sprime

i had a genuine idea to make this a mod at some point
shame i cant code
Fromsoft game bosses pretty much always have 2 phases
Relatable
this sounds like a good idea
too bad im an idiot
Lemme put it in my mod doc
I'll consider the idea
So its not really surprising or anything when they have 2 healthbars
Its more surprising when they dont really
And just die as a 1 phase boss
i really should learn how to actually do terraria modding
because i have actual ideas
but i have no idea wat im doing
well not the remove weapons part, just the make bosses lose x% of hp every x seconds part, while making bosses invulnerable to other damage sources
someones been cooking a while
So 1.3 summoner
enjoy yourself in your ultrakilling
There, it's in the doc
I've blacked out several of the ideas because they're kinda a private idea right now
Same
I can cook
But I can't code 😢 and it kinda sucks
i tried to learn how to code once
looked at the thing for about 5 minutes and understood
absolutely nothing
fuck
i should be working on my mod that deletes uelibloom
but uhm
idk wat to do next
i guess renaming some of the items
since ik how to do that
uhm
what would u guys suggest biofusillade be renamed as if it were made of divine geodes instead?
im gonna ask cmt too biggest mistake of my life incoming
Geofusillade 
how about you just delete it 
C#
those arent good at all
terraria is in C#
i may have enough time to do that but i do not have the patience for it
Embers of Purity
cool
I've been wondering about what would happen if Uelibloom was gone
Alas, I can't make any advances towards that idea until I see what the supposed retheme is
im just replacing all of uelibloom with divine geodes

Not even replacing it, just removing it entirely
if you spin this enough the boss health bar is an autoscrolling game level progress bar
sounds like fun
YES IT WORKED
problem: it still looks like a uelibloom weapon
problem 2: i have no idea how to change sprites
remove the uelibloom gear
no im retheming it to divine geodes
I just got a really cool idea regarding that, although I don't know how practical it'd be
I'm going to save it in my doc, but I won't be sharing it. I want to keep some of my ideas private
ok im gonna go eat dinner for now bye
👋
tried and true
@dawn adder have you tried just
not using death mode
also yes the immunity items not having benefits for every class is kind of the point
also i think the minion slots on ESA are dying anyway so
like death makes debuffs deal 1.5x damage so
idk
might just be the difficulty mode being
difficult
i'm aware but my personal issue with this is that rev mode attack patterns are too easy but death mode attacks individually are too punishing
the slots on ESA are already dead
holy ray doesn't inflict any debuffs too
it has one
lmao so there are plenty of inaccuracies here
nuh uh
im reading provi's wiki page and she only inflicts folly and inferno is distance based
oh
why is that not on her actual page
are you sure thats not just the debuff page being outdated?
honestly a possibly more realistic scenario
Shade is here tho so idk maybe they know
it's not on because there's too many debuffs on the infobox to display
wow 2019
but she only inflicts 2? and that's no reason that it shouldn't've be mentioned in the text of her AI description like how DoG's page mentions his attacks inflicting GSI
anyways ye items that provide immunity to debuffs shouldnt always benefit every class
the debuff immunity on its own is a benefit for every class
shade is cooking rn
oh i see it now. moonlight's nightwither is included which makes it 4
why tf are holy inferno and holy flames even different debuffs..,.,.,.,
First paragraph: just an introduction, noting to argue against
Second paragraph: Big attack ofc is supposed to be punishing no shit. Altho 10 seconds surely may be overkill and you could have argued that better.
Third paragraph: CShell’s stat stick nature still is useful, also outdated ESA
Last paragraph: this section literally kills the sugg. Harder difficulty is intended to be hard mkay, also “dont get hit”
theres stats called defense, DR and the debuff immunity you just mentioned. If its too hard tone down the difficulty, the game should not just adjust itself to you. If the paragraph ended at reasonable then the sugg would have been golden but you then just proceeded to rant.
different purposes ig
Holy inferno is the getting far away debuff
The other is just a small DoT
okay i see now and honestly im tempted to just
split provi's info boxes into two like empress
that way the debuffs could display correctly
plus the damage values are different(?) along with the debuff
should i ping noob about the cooking
The issue isnt death mode debuffs as a whole, just that a few debuffs specifically are overtuned
if you're referring to me i'm still here, just recovering
nah i was talking about pinging someone else
ah
The big one people constantly bring up is Aquatic Scourge toxic clouds, which are just supposed to be regular arena hazards, inflict 3 different debuffs including acid venom which does 45 dps in death mode for 4 seconds
most dot debuffs are highly powerful
Thats not a death mode issue, thats an Aquatic Scourge issue
this is not an exception to calamity
in fact hardmode vanilla debuffs are absolutely unhinged
“The only solution to these debuffs becomes not getting hit- advice you are not allowed to give in the help/advice channel. The presence of adrenaline and defense damage is enough to discourage tanking”
This part needs to die
not just that
acid venom isn't very common in your every day run, but you know what is
spazmatism's cursed flame ball
acid venom isnt 45 dps to players
12dot for 8 seconds
It is in death mode
no
It is 30 base, death mode increases it to 45
15 in rev, 21 in death
what why?
DoTs are excessive
Yes and the rest of the sugg argues that very well
Ah so its already nerfed
But there it just became ranting
Its -30 in vanilla
nah its exactly the same as vanilla
its -15 hp/s in vanilla
a conclusion to the argument isn't a rant
Read it again
The last paragraph of the sugg
I was saying that to me it reads as a conclusion, not a rant
the conclusion part of it is literally just I believe that the duration of DoT debuffs as well as the damage they deal should be reduced.
Yea that part could stay of that section
But then theres the “dont get hit” sentence
that's how you make it compelling
ppl need to vote for it
everything else shade posted does nothing to further the conclusional purpose that section has
¯_(ツ)_/¯
It doesnt say -15 on player anywhere except the changelogs
Is that part wrong?
It only says -30 when explaining what the debuff does
no, it says -15 too
.
-30 when inflicted on enemies, and -15 when inflicted on players
I checked the pins in #help-advice-read-pins, you aren't allowed to say that as advice
Yes but that part of the sugg is ranting and hurts your suggestion
I believe shade is taking issue with you editorialising?
yeah
to me that makes the suggestion more compelling but I ain't a dev so don't listen to me lol
that's not sarcasm
you need to convince the devs as well as ppl who vote
Fandom (Terraria) moment
You have 2 very good arguments and then theres that which weights the sugg down
I don't know. When the current solution to what I feel is a problem with the mod (which is what suggestions are for addressing) is something you aren't allowed to say, I feel it's worth pointing out.
((Provvy does not have two phases that her debuffs are split among, so that wouldn't do anything
Empress doesn't have a 4 debuff problem that's resolved with the infobox split either))
((I brought it up in wiki-basic))
equally, shade, I don't think you're right
gamefeel is important, and sometimes that can be best explained using an emotional appeal
Theres far better ways to explain with emotional appeal
Such as “it feels very unfair that you need to try very hard to avoid attacks to not suffer the debuffs”
But then I would have to explain why it feels that way, yes? And that is what I am doing
he do be explaining why there's no counterplay other than "just don't get hit LOL" which is a reply I've gotten from devs sometimes
or it might've been mods
idk
Im trying to help the sugg pass, if that part stays as it is rn, it will hurt it on dev and likely will on voting too
you can explain it with "Not only are you hit with an extremely punishing attack on its own, you are also hit with potentially several hundred extra damage of debuffs."
then why do you need to expain the exact same thing again
So not only that part is informal but also redundant
I don't. that's why I'm saying something else
yeah it doesn't scan very well on a re-read
it's a bit long all things considered
that is if the argument is clear
which seeing from this discussion is apparently not
I am considering all advice being given, but I feel the focus on this one sentence isn't helpful
The only solution to surviving these debuffs becomes not getting hit- which demonstrates perfectly that they punish the player unnecessarily. It is for these reasons that I believe that the duration of DoT debuffs as well as the damage they deal should be reduced.
how bout dis
The suggestion needs:
Minor fixes on the third paragraph, perhaps some more elaboration to make accessories not must picks
Last paragraph be made more formal and less rant-y
concise and to the point
Yes this looks very good
- i have notification off for calclord, so if u pinged me, i wouldnt get a phone notification
- i didnt have my phone with me lmao
well the cookening happened so
for the third paragraph I'd rephrase it to be about "accessory tax"
the most important question and answer to me is regarding debuff mitigation itself
This is helpful. Thank you both. Should I delete it and repost when I have it rewritten?
wait we're still talking
accessory tax is how I view that stuff
"if you're bad at the fight, lose 1 accessory slot"
which makes me cry irl
everything else you can do whatever
I think as well, aren't most lategame debuffs impossible to mitigate until after you clear the tier they're useful for
like godslayer and holy inferno
Holy inferno makes sense
holy you have the shell
that's part of the attack
well, you're clearly not losing an accessory slot if you're using it for an important purpose
shell is dumb 
you never get immunity to holy inferno
but yeah GSI immunity is post DoG
do you mean holy flames
I might, noob
holy flames is the one that's part of what i see as a larger problem
and gsd is one boss and one boss only
this is the part that is rather confusing to me
cshell line gives immunity to holy flames, as we as elysian aegis and upgrades
No, just edit the suggestion
then it becomes about accessory tax
which is an interesting point of discussion
some classes don't really have the slot to spare
this is why GSI should be reworked to a general distortion debuff and then it could be on the sentinels AND DoG
the suggestion makes a mention of how classes demand those accessories but isn't debuff mitigation defensive
and you could realisitically get immunity before DoG
at that point, are you really asking for defensive accessories to give class effects too? or
debuffs annoy me
defensive accessories feel weird to me post ml
because if you put on an offensive instead, the fight takes less time and so you'll get hit less
QED
😛
L take, rampart exists
some classes (summoner and rogue) cant really afford to use an additional accessory to give immunity while the others are either already using it or dont have an issue using it (melee ranged and mage)
MPG would like to speak to you 
like absorber isn't suddenly going to give you 10% damage that's not the point of the accesory
yooo, maybe this can be a use for the spirit glyph line
no
huh
(I am coping)
spirit glyph line is already busted
bulwark:
no you just have a bad mentality towards non-offensive accessories 
most of cal community did
so true
then MPG tanked blender and people realized defense isn't actually that bad
do*
most of the cal community still does
most still do
true
its just a larger portion than before that dont
i may not especially like defence, but i always knew how good it was from my first ever melee pt where i abused the fuck out of bloodflare core lmfao
in fact nerfing dots themselves kinda favor going offense
or nerfing heavy damage in general


if nothing hits hard at base value then what is the point of going tank if you're not dying
where's xpc with the fuckin image
i almost facetanked infernum polterghast as summoner, probably could have if i did a bit more minmaxing
you know the one
things in calamity hit hard and defensive accessories are broken TO encourage tank
thank you
imagine not going full menacing
and people spin it the other way that "well tank accessories don't exist therefore your only playstyle is to not get hit"
oh hey I remember that meme
it's a good one
like the elephant in the room is missed
yeah
tank accessories don't exist 

the accessory that mitigates the debuff exists for a reason
summoner just casually taking a hit from dog head
https://www.youtube.com/watch?v=50ROiTg4MOc&t=77s
this was just with tarragon armor and full warding btw i could have gone far more defensive with accessories
the rampart in the room is missed
ftfy

it is NOT missed
(this is just normal testing stuff btw, so 4 warding)
should you not be able to tank a hit from dog head
bloodflare is right there i would not forget him
BFC is amusing
that video is god immunity btw lol
draedon's heart is also broken as fuck assuming you don't get adren anyway
whenever someone says tank builds are bad we start talking about buffing rampart because it's so absurd it's funny
considering it deals 750 damage in rev you shouldnt be able to take many
mpg coming in to obliterate us all
i have become mpgs most loathed shitposter because of how much i joke about it
(its probably not loathing)
draconic elixir is dead, the buff was moved to silva wings instead
which are still pretty good
They should make Rampart reduce the healing cooldown to 30 seconds
It's 45
the silva wings revive effect honestly never seemed that good to me
cog is slow
oh hey the dank staff was doing 1 damage to king slime, and not very quickly
is that a bug
after all it is supposed to be small wing bonus
The clock tower engineer fixing the slow gears in the tower
but at face value the silva wings effect relies on the fact that you're just not going back to 1 hp within the next 8 seconds or not surviving long enough to full heal anyway with or without the 50% health recovery
that is ancient and its main effect was with god slayer armor
tru
and god slayer armor was god slayer armor (read 1 revive every 45 seconds out loud)
im just looking at all the crafts with uelibloom
and barely any of them have the uelibloom theme at all
no but actually, I think dank staff is bugged
suggestion rewritten
writing is like a hydra for me though, so i welcome advice for any new problems that may have popped up
its just a second potion wdym
this is the best suggestion involving the rock ever
This is one of the simplest suggestions that I think I've ever seen, and I'm confident that it's going to get like 300 votes
Because Calamity Discord users like voting for the short ones
i think it makes sense at the very least
Yea, I can understand the point, and I think it would be a good change
Prevents players from burning it (if that would somehow happen) without making it a higher rarity
ikr
this one is going to get so many votes lmao
i dont think that calamity even has a gray rarity thing so it would be the first
Oh, right.
Not related to any of the suggestions currently in posting, but I found something regarding the don't about Arsenal weapon charge
whattaboutit
Back at the launch of Rust and Dust, there was an unobtainable item called "Charger Test Item" that instantly charged any Arsenal weapons in the player's inventory
It was subsequently removed two months later, in 1.4.5.003
Most of the suggestions regarding that don't wanted something similar: Something to keep the charge at max. So not only was it frequently suggested, but it was also technically a reversion
ooh
so any suggestion regarding that is breaking 2 different rules!
Yea
Not really useful now, but still something neat
is this a SIS?
The only part that would be is the combining with Luxor's, but it says "possibly" and both items do a similar thing so I don't see an issue
what is a SIS?
specific item suggestion
i'm just suggesting an upgrade, not behavior, values, or anything specific about it.
yeah, i'm just unsure what the reasoning is here
like the sug says, there's already plenty of projectile weapons in prehardmode calamity
It seems like it would be better to buff bone glove rather than give it an upgrade imo
but luxor's also fallss off for similar reasons, so combing them into a hardmode upgrade would be good.
@kindred creek There's no reasoning, it just seems like adding items for the sake of it
no it doesn't
luxors is viable for ages with the right weapons lmao
it might want a rework, but it certainly doesn't fall off
It's apparently usable with Universe Splitter
it's broken with universe splitter 
luxors is stupid with splitter ye
anyway, i'm not sure why this is needed at all
certain compatibilities with Luxor's Gift aside, the sugg is not
it becomes one of those accessories you dont just slap on for everything, you use it for specific cases where it becomes goated
yeah
Make bone glove buff bone items like fungal symbiote does
that would be cool

nah, I hated the Fungal Symbiote rework
yeah no this doesn't have enough reasoning
@kindred creek the reasoning on this incredibly weak. you identify an issue; bone glove is bad because calamity adds things like luxor's which just flat outclass it despite being pre-Boss vs. Bone Glove being post-Skele. but your solution fixes literally nothing about Bone Glove not having a niche.
it just creates what would probably be one of the most problematic items of all time, and is basically just an SiS in the coat of an actual issue
also man the vanilla wiki does not help much here
it says the bones deal 25 classess but is it classes flat or classes with damage benefits? like is it an exclusory damage type or does it benefit from everything?
Should be safe to assume classless flat damage
yeah but you can never be 100% sure with vanilla lmao
Make it scale like calamity classless weapons, probably still wouldn't be amazing but might be usable
yea i was gonna say just make it scale over time
huh
also that just reminds me of rusty medallion
which is also dogshit even tho it homes
i mean wouldnt you just dump bone glove anyways in favor for luxors gift
thats for sure what i did
fuck no
I think my bad accssory doc included how much damage boneglove deal and scalr
why not
scaling items are a dont and also super fucking problematic
oh nevermind then
as in like, scaling with bosses killed
I still dont know why they removed luxor's damage softcap
this suggestion needs another look at though
its just too hard to make an argument for it passing rn
my experience with bone glove is using it before i found luxors gift and then replacing it without looking back
(Rusty is good cog)
is it
Better than STN for every single prehardmode boss I tried it on
damn
I've tried Rusty Medallion out as well
It was good on King Slime and Eye of Cthulhu, but I don't think I tested on anything else
I spent far too long trying accessories making that guide
But yeah, it’s definitely worth using
Classic equinox shark
rusty medallion is good yes, it is not used in the setup mainly only because it is incredibly inconsistent
sometimes it deal 50 dps throughout the fight sometimes it deal 5 (depend on the size of the boss too, and luck)
@raven palm monoliths exist and astral fruit is already planned
(monoliths are astral trees)
Ah. Beans. Thanks for telling me I suppose.
Also SIS
@golden sonnet - Your suggestion has received an updated status!
[Merge Corroslime and Crimslime Staff Into One Item]
It has been voted upon, and the devs decided it would be a good idea to implement it. This doesn't guarantee implementation, as plans may change/alternate plans may be made, but it does highly improve chances!
You can check out your suggestion again here: #suggestions-voting message
@dense ferry - Your suggestion has received an updated status!
[Add ambience relating to The Polterghast]
It has been voted upon, and the devs decided it would be a good idea to implement it. This doesn't guarantee implementation, as plans may change/alternate plans may be made, but it does highly improve chances!
You can check out your suggestion again here: #suggestions-voting message

@abstract forge - Your suggestion has received an updated status!
[Introduce more clear and/or cinematic phase transitions.]
It has been voted upon, and the devs decided it would be a good idea to implement it. This doesn't guarantee implementation, as plans may change/alternate plans may be made, but it does highly improve chances!
You can check out your suggestion again here: #suggestions-voting message
@drowsy plank - Your suggestion has received an updated status!
[Give Roxcalibur an Associated Structure/Shrine]
It has been voted upon, and the devs decided it would be a good idea to implement it. This doesn't guarantee implementation, as plans may change/alternate plans may be made, but it does highly improve chances!
You can check out your suggestion again here: #suggestions-voting message
@glass arch - Your suggestion has received an updated status!
[Remove Cosmic Elemental]
It has been voted upon, and the devs decided it would be a good idea to implement it. This doesn't guarantee implementation, as plans may change/alternate plans may be made, but it does highly improve chances!
You can check out your suggestion again here: #suggestions-voting message
huge suggs W
these were all pretty good suggs
The roxcallibur one is cute, gives anyone somewhat of a reason to look for it
trollage
Very good suggestions accepted
Do this for all endgame bosses pls
@ devs
wait no not that guy
All the themes r such bangers, so let em shine the brightest
holy shit
@fossil torrent
epic
Jav
Pogging rn
who the fuck would want to remove cosmic elementals
Who would want to keep it?
Let's ask this question first
its good for getting terragrim
Terragrim is replaceable with Ench Sword in most of the recipes
Terragrim isn't really good, considering the alternatives
Terragrim is cool but not good
which is used in one (1) weapon
and is honestly not particularly great
but its surprisingly good against brain of cthulhu
terragrim is craftable after desert scourge is defealted
a rare enemy with a low chance to drop a (craftable) mediocre weapon
no
10/10 enemy would do it again
i feel like the terragrim is devil's sunrise really ought to be replaced with arkhalis or given an alt recipe at some point
since they're basically the same weapon
Why, arkhalis is a dev weapon that's hard to get
It wouldn't make sense to use a dev set weapon in a recipe, especially one with no alt way to get
Especially with tmodloader adding all of their dev sets and not letting you disable them 
arkhalis is renewable and isn't dependant on worldgen
At least the tMod dev sets can drop along with normal dev sets, so that's something
So is terragrim
It's a drop from cosmic elementals
And is way easier to get than a specific dev item
Oh, I thought that would get rejected because it was planned to be renamed
¯_(ツ)_/¯
Rename it
Then one day later remove it 
Maybe that just means they are working it into something else so it's technically removed?
most likely
But there would be a different reaction then, as there is an emoji for that exact thing
tbf i dont think most of the devs even remember the other reactions exist xd
True
I've seen a couple of 🔒 reacts here and there, they just aren't very common
tbf 🔒 are usually us...,.,.
I feel like terragrim’s problem is that it’s somehow even harder to obtain than pre 1.4 Arkhalis, since enchanted sword shrines are suddenly much rarer to spawn
It's not hard rn, but will be if cosmic gets completely removed
hey would it be against the suggestions rules to suggest that summon tag damage work how it does in vanilla?
(and summon weapons be nerfed to compensate)
Maybe? It would fuck over dev plans but
summon tag still doesn't work in phm
it's been 9 months
technically a reversion suggestion
As long as if you have a good reason to back your sugg up, it could go along
technically a bugfxi suggestion : )
i can just tell you now it isn't going to happen
😦
flat damage is just too problematic
yeah
the devs broke it
im pretty sure tag damage just isn't working period
Yeah
and will fix it eventually
They want to fix that someday but it will take a while
Maybe add a base amount of flat damage that serves as the absolute minimum tag damage
if they don't want to fix it yet can they just revert the change until they fix it
no
because as far as I know it's calamity that broke it
No because it's fucking broken
that is a much worse idea
have you heard of old belladonnas on cultist with unbroken tag damage?
summons nerfed to compensate
we already had tag damage it was called plaguebringer armor flat damage increase
and frankly that is still problematic enough on it's own
dank staff is also bugged btw, it doesn't ignore i-frames
Hmmmm yes
they're already being rebalanced for whips
Outside of 3 cases, 1 of which is now dead, and 2 others now have tag multiplier on vanilla, other problems are yet to be shown 
(but I am aware my stance is in minority within dev team)
Let's rebalance the entire class
they are in the process of doing it
They did that once with the Post ML Curve Flattening and it was absolute hell
And yeah they are already doing that yeah
Honestly I want it done as soon as possible, that way we can finally get calamity whips
its taken them this long to rebalance summoner for a reason
this
Yeah same tbh
I've heard the aerialite rework will come with a whip
I want to see what they will come up with
the current bug is as far as I can tell a rounding error
And honestly curious what they will do with Mourning Star
Summon tag crit works at least unless you have starbuster core or upgrades in which case it doesn't
literally even a clause where it always rounds up to at least 1 would fix it
muh % damage
in phm
: )
oh fr?
yes
It's not a rounding error, because if you use a 1000 damage summon it's still not there
oh shoot
well, that's
progress, I think
welp if it's being worked on then I shall peace out
No, we did not.
A
We tried to make tag damage multiplicative.
It didn't work.
We broke it.
Perhaps with some of the API changes tMod did with damage infliction, perhaps we can make it work now.
Nice
gl
Supposedly we had a couple fix candidates made by some devs a long while ago, but they were either discontinued or don't work anymore.
Well, none of them work anymore because of the before-mentioned API changes to damage infliction.
I've never had a problem with boss rush using malice AI tbh
sides maybe scal
like yes it makes them faster but also like
you have tracers or drew's wings at this point
and exo box
like i think some of the malice changes are just necessary to make these preHM bosses challenging at all (and they still aren't)
That's the problem, the fair bosses aren't harder and the unfair ones become hellspawn
i did boss rush like a week ago and i never ran into these issues
^
The only problem I can think of is Calclone
And well, you can just balance her
Calclone is not the only problem
I think here's all the unfair bosses currently:
Brain
Queen Bee
Deerclops
Destroyer
Calclone
Leviana
Aureus
Golem
Ravager
Deus
CV
SCal (slightly too fast)
There's probably more even than that but those are the most egregious
Queen Bee I can agree on
Deerclops... should be fixed when it gets Rev+ AI, because the issues stem from its regular AI
Brain in general is awful
Aureus isn't a problem if you stay on the ground
The rest I simply disagree with
Destroyer and Deus are obscenely fast, ravager has some telefrags as does golem,
CV is just really ech with 4 orbs
Leviana I don't even know what's wrong with it but it feels awful
Maybe the lack of synergy between Levi and Ana
(Which is in all modes)
The worms are fast but then again, what's the matter? You don't have to outrun them, and you definitely have the speed to dodge them
yeah no i mean i wouldn't consider most of the things you brought up unfair enough to warrant nerfing besides calclone and scal's projectile speed boosts maybe deserving to die tbh
Deus especially you have to fallgod to dodge consistently
Those should absolutely die
To compensate for no malice AI maybe demonshade speed could be removed

