#suggestions-discussion
1 messages · Page 167 of 1
it's fuckin incredible, don't get me wrong
but the gameplay design philosophy of cal bosses will never give any of the concepts justice

yeah
i dont particularly care about the other stuff we lost in 22 besides iban aureus but
iban ravager wouldve never fully happened anyways
smh I said just that in my tweet
wouldn't be impressed if you were right anyway
As a general rule, if no one gives feedback on the suggestion, then it's a good suggestion
Unless it's a bad one and somehow no one noticed it, but I don't think yours falls underneath the second category
yay!!!!
it isn't too bad
you could also mention that colour isnt the only way to distinct it from scal projectiles
the heavy red shader when any attempt to recolor projectiles:
At what point do we stop making them more transparent
At some point it'll just become invisible projectiles, or at least really fricking hard to see
cough cough
Or yeah, just change what the projectiles look like entirely, if it's hard to distinguish the two
wym
is the projectile exactly the same
yes
vigilance has very slightly lower opacity but you basically cant tell
which doesn't make a lot of sense considering that the seekers themselves are different
hmm
byea valid suggestion i just think that respriting it should be an option as well
Respriting it would be a problem for either the developers themselves or some kind spriter in Calart
why dont we just make the fireballs the seeker shoot purple
Just make it not red
precisely
like the pink/magenta/purple whatever color that is is the main color that is different in the player's soul seekers so why not focus on that
yeah the shader and the recolor
isnt what we're saying
we're saying
just redo the whole projectile
real
you're saying "add more visibility" but like if they were just always purple problem solved lmao
Recoloring the projectile for one specific fight feels like it'd be not worth it over just
Always making it a different color
which is kind of the point of the seeker minions being different anyway 
it do be weird
please stop giving better answers to the problem i dont wanna keep editing my suggestion 😭
should i look into a job as professinal smart person instead
Would you prefer that we give no feedback and have you suggest a bad solution?
``+/+9 0
so true discord user GobGob
@drowsy plank flag this
@ivory galleon those are done, they just need to implement them
oh cool
??
it's one of the suggestion don'ts
you cant suggest this since we cant do that without tml allowing us to do it
imma just start deleting suggs like these once people respond lmao
like there is NO way to fix something like this lol
Not being able to see what you guys are talking about 😔
a sugg on cals life fruits for fancy and bar styles
Insert the sugg about making boss projectiles having a opposite color shade
So they’re instantly identifiable
outlines...

@kindred creek - Your suggestion has received an updated status!
[Make Enchantments More Beneficial]
It has received enough votes to be passed on to the dev server for voting! You'll be notified again when a verdict is reached.
You can check out your suggestion again here: #suggestions-voting message
@drowsy plank - Your suggestion has received an updated status!
[Give Mirage Jellyfish a Chance to Drop Jellyfish Necklace]
It has received enough votes to be passed on to the dev server for voting! You'll be notified again when a verdict is reached.
You can check out your suggestion again here: #suggestions-voting message
@atomic shell - Your suggestion has received an updated status!
[Make Fairies not appear on Lifeform Analyzer while Fairy Boots are equipped]
It has received enough votes to be passed on to the dev server for voting! You'll be notified again when a verdict is reached.
You can check out your suggestion again here: #suggestions-voting message
@gritty acorn - Your suggestion has received an updated status!
[Make Staff of Regrowth work on Astral Dirt]
It has received enough votes to be passed on to the dev server for voting! You'll be notified again when a verdict is reached.
You can check out your suggestion again here: #suggestions-voting message

Good batch, good batch
i mean making some enchantments better is nice, but there's certainly already good ones
other ones are pretty based
The part I was annoyed about was how it proposed making them entirely beneficial, which just defeats the whole point
Very good batch
@sick dome are you by any chance playing with infernum?
I'm pretty sure he means the custom background for the Astral infection that has been added (compared to the Sulphuric Ocean one, it lags way way more) and Infernum I am pretty sure doesn't add any Aurora during the fight
I know that the aurora is from calamity
But I've seen a lot of people complaining that infernum cryogen is way too laggy
doesnt playing with background off just remove that? that should be your solution i think
I don't think you can clearly defined "damage threshold" and whether it is flawed because there is really no good reference
To certain degree all of these "threshold" effect are just aimed for so that these effects do not trigger by "normal enemy hits" because they deal less than that amount of damage at that point; therefore only bosses "who will almost always deal more than the threshold" can trigger these effects
eg: while god slayer armor have a threshold of 80 damage which seems super flawed; the implication is just your green slime will not trigger the iframe while yharon can
the only one that is "weird" is celestial tracer because you can be so tanky that you take less than 200 damage therefore you might actually not proc the iframe;
and statigel armor where basically only hardmode bosses (can) deal more than 100 in 1 hit
take damage from bosses, do something basically
o yike
the only difference with pure on-hit effect like star veil is just basically only bosses can pass the threshold because you have enough defense to put it under threshold for other small attacks (notably normal enemies)
Yes, I see your points.
However, how and why would a player be using Green Slimes to proc iframes? It's entirely unpractical, as by that point, you'd kill things by simply touching them
a lot of those should just be removed
people do iframe abuse even without those damage threshold with star veil
hopefully aerospec won't have that
Most "normal enemies" are killable by simply walking next to them by the time you get God Slayer, and stronger enemies would just kill you if you're abusing them for iframes
which is exactly why there is a threshold: so that you must use stronger enemy if you want to abuse it instead of anything will do
because there are many ways where you can make a bunch of normal enemies spawn notably statues
But if you die from using stronger enemies for abusing it, then what's the point?
you guys are discussing the wrong things
if there is no threshold you can just do it on a weak enemy; because there is a threshold if you want to abuse it you have to do it on stronger enemies;
it basically disincentive abuse with these effects (though admittedly star veil still exist and that one is just pure busted), and just use the intended way which is no abuse and just provide benefit when taking damage from bosses
all of those are either take damage spawn projectile or take damage get iframes
tldr these effects you can basically treat as "get these effect when a boss hit you", instead of "get these effect when you are hit"
the first thing to be addressed regarding this matter
but it's such aa fucking bland effect
is that these effects are Flat
not only by design
if an accessory spawns damaging thing when you take damage, it'll behave the exact same no matter how much dmg you take
ya
tbf then the issue is not the effect it's the armor
godslayer got a really cool setbonus but the boring effects remained
taking damage spawns projectiles or fire a projectile everynow and then
! !
There seems to be multiple issues with damage thresholds mixed into one discussion
One is that threshold is so low you literally cannot benefit from it
another is that threshold is decently high to the point where you may accidentally not trigger it despite being in the intended situation
It's hard to find the right balance, apparently
I guess just find the average damage that a player might take at each tier, and use that as a a benchmark, but averages are flawed because really high damage hits or really low damage hits can massively throw it off
threshold not being abusable is kinda a point of the threshold, btw 
admittedly I think most of those are just "prevent the effect from happening if you only take 1 damage"
Rogue helm is 💀
otherwise you get this
I did kinda realize that it was a flawed point after having said it, yeah
for cases of damage stuff with this trigger, the damage taken should definitely be factored into their effect
most of the threshold I think is like not perfect, but it works ok enough for the purpose they are supposed to serve
the only one I think is a bit too high unironically is Celestial Tracer, but at the same time most people here just want the iframe outright removed
Yeah
for like abyssal diving gear it pretty much is just so a random green slime don't proc your diver suit shield

I think hide of astrum deus factors the damage taken and as such causes no major issues
I think the iframes thing can be limited to the Cross Necklace and their upgrades, I don't see why other things should have so many iframes
Or maybe that'd be build diversity limiting, I don't know
no it's morally correct for iframes
most of the iframe is just rogue, for some reason
okay cross necklace can keep it
and celestial tracer
like rogue just have the class identity of "iframe, lifesteal, 5% more movement speed than other classes", for some reason
like literally, every post-ML rogue armor just have 5% more movement speed than other classes because reason
that 5% probably even is just a placebo level of difference
it's thanks to multihelmet armors really
while it's still there, that 5% is not as prevalent on standalone armors
Getting back to the suggestion
I suppose I should address alternate methods of changing the effects, rather than just saying "It should get reworked and that's the only solution"
it's not black and white
some needs a rework
some can just have damage taken be factored in
aerospec is getting one soon
some just needs to be GONE
assuming most of the damage threshold stuff are to prevent abuse, the reasonable similar effect will be "only damage from bosses can proc these effect" which do get back to the boss centric design problem
godslayer and consequentially auric do need to be yeeted yes
since currently these damage threshold thing do still proc against stronger enemy such as moon events or abyss enemies
and abyssal diving suit looks fine imho
Well, it's not like it solves the issue either since you could hug a boss 10 tiers below
although, I guess that in itself is very cheesy application
because of heart drops and whatnot
yeah, which is why I think changing the damage threshold thing is like, not really necessary
because there are a lot of situation where you would wish some things have these damage threshold effect, such as dodge
if dodges have a damage threshold, eg: Master Ninja Gear = 10 damage.. Void Sash = 50 damage... etc then it no longer proc on green slime and wait for 90 seconds before you can proceed with the fight
Dodges I can understand being limited to time, as you could set up an invincibility chamber and just avoid damage entirely with weak enemies in the chamber
Keeping them as time-based is simply better than the alternatives
what I mean is dodges straight up do not proc if the damage you took is below that amount but yeah I guess that works too (usually at that point I don't think you will have enough defense to the point of taking below 50 damage hit from bosses unless on like normal mode)
Now I wonder how broken/counterintuitive it would be to set dodges to only proc above x damage where you pick your x

e.g. set it to 200 so destroyer only triggers that if you have a stupid and get hit by head
Make dodges only proc when damage is over 300
Solved! 
I edited the suggestion to focus less on the thresholds, is it better or worse?
hmm, for this the only criticism I have is basically is just: why target the ones with damage threshold specifically
because the same argument can be applied to every single "proc on hit" effect
because under the suggestion they do exactly the same thing and are just as boring
It's mainly because I didn't want the suggestion's scope to be too broad, as adding more things under its umbrella might just eventually turn into "please fix everything"
I will be honest 90% of the problem here is just rogue armor set iframe and celestial tracer iframe so my as well rework the suggestion into "please stop making these items randomly give iframe"
also the Abyssal Diving Suit one do not make sense because that one is intentional so random slime don't break your shield
proc on hits suck but damage threshold ones are a special case because they are very Weird conceptually
they seem to aim to make the proc on hit effect better by making the important thing not proc on all hits except none of these matter for that
the abyssal diving suit one should only work in abyss or water or smthn
its only dodges that matter for that one and they dont operate under this one this explicitly
(afaik dodges do have their damage thresholds)
On-hit effects are half "projectiles rain from the sky" and half "explosion around you" and neither of which are a good effect
Why do so many accessories just rain stuff from the sky
like why would only 200 damage hits proc the extra invul
this is the kind of thing that would be beneficial for any amount of damage
same with all the explode/rain shit down on hit
itd only be bad for low damage if they had some long cooldown or something which afawk they do not
at least "proc on hit effect" is not as bad as "... effect every ... seconds"
those are the truly horridly terrible ones
theres like one of those left
or two
idk
yharims gift meteors get a special place because they are not proc on hit or proc every few seconds they are proc on invul frames
Which would make you go "Oh so just proc on hit with extra steps" but you know what gives you invul frames? teleporting and joining the world
if you join the world with yharims gift youll see meteors raining down and may be partly confused until you piece it out
Amidias Pendant, Rotten Brain, Gehenna
to certain degree these also counts: bone glove, volatile gelatin, blazing core
it is very funny
one of the void of x ones do
yea gehenna
wouldnt count stuff liek bone glove since its more like "you do x on x (on a cooldown)
its not the gehenna rain down projectiles periodically effect its just effect on a cooldown
brimmy is so confusing
it doesnt have 1 expert accessory, but 3. one of which crafts into a later acc, one which can be crafted pre brimmy and the other being utter trash
Honestly why does Brimstone Elemental drop three accessories
I have never seen a single person use an Abaddon or a Gehenna before
Sigil of Calamitas doesn't require anything from Brimstone Elemental
Wait not even three, she drops four???
Flame-Licked Shell, Gehenna, Abaddon, and Rose Stone
I have only ever seen someone use the Flame-Licked Shell, all the others don't get used until they're upgraded
And even then their upgrades don't get used all that much
sorry i was thinking of void of extinction
yeah Brimmy has weird drops
Yea, it's not a Fandom thing
But Brimstone Elemental still drops it for some reason
which do make it even weirder yes
Flame-licked skull is at least like, legitimately an ok accessory
ive used abaddon for brimmy before
flame licked is a 10% drop it doesnt count

Flame-Licked Shell is amazing for tank builds :D
Can confirm, I saw you using it for an ungodly amount of the game
36 defense go brrrr

the community doesn’t exist
We don't exist 
we're all a hallucination made from fabs drinking
I feel like those "effect when you take x damage" effects should probably be reserved for whenever you take very large amounts of damage
yeah, like you need only 25 dmg to trigger aerospec’s effect, where probably most basic enemies will do that
(By that I mean 25 dmg)
i'd expect the damage to be like, half your health, and the effect should be pretty large in response
i.e. "if you take 200 damage, you get a massive damage boost"
@gritty crest this is one of the big suggestion donts, the devs are already planning on adding whips, just give them time
oh
for each calamity boss? ok then 
ur prob right
Before any whips get added, summoner needs to be properly balanced, among other things
I believe there is one planned whip at the moment, and it will be an Aerialite whip
I remember hearing about one post-Moon Lord whip too, but that may have been mere speculation
i really dont wanna use the kaleidoscope for my whole gameplay with my friends
No infernum cryogen and normal cryogen were never an issue until i moved to 1.4
does it happen without infernum?
Yes
oh ok
get the calamity whips mod
if you don’t want to use an item, you don’t need to, if you were playing optimally you would use wither blossom staff from post golem to yharon
dd1s
There is nothing to use the ammo on at post-scal and exo, they are designrd to be the current final boss of the game
The only thing you can even use it on is boss rush which is currently completely unbalanced
It is not "there is no endgame ammo type", they can very easily add a new one
It is just "there is no need for an endgame ammo type", god slayer slug and vanquisher are good enough to serve for the rest of the game
Okay I thought this sugg said "Endless" ammo type and I was about to go off
This is much more acceptable
^
Also, isn't endgame ammo gonna be in line with shadowspec, which is, well, dev tier? Which is a Very Big Don't as that's for dev eclusive items
There could be a Yharon ammo
i was thinking like exo ammo
I think they are referring postscal/exo ammo, not post scal and exo ammo
or smth
yeah
If there was an ammo that came after SCal and one that came after Exo Mechs
like, two separate ones
then that could be fine
because then you could use it for the other boss
Hasn't this been denied before
Auric bar ammo are in fact very frequently suggested by others and the reasoning is always the same: there is no need for new ammo as per the current progression
That could actually be interesting
Especially giving rangers a reason to do scal first!!!!
auric ammo is too close to cosmo ammo
Is there a single post exo or scal ranger weapon that can use ammo type
Only one I can think of is condemnation
(Because as it current stands: There isn't because exos has a way bigger upside and is easier for ranger overall)
yeah
real
That has auto-convert
So basically none until shadowspec weapon
Scal ammo to give incentive is a good idea
Minigun
D.breath r.click
Tyranny's
Anything non convert on tyranny is useless
(at least maybe until they nerf convert)
dbreath is very good on exos anyways
Oh right I just remember the other reason why postYharon ammo suggestion keep getting dumped is also because there is no weapon to use it on
summoner needs it 
Is there any postYharon bow that can use ammo?
Since guns I think pretty much is just above
Because I dont think any post exo or scal weapon can use ammo property
And no for alt ammo like rocket launcher I dont think adding new ammo is a good idea, it is already a headache balancing around mininuke (and 99% of rocket launchers override ammo property beside whether it destroy tiles or not)
there needs to be less conversion weapons then if theres nothing to use the ammo on 
That is the problem: convert IS better than using ammo property
Because ammo property essentially turn every weapon into the same weapon, and all weapon is just based on stats
yeah
So it is better to have more weapon with convert than less
dam
So yeah, they essentially just have to add more weapon that dont have convert, so happening around soon™️
yes, soon (2050) 
I personally think all (or at least more) weapons that convert should only convert wooden
So the player has options
That make sense
Until it is realised that most convert weapon at that point have super shit stats to use convert property therefore dont do anything if you dont use convert, like tyranny's end
Other example are like The Storm and Planetary Annihilation
making wooden and musket balls be the the only things that convert would be cool
so ur not forced to use only 1 thing
not again
The only ideal weapon that can use ammo property are either megashark or phantasm/tsunami line, because those dont have a relevant convert effect therefore they are balanced around stats
For other weapon heavily balanced around convert chances are they just are weak if use any ammo beside convert
adding a post scal/exo mech bullet would be
REALLY weird
considering you'd use it for one boss
anti-yharim rounds 
and I swear post yharon bullets were denied before
Denied definitely yes
auric bullets with 9999 knockback against everything besides yharim and yharon
this is different trust
But here is just "endgame ammo", though I think the same reason basically apply: no weapon to use it on (little to no non-convert weapon especially postscal or exo), no reason to add new ones yet (gss and vanquisher are both powerful and fit for both scal and exo), endgame is scal and exo so use on 1 boss only
and if that is the problem, then just fucking buff the weapons
😭😭😭
if they get "boring" after using that's on you
They were #suggestions-voting message
Condemnation is like, ok
The problem is more that if you sont want to use that weapon the only benefit is enchantment
couldn't find the message, thanks
and all other post ml ammo are used for multiple bosses
I guess once scal armor is added there would be another reason
The legendary luminite arrow that (used to) be used from post moonlord to scal and exo
im cooking a new suggestion rn just u wait
why cant bullets/arrows be more like darts. just all completely unique
Side note: The Storm's convert is simply not using whatsoever, apparently
I should know, as I've tested it in depth and found that Bloodfire and Luminite Arrows did the best, with Elysian being slightly worse, and Wooden (aka the convert) being the worst in nearly every test
I even ended up using endgame gear just to see what would happen and the convert was still over killtime
Dart are unique because there is little dart weapon
I really don't know why I keep bringing that up the point has been noted already various times
If you have 50 different guns all using the unique ammo property it quickly stop being unique
i mean
theres alr unique ammos
its just post ml they lose all worthlessness
just make all ammos the same base dmg

or just remove ammo dmg
Oh right I forgot the storm have 24 base damage for some reason
So any attempt at using it with wooden arrow just mean 80% of damage dont get pass defense even with convert
Condemnation is overtuned right now
It's just the only post SCal ranger option we have, and why use that when we have plenty of Auric weapons that handle Exos really well and then you get to use your choice between a bunch of post Exos weapons? Y'know, The Jailor, Surge Driver, Photovisorator, Heavenly Gale and Magnomoly Cannon
Seems like it's less the weapons themselves and more the variety that makes doing post SCal ranger not worthwhile. Because where's the fun in only one weapon when you can pick and chose between 5? Or use multiple?.
i mean
it's like
exos are meant to be centered around ranged melee and rogue
and scal mage and summoner
sure they drop weapons for all class but that's how they were designed
I suppose it's kinda like a way to make players do a different boss each time, but that's not to say that the other boss should be practically worthless to do for certain classes
yeah that's why they drop at least one weapon for the other 2/3 classes
(ignoring miracle rn because it is not exo themed)
I don't think that adding a bullet will help the diversity
let alone two
Yes I will fight supreme calamitas for a bullet
or arrow, whatever
Kinda? Not really
Melee has two insane options from SCal, especially in Death Mode where you just get Gaels and then can delete Exos off the face of the planet
Mage and Summoner both have at least 2 options from Exos (Mage having Vivid Clarity and SSV, while Summoner gets Cosmic Immaterialiser, Ares Exoskeleton and Atlas Mutations Beacon)
But with Exos any class can comfortably do Exos first and always have at least 2 new options to pick from + exo box.
While in the case of SCal, 3 classes get 1 new option (unless on death mode) and enchantments which enchantments as have been stated in the past are generally not nearly as useful as fucking Exo Box and the really good enchantments are few and far between
right, gael is a thing
Mage and Summoner are the only classes that get diversity in options from SCal
While Exos gives at least some diversity for all classes regardless of difficulty
that's more of an "issue" with miracle matter
No it's literally because ashes of annihilation don't craft into anything
Yeah
exo prisms craft into miracle matter, which is all class
actually mauybe miracle matter could ALSO be made with ashes of anihilation
The problem here isn't the fact that one side is centered around a certain class and ammo types
It's literally just lack of options given by one side
And Exos are already planned to get a mage weapon in the future which will give all classes at least 3 options post Exos + the infinitely useful Exo Box which has literally zero downsides unlike enchantments which only some are useful but have downsides
That just sounds like a second shadow spec then which is pointless
Oh Or
That could work
especially that miracle matter is not related to exos in any way anymore
it's just a bunch of stuff mashed together
Fair enough
(Although that kinda isn't true as it's confirmed that we are getting a draedon themed armor from miracle matter at some point in the future. The exo prism armor being a donor armor)
We shall see
nah
miracle matter is a vanity according to triangle
Oh
exo armor is exo mech armor
oh basd
would just require balancing miracle matter gear against exo mechs 
Nevermind ignore that
(Balancing photovis against Exos DOES NOT WORK)
we should be able to react in suggestions channel again #not my clasmity mod
trying to convince the general public that miracle matter isn't related to draedon it's gonna be a tough nut to crack (especially since its tooltip & exoblade still have the word "exo" in it, y'know, like the exo mechs)
cant wait for the day thats renamed
"exoblade" is a pretty lame name for a sword once there are more things called exo-whatevers in the game anyways
Exo is more of a prefix used for Draedon stuff, and since Draedon no longer is the maker of the Exoblade, then renaming it would be preferable
The only problem is simply finding a new name
nah
Exotic Blade
ik
renames are possible
and making miracle matter not post exo only could help that
this will also nerf a bunch of convert weapon that was able to use the highest base damage ammo because of auto convert
yeah
like a lot of special bullets already only work with the default ammo
the ones that don't wouldn't work if they didn't convert everything
if you remember like, the old heavenly gale
nuh uh look i said when using a conversion ammo the damage would be buffed proportional to the amount lost
you will know how shitty many of these weapons are when you use something that is not convert
because most of the convert weapon have 90% of their damage concentrated on conversion effect; while ammo property only use the weapon base stat basically
except for like phantasm, alluvion etc that are supposed to have high stats, most weapon just works terribly with ammo
the only one that might have a chance is snipers, because those can use marksman round
and no there is no easy way to "buff proportionally to the amount lost" because your ammo base damage upgrade as you defeat bosses; so do you based the buff on the lower tier ammo or the higher tier ammo unlocked after specific bosses
why is it based on higher tier ammo that you haven't unlock yet based on progression? then at that point the weapon will just be overpowered on tier because they are more powerful than they are supposed to be
I'm not sure if I follow
this change is basically just remove one of the way that those convert weapon can scale while provide almost no benefit on 99% of the weapon
I will rather the suggestion focus on specific weapons that should have convert only on wooden arrow that you know will work even without convert effect; because most convert weapon is simply just too bad without convert
eg Auralis
no based off the best ammo you have access to based off what bosses have been completed
if ur at ml you wont have vanquisher arrows lol
Oh, so a scaling formula
yes!!
That sounds like it'd be annoying as hell to code
😦
ok so what is the issue in hand
and also something that the devs explicitly stated that they dont want to make any scaling weapon
oh yeah scaling gear is a don't
(which also applies to items), which is why The Community is the only scaling item in the game

but yeah like I said, rather than screwing with the balance of many weapons with convert across the board, focus on specific ones
because trust me I dont think many testers will want to deal with retesting convert weapons on wooden arrow that have to be buffed accordingly to ammo base damage loss and then account for every single one of these weapon using ammo property

i feel like more could be done with the community tbh
90% of the item in the game are stat stick
i dunno, its the only scaling item in cal
because turns out things give stats, and stats are useful and the most direct way to become stronger
i spent so long typing that shit up

im still not seeing an issue with the current ammo system
so maybe its the best it can be
you can ask how many people actually use Daawnlight Spirit Origin over Recon Scope
community is the fine stat stick the others are weird
i just dont like how ammo types are completely irrelevant late game
or look at those funny "non-stat stick" rogue accessory, like Dragon Scales
how so
and turns out stats is just easier to balance
just add random stats to those items
or make the non-stat stick ability really really good
no in Dragon Scales case it is beyond overpowered
yk when they gonna add whips for summon
soon
w
eventually, at least after the port they will start working on it
One whip is currently planned, but no ETA is given for when it'll added
you can definitely choose between the custom ammo from the weapon or the ammo you have at hand
say for example if you want the funny effect you can use it, but if you want, say, use the bloodflare healing, you also can
and I do think that adding a stat (Keyword STAT) to certain gimmicky items can help remove obscurity
so you have less stat sticks and more diverse gear
ammo effect are very useful when the weapon can use it yes, and generally are heavy consideration for the weapon
eg: for a long time Alluvion was made viable on Exo Mechs and Scal because it can use Luminite Arrow
yea
like we have 4 types of ranged weapons
- doesnt use ammo
- uses ammo but custom projectile
- converts musket balls and wooden arrows to custom ammo
- no special effect
Sorta like how Quiver of Nihility has a small amount of Ranged Crit Chance attached to it?
yes
and even at endgame you don't "always use highest tier ammo", eg holy fire bullet actually deal more damage than god slayer slug on single target
sidegrades 🫰
Having ammo diversity is good
Making Luminite Bullets home in would be bad, so you use Chlorophyte for that instead
Although not really a good point considering half of the endgame weapons home in anyway
the reason i made this suggestion is because is because when i suggested adding a new ammo type i was told that theres nothing to use it on because theres so many weapons that just convert so i made this suggestion in an attempt to give the player options for what ammo they want to use and to make there be places to use a new ammo if it is ever added.
👍
in other words i have autism
well that is just how that works, currently there is just no desperate need for a new ammo type nor weapon that can use them
I mean
and also generally convert weapon is just more interesting than weapon that use ammo property which essentially is just a stat stick weapon
the current post ML ammo types are strong enough to work for the entirety of pML
its just a suggestion it doesnt really need to be desperate
i just think it would be cool
and the problem wasnt the weapons, it was the bosses
you'd use a ammo type to kill one boss
most of them yeah, even bloodflare ammo you can make argument that it is the strongest defensive ammo
bloodflare p90

ammo is just one of those thing that have so widespread affect on all weapons that it need a stronger reasoning for it to not be criticized
adding 1 new weapon is easy to balance, if it is too good you just nerf it, you adjust 1 thing
while a new ammo (especially one with unique property) affect all weapons on tier or off tier (lower or higher) because weapons might suddenly become overpowered with it; easy example just look at marksman round that have to be so nerfed that 99% of weapons in the game literally decrease in dps by using it which effectively erase it from existence
it is just much harder to balance a new ammo without making it randomly overpowered or completely useless or outclass by another ammo in every single way; and also much more work to balance it too
repeater is.... literally identical to bow
I like the idea Aleks, but I think Repeaters themselves should be more unique
there is no "ignored subclass", repeater is literally bows
That's why they're probably so scarce in Calamity
Yeah lol
Except they shoot more arrows, yeah?
the only difference between a "repeater" and a "bow" is their sprite, and autofire, which after hardmode loses meaning because almost every bow have autofire
which is exactly why there is no repeater, because repeater are just bows with autofire, and all bows calamity added have autofire
yeah so it would be more a visual type thing? Which is why I brought up the converting part
I dont think so, condemnation and arbalest are kind of repeater and both fire multiple arrows at once
which requires the resprite of multiple weapon for almost no reason
in this case a full scale resprite
and weapon animation too if it comes to it to be "up to modern standard"
Yeah I expect it to get shot down in voting
but eh might as well suggest it
how I have always viewed repeaters is that they should be the piercing versions of bows
So, more crowd control?
that they have naturally good piercing and bullet speed, making them like snipers of bows
Oooh yeah, gud idea
but I didn't want to give the idea on how to do it
But maybe slower firing speed and a reload mechanic?
yeah exactly
slow tank busting weapons
but idk how a reload would work
in terraria
but slower firing speed, with the plus of high velocity and natural piercing on shots without arrow modifiers
Well, to not complicate it, it could just be a time period when u can't shoot at all
and more base dmg
yeah, aka slower firing speed
the scal repeater is a perfect example
and luminite
Oh right, that exists
but again, without arrow modifiers
that's way too big of a rework
Which isn't a bad idea anyway
but they're just bows
there's no significant difference between them
if you were to turn a bow into a repeater, nothing would change
it's like how mage has a few real subclasses
because there's no difference between a tome and a staff mechanically
which is why I think the suggestion should be marked yes
the suggestion is essentially a multiple weapon resprite request
this is not even "flail and yoyos" kind of subclass suggestion, bow and repeaters are literally identical outside of sprite (and autofire, which most hardmode bows just have), so they just ignore the bows that exist and want more weapon to a specific subclass with no discerning functionality difference to be added
It would be pretty awesome to make repeaters more unique (which would have the side effect of balancing Arbalest)
it will be like "please add more tomes for mages we dont have enough tomes while many staffs, or convert some staffs into tomes"
Mmmm yea
if a bow is bad
respriting it won't fix it
Instead of being the shitty bow it will be the shitty repeater
@grand marlin shrine items being craftable are in fact one thing that the developers expressed that they do not want to do
and no, no playthrough "requires certain shrine item", in fact you require none of them, the game is not balanced around them nor do you need it to beat the game and that is the point: they are extra benefits you randomly encounter or through exploration in your playthrough that provides significant benefits, hence why they are not craftable
similarly that is the reason why they are not adding items that will lead you to shrine (eg: something like a "shrine tracker"), because you are supposed to explore the world
nah no problem, this is one of those that people frequently want to suggest and it is understandable, because shrine items are powerful
just the main reason behind them is just they are "reward for exploration", not really an item you just obtain
okay i think imma hit the bow thing when i get the time
also
to fix scal no ranger options
shrimply take some of the post-DoG ranger bloat and make them ashes crafts 
three words
pre - dog - yoyo
and yes i know porting to 1.4.4 is absolute hell, but yoyo class will likely be fixed once that happens due to local iframes on everything
wh
that has nothing to do with what i was saying and also calamity already changes iframes for most yoyos
or am i just fucking wrong
also like
i was on abt azathoth but my dumbass forgot to type that out
calamity has no intentions of adding more yoyos to the pre-DoG stage of the game
oh lol
yoyo bag too
azathoth is bad yes lol
a fixed yoyo bag IS good
DoG would be doable iirc
if you are referring to yoyo bag, that is a bug which will be fixed and don't belong to suggestion
Why is the repeater suggestion still there
Isn’t the bloodstone yo yo a pre dog yo-yo that’s decent?
I know it literally has a tooltip about how someone thought it was good for it
but like, it still is a pre-dog yo-yo, right?
i forgor 💀

@cobalt heath there is literally no difference between bows and repeaters. they're just an arbitrary class given by players because of how certain weapons look. i don't see any reason to bother with this suggestion, plus it's a bit subclass-y, and doesn't really solve any of the outstanding issues with ranger. it would be easier to just rework uninteresting bows outright, rather than just change their sprite.
porblem sol ved
kinda sus counterargument
"a bit subclass-y" is not relevant at all cuz they said nothing about doing a weapon-only playthrough
and just because a suggestion doesn't solve an entire class doesn't mean it's invalid
Really weird to say that it's "easier" to rework weapons than to resprite them
thx 
theres 3 post provi
solar flare lacerator and the uelibloom one
can it be sent to voting then?
I am not breaking any rules I don't think
I get cogs point of subclassy, but again, I worded it as such it would not be a subclass thing
also I am heavily indicating weapon reworks here, just removing the old bow one and creating a new repeater one
cus I don't want weapon bloat
@hollow shell
now I changed it
@drowsy plank
the reasoning is still weird imo
it feels like cherry picking if that is the real word
id say it still stays as a no because
as said before repeaters and bows are functionally the exact same
There are only 4 repeaters in calamity, compared to 26 bows or 57 guns
I could make the same argument for like
There are only a few shotguns in the game
Even thought they're still classified as guns
And it is still easier to rework something than resprite AND rework it
i dont know why youd even need to rework bows into repeaters when
do you mean weapon bloat in the sense that there are many bows for ranger or weapon bloat in the sense there are many weapons for ranger
they're the same thing
repeaters are a sub-subclass with the only distinction being sprite
And having less doesn't mean much, like, saying there are less flails than swords for melee is not a reason to add flails.
Yeah
Like clockwork bow was
really boring but it got reworked into a fun to use and really strong weapon
And it still kept being a bow
I don't think they're even a subclass because they're literal reskins
The wiki calls them bows
There isn't an arbitrary rule weapon types must be equal, on the other hand I think it's fair to argue there are too many of certain weapons types, notably within melee, that is argument for removal/rework
^
Vanilla wiki does separate them but fuck vanilla 
The only REAL reapeater subclass weapon is stake launcher
and again repeaters are only separate from bows because they have a different sprite style
Play style is the same, and all items boost both or neither, etc
Yeah
(vanilla) repeaters are boring because they're a reskin of bows to make the change of tools and weapons from pre-hm to hm in 1.1 more drastic
That is correct
only chloro and stake launcher are special
goddamit not another bot
Like how there are no drills pre hm
nvm its gone
wulfrum drill crying in the corner
I meant in vanilla
i get the counterargument but this is still just such a nothing suggestion
all it would do is cause some random weapons to get resprited and i dont really think that fixes the issue they have
it wouldnt even change their behavior in the slightest, and they give no examples of what bows should even be changed
it's so vague i just dont see a point in letting it through
even if it got to the devs, i have no idea what the fuck they'd even do with it
and again if the bows are boring, they're going to be need more than being turned into "repeaters" to fix that
yeah
no ones going to like a weapon they didnt before because it looks like a crossbow now but is still just as boring
weapon
weapon, now different sprite
I spose Calamity does have experience with completely visually redesigning items yet still leaving them to rot in boringness with no updated functionality
meld meld meld meld meld
only stake launcher is special in modded because the proj is unique with like different properties

(fun fact
Tome of Fates was resprited in Aug 2020 with the whole Meld redesign
Yet it still shot a red "brimstone" tentacle when used, even referred to as such in its tooltip
And it took until From The Ashes, Feb 2023, two and a half years later,
for the tooltip to be changed to no longer mention the tentacle being brimstone..
except it still shoots it, the functionality wasn't altered at all
They just call it a "red" tentacle now, a color that is nowhere in the Meld color scheme)
(Now That's What I Call Attention To Detail 47)
sorry that was a tangentially related rant I just cannot get over that
I hecking love weapons that exist only to be a material in the Elemental line!!!!!
Tome of Fates does not exist stop lying
TRUE
But uh yeah repeater sugg
I think it's fine, I don't think the suggestion needs to try to be more than it is
'There are a lot of bows and not a lot of repeaters, so, turns some of those bows into repeaters to make things just a little bit more interesting'
That's my opinion I guess
iunno of the fact that I have a dissenting opinion means the sugg inherently cannot be invalid, because that moves it into the realm of subjective disagreement, which is what the Star system is for
i love weapons that are basically artificially better versions of an alredy made weapon coming from other source and forgetting that they exist due to them being irrelevant except this one goes into a super important crafting recipe
i love updating set designs without updating their gameplay
I despise rocket boots
I have never used rocket boots for anything except immediately making the upgraded boots, which is boring because it would be a cool accessory to unlock earlier
Somewhat on topic since it seems you are discussing unnecessary item upgrades
Have the Chaos Stone apply Mana Burn to enemies
All this accessory really does is allow players to use the Mana Flower without losing DPS, at the cost of a damaging debuff. It's not really that remarkable, and I feel like more could be done to it... Wait, the accessory gives you a unique burning debuff, for basically doing more damage with the Mana Flower. Why not take that a step further, and give the Chaos Stone the ability to apply Mana Burn to enemies?
should I take this sugg to #1042197406776827914 ?
no lmfao
holy crap i am quite sure chaos stone does not need MORE buffs
ur just completely underplaying how good not losing that damage is already for it's DPS
oh balance suggs well
maybe move there but also this is just a bad idea lmao
i just happened to have a really weird idea, and i kinda wanted it in calamity
do u mean something other than the chaos stone thing
because that is usually what people say just before posting an SIS or something lol
I heavily disagree with this and only partly because I came up with the current Chaos Stone functionality
god
imagine how broken yharim's crystal would be
did somebody say stronger yermes
Yharim’s Crystal when it is the most boring copy paste in existence
The mage class is based around burst damage and recovery, whether you're going for a mana regen build (in which the recovery is having to stop shooting so your mana can recover) or a potion-chugging build (in which case the "recovery" is reduced DPS from Mana Sickness, up to halved damage)
Chaos Stone turns that on its head by allowing you to completely ignore the recovery period, giving you no decreased DPS under any circumstance
at the cost of killing yourself while you use it
I feel like it is conceptually a really strong item
Not necessarily balance-wise strong I mean like design-wise it has a great identity
I have no idea what its current balance is
But I imagine it can be broken under certain circumstances
no i mean it is also just
very strong as it is currently and it does not need this at all so i agree entirely lmao
Alright cool I'm glad to hear it
yeah as someone who is currently using chaos stone it is VERY busted for a bunch of weapons
(namely ones that use lots of mana with low usetime such as prism weapons)
I would love if Yharim’s crystal was turned into something that wasn’t just last prism with higher damage
yoo me too
Funnily enough it is good on literally 3 pre-shadowspec weapons so giving it more utility is actually yeah that is a good thing
You lose so much damage slapping on chaos stone rather than just having a dest emblem that it's just not worthwhile, even on stuff like Last Prism
The only three pre-shadowspec weapons that are good with chaos stone are Dark Spark, Aetherflux Cannon and Yermes, all of which are Way past the point of progression in which you get chaos stone
(I'll just reply ping you here to see the point above where it's overly specific and not good enough until way past the point you get it)
(Also you can get around using chaos stone for some weapons like Aetherflux and Yermes by just giving yourself more mana cost reduction like through Permafrosts and Eldritch Soul Artifact)
(You definitely aren't getting the same killtimes but you are getting close enough that the fight is lasting way less time than it should regardless and you aren't killing yourself in the process. Hell, permafrosts even increases your survivability)
Alright good to know
I'm not sure how exactly to change it such that it's better on earlier-game items and worse on later-game items
elegantly
???
(Arbalest)
Yes arbalest as well
Also different ammo options plus working with the arrow velocity increase and ammo reduction from quivers is main difference I see between repeaters and guns
Personally I’m a gun user but that’s just me
Make it easier to locate "Abandoned Workshop" and "Abandoned Research Facility" Arsenal Labs respectively.
Seriously, it is so tedious having to find these without any guiding tools
By the time you really need to have found them: I.e. needing to make SPHC you’ll probably have found them in my experience
@gritty acorn - Your suggestion has received an updated status!
[Make Staff of Regrowth work on Astral Dirt]
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
@atomic shell - Your suggestion has received an updated status!
[Make Fairies not appear on Lifeform Analyzer while Fairy Boots are equipped]
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
ayyy ayyyyy ayyy ayyy ayy ayyy woooo ayy I win

@drowsy plank - Your suggestion has received an updated status!
[Give Mirage Jellyfish a Chance to Drop Jellyfish Necklace]
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
ayyyyyyyyy
@kindred creek - Your suggestion has received an updated status!
[Make Enchantments More Beneficial]
It has been reviewed by the devs, and for one reason or another they decided it would be best not to implement it.
You can check out your suggestion again here: #suggestions-voting message
awwwwwwww
thought thatd happen
Oh hey the batch got voted on
Surprised that it was only four suggestions, honestly
What a surprise
figures, I feel like not too many of them are worth it atp, though as someone whose about to fight calamari’s, I haven’t tested them out in the fields
ah yes, my favorite boss
calamari’s
There’s a few that you should definitely use iirc, and several others that have used
I know the skeletal arm one that turns weapons into TMelee seems neat in concept at least, but idk about the other ones
ofc it’s probably good to actually try them first
Aflame is nearly always worth it iirc
seems like it
Flashbacks to Fandom vandalization
“idk how these work i just slap aflame on everything and hope i dont die”
“same”

it's amazing how easily we can predict how votes go lmfao
Hey
It’s easy to tell what’s just a bad idea
Not for the average voter apparently
Judging by how that Scal foreshadowing suggestion was going to be the top of its group before it got lock reacted when it was very clearly problematic
** be way more beneficial or rework them to be purely beneficial and almost work as a second reforge**
yeah nah, that just defeats the purpose of enchantments
starting a timer for how long till ths gets deleted
so ture
just not going to ask at this point
great suggestion, and not an application for the dev team at all
@cobalt gale
not at all what that channel is for
whent he joke sugg is against the rules
I'm just going to delete that honestly
yeah 
I don't think the devs will take applications to the team through a Discord channel even if it were the purpose of the channel
sub 3 minutes, good job rebecca
Anyways back to writing my insane ramblings in Lore Disc
can u try to add jesus for the 4th time
Why.
The channel's name is suggestions-discussion
That was not a suggestion, so it was deleted
wdym why, its not the point fo the channel
fogbound tier sugg
read the suggestion rules at the top of the channel
that's not at all what the channel is for
yes it was,
An application is not a suggestion
yes it is.
it literally said it was an application for the dev team
Please read the suggestion rules before posting anything in that channel
no its not.
its a suggestion to add them to the dev team obviously

No.
anyway
We aren't accepting Devs applications either way
the fact that it was deleted in under 5 minutes says a lot about the validity of it
ofc
Who is sarcastic.
me
I don't like that.
new type of guy
damn so sad
I assume even if the dev team was accepting applications it would have to be through a lot of discussion among yous, and also said person would have to be recommended by an existing dev
Anyway not much point continuing to talk about this, time to move on
im 5 minutes away from sending this dude to the shadow realm
anyway gonna go listen to second law try not to break any rules thxxxxxxxx
You guys are mean.
bye cog
anyway
just move on, it's not happening lol
what's the chance that some inferniums content will be put in calamity now that development is done? like the upgrade to the biomes and arena? i think it only improves calamity and aside from subworlds don't see in it doing any harm the larger abyss size is probably my favorite.
0
0 probably
infernum is its own thing
infernum is its own separate mod
it's its own mod
never, theyre seperate
Absolutely none
yeah, inf stuff will not just be put into cal
isnt the dev also a calamity dev?
the only thing id want from infernum in cal is something similar to its healthbar
First of all we would need permission from the Infernum team
no
cal will (hopefully) have it's own abyss rework
no
Adding the addon content to the main mod would defeat the purpose of the addon existing
Formerly, but not anymore
not since december (well before any of the worldgen changes iirc)
mainly because the phase thing is cool and the mgrr healthbar sucks
Second of all, a lot of the stuff Infernum adds is something a fair amount of the Developers don't want in the main game
when the shader visuals are
well i guess what i meant is some of the ideas get added further down the line when the addon is old and obsolete, like say half a year from now?
i thought the guy said hes done?
with major additions probably
it will be updated for future versions and major bug fixes
oh nvm then sounds like a good deal
but thats it
Infernum is no longer getting content, but compatibility will be ensured
is onyx excavator getting nerfed or is that only getting discussed so far?
i see no reason it should
well maybe not a nerf but it should be but further behind progression
almost definitely not even gonna be sent to dev
why? its not like its that good for mining
i guess im a little salty, one of my friends wont stop using that damn thing
why do you even care
one additional thing, ive been seeing news about biome reworks does the dev team have any plans to rework the vanilla biomes too? i like the ecosystems that cal biomes have and having all biomes have that same level of depth would be dope, like seeing yharims effect on the environment.
I don't think so, I believe the only reworks will come to the Calamity biomes
i think hell will be getting changes to better allow WoF to be an actual fight but other than that no
im salty? it not a big issue just seening other ppls take on it.
plague hive minibiome will be added to jungle too tho
last i heard it was cancelled
Plague minibiome is an enigma
Sometimes it's confirmed, and sometimes it's not
I have no idea at this point
ah, that would be neat tho. Sunken sea feels great to explore with how it works .I like the concepts of eco system kind how the monster hunter series does it.
it'd be neat if big hive was moved to plague lab and that's where it generated but eh
should something like that gen on world gen or after hitting a progression point?
Tbf it isn't like the excavator is broken for anything more than annoying your friends
post-Golem the big hive would be transformed like the evil V or astral meteor was what i was thinking
In my opinion, big hive has too little structural nuance to be anything for the Plague
It's just big room
Combat in there would be extremely simple and straightforward
The Plague minibiome remains as something we'd like to do
If any, very few
We already have a ton of work in our hands reworking and adding Calamity biomes, so vanilla ones are definitely not a priority
There have been some ideas among devs to add one or two Underworld minibiomes, and revamp Sky worldgen
But even if we actually do that, it'll take a while, and Calamity biomes will be the priority
out of all vanilla biomes I think most of them are fine as it is
the only one I think should be expanded is just the ocean biome, because that one in its current state is just a gigantic disappointment that vanilla never did more with it
Agreed
Sky and Hell do have a good amount of content but
Their generation could be much more interesting considering their size
it is just a lot of waste space yeah
ocean biome (and the area below it) occupy almost 20% of the entire world yet it is entirely empty, just sand
again the main reason i want hell rework is because it'd enable wall to be more of a boss and less of a dps + jumping test
I just fought death WoF earlier on a world with the current form of the Brimstone Crags, and I found that he's a lot easier in the Brimstone Crags
but the moment you exit the Crags and enter the normal Underworld, the fight becomes... hell
when you have that much open space, WoF really does become a DPS + jumping test
@sweet escarp - Your suggestion has received an updated status!
[**Add Abyss Torch to the Torch God's Favor Biome Torch swap function **]
It has officially been implemented into the game, and will be available in the next update!
You can check out your suggestion again here: #suggestions-voting message
@wary pier - Your suggestion has received an updated status!
[add Abyss Torch (and other Calamity Biome Torches in future) to Torch's God Favor]
It has officially been implemented into the game, and will be available in the next update!
You can check out your suggestion again here: #suggestions-voting message

thanks to jopo for adding favor support to base tml
Frequent Jopojelly W
Almost wanna make a sugg about removing potions from shops
But will probably wait for the next update to use Wizard as additional reasoning
potions of return died
i see
no they werent lmfao
not in wizard shop i mean
returns still exist you just have to fish
There's also Blood Orb recipe
Potions of Return are too powerful for you to just buy
what was wrong with it
return is complete QoL anyway
too much QoL invalidates every single other way to obtain the item
the ideal situation is you make it more efficient for the player to obtain an item the intended way through incentive or better tools
at this potions shop had always been a complete pad because it is the easiest solution to the problem of many people not wanting to craft potions
at that potion of return is definitely something not essential for the game yet so powerful that it should take effort to get
Yeah, it invalidated a lot of abyss effort
Just tp, refill health, breath and plates, to go right back into the deepest part
Yea even if we removed potions from shops the problem will still exist
Potions of return are very cheap normally
And then like 90% of players use AlchNpc
Might just be me but I feel those shouldn't work in the abyss
Gives chaos state, doesn't tp 
In general, Return Potions are incredibly useful exploration tools
It was making a valuable resource extremely easy to get
👆
tbf are you really using return potions for exploration when you have the wizard
abyss
My man really said
"It would be cool"
Making the sprite bigger could come at the cost of quality decrease but it shouldn't be a problem
I do think MOAB needs a buff Jesus Christ that thing sucks ass
It does just need to be actually comparable to wings
You need to explain your reason why, passafam
Can't just say it'd be cool
^
(If I had any say in it I'd make MOAB have no wings whatsoever, and just make it have a lot of really good jumps. True successor to BoB)
I remember making a suggestion like that a while back, let me dig it up
I might not have posted it, but I swear I have it somewhere
Yes that is better actually
Yeah here we go
#suggestions-voting message
That one's just my personal opinion, you don't need to change it to that if you don't want to
we had an idea once where MOAB would just lost wings and get moved to pre-Mech, while a later upgrade would get all 5 possible doubled jumps, around like post-Plant or something
Maybe I should make a revised version later, once the current one goes through its voting cycle
That way it won't cause issues
this is what i've been saying
the ultimate defiled accessory 
giving it wings makes it frankly the same as it is now, seeing as jetpack is wings on technicality
plus the horizontal movespeed would still be killed by having flight time, which is another huge issue for moab
are you sure MOAB have "less jump height" than BOB
are you sure it is not just because of balloon and wings interaction?
so uh, I'm just gonna ask, can I repost this sugg I wrote a year ago?
Make Rev+ Spazmatism's phase 2 flames inflict a stronger Cursed Flames variant instead of Shadowflames
Why exactly are Rev+ Spazmatism's flame attacks Shadowflames, and no longer the green flame debuff who Spazmatism's eye color is distinctly based on? (Also Apollo, the Exo mech counterpart also retains the green color on its sprites and its projectiles)
I believe the answer to this question is that Shadowflames are simply put, stronger debuffs. To keep this part of the boss's balance and also to preserve consistency at the same time, perhaps you could simply take the 1.4 Flame Gauntlet and Frost Armor approach (creating stronger versions of the Fire and Frostfire debuffs respectively) and create a stronger version.
🤔 that's an extra accessory
reposting suggestions is fine as long as it hasn't been denied before, or reposted an unreasonable amount of times
actually, I'm probably going to slightly update it nvm
I mean yes, technically moab uses a fleg and nerfs its effect, but it also practically is for free 
So?
What bearing does this have on jump height?
flight time somehow reduces max horizontal velocity but i dont know for sure if it affects vertical
The only reduced velocity is sandstorm's horizontal (because of its quirky animation)
#suggestions-posting message
You don't need to mention that it's a repost, that doesn't matter that much
I should go record a comparison of the two
For clarity's sake
the audacity
Waiting for a hyper balance nerd to come here and crucify the suggestion
From my current testing, MOAB's jumps are better than even wings + BoB jumps
So I'm not sure where you got "worse" from, unless you slapped fleg on which means 3 slots vs 1
MOAB's jetpack IS worse than actual Jetpack but that wasn't in statement so it seems like I'd be fixing your suggestion for you 
isnt frog gear completely useless for that
how would
how would frog gear fix anything
aside from the frog legs
YES
it would gear AND frog 
In that case, you better bring some proof because bob + fleg performs about as well if not worse than moab (jumps only) for me
And on top of that, stat meter confirms by stating 43% for bob + fleg and 49% for moab
frog gear amphibian boots suggestion 2
True, we should add amphi boots to moab
Wings + bob is 39%

No.
wh
Fishing needs to be made to be more worthwhile
so checkmate
moab should just be reworked to be more balloon based
this is why i liked the idea of moving it to pre-Mech w/ no wings and then adding a 5 jump upgrade later on so you could still have something around the same power level has MOAB SOMEWHERE plus i think more alternate movement options would be cool
fishing IS worthwhile
in-game mechanics do not care about your feelings
based cog as always
