#suggestions-discussion
1 messages · Page 171 of 1
in fact, id argue quite the opposite
that changes jack shit practically
sure your jungle is recoverable but it doesn't fix any of the other issues i raised at all
Back in my day we lived in a 52% hallow 48% corrupt world and we liked it smh.
(I do think Hallow spawning over evil is a bit weird)
literally the least important part of the sugg + it is already in voting
I mean, it only spawns over one of the sections of evil, and can do it in literally any normal world as well
I often get hallow chasms in my world form evil being converted
we argued it made some sembalance of sense in lore since it would spawn on the corpse pieces of the gods, and WoF was containing godly essense, so of course the two would be attracted to each other, plus you'll have plenty of both biomes for gameplay so it spawning on one of the evils is nbd
lol
A suggestion ever
nah
suggestion.png
@wispy plume just disable the calamity difficulties
- mod difficulties are not meant to be mixed
(Also I don't think Calamity changes anything when Eternity is enabled so I don't see why they should for this)
(I can infer this from Golem being unkillable due to overlapping AI)
how many ❗s are we gonna have?!
This might sound presumptuous of me, but once I actually write up some of the suggestions I've got waiting, it might bring the good ones back
nice
Can I add a suggestion added previously- If it’s been awhile
I propose two changes, both vanity wise; although some may see this as a specific item suggestion, I have no idea how to make it not.
The changes are simple, add a different version that can be gained by completing the challenge and display that you have completed the said challenge. There is no way to tell if you made the item or did that challenge; those who did it can take pride in their achievement.
I think if you put these two together it might be better, since they're relating to the same topic
Also, the title requests a change to the vanity appearance, but then there's a section that asks for a way to distinguish how the Profaned Soul Crystal was obtained, which I don't think is relevant
Well, it may not be known to others how to get it, so the introduction is to expand my point.
Put the two together? But what two together
The two parts of the suggestion that I highlighted in the message, since they're talking about the same thing, being the changes that you request
amalgamated brain is kinda op
That is true
It is?
10% damage + zany crit chance from cerberal mindtrick + a dodge
it's arguably better than a class emblem
I had no idea that was even a buff tbh lol
Yeah amalgamated brain is pretty damn strong 
it's technically also the dodge cooldown in vanilla but cal knows that shit stupid 
That's because it's not, technically
It's apparently a debuff according to the game
It's very weird
Oh so you get a debuff from your accessory therefore amalgam brain is F tier 
damage + insurance for free!
It's a debuff that benefits the player
Most normal vanilla behavior
so u cant delete it or smthn
Completely forgot you could delete buffs
i mean
alcohols
feral bite
Amal Brain when it's so good that it's unironically viable until it's upgrade which is post dog
Wtf 
Imagine amalgamated brain with vanilla dodge mechanics 
Like a 2 second cooldown on a 1/6th dodge chance on top damage and crit bonuses 
combination accs when
What
(I despise how vanilla and cal do these)
Combining them at a tinkerers workshop?
what else
There’s already accessory combination
Could you elaborate on this
no
Making them just be "the components but together with no extra boosts"
If combination accessories were at least weaker that their components, it might be better
It'd indirectly nerf such powerful accessories as Asgardian Aegis and Rampart of Deities
Isn’t that what combining them at a tinkers workshop though I’m confused 
Like, Core of the Blood God was a great way of handling combo accessories, since it gave weaker boosts compared to its components, but gave the upside of them being together
¯_(ツ)_/¯
Yeah

just downgrade like 18 versions and you can go play an inferior version of the mod where all the accessories were just overgorged clusters of shitty accessories
regardless amalgam and absorber are still like this anyway lol
Ninja gear isn’t great afaik

void sash is good for SCal/exos because there's way less to ram
Void Sash is awesome
I would use it on Yharon if my main strat with Yharon didn't involve rams
It's great on scal and exos personally
MNG atm is fine but anahita being dash heavy as well as fishron permadash and pbg dashes makes it less usable
Not to mention asgards is really broken atm
Statis's Ninja Belt is straight up bad
It has worse dash distance than Elysian Aegis and does not have anything to make up for that literal shortcoming
So useful 
could you make it have a faster dash cd maybe?
the problem with belt is not the dash
the dash is consistently the longest at it's tier every time, the problem is the lack of the utility of the valor's debuff and knockback immunities, and more importantly, the ability to control the dodge, this makes evasion scarf of all things more viable on mostly late game bosses than the ninja gears because you get to control when the iframes proc, but ninja's longer dash can still be nice if you can work with the random dodge
Random dodge my beloathed
I love triggering dodge on random numbers of damage giving me placebo effect on if it’s effective/worthwhile or not!
The same fucking problem the chance dodge has.
god you know it's really fucking funny
random dodges are still good
but they're better FOR better players
those who are already REALLY good at the game, so the chances of getting hit are very slim
since most of the time, harder to dodge attacks do more damage
so dodges are inversely stronger the better you get
but at the end of the day, those stray hits aren't going to be what kills a good player anyway
since if they did get hit, it would probably be a while til they got hit again anyway, so they'd most likely be able to heal it off if they have a balanced build
the thing that's going to kill you is getting chain hit
no matter the skill level, chain hits are what's going to end your run
which is really funny because the valor line's bash is great for getting out of chain hits
but furthermore it's knockback immunity is ALSO useful for avoiding chain hits
so instead of valor having the bash and ninja having kb immune, valor has BOTH of the superior options for avoiding the one thing that actually matters defensively, which is sort of the whole point of a dash???
so the whole ninja line just kinda gets cucked and it would be funny if it werent so sad
can you make ninja have a smokebomb dash on cd which is fully immune like the cuphead ability
or woudl that be too broken
since ninjas, smokebombs, makes sense
kinda like shiek's upb from smash
The Spectral Veil is a Post-Moon Lord rogue accessory dropped by Signus, Envoy of the Devourer. While equipped, pressing the Spectral Veil Teleport key teleports the player to the position of the cursor at the cost of 25% of the player's stealth and receiving the Chaos State debuff. The teleport has a maximum range of 845 pixels, which is a bit ...
spectral veil needs to die so hard
also it's been discussed that even evasion is prolly too strong as is so ninja+ is never gonna get it
wdym evasion
evasion scarf
Evasion Scarf when 30 second controllable dodge
i mean that would be the easiest option
and put ninja and valor on about the same level of stupid broken
tbf
which i think honestly is fine because like
Evasion Scarf when it's unironically SCal viable
they're supposed to be broken
maybe instead of making the dash itself a dodge, if you get hit during dash it charges up a rod-esque tp?
they're like tracers and shit
that is
still just spectral veil
spectral doesn't have a dash but it already is the "ninja smoke bomb dodge" item
and it is VERY stupid
like i said the easiest thing would just be to shove evasion into it and let it be broken since valor's is clearly busted and nothing is ever gonna happen to it
so if some busted items are given a pass to exist, their alternatives, understandably, should probably be brought up to par
like valor's, drae heart, rampart; they're all known to be obnoxiously strong, but the team has made it clear they don't plan to change them
so the obvious solution just seems to be to bring their alternatives up to par
wait why not
Lol
i could probably go find the quotes but like. rampart is designed to be a mix of star veil and frozen shield, like that is fab's intention and it isn't changing. i think the same was said of valor that it is the ankh shield line upgrade.
I use evasion on scal pretty often tbh 
i mean would putting evasion on belt completely invalidate valor
not at all
if no, then i dont see why not just do it
yeah just do it
makes enough sense to me
Sad. I still want Asgard's to die at some point
I heard a statement that Shield of the Ocean might die at some point, but that was mere theorycrafting and only said by a single dev
At least that'll get rid of something, if it happens
valor has always been for physical hits, while evasion was always for projectiles
i always liked that little dichotomy they had going on
also yeah SotO dying would be nice because it is such a nothing item
i still liked my dumb mock-up of an idea i had once but yeah the dash items are in a weird place
i would also be fine with SotO being taken out of valor and given its own identity
it always felt out of place in it anyway
I'd have to assume anything upgrading Evasion Scarf would first have to have permission from the donor, but I do like that idea (although a dash upgrading into a minion slot accessory seems a bit ech)
oh no you see
that item is dying
im pretty sure
and i think the sprite dying with it would be a waste
i dont think an upgrade for a donor item needs the donors perm iirc
ah i always get them mixed up
tho this image is old it might've been from an age back when they were still unsure
also yeah no i dont think they do
plenty of cal items upgrade from donors and i doubt they were asked about it tbh 
with the amount of donor items id be very surprised if one was asked every single time
oh yea now i remember where i heard this from
it was about monstrous knives
Ugly ahh Statis' Curse
yes
Remember when Statis' Belt was called "Statis' Belt of Blessings"?
the tldr is Statis' Curse is basically a belt so should be the ninja belt upgrade
or something like that
statis' curse or blessing is likely getting removed anyway in the future once they rework minion slot
It's uh, it's more of a neck vanity tbh
I still cant see if this is a belt or something
but yeah definitely not a neck accessory/vanity (this is statis curse)
At the very least it's a chest thing like a vest or smth
it looks like an extremely oversized ascot
?
hear me out, there should be an advanced paiting mod for builds
like paint that would match certain blocks
for certain biomes and stuff
like astral paint and wulfrum paint
maybe even like rusty paint
How does that fit here though 
idk
Asking for like a whole new mod 
it says suggestions
and it has to do with calamity
Maybe just suggest calamity adds that stuff
Instead of asking them to make a whole new mod or something

you can usually use existing blocks/paints to fit just fine lmao
is it a good suggestion to switch out cosmilite bars for Cosmilite armor pieces?
it was heavily implied that the armor DoG wears are strong enough to go toe to toe with gods
why not forge the items from his scales?
i don't even know where the hell did the cosmilite bars came from
also im pretty sure the idea is to move bars to he distortion so i think he probably Won't drop them Eventually™
DoG's still getting a rework?
Yes
iban's resprite concept was scrapped so it'll be neat to see what they come up with
There are like a thousand more ideas they can come up with
in my opinion:
if the "Ghost" enemy (from Graveyard or destroying gravestone) drop something, then Hopping Jack should too
however because ghost don't drop anything, so should Hopping Jack not having necessity to drop anything
ravens...
Ghosts are not as exclusively a graveyard enemy though, as they spawn at any point in the game and any biome if a grave is broken. Hoppin' Jack is hardmode exclusive and only spawns as a natural biome enemy. I can see the comparison with ravens though.
Of the ghost, raven, and hoppin' jack, jack is the only hardmode exclusive enemy
Mmmm what drop would you give to them
Well it's kind of weird for relogic itself adding them to graveyards
Honestly 30-60 pumpkins would be my "If there's no better idea" suggestion as a baseline for giving it something because 30 is what you need to craft the pumpkin moon medallion
That would make it sort of a pumpkin version of the rainbow slime
That would have to compete with just buying pumpkin seeds from the dryad in pre-hardmode
Fair enough
Again that's the easy option in lieu of adding an entirely new item
Another option is goodie bags from the halloween event, but that also competes with the free day of halloween after pumpkin moon
is there anything wrong with that?
why not?
To give purpose to an out of place enemy that has none
A lot of other enemies have no purpose other than being pretty much vanity
- You'd just be adding another resource slime
And those are not very unique
i mean silly pumpkin enemy dropping silly pumpkins doesnt really sound that odd
yep
It doesn't need to have a purpose
maybe it could drop Jack o Lanterns (the ammo) after Plantera
Arms dealer:
To craft a pumpkin medallion you need 5 seeds
Five
13 silver
vs having to beat wall of flesh and needing a graveyard
while I have 63 platinum
Another option which would require a new item and actual dev work would be an item that causes halloween on use allowing players to access pre-hardmode halloween rewards by taking it to a new world/character for a fresh run, functionality not currently supported by pumpkin moon
Moreso than adding an existing item to a drop table
fargo mutant 
why should they have to add a new item?
????
there are more pressing things needing development resources than adding a random new item to an obscure enemy
exactly
The real question is what is the relation between graveyards and pumpkins
Y'all are saying pumpkins are a lame drop, I'm saying it doesnt have to be pumpkins theres other thematic stuff that could happen but again my immediate suggestions were stuff that was easy and already in the game
spooky
like
:o

that's a good idea
bladed glove
It did
literally has never been touched since probably 1.1
Actually yeah that's good actually
the fetid bachnaks got resprited
I can get behind making graveyard enemies that don't drop anything drop halloween items
I think that'd be the way to go yeah
and Frost Legion Christmas stuff
Give hoppin' jack and raven the halloween weapons and goodie bags
frost legion the essence of eleum farm when
isnt Hopping Jack some form of ghost?
which is why it don't drop any item
and also there are many other enemies that don't drop item in the game such as many events enemy
No its a slime that looks like a jack o lantern
it's a slimeless slime
which arguably is more important than Hopping Jack which is basically just an obscure enemy spawned in a very specific circumstances that have the same AI as slime
yeah its not actually a slime
and event enemies have the purpose of progressing the event
Having a graveyard is hardly very specific with how its used for crafting imo
Yea
In calamity it is
Maybe calamity could even buff the two weapons so there's more reason to get them
It's not a slime
It just has slime AI
It is very specifically the only slime ai that is not a slime yeah
It's not affected by royal gel nor the slime achievement
its a pumpkin
it either drop gel despite not being a slime; or drop a pumpkin despite you literally just smashed the pumpkin in half by killing it
or it could drop halloween items because its the jack o lantern halloween boy
Ez
Wait graveyards are technically pre-dryad
Yes
wait no the enemy is hardmode anyway
pie definitely no, pumpkin seed is close enough

but hardmode pumpkin seed?
yea you could
move them to pre-hardmdoe and make them drop pumpkin/goodie bags/the weapons
same for ravens
Not everything in this game needs to drop something useful
Yeah that's a good amendment honestly. Make em pre-hardmode and extend the halloween drops to ravens
Updated the suggestion
"it makes sense"
what else can i say lol
there’s no such thing as a nuclear rod, but there is a thing called a fuel rod
then say that
fine
why not use this opportunity to change the name to something more fitting, like Reactor Rod
and also I think a main reason it shouldn't have "Fuel" in the name is because Spent Fuel Container drop from the same enemy; thus not having the word fuel make them more distinct from each other
Thanks for the input and helping hammer out the idea by the way. I appreciate it.
Nw
hi
i think that you should put the image in the suggestion
oh got it thanks
What are the benefits of fairy boots
+10 defense +4 life regen and +10% movement speed
that’s pretty good
yes
honestly idk what boots to use in my current run I’m debating between amphibian and terraspark but maybe fairy is worth considering as well
it's really good yes
and its not descriptive enough so many lose out on this great accessory
it's like
Is amphibian even good in cal actually
go fairy
I haven’t noticed the frog leg coming into play much
either way it’s a multiplayer run so I’m gonna have to craft multiple sets of boots anyways
idk really what accessory setup I’ll be going with for pre-hm tbh
but im amphibian boots pilled and prefer to use them anyway
I want bundle of balloons and some kind of boots for sure, but then im gonna die to fall damage lmao
You can’t stack bundle and wings right
Ah
amph are good, i just wish they used spectre instead of standard boots bc they get outclassed by fairy/lightning+ hard
yeah :/
I feel like the Nuclear Rod one is currently lacking in reasoning
same
Though for the record I’m definitely going to give fairy boots a try since I now know the stats, which is more reasoning for the sugg
It's just "Hey this exists but it should be called this instead"
and fairy is SUPER easy to get so amph is like. useless since you can literally only get it by the same time you get spectre
nice 
🤔
what if we moved amph to anvil instead of tinkerer's
It's funny how Fairy went from dogshit to top 3 vanilla
indeed lmao
Weaker boots, so a weaker tier crafting station
I think that could work, although I bet a lot of people would be confused (then again, Hardmode rework)
i doubt it, recipe browser is practically required and i dont know anyone who doesnt put tinkerer right next to anvil or uses magic storage lmao
^
I feel like that's unnecessary, even using Tinkerer's Amphibian can hold its ground
Well, it's more of just the fact that accessory combinations are generally made at a Tinkerer's Workshop or higher-tiered crafting station, so randomly having one at an Anvil would seem out of place
Yeah, mainly that
just make amphibian have unerfed frog leg stats
lmao

is the nerf even listed in the wiki
it's just the fact amph loses out on BOTH lighting's speed boost AND spectre's flight that makes me feel like amph just feels unreasonably outclasses the way it is right now
Clearly amphibian boots should combine with frog gear to make it good

just give amphib boots a ram dash smh
Dear god no
We don't need yet another pair of pre-boss boots being meta
found it
give amph boots iframes like tracers for no reason

Make the frog gear + amphibian boots combination combine with master ninja gear
lmao
yea just unerf it 
Make Amphibian Boots give 50% ADR 
the verboten boot
statis's ninja belt (and boots)
I wish it had the speed of lightning but not the flight
The reduced speed, in my eyes, is the only thing holding it back
Grand gelatin + amphibian boots + aerostone + frog gear + arctic diving gear + master ninja gear
If amphibian boots use lightning boots it will be extremely good
Soul of Flight Mastery but Calamity
At that point rocket boots flight is literally like triple air time
yeah that's fair, that's why i thought moving it to earlier in progression fit a better niche than buffing it tho, because then it competes with dunewalker which is more on par with it than fairy/terra
If you want to make amphibian boots competable it can be as simple as make it use spectre boots + frog gear
I do think it should still use Sailfish because of the water theme
Or sailfish boots + rocket boots + frog leg

Hot take but Sailfish + Anklet + Aglet + Frog Leg
(It would)
Frog Gear is way too much for a pair of boots
Especially considering you need Frog Gear for the Statis' Ninja Belt already, there's no need to make the player have to craft three sets of Tiger Climbing Gear to get two accessories
just unerf it a little
add a fishing exclusive accessory that gives movement speed + rocket flight and put it in 
If jump speed is not completely broken with bottle then it could had been unnerfed
bc it's like sharkron balloon line 
uh
i mean i guess not??
yeah you could add the sharkon balloon to the recipe
it becomes pink horseshow balloon or something
Add enchanted sundial to amphibian boots as an upgrade; at night it is amphibian boots with high jump speed and jump boost while it turn into vertebrate boots at day, granting massive movement speed and flight time instead
tfw just add zeypher boots (or whatever the fuck fargos calls it) to cal 
terror
this feels a lot like how i wanted to fix moab by shoving the other double jumps into it but then it felt too strong on tier so we split it into two items
yeah i don't think that adding the sharkron balloon is a good idea
because it becomes pretty much ultimate fish acc
Moab dont really need more jumps, it just need good jumps
Ok revolutionary idea what if we add a new boots line which is dunerider boots + sandstorm in a bottle except that it dont retain the speed boost on sand and nerf the bottle because "boots + bottle is too strong just like how we nerf frog leg in amphibian boots" so people cant complain about amphibian boots because there is another line that is just as nerfed
lmao

But yeah tldr: if you want to buff amphibian boots, literally just insert rocket boots into it somehow
no this will just lead to me wanting both in rampart
And it will instantly be top tier boots, because that is just how good preHM rocket boots is
lets just add a bunch of random accessories to rampart until it becomes even more over powered
So true
draedons rampart 🙀
I think rampart need shark tooth necklace and panic necklace in it
and worm scarf
And brain of confusion
it's not that good it needs more dr
add every single item to rampart
also give it free iron skin and endurance potions
i want my accessory to also be an armor set and lions heart
yeah
That's just verboten one with extra steps
yes
add moab to rampart
ramparten one
then moab will actually be good
So what you mean is just rampart should have wings stat that automatically scale with the best wing on progression
Or can just give it drew's wing stat
oh nice rampart is already in the verboten one
yes
drews wings stats with celestial tracers iframe
and it includes additional stats from previous wings
and just buff deific amulet while were at it
i.e. it has the damage boosts from butterfly wings but not the flight time
great idea 
Combine all wings into one pair that has all the bonuses added, unique and creative idea
the verboten wing
a single spacebar turns you into sex demon
?
what was lion's heart again
"Changelog 131: deleted Drew's wing, added Bloodflare Wing and God Slayer Wing and their respective set bonus"
"Changelog 132: added Auric Tesla Wing that inherit the set bonus of the respective wings and work with Auric Tesla Armor"
"Changelog 133: Celestial Tracer now uses Auric Tesla Wing instead of Drew's Wing and inherit its effect"
We should probably stop fandomposting in the discussion channel

auric tesla wings 
hear me out
an accessory that is both a wing and a dash
you just want more accessory slots!
Wingslot user detected
Why Feedza, why did you turn to the dark side
play the game how I like to play it now 
Mfw someone uses the idea I told them in a suggestion 😒😒😒😒 @ashen warren
Honestly, I agree with this
It's a fairly self-contained way of making progression less linear
Though I feel like we could make the Meteorite spawn only after you've summoned the boss once (so 4th orb/heart)
Sorry :((
Plagerism at it's finest, however I back the idea
The buffs from the fairies are only there when the fairies are present right? So that should also be stated too
Hmm not super sure if I completely agree with thr idea of requiring the boss be summoned first
If the intent js to just prevent it to be a "get gold pickaxe 10 min into the gamr mine meteorite" situation I think an easier alternative is to raise the 200 max HP requirement to like, 300 max hp
That means that to get meteor to spawn you would had at least done some exploration already
I meant it more as like
"You faced the boss but didn't kill it? Have this little boost to your gear"
I am not 100% sure the old condition since wiki are updated now, but what I said was based off of what I remembered (condition= 200 max hp + broke a heart)
maybe that plus an increased max hp requirement
If you are going that direction can also work? But yeah the suggestion will have to get enough votes to be send into devs first
Meteor shot is easily wall of flesh worthy to melt through hungry tho, and bringing meteor shot to pre-evil is kinda further dumpstering silver bullets as a pre hardmode ammo
Dont want to make it more wordy or specific than it currently is for now
...meteorite crash site has a 50% chance of spawning after the Eater of Worlds or Brain of Cthulhu is defeated / after a Shadow Orb or Crimson Heart is smashed.
Apparently there's no HP requirement
make then require hellstone
Its an upgrade to musket balls what else are you usin that silver for
Hmm must had completely missed remembered with like slime rain/eoc condition and just assumed meteor has it too
Yeah, no need to make it more specific
We can figure stuff out if it passes
The 200 HP + broken orb/heart requirements are for Goblin Army iirc
Meteor shot is also a musket ball upgrade from a more valuable material
I think the HP requirement was taken from the Goblin Army, which has very similar prerequisites to a Meteorite (in older versions)
I see no problem with meteor shot being better than silver bullet
Except you get it and instantly win eater of worlds in your suggestion
unlike silver theres quite a bit less meteor in the world at once
You can literally add resistance to a specific bullet type if you eant if I am not mistaken
Because Thanatos just have a resistance of taking 75% damage from god slayer slug
(We do want to avoid resistances)
consider: jester arrows
"the balance of meteor shot" is not an issue, the entire meteorite package not being post-eow/boc in power is
Resistances are just like "Hey you know that thing you're using? The boss doesn't take much damage from that, use something else"
To specific items? Or In general, because pierce resist is kinda necessary for worms
But yeah, jester already shred eow plenty
if anything give a small numbers buff to meteor stuff if it really underperforms I don't see enough benefit to reverting the change because meteor stuff really just auto-solves the evil fights
Let’s just make silver/tungsten bullets on viable in hardmode and post ml smh 
they already are
because they're just an objectively better convert than musket balls
Or they can literaly just nerf meteor shot and revert it to preboss
That is literally easier if they want to, nerf 1 ammo vs buff multiple items
Silver will be more powerful than meteor coz convert
Buffing meteor bullets won't kill that fact
They will be more viable in non covert guys though
yeah you're likely gonna be using silver/tung a lot longer because of converts
huh?
Silver has endgame viability
Meteor shot is only viable phm
is joke about how no one ever uses them in preHM because shit like superball exists, you just use them for convert late game
Best on wof
they were considering adding "hallowed point bullets" which were hallowed bar higher base damage bullet which converts
they're instant upgrades
lmao
That's not the actual situation you are asking for changing the acquisition point and undoing a vanilla patch change not balancing a few numbers. Your suggestion has a larger footprint than a slight damage buff to meteor stuff (if it even needs it)
Yes, specific items
Silver bullets become viable second you enter hm with stuff like cursed capper and needler on the playing field
Till then they aren't the best
That makes sense and what I assumed, 
im pretty sure there were exactly 0 changes made to meteor stuff balance wise when they were moved to post eow/boc
Meteor should remain post evil one but get a slight buff
That's because in vanilla meteor armor is good and so is meteor shot
Considering only star cannon and meteor shots have much use
Light mode jumpscare
In unmodded you can kill expert wall of flesh with space gun and meteor armour i dunno what yall want
So it's still optimal till WoF for 2/4 classes
Everything else should be buffed to somewhat deal with evil 2 and maybe skeletron etc
other than cheesing eater/brain with meteor stuff like you did in 1.3 i guess
and cal nerfs meteor armors set bonus
so its actually balanced
While calamity kinda kills meteor armor
Still unsure why it affects Zapinators in the first place, considering they're never mentioned anywhere aside from the wiki (to my knowledge)
because laser
Even in vanilla meteor is very similar to diamond robe + cobalt + wizard hat, so I don't really think it needs as big of a nerf as Cal gives it. But that's why meteor feels bad in cal, because it's literally only usable for one class, and it's just ammo
no it very much does
I think changing the acquisition point of meteor isnt addressing the root problem then. More likely there should be a look at the numbers on it and it can stay where it is but with a slight unnerf or buff
because diamond robe wiz hat and jungle/ancient cobalt is extremely broken and is one of the best damage sets for mage pre hardmode AND ITS ENTIRELY PREBOSS
^
true..,.,.
Fr
.in modded u can't
I'd approve if the suggestion was reworking meteor armour, but I can't see enough reason to revert the acquisition point for it
Does rogue even have anything useful with meteor?
meteor fist
reworking it would make so you wouldn't need to revert it
yeah
from what i can tell in vanilla none of the meteor items were buffed to be post eow/boc when they were moved there
magic gun only pt 😳
they did not need to be
Rework the armour, add rogue items, slight buff to maybe melee items?
yeah vanilla meteor is kinda nuts
because you don't need to care about anything else
mana is no longer real
there's this
and being able to work with zapinator ig
does anybody actually use zapinator
its too hard to find or i would
I've only ever used it once or twice
It's never something I try to get, I only use it if it happens to be in the shop
its easier to get a diamond staff and robe on a gold world than it is to find one zapinator
I'm doing a playthrough rn in vanilla and zapinator was amazing for all of pre HM
Used for brain, eater, skele, and WoF
In cal it isn't really ever optimal though
If you want the full reason why I want to move meteor to preboss the I will give you the full reason:
-
most meteor crafts are piercing/AOE, it is just easier to balance a piercing/AOE weapon to be weak than strong; for post-evil meteor stuffs if they are balanced around say queen bee they will delete everything that is subjected to any form of piercing or AOE
-
it give a perfect excuse to finally nerf both star cannon and meteor shot, first is balanced to be overpowered due to "scarcity of ammo" while second never getting nerfed because "it is post evil" despite it outclassing nearly all ammo in preHM in any situation where piercing is good
-
All meteor crafts are literally preboss in power except meteor shot and star cannon, meteor fist is funny on desert scourge but thats about it; their piercing/AOE nature means that they will be effective on EOW/BOC rather than other bosses post-evil (such as QB) that are nearly all pure single target dps, so the nerfed progression means they come way too late
-
meteorite is already accessible in underground gold chest at a completely random low chance
-
meteor stuffs dont just have to be buffed; at post-evil they have to compete with hellstone which is notoriously powerful, we dont need a 2nd set kf hellstone equivalent in power gear to balance
Tldr: I dont care if meteor stuffs are viable for the rest of preHM, in fact I want them nerfed and this is a perfect way to get them nerfed without majorly impacting balance on other items while providing more viable weapons options for some classes
Yeah I think those are bad reasons.
well we can see what voting says
Voting is unreliable opinions at this point
I do agree though, one person's opinion doesn't outweigh the opinions of the voters
all im saying is i dont think it needs changing so we'll just have to see how it performs
i personally like the idea tbh
Fair enough I guess. I just think its a big ask to revert a vanilla change cause folks got used to playing on tmodloader in 1.3, which seems like a large part of why this is being brought up at all to me
But examples of post evil where piercing matters to refute you:
Hive Mind
Slime God
its not just queen bee
even skeletron has multiple targets
reaver shark 
like man we dont need pre boss meteor you can already down desert scourge with poisoned knives leave him with some dignity
Rather than make meteors early,
-
rework meteor armour to have a move viable set bonus
-
add rogue weapons to the meteor crafting tree
-
slightly buff phaseblades
-
meteor summon???
-
keep ranged the same, it's perfectly balanced with meteor
This will make everything more balanced and viable post evil 1 and allow meteor tier weapons to be used on evil 2 and skeletron
Why do we need to add more weapons when the current ones suck
Needs better wording
Rework the currents to make them not suck and give rogue a meteor weapon
huh
meteor armor is already good
meteor ALREADY has a rogue weapon
phaseblades already got a buff
how the fuck does adding a summon fix anything
and i dont think anyone was asking ranger to get more buffs
dont phaseblades still suck
yes but i dont think there is a way to fix them 
meteor fist
Oh shit yeah
i literally already said that
And it's good too
phaseblades are so silly
also this fixes literally nothing about the bigger issue (meteor is balanced around pre-Evil1 not post already
The set bonus is not too good imo
an armor set is more than its set bonus and also it is perfectly fine
Does cal change it from the vanilla one?
it actually nerfs it 
I explained in 1) why balancing a piercing/AOE weapon around single target is a bad idea; Hive Mind is mostly a single target boss and piercing is completedly not needed for it, Skeletron you are better off just use a high single target dps weapon because most of the time you are in head phase because hand are just squishy right now
That leave the bosses vulnerable to piercing to be Slime God or Wall of Flesh and in fact you miss the main one which is Perforator (which in its current stat is a joke anyway) so you either:
i) balance meteor stuffs to be viable on tier against single a target boss like QB, which means it likely delete the aforementioned 3 bosses (except meteor shot and star cannon)
ii) dont touch it too much/buff it too much, which means it probably get outdated instantly due to hellstone (except meteor shot and star cannon)
iii) left it untouched which will make all meteor item completely useless except meteor shot and star cannon whcih remain in its current overtuned stat like they always had been
Tldr lefting it at post-evil basically just mean the entire relevant meteor craft is meteor shot and star cannon
And no, "Desert Scourge and Eater of World getting nuked" is not a meteor problem it is a worm problem and it is universal, piercing weapon just does that not just meteor stuffs
I will rather meteor moved to preboss for its entire arsenal to be viable and just nerf meteor shot and star cannon than it being reduced to only meteor shot and star cannon just because they are too good on worms

yeah worms are nuked by SO FUCKING MUCH
hive mind summons when they
i feel like it's worth pointing out that, while rare, meteor can still be obtained early anyway which just complicates the whole situation further
it is also why moving it back to one orb just makes more sense tbh
plus then meteor will overlap less with new aerialite
true yeah
Is it obtainable in significant amounts?
Or is it like gold/plat bars in gold chests like 5-11 or smth
well if they spawn low enough to spawn in gold chests, they're technically modified shadow chest drop tables, and shadow chest drops tables give anywhere from 15-29 soooo...
Meteor craft use at max 20 bars per weapon/armor piece
it is very funny that vanilla wiki mentions they can spawn in gold chests but then does not have the loot table for gold chests which actually has meteor in them
Though I cant imagine the devs let the amount stay 15-29
the amount probably did stay that way because the fact they even spawn in gold chests at all is a weird coding oversight with how chest loot tables work
Which is why I still question whether it is wiki misinfo but apparently people did find it
i can find plenty of people who have experienced this but yeah shit is weird af
its super rare to get a chest like that in the first place, and rarer to get one with meteorite in it
it was way less rare back when old crags existed
Which is why I'd argue against that edge case impacting the discussion of meteor being post evil tbh
remove calamity's meteor set bonus nerf
based and true
or give it an actually good set bonus
giving it an actually good set bonus would be nice
but reverting the nerf fixes nothing
reverting the nerf just turns space gun into a ammoless ranger weapon that deals magic damage again
which is dumb
and thats like the entire reason its good in vanilla
That's what I meant, I don't like the infinite space gun
Sorry if my wording came off incorrectly
ah yeah fair
15% damage increase when using a meteor based weapon and 10% increased jump height / flight time
Reasoning being meteors are from space, low gravity etc
Just an idea, definitely could be better
15% damage
Star Cannon grows in power
LOL
you could also make the weapons act differently
i was thinking something more like a weaker astral would make more sense
have meteors fall on crit (from meteor staff) or something like that
Space Gun isn't just the simplest possible magic gun, now you can charge it up or somethin
yeah definitely
weak astral could work but astral is so boring 
oh i mean i agree but
astral armor rework Eventually™️
and i think that set bonus fits a preHM armor more anyway lol
Noo we love free DoT effects! (I know it needs a rework sadly)
there's a lot of ways you can go about reworking it
Astral when it is literally a mage armor with extra text
Maybe my damage buff was too strong but I think the gravity related set bonus would be quite cool due to the fact meteors are from space
I was thinking of titan not astral I'm tired 
astral armor needs an astrum deus rework so the armor could be based on the boss
and then maybe you can turn it into a mage set that is an upgrade of meteorite
zased
So meteor armour + astral bars + something to make meteor armour relevant?
or you could make meteorite classless or smth idk
astral armor already uses meteorite bars
Yes but use meteor armour
yeah
Rather than the bar
so it's not a stretch
Otherwise people will skip it completely
I like the minion slots that Astral has, maybe it could keep those too
i just searched "class setups calamity mod" inside the wiki
it could very much be a mage summon hybrid
Forbidden but better
lmao
I love forbiddens sprite
Spectral?
Brimflame, all ore armor
Hydro/spectre then
seems like it
so yeah you could very much make astral a magic set
with an actual setbonus that isn't star
like at least make it use deus projectiles
I've never actually used astral armour
it's a decent armor
Hydrothermic shouldn't be "the armor" for all classes to use post-Golem
Like you've got Beetle for Melee, Plague Reaper for Ranger, Plaguebringer for Summoner, and Mage and Rogue just get Hydrothermic (which is lame)
oh lmao
Brimflame does have better damage
It's only worth for mage, probably why
But spectre has the hood which makes it interesting
(Just not very interesting)
At least, they unlock those armors at that tier
I've used astral a few times for melee iirc
Fr, make hydro class based, or even better just kill it
Removing hydro would be a terrible idea
Make it a Rogue set, then spec Astral into a Mage set with (maybe) some Summoner aspects on it
That's not a terrible udea
yeah rogue lacks a post golem set
I disagree, there really doesn't need to be another armor between post golem and ML
Yes but it gives a strong use to scoria apart from life alloy and weapons
because after umbraphile it's empyrean
Cryonic:
(still pre golem tho)
i mean rogue only sets
Isn't that all class
Oh, you meant exclusive
And it's deadeleus (can't spell)
and I reckon that the class should have more than two rogue only sets in hardmode
Titan and umbra, all other sets are multi class right?
Yes
Yes
I mean, most classes don't have that many exclusive
Ranger has 2 as well for all of HM iirc
Melee has 4 that I can think of off the top of my head
shroomite and frost(?)
i'd put frost in that list too because it's only exclusive to two classes
but that's personal opinion
(it is bad)
and then summoner has
Melee frost is good in vanilla
Yeah, Id count it too, just forgot it
fathom swarmer
plaguebringer
forobidden
spooky
spider
tiki
I should go look at that old "Rework Hydrothermic and Astral armor" suggestion and check what it was talking about
Maybe if it's split into two suggestions it'll pass
hold on lemme make that satisfying
Fathom swarmer isn't real, but otherwise I agree
there we go
Melee has
2 bettles
Frost
Turtle
Anything else?
Mage
2 spectre
Brimflame
Anything else?
So realistically rogue needs 1 more HM armourset
I wouldn't really count the helmets as separate sets
I think making Hydrothermic fill that spot would be for the best, since as said earlier, they lack a dedicated set at that tier
No class would be losing out on any options, since all the others have a set at around that point, so I think it'll be fine
Agreed, I feel the same with astral
Both astral and hydro are for every class, but only worth using for like one. Making it a single class armor would allow the devs to focus on a single set bonus allowing the sets to be improved a bunch, as well as removing item bloat
#suggestions-voting message
#suggestions-voting message
Ah, here we are. Both from the same batch back in March, and both of which were dual-natured
Yeah, I see how mine was quite flawed
If they're focused on just the one armor, they'll likely stand a better chance of success
their goal is to kill 5 helm sets yeah
quick question, what do ya'll think of my sugg #suggestions-voting message
I have since kinda accepted that Brimflame vs spectre is fine, is the spectre dmg helmet never worth using? Yes. But I don't really care anymore
i mean you can just look at the star count
i dont want more fire debuffs and it's just kinda eh
adding cursed flames two doesn't really sound like a good idea
sure hellfire and frostbite(?) exist but there's a lot of sources to inflict them
I mean maybe they could recolor the boss
Make spaz inflict miracle blight, it's green 
(Ignore the lore implications)
HELLISH
Make a debuff specifically inflicted by the Mech Bosses that is just a weaker version of Miracle Blight 
devil

its meant SPECIFICALLY for spazzy
that's what I imagined the debuff is for
not for the player to use, oh hell no
just make my boy purple then idk
WHAT IF HE WAS URPLE
Electric debuffs when only one functional debuff
just make recolors of all rev bosses, surely that hasn't been done before 
Ture...
and not green like they're supposed to be
does spaz have cursed flame attacks in phase 2+?
No.
simply make shadowflame green instead
im pretty sure smart cursor works just fine?
strange. It doesn't seem to work consistently for me
I'd test it out, but my brother took my computer to play DDLC
but I do have another suggestion regarding Smart Cursor
Oh, huh
Heat Spirits used to be just an Underworld enemy and not a Crag-specific enemy iirc
That's prolly the reason for the inconsistency
Yeah there it is
I also vaguely remember hearing about how the Crag enemies might not drop Bloodstone in the future, but that's kinda just future-planny
Yeah that's future stuff don't need to worry about that
It should be really easy to add Bloodstone to the Heat Spirit drop table in the meantime
yeah cei was kinda vaguely hinting that crags enemies wont drop bloodstone in the future
Correct
Pretty sure Bloodstone will be dropped exclusively from Ravager when it gets moved to post-Provi
Though yeah, no point in worrying about that rn
@ashen warren - Your suggestion has received an updated status!
[Celestial Tracers should have Auric rejection immunity.]
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
@frosty trellis - Your suggestion has received an updated status!
[Swap the Schematic Placements of the Space and Sunken Sea Labs, so the Space Schematic is the first one]
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 Yharim's Gift an Auric Immunity like Auric Tesla]
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
Oh that's just begging to have conflicting votes
Two suggestions asking for essentially the same thing being sent at the same time
Yep
(Though if we're being real, Cog's has a higher chance of being accepted)
(The other one didn't feel like it had good reasoning, in my opinion)
I'm confused as to how only three suggestions made it through
I feel like more should have, but I guess it just wasn't a very full group
yeah it looks like everything else was just doing shit but
i dunno that time period looks weird
They got into voting on the day that a batch gets moved, so I guess it counted them as part of the next batch
if multi line fishing had gotten 3 more votes it would have beaten it
that time period just had very few good suggs
tracers was one of them
All three of the suggestions that passed were next to each other, strange
I do wish the multi line fishing one got in over the Tracers one though, considering we raised multiple issues with that
And then they weren't taken into account
Like "Tracers are powerful enough as is" and that was completely ignored
@errant quest - Your suggestion has received an updated status!
[Make it so grass can merge with lab blocks (and possibly other blocks) like dirt blocks]
It has been voted upon, and the devs decided it would be a good idea to implement it. This doesn't guarantee implementation, as plans may change/alternate plans may be made, but it does highly improve chances!
You can check out your suggestion again here: #suggestions-voting message
oh that's pretty cool
Since when was that one in a voting cycle?
I hadn't seen it marked with the green check
Let's gooo
lmao
based sugg
I reworded it
it technically have 2 different projectile
damn
But I still would stand with my first version 
i liked the old one 
technically is varied
It's not
It spawns shrapnel on each bouncr
It is varied from the regular barrel, but like
If that's the variety, then each stealth strike that spawns different projectiles should have this sort of line
it depends on how you treat the grammar here
one way to understand it is "disappearing with varied effect" which means "before disappearing, it create varied effect" which include 2 types of projectile (therefore technically is "varied")
or by "having different effect on each bounce" which is untrue because it do the same thing each time
It more looks like the latter, which is exactly the issue
now that I look at it I actually think the "varied effect" is actually referring to the fact that it can either bounce or roll on ground
it is not super clear wording but I think that is what it is referring, because it behave differently
Holy moly
I saw 6 new messages and thought surely at least one of them would be ❗
Good suggestions
Before I post this, is there anything that needs changing?
I'm aware that this is probably going to get reworked in the future anyway, but it doesn't hurt to suggest it now
Rework Hydrothermic armor
Hydrothermic armor is an armor you get post-Golem, and is typically used for all classes. Despite this, however, most of the classes already have a dedicated post-Golem armor, with Melee getting Beetle, Ranger getting Plague Reaper, and Summoner getting Plaguebringer. This armor overlap is, to say the least, unneeded. I feel that due to this, these overlapping helmets should be removed, and have Hydrothermic be reworked into just a Mage and Rogue set.
Why Mage is included here despite Dark Artist existing is that Dark Artist isn't a dedicated Mage set, and is more focused on Sentries over being a Mage armor, so having a dedicated Mage set at around this tier would be desirable. As for Rogue, the current armor progression for them is Umbraphile (post-Calclone/Plantera), to Hydrothermic (post-Golem), to Empyrean (post-Moon Lord). Removing their helmet from Hydrothermic would make them have to use a pre-Golem armor set for several tiers, which would make people feel like they aren't progressing as much. Keeping the Rogue helmet would instead make sure that Rogue players get to upgrade equipment at the same time as other classes, rather than using the same equipment for so much of the game.
In short, Hydrothermic doesn't need so many helmets, and should focus solely on being Mage and Rogue, as these classes lack other armor options at this tier.
I could probably ditch Mage if I suggested this after that Astral armor rework suggestion I had planned
Seems reasonable
Looks good
Alright, I'll go ahead and suggest it then
the last sentence of the second paragraph is kinda confusing
at the end of the day hydrothermic fills a different need in that it is largely defensive while the aforementioned (plague reaper/plaguebringer etc) are glass cannon armor; this means that despite there being multiple armor at the progression they fill different niche
but yeah that aside, I think the main problem with this suggestion is that if you rework hydrothermic to no longer be all class, suddenly you have half the class being tied to PBG theme somehow which doesn't make too much sense considering it is an optional post-Golem boss
it is not like, a gigantic problem, but it is a problem
I do realize that having two Plague-themed armors from an optional boss is an issue, yes
And while I'm not going to just say "Hey now that Hydrothermic is gone we can buff or nerf the dedicated armors", since that's just a lazy way of getting balancing to happen
the tldr is: I will argue that there is less reason to rework hydrothermic into non-all class than just add a new armor for rogue and mage at post-Golem
Hmm, I see we at least agree on Mage needing an armor at that tier
that way they basically have no design restriction, which benefited plaguebringer and plaguereaper
both of which can be glass cannon armor without causing an issue because a "normal" alternative is still available
classless armor will give max stealth and proper minion slot for pure summoner 0 copium
You raise some good points
Perhaps I'll put forth the Astral armor rework idea I had before this one
It'll also just give more time to see if a Hydrothermic rework happens anyway
Astral Armor is very awkward to be reworked
it is like a 100% 1 boss armor, literally by progression
unless it is moved to a different progression I don't really think there will be a good way to balance it
Well, let me try and put it this way
Melee has Beetle at that tier, an upgrade so soon isn't good, so they don't benefit from Astral
Ranger can benefit from using Astral armor, but Plague Reaper is preferred
Summoners use Plaguebringer, which is just the better armor for Summoners, from what I remember
And Rogues can't use Astral efficiently due to it not giving Stealth
This leaves Mage, which is kinda the only class that uses it anyway
I could suggest to just turn Astral into a Mage armor, but then it just runs into the same issue that Melee has with Beetle, in that there's a post-Golem armor already there
not just that, the problem is even bigger:
you're only going to be using it for one boss
it is unlocked through a post-Lunatic Cultist boss that is nearly the same tier as Moon Lord, and then you unlock post-Moon Lord armor which are intentionally strong and specialized
if anything I will argue just literally make Astral Armor post-Aureus because I don't see how they are supposed to make post-Deus Astral Armor work
then that runs into the same issue of
they either need to make it stronger than post-ML armor or fill a niche so niche and specific while very strong that there is a reason to use it over the super specialized class post-ML armor; basically making Astral Armor a "classless post-ML armor" in power
Dangit, both of these suggestions I have feel like they can't pass without the other one passing first, and I can't just put both in a single cycle, as that leads to people (probably) voting for only one of the other
you either literally just got the post plant armors or you're only gonna use it for one boss
Deus when it needs to be an alternative to moon lord but it will never be
it's the plantera situation
I guess I'll just leave the Hydrothermic one and see how it goes
If it fails, I take notes and revise it
If it passes (unlikely because Calamity players don't like content being removed regardless of what the content is), then it's fine
Moon Lord is supremely critical to the core progression that any attempts at making an alternative boss will Never work
not saying with 100% certainty
but very likely we will touch hydrothermic Eventually™️ as were doing with previous gearsets
could probably keep the sugg but keep it mind i guess
Eventually™️
we are doing aerialite rn
Eventually™️ we will reach Hydrothermic
though admittedly just looking at vanilla, the post-Plantera armor are actually super good to the point that all of them are rest of Hardmode viable
I had assumed, since Aerialite is planned to get reworked, and Cryonic is next
It only makes sense that Hydrothermic would get reached eventually™️
Shroomite is super good in both defense and damage; Spooky is goated (except Plaguebringer exist which is just busted), Spectre unnerfed version in vanilla was also goated; Melee is the only one lacking which is the reason why they get a post-Golem upgrade
Yeah, we will touch Hydrothermic eventually
Maybe it'll be planned right after we finish the Cryonic plans
devplans.png
can we get an ❗ on that sugg?
That’s outright a message removal I’m pretty sure
They just joined today, just a troll
@drowsy plank pretty sure we have a troll in #suggestions-posting
Most serious suggestion in #suggestions-posting
@last widget Please use the channel correctly
what was the suggestion ☠️ sounded great

this suggestion was (and I quote) "thorium is better"
my man really joined to say that
LMAO
bro threw it in suggestions posting
Why do kids think it’s so funny to do that
I mean
It’s just pathetic
it is kinda funny
It’s funny how much they’re embarrassing themselves
its disappointing
Yes
you wasted your time for that? out of everything you could have done you decided to do that?
they dont give a fuck
the devs do yeah
it's like Touhou and Undertale lmao
the communities, not so much
I played thorium and thought it was really goddamn boring
this is like political parties but with terraria mods
lmao
thorium bosses are balanced around multiplayer but the weapons n shit are balanced around single player
rate my only message in thoriumcord
so theres a bit of fuckyness there
5/5 message

There's always that group of people in a community that's like "[x] is better"
And to them I say "Then why are you still here?"
no but it happens


