#suggestions-discussion
1 messages · Page 193 of 1
Lol
4 tesla is disgusting
I've never used it before, is it convenient to switch the arms in the middle of a fight
Unsummoning and resummoning is pain so no
I just found it to be a complete shredder on as stationary a target as possible
been trying Photo, and it is not doing good against the seekers
Try Jailor, you have to be moving away from the boss for it to work though
oh god not the Jailor

@ashen warren - Your suggestion has received an updated status!
[Remove or Redesign the Terra Weapons]
It has been decided that your suggestion can neither be passed nor denied; either the devs have already made plans that conflict with it, or they have decided to implement an altered version.
You can check out your suggestion again here: #suggestions-voting message
seekers shoot every 3 seconds, and if anything of this suggestion will pass its the visual indicator that they'll shoot
a rework? no the chance of that happening is non existent
yippee
^
(And make them not fire when she's dashing)
just at least do something so they don't conflict as much with everything else in the fight
making them shoot slower isn't going to change much
Mobile/Dash
dashes, sure
they don't conflict with mobiles
Yeah, they conflict wuth the fight as much as you let them lol
Outside of dashes, that is
^
The brimstone monsters force you into a clockwise/anti-clockwise motion
gigas give you something to avoid that's tricky
that limits your movement, doesn't mean you can't play around it
the seekers often fire a load of darts that overlap with this stuff, sometimes making certain parts feel impossible to avoid without a RoD
You're already given enough pressure by that point
Not really
You can control your positioning in the fight, and since they fire on a timer it's all about not being in the worst place at the worst time
I do the same motion every single time
but how much they fire and when they fire always feels different
They you are probably triggering them at different times, or your motion is more different than you think
I always go a clockwise motion, unless I'm forced otherwise
That's... very vague, you can have dozens of different motions and paces within "clockwise"
And I go clockwise too
I do think that some indicator for them shooting would be of use
but imo other than that it's fine as is
how do I put this, when Bh4 ends, I go between the monsters so I don't get killed by them, I used to do more wide motions but now I'm starting to do more sharp circling around the box so I'm able to go down more often
that sounds kind of bad ngl
brimstone monster is super slower when seeker is alive
ok then, suggest how to improve it
as in, you can stay still for a good 3 seconds it probably havent reach you if you moved from a corner to another corner
your strategy?
I always pick one corner and start my movement there
having the monsters be clumped
I end Bh4 in the top left
then they don't take that much space and Its easier to follow them
I used to end it in the bottom left
I seriously don't think monster matter at all during seeker just because of how slow it is
main one is seeker fire indicator and seeker should not fire when cal is dashing OR is about to dash, and delay the seeker fire to post-dash if that is the case
and imo it insentivises more weapon choices
which is good
as you would like a piercing weapon for that part
though rogue just spams it w celestus
I should of also made a suggestion on having SCal's and Brother's main attack projectiles disappear after a phase change/after death
This is still going on lol
and I do get the frustration, having been a no-hitter I malded over those fucks
cus the indication was bad
and still is
she needs change and I'm not gonna stop until she actually gets some changes
well you gonna have to do this for a long ass time
cus the dev team is super happy w scal
In a general sense having lingering projectiles disappear makes a lot of sense when they are already dead
just minor fixes
in this case it should also apply to whenever SCal starts a BH as well
well yeah
Eh you have control over that one though
You can choose when to initiate it
this is why I consider brothers to be a checkpoint cus you full heal at that part
It its your issue when nohitting, id recommend going into the BH when scal isn't firing darts or stuff
Prolly just hellblasts
Cus u decide when u enter the bh
no it's gigas lingering
So wait for the gigas to stop lingering
the difference with artemis and apollo is that it is super uncontrollable due to most things happening off screen, while in a normal arena scal most things happen on screen
"scal arena" makes gigablast explode offscreen as otherwise most of the time it chase you (which of course is way worse but yeah)
yeah thanks, maybe say something else other than "skill issue" because that just pisses me off
(I can't see most lategame bosses in my screen ever due to their forced distance, my poor res)
though I think scal need something else that is not "delete projectile during phase change"
Why did they remove the option to buy potions from the NPCs?
the quote moment
So that people start getting potions the normal way
(for 7 bosses)
and imo the lingering projectiles is a part of scal
it invalidated blood orbs which is already a decent alternative
it is the ultimate patience test
It's very annoying getting them that way, and I think it would've been A LOT better and convenient to buy them instead
Don't use them then
Lol
wait for alchemist npc to update
Don't use pots if u don't wanna
you cant just solve everything with buying shit

Nobody is forcing u
i am on your side but that is a very poor argument for game design
and cheat sheet exists
just from what I can recall on top of my head that scal will need:
- sep, just sep, you kill it in 3 second or it is suffering
- seeker fire indicator
- brother burst dart fire indicator
- no dash seeker fire
- short pause before BH start
- indicator of the direction BH projectiles coming from
- short pause after BH ends
- mobile fling (to like 2 arena away)
- brimstone monster hiding projectiles
getting a herb farm running is very easy
though as for the difficulty of the actual attack, I don't really think any of them are in desperate need to be changed due to being too difficult
I think some potions just need far higher yields per craft right now
like anything that needs shark fins
Well they will make getting potions better I think
That was the whole deal
Besides making them basically free
most of the above are just unfair timing because it happen unexpectedly
(except sep, which is a gigantic problem)
(these shits are hard to get until hm sandstorm)
(sharks are like, insanely mystical creature (low spawnrate))
Shark statue is a godsend
I would agree shark fins are a bit hard to find without a lot of luck
In cal you get to have zerg potion and death mode blood moon which will guarantee like a fuckton in one night if you sit by the world edge dipping your toes in water but that's obviously not pre boss or anything of the sort
And death mode blood moon doesn't exist in rev obviously
because you don't usually need large amount of shark fin
it just happen that it is used in hunter potion
which I think have more to do with potion crafting in general:
I think that since they removed cal potion shop, I think Alchemy Table should, on top of the chance to not consume ingredients, should be able to craft 2 potions per set of material by default (maybe 2 water bottle but yeah you get the idea)
since that is likely way easier to do than improving fishing systems or herb farm or whatever
5 for a permanent item is not really a large amount
especially since it is basically HM
I can't even have a proper say in this because I don't rush anything like the typical calmain user and actually play the game!!! I properly explore a lot of the world instead of just going to find materials for the next boss. I think of future plans. Basically I'm not satisfied with just the minimum amount of things I need to do at that stage so my volume of judging whether or not the current potion crafting is tedious or not is twisted compared to the player base but I really think the players should change their way and don't think of it like a boss rush and cal shouldn't cater to them(the shop potion removal is a good thing in that sense)
the current potion crafting is not really tedious at all, it is pretty reasonable
but my assumption is always that you need to refill for every single retry, and if it is 10 retry per boss (minimum), in Hardmode, you can see why I want potion crafting to be easier, or the very least more efficient for the material you gathered
Cal has weird recipes for some potions so those being boosted because of their tendency to be harder to craft is fine I think. Any potion you can get by just getting ingredient fish and herbs doesn't need a buff though
I don't want to provide say an "alternative easy" way to get materials, eg: potion shop, or like, herb seller or whatever
what I want is just to get more potions from the material or make material gathering more efficient, eg: make fishing easier with fishing rod progression that make more sesne, more potion per craft etc; which don't deviate from how you originally get said materials just easier
Also do you use staff of regrowth on your garden
if you are not you are probably doing something wrong
(which is why I never thought herb is a problem yes, more often or not it is the fish)
didn't ecIipse make a sugg about potions using fish having more potion amount
Yeah then herb rates are completely fine with regrowth
i'm not against it btw
it was a while ago and didn't get enough vote or something
why
takes more time vs other herbs that grow and can be harvested at any time
Also I completely disagree on restructuring vanilla fishing progression because it is purely built on fishing quests and not boss progression and it has worked just fine. If there's anything that needs to be changed then it should be cal's own fishing progression not vanilla things, vanilla is fine
Things like golden fishing pole being locked behind boss progression
That's just unnecessary
fishing rod progression as in, make it better scaling into HM
So this is about cal's better fishing rods and accs?
currently you get first multirod at post-Plantera, then Golem, then Providence, then DOG
what I want is the first multirod (2 rod) be HM-preboss, then scale better into end game instead of multiple gigantic jumps (eg: post-Golem suddenly go to like 3-5 rods with rift reeler)
reason simply being HM pre-boss is when you need potion/fishing the most due to stat upscale and difficulty spike
Ok yeah remembering the convo earlier these were mostly fine I think
It's just the things I've said popping up was distracting me
That is pretty good
I agree with this too
actually I really agree with this
8really
I think cocoon
but tldr line telegraph is lame
and in this case really really unnecessary because you will just see a literal map of lines
Ye
Too many of them
Holy Orbs don't need telegraphs anyway
They have a specific pattern and once you understand that you can make it out just fine
and you dont even need to recognize the pattern to dodge
the bullet have enough gap to just react
That too
You can just sit directly on her level horizontally far away from her and just move whenever there's one coming right at you
bro it feels like theres no specific patterns,
Well there is, just keep looking for it
(I don't have the image rn)
its really just my monitor
You can use better zoom
and I may have went mastermode summoner revengeance
Cal is not balanced around master mode
yeah this isnt happening lol
what I would say about the star cocoon attack is that later in the fight, the pattern she shoots them in kinda begins to break down and becomes more of a random assortment of stars everywhere
unless that's just me
adding telegraphs on the stars will 100% make the attack much more complicated
trust me when I say you don't want extra telegraphs
the stars always have a certain pattern + some shooting directly at each player
if anything requires telegraph in provi's fight, it's the holy inferno radius (which I'm not sure if implemented yet)
maybe up the visibility on the blob thingys on the ground as well but that's prolly it
I never liked line telegraphing I’m more of a fan of animations like characters charging up but also this is Terraria so there’s not much in the way of that
(Especially when half the time the boss is offscreen)
preferably keep the stars organised later in the fight, but have less gaps be available might be a good idea?
since as well they all move at varying velocities
Yeah from my bullet hell experience having the bullets that aim at you be slower compared to the others is something to think about
yeah that could be nice
since there's little distinction between the stars that are aimed at you and the patterned stars
giving the illusion of chaos when it's not entirely the case
In most bullet hell games bullets are different shapes or colors to indicate what they do
considering provi is not entirely bullet hell and it's not like we'll be able to see different star shapes anyways, how about giving the aimed stars a trail
That might work
An example from TotallyNotXeroc is the clock in phase 3, where time stops make some projectiles keep going (they turn blue) and others home in (they turn red)
goo d sugg
am having fun with hyperlinks
(that hyperlink is totally unnecessary but I like using hyperlinks so deal with it)
hyperlinks give your sugg more highlight
myes blue good
do people really have this much trouble dodging provi...??
considering the pretty much only advice for dodging stars ive ever heard is literally just
go underneath of her
making it clearer which ones are actively targeted towards you vs which ones are in a regular pattern is
really good
like imagine if in scals bullet hells there were some extra projectiles that always targeted directly where the player is
and there was no distinction between those and the regular projectiles
I go directly horizontal, I find it's way easier
You just jump and fall
that is way funnier than it should be

i just go at a diagonal in one of the gaps and sometimes jump
i honestly find the blobs and the spears a bit harder to dodge
note that i almost always do moonlight lmao
blobs is the only one I'd give a complete revamp in visibility
these mfs are terrible
regardless of the provi fight you're doing
those on the ground blobs should have a light aura around it when you come near or sth
I was always too focused on provi and whatever she was shooting out
though my mortal enemy is the holy blasts...
There ARE (I think)
no im pretty sure its all just random
There have been aimed hellblasts in BH1 since 1.5
I didn't know that actually
@small timber didn't someone have an idea on how SCal's Bhs work, like, instead of the projectiles generating based on where you are, they instead generate based on where the box is?
both have its flaws, that idea will basically make it so that you run into off screen projectile a lot more
current itteration means that as long as you don't move against the direction that have BH, you just never get cheap shot
I assume this is where the direction indication comes in?
That's just reverting it to pre 1.5 behavior I think
i liked pre-1.5 scal so i dont see the problem
Was that the case for pre 1.5?
Yeah, nothing supports this
"third phase"?
"Holy Orb"??
oh okay so you also have no idea what they're talking about either
im gonna flag it then
someone said it was the stars but those are colloquially just called cocoon stars according to the wiki so
@magic plaza Your suggestion definitely needs to be reworded to make what you're talking about more clear
Providence doesn't have numbered phases
And none of her attacks are called "Holy Orb". It's especially confusing because you wrote that as singular rather than plural, i.e."where the Holy Orb is going", "so it's easier to dodge it"
needs more reasoning than "it bugs me"
Should probably explain what it currently does and why it's bothersome
You can see it from the wiki gif
https://calamitymod.wiki.gg/images/c/c6/The_Wand_(demo).gif
The point of impact defines the leftmost point of the tornado's waving
Not the center
Guh
Bruh
^ @ashen warren Explain this in your suggestion, to show people what the problem is with the current functionality. You can even include that wiki file link too
i am so sorry, i just thought that the tornado should center around where the projectile lands, not the leftmost point, it makes the weapon feel awkward
Yeah and I agree with you
I'm saying that most people probably don't know that The Wand is like this
So, you should show them how fucked up it is rn
To make your suggestion's reasoning stronger, so more people vote on it
((You could have edited your sugg, didn't need to delete it))
Nice 👍 That's much clearer
i fixed it 👍
apparently sugg bot 🗜️ 'd it
Ah
And now, don't mind this
It's an issue but not your fault and shouldn't be there
@inland saddle The global user upload limit was changed to 25MB not too long ago, right?
what does "clamped" mean?
it's supposed to mean there's a formatting issue but it looks fine
For a long time, the maximum file size that you could upload to Discord as a non-Nitro user was 8 megabytes
And bots had to obey this too
So our suggestion bot was designed to consider any suggs with a file attached to it greater than 8MB as "invalid"
However, Discord recently upped that file size limit to 25MB instead
And
I don't think the bot has been updated accordingly
I'm p sure I already prompted nycro about the updated filesize a while back
he probably haven't gotten time to get around it
that Wand gif from the wiki is 9.48 MB
Welp, good to remind him then. 3 and a half months later now
In the meantime yeah
Could remove that attachment from the message with the trash can button, and just edit in that link I sent earlier
oh yeah TIL you can remove media in message edits now
(this is the link https://calamitymod.wiki.gg/images/c/c6/The_Wand_(demo).gif )
i tried compressing it to under 8 mb but i cant attach it to a message that was already sent, oops
yeah i guess ill just use the link
Yeah unfortunately Discord doesn't allow for attaching new files to existing message, only removing them
Yeah I can update that

Yeah im sorry Im new to calamity and I should have checked the wiki first before assuming what they're called
but I'm pretty sure those white stars are called Holy Orbs as thats what kills me during fights
Let me check
Ok, crap,
When you're right, you're right
That is the name that shows up when you die to them
Still should have said cocoon stars as thats what the community goes for
Maybe on gfb… like rouge
Theres a bunch of instances where the community calls it one thing and internally its other
Even game mechanics
Ripper bars
Spam strikes
Yermes
Moons
infernum code is pretty fun to read
Did you find the FUCK FUCK FUCK wall?
i love that infernum just says "Bye lol!" to most boss-inflicted debuffs
I'm 1000% sure they are either still called holy orbs or were used to until a little while ago
My death messages were accurate logs
Oh nvm I somehow skipped something

Yea nvm it's been said
lol
Oh yeah bringing up the potion crafting convo from before, vanilla buff durations got extended and I almost forgor
That's such a nice thing
Tbh cal should probably do that too ngl
there are not that many calamity buff left, and most of them already last a long time
with the exception of anehoic coating and that sulphurskin potion the rest of potion duration are decently long already
Pretty sure cal already extended their potions when 1.4.4 happened initially I think
1.4 even (1.5 in calamity timelines)
you know how revivify lasted 3 minutes? it used to be 15 seconds
and that got removed in the 1.4 port
pretty sure obsidian skin is 6 min and gills is 4
Eh isn't obby 10
It was increased from 4 to 6
combat buffs generally last pretty long
preparing for death threats
It used to be 4m but why do I remember 10m must be some mod
The current dynamic is most certainly intentional
I do understand that
I know it's by design
thats why it's bound to get shot down in dev voting
but the current dynamic is heavily flawed
imo
it brings up the exact issues mentioned
It's not as much an inherent balancing "issue" as it is
a differing opinion
You believing that each subsequent boss should be harder than the one previous
(Not an outlandish opinion to have tbf)
I mean
gear upgrades become meaningless then
if that doesn't happen
there is no reason to seek these upgrades
which is why as band aid I have disallowed use of exo tier weapons for scal and brim gear for exos
though some exo tier weapons seem to have similar dps to auric-tier weapons
Such as Exoblade having similar dps to Nadir and Zenith
the (intended) post-other boss killtime is only 30 seconds faster
30 seconds is huge
eg: 6:00 for yharon (auric) tier, and if you are post-scal it is supposed to be 5:30
no 30 seconds on a 6 minute fight is not really huge, considering you are supposed to beat a boss that is treated as its equal
I feel like the bigger issue with scal and exos tiering atm is that there's nearly little reason to do scal first
yeah that will be fixed w brimflame gear
the game treats the two as equivalent but exos loot are much more bountiful in terms of variety
as mentioned in the sugg
the current problem is more that currently:
Exo = 6:00 auric gear
Exo = 4:00 post-Scal gear
Scal = 5:00 auric gear
Scal = 1:15 (5 bullet hell 15 seconds each) + the rest of time x 0.5 because scal stop existing
On the contrary, you could say the current system makes the gear rewards feel even more rewarding, as they make the next boss feel a bit easier and so you feel stronger,
as opposed to if there was a Mechs-like buffing system that instead made the upgrades feel mandatory and just part of the usual RPG power scaling
some auric-tier weapons tend to struggle against SCal while the same may excel at Exos, and the weapons that Exos drop/can be crafted into are often seen as superior to SCal's weapons
yeah
I think the tldr is just post-scal/exo is not supposed to be a gigantic power up over auric gear, it is more intended as side grade/small upgrade
but currently balance wise it is just super gigantic upgrade
(in favor of beating Exos first)
But yeah I get that it's weird for Calamity to suddenly follow that kind of philosophy at the end of the game
when there was no sign (or a least much less) of such a philosophy anywhere earlier
i.e., Mech bosses as you mentioned, which do try to have a linearly increasing difficulty despite being fightable in any order
(which is to be fixed w brimflame)
scal also have some super cracked items for exo, but scal drops are more balanced at the minute for the most part
I would get the current system IF yharim existed
brimflame/exo armor are not supposed to be an upgrade over auric tesla armor
but that's not the case as of now
it is just a more offensive/defensive variant of auric, while auric is balanced
...Brimflame armor?
future armor set
I only know that Gem tech exists for Exos
I assume he is referring to the soon™️ scal armor
oh right
Demonshade.
demonshade rework armor
exo also will have a new set, gem tech is donor and is not exo
oh it's demonshade
So Demonshade is being reworked into a Post-SCal armor, instead of an endgame armor?
so what's going to take Demonshade's place as the endgame armor?
which I love btw I love the current idea of them
nothing
right...
That was the plan yeah
Demonshade becoming SCal rather than Shadowspec, and getting class helmets
Even had sprites made for it, though the spriter who made em was part of the 22 Incident so things may have changed
auric, demonshade and exo will share the tittle
but the plans by the sounds of it have stayed the same
as triangle has been making the exo set
which we have got sneakpeaks for
but yeah tldr:
I think the main problem with the suggestion is that it basically make it so obtaining upgrades from the other boss first basically just turn irrelevant, because the other boss have its stat upscaled
and of course making auric tier gear more obsolete
so instead of beating the other boss being too impactful, it just now basically does nothing other than you do not really get an upgrade anymore
especially considering the (current) plan, iirc, can ask beta testers, is to make it so post-Scal/Exo is only a small upgrade/sidegrade over Auric tier; just balance-wise not achieved yet
plans.docx
if future content is added they can just make new material that take both exo and scal material to take a new tier
if thats the case, the balacing should fit it
where exo and demonshade is just optional gear
they are supposed to be sidegrade yes
exo being a full defensive alternative to auric, and demonshade being much more offensive alternative to auric
(aka the upgrade should be like 5% max)
but rn it's a fucking tactical nuke in terms of the gear ur getting
demonshade becomes all class chaos stone/brimflame
the current balance plan is supposedly 10%, assuming 6:00 exo to 5:30
you now kill yourself
yeah which is a totally new tier
which I think is reasonable considering you are supposed to kill a boss that is intended to be equally as difficult
also wont exo armour have an offensive ability
Exo Box when it trivializes all movement accessories
exo box was a mistake lmao
Giga chad gamer chair
this change sounds utterly pointless
we dont so it for plantera/calclone idk why we'd start doing it now
technically the same situation for WoF and slime god of all things as well
dont forget moon lord and deus
the old boss alts are still there and on the same tier, but we dont do this for them, idk why we'd start doing it now
mechs is the exception not the rule
well it's kinda different for slime god/wall and ML/deus because the changes that happen after slime god and deus die aren't as major as the ones after wall and ML die
it's just felt like another boss between mechs and plant
maybe for plant and clone too idk i forgor
Same thing with plant calclone
any bosses that try to be the "alt" of vanilla milestone bosses will never be one
also why the mech alts are effectively independent bosses now
it is also the least interesting way to do it: by making it so the upgrade you get for supposedly beating the other boss of equal difficulty pointless while overstating auric tier item
it is a balance problem in that post-scal/exo weapon are stronger than they are supposed to be, not "scal/exo need a stat boost for beating the other one first"
yeah, which is why it's in extra
It's what I would do
Thus, I suggest taking a re look at it. The fundumental balancing issue could be fixed in many different ways, and the dev team will ultimately find their own solution for this.
the problem is that the main point of the suggestion is "balance the game", while the only extra/alternative option suggested is a stat boost that do not feel good
#suggestions-posting message
Aint that literally the point?
Kill a boss so the other becomes easier
Read the earlier convo for my thoughts on this
like for example currently the suggestion is like this:
Buff Underpowered Weapon and Nerf Overpowered Weapon
Some weapons feel really bad to use and should be buff, some overpowered weapon should be nerfed. Currently it just doesn't feel good that when you craft a weapon you discovered that it is worthless or use another and suddenly the fight is invalidated.
As an alternative option we should readd Timed DR to bosses because it make balancing overpowered weapon easier.
TDR 
the main point of the suggestion is already something the devs are actively trying to do, the 2nd point is super unlikely to be implemented just because it feels bad
but yeah tldr is just: if you beat scal/exo it is supposed to make the other easier, just not by the current margin because most of their loot are still too powerful for the other: which is a balance question
Funny enough TDR doesn't even guarantee killtimes
it took malice 100% TDR to do it yes
Even then there were plenty ways or occasions that would bypass TDR
^ which is a #1042197406776827914 problem
Debuffs could until it was patched
Altho now in 1.4.4 you could bypass it due to it forcing enemies to take at least 1 dmg
then the other way is making exo weapons around 2% better than auric ones
making the upgrade small enough where the balancing doesn't become an issue
where yes, it would be easier, but by such a small marging you could call it the same tier
according to the current killtime supposedly it is 10% better
because 2% upgrade is ridiculous when you beat a fight that is supposedly the equal to the other boss
Some auric weapons by nature should/will be better by nature and honestly that only makes sense and should stay that way
They also have plenty utility like TE permashred and marked for death
Or The Wand on occasion
welp ig Ill just need to keep using the bandaid solution
Yea that one is on the hitlist
I'll just use Nanogun 
Welp, ill just keep treating exos as dev weapons
but fine, I gues
the balacing could be done better though coming closer to a 5% increase, where you go up half a tier
cus things like celestus outclass auric tier rogue weapons by a mile
have you just not read like, what people talked above
the current problem is not that "exo weapon is a 10% increase to auric" and invalidate scal
the current problem is that the current exo weapon is about a 30-50% increase to auric because balance problem and invalidate scal
which is an issue with weapon balance, not "10% is too much of an upgrade"
the problem arises when a weapon should be better than a previous tier but no 2 sets of weapons are the same
we dont need to do anything except actually balance the weapons 
this was not much of an issue back in the day because the power curve went so high it's impossible to get a post dog weapon to reasonably kill exos or scal
defeating a boss ensures an upgrade that is satisfying to the player
even if it's in the realm of absurdity
it tends to suck when you pick up a weapon in terraria and it turns out the thing you were holding 2 tiers below does better
imo the current system is just bad
I do get the idea
but in a game like this where scaling between mainbosses is key, it doesn't work from a fundumental standpoint
though you could argue that in vanilla, bosses like fish do it
and yes, it does, but fishron doesn't unlock the next tier of progression, just absurd weapons
a challenge boss is an even more radical application i feel
but fabsol will never give up on the current system
consider the number one complaint of old duke is that it is never worth fighting
and the point that it is probably means yharon viable
(well I personally don't fight it cus I think the boss sucks as a boss and don't want to suffer )
which you can decide for yourself if doing that is a good idea
for fishron to be worth it it had to be doable as far back as early hardmode and be a skip to golem progression so this wasnt super out of line
Well w fishron
fishron is miles harder than golem
so to make it work in calamity, boomer fish would have to be nearing scals difficulty
and no we don't want that
I think it's mostly that boomer fishes drops are not good for dog
as they don't perform in that kind of fight
for multiple versions that has been false
OD definitely has good weapons for DoG
(my understanding is limited to ranger and rogue, don't know about others)
there was a time where od weapons were actually viable against yharon
Melee
fishron is massively flawed
it's an unpopular opinion of mine but with how bananas hm powerscaling is in vanilla, beating fishron pre mech is less of a challenge and more of a fast pass through the rest of HM
if hm has phm powerscaling fishron being available immediately wouldn't be such a problem
This is the perspective of an experienced player therefore your fishron experience is kinda biased at this point
Fishron was pretty damn hard back in the day
Question
answer
How many hours y’all have playing this mod?
I've had this kinda opinion ever since I started playing vanilla PC (which I think is the beginning of 1.4)
I've been playing cal for about 1.5k+ hours I think(Infernum included)
So there’s one thing I usually try and press people to keep in mind is we all have very varied amount of hours and as a consequence skill sets.
Over half of those were no hitting during 1.4-1.5 of calamity
This is a problem we have testing Star of Providence (another game I beta test) in that at this point y’all are pretty far to the right of the bell curve so to speak
I've read wikis an ungodly lot since mobile 1.2, and I'm already questioning the common notion to do fishron pre mech judging by the numbers
only after trying it in vanilla pc myself my opinion is solidified
gap between Fishron being available to fight and Fishron's intended fight point is too big, while there are less extreme csses by 1.4 like EoL
so what you saying is that we are in a way biased due to our skill level?
Then you were either already pretty good at the game by that point or have had a talent at it because I've been shit at the game even after 1.5 Malice and barely started improving around the time I got to Infernum and don't think Fishron's easy at all regardless of my current skill
For people as experienced as us, fishron being readily available is a no brainer
Yes
It’s rough to think that way but yeah lol
I do get that I am sort of an elitist in terms of calamity
as a former no hitter and still a huge optimiser, I view it a certain way
and now as a souls enjoyer
no I am not saying Fishron pre mech is easy, hell I think my first tries on Fishron pre mech in pc was pretty silly (I think I used mage back then and I never done pre mech again ever since)
it's just him being available way too early to me
You gotta think about how a newcomer or casual player would feel in terms of balancing.
that's why I miss 1.4 calamity, things were much simpler
it was straight forward
you followed a set path to scal
beating fishron pre mech is less of a challenge and more of a fast pass through the rest of HM
I don't follow
pizza you do get that fishron w early hm gear is super hard for the average player?
well not super hard
but takes time
It was a simpler time but also unfortunately with the way mods are going things are just gonna keep changing
player behavior is not always a constant and that's always a thing that has to be dealt with
Yep
which is why I am not a game balancer
i remember back in the day where calamity is supposed to be the hardest mod and everything is made with the brutality of an iron fist
I would make the game as hard as feasible, as that's the way I like my games
every stat in the universe got capped like dr and damage and crit
theoritically beating yharon at pre-ML is a super viable strat to blitz through the rest of pre-Yharon
good old days
I don’t really miss the hard for the sake of hard period Cal had
I loved it
Tank builds 
it's also inherently kinda harmful
it was brutal and the word skill issue was norm
old system was balanced because there is no option
you have about 2 weapon per class viable for scal, and thats about it
Hoping things will get expanded for PML I really wanna work on distortion stuff lmaaao
difficulty focus tends to veer strongly towards elitism
(partially because many of the beta tester are current/previously nohitter that completed an entire journey but yeah)
that's partially why as much as i want to gut a lot of things like contemporary defense
You should add me I have the ability to play intentionally bad 
but you also cannot balance weapons around too casually, because it just mean anyone who play above average will blitz through it with the weapon
it still feels somewhat fine
Man game dev is hard sobs
I think the main part I dislike defense is just how fast defense damage regen to the point of basically having no impact despite being the mechanic to balance higher defense
imo the difference between death and rev should be bigger, but then we get the malice issue all over again
defense itself, for the most part, unless you go 6 tank accessory is fine for normal player
People want harder modes and stupid challenges
because it just mean anyone who play above average will blitz through it with the weapon
Anything proving this isn't already the case? I think it should be less of a priority
death should be brutal, rev should be that expert tier of calamity
In the end the thing that should also be asked is: are you having fun?
Because obviously there are less people who are above average
urr, if I just want to use a random example, tyranny's end is a balanced weapon if you miss 50% of the shot
if you hit 90% then suddenly boom
no I am not I need my stealth rework 3.0 
LMAO
we’re getting there
Stealth is getting reworked?
no I need lorde to one shot me and half my movement speed in half
stealth formula is my mark in the mod, even if it's just numbers and numbers
thats when I would have fun

for current difficulty:
I think Rev is fine, Death don't have to be brutal but it should be 2 step above rev while being more interesting in some way
agreed i cannot rest easy without seeing flurry get added to the game 
Alright I gotta get back to work y’all have fun
Flurry? BotW reference?
when has stealth not gotten a rework
Death could be harder
(I think the only thing I remember outta the next rework is a whole ass rename)
To cater more for elitists
I have not touched Rogue since like Idk 2.0.1?
W/o not being malice
Remember when Melee was just better Rogue
Me when every rogue weapon had a melee version
Exactly
we dont need harder modes we have gfb at this point 
And melee was always better cus you got melee speed
GFB is too easy 
(I still haven't started it
And rogue lacked attack speed modifiers
if people want a wall to smack their head against we got that
frankly their are very few things i think cal isn't doing a good job at handling rn
my only criticism is events but blame vanilla for that
Just remove events
that's stupid
Martians are pretty cool fuck the sentries though
there was an events discussion here
we came up with some honestly fairly interesting reworks just yesterday the main problem is that reworking all the events to be unique is a lot of work when the biome reworks seem way more relevant, on top of EVERYTHING else planned
but yeah it's a core vanilla problem that I doubt cal can fully untangle
Wait are you a dev now cog
Not a cal dev
mod
no just a moderator here
Damm
when saying we i meant this chat
Cog for dev when
So true
in 2 fargoyears
Oh yeah I missed that I think where is that
ur in CCC right im pretty sure i messagelinked in there
if not just search for goblin army in here im sure u will be able to find it with that
bc who else talks about them 
Yeah there's no message link around the convo I'll just search
kk
Imo theres no logical reason to play mage, ranged or rogue because they all suck compared to the melee. Melee and all other classes do +- same damage but the only difference is that u dont get one shot with melee. Melee has like 3x more defense. So i think what calamity devs should do is boost mage class damage like atleast 1.5x to compensate for the lack of defense.
god
also would like to see true melee buffs
Yea I see it
this guy was sent here
Last thing true melee needs is to exist

They really went for it
Lifesteal options (post-DoG disregard this melee gets a fuckton of lifesteal shit there)
Shenanigans
Setbonuses
Stealth, manual mana (unless post-DoG) and point blank making you kill stuff way faster
@bright crag your thing
Stip report
i think just basic damage boost would be enough dont need very complex stuff imo
just keep it simple
i dont see how you have any proof of this that it needs a "buff" its just as viable as any other class out there
this for sure though
why?
it has already alot of cool and unique weapons compared to other classes
Mana is a shitty system
because mana is a flawed system by itself
just balance out the numbers
Having one class totally rely on a finite system while others dont
ranger 
Mana is shitty indeed, and the ways to mess with it atm are either basic, tedious and/or risky
said system being a nerf
mana potions
mf
Yharim's Crystal mana cost reduction build is pretty impressive
And get 50% dmg reduction
do you know what a mana potion does
just remove that lol
and everything will be alright
Because mana sickness babyy
mana shitness
Yermes is op as shit anyways; Rancor should compete with that thing
Aka fix the issue with a bandaid
congratulations! mage is now the most overpowered class with no setbacks!
no it would be actually balanced
what?
its squishy asf
its actually balanced N O W
and it would do damage
it does do damage?
the high damage would pay for its squishiness
Mage deals insane damage, on paper
Mana is the limiting factor
Its the only reason why mage isnt the most absurd class
just overdose on astral injection
dont drink mana potions idk im not a mage 
bro didnt even think of summoner
its the only reason the two prism weapons aren't the most absurd weapons*
Oh yeah you can use star statues
Which is not something you can do with other classes
so how do you make mana better then? (this is a genuine question
On most other situations infinite mana equals to 1.1x dps or less
@bright crag how fix mana
remove mana sickness or just lower the mana sickness debuff instead of -50% like -20%
Already pinged bro
And pixl would know how to answer
Unless its a laser machinegun or prism where its like sixfold
without making last prism viable on scal 
Pixl and her mana rework 

Gatling laser with chaos stone is no fucking joke
LMG fits very neatly within mana potion non-overload
Bro
Like being able to spam current mage weapons
Another one
also
All hell would break loos
It's literally just prisms, some prehm weapons (because potions there are bad), and other very rare occasions
not really?
imo they should add "daddy calamitas" into the game
Op* since prisms
just spam mana pots
it would just become an autoclicker with "% mana reduction"
Neither of those are how you write suggestions @steel minnow
They have to be formatted in a certain way for the bot to even be able to send them to #suggestions-voting
:Tru:
But
The former's scope is also way too huge and the latter doesn't have much substantial reasoning behind it
Also plans
Which are the main flaws, everything else is also an issue with those suggs
Omg he is here!
you scared stip away smh
summoner and uhhh... rogue?
Yes
wats a true melee i only know heroic melee
True melee just becomes something else entirely right
Ah shit not again
Not much tbh
Mostly improvements and expansions to the current system
I have a comment that sums it up pretty well, let me get it
Heroic melee? It's just heroic weapons
I think
Honestly no clue if we gave mycorrot and cosmic kunai that
Adding more gear that interacts with mana in unique ways too
arcane rework 
they deserve it tbh..
Ironically that was a reply to me
arcane is just gonna be mana reduction
(i hope not id rather it be mana regen)
Isn't Cosmic Kunai already op
Theres also terror talons which I want to rework into a weapon similar to those 2 but make the stealth strike more of a tool instead of fat as shit dmg
pretty good yea
terror talons
rogue class sucks
ok
isnt that just the redundant crafting tree?
You suck
<><><><><><><><>
Crushsaw + something right
chloro and leather
unless it changed it was feral claws and chloro iirc
No, its just literally chlorophyte and leather
thats all terror talons is
oh im thinking of totality breakers
Nvm
it did change it seems
Damn i got beaten to it
riiight
🐌
hey, just asking for a suggestion im about to make, how does the murasama work internally?
Its time for the yearly rogue rework (rogue was a mistake)
its not biased if terror talons fucking suck
like are the pre-yharon and post-yharon versions the same item or are they different ids
Lemme guess, is it about the reference?
add league of legends items as a weapons into calamity
its one hitbox with different animations
They are the same item.
No same thing just has a bool to check if pre or post Yharon
got it, thanks
boolean? im guessing
yes
add items from binding of isaac as a accessories into cala
Well Bloodsoaked Crasher stealth destroys Inf Polter 
Are you going to actually edit your suggestions so that they're valid or are you just going to keep sending messages like this
!wiki old die
(Until it got reworked lol)
old die is an isaac reference?
ok now gungeon item when smh
you guys should add my oc(blade the pikachu) to calamity because hes really cool and awesome
face melter
thats a donor weapon
Yep, pretty sure the tooltip which references Isaac is still there
I think they are a lost case
alright ill just do it but if it actually gets added into a game give a credit to me aswell. add an pope NPC smoking a blunt
still a gungeon item
huh
fair enough
'Lucky for you, the curse doesn't affect you. Mostly'
?
Shotgun full of hate will be real in:
Oh it was changed i forgor

hategun full of shot

nono no no no no
it when it
noob what do you mean nono no no no no
i will not shut up
oh
Hey pizza
shut up means verbally
at that point just remove the suggestions tbh 
@steel minnow please stop sending joke suggestions
Verbal given
bro how do i make it appear in #suggestions-voting
@steel minnow I may have spoke too soon.
Events are not something you're allowed to suggest.
Scope too large
Your suggestions will not appear in #suggestions-voting because your suggestions are jokes. Regardless, if you go and actually read the rules, it requires an entire day to pass without having a formatting or rule violation flag (the 🗜️ or ❗) and then they will be passed into voting where users vote on them, and then the highest every 2 weeks are passed to the devs who then vote on them again to decide if they like the idea or not.
Btw lilac ur wonderfull, because of you I got a New sugg idea
+0 brownie points
rogue has proven to be miles more interesting than most other vanilla + modded classes to me due to the opportunistic style of stealth, only after it got a formula that it's more usable by the masses
256 is my cal charm number
Your malice mode suggestion
fuck off 
lol?

kinda wanna make a sugg about how the exo box trivializes scal and how to fix it
Brimrose exists too
cool, ill make sure to include that
brimrose is far worse than exo box simply because it has momentum
exo box's control is perfect
ive never used brimrose so ill take your word for it
also brimrose goes different speeds in different directions which annoys me 
yeah gamer chair could be nerfed to half the max speed of brimrose but the instant accel/deceleration is still a dealbreaker
retheme it and make it shadowspec or something idk
shadowspec is dev tier
i am aware
Get a dev to make it their dev item 
draedon's dev item

dedicate time into coding awesome sauce stuff, get dev item, leave the mod
dev item any%
it's just draedon's dev item now
because as you all know ai helped along the way
optional task: work on other mods or create an addon
Become developer for Calamity Mod
Request dev item
Refuse to elaborate further
Leave Calamity Mod development team
the issue with this is
well isnt it just asking for it to be there for old duke to be available sooner
yep
OD is already available right
if thats the case, bloodworms exist
yeah
yeah but the hole event
why do you need the entire t3 shoved in there?
because it would offer a fun challenge to be done and there is quite literally no reason to keep the rain polter locked if duke is already available to be fought right from the start
you see its on the tier on which old duke is meant to be fought
polter isnt even that hard to do right off post moon lord
for a reason
that's polter's problem 
imagine you've just finished it pre-provi and then old duke comes in
if you wanted to do acid rain t3 before anything else you can
beating it doesn't unlock tier 3 abyss
If you want to have Bloodworms able to be obtained sooner
sure whatever
but moving the whole acid rain event? seems like a bit much tbh
no, unlocking it
i could have sworn bloodworms spawn at any time
bloodworms dont need to be able to obtained sooner
not balancing
they spawn post moon lord
m
unlocking the event is the same as moving it because it's not like you can undo it 
any sooner and theres probably too much overlap with fishron
^ since a few updates ago(I think
so every once and a while you would just
lose the sulphurous sea if we moved the whole event
which does not sound fun
it wouldnt be
Caustic Tear byeah the idea doesn't really work
it would be like moving martians to post mechs and not adjusting the power level of them at all
it just
doesnt work
here's a hypothetical; you just beat storm weaver, but you never went to the abyss before
you want to craft megalodon, but you need archerfish
you go to the sulph sea, and suddenly, T3 acid rain procs
you then spend the next 20 minutes trying to clear the event just so you can even have a chance to reach the torrential tear to toggle it, or the actual item you wanted to get, which you now can't even fish for because you keep dying
wholesome
You mean Sea Dragon? Or whatever it's called
yeah i mean it needs megalodon so it's the same idea
or hell making the holiday moons post mechs and give them a chance to spawn each night
^ lol was just about to say that
like sure you could bash your head against the wall enough to eventually do it but
that just dont sound fun
once you're at that point theres no way to go back
Nothing defines hell better than that
The moons are actual nightmare when you're not prepared
gfb changes?
so shall this sugg be flagged?
well
oh yeah and then after acid rain old duke spawns and kills you
it does have some straight up inaccuracies since u can just do old duke early anyway with bloodworms
yeah
its not even asking for any work to be done on it except for moving the flag for t3 to moon lord
yeah but let's be honest for the reasons i explained previously it
would not be that simple
not even balance work, if you just wanted it to be accessible early it's more about
how do you not make this SUPER disruptive to the average player
i could imagine that would be hard
acid rain is already somewhat disruptive on tier
this wont happen
Bloodworm is already postML right?
doesnt really clash with donts, but this isnt happening
And for that simple fact the suggestion shpuld. E flagged
correct
Bloodworms spawn at any point after the Moon Lord is defeated
Because the suggestion is already based on something wrong (OD being only post-polter)
And of course you will have to rebalance the entire arsenal of tier 3 acid rain normal enemy/miniboss drop too
that isnt as big of a problem as the fact that it just Wont work
but yeah ill flag it
And the enemies so that they are not a complete slog to fight postML
suggestions that are asking for a gigantic rework of giant points in progressions are my favorite
"Please rework Post-Moon Lord progression"
Move moon events to start of hardmode as a challenge event
move scal to preHM
just in case
"people beat duke fishron start of HM to get powerful drop why not do the same for moon events"
Nein, you dont get to have the finishing satisfaction of beating gfb bosses
💀
Instead they should just give you celestial onion instead
Like all 3 of those bosses just drop 9500-9999 celestial onion
Normal Mechdusa lacks a relic, yes
would be funny if they dropped an ocram relic tho
so by consistency they dont need a relic 
True

and like its a meme boss i dont think they should get non-meme reasons to fight them imo
Primordial Wyrm is also a hidden boss and it doesn't have a relic
There's more precedent for them to not have relics than to have relics
cool, now we wait for the flaggage
if they find some better reasoning its a valid sugg itd just prolly not pass
Even if this was valid it still lacks reasoning so 
also posting a sugg and not checking the discussion of it
Which is why I vote for celestial onion drop yes, 9999x of them per kill to be exact
why would we give the lorde a relic 
who's even beating the lorde legit
I'd vote for this
someone claiming to be a masochist but is actually a clout chaser

