#suggestions-discussion
1 messages · Page 212 of 1
i think the nerf was a very early thing
You have altars for night, qs for light, and you can pop one spelunker and mining pot and get all the palladium or cobalt you could ever want
Why nerf them at all
posessed armors are nightmarish in vanilla even with palladium and cobalt
like, one of those qol changes that has been in calamity since time immemorial, like the good ol' "Ice biome water now has faster drowning times instead of giving you an annoying as shit slowing debuff"
posessed armor when i
110 damage
unlike that latter change, which is such a good change that I wish it was vanilla, this early hardmode enemy nerf only contributes to early Hardmode feeling like a boss rush
i feel like it should be reexamined
Yeah
early hardmode is supposed to be a repeat of pre-boss, in that you need to play carefully and resourcefully to not die to the strengthened enemies
I don't know if it's cal nerfs or cal gear being stronger but that just doesn't happen in cal
i dont care if its supposed to be a repeat of preboss i just want the enemies to not be absolutely nightmarish to even encounter
Interesting idea that I am gonna spitball here since I know it will never pass voting:
What if all the early hardmode bars crafts and stuff was significantly more expensive? (Like, 3-4x more)
That way you still have to take the time to gear up instead of just taking like 10 minutes with a potion and still have to explore and all to get what you want.
That way if you unnerf the enemies they are actually a threat instead of the ore just being a quick 10 minute mining session with basically zero risk
I feel like that would not get past voting
the general public wouldn't want an anti-qol change
I know that's why I'm spitballing
oh wait didn't read first line lol
I cannot post it because it won't get past voting
When suggestion comes that inconveniences me
this is why i dm it to a dev to skip voting entirely 
Byeah just curious on what the non CMT general public thinks on this as a thought
the way I mine for ores is by using spelunker potion and just tunnelling from vein to vein because it's so common. When you're tunnelling, especially at Cal's mining speed, you're pretty much safe from all but worms
so increasing cost would just increase time spent doing that and wouldn't really make enmies relevant
I mean it's far more likely to run into larger caves with those ores and all
But yeah I see what you mean hmmm
The enemies need to be unnerfed
So maybe make them more sparse?
So you have to find larger caves with enemies beings threat??
Chaos elementals and the enemies that go through walls tend to be the only thing that actually threaten me
exactly
sparcer ores would work yeah
I'm thinking of how vanilla has ways for you to get the pre-hm ores other than mining them and wondering if Calamity could somehow apply that
Cal buffs fishing so like
Idk how
Without just
Adding more enemy bloat
For no reason
like currently if astral infects silt/slush/fossils you can extractinate those and they have hm drop pools
Oh huh
How would I contact them?
That could work although that also is a bit iffy with the rework so adding them to the pools later on with stuff like that sounds annoying when there is no change to that one
making hm ores rarer and then adding more engaging ways to get them faster could be cool
not necessarily engaging just alternate ways to break up monotony
oh
well normally id give you the user id but
we dont have it documented 
@brazen minnow
So how is it even possible to suggest a change for piggies?
Do more with the fact Crabulon is a crab
As the name implies, Crabulon is a crab. However, nothing is done with this gimmick throughout the fight. The closest thing it does is brush off shrooms with its claws. While interesting to see, it doesn't add to the combat side of the fight. If you were to replace Crabulon's sprite with a black box and not tell anybody its name, there would be nothing to indicate it is a crab besides its minions being called Crab Shrooms, which also do not have any crab theming at all.
Queen Bee and the Dragonfolly use their unique physiology to attack or summon minions. The Giant Clam uses its shell as a defense mechanism that's the main gimmick of the fight. The Old Duke tires out, making it one of the defining traits of the fight. Just about every other boss in the mod uses its lore or physiology to do something unique except Crabulon. Many things could work, making it take more damage from below due to crab's weak point would make it more interesting or a more advanced solution would be to make it use its claws as an attack to truly use its anatomy.
TL;DR: Crabulon doesn't use any crab abilities.
How's this?
remove the hyperlink auto embed
To be fair crabs don’t even have anything unique in terraria (besides making one shot engines)
Byeah fine sugg
crawdads resemble crabs (lobsters actually) and have a claw attack
crab, the ultimate evolution
I am going to carcinization the crawdads
taxonomized crabulon
Crabulon should make a spawn engine for crabs that makes a crab every tick, I think it would be funny

It’s like the one thing they’re known for in terraria
since the rise of dummy tick engine
Well this was an awsome thing, really cool and creative. I tried to not apply it to the imbalanced things, which I would consider sort of an exploit. If you want to know more about it I'm sure you can google or youtube it. Either way, it's cool, and I hope it can stay (but modified) or that they add some sort of booster.
Music by: SYRSAmusic
...

@brazen minnow i don’t think exquisitely stuffed needs a nerf, pigs are rare, plus Merchant literally sells coffee (plenty satisfied, but still), at any point in progression and an exquisitely stuffed buff after skeletron
Sorry if someone has already talked to them about this was too lazy to scroll
Someone has
My bad
It’s why there’s a ❗
It and goldfish warrior are pretty much the only enemies that are iirc
(Enemies in heavy quotation for piggies)
hi
Sorry
A bunch of Planty mush + Biome specific block = Herb
Dirt = Day bloom
Stone = Blinkroot
Evil block = Death weed
The works
I have a better idea: instead of shoving mushy plant matter with rocks or soil or something else to make an entirely new kind of plant (which doesn't make sense) why not simply make alternatives be block+planty mush directly in the recipe, instead of blocks+planty mush somehow coagulate into an entirely different plant.
That sounds kinda complicated and would be annoying as fuck for magic storage (I love magic storage but god does it always pick the worst recipe)
Not the worst idea though, would just be somewhat annoying to implement
Um
Blood orbs do that already
So no
planty orbs 
Yes but if @visual plume 's suggestion gets implemented, it will make her farms pointless after sulphuroud sea is reached
not that i dont think it's a good idea i just think it's funny
overall good change if they're not gonna do anything else about herbs
Clash Royale Honda pizza tornado pugs
lmao the idea of all potions eventually being able to be made with mostly just planty mush and blood orbs and nothing else is very funny conceptually
Yeah lol
But hey, it's replacing an enemy farming thing from a stupid event with a fishing solution
And a fishing solution is much nicer imo
ture
And gives Planty mush like, a reason to be fishable
Planty Mush uses 
my child will be used in many crafting recipes!
i remember the old days of making suggestions to add crafting sinks for plentiful materials like wulfrum
im curious how many mats are left that are like that
Planty Mush Could Be used at a Extractinator
I'm still wondering why I made my astral suggestion when I've never even seen the astral infection ingame
The wiki is my knowledge
It would be nice to be able to reduce blood orb cost by using both blood orbs and herbs together
Or potions costing less blood orbs when crafted during a blood moon
Death mode
With Zerg mode active
And with lines of sight to enemies
An while in the air
That's silly
Maybe it could be implemented on GFB
Blood orbs are a pain to get large amounts of, and so are potion ingredients that aren't herbs
not at all
death mode's spawn overload in bm+other ways to increase it and then gladiator's locket might solve the problem
I don't use death mode
Only rev
You shouldn't have to swap that sort of thing
And sure you can zerg/battle potion but
Well ok actually
It's fine, you just have to farm for it occasionally
The Best way to get Potions fish in the Sulphurous Sea in a blood moon
With alluring bait
Yeah, Alluring Bait pretty much makes it so easy to get potion fish that if you have those mods that make potion effects infinite with 30+ potion stacks, you really don't have to do much
its absurd
Yeah alluring bait is so nice
Although using outside mods for 30 stacks isn't really part of it all for cal as that's outside shit
I find herbs more annoying to get than the feeesh bc of Alluring Bait
then cry about it
or just toggle death when farming blood orbs
A bit late buuuttt
It will be a horrible idea, main reason is that the assumption is every player have to be experienced for that to not be a gigantic problem
For especially new player:
-
they do not necessarily know the optimal mining setup (which tbh is a lot more spread out now that mining speed is nerfed)
-
they do not just craft 1 weapon, they need to try out many weapons before knowing if they are good, there are people who will craft everything and the bar cost increase will make this process extra boring and unnecessarily grindy;
-
shimmer pool to many people is post-ML let alone new/returning player so decrafting is not an option, the fact that it is located at the edge of the world when people are incentivized to dig at centre of world (spawn point) only increase this chance
-
at the end this is just unnecessarily bloating grinding time by bloating material cost, if you want to make people stay in underground more, make it so there is more to do, not to do more of the same
It's a horrible idea for all those reasons. To get people to stay underground more, buff enemies to be a real threat
And then give them good drops
I mean I have a bunch extra for extra drops from 1 mining session and like, optimal mining setup? I don't even have chisel half the time
But yeah that's fair
We did talk about how that wouldn't fix it
So ore scarcity was another thing brought up to make it so you have to go find the ores more spread out instead of like 500+ being in relatively close proximity
That doesn't sound fun
Sounds like the old days of spending 2 hours at cavern level looking for adamantite
In vanilla 1.3
Yeah but the issue is that currently you don't need to spend more than like 10 minutes getting a bunch of cobalt and palladium even without optimal mining gear
Again, just a spelunker and a mining pot and I can get over 400 total ores of both and that's more than plenty
No chisel no mining armor no nothing
Boost the stats of the hardmode underground enemies
The current issue is that enemies are not a threat in early hardmode because their stats suck and there is no real reason to go back down often since the hardmode ore rework
Give them better attacks
When one mech boss is killed, undead warriors get 2x HP and 50% increased attack damage, and drop cobalt ore
Looks like you didn't read the earlier Convo
It doesn't matter if you just do that if they are so close together in proximity you can spelunker from vein to vein with relatively no risk since that's just mining through stone you aren't necessarily in open air and in danger
When two mech bosses are killed, give the same boost to the archers and make them drop mythril
If you are using spelunkers you generally aren't
Yes exactly
Set up skeleton ambushes or something, where several of them are waiting for you in a cave
Increase enemy stats to make them a threat
And make the ores more scarce so you can't just spelunker for a few minutes and get way too much
Whenever you mine a hardmode ore, make it emit a magic pulse that summons skeletons and bats to attack you
Hardmode is supposed to be, well, hard, but besides the minibosses and normal bosses since I started playing cal it just. Isn't
A little more scarce is fine, but not too much more
Even back when I was newer playing rev and death for the first time the spelunking stuff was stuff I did all the time for quick easy ores
The only reason I ever went out to kill anything was Ankh Shield mats because I didn't need too much else
Reduce the spawn rate of ores by 25-50% since it's already doubled due to spawning two sets
Make the enemies get stronger, but not immediately as hardmode starts, that would be too much of a a pain
Spawn enemies in packs, or something like that
A lot of early hardmode enemies need to be unnerfed
Not possessed armors, but a lot of underground enemies need to not suck
Give the archers magic wallhack bows and give the warriors beam swords
Skeleton Warrior AI could be like the dungeon paladins with the hammer swapped for a beam sword
Yeah that sounds good
Okay maybe that's a bit over the top and also a pain to code
I've heard from fab themself that fighter AI is pain
I mean swap out their fighter AI
Its Even Worse when you have a bug that prevents enemies from getting stat boosts blue slime after killing the twins in master mode
For this enemy
And make them drop cobalt
The wiki says they both have fighter AI but that can't be right because the paladin stops to throw hammers when in range
The skeleton would be in range more often due to the lack of an arc
Making hardmode enemies insanely annoying to kill/insanely strong will not solve hardmode exploration, it just makes it so your HM preboss experience is shit and thats about it
To make HM exploration a thing you dont bloat literally everything else, or at least not the first step
Currently there needs to be more incentive to simply just stay in HM underground for a longer period of time for a reason that is not mining ores
One of the obvious example is that there is no naturally generated chests in HM, or not new HM structure (other than surface like hallow and astral, and hallow underground), max you get is mimic which just spawns everywhere with same drop
Currently there is no reason to run around the world in underground, your only incentive is to find the correct biome to farm souls and thats about it
The lack of HM exploration structute had always been the main issue with HM exploration content being mostly irrelevant, so if currently it is technologically reasonable to be implemented that should be the main focus
Solution: have enchanted chests that can't be unlocked until hardmode and contain special loot
You can just spawn in new chest in HM with its own unique pook of drops (different from mimics), that for example require you to beat through a challenge to open them
That works too I guess, need better way to communicate it is supposed to be HM but thats about it
Spawning things ahead of time has design advantages too: played like seeing something and making a note of it, then being able to come back for it later
I've always said with shimmer, but game should pop out the relevant boss to be killed if they want to do something progression relevant
just the map icon helps immensely
Shimmer is fine as an optional side thing. I use it in late PHM to early HM
no I'm talking about qol
?
shimmer also has progression locked transmutations
but there's no way you can tell which is when without opening wiki
Only a few
calamity needs a sub biome for the caverns like a Granite or marble equivalent and new enemys
Although I agree it should be indicated in game
Calamity should just make the granite and marble biomes larger and add things to them
thorium kinda did that and its super cool
Yeah
Although I would make it less tied to progression and more like the ice and desert biomes
Well, still has progression related things, but more like a Minecraft biome, if that makes sense
i just want calamity to make caving interesting man
the caverns are so boring for a thing that takes up like 70% of the map
Plague biome
I just suggested this to Thorium, what are the chances.
I feel like thorium would probably be more receptive to this
as they have granite energy storm and buried champion
perhaps when you kill each boss, their respective biome gets snazzy new shit?
This should be an exception. Because Piggy was never Littlepiggy's idea. They never contacted the team so the devs just made something based on their name.
honestly quite
Huh
That's interesting to hear
lmao i never knew that but cool, guess u can remove the exclamation point
Hmm
I wonder if the recent Suggestions channel developments would be worthy of adding to the Suggestions Timeline pin
Other pin additions are there but at the same time I don't know if the recent ones are noteworthy enough to warrant being added ¯_(ツ)_/¯
while hardmode chests would be neat, i think that is the role terraria was trying to make mimic fufill
but you can just grind them like any other mob so
idk
I think what mimic try to fulfill is HM chest yes, but it is probably done in such a way that assume Hardmode/in world generation is difficult to be implemented at the time
because iirc is there a single structure that get newly generated when hardmode start in vanilla?
the only one I can think of is Hallow but that basically is just biome conversion
Vanilla adds a total of no structures
yeah I don't think anything gets added or removed from the world once HM begins?
In vanilla
yeah the only structural thing in vanilla happens on worldgen, and that's it
You don't get any new structures after something like skele or qb or whatever
It's all upon initial worldgen and nowhen else
The only thing I can think of which is still only technically
is meteors
those break blocks
Meteors 
oh yea that's a thing
Otherwise they still are basically just block conversion
mfw when im an easily bypassed DPS check
In vanilla I used to be able to ignore them completely with just like
Idk a Tungsten Pickaxe just normally swinging
@golden sonnet - Your suggestion has received an updated status!
[Remove Carnage Ray and Flesh of Infidelity]
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
close enough
this is that thing about scab ripper and flesh being merged in some way right
ah yeah, that was mentioned here a bit ago, but nice to have the retroactive reaction 
I assume
Then something something again with Carnage Ray
yeah, idk what's up with carnage ray though
Carnage Ray is dead
eyyyyyyyyyy

is nice
now can we make crim and corroslime staff not 2 different items 

clueful
hey, that passed, it's just in dev hell

I put the reaction on now because it was just implemented
oh, nice
Nice, thanks for the update
248 stars lmao
I phrased it in a very intentional way, using words like "inventory bloat" and added stuff about making the theming better in the same sugg because I wanted it changed bad
it was also inspired by seeing two people ask what's better in a single day in #help-advice-read-pins iirc
hah
~~smh CIT, you forgot one #suggestions-voting message ~~
definitely not me submitting it multiple times in hopes it would pass, and then it never passed
lmao
This guy
hey, it's allowed in the rules
I'm not doing it now just because you said something
lmao, I didn't expect you to tbh
trolled
@small timber I totally agree with this suggestion, but I think it should apply to more stages of the game, like post-Moon Lord and post-Golem.
yeah post-ml in particular gets screwed over
it marks the end of the second third of the game
and yet the only change to worldgen
exodium/luminite planetoids
and the only worldgen changes that happen after any post-ml bosses are:
uelibloom ore
auric ore
unless im missing something
@buoyant idol - Your suggestion has received an updated status!
[Rework the Void of Extinction]
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
@buoyant idol - Your suggestion has received an updated status!
[Add a way to convey that Supreme Calamitas summons the projectiles during the bullet phases]
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
@north oracle - Your suggestion has received an updated status!
[Rework Luxor's Gift]
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
@patent nimbus - Your suggestion has received an updated status!
[Remove Draedon Power Cells, or at least make them not required to summon the Exos]
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
@ornate flame - Your suggestion has received an updated status!
[Make ninja armor a rogue set]
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2!
@north oracle - Your suggestion has received an updated status!
[Rework and Extend on the "active" summoner weapons]
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

@worldly sparrow - Your suggestion has received an updated status!
[Rename the Tyrant's Fury buff]
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.
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@hybrid steeple - Your suggestion has received an updated status!
[Resprite the Calamity boss healthbar]
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
@placid needle - Your suggestion has received an updated status!
[Add a border around the bottom portion of the Sunken Sea]
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.
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yey

hooray

I can't believe that I got 2 in one batch
I really just started suggesting again and got these in.
ptsd
Wow, by next Friday if nothing gets any more votes until then, my astral biome mimic suggestion is #1 in votes.
This is the first suggestion I've made that actually has a chance.
dont care
i do :)
@lucid marsh - Your suggestion has received an updated status!
[Add Wulfrum Platforms]
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
lmfao
YEAAA
icicle arrow moment
me when the suggestions aren't big sized or major to medium changing to the game and instead they are small or unnoticeable but they add up those small details that make up a game
me when acid wood walls
this is not a joke against small suggs btw
but yeah the tldr of tile suggestion is that
most of the time it is just waiting for someone to submit asset in the calart server (or at least from what I heard)
so the tldr is that most of the time suggestion like "add wulfrum platform" do not really do much
if your sugg didn't pass because other suggs took "the place of your sugg" you can always try again
i mean it's still like, something that makes up to the final product; it's the small details that players forget sometimes but still relevant to those who care
nono, I dont mean "ewwww wulfrum platform? GTFO of here you filthy piece of garbage"
what I mean is most of the time tile suggestion is relying on public asset submission in the calart server
so when I say "do not really do much", I mean it literally: most of the time it legit still is just "well this is a good idea, but we will just wait for asset submission anyway"
(unless some devs come and sprite it which iirc is rare)
yea i understand that
it's just that i've seen some kind of disliking for small suggs like wall additions recently tbh
I dont dislike small suggestion, it is just extremely memeable
(yes unironically wulfrum platform is in there too)
but yeah tldr I don't really mind small suggestion getting added, it is only a problem when small suggestion get such high vote that it drags the "average vote" of the batch very high which makes many decently voted suggestion to get drown out (eg: if you have some 250+ votes small suggestion, chances are a 150+ votes functional suggestion will not get in the batch)
(functional suggestions don't get 150+ votes everytime, even if it is extremely good)
i agree with habble here tbh
Posted a suggestion regarding the Pylons
100% Calamity's Pylons are way too cumbersome to obtain despite said Pylons being incredibly useful with fast travelling to multiple important biomes.
Sulphurous sea counts as an ocean, keeps that in mind.
I will point out the main gripe with the Pylons is the Crags Pylon. I genuinely do not understand why it's not craftable if it just functions without any NPC's needing to be near it, yet you STILL need to buy it from happy NPC's in the Crags.
Right right
Crags also count as underground
but still, if Crags Pylon functions regardless of NPC's near it what's the point of needing to bring NPC's to the Brimstone Crag to begin with?
It's usable without NPCs because of the overwhelming mob presence that go through blocks especially
Because NPCs would die very often
Consistency
It still is kinda redundant
I thought they changed something about calamity pylon to not need happiness or something
Isn't that GFB
i usually get crags pylon post skeletron with a king statue
You need to bring NPC's to the Crags to get a Pylon that functions in the Crags without any NPC's needing to be near it.
I mean, isnt that just how you usually do it?
That is genuinely backwards regardless of consistency.
you put houses in the biome, you get npc, you live in there
that's backtracking
what I mean is: is there happiness requirement for calamity pylons?
There is
you go there, put the npc, get the pylon and put the npc on their preferred biome or smth
i do agree that the houses are useless because of the logic that the devs implied with not needing npcs near them because they would die so much, but i dont think any pylon should be craftable
But if you want to keep Pylons in other Biomes you need NPC's near em
According to the wiki yes you need happiness for calamity pylons
I fully agree with this suggestion's sentiment
same
But also you can just bring brimcrags to your NPCs instead of needing to go there, you only need 100 tiles
Removed mention of Sulphurous sea because it counts as an Ocean
I build my underground between the archive and crag so I can use the crag pylon as a discount universal pylon.
I would personally prefer that the NPCs be given additional biome preferences rather than making them craftable, latter would seem very band-aid
It messes with immersion with the lack of happiness too.
Wait now that I realize it
Crags Pylon DOES count as Underground, true, but I still hate that you need to bring NPC's to a biome the game doesn't want you to bring NPC's to.
crafting is a band aid to everything
Why do mobs spawn and kill npcs in crags
Yeah, we want to do that
Town should be in effect
He's true
I can suggest a lot of boss changes (like, a LOT), but 90% of them will probably not get more than 100 votes so 
Only if you have 3 NPC's living at once.
I remember Cei made a chart with what Cal biomes NPCs would like
My crabulon suggestion would like to disagree
Meaning you gotta babysit the first 2 NPC's you bring over
Only one I remember now is Tax Collector would like Crags
it's like boss checklist being a band aid to boss inmersion and foreshadowing to both vanilla and any other mod that doesn't do that
Ok so just move 3 npc requirement for town to just 2
Be the proper entrance to Crags and the place you'd fight Brimmy without many enemies
Yeah, I think that would be perfect to set up a Pylon
Hmmmm yes put one NPC near the dungeon entrance for a free town pre-Skeletron.
Flat terrain, right at the start
Huh?
yeah that would be silly
Old Man counts as an NPC remember
Yeah but
ye
What's wrong with it?
you can put a pet also
Yeah, I was going to say
What if there were some near usable houses in the crag that’d signify where the pylon should go similar to the vernal pass?
mhm
since pets contribute to pylons and town requirements i think
ok yeah fair point
with the town at dungeon entrance
But I still don't think lowering the NPC town requirement to 2 would help
It'd be a solution to a problem that shouldn't exist.
There are plenty of points nearby where you could set up a Pylon, and the only real landmark would be the Dungeon itself which you'd only use much later
let me just dump 2 of my said "0 votes boss suggestion" down
I don't really see the issue even if it was a good area
If you got to dungeon already you would have some settlements down anyway it's not that hard to get an NPC by then
not like I am making other suggestions anyway my as well
There still shoudl be NPC's who are happy when living in Astral Infection and Sunken Sea
does amidias have happiness for sunken sea
It would help for crags, not necessarily for anything else
That was my point really
He doesn't. COLOSSAL missed opportunity.
Yeah by all means he should have
Sunken Sea remind Sea King of the fact that his home is all fucked up and now a desert, he now is extremely sadden to be living in Sunken Sea
Crags Pylon can function without NPC's
isn't calamitas like azafurian or smth
Iirc a lot of NPCs don't have much of those because the NPC Happiness System was broken and couldn't be properly Modded
The astral should be changed to a crags situation I’d say. Who’d want to live in (essentially) the plague biome?
lol
So you make it function with NPCs because you have a town
And that would fix the backwardsness
Yes but she does not want to be near that, at all
No longer having a pylon that doesn't need NPCs
Perhaps.
Oops, now you've got buffed Post-Providence enemies ravaging your NPC's when you leave the town for 5 seconds!
who wants to live in the jungle after the plague has been breached raise your hand ✋
What
It's a town
Enemies can't SPAWN in Towns, but nothing stops them from following the pklayer to a nearby town and wreaking havoc.
The natural evil biomes outright prevent NPCs from living nearby
It's pretty tbh
So like what stops wraiths from doing that
Which spawn anywhere
And 90% of NPC's aren't prepared to deal with Post-Providence enemies
Huh?!
Scryllars you mean?
No?
Wraiths only spawn on Surface
Hmm
Yeah Spectre that's the point Insanity is making
Wraiths don't get buffed later in Calamity I mean
the real issue is that no one would want to live at the sulphurous sea, but at the same time it counts as ocean, so you could just put NPCs that like ocean there
the only pylon that is truly silly is sunken since no one like sunken despite it being calm for some baffling reason
oh also whatever the fuck is going on with astral
There are other dangers underground though
This is true
But Scryllars do. TWICE.
The point is NPCs are usually strong enough to avoid getting destroyed by common enemies
It's your part to finish them off
The biggest paradox of two oceans
After they follow you
Byeah when we do the NPC Dialogue Rewrite that we are focusing on, I'm very sure we will go around fixing Happiness and whatnot
Happens more often than you think.
Just once afaik
A lot of NPCs could be on the Sulphurous Sea tbh
Wait I thought they got buffed once post-Brimmy then again post-Provi? Or am I misremembering?
Not really unless you're playing at a higher difficulty like master or ftw where the scaling is not balanced
the biggest issue with crags pylon is that the town buff that reduces enemy spawns doesnt seem to work very well there and also it has like 18 enemies that phase through blocks
didn't stop astral pylon tho so idk
that too
Cyborg because he can scrap the stuff Draedon throws there, Angler to fish fucked up shit, Dryad to pay her respects to Silva
Or you just don't have your advanced techs down
Pirate to explore a fucked up sea
mhm
I don't see anything about a Brimmy buff
Lots of stuff can go in the Sulphurous Sea
They don't need to replace vanilla biome preferences at all
ok then it's definitely a mandela effect lol
Sunken Sea too, living there is pretty much having a fucking aquarium right next to you and a fucking beautiful one may I add
I could've sworn killing Brimmy buffs Brimstone Crag but apparently not
Only one enemy is added to crags which is the slime after brimmy
So uhh, that leaves only amidias to like sunken sea then?
im sure the scryllar buff will die with the ravager rework
yeah?
amidias loves the sunken sea
Astral is for the more deranged ones that have their weird reasons, Painter to paint, Steampunker to fuck around and find out
soon tm
truly
pirate would have the "Like" happiness setting for sulph sea
Crags is for Tax Collector because the joke is too good
????
Cyborg could hate Astral Infection because it's getting into his system. Kinda like what happened with Astrum Aureus, so the Cyborg 100% would be uncomfortable there.
She sells Astral Solution
Damn
Idk I'm just waffling, as I said Cei had a proper list with proper reasons
cyborg is sentient tho
Can Angler prefer the Brimstone Crags?
Since we have biome solutions now
When calamity solutions other than astral
Y'know that is also a good joke
TRO
TRUE
Sulphur Solution for sure
other biome solutions point btw
Idk if Crags, Abyss, and Sunken Sea could work with new solutions at all
Considering hellish fish that can be found there, yes
WAIT
Crags would, not the other two, crags is already replicatable
Maybe a Brimstone Solution could like replace Ash and such
to spread the Crags throughout Hell
Abyss and Sunken Sea definitely don't work with solutions
Huh
Which is fine because there aren't really any major bosses in those biomes to begin with
"Um, technically, the Primordial Wyrm is-"🤓
Replacing ash with brimstone crag stuff doesn't sound bad actually
yea
is what
its just a normal boss
The Primordial Wyrm is a HIDDEN BOSS. Meaning you're not expected to beat it for progression at all.
Could also convert hellstone to unholy ore or sth
That could be legit a nice option to have
mhm
by that logic old duke is a hidden boss 
Wouldn't work when we rework Crags
Ores shouldn't be converted in any case
ah
Hm
Also you do have to think "why can you spread this stuff?"
no way clentaminator lore real?????
?
Hidden Bosses require actively going out of your way to find. You're likely not gonna find them on accident.
You can spread the Evil Biomes and Mushroom stuff because it just makes sense, they are essentially viruses/fungi
do we really need lore to spread the desert and snow biomes in vanilla
Because it already is kinda spreaded via abyss (in case of brimcrags)
Beating Tier 3 Acid Rain, something a new player would 100% try post-Polterghast, spawns Old Duke to begin with.
I really don't think we need that
that's bs honestly
most people don't beat t3 acid rain
believe it or not
yeah there doesn't need to be lore if Forests, Deserts, and Snow can be spread for no reason
I'm just saying it wouldn't make sense and specially it would fucking kill the concept of Biomes as a whole
If you could just spread the Biome anywhere you wanted, then why even bother going somewhere?
You can already just make brimcrags elsewhere anyway?
Because well
That's how biomes work in terraria
also you kinda have to go out of your way to beat t3 acid rain
Primordial Wyrm is officially labelled a Hidden Boss
you dont beat that shit on accident
You kinda need them to be as replicatable as possible
so
You can't spread them around without finding them in the first place
oopsie
It's a completely different story because you have to mine blocks and whatnot
because we can go somewhere else to spread our biome even more!
Not having a flexible biome is just a negative
and we can use other solutions to shape our world as we want!
Primordial Wyrm doesn't appear in Boss checklist, Old Duke does. Argument settled.
In this case it's just "grab the Clentaminator and make your biome instantly"
me want icy ocean? No problem
so does that mean lorde isn't a hidden boss? afaik he appears in boss checklist as long as you're in gfb
Common mobs drop biome tiles
LORDE is a hidden boss due to being seed exclusive
I'm sorry but I think the idea of having Solutions for every biome is really silly, makes no sense and actively works against the gameplay of the game
gameplay of the game???
I still vouch for at least a Sulphur Solution
Terraria is a game about exploration and combat
Gameplay of the game does introduce solutions
Even though that's literally how the gameplay goes... I don't really think this is the right way to think about solutions
But I can understand being against adding Calamity Biome Solutions
is this another calamity has to be the Serious Mode moment
Exactly to alter the biome spread
just because vanilla is too silly
Terraria is also a sandbox game
terraria is not only an exploration and combat game
Being able to make ANY biome you want with Solutions takes away the exploration because you could just go there, grab a bunch and then just do that instantly
I agree with this point
I can 100% see your reasoning and I respect it
I never said that
Sulphurous Sea is pretty easy to find anyways so
Again, to buy the solutions in the first place, you need to have a steampunker in said biome
What I mean is simply "you shouldn't be able to make a new biome with the ease of Solutions"
Which is midgame
Yeah I'm kinda understanding your point a lot more now that I think about it
solutions were made to facilitate the player on creating custom biome combinations what is your point exactly
It just... wouldn't be as special to just snap your fingers and make a Sulphurous Sea or Brimstone Crag wherever and whenever you wanted.
Hm, that I kinda agree with
the ocean shouldn't limit itself to being pure ocean it could be
evil ocean
same with the jungle currently
This says enough that I have nothing more to say it's really unnecessary to be torn out on this when the game itself already justifies having such a mechanic
since the addition of evil mud tiles
The vanilla biome solutions exist, TRUE, but that's just a choice of the Vanilla dev team we can't say anything about.
Evil oceans can exist
Vanilla introduced Solutions to help cleansing the world from Evil Biomes, that's the entire reason the three Solutions we have exist. They then added the Mushroom Solution to make it easier to make this because it's tied to the Truffle and Shroomite and the proccess of doing that is tedious
the most interesting part of vanilla underworld is ash trees and vegetation
and also the buildings ofc
It's just HIGHLY unlikely to see it spread out that far usually.
I have to eat now, I will be back shortly
eaty time
...and yet solutions are not only for cleansing the world but also world customization
i agree with this latest sugg
because we don't limit ourselves to one use of something
Astral Solution is mostly a thing for if your Astral Infection spawns somewhere inconvenient
So it's easy to move it if you got dealt a bad hand
wait but can you move astral altar or smth too
Astral Beacon doesn't work outside of its biome I think
yeah i know that
And you still need to be in Astral Infection to summon Aureus
it does work outside of the astral biome unless that was very recently changed
what i asked is if you can take it and relocate it to somewhere else
Yeah iirc
great
The other Calamity Biomes have fixed spawn positions. You always know where they will be once you know which side has the Dungeon.
tbh other biome solutions would be pretty cool
same with custom NPC bubbles (this a tmod preview thing)
It'd only really work with Sulphurous Sea anyways, which is already not hard to find and build an arena in for Acid Rain and Aquatic Scourge
Abyss and Sunken Sea fundamentally do not work outside of the generation they were built for
and Brimstone Crags will soon be in a similar situation
Sulphur could work, but it wouldn’t quite looks the same elsewhere
Hmmm yes the shore is full of Eutrophic Sand meaning it will be spitting out water constantly and flooding the surface.
how ingenius and practical
And it's a biome, so if your biome is in an inconvenient place you should be able to change it. You've said it.
eutrophic sand doesn't spit water out of it's tile?
it's the walls that do
and the other variant of walls, not the crafteable ones that drop water from it
With other biomes, if you get bad generation you can just... make a new world if you need to.
Astral Infection doesn't EXIST until Hardmode. At that point you've already invested at least a few hours into that world.
And the Astral Meteor could easily land somewhere that would be a nuisance for one reason or another
You would have already invested a few hours in after exploring for all the biomes and making sense of it
Doesn't justify making a whole new world for it
oh wow i should delete my post-evil1 boss progress because sulph and crags had bad generations and instead of progressing up to hardmode and defeating a mech to get steampunker and use respective world solutions i have to do what i said firstly
When do Sulph and Crags even get bad gen besides a Small World anyways
this is like
Sulph is definitely common
And if you're playing Calamity on Small World then genuinely what is wrong with you
There is no question
me deleting a world because evil biome appeared on the jungle side of the world
Sulph gets wack pretty commonly
I haven't really seen it that bad
(it's not that I care anymore since evil mud tiles exist)
i hate assumptions
I'll just head out idk what else to say at this point
we should make a poll about world generation in this server
Making Sulph Gen work is Sisyphus
I think Sulphurous Sea worldgen has been revamped like five times
I cannot understand why solutions would need to be gatekept this badly they're not something to be taken like the way it is and thought of like it's a world's end
And it never works properly all the time
There is enough reason and the thought behind it doesn't really work
I already explained why I think there shouldn't be Solutions for so many biomes
why we should gatekeep good stuff decisions to the player behind the lore gates
It's not because of Lore
That didn't answer our questions though
Look point is I agree with Rebecca and idk what else to say
You can make new biomes, yes, but it's nowhere near as easy as just snapping your fingers and buying a bunch of Solution from the Steampunker and holding M1
What are suggesters discussing
solutions
If you could make biomes that easily, then there would be no reason to properly explore the world
A solution for what
no solutions
What does this mean

"exploring the world" then make the world explorable by adding other stuff that incentivises exploring the world
Exploring in terraria 
exploring in vanilla terraria doesn't exist there's like no structures aside from underground cabins and dead man chests
This doesn't really work when you already mass destruction tools like snowman cannon mini nuke II's for mass terraforming utilities, it's not like clentaminator is doing anything different
Terraforming is a completely different thing
It's not that large a gap
Arsenal Labs and Shrines:
You also get the biome tiles the same way you terraform
That's clearing up space for building
It's only half the job
Solutions skip both the part where you clear up space and build
You still have to place tiles to spread solutions if you want your biome properly instead of using natural terrain
Because natural terrain isn't really convenient
And by that point why don't you just use natural blocks?
Why do you need a Solution for that?
To cleanse the evil biomes easily
mhm
That's the entire reason Solutions were added in the first place
Same thing
just use purification powder and sunflowers then
Yeah, that's another solution
Evil biomes are still biomes and they needed to be changed in such a drastic way
FUCK
i want to see you cleaning corruption only using purification powder
I made a pun
And the Corruption, Crimson, Hallow, and Astral Solutions make it easier to reintroduce them if you need em back for materials but already cleansed a lot of em

Why ask me something you know the answer to
You have the answer
You're saying it
Because the biome needed a drastic change
You use solutions for that
It's not the same thing anymore is it
And what Biomes in Calamity need to be drastically changed?
What biomes need that kind of change?
Sulphurous Sea
the ones i'd like to change by myself 😇
Bruhhhh
Crags sometimes, they're not as convenient as you can have them
same thing as any other solution in vanilla
it doesnt
band-aid
Sulphurous Sea is flat and its main purpose is to fight Acid Rain
Crags are being reworked and Sulphurous Sea doesn't even need that good of a terrain to work properly, you can just clean some stuff if you need
sulphurous sea is flat because it's an ocean
oh god why is there 500 messages
vanilla ocean is flat
we are talking about solutions
Crags get that pass I guess
Me after dissolving salt in water
Not like I can say anything about an already planned rework
It's literally like 5 people arguing against the only 2 people who actually have a different opinion rn
well I will just assume my suggestion is absolutely perfect and have 0 flaws whatsoever because I can't read 500 messages within 20 minute
actually its more like they, im just watching
we didnt even talk about ur sugg

tbh if you want my opinion on solutions i'd add modded solutions because of easier customization
More like no one has paid attention to it because they're too busy arguing in circles
Sulph sea is still definitely wack, there isn't really much saving that
How is it being wack gonna get in the way of anything?
i don't get why would you have to replace tile by tile just to change a biome because you liked so
You can still fight Acid Rain just fine
I'm just going to play Elden Ring
I am trying to make king slime firing moon lord deathrays while suggestion discussion is discussing about finding the solution to the meaning of life
I don't know about your standards but I'm not fighting acid rain in bad terrain
That's just annoying to work with
Then make platform above the ocean area smh
you already need to make platform arenas for every other Calamity boss
I would know better about that if you're someone who works on the terrain less
No need to tell me
elder drink
me when life is an inmesurable cycle of pain and suffering where we try to find a meaning of it in the constant afformentioned suffering and pain,
I'm also just gonna end the argument here, i'm out of words again
"Nah other things have priorities" or "we don't need to add this"
"You shouldn't be able to make a new biome with the ease of Solutions"
This is not something I wanted to hear is all I'll say
@small timber good yharon suggestion
assuming yharon doesn't tell you about that he's about to do a bullet hell attack
yharon absolutely doesn't yeah
(because i have never fought it recently)
Teleport charge would be useful sure
the only way you can know is purely from pattern recognition
Bullet hell does not need one
i thought that said u havent fought it
it kind of needs one, currently fast bullet hell definitely hits you if you are moving up and a bullet hell begin
no i'm busy playing clicker class because i found calamity monotonous recently
Yharon always teleports above you with a giant vortex
playing the same shit for the 7th time in your life time makes you bored I guess
but I think the main reason is there is really no reason to not have a telegraph for bullet hell teleport, it do not really reduce difficulty of the fight, it just reduce the necessity of a part of pattern recognition for the fight
for slow bullet hell there is enough time, fast bullet hell definitely can hit you before you can react unless you are flying up full speed (especially later SP)
This exists <#suggestions-voting message>
Frick
How.
ah yes of course I needed that thank you
Ok carry on
now I finally discovered this amazing app called Discord
with 0 flaws whatsoever
it's full of people
Suggestions need higher accountability in terms of being voted on, so many things are stuck in suggestion purgatory.
there is a reason it is called "Suggestion" not "Community Idea Forum"
it is reasonably understandable that they do what they want first before the suggestion stuff (unless it take very little effort)
especially since some suggestions can be super high effort
True, but what about the stuff that's been 👍 ed for years?
and also sometimes there is also those that is just "get majority vote" but do not necessarily mean implementation because it is a team project
like for example a 60/40 vote suggestion might still be 👍 , but there is still 40% of people against it so it dont really happen
In that case, wouldn't an ❌ be added?
a 60/40 vote is still over majority
The main problem is things are left without answers
it has been more than 1 month to add something that shouldn't take more than 2 hours to implement that isn't even ingame (credit devs sugg)
✅ Purgatory is less painful than 👍 purgatory.
i atleast got an answer for my sugg like 1 week ago; ozz told me that they just discussed 5 minutes of it and then never again
like I said it is not about 👍 = implementation because it is good, it is about 👍 = we like this idea
in another words, to certain degree, devs credits literally don't really have to exist until the day they decided to be done with calamity; it is literally up to "well are we in the mood to do this? will I rather do something else instead"
it is not hard to understand that somethings have priority
this is why i usually dont bother with suggs
because they already have an in game credit in the Thank You picture, making a high effort credit scene is not really a super prioritized project if I have to assume
it's a dick move to not credit people that have helped you get to the place you are rn
Wouldn't giving an answer be best? If they like an idea and would like to add it, shouldn't a ✅ be added and vice versa?
yeah but you forgot someone had to pay 50$ to get dev names on the mod
and it's not even a high effort credit scene what I suggested
well now they currently have it in the game, regardless of reason
it's just, listing the names of the people and categorizing them by their respective work area in the steam workshop and/or mod description
- idk if adding custom credit cutscenes in-game is possible yet so it only serves as a band-aid
I feel like this is moving from the main point of the issue. The fact that things are left delivered and unvoted is quite the issue.
Infernum does
We’d probably add a credits cutscene after Yharim gets added; there’s stuff that is higher priority
Eh, I'm not too bothered by it
I have the mindset that I shouldn't expect anything I suggest to be implemented, less disappointment that way
lol
well I am not a dev, so I will not speak like I know the definite reason they didn't do a credit scene right now at request, but I will put a very simple scenario:
- if you just want a band-aid credit scene, Thank You picture already does that
- if you want a well thought out well crafted credit scene, it is high priority
i haven't seen infernum cutscenes yet but i have seen Dom's nameless deity world reset thing
if you dont spend 50 years trying to think of what the final scene should look like it wouldnt take more than a days work 
devs credit coming in 3 years
Credit where credit is due
Reuse code from the vanilla one without the pictures.
cwcid lore is my favorite lore
dev credits coming in the next economic recession
more annoying than just doing it yourself
I think the credits were delayed in that case
nah I think other stuff like inside dev stuff
- it's a thing that Fab has to do since they're the ones managing stuff like Steam Workshop page and Mod Description
I think there has been some ideas but low priority and they’ll likely not end up used
ye if you just go for the basic
static image and names it isnt that complex
writing an entire ingame screen recorder and gif loader, ye thats a bit more complex 
im still moderately surprised it ended up working at all
this chat today has been a calamity
if it ain't broke don't fix it
"this stat boost is akin to proficiency" is probably the biggest insult you can give to something

Hmm?
i was wondering wat happened to it
Remember cryogen sound bug?
This is it now

Imma go also update the bugs forum with that
I would cry if that bug happened in the middle of something like Scal or rotjd
holy shit
ok huh
kinda strange when solxan said the audio is killed permanently though, I would just have a few seconds of complete silence until cryogen music and other sfx resume, and the situation repeats in no particular pattern (I suppose?)
maybe I am misinterpreting what he is saying in the bug reproduction
how "rare" is this bug exactly?
Does anyone, then or now, ever claim that the sound in their cryogen fight was completely fine?
Well I always encounter it around that point
I haven't fought cryogens so many times to be fair, maybe around 30
Happened to me too
I guessed that there might have been too many sound effects occuring, and so all sounds would stop for a moment every few seconds
Yeah Same here
Anyways uh
Small suggestions are good
At the time I thought they might have forgotten to add them
@wide river on top of your suggestion, frost armor is so pathetically bad in calamity that it's not worth using either
Making frozen wings even more worthless
doesn't frost inversely scale melee/ranger damage depending on how close you are to an enemy
since a patch or two ago
Whar
That effect isn't strong enough to matter (unless I missed something big)
It's also got lower defense than other armors of the same tier IIRC
its stats are built like it's a mythril tier armor when it's not
My concern is not with Frost Armor, my issue is Frozen Wings' pitiful effect
Also yes you are correct
Being closer gives Melee damage and being farther gives Ranged damage
i like the idea tbh
Its a neat idea and yes, frozen wings are pretty horrible in their own right
IIRC Daedalus armor is just better in every way
Er, Daedalus armor plus wings
oh yeah frozen wings are crap
#suggestions-posting message
I guess? Not much reasoning for it but also not much against it either
#suggestions-posting message
This is good, yeah. While it might count as an Ore for the purpose of the Metal Detector, pointing it out when it's entirely useless makes no sense.
#suggestions-posting message
Does this want the shields to have like... dye functionality? I could see that working but at the same time I'm not sure how that'd work. Shouldn't be too bad to make happen but I'm still wondering
@wintry gale You should say Dye instead of Paint
paint is for blocks
making it dyable is doable
infernum does it for its shield item
not the simplest of things tho
Is it the same kind of code-rendered shield as Rover Drive or is it just a sprite?
cuz iirc the current shield not being dyable was for technical reasons
Okay cool nice
technical reasons probably meaning they didnt know how to do it
if thats a concern i dont mind being asked about it
done!
Difficult to say there's anything Iban didn't know how to do 
(he made the shield)
👍
well i dont see what else it would mean as its very much possible 
i was afraid of using the word dyable bc i didnt know if it was an actual word or not
(im not inglesh
)
For the purposes of Terraria, it is a word
tysm for making it a thing for cherised sealocket btw
theres a bunch of cool dyes to use on it
im currently using reflective copper dye
dom implemented it not me, but you're welcome 
but ye being able to dye them is very cool, i agree with this suggestion
every time i thank someone about development, this compliment is for everyone involved in general
u guys made a perfect job with infernum imo
i think thats exaggerating a bit, but thank you :p
nah
just look at what you guys made
this difficulty made my flame of will light up once again
now im stuck down here with provi 
gotta change a bit my setup to stop dealing so much damage during intro phase
(i was addicted to debuff based builds)
i want to ensure im gonna beat her above mnl
you would probably struggle to be under
(should move to #calamity-addon-talk)
yeah
@wintry gale it's a balance issue if the weapon isn't good
the point of the sugg isnt even about balancing
The reasoning brings up better options
but way too temporary and less likely choosen by most players since there are better options in the same tier
That's balancing
Yeah
So I would say make a stronger case for the vanity other than the weapon isn't good
ok that line is out of place
id delete it
I think without that it's kinda just an "it would be cool", so ideally you'd have other reasoning
if you want it to be a vanity suggestion there is no need to bring up balancing
okay
hmmm
lemme think
I think there's a stronger case for it being a functional accessory than a vanity ngl
Being that there are a ton of support summons on that tier (disgorger, like 5 different sentries, flowers of mortality, etc), but not a lot of unique accessories
You could use this if you want
The Void Concentration Staff is an interesting weapon with an interesting visual effect taking the form of an aura around. However, it loses viability over time due to later minions taking its place. Adding a method of keeping its aura would be greatly appreciated and would also open the door to potential dyeing to improve said visuals.
wait a sec
i had a better idea
done
i guess thats better
How about rephrase it to include all accessories with extra effects like the fungal clump and Quiver of Nihility?
done
Speaking of the Sponge, or rather a former ingredient of it
Weirdly enough, I kinda feel disappointed about the new rework of the Sponge, purely because it's just an upgraded Rover Drive and thats it
Cause I was FULLY expecting it to also have the reworked effects of the Absorber
but apparently the new sponge is super strong so
On the other hand, rover drive has an upgrade!
That’s not a bad idea tbh
It’s line has been cut off now, and it’s pretty cool
I'd personally suggest it'd be a Post-Yharon upgrade, because he's the dragon of rebirth and stuff, maybe give it a specific name
but that's just going straight into SIS territory so i'll just keep it simple
i mean
we already have 2 post yharon defensive items
did you know that thats not what theyre asking for
mostly 
I guess hes reffering to the last sentence
But i've already tested and vcs cant be dyed regardless
mmmm yes let me use dragonblood disgorger for vanity
Just make them pets
this is true
Or even better, just find a way to make summoner weapons equipable to the pet slot
imagine that
probably just the minions tho, I can really only see Scal's sentry weapon being equipable to the pet slot
""""sentry""""
Flying sentry moment

Its more in the type of Saros, Sirius, Blossoms, etc
Didn't the accessory use to be a multi-sentry summon, i.e. you could make it use up sentry slots to summon multiples of it more than one of it?
perdition is literally the opposite of a sentry
except that turned out to be WAY TOO POWERFUL so they made it a single summon sentry
Thats Perdition indeed
i aint too surprised you guys are planning to turn it into a normal minion weapon
cause uh... perdition weird as hell
shut up hes cool 
Oh thank god
Hmmm… could that be an ashes of annihilation upgrade to saros?
No
Sad
i assume they would make it exumable instead
Yeah, ig so
There’s already an exhumed weapon so I figured that could move to the last post SCal item obtainment method
because well
theres literally nothing related to combat gear with ashes of annihilation
there was a joke i was gonna continue but i got distracted by another server
yet
hmmm
wdym 
Demonshade will be ashes
Why is Supreme Calamitas there
Why can you craft her
toastys
its already coming
