#suggestions-discussion
1 messages · Page 214 of 1
That would require one of two things to take place, both of which are ???
- Supreme Witch, Calamitas would have to be locked to night
- Supreme Witch, Calamitas would change the time to night randomly during the fight
If neither of these two things would happen, then it's just a random effect if you just happen to summon her at night manually
(Also I don't think Calamitas has any connections to the Blood Moon lore-wise so there's that too)
the discussion above gave me an idea
you could ask for some kind of other visual thing to give that feeling of intensity. but i dont think blood moon would be the best to do it
I would make the time change to night, the background become a little more visible, and a large blood moon rise in the background similar to the pillar events
i'd just make the red tint in the fight more noticable as the fight moves on
A fanmade hollow knight boss that's based off nkg makes the colors change from red to blue as the boss's health depletes. A change in lighting when the phase changes could be cool
red > blue > orange > gray or something
yoo that sounds good
like if the tint of the fight just changed with the music changes
though actually imma just suggest smth else related to the fight first
there's bloodflare wings?
er, maybe there aren't
no
ok thoughts on this?
Make the Epiphany part from Stained, Brutal Calamity play earlier in the Scal fight
Currently, Scal's music changes at specific percentages, Starting with Grief until 50%, Lament until 30%, Epiphany until 1%, and Acceptance for the monologue after the fight. There is a problem with this. Grief currently plays until 50%, however it is quite short in length. Lament is slightly shorter, but Grief doesn't need half of the boss fight, especially considering that it takes up roughly a quarter of the track. Lament only being played for 20% of the fight makes sense, it's the shortest part of the track.
However, Epiphany playing only below 30% isn't great. Epiphany plays for nearly half of the entire track length, and yet only plays during 30% of the fight.
As a result, by the time you finish the fight, you've only heard about a third to half of Epiphany, compared to a large chunk of Grief and a massive amount of Lament that gets to play.
I do get why Epiphany plays at 30%; It's when the Brimstone Monsters appear, and something climactic should be for the latter part of the fight. However, that doesn't mean that the longest portion of the track should play for a mere third of the fight. Also, maybe to accomadate extra room for Lament, it could be moved to 75%. Grief doesn't need half the fight anyways.
I agree that epiphany should last longer
mmkay imma post
Ehh
The issue with this is that judging their length purely based on health% is misleading
its not like the last third lasts that much longer
like, surely most people would have a good weapon for seekers and hearts
the first third goes by fast, but the midlde third doesn't as much
which are the 2 things that make people spend significant time below there
imo an argument of "you'd have good weapons" is pretty moot for something like this
ok well yeah
but like it's not like the last third takes so much time that it makes a significant part of epiphany play
lament is short musically and grief has a large part of the fight allowing both to play like half or more on the average attempt
I think this is more of an issue of Epiphany being so long compared to the others than SCal's fight being too short
wait since when was i critiquing scal's fight length
one thing I do know is that the second and third music phases just don't last long enough
but like even still, grief should not play till 50% lmao
as in, the music often cuts out before it plays even a majority of the song
Grief is 3 minutes
Lament is 2.5 minutes
Epiphany is 4.5 minutes
And how long is Acceptance?
its like 2, maybe 1.5 minutes
imo Acceptance is irrelevant because 1% never lasts longer than 20 seconds
each phase should last at least until the song phase has played its main segments
1% is a fixed length
that said
idea
make acceptance keep playing after the fight ends
yeah, epiphany rarely gets to play most of the drop
until it finishes
maybe because the buildup to said drop is too long and plays out in full
same with lament if I'm not mistaken
So if we're going off of percentages
Grief would go until 70%, Lament would go until 45%, and Epiphany would last until 1%
in my most recent fight, lament (I think) cut out in the middle of the drop
i mean that doesn't sound too too bad
but like, i wonder how that would go with the intended kt being 5 minutes
I think you misworded that?
oh nvm
that said
lament should still be going when the brothers are spawned
lament should end when the brothers die
the brothers are spawned at 45% IIRC
The transition would better fit at 40
i genuinely cant imagine brothers having epiphany
sounds good then
yeah that's why epiphany should be right after the brothers
not right before
yeah
if the brothers had epiphany they would have detailed attack patterns
because like
otherwise it'd be anticlimactic
the later half of lament sounds climactic musically
yeah
good for the brothers phase
thing is the later half of lament rarely plays that much
and it'd play for less if epiphany was moved to 40%
uhhh hm
The activity in SCal's fight increases as it progresses
The first 50% of her health bar is spent almost entirely vulnerable, at least in comparison to the latter 50%
"I should mention that percentages don't tell the full story" yeah exactly
(100% to >50% has an equal amount of bullet hells plus Sepulcher phase as 30% to >1% does, with the latter also having Monsters, significantly affecting your gameplay, and Seekers, for what they're worth)
yeah, fair
ok time for some more boss suggestions that will never reach 100 votes anyway
i should probably suggest my other scal related suggestion
I usually get Ceaseless Void to spawn from below, so I've seen the behavior in question a few times now
ok other scal related sugg:
Make the tint of the Scal fight change with the music
Currently, in the Scal fight there is a slight red tint present through the entire fight.
It really adds to the atmosphere of the fight, however it doesn't change once in the entire duration of the fight.
So, I was thinking that the tint should change with the music.
The tint could change to blue once Lament plays at 50% health, and again to orange at 30% health.
Having the tint change would certainly be more interesting than having it red the entire fight.
thoughts?
it don't really add "atmosphere" to the fight
in fact the entire reference is just that is the visual effect they decided to use for the Stained Brutal Calamity video
oh wait thats actually better reasoning
to make it change
there is really no aspect of the actual Scal fight that communicate that at any point she should change her colour theming from red
yeah ofc the attacks would still be red and all
no it really is not a better reasoning, it might be worse even
because it is pretty established that the songs are "non-cannon" to the calamity lore, let alone just the visual aspect the video decided to use
ok fair enough
which had been said about Roar of the Jungle Dragon multiple times to the point that it is in like, "Suggestion Don't" or "Frequently Suggest" at some point? Not sure
but yeah the tldr of the above is just: there is really nothing indicating that Scal should have change the tint from red at any point of the fight
Infernum does that mostly because they also don't give a fuck about music canonicality basically (eg: they turn Providence into a purely music fitting fight)
(The songs themselves are canon, it's usually just the random things in Dokuro's music videos that aren't)
(Like the random jumpscare in Unholy Ambush and stuff like that)
I am nearly 100% certain Roar of the Jungle Dragon's lyric is said to be non-canon, unless they did a 360 degree flip on that decision
It was made canon in the lore rewrite of February 2023
tis canon
Stained, Brutal Calamity is also canon with a certain interpretation
well then they did a 360 degree flip on that decision
Title is no longer canon, lyrics are canon again
right, cuz hes no longer a jungle dragon
Roar of the Rebirth Dragon 
Roar of the Resplendent Phoenix
roar of the auric dragon
Roar
Cry of the Guardian Pheonix
Me (dragon of rebirth) roar (I'm about to die)
we get: rotjd being canon again
you get: draedon teaser no longer being canon :(
neutral ending
well yea
The voice is still canon I think so it's good
"sun goddess", "the serpent and its servants"
Oh, that
and admittedly i dont really know draedon's motivation anymore so that might be different too
I think this is still the same
Mfker loves to create war machines
Draedon Geneva convention gif
Ngl creating war machines does sound fun, but I would never want to actually use them against people
Ever watched battlebots? Maybe draedon can be convinced to try endlessly pitting his machines against each other
Hey Draedon, have you ever heard of
WAR THUNDER IS THE MOST COMPREHENSIVE FREE-TO-PLAY, CROSS-PLATFORM, MMO MILITARY GAME FOR WINDOWS, LINUX, MAC, PLAYSTATION®4, PLAYSTATION®5, XBOX ONE AND XBOX SERIES X|S DEDICATED TO AVIATION, ARMOURED VEHICLES, AND NAVAL VESSELS FROM THE EARLY 20TH CENTURY TO THE MOST ADVANCED MODERN COMBAT UNITS. JOIN NOW
My friend plays it
hm
time to Get Gianni again 
it's funny how often lore-based voiced content in calamity is quickly shifting between relevancy and irrelevancy lately due to the lote changes
what are you whating at
Almost tempted to not star it out of spite
it would get stucked in 👍 purgatory anyway
the devs had said many times they do want to rework auric soul artifact, just into what
and the current solution proposed by the suggestion is just.... not amazing
like tf is "dragon related summon", it is just current but slightly less restrictive but in reality don't matter at all because said "dragon related summon" have to be relevant post-Yharon
so in reality it is just kindle staff again
and the unique minion idea obviously will also lead to a lot of balance headache or is just straight up useless if it is not strong enough (because there are just not that many summoner weapon at post-Yharon tier)
👍hell
I've got yelled at for advertising plenty of times and now I know better.
well there are as you know many types of dragons (cue that dragon diagram) so it could be one of those
Exo Mechanical Trio blueprints leaked on War Thunder reddit
About the suggestion that recently went to #suggestions-voting
Why...? You can just hoik through the door
Lebron James seen trying to escape Supreme With, Calamitas' arena
That was kinda the point, since you can already hoik inside or craft the temple key why not remove RoD prevention too
It's not super necessary obviously
What is the name of the chat where people test optimal setups? Is it this one?
Mf made war machines in order to violate the Geneva convention more easily than ever
Optimal? You mean balanced?
Fair
But
Going with the key and hoik, you have to go through the entire Temple
I thought the people who made the progression guides linked in #help-advice-read-pins pins took advice from a chat where people tested optimal setups
Using RoD, you can go steaight to the main chamber
Ig you can add some progression for accessibility there... with low little of it there is
Plague engine and viper engine dont ignore walls??
It's the same thing but no they don't test optimal setups, that's an afterthought after using the fastest weapon on said boss on balanced gear, then for a meta guide changing that gear to be optimal towards making it an even faster kill while keeping some ease of usage
should add mlgs
Well it's not like optimal gear isn't also tested but mainly it's just balanced gear
@craggy mica idk why no one flagged this but i am 99% sure this is a resprite dont
Yeah pretty sure
Also it was posted 2 minutes ago cogni
yes

ok sorry about that
anyway yeah no resprites based on poor quality which is literally what this is asking
it's fine
also u didnt "just wake up"
i guess you could go bother people in calart if you want something to happen
wow incredible
honestly quite incredible
Also out of everything I think event horizon is probably one of the more polished looking weapons?
Idk it might just be bias because funny touhou weapon
wait what
I would like if viper engine would use both bullets and rockets

yes event horizon is, indeed, a touhou reference
(Aka had 2 attack modes)
didnt know
what character/spell card does it reference?
epic
@craggy mica if you want the Event Horizon to be resprited, you can always have a go at submitting a resprite in the Calamity Art server!
yea i just read that but thanks anyways
i imagine reworks arent allowed right?
Most of the time they are actually
Suggesting to rework a weapon is allowed
Describing that rework yourself specifically is not
oh alr
@torpid comet Your suggestion violates the rule against joke suggestions, sorry
ok i will try better nex time
But it's still an easy flag

is hypnos is joke boss?!

In the first place if it's not calamity mod then there's no point in making a sugg about it unless it's about crossmod compat
About the sprite, #459252132068065280 message scroll down to see what that caused.
join calart
ill do it later
does everyone have same bug with astrageldon after ubdate?
(its didnt dropped me 100% weapon and any coins)
That's a catalyst thing not a calamity thing
Also your suggestion is about unofficial fan content and cal does not support it
So it's a no
Cal can't do shit about hypno or geldon it's not their content
i have to talk about it in 'other mod talk'' ?
Yeah this is for suggestions for the actual mod not fan content
welp now im not telling about sugesstions ah wait im in wrong chat sorry really
dont ask the same question in multiple channels
I think there should be more boss pets.
should night provi drop more divine geodes?
she drops both the aegis and wings so you only have to fight her once, but still not enough divine geodes for both full tarragon and an elderberry, so you still have to refight her eventually
Better rewards for greater challenge
Yeah I'd be fine with that
I may just be an enjoyer of pain but I feel like I enjoy having to fight her again, it’s the feeling of needing xyz thing but said thing requires an effort instead of something like plague canisters which you just go to the jungle to commit genocide on plague monsters to get a few more, instead you actually have to go and refight the boss while it’s still a challenge
fighting night provi twice is dumb
the whole point of the fight is to give a greater reward for a harder challenge
it sounds like you just dont know about night provi's fight
also what plague boss are you talking about because the important material (plague plating) doesnt drop from enemies, and profaned enemies have something just like plague canisters
very weird
@small timber - Your suggestion has received an updated status!
[Make Necklace of Vexation Works When Exactly On 50% HP]
It has officially been implemented into the game, and will be available in the next update!
You can check out your suggestion again here: #suggestions-voting message
nice
finally
yey
Does necklace of vexation work with regenerator in that case
Like
Does regenerator make necklaces of vexation active at all times
It should yes
I meant canister, the stuff you get from the regular plague enemies. Basically what I meant was instead of it being an easily farmable material, it’s something you have to actually struggle to get, and by having to fight them again for more of the resources. Mb for being kinda vague on my wording though. Also I didn’t know you were talking about night provi in particular, having to fight night provi is not fun for me
Oh my god yeah no I completely missed the entire part where someone mentioned night provi
Yeah nvm I was dumb there, and I agree yeah night provi should drop more
you just pop a zerg potion and get a ton? it is easily farmable lol
After all these years
@reef acorn this has already passed #suggestions-discussion message
ok
Yeah that’s what I meant, there’s no challenge behind mats like that. But either way when I said all those things I had missed the original point of nighttime provi dropping more geodes which I agree with since they have more power at that time

I have an idea for a suggestion but it would be too much work
why doesn't the wiki have information on the profaned heart drop?
searched the wiki for one of the providence drops called the "profaned heart" but it's not there
That's not a real drop though
but like it is
Calamity vanities
That's
It's from an addon
ohhh alr
The latest suggestion is... definitely something
I feel bad for the guy but uh
I'm very sorry about your loss and about your friend but this is asking a bit much out of the mod
Put it in an addon or something
This tbh
^
These requests are out of place, with all respects due
And by "these" I also refer to this as well
If we had a reference to every good person who passed away we'd have billions of references
Even if we cut it down to the ones that are tangentially related or notable, that's still hundreds, at least
This is not the channel to be asking about that 
Which one is?
I am also almost certain "supreme collection of ultimate class setups" is also not managed by calamity the mod, it is by the community
Not the channel for talking about #suggestions-posting
tldr go to these 2 yes
That’s correct
Yeah ik
None of us are at all related to caldev
Thanks
Yeah
@signal cypress Really sorry for your loss, it's terrible to lose someone.
But, it's unlikely that the Calamity devs would add a tribute to him in the mod if he was just another player, someone not known personally by the devs and didn't have any significant presence in our community.
and also one very important concern is that: sadly if one of such tribute item are being added, to not make an exception the devs will likely have to add similar tribute items for any future similar cases, which is simply too much workload
Yeah. It's grim but Calamity is very popular, the most popular mod for Terraria which is already one of the best-selling video games,
and Calamity has been around for, what, 7 years now?
There are bound to be a lot of people who have played Calamity in the past who are now deceased.
Question are we still not allowed to suggest items? I can't check the pins it crashes my discord.
It depends on how it gets suggested
You aren't allowed to do something like "New weapon idea: Shinobi's Katana. Deals 65 melee damage and has 9 usetime. Crafting using 6 Purified Gel and 9 Iron Bars"
That kind of suggestion is banned
But you could make a suggestion like "Add a new melee weapon obtainable from Slime God", as long as you provide sufficient reasoning for it
Suggestions should mainly be a description of a problem and how your idea would solve that problem
Any details or specifics about the suggestion's execution, that don't directly pertain to solving the problem, should not be included.
@glossy dragon
Okay what if for example I wanted to suggest a new whip that's a reference to the threaded Cain from Bloodborne cause I thought that might be neat but I'm not sure where to suggest it in progression
Is that too specific?
mm Yeah no, just asking for something to be added to the mod because it's a reference to something from another game is not an acceptable reason
(As for whips in Calamity as a whole, the devs will add a bunch of their own whips in a future update. They've just been taking care of other priorities first)
👍
Ik just thought id ask thanks though
Yeeah i figured
Thanks for the concern though
can't wait for the calamity whips
why
bc Summoner is cool
I'd argue the whips help to make the class more mechanically diverse
do you want whips to do funny giga whip stack gaming?

only problem is I suck at not dying
whip bonus should work like flasks tbh
no
no, what's the point of removing the only way to enjoy class system in terraria
only way? 
wdym
me <- 
i've never used whip stacking and im enjoying summoner very well
like, whip stacking it's the only mechanic that make class really unique
i dont think so
i am not a developer
, but to balance whip stacking just reduce dmg of all minions frfr
Vanilla is highly likely killing whip stacking already
how
leinfors 
the man who said that pumpkin and frost moon intented to be beaten post-golem
also summon tag in calamity is multiplicative instead of addictive, so it's make balancing whips easier(?)
i think so
Whip stacking was a mistake and even Leinfors wanted it gone
(Already sort of does)
Whips do help a lot but theres even more stuff to diversify with summoner.
Indeed, lemme get the belladona clip
which belladona clip?
oh yea that one
The most problematic summons have been getting reworked thankfully
gotta love plaguebringer giving 10-20 flat damage
The gold of the Calamity mod
Idk why people argue in favor of flat tag
Shit is unbalanced as fuck and does not benefit minions equally
Thus why firecracker is used on lategame due to being the only dmg multiplier
bleh, no real fun in terraria anymore
Altho its fucking dumb due to being x2.35
not anymore thankfully, kalei is slighhtly better
I wanna see some speedkills with other classes
actually idk why im saying thankfully, a post golem whip being used on yharon and shaving off over a minute is stupid
Big tag and crit
I really don't understand why stacking is so bad, just nerf the damage and summon tag damage and leave the buffs out of it
That would make single whip usage worse
if you do that you nerf non stacking, which is wat the casual playerbase does
i am very excited to see what the duke, ml and stardust whip will be like
Whip stacking is definitely an interesting mechanic but as it stands it's too overpowered and is easy to perform
Hey, do other classes have similar results in speedkilling?
And they can't be bothered to tone it down some other way unfortunately
In vanilla:
No lmao
In Cal:
(True) melee, Stealth Rogue (synergy abuse), Mage (astral injection abuse) and occasionally ranger if played aggressively enough
so we're not nerfing those but nerfing the everloving hell out of summoner
Indeed
oh no we are nerfing those too
i mean
the speed bonus
specifically the speed bonus and some unique habilities like the snowflake from coolwhip and explosion from firecracker
i mean
Summoner gets fucking ~2 minutes under the intended killtime
rogue has been getting a shit ton of nerfs recently 
#terraria #terrariamobile
[DONE IN EXPERT MODE]
I abuse the ability of aerial bane to split up by having it hit a dummy so all the split arrows hit duke, resulting in an incredibly formidable attack. The loadout is a mostly dps-oriented one, where i use shroomite stealth to get the majority of my dps and then equip just enough defensive accesso...
true melee and astral injections/chaos stone are extremely risky and stealth rogue shenanigans requires much more knowledge than "let me time my whips"
Aerial bane moment
This is in testing gear yes?
can any other class do vulnerability abuse like summoner? 
p sure
Rogue to an extent
could also be using sstn i dont remember tho
summoner is too easy to get batshit results
^
like
waiting for adrenaline is hard? weak selfharm is hard(not including that all fucking calamity mage set bonuses has healing effect)? waiting 2-4 seconds is hard?
even a defensive summoner build is getting close to kt
Rogue has to find synnergies and abuse mechanics and patterns
Summoner just uses whips and thats it. And if it wants to shred more it uses sentries too
Guh, I just remembered I'll have to test the last 3 classes on Inf Polter too
That'll be A Thing
you can call adrenaline for anything

summoner is basically using three weapons at the same time
mage is risky just in general 
“don't let this distract you from the fact that aerial bane's +50% damage bonus applies to enemies on platforms”
also the selfharm isnt weak, its actually quite strong (kinda proves how uve never used it), and the rogue stuff is, again, shenanigans
It can also just use any support weapon without drawbacks
which requires you to know shenanigans
which i also doubt you know them all
or a random player to
whipstacking however is easy as fuck
not doing it perfectly still gives u a large increase in damage
as someone who plays almost exclusively mage it is extremely squishy
Me when my sharkrons crit for 1k
shhhhhh don't tell them our secrets
i beated infernum for the first time with rogue and yeah
it is very relatable
kill scal with pan was funny btw
so what you gonna do? Make summon penalty apply to whips as well?
Cal IL edited this out

i know but thats no reason to let red hear
cal explicitly got rid of that didnt it
No they'll just nerf summons and nerf whips to make them into a balanced state since both are really strong already and combined break things
sorry, I'm getting riled up
summon penalty got nerfed
from 50 to 25
like a while back now
this may make cross-mod compatibility a bit broken
Well cal already changes a lot of vanilla things, it's not a drastic change anyway
cross mod compatibility isn't really on their minds
Such a drastic change would be early hardmode progression rework
cross mod BALANCE isnt on our minds
^
important to make that distinction
I got an idea
It's funny thinking about how cal and eternity both nerf some things in different ways so when you use them together they become shit 
Whips for sure
if you play summoner, all bosses get +200% HP
implying mixing cal and emode on its own is a good idea
problem solved
I didn't say good
I said funny
Goozma actually has a fat resist against summoner specifically
Mostly sentries but minions have a general resist
emode zenith nerf 
endgame summoner is hilarious
Ok yeah we're getting off topic
Emode Rev Golem 
another idea: whips make your summons do less damage
why 😭 ???
bc they want summoner nerfed
what's the point of whips then
like
idk

whats the fuckin point to having a whip then
I'm just going with the mob
summoner is fine as it is, it has weak defense anyway.
i think its a fine tradeoff
Summoner just needs whips to not be batshit insane
high attack, low defense
yea, I get killed in 3 hits by AS
exactly
*AD
(And summons when used together
calamity players still thinks that difference in defense of helmets is important
Not because of the synergy, just because of the fact that summons were balanced as standalones
Accessories is where the tanking is after all
THEN JUST NERF SUMMON DAMAGE A BIT
another idea: make whip class 
whip only 
done
That's pretty much what's happening lol
If whips were their own class then i’d 100% be in with whip stack; unfortunately they are not
“A bit” 
also lock the Terraprisma back behind Daytime EoL, that change was bs
Summoner will face its reckoning
summoner players after the update
huh, it's almost like no one wants to play a class that gives terrible results!
tprisma fairly nerfed in calamity, imo giving rewards for killing enraged bosses is bullshit
if whips were nerfed to hell and back, why not play melee and get a similar playstyle and more defense
fairly?
it still shreds
EVERYTHING
melee gets boring
all it does is cheapen the weapon as a whole
do you play games just to finish them. or do you play them to experience something new
similar playstyle
hold lmb because all fucking projectile melee weaps are not even requires aiming
same with whips
do you read a book just to finish it. or do you read it to see the story and characters the author has built
...
you're right
I'm fighting against my own reflection at this point
I should stop and catch my breath
bro is having a character moment
At this point, idk what I was even arguing for
ye
I have a summoner playthrough featuring a bunch of extra mods
some of the whips are cool and balanced, then there's Coiled Serpent
based as fuck
there are people

damn thats cold💀
not really
i mean we dont know the guy and there are lots of people who play terraria who are, well, no longer with us
ignoring the fact the devs don't take item requests there isn't even anything really layed out here so im unsure what the plan would've even been
yea but idk, first time i see a suggestion like that
also what the hell does 🗜️ mean?
not formatted correctly
incorrect formatting
oh ok
As if multiplicative didn't have problems :p
Both have issues
Yeah, which is why I don't think either should be treated as shit or as the ultimate solution
Imo multiplicative is better as every minion benefits equally from it
Instead of having shit like vanilla blade staff which deals extremely low dmg but becomes batshit insane with whips
Flat tag barely does anything for stuff like Stardust Dragon and Desert Tiger; so much so that people often prefer to use Firecracker with them.
Kaleidoscope is good with those due to the crit being multiplicative
I feel like the solution is to take the well-temperament approach
namely:
adjust each whip in an ad-hoc way to make things work right
if it worked for piano tuning, it should work in a game, right??
Well temperament (also good temperament, circular or circulating temperament) is a type of tempered tuning described in 20th-century music theory. The term is modeled on the German word wohltemperiert. This word also appears in the title of J. S. Bach's famous composition "Das wohltemperierte Klavier", The Well-Tempered Clavier.
not entirely true, some minions can be made to benefit less iirc
Imo we can't rely solely on one and it's best to start with flat and transition to multiplicative
Yes, flat favors faster minions, but usually the "broken OP" is from the minion behavior, not the whip
And vanilla has multiplicative whips to counterbalance this tendency
Multiplicative does have a better appearance but it favors weapons with higher damage (later in progression and/or slower)
So, no, minions don't benefit equally from multi
In fact multi is shit in the early game compared to late game
To the point where, even if you kept the whip multiplicative factor as the exact same number throughout progression, you'd still have a noticeable increase in whip power/contribution
dumb idea:
floating-point damage numbers
So the fate of "all multiplicative" balance is to make slower summons better, and make whip contribution very powercrept
(Since I doubt anyone would want decreasing multipliers)
just logged in and saw you spittin straight facts
like, honestly, that's the best idea regarding whip balancing
by definition ignoring rounding, they should
That’s why I mentioned floating point damage numbers
You act like vanilla whip balance is out of the rails, but your biggest evidences are
- A questionable summon that most likely isn't as busted as you claim
- A whip with a multiplicative bonus
So idk what your problem with vanilla balance is besides an admittedly bad tendency that is counterbalanced by some whips having other effects
every system for whip tag has its downfall
remove whip tag 
honestly
i wouldnt be opposed to that considering
well
thats what it was before and whips werent doing
Make whip tag good 
this
True, but what counts is the performance
Removing whip tag isn't an option imo
It means removing the core identity of whips
whips needs to work with your summons, otherwise it's just a subclass
Being swung, active support weapons which boost minions and build upon Summoner's mid-range aspect
honestly whips as a bonus damage tool and flask applicator already feels pretty strong even without tag, though i was joking, but honestly i could entirely see whips being around without tag, but still redirecting your minions to target that part as they do already
but that would be like. absolute worse case scenario
its definitely not a good option but its not one i would necessarily be opposed to either
I've considered using whips without tag, in the optimal scenario it's just not worth it getting mediocre bonus DPS and the flask effect isn't better than other support weapons you can be using
With things like Lunic Eye/Eye of Magnus and Yanmei's Knife why would you be using a whip that only does some okay dps and the flask effect which is usually crumbling that is much inferior to marked for death
Ichor would be much stronger with low base damage summons but that's a whole another rabbit hole
Even Aestheticus is much better than I gave it credit for before, it's not just a slow but also DoT
And other cal actives like slime puppet end up straight up better than whips
Again, without tag
With tag Idk that's pretty new 
even the well-temperament method?
some minions get additive, some get multiplicative
how is this decided?
the ad-hoc method!
Against anything not immune to it, the eye of Magnus is basically equal to the kaleidoscope, but easier to hit things with (in my experience)
Whar
ehh, I found things could be hit easier with the whip
that might've been bc I was using a mod that added some new armors, one of them improving whip and minion stats
even without the 3rd party content, the whips still have a better way of hitting things
Lunic Eye and Eye of Magnus are pretty much hitscan
Whips at close enough range can be the same
really, I found the Eye of Magnus to not home in well enough
Especially with whip range bonuses
It doesn't need to hit every shot, even hitting half of it is dozens better than it needs to be
Or I could be using it wrong
I mean, my dumbass tried using the Galaxia as my primary weapon against Yharon
It inflicts Marked for Death for eight seconds jesus christ I thought it was five before
I just looked at the wiki and eight seconds is such a huge uptime to do something else like keeping staff tag on from a distance or using Yanmei's Knife for extra meltage
Hell this means you can still tap whip once in a while
Though if you have a better active like slime puppets it's always better to just use that
Late game that means decapitated duke head
Whatever the sentry is called
honestly, these "disposable minions" are a cool alternative to whips
that's just what I call them
Cadaverous Carrion or smth
Yeah, I remember that first and foremost from that one sentry only run
yea
I'm rewatching it today
made me realize how many sentires the game needs
I plan to add a few
Shoot gun constantly for big DPS better than hit whip occasionally for bigger dps
I wouldn't say the Eye of Magnus has "big DPS", myself
I mean the DPS you get from the debuff combined with your minions
Against yharon, for example, Eye of Magnus hitting constantly boosts dps by more than kaleidoscope, mainly as a result of not being able to hit with kaleidoscope consistently
wait you can’t hit with Kaleidoscope consistently
Boss go fast, if I go close to boss I get pelted with fireballs and die
Make every whip individually calculate its summon tag amount and type for every single summon weapon to ensure everything is perfectly balanced
There are no flaws with this idea

The weapons should just dynamically update their stats to accommodate for the player's playstyle
Every copy of Calamity is personalized
nah, it's easier for the boss to dynamically adjust it's hp as the fight progresses. that'll keep everything balanced
yes
As someone who plays Yharon very aggressively especially with shit like Event Horizon
Skill issue

This guy
Will totally not end up like how AI draws fingers
Oh definitely, but I generally take reliable or safer options over higher skill ones
I mean fair enough
Getting something like 10% more damage and living is better than 30% and dying
Nohit:
balancing the game around a challenge... hmmmmmmm
well, not quite a challenge, but still
hi
hi
Hello there
we should be talking about the suggestion, but
there's not much to talk about
it's a good suggestion
but there's not much reason to say no
it just warrants the response of "okay"
I wonder if bringing up vanilla's change to the Wormhole Potion recipe would be a good idea...
Since it was changed to yield 3 potions per fish
Should be worth mentioning yeah
In any case, I like the idea. Hope it passes
Ok done
Hopefully this do better than the boss suggestions (which as expected is below 100 votes))
(that said let me just post 1 more)
for a second there i thought the spore and potion crafting sugg were the same thing and was thinking "oh he did a vergil gif moment but with plantera instead"
vergil gif?
just realized there was a third shield-thing that cant be dyed
should've suggested this alongside with rover/sponge
one line in the first paragraph about the potions makes no sense
"not having potions can generally be considered a disadvantage (rather than an advantage)"
when is not having potions an advantage
I'm assuming it means that rather than having potions giving you an advantage, not having them is a disadvantage
They sound like the same thing but I'm pretty sure it's talking relative to the balancing point, rather than the difficulty designed to be beaten with no potions and having potions giving you an edge, instead the difficulty is designed around you always being fully buffed, so not having potions results in it being even harder than intended
Assuming I'm correct, a simple way to reword that could be "not having potions can generally be considered a disadvantage (rather than having them being an advantage)"
honestly balancing the game, especially the earlier bosses around being fully buffed is quite bad imo
actually yeah you got me on that
yeah i found that message too
Yeah, remembered it being said just had to find
Interesting, hadn't seen that before
but like, potions do have an influence on balance, even if it is balanced around potionless
I'm thinking of suggesting buff rack to not interfere with clicks if it's not considered a bug already
Now I just need the wall of text for it so the sugg doesn't die from lacking sustenance 
Then it dies from people not reading it 
game more challenging = game less boring 
they all use the same "shield" mechanic
so if one gets changed they all will
p much, though i could see a case where perhaps, psc is an exception to that
i thought that said psa would be an exception and i wass just "i dont see why it should"
then i realised it said psc

look im incapable of reading
Wait, wouldn't this mean that balance suggestions have been doing it wrong?
Plantera's spore is my number one nemesis in vanilla ftw funny enough
wdym?
Don't they use potions when balancing despite Calamity not being balanced with potions in mind?
it was balanced with when you could obtain the potions from npcs
so rage/wrath would be post qb cuz u couldve bought it from witch doctor en masse
Makes sense, will weapons be rebalanced now that potions aren't accounted for?
just realised i didnt continue this but
(i got distracted)
but rage/wrath is post skele now
because thats when u can get them en masse now
also, stations are used when avaible, food is t2 in pre boss and t3 in post evil 1
and fire and poison flasks are used
@buoyant idol unsure if uve seen because u havent responded
Ah, sorry, pings are completely fine. Interesting balancing, makes sense though.
What is the minimum votes this week for a suggestion to get sent to the dev server?
7
There's not really a "minimum", per se
If it's in the top 20%, then it will be sent
As for what the top 20% consists of vote-wise, I'm not sure
Haven't been counting it much these past few batches
Well does anyone know?
you can always check yourself, or you will know when the results come in
Knowing ahead of time doesn't really help in any way
Last batch was 97
(I know because my miracle matter sugg had 96
)
If this is going to lead into "ok go vote for my suggestion so it's in the top 20%" istg
Technically true
My absorber upgrade sugg has 100+ votes
absorber suggestion is not a boss suggestion
H
I don't think the Absorber should get an upgrade AT ALL
It's fine going just to Post LC, that's A LOT of value you get from it regardless
Me when the accessory can't be used throughout the entire game
In a more serious tone, Absorber is plenty useful far later than you get it
but you see, what if
shadowspec tier upgrade 
Absorber combines with Core of the Blood God/Chalice of the Blood God
at Auric tier
to combine into the SUPER OMEGA ULTRA HEALING POTION accessory
We have a much more interesting mechanic for it
that we surely 100% will need in order to beat Normal Mode Scal
(tbh Purity is kind of an expansion on Absorber + Core of the Blood God kind of concept)
That would become literally just the best accessory in the Mod easily if we combined both
...Chalice?
but yeah
it is definitely overkill in defense, but there can always be argued "why does this accessory that upgrades all throughout the game from pre-HM all the way to Post-Cultist through multiple steps that spread evenly over the progression, suddenly just stops"
and there is always option in outright buffing the damage the bosses do, not necessarily just nerfing defenses
or to introduce anti-tank mechanic like moon dealing debu--
I just think the Absorber doesn't need an upgrade
It can last all the way to DoG
And after that you have Sponge, Rampart and Purity for Defense
Adding ANOTHER tanking item there would just be ridiculous
And if you are really running full tank, you are still going to be using Absorber anyways
Not to mention Core of the Blood God
Also that yeah
Too many accessories for tanking
Honestly right now playing Tank is just
Better
It's stronger and a load of fun
We need to make damage loadouts catchup in terms of fun, at least
...Definitely doesn't help that nearly all damage accessories are like 15% damage plus some minor effect, really
I will be honest while this might not be ideal from dev's perspective
that tldr of these "combined accessories" pretty much boils down to the player want their effort to be rewarded at the end
as poor as auric tesla armor maybe, there is a satisfaction in combining all items that you collected throughout your journey with none wasted
absorber is such an item, it takes complicated recipe and at the end it ending at post-Cultist just feels abit abrupt, it is good enough for post-ML but not really (compare to other defensive stuff, because well, it is pots-Cultist)
tldr: I grinded for that item, I want that effort to be recognized and rewarded
that's... pretty much why i want a final upgrade
but yeah, tbh in my opinion, I would rather:
have complicated combined accessories that provides absurd power to allow you to fight absurd bosses
than
low powered accessories to fight bosses at low power
(not quite soul of eternity level, which is to the point of just stats because its effect is just so varied and overwhelming, but you get the idea)
sure, Absorber's rework is substantially good enough that its good for pretty much Post-ML...
especially that the damage the bosses deal is much more adjustable than their tankiness (since tankiness is related to fight time and weapon balancing), and it is much easier to adjust individual non-offensive accessories in their power due to having no impact on the fight time
but it feels weird to have it just end off at post-Cultist
plenty of things just end
its fine for that to happen
massive crafting trees going from one end of progression to the next are fun and all but it gets very tiring when thats everything
At least Void of Extinction is getting one (please be charge up brimstone explosion)
what is the, lets say average voting of a suggestion? like the number of ⭐ it gets?
i mean a score that if a suggeestion is liked or not
for example if my suggestion was posted yesterday and it got 43 votes, does that mean its a popular siggestion or not
I'd say being patient is the only way to tell.
there is no score or standard
alr
because it can be as simple as "some people who would like your suggestion is not online at the time"
basically, or check the channel weekly instead of daily
and the time for a response varies between suggestions right?
cuz of debate and things like that
Yes, depending on the suggestion, it'll take longer or shorter to get a response back
usually people who vote dont debate here
(because the debate is finished before entering #suggestions-voting )
alr thanks
Mine was posted on September 10th and it has 131 star votes. Is that a lot? I looked at suggestions around mine and it is far higher than almost every single one. I would assume it is an extremely popular suggestion. It is also the first time a suggestion of mine has gotten more than around 90 votes.
idk
130 is a lot. Usually they get around 70-100 votes
Wow, that is... really good. I didn't know that the community wanted the implementation of an astral biome mimic this much... My main worry is that the devs will reject it because the scope may be a little too big.
And goodnight I can't reply anymore after about a minute after I post this
(Can confirm, resetting defense damage is really, really fucking good)
Why the fuck do the magma skull and molten charm both exist
But in calamity one of them gets a defense buff and the other doesn't
It's weird enough that vanilla has both of those items
But just as bad that calamity doesn't buff both of them
They are there so you don't have to wait for waders just for their effects to be combined
They hold no significance otherwise
and also because vanilla getting lava charm is god awful
so what you mean is obsidian skull should not give defense to maintain consistency
🤔
@blazing trout there are a lot of people who, in fact, want the exact opposite
they want weapons to not convert all ammo to the same
aka: they want more weapons to only convert basic ammo (musket ball etc) because they want more weapons to be able to actually use ammo property
Yeah I'm kinda confused by this suggestion.
Does this mean you would have to take the Musket Balls/Wooden Arrows entirely out of your inventory in order to use other ammo types with converter weapons?
oh wait in ym head this suggetion made a lot more sense
I think what they want is either:
- convert weapon convert all ammo (instead of just musketball), OR
- convert weapon automatically use musketball
but both basically just means convert weapon cannot use ammo at all
I think there were suggestions in the past that were like
"Allow players to set which ammo to use for each weapon"
So just switching to the weapon would also switch the ammo you're using to the one you want for that specific weapon
(Though that'd be a bit more of a complex system and sounds more like something that'd be part of a separate mod)
I think the main concern is just technical feasibility yeah
I mean checking it code wise wouldn't be that hard it just
Sounds annoying as a player
It implies this which would be :/
wait no it does make sense never mind. Ok so to use this screenshot as reference. Caustibow should use the wooden arrows wherever they are in your inventory. And aedelus shoukld sue the napalm arrows.
What if you wanted to use Napalm Arrows with Caustibow?
This just seems confusing
then put wooden arrows away
That is significantly more annoying than just switching the two ammos within your inventory
There isn't any reason why weapons should use different ammos based on if they convert stuff as opposed to just, all using the first one
^
yeah
a very valid reason will be if the weapon is straight useless without using its convert, such as caustibow or The Storm
which I think if that is the case, it will be better to suggests making these specific weapon to always convert (or always use wooden arrow), rather than all of the convert weapons
Agreed
hm
I'd say make them always convert if they're completely ass without doing that
((I have not used Caustibow so I cannot comment on whether or not it's utterly useless with non-Wooden arrows))
I believe a lot of it's damage is from a debuff or smth? Not used it either lo
caustibow is a super strong bow that applies a strong debuff, and have infinite piercing ability (?) + firing a high damage per hit but short range projectile if you use convert
if you dont use convert it is a literal wooden bow
Ye that begs the question why does the convert exist
Or rather
Why does the option to not convert exist
something something shellshooter, but yeah
Resisting the urge to get into inherent problems with the ranger class
Ye ammo is funny
ok yes that IS true BUT correct me if im wrong, there arent many instances where its better to use other ammo on a weapon that converts, espeically not in the same fight.
the only advantage of it using arrow is just so it can benefit from quiver/arrow type accessory (instead of like being treated as a different subclass)
Personally I prefer weapons that take any ammo and fully convert stuff
Else they all kinda feel samey as they're firing holy arrows 
that I think is fine, easier to balance, but there are a lot of cases where a weapon could had benefited from non-convert effect but because it always force convert there is no build option
What precedent is there for weapons which only convert basic ammos versus those which convert all ammos?
I was under the impression that the former was always desirable for the purpose of choice
How many instances of all-converts are there
eg: auralis might had been interesting if it is not forced convert (with the ultrakill ammo, I forgot the name)
Clockwork as an example but that doesn't use typical arrows code wise so isn't really possible to not convert
but yeah tldr is: all convert, all non-convert, both are probably valid opinion depend on what they want
though for weapon like caustibow that is just useless without convert I will say should always convert
Telluric Glare seems to convert everything as well
The conversion with a choice is only really possible for bows that spawn arrows and not much more with them
conversion is currently mostly really only worth it in 2 special scenario:
marksman round and like hyperius etc (rare case), but mainly marksman
Is that the round that lets any gun hit minos coins
and also make it easier to balance because if it only convert wooden arrow it means only wooden arrow need to be considered when balancing (instead of full convert which you always have to take consideration highest base damage arrow at the time)
but yeah that can be solved by making it always take wooden arrow instead of always convert
yes, the funni midas prime ammo
I mean that is super negligible, you just need to use a different ammo
This seems needlessly overcomplicated
I won't really pretend to know the reasoning for that existing, kinda ruins the point of the two weapons gimmick by having any gun be able to use them imo
You speak the true true
it is not really negligible, the difference in ammo damage makes a weapon's dps spike surprisingly high even for convert
but yeah currently most of the case is just all the "all convert" weapon is always used with the highest base damage ammo on tier already
I meant in terms of effort
Ye it'd make everything stronger
But you'd just need to change the ammo when balancing them, not much else
I also don't know why it exist, people just really like ultrakill I guess
there are numerous times (as in, a lot) that people ask for titanium railgun to work with midas prime
my guess is marksman round is basically their response to it
The answer that should've just been "no" 
there are numerous times (as in, a lot) that people ask for titanium railgun to work with midas prime
(yes it should had been just a "no")
Ah well
I don't think that's really sufficient reason against suggesting that conversion weapons convert every ammo
at least marksman round make sniper rifle (the post-Plantera one) kill cultist in like 1 min
and uhhh
There's still a good amount of non conversion ones you could use the marksman ammo with
makes anti-material rifle kill yharon 30 seconds faster while taking significantly more effort
Titanium Railgun is cool as hell it don't need no ultrakill reference lol
Assuming it now deals more damage than a pea, ye (I haven't used it since its initial release)
All weapons can use the bullet, but it doesn't given those weapons the coins
So you still have to use Crackshot or Midas Prime
there surprisingly is not a lot
marksman round is pretty much only worth it on sniper rifle (with Daawnlight Spirit Origin)
there is, unironically, not a single non-convert sniper rifle from the post-Plantera "sniper rifle" all the way to anti-material rifle
Ye ik, but they're still utilizing the gimmick
You charge it up and release to do big damage with a beam but it's hard to aim
I counted it because I wanted to see how broken marksman round can be, only to realise there is not a single weapon you can use it on
Most of vanilla's dont convert I think? Although cals weapons probably outclass most of those
But eh I don't really think a single ammo type should be a solid no for that suggestion to exist
marksman round get a gigantic power spike at post-ML with Daawnlight Spirit Origin, just there is no weapon to use it on
for anti-material rifle and tyranny's end, those 2 weapons is just 100% rely on their convert bullet swarm effect
Vanilla has few unique arrow bows, doesn't it
Marrow, Hellwing Bow, Ice Bow
All of the ones I remember convert only wooden
the fact that anti-material rifle still manage to get 30 seconds faster than the musket ball convert should put a good idea on how good marksman round is
I don't think there's a single gun tbh
(tyranny's end not quite though, ignore all defense is way too strong for marksman to compete)
Like maybe phoenix blaster??
Well that's just balancing stuff
tyranny's end + marksman is somehow better than musketball convert on scal though (when single target), which is absurd
just it is complete trash against exo mechs
Bone arrows are an ammunition
It does ye, but vanilla doesn't have any cases where it actually changes the projectile to a custom one
You meant shadowflame bow perhaps
Like gale does for example
iirc should not be unless there is a change since last time I used it
Marrow uses a different type of Bone Arrow
At least, its sprite looks different
(Hellwing)
I mean in terms of firing
I see :p
That's still spawning a projectile exactly the same way as it would a normal arrow
While clockwork as a better example cannot function like it does if it spawned existing arrows
eventide maybe? I cant think of another example
They'd just fly off instantly lol
Eventide still mostly behaves like arrows
Empress Of Light's laser bow
Doesn't it shoot 5 arrows if non wooden too
The middle is still converted
It looks, at a glance, to spawn them in the same way
Oh neat
Then ye that bit doesn't change
iirc is 4 arrows always, but using wooden turn it into rainbow lasers
ok is 5, I forgot tsunami and eventide which one is 4 or 5
They are
Tsunami is definitely 5
They are both 5
Oh ok
yeah after checking both are 5, for some reason I thought one of them have 1 less arrow but deal higher base damage
Eventide is just straight up worse than Tsunami in cal but in vanilla it is better
tsunami got gutted, both in vanilla and calamity
meanwhile eventide is untouched
No Tsunami is buffed in cal
Why is it buffed wha
oh they reverted on that?
Isn't it really good already
iirc is because vanilla give it a nerf in 1.4.4 already or something? so the "buff" is to maintain it at pre-1.4.4 power level? not sure
And Duke is kinda, not hard to do earlier than intended
In both vanilla, cal, and infernum too actually
Haven't heard anything like that, I'll have another look but this is what I remember and is still on vanilla changes while Eventide is untouched
Why's that something cal needs to do?
Tsunami is still 53 base damage in vanilla so the situation was unchanged in the port
ok: vanilla nerfed tsunami from 60->53, cal buffed it to 66
1.4.1 ok that's much older
for some reason I thought it is recent yeah, maybe it is phantasm or something not sure, I don't keep track of vanilla balance changes (there are always a lot of small number changes)
Wouldn't it be easier to go off of vanilla balance than having to balance your stuff and vanillas at the same time
In short Eventide is just a straight up worse Tsunami in cal
yeah, iirc tsunami (should be) nerfed in calamity even, not sure when it become a buff in calamity
Anyway leaving behind those base damage changes, back to the fire method thingy
Eventide fires 5 arrows which the middle one is always conterted while the others are only converted on wooden arrows
oh ok that is why I remember it as 4 arrows, because only 4 can use arrow property
compare to 5 of tsunami all use arrow property
Interesting design choice tbh
Ig they just went
Let's do it for the sake of it or smth
From a bunch of discussions I remember Calamity aiming at the top of vanilla's viability because (especially prior to 1.4.x) many vanilla weapons were below that mark and were genuinely dissatisfying to use. As for why tsunami (which was like top 5 weapon on tier) of all things got buffed, no clue
I guess there is also the part that first the bosses got buffed hp because of buffs across vanilla weapons + cal weapons being stronger, then the things shifted to balancing around boss killtimes so everything now caters to that higher level instead
Perhaps undoing some of the changes after 1.4.5 would be possible.
Yeah Tsunami probably needs a step back in any case
Omg, empty suggestions posting chat no way
my brain couldnt cook more ideas this time
I’d prefer to space my suggestions out, I have two passing this batch.
question regarding a suggestion that's been brewing in my mind,
was it already suggested before to change the visuals of the wulfrum amplifier tesla field, and if not would it fall under the "no resprite" section 
there is really not a "no resprite" rule iirc, but rather the reason of the resprite should not be based on specifically the reason of poor quality, if the resprite is for other valid reasoning then I think it could be suggested
I wonder what brought you to suggest that... 
Hello :)
What would be the reasoning to change it?
omg hi there ^^
but yeah I was wondering if having it changed to something similar to the rover drive shield/jelly accessory auras would be alright to suggest, since iirc the amplifier field has had that same static particle ring since the enemy was introduced? just happened to notice the comparison since the jelly accessories got updated and wanted to ask just in case :>
Yeah
That's pretty fair
I'm not entirely sure that's fine as a suggestion, but I'm inclined to say yes
@hollow shell What do you think?
Alright
Makes sense
Oh yeah that would be fine, doesn't count as a resprite at all
@ashen warren
@bright crag
gotcha, thank you! :D
👍
Suggestion about wulfrum enemies being old;
Meanwhile Arsenal weapons being older
System bane’s aura 
Me when weapon bloat
A thought:
The weapon charging mechanic, while cool looking, adds nothing to gameplay and is mostly just inconvenient
I forget it exists 
if it was its own class and had its funny effects, i'd be fine
but no, its a weirdly inconveninent item set
I agree
I would basically never use any of the arsenal weapons
It would be a lot better if they consumed power cells from your inventory
Weapon charges are cool if you can't get hits in often like true melee, but otherwise
but even then they feel kind of pointless?
you gotta recharge them between fights
and that's about it
for summons it SUCKS
melee speed on unigue swing animations 
isnt that what they used to do and those weapon become so insane that they have to revert it
Thank you
They're already good enough
and also it is basically pointless to give those weapon melee speed scaling now
I belive you are referring to murasama spam click
Which wasn't melee speed just spam click minecraft 1.8
calamity removed all melee speed option EXCEPT from armor set and specifically Feral Claw/Mechanical Glove/Fire Gauntlet line
and violent reforge I guess, and uhh Eldritch Soul Artifact
I mean your gonna be using those in a melee playthrough usually
Pretty much all
you will be using armor set, and on melee why will you ever not use Fire Gauntlet line
therefore the only impact this have is violent reforge which you can just use menacing instead
Elemental gauntlet with auric tesla is pretty standard
And that's a noticeable speed increase especially with violent
yes exactly, which just means it is pointless to make them scale melee speed
because your melee speed is capped by the items above; so if they give those weapon melee speed scaling (in giving more damage instead), they will have to nerf their base damage anyway only to give them a scaling
The point is
Why do that? The weapons are good enough already, this just seems like a random damage boost
I mean
the only difference is violent, which you can as easily just switch to menacing instead
Either you'll spike damage or melee speed
Net similar amount
So it should be fine?
it should be fine, but also pointless



