#suggestions-discussion
1 messages · Page 217 of 1
Ok yeah that's the one case where you need some
Literally just save the items then?
Still a silly way of doing things
And very pointless
if you want to swap loadouts without it being a pain in the ass, you want duplicates
sure it's niche but not needing to play the regular gameplay loop to gather your accessories takes something from the game
that's my opinion anyway
we all remember the first time we crafted a Cell Phone. there's something special about that
tbh, with the introduction of shimmer getting 1 copy of most things is very reasonable. Shimemring baloon from puffer, lava charm from fire stone, etc. It's only getting multiple that's a big issue
Moving fall damage resistance to Bounding and deleting Calcium might be nice
calamity also lets you shimmer an Amber Hook into a Sandstorm in a Bottle for some reason
I would personally really like this 
It's because we changed Pyramid loot
Back when it was... not great
yeah that's a good change anyway, getting screwed by RNG isn't particularly fun
We made Pharaoh's Robes (which were only vanity then) spawn separately from the primary loot
And replaced it with Amber Hook in the triad of Pyramid loot
(also I think I recall someone saying that shimmering the pharohs stuff is dumb as you shouldn't have to choose between vanity and function)
yeah, this is what I think I was remembering, vanity being separate from function
I honestly don't mind the Pharaoh's Robes shimmer transformation
It's quite a funny subversion
You get the least useful loot, but if you have already found the Aether, it becomes the best roll you could've gotten
was it considered just adding the sandstorm to the desert chest loot table? (so that it would have parity with gold and ice chests, and it's weird that that's not the case already)
I don't think it was
Doesn't it have a recipe, though?
From Calamity
(The vanilla one isn't exactly friendly)
That part is true
how I wish you could copy accessories from one loadout to the other ones
Same
A good solution would be just making it available later in progression
Or giving it materials that would put it on the same level of effort and/or tier as finding the item naturally
The only problem, in my opinion, is it being so easy to craft
Same
I just don't use loadouts for that reason
next to visibilty have like a chain link icon, and when active it links it with all loadouts
pillars of eternity lets you copy your weapon/shield to your other loadouts, really baffling that this isn't just a standard feature in every game
Or you could just
Favorite the slot to lock it across loadouts
Something like: swapping loadouts takes items out of your inventory, and puts your current load out in your inventory
That works too!
Would require adding favoriting support for accessories but it should be pretty intuitive
Favorite accessory slot, didn't think of that. It sounds cursed but it works
That would be nice indeed
Totally not biased because I made a suggestion on it, nope nope
Personal biases aside, I think Calcium really doesn't need to exist considering its function can be easily moved to another potion
Favoriteing one accessory slot would need to force the items in the other two loadout slots out of those slots
Tbf, any suggestion that includes locking accessory slots across loadouts would
Either moving the accessories to the inventory, or refusing to lock until you've removed them
could this feasibly be added to calamity? or is that outside the scope?
it should be completely unintrusive if you don't want to use it
I'm not sure tbh
I'll give the Don'ts doc a read, to see if it's ok
I was hoping vanilla would add such a feature, but I don't have any reason to believe they will
calamity has some pretty hardcore crafting trees, so being able to reuse your super lategame stuff across multiple loadouts could be handy
fr
even with calamity recipes it can be annoying. At endgame like, 3 pairs of seraph tracers, 3 asguardian aegis, agony.
@small timber - Your suggestion has received an updated status!
[Make Plantera's "Spore" Attack Visually Clearer]
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@small timber - Your suggestion has received an updated status!
[Give Some More Incentive for Hardmode Underground/Cavern Exploration (other than ores)]
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@wintry gale - Your suggestion has received an updated status!
[Make Roverdrive and The Sponge's forcefield dyeable instead change color matching with current team]
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@novel belfry - Your suggestion has received an updated status!
[Give the Absorber an upgraded form]
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@lucid marsh - Your suggestion has received an updated status!
[Rework Auric Soul Artifact]
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@buoyant idol - Your suggestion has received an updated status!
[Prevent the Metal Detector from detecting Disenchanted Aerialite]
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You know
The spore visibility is something I mentioned in testing
Not sure why it didn't make it, I think it was forgor
As much as I'm glad this one passed, the issue still stands of "Rework it to what?"
huh what?
Yeah that's pretty much it
It's just gonna get accepted
Accepted hell
Kinda just an issue with "rework [x]" suggestions in general really
Even if they get accepted, who's to say it'll actually be implemented? The devs still have to think of a fitting rework for it
Plus a good amount of the stuff that's notably in need of a rework is already on the devs' radar, as a general assumption, so the suggestion isn't gonna really speed up that implementation that much
Not to say they're bad, but they definitely require a bit more thought than others
aighty lets see what the devs think of this
We know this mod is littered with outdated content and just straight up questionable content
An idea could be to make rework suggestions a "Soft" Don't like the config one, where they're not entirely invalid but they're also a bit of a point of debate, so they're discouraged but not banned
the spore suggestion almost did not make it in
like 1-2 votes kind of close
PHEW, hopefully that suggestion gets passed
I see no reason why it wouldn't
It's a net benefit that doesn't really affect anyone
Sounds like nothing but acceptance to me honestly
im fine if the devs reject my sugg, its not the most needed one
I had no idea Plantera even had a spore attack
I've seen that little pink sprite before but never knew what it was from
That passed? That's... really odd I don't get it
Absorber doesn't even need an upgrade it's even fine enough for endgame defensive/tank builds as is
It's probably better than Core of the Blood God still even after the nerfs this seems pointless
People want to use their cool accessories longer, not really knowing about the balancing needed ¯_(ツ)_/¯
It got votes
I mean it makes sense to let the line last longer
Even if absorber is already op, it’ll get nerfed eventually
is it that good beyond the faster potion cooldown?
The suggestion contains an idea for what it could be reworked to
Yes
Auric tier things outclass it, but it's good until then
The issues with that rework idea were pointed out when it was posted
I find battles are usually too chaotic to make much use of the aura but that could just be a skill issue on my part
nerf absorber, make post polter upgrade the current power absorber. this way, polter actually gives another new unlock + you get to keep the upgrade line for a little bit
thats how id do it if i had to
EXACTLY
We made The Sponge its own accessory for a damn reason
Absorber is balanced for post cultists yet is viable endgame
I wouldn't say it's balanced for Post Cultist
Being able to remove defense damage is flat out fucking wild
Accessories are made to last for a good while
This effect alone pushes it way up since you can easily take more hits in a less tanky build by being able to make defense damage less of a factor if necessary and on command
Offensive ones aren’t supposed to last from post golem to endgame
Why should defensive ones get to
Because
1 - Absorber isn't Post Golem
2 - It's not viable till Endgame unless you are running full tank for the Defense Damage removal
combine it with the camper :^)
And because we haven't reworked damage accessories yet
…it’s a single tier difference
And you don’t use the post golem accs unless you’re being particularly offensive anyway
how about i combine you with the ground 6 feet under
In which case, I personally think the problem is that Absorber doesn't have proper competition
(camper isn't good, there are better options for facetanking)
Campsorber
Because the only other defensive accessory in its tier ALL THE WAY TO FUCKING DOG
Is Deific Amulet
Which you are better off just
Oh, you meant as material my bad
Using both
I only really take off Absorber once I get The Sponge
Because there isn't really anything else
yeah the camper looks awful, I don't think even melee tanking would want to use it
but it's post golem so it can't be that good anyway
But Absorber is by no means viable Endgame, unless you are running full tank
Not good with parries
And Bloodflare Core is lol
Lmao
bloodflare core is hilarious w/ melee, legit my favorite item in the mod
you almost have to fail on purpose to die to anyone
wait till u realise the defense difference between godslayer melee and silva summoner is only about 20
It looks good ig but not a competitor to Absorber or Deific Amulet
class identity is a myth
And I think it pales even further if compared to The Sponge
On most of my setups I get roughly 250 defense or so by endgame
This means Bloodflare negates 125 damage from every hit
Sponge negates 180
I usually try to do a summon run but I just kind of suck at them and end up switching back to melee
I don't have the twitch reflexes anymore sadly
sponge is later tier and has a longer no getting hit cooldown
bfc usually regens in about 2 seconds or less, while the sponge requires 9 seconds of not being hit + the entire shield needs to recharge which is another 6 seconds
Well, ok yeah I was wrong about Bloodflare, I take back my statement about no competition
But honestly this kind of just proves that, indeed, Absorber isn't viable until Endgame unless you are running full tank
also ur reasoning on blazing core is bad because its just "im bad at parrying"
Yeah I agree on that
instead of the reasoning being like "it still counts as a hit therefore it doesnt negate debuffs"
make a new accessory combining bfc and absorber, what could go wrong
I'm killing you
do not
(Mfw rampart was moved to post Yharon but Deific is so good I just use it instead for Yharon anyways even for testing [I love iframes])
Absolutely everything
yeah let's not
You use Deific for the iframes
I use Deific for the potion cooldown reduction
We are not the same
Use early vanilla accessory rules and cut each of their effects in half
Or vanilla mage rules and completely remove one of their effects in the "upgrade"
I swear to God the potion cooldown reduction is so fucking ridiculous
is the fire gauntlet still terrible or did they fix that?
I use deific for the life Regen and I frames
they fixed that
Oh I use it for that as well
The fact it has BOTH is just so broken, especially to the degrees of deifics iframes being able to just iframe through Yharon's bhs like it's nothing
If I could go back in time I would make Philosopher Stone only reduce it to 50 seconds instead of removing A QUARTER of the cooldown
The other effects are good too
That's like a 5 second difference
But oh well, too late for that
I guess it adds up
Just use both
And like
It's fucking broken like what the fuck
What the chick
You tank earth-rending blows from Gods
I move too fast for those blows to land
We are not the same
Ture
(Nice pfp Rebecca)
Defensive items are pretty absurd and have unique effects compared to the offensive items
Movement speed is so funny
Offensive items need love
Indeed, it's a really pretty pfp :D
Offensive items need a ton of love
And mobility!
offensive items are like
Thanks :D
stat boost
Defensive accessories are fun
that's it
can i just say how much i fucking love the new defensive and movement accessories are
Offensive items are boring
And yeah we do need to rework some offensive stuff
why did i misread that as lore 
if they add projectiles to your attacks or something those projectiles are always insignificant at best
There is like
DSO
And that's it for actually interesting offensive items
Combine the plague hive and that dragonfolly drop
I love how Calamity went from encouraging glass cannon builds to giving defensive/movement builds the most love
Character development is amazing
Offensive items can be more interesting than stats
It's just not easy to get something cool going
ah yes offensive items need a ton of lore
the lore brainrot is real
Haha
every item is better with lore
In all seriousness
THIS IS SO SAD
OH MY GOD
I find tank gear just so much easier than offensive builds, I really struggle with the glass cannon playstyle
There are so many unique but useless offensive effects
Name one other
I'll wait
THE MOST INTERESTING OFFENSIVE ITEM IS DIMENSIONAL SOUL ARTIFACT 😭
DSA is boring
I AM DUMB
Ok but
IT'S DAAWNLIGHT
actually your fun offensive items are stuck on late hardmode armours like brimflame or plague reaper
Check these out: they're cool
God, some old accessories were really funny
From what I could see when doing Empyreal
I really like how cool Calamity accessories are getting
Okay then accessories I should say not items
oh it's actually spelled with 2 As, I thought you were misspelling it
Plague Reaper is awesome
The Plague Hive is a Hardmode accessory. Equipping it grants the following benefits:
Plague reaper is awesome yeah
Take this effect and put it on something cool
I remember I wrote
Condensing every item down into initials truly is a calamitous moment
interesting offensive accesories when
But that's an armor offensive accessories are just pretty boring overall
Please it's like making every projectile into terra bullets and that's really cool
what's that one quiver that spawns the portals
if it never gets in im going to uhh uhmmm
quiver of nihility
it'd be kind of funny if they added like 3 or 4 items in the same tier all with the same initials, as a bit
I wonder if I've peaked at item lore with Aerialite books
Hopefully not, I wanna make even cooler stuff
I can actually see why that'd be a thing
There's a subtle connection with its recipe and a Bestiary entry iirc so it makes sense
And it turned out cool
quiver of nihility is cool

accessory that guts homing but gives a damage boost for every consecutive shot landed, combo breaking if you miss a hit
Mana cloak imo isn't all that interesting
It's a nice effect not an interesting one
would probably be a nightmare to code
Armor pen is a very broken effect that's why it's so sparse but it's not all that interesting of one
I think Mana Cloak should be the start of a mana potion oriented line
But its functionality isn't something to double down on
This would be cool considering like 90% of post-Moon Lord weapons have homing built in
What???
(Maybe I'm exaggerating but you get the idea)
It should be the start of a line that moves AWAY from mana potions!
yes, make mana flower not the start of the mana potion line
please
yeah that could be interesting, imagine a lategame version of that which fills the screen with like, hundreds of stars and other shit
bullet-filled shotgun crossed with hide of astrum deus?
I envision a massive spiral of stars radiates from you + bees + whatever else sounds interesting
like the stars from the Asriel boss fight in undertale
"all our offensive accessories are boring stat sticks!"
"Hey, here's something you could work into a line that isn't just mana regen and does more interesting things!"
"No, let's make it part of the free mana and stats line instead!"
post-Yharon accessory where you self-damage but spawn a bullet hell of projectiles around you just like Yharon does on hotkey
Actually delusional developers
Stip will go crazy with this
Could you not?
Treat others with respect, please
like in my mind I'm envisioning basically the Blade Maelstrom from BTD6 if you know what that is
we should 100% try to reduce the amount of offensive accesories that are literally just stat sticks
Ehh
Not really a fan of non-defensive on-hit effects
Eldritch Soul Artifact when it
Make it not an on hit effect, make it activate via some other means
Why not have both a mana regen and a mana potion line 
Is that bad?
I haven't seen this get explored beyond the vanilla accessories that do that
(No, in fact it's the best choice imo and the one I went with)
Yeah
Star Maelstrom
Huntress enchantment
Huntress enchantment
idk just spitballing
And build other effects on top of it
How does mage balance work right now? Do mana potions beat mana regen or vice versa or are they balanced?
potions are boring, but you could make them more interesting if you did something like "spawn a ring of projectiles when you drink a mana potion"
Mana Cloak would start the potion line
Reworked Celestial Cuffs would start the regen line
wait but then the potions and star effects would conflict 😦
I'm not entirely sure, but the impression I got without arena preparation was that potions were better
potions are boring and should be discouraged
Wouldn't work on current
Absurdly spammable
^
rework mana sickness to act the same as potion sickness and give more ways to increase mana regen /j
I was about to say, give mana potions a cooldown
put it on a cooldown then
or make it only activate if you don't have mana sickness or mana burn
Finally celestial cuffs will not be a straight downgrade
a cooldown to proc the effect I mean. potion consumption doesn't need to be affected at all
(Celestial cuffs is like actually a straight up downgrade)
I would make it have a cooldown
so if you hold down left click with last prism, you need to wait a few seconds between procs
because mana potion chugging sucks and should not exist
what does celestial lose from mana?
The regen.
The most important part of it lmao
Unless you rework prisms (which will cause instant hate) chugging has to exist
Mana sickness just should increase mana consuming
that sounds interesting
not if you keep picking up mana stars spawned by your accessories when you hit enemies!
nah don't fuck over the prisms, they're iconic. or if you do rework mana potions, make the prism-esque weapons ignore the mechanic
and I guess nerf them a bit if you need to
but the base functionality should be the same
make prisms require skill to restore your mana fast enough
I want to be clear in that I don't hate mana potions
I hate that they're the favored approach by vanilla
I think you should be nudged slightly into going regen solely because it takes more dedication (so it would have better coverage and slightly better damage)
Outside of that, mana regen or mana potion should be two viable paths
Which one you take is your choice
Yeah makes sense
From what you’ve said you don’t
I would prefer if they just didn't exist
but if they have to exist, they should work differently
i had to look back at where this conversation began, this is such an absurd conversation
if you want a first step to make mana potion less powerful, just double its duration and max duration
Or make the boss drop mana stars on losing some percentage of hp
Like boss drop mana star when he lose 4% hp
make mana sickness keep stacking up in duration as long as you chug
for example mana potion instead of giving you 5s mana sickness per potion, it gives 10
but it takes 20s of mana sickness to decrease your damage output by as much as 10 right now (50%)
at 20s of mana sickness you'd be dealing 100% less damage multiplicative
mana cloak does this indirectly
so 1
that way you can for example give mana potion line effect that make mana sickness less crippling/less duration applied per potion
mana cloak is by far the best way for things to work imo
not it is not really, it is just the most interesting out of all options available, but it is far from good
nerfing mana potions to be unideal then adding fun ways to refill mana would make mage a lot more engaging
relying on taking damage to restore your mana is just scuffed
yeah you'll run out of health eventually
accesory that makes mana potions deal 100 damage to you when consumed but spawn a ring of projectiles like yharon
they could do something like... have a bar that fills up as you consume mana but decays over time; you can fill up the bar quickly and deal a lot of damage and then wait a bit, or space it out evenly
this is what I'm saying!
taking damage should have an impact on you surviving, not dealing damage (by having enough mana), because at certain point you incentivize taking damage for damage output
Uhh, sorry i never used mana flower upgrades i prefer to play around mana regen
mana cloak spawns mana stars around you when you get hit, which you can pick up for mana refills
mana cloak shouldn't have mana flower in it, thats just a weird side effect
thing is it's in the mana flower line so like
try using it without potions in your inventory
which is why I don't like absorber giving DR reduction debuff, just seems abit random
i thought it was also when you hit enemies, maybe I'm misremembering
funny thing is that i often get the mana flower... and then i dont use the mana potion effect for some reason (just dont use mana pots)
You are
ah
and probably why people treat it as end game viable, considering armor crunch is nerfed and absorber DR reduction is much better than armor crunch
mana cloak is a weird middleground between cuffs and flower
I like the unique effect it has
I like this approach because it doesn’t just force people completely out of potions if they like it (or require reworks to stuff like prisms or laser machine gun weapons), but still rewards people for going for regen
there's a wulfrum weapon that has a mana-sucking effect right?
it could fit with something like deific amulet, perhaps
Deific does not need more shit
mana effect should be on a mage accessory
Exactly
not an all class post-deus defensive accessory
I said that
the devs said they don't want to do that
deific (therefore rampart) will be iframe + potion CD
if you split deific into other accessories you're just turning it back into its components
why are we even touching deific for a mage accessory that seems weird as hell lmfao
they can split deific into a healing potion line (eg: core of the blood god which gives better potion healing) and a damage avoidance line for the iframe effect etc, and just extend on their own line
but yeah, ozz stated deliberately that deific will be iframe + potion cooldown, so that probably is staying
and of course cotbg being reworked too
Because it shares effects with mana cloak
void of calamity upgrade 
exo mech (and any boss really) monoliths get added when sprited
@ashen warren see above

Ok
Time to put all my dedication and whole life into spriting (or at least trying to) this thing
Definite: Levi, DoG (two modes), Yharon, Exo Mechs, Cryogen, Boss Rush
Maybe? (kinda weak): PBG, Provi (two modes)
Probably not (redundant): Wyrm, Calclone, Weaver
Bonus: Astral sky
MONOLITHS? FINALLYYYYYYYYYY!!!!
finally (sprite hell)


Exo monolith would sort of just be vortex monolith with less green and no planet thing in the sky
Which is fine
I guess
and lightning
It has
ok yeah it is a bug
Spectral Veil only = 15s CD 15s Chaos State
NR only = 20s CD 20s Chaos State
Spectral Veil + NR in inventory = still 15s CD 15s Chaos State
However
if you bind Spectral Veil and Normality Relocator to the same button (eg: Z), and then have a NR in inventory while using Spectral Veil, it will be 15s CD 20s Chaos State, and this only works if you bind both to the same button
yay they're up
Solution, #assets-needed
🤔
that would require assets needed to be used 
its been quite a while since the last request but we're back!
this time its the godslayer-
jokes on u that one has an accepted sprite 3 years later
gabe newell "after nine years in development"
wait, is that calamitas?
come on, not every girl in a robe is calamitas.
hi im calamitas-
OHMYOGD.MP3
.
With a steel chair
I like the idea of the DoG consuming providence after she's beaten, but I think it would be easier to make a portal consume her body rather than having the DoG directly consume her
I was thinking that only the big crystal is eaten, causing her to explode from the massive damage from losing so much power.
ill be honest i just dont like this idea at all, it really does just feel like taking your win away by having some other boss deliever the final blow, even if you do beat him later. providence already has a perfectly good death animation that lets you focus on her instead of turning her into DoG foreshadowing
I'm also not a huge fan of direct foreshadowing, it just feels forced and lazy when the boss just jumps out in front of you, instead of more subtle and intentional buildup and foreshadowing. Such as through dialogue, environmental storytelling, etc.
Not to cause a debate or anything, but that's one of the issues I have with infernum buildup. It's all very very cool to see the signus cutscene, and storm weaver appear in space, but it just all feels so forced in my opinion
maybe dog lurks in the distortion as you explore it
I am shaking my head right now, SMHMH
We have discussed in dev
We're not gonna add it :p
damn
Because yeah
It'd be stealing a hard earned victory
Not really
He can still consume her lingering essence
oh, do you want to 🔒 it then?
what about last phase being short DoG fight to stop him from eating providence?
After all, it's a fact that godly essence lingers around if not properly disposed of
I think that would be innaccurate?
ah okay actually yeah
still feels weird to let it sit in voting when it's already rejected anyway lol
Gods are not that common, if he starves from missing out on a single god I don't think he deserves to be fed
That's even worse/more controversial :p
wait, wouldn't that mean the player might inadvertently create a biome similar to the Corruption?
that takes a while to happen
honestly that would be cool tho fr
It doesn't happen for a few reasons
- Corruption/Crimson/Hallow are the results of multiple dead Gods festering for a long time
- It's safe to assume DoG does consume the essence of SG and Providence
Slime god
slime god
ah
Slime god does become queen slime though, so does it lose its godhood before QS, or is QS like technically a god
so SG rebrands to QS
Yes, they transition
QS is technically a God
SG supports the trans community! 🏳️⚧️
SG inside of it is
If you consider QS to be SG, yes, QS is a God
Makes sense
It feels more like something infernum would do btw 
But
Well
With this incoming DoG total rework hes definitely big enough to eat providence in a single bite i guess
nom nom
Honestly just have the queen slime death animation have the slime god core attempt to flee, only for doggo to show up and eat it
Avoids the hard earned victory being nullified… by having it happen to that stupid slime boss
no
Yes, because you get an opportunity for dog to say “Mmmm, crystal candy”
no
having victories stolen or otherwise ruined by either hidden revives/another boss coming in and stealing the kill is not gonna happen
yeah its just very upsetting to have happen tbh
and its bad foreshadowing
in your face foreshadowing like that rarely works
"foreshadowing"
its just screaming in your face that this thing exists
yeah
@wide river W suggestion
spadefish should become a gravedigger shovel sidegrade
ive been saying this for so long
I'm confused, how would it become a sidegrade?
i was thinking of making it kinda like reaver where it's rarer but stronger
kinda like bone vs. reaver
bone is faster but reaver has a higher power
Hmm
yep
That's a great idea yeah
Hmm
Not related to what I just suggested, but what do people think about Corrupt/Crimson Flasks? You know, those two accessories that used to be part of Ambrosial Ampoule but are now just standalones
I don't feel they need an upgrade, but I was wondering if they could be merged into a single accessory since they give nearly the same effect now, with the only difference being the debuff they give immunity to
also I just instantly remembered that the Tabi exists, but because calamity has so many other dashes before even the tabi
the tabi only exists to be a material for the ninja gear
merging them sounds like a solid idea
well yeah all the ninja gear components can be obtained at the same time so 
tabi is also just a material in vanilla
so what im saying is, could i suggest moving the tabi to an earlier point in progression, so that it can be more readily used?
why? ...how? what would you even put it on??
i know in vanilla, the tabi (and the ninja gear as a consequence) has a much more powerful dash than the shield of cthulhu
shield bonk makes it better
There just aren't really many places it could go tbh, like every point pre plant already has dash options
counter scarf yeah
^
Pre-boss you have the default dash, post-Eye you have Shield of Cthulhu, post-Skeletron you have Counter Scarf, post-Queen Slime you have Crystal Assassin armor, post-Mech you have Evasion Scarf, post-Cryogen you have Ornate Shield... I don't see much else where it could be placed
im thinking of moving it like, perhaps before skeletron?
SoC --> CScarf --> EScarf --> ornate --> asguards + ninja
why
default dash is great
mobility for desert scourge feels so much better
😔
what would the classification even do
nothing lol
Shows up as 31 for me, just a client-side thing if that's what you're pointing out
Discord is a flawless application with no issues whatsoever
as always
Rather than fixing their issues they'll add microtransactions though
its 31 for me thankfully
ah yes, when pwnage hammer and its upgrades actually had a ROGUE variant
mainly it's a clarity thing since it functionaly is already a boomerang, makes more sense than keeping it as an unclassified melee weapon
is daybreak a boomerang
(I don't think it got brought up before but the Pwnagehammer line was formerly classified as boomerangs but that classification was removed in the rework)
no it's not a projectile that comes back to the player
(i forgot if pwnagehammer even comes back lmfao)
...actually you might be right
lemme see
fallen paladin+ come back according to wiki
which makes sense as it combines a boomerang into the recipe
@hollow shell is it possible to have submitted suggestions edited after going to #suggestions-voting or no
no
classify them as rogue weapons with melee damage
Once its in voting it can't be changed no
oh dang
for ref I'd prob make an edit stating it to be FPH+ not including pwnagehammer then
Best that could happen would be getting it deleted from voting and sent back in with the changes made, but that'd make all the votes go away
so they're still. not really boomerangs
since boomerangs always return no matter what
yeah
i thought fph did return no matter what
hm
are you planning on doing a boomerang only playthrough
is that why you suggested it
sbub clas :)
in part it came from me doing a boomerang/yoyo/flail playthrough and noticing that there was a severe lack of boomerang calamity weapons for melee before mid hm
just play rogue
What a convenient time to be listening to enter sandman
then i talked with rover about it in here which made edits to what's shown in voting rn
why force things to be "boomerangs" instead of just making them cool lmao
i mean it was more about clarity and not actually changing them mechanically
they're cool because they're rogue weapons
well it isn't clarity bc that isn't how they work 
this is where the original conversation started as a ref
boomerangs are mostly considered rogue anyway
When Terratomere, Ark of whatever, the final Biome Blade form, the first forms of the Oathblade, and the Exoblade are technically no longer swords because they have custom swings, making them unable to get legendary modifiers
me when the video game modification modifies the video game
im not sure what ur point was but yeah
An observation that’s all
ig if the classification is labeled as "projectile weapons which can come back to the player"
for a boomerang
which isn't exactly inaccurate for real life boomerangs
but yeah in hindsight if I could edit the two suggestions I would probably:
- exclude pwnagehammer into labeling it as a boomerang (since it doesn't come back in any capacity)
- rename the boomerang classification as "projectile melee weapon which has the ability to come back to the player"
- change the new hammer types for prehm/earlyhm to join in for the stellar contempt and not pwnagehammer, since pwnagehammer isn't a "boomerang"
ench finding random items nobody has ever gotten in their lives as usual
that's not true ive thrown out plenty of spadefish while fishing 
I may or may not be just skimming the List of Items page for random suggestion ideas like this one
imagining the universe where all of these were melee weapons
insetad of rogue weapons
after the dual type removal
i prefer this universe tbh
More melee weapons 
i mean, rogue already have javelins, daggers, and bombs. melee has swords, boomerangs, flails and yoyos in vanilla terraria.
well we arent talking about vanilla
and calamity already has an issue with too many melee weapons as it is
every other week it feels like another is being removed
lmao
i'd be fine sacrificing more melee weapons for a fuller melee boomerang selection throughout calamity
Melee when it has more weapons in vanilla than Summoner has in both Calamity and vanilla
also tbh even though we aren't talking about vanilla, this is something important for new calamity players on a clarity / conversion sense that what they know in vanilla (boomerangs are melee weapons) is the same
Question: Is this a class consistency argument
tbh yeah
then do not
im thinking it might honestly be better for calamity to just turn the boomerangs into rogue weapons once and for all (besides palladin's hammer)
same with all their weird bad ranged throwables too
the class consistency argument has been had hundreds of times before and it never goes anywhere
i mean i think it'd similarly be fine if all vanilla boomerangs were changed to rogue weapons
i dont think anyone would be horribly distraught and worse comes to worse you can slap a config on
no
Calamity will not change vanilla weapon classes

changing damage types of vanilla items is further than cal will go
i believe that's what afflatus was insinuating no?
no cog was talking about calamity's i think
the only "boomerangs" that are calamity are two weapons
so no i don't think it was about calamity's
all im saying is
we are reworking the Don'ts doc and there were some funny discussions, but they were just discussions, nothing more
👀
please keep the vanilla damage types changing on there :prayge:
i mean
realistically the only thing that falls under "vanilla damage type changes" that would even be considered are melee daggers, throwing weapons, and boomerangs
i don't think there's any cross issue with like mage, ranged, or summoner
magic guns are a staple so that's fine
summoner using mana? 🤷
like those aren't real controversial / consistency issues
but rogue and melee having a lot of overlap in the projectile weapon department does have a few issues
Whatever comes of it I'll be fine with, I hope you know
plus if all melee boomerangs become rogue weapons, then it frees up the ability to add new melee weapons without bloat concern, e.g. new prehm or early hm hammers
could even make hammer weapons a subclass
These look much longer in my doc for some reason
Not a bother I suppose
Second suggestion: agree entirely, it would be pretty awesome to fit it in a middle ground actually
First suggestion: 
Honestly quite intimidating
I take it that means something's being done with it
Which do you mean by first and second?
I assume #suggestions-posting message is the second one and #suggestions-posting message is the first one
Spadefish will have another obtainment method now
I should probably ask for an improvement in its function
Shade did earlier today but I think I have a counterproposal
I suppose if there's some stuff already planned for it then I'll get rid of that suggestion
No point asking for its removal if it has changes on the way I suppose
Toxic Flask actually was controversial among devs, which imo sucked because I don't mind it at all
@trail sleet I would like to direct you to the Suggestion Don'ts doc
Namely, this suggestion lacks proper formatting and reasoning. I also think it strays into SIS (Specific Item Suggestion) territory a bit due to saying how it'd function
a pickaxe that functions as a flail?
Cool idea, against the rules
Not to mention, the crystal crusher can do just about that if you move your mouse around.
Well now it’s an SIS

(It’s not)
Unless they entirely change it to be “add a post DoG pickaxe” without being specific at all
@trail sleet so may you plz try that?
can we add my oc(sword the pikachu) as a post-scal boss i think he would be cool and awesome and he could do abilliond amage and drop the best weapon ever
sis
i mean i'm not sure if you can save this...
it's a respectable idea, but there's no real reason to implement it other than for novelty's sake
Midnight Sun Beacon and Yharon's Kindle Staff are the only two Auric-tier Summon weapons, correct
I vaguely remember a suggestion similar to yours in the past, but I can't seem to find it
Though, I'm thinking you might need to edit the title since you seemingly want both Mage and Summoner to have more weapons there
For magic its 5 auric weapons, you forgot yharims crystal
how did the first SiS get marked but not the second
First one was hit with the bot's formatting, and the second one didn't
No one's exclaimed them yet though
It's 6 Auric tier Mage weapons
Yharim's Crystal
Phoenix Flame Barrage
The Wand
Helium Flash
Void Vortex
Aetherflux Cannon
That mark is for incorrect formatting
I marked it with exclamation now
@trail sleet Not sure if you were told, but your second suggestion (the one with an explanation) doesn't follow the rules
It's an SIS (Specific Item Suggestion)
You can't outline the specific functions of a suggested item, and you specify pretty much everything
I hear of two
One I don't know about
And another that probably won't happen too soon
Np :)
yep, i was told
i forgor that the wand existed
#suggestions-posting message
This feels familiar somehow
However
Feller of Evergreens has plans for it or something like that
Or at least, if this 2 month old message holds true:
#suggestions-discussion message
Yeah, we do have plans
i heard that dog will be fought in the distortion and that the forbidden archive might have a future use
is it going to be tiershifted or will it do something not like a normal axe
will the forbidden archive be used to access the distortion?
yes on at leas the archive part
probably
ceaseless void is a portal to the distortion iirc
the distortion is where youll fight the gigantic dog
but we killed cv
ceaseless void will be used to access the distortion
as for where cv will be located idk
Yeah, but the Distortion hasn't been added yet
u dont kill cv, u just break the seal
oh yeah u right
cv will be located in the archives afaik
i think it will be like how infernum cv is right now
Yeah
There's really no "killing" a portal
Once Distortion is added, CV will just have its seal broken and become a functional portal
(hello mpg i see you lurking)
that makes sense
ceaseless void (nether portal)
will there also be a distortion lore item?
probably when you kill dog yeah
Not really
or is that already the cv lore
A lore item like the floating ones that drop from bosses? No
An item ingame which provides you with lore? Definitely
no
dogs lore item isnt gonna be changed aside from grammatical fixes
I do think CV should be found in the Archives in a similar fashion to Infernum CV
And his portal is created in the Archives after the battle, being placed as the pupil of the eye
and the eventual removal of lore items entirely in favor of a better system but the lore will not change
didnt lore items back then give buffs?
ye
why were those buffs removed
before 1.5 yes
hell to balance, either did nothing or did absolutely everything
Absolutely horrendous to balance and extremely superficial
makes sense
didnt yharons lore item just give you infinite flight 
15 minutes of flight iirc
not infinite but its so close to infinite that you arent gonna run out
14 give or take a few seconds byeah
thats cool
i have so many questions but i might get reported for spamming
ok
which one?
I think CV should be dormant in the archives for the entire game
Pretty much
I just thought the forsaken archive should have some cool lore items in it
that would be crazy
after all, all those books aren't for nothing, are they?
There's definitely gonna be some stuff in there, yeah
cool
A few tomes about relevant info iirc
that would be really fun
how weird, i had this suggestion draft from earlier that i never devloped further because it was bad

?
id prefer whatever you end up doing is distinct enough from ours :p
It's not like the idea is revolutionary, when CV's lore (a portal sealed and hidden by the Dungeon cult) and the Forsaken Archives came in the same update
hence why im not being 100% serious about it
If anything, I think that was our intention with it
Plus, we would make our own implementation
Infernum just got to it first
it was ye, but the suggestion was in limbo for over a year or smth
It’s definitely something that makes tons of sense for the boss anyway
and we did it with permission from the suggestion maker :p
Yeah
It's understandable :p
And you did a great job
It's definitely my favorite Infernum worldbuilding addition
^
It’s my favourite of the sentinels worldbuilding things tbh
i have zero issues with you doing something similar as ye, it makes sense, id just prefer it to have a different take on it than ours
Different take in what sense?
as in, we went for the take of being physically chained up
Yeah
We can definitely do a different take
I would imagine a lot more... magic involved
Runes, spells, curses
A magical bunker for the portal
Can't wait for the inevitable arguments about "Who did Ceaseless Void better" because you know that will happen
ye i can picture stuff like that working well
We also have plans for the Archives that don't include CV, which will be nice
unavoidable when you have two different things about the same base thing unfortunately
^ yeah, pretty much
i have plans for the archive too
that involve stopping it getting eaten up by our abyss constantly 
That might help ngl
a little ye

if that is the case shouldn't you flag this one then? or lock it when it gets into voting i guess
Yeah, I'll lock it when it gets to voting
btw you might wanna start storing the position of the archive in worldgen a bit before you plan to do smth with cv in there, so less worlds arent able to have it :p
we had to store it ourselves because cal doesnt for us
True
could also go the subworld direction if that's still in the works for calamity
like there's as portal in the archives that can only become accessible with the rune of kos
....?
What subworld direction
The only planned subworlds are Distortion and Dragon Aerie (the latter has nothing to do with this)
CV is meant to be a portal to Distortion, so we can't put it there
CV is the portal
So it needs to be in the Dungeon
And CV is the only permanent path to the Distortion
There's DoG's portals, but they don't last long
You'd only enter one if DoG wanted you to (like in the P2 transition)
ah i thought there were some plans with subworlds and some boss fights
like with providence I think? or dog
Nope
Profaned Biome is gonna be it's own thing in the overworld, distortion and aerie are the only subworlds iirc
DoG's Phase 2 will take place in the Distortion, because DoG drags you into a portal to fight you in his home turf
And Yharim will be fought in the Dragon Aerie
That's it
Yeah, Profaned biome would be in the overworld
(Damn
#suggestions-posting message
That's actually kind of a cool idea...)
Both the times they tried to suggest it were invalid
and idk if it really can be suggested even with just the specification of Post-DoG block-mining flail
But
I'll keep the idea in mind for myself 
me when sis
(unironically would be a more fun weapon mining method than the mortar shit)
Remove Mortar Rounds and Blossom Pickaxe
Shrimple
Make it so the penultimate pickaxe isn't just
Start of post-Moon Lord really
(That's bothered me for a bit really, the fact that the last pickaxe you ever need is right after Providence)
Why remove Blossom and not add more after it
Yes the proposed solution of mine would be to put something else slightly later
Somewhere around Polterghast tier maybe so it has a use in Distortion as well
That'll get changed at some point though so it's not too much of a bother ¯_(ツ)_/¯
I've had ideas for post-ML pickaxes over the years
with unique functions/gimmicks on each one because there are no new blocks to mine, and just making them mine faster and faster becomes ridiculous quickly
Unique gimmicks on tools would be cool
Considering the most we have so far is just... it mines faster and has more range
just make a photon ripper but pickaxe smh
Could have one(s) that break multiple blocks at once (like that vanilla Shovel but for any block)
Could have one(s) with long range that gravitate dropped items toward you when you hover over them
Could have one(s) that automatically get rid of the dropped items for useless common blocks like Dirt, Mud, Snow, Stone etc so they don't clog your inventory (AutoTrash but.. diegetic, I spose. And not an external mod)
Starlight River has a pretty cool pickaxe iirc, Whirlwind Pickaxe I think it's called
I don't think I've seen it
I don't have a video on me but I think it just does an animation where you spin around and mine tiles on both sides of you
I'd need to go confirm ingame or something but that's what I remember it doing
Good for expanding hellevators I spose?
I guess
Or just for thinking less while caving
No aiming
A couple more precise pickaxes would be nice too, something like the Laser Drill in vanilla
Long-range, slow speed sorta thing
I s'pose the Marnite Obliterator exists actually
Could have a late-game pick/drill that has full screen range, you can mine whatever you see
But slower-than-standard speed
Maybe even give it a scope..
Crystyl was that for a while wasn't it
But it doesn't count cuz it's post-game
Mmk I wasn't quite right but I was close
It does do the spinning thing but you can't jump or change directions during the animation
On a similar topic:
I get there's not really much that you can do with them, but having more reason to get better axes/hammers would be nice
Because as it stands the only reason you get better ones of those is to break Altars in hammers' case and because it's part of another tool in axes'
Maybe in future reworks there'll be some incentive, so I guess I'll just hope that for now
Yeah, axes in particular have very little purpose
No tree you can't break since the beginning of the game
Probably why most of them double as weapons
@glad tundra feller of evergreens has lore for some reason so it's likely not going byeah I would agree with the suggestion regardless

it what
All I remember is a past FoE suggestion being rejected because of something like that in a similar scenario
Let me try and find
plans™️
Didn't even know this thing existed despite repetitively crafting it on my previous playthroughs
am i allowed to suggest interaction between midas prime and railgun
It's currently a nonexistent item
is it to have an ultrakill reference 
you will never guess
Do not touch Titanium Railgun it's already very cool and better than just a random reference lol
+ULTRARICHOSHOT
its not exactly easy to hit a coin with the railgun tho
still you cant suggest things just to be references iirc
iirc it also cant work currently
yea i think iban considered doing it when he made the item
but too much of a pain to code + would be a pain to actually pull off since the railcannon is instant fire but the railgun isn't
that is pretty neat but i feel like it would be faster to just mine the blocks normally

yeah it wouldnt be easy
Hey, I remember that

wat is this talking about
that or uhh, "gravity"
A thought: there are 2 pairs of accessories relating to statis, but none relating to braelor. Maybe the yharim's insignia line should be changed to be related to him?
@static crow "lock-on feature"?
can i put in a small concept for a class fusion accesory? multiple of my ideas have been shut down but i feel like this one has a chance
chances are it will be a bit too specific
and of course there will be power level concern, unless you are really convincing chances are it will be shut down
eg: yoyo bag + elemental gauntlet (or rather combined into elemental gauntlet), that was directly a suggestion don't exactly because it will create significant balance issue
more of a class fusion item, with unique items for the fused classes
then it likely will have to be even more specific
but yeah you can just post your idea here (suggestion-discussion) first, to see how others think about it
ok yeah that one will 100% be causing way too much balance concern
though will just see what devs will say about it
"can only be used until qs"
forbidden in the corner:
astral armor that give 35% dmg to everything 😢
still about the same stage tho
i wont flag it becuase i dont think it needs flagging but as someone who works on balancing a lot
i Will be voting against it if it gets through, it sounds like a giant headache
i mean, do you consider it as high effort? since that is currently a Don't
it would definitely be a high effort balance wise but thats not why i dont like it
im fine with balancing things that take a while, but i just dont like this idea much
👆
Isnt it post mech 2 only?
Iirc its made with adamantite
Well anyway theres the clam armor iirc
I know they aren't for every single class, but this doesn't mention Forbidden armor (post two mechs, summon + rogue and summon + mage), OOA armor, (post golem, summon + any class), Astral armor (Post Deus, every class), omega blue (post polter, every class), fearmonger (post DoG, every class), Gemtech (Post Exos, every class)
Don't forget Reaver (Sorta)
Like, there is literally multiclass/classless options for pretty much every point of the game
Astral also exists too
Oh yeah, I meant to add that then forgor
gem tech too
And also crystal assassin is probbaly the shittiest multiclass option imaginable
@frank viper hybrid works the whole game, theres frozen, forbidden, reaver, astral, omega blue, fearmonger, gemtech
As in, it literally have nothing to do with multiclass, other than you can use different class of weapon with it
There is also uhh, frozen armor
And like, multiclass with forbidden and fearmonger are known to be incredibly powerful, so it's not even like it's bad either
problem with multiclass in the term of using seperate class weapons is just how do you do it without it being "generic dmg + summoner penalty removal"
If you count it
Also this would be complicated as fuck to implement (literally rewritting the entirety of CalamityPlayer.cs and parts of OnHit and GlobalProjectile)
But yeah tldr is: multiclass anything but summon just dont work well
Unless you want a second forbidden rogue situation
It also borders on SIS territory @hollow shell opinions?
The only thing neglected in multiclassing and hybrid is stealth imo. Rogue is the only class you can't multiclass with generic damage bonuses due to the reliance on stealth, and forbidden is the only multiclass set with any rogue bonus. It does still work with rogue spam but spam is frequently not the best
doesnt gem tech have stealth?
Gem tech is proper multiclass yes
It does yeah
If only it is not available after one of the final boss and also is a nohitter armor
It's not a nohit armor when you multiclass as you just switch types
Gemtech has decent defensive bonuses lol
they mean nohit because its better if you dont get hit
as in, the gems breaking makes it weaker
Question is: why bother with it when your other option (auric tesla) just give you a bunch of other bonuses without the hassle getting hit 2 times in a row massively drop your stats
@static crow that is a bug, also does it happen with other classes weapons? if it does then its not even our bug
And also of course that a lot of class accessories are among the best accessories
You can setup to multiclass 2 class: 1 main class + summoner, but if you have to switch between more you have to use generic accessories which generally offer worse bonus (offensive wise)
So the benefit of gemtech is just it is 70% of a summoner armor + 80-90% of your main stat, and with the current state of summoner damage penalty it is worth it even without proper accessory
I kinda flip this on its head tbh, a lot of classless accessories are the best. Asgardian aegis line, rampart line, destroyer emblem, amalgamated brain. It's mostly just the offensive options that are class specific, which is fine because with multiclassing you are boosting every single class with any dmg% boost, not just one
seems complicated no?
not sure if it's even worth the time considering armors already do this
And multiclassing doesn't stop you from using one or even multiple class specific accessories either, use nucleogenesis with elemental quiver, fuck shit up
Rogue and summoner pretty much is unarguably need their accessory to maximize performance
Melee definitely need elemental gauntlet due to melee speed (unless you just use non melee speed accessories), ranger works but your accessories will be a lot worse though you can just compensate with the summoner damage
So realistically the only option that make sense is just ranger + summoner (maybe spam rogue or specifically melee without melee speed, and maybe mage but you need to find auto mana somewhere on most mage weapon)
Which do not give a lot of leeway in class switching when you get hit, since the other classes are just much worse in performance
I did Low% solely with multiclass mage and summoner, it's more than viable
If you are doing low% chances are you are already much better than most (average) players that you can afford to use gemtech
I wasn't arguing about Gemtech anymore, sorry if that wasn't clear
I don't think Gemtech is very good either
Oh ok yeah this entire time I pretty much is just talking about gemtech
Lmao, my bad
keter's problem doesnt exist and his solution is bad is my main take away
multiclassing is still perfectly viable and there are multiple sets for it
and adding this accessory does not fix that fact whatsoever
The suggestion is a bit strange
It'd be more obvious to suggest that more multiclass/classless(?) armors get added throughout the game
They seem to be overlooking Reaver and Omega Blue and Gem Tech, if they consider Crystal Assassin to be "hybrid"
(and Astral)
(and Fearmonger)
((and Demonshade too, unless that's what they're referring to when they say "until the end of the game"))
@frank viper Why do you say that Crystal Assassin is the last "hybrid" armor when there are so many more classless armor options after it?
Sorry I missed Shade already pinging for that
mb
Don't forget the OOA sets and Mollusk
even if OOA isn't all classes it still has multiclass options
Didn't count Mollusk cuz it's pre-QS
fair
But yeah the OOA sets are ostensibly multi-class, just with a summoner focus
Oh right, and Frost and Forbidden as previously mentioned I think
funny how they missed all the vanilla ones too lol
@mystic sandal Nice idea, but what would be the purpose of making your BG look blue or purple?
If you were talking about Infernum DoG's BG (which Cal isn't affiliated with), then I'd understand. However, seems like a lot of developer effort just to make your BG purple/blue.
could potentially improve a few builds based around stuff like cosmilite
and/or decrease clutter by just making the background a solid color
@fallen parcel There's a couple things I should mention here, most of what I say here is within the Suggestion Don'ts doc which I highly recommend reading:
- You aren't allowed to address future content in suggestions, therefore you can't use Yharim as reasoning for why this should happen
- When you bring up the item that the Primordial Wyrm would drop, you lay out exactly how it would be with what it would craft and how it would be like. This makes it too specific to be implemented
- The Primordial Wyrm is currently an endgame challenge that isn't required for progression, so this change would go against that philosophy
mb
Make slime god not despawn
Stop despawning slime god
so should i 🔒 it?
@glad tundra - Your suggestion has received an updated status!
[Remove the Feller of Evergreens and have Axe of Regrowth take its place.]
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
Snailed
@bold peak - Your suggestion has received an updated status!
[Add more Summoner weapons to Auric tier]
It has been add to the devs' to-do list and planned for implementation!
You can check out your suggestion again here: #suggestions-voting message
@ashen warren - Your suggestion has received an updated status!
[An Exo Mech Sky Background Monolith]
It has been add to the devs' to-do list and planned for implementation!
You can check out your suggestion again here: #suggestions-voting message
both of those implemented suggs
huge W's
always happy with more summoner content and i can appreciate a cool monolith
oh i misread
theyre planned
well still a w i guess
The Summon weapons have been planned for a while now byeah
Will probably get to it soon
@wintry gale - Your suggestion has received an updated status!
[Make Roverdrive and The Sponge's forcefield dyeable instead change color matching with current team]
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
@small timber - Your suggestion has received an updated status!
[Make Plantera's "Spore" Attack Visually Clearer]
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
UHUHUHUHU
OHHHHH YEAH
THATS WHAT IM TALKING ABOUT
HOLY FUCK
I LOVE THIS MOD SO MUCH
@small timber - Your suggestion has received an updated status!
[Give Some More Incentive for Hardmode Underground/Cavern Exploration (other than ores)]
It has been reviewed by the devs, and for one reason or another they decided it would be best not to implement it.
You can check out your suggestion again here: #suggestions-voting message
Cringe
@buoyant idol - Your suggestion has received an updated status!
[Prevent the Metal Detector from detecting Disenchanted Aerialite]
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
@lucid marsh - Your suggestion has received an updated status!
[Rework Auric Soul Artifact]
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
Sheeeesh
@novel belfry - Your suggestion has received an updated status!
[Give the Absorber an upgraded form]
It has been reviewed by the devs, and for one reason or another they decided it would be best not to implement it.
You can check out your suggestion again here: #suggestions-voting message
shocked lol
I was expecting already tbh
@buoyant idol - Your suggestion has received an updated status!
[Prevent the Metal Detector from detecting Disenchanted Aerialite]
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
Fastest implementation in the west
Me when it's endgame viable:
i've seen faster 
maybe its time to start reposting some suggs that havent passed
its fine make it, right?
RIP using this to find sky lakes and islands easier
imagine getting metal detecfor before something for finding sky islands
Use it with gravitation to find islands off screen
They contain ores anyways so it’s not an issue.
also chests.
Pretty sure Biome Mimics were added purposefully so you can't just AFK
And even then
You can AFK if you set up spawn in your farm
When we get to Astral Underground rework, I'm pretty sure you'll get plenty of exploration content
A bit of an awkward suggestion because there's already plenty of exploration there, and Astral Infection Underground is really the only place where exploration could be improved at that tier
You can also AFK if you make a specific setup to despawn enemies when you get hit
Pretty sure Khaios made something like that in his Rod of Discord AFK farm tutorial video
Astral Infection Underground needs more than Starburster Core and Hive Pod being the only things that carry it
not only people who are AFKing
but also early hm players who just want to get some sould and have to deal with him sometimes in tight places such as natural generated underground
since they can come from nowhere and smash you out because heavy contact damage
and even if you dont die instantly you gotta spent a considerable annoying amount of timing focusing on killing the mimic/exiting the area and coming back via teleportation
with spawnrate increased by potions and candles this gets way too much often making it unbearable
the AFK stuff is just a small part of the problem and i saw the need of mention it
fuck AFK farm tbh
i just want to not have to deal with biome mimics every 30 seconds because im using battle+zerg
They only really come out of some place if you attack them
And at point, it's kinda your fault for not being careful
summoner.

Hard to argue with that one....
Summons won't target Mimics, that would be collateral damage
And well, if you weren't using Battle + Zerg, I doubt it'd happen often
Looks at half the summons on that tier
... They wouldn't cause that?
Me pretending to be surprised that using Battle + Zerg makes enemies spawn a lot
More just annoying because their AI is clearly designed around surface combat so being bullshitted by them in a more enclosed space out of literally nowhere regardless of spawn rates or not is not fun
Hmm, what if we make mimic more common instead, and multiple biome mimics can spawn at the same time
That would be hilarious
I think people will love that change, since biome mimic are abit too uncommon right now, people often complain about how you need to farm souls for biome mimic keys
proceeds to get stomped hundreds of times
are you making fun of my sugg? 
i might be getting wrong but, just making sure because im very dumb.
this doesn't make a difference in practice because they have pleny of stray projectiles
Yeah but at a point where it's meaningful, you're already close to the Mimic and aware of its presence
No not really
No xpc has an actual point like
If they were more common it would be nicer
Since we don't have to farm keys for them
It is just if zerg + battle potion is considered a requirement, why not just make the uncommon stuff more common
I think Mimic spawn rates are perfect currently, they aren't too common but they always spawn
It's ominous as fuck even
And like
You're not really required to pop Zerg and Battle when there are other ways to get large amounts of souls
also
the most common early hm summon just madly ram on the enemies if you are dealing with an endless crowd
(ancient ice chunk)
(So don't have an endless crowd)
For souls yes, unless you plan to farm a lifetime supply of souls in 1 min by no mean do you need zerg
mimic or biome mimics?
im confused now
Biome Mimics
When I use zerg is almost always for other things that are less common, eg specific enemy for ankh shield material drop
But for cal crafting recipe was already added



