#suggestions-discussion
1 messages · Page 224 of 1
just pull an ultrakill and make a secret calmain with an invite buried in #info that has a memes channel
Why tho
death
It could've been worse food, but I like having no warns.
@buoyant idol you dont need to post a meme as an example of why you shouldnt post memes 



insert 1984 joke here
ok
great sugg
That's uhhh
Something™️
What does that even mean 💀
good question
oh GOD NO NOT ANOTHER ZAPINATOR
either kills a boss in like 10 seconds or takes forever
Lol
@haughty pivot that's... not a suggestion. i dont know what that is. but it's definetly not valid
oh shit
???
fuck
The reason it is not a valid suggestion is exactly because this is the official channel yes

it's whatever man im just letting you know your sugg is invalid it's not like. against the rules to get your suggestion flagged 
i don't even know what it means dude
like a you could add this
if it was against the rules there would be a LOT more warns
TRUE
ohhhh maybe i was unclear
what the fuck is "a whispers"
yeah its extremely unclear
so when you kill a boss you get whisper
lore items
my only guess is that its the lore item
lore item
that's lore
a player editable lore item
basically when you kill the final boss you get one thst you can edit
so, those are being removed eventually IIRC
yeah
That makes marginally more sense but at that point use a Sign
is that even possible in terraria anyways
also true
meme with it or story idk
NOOOO
i love the whispers
yharim isn't canonically psychic so those are placeholders. There will be new lore in place of those
i love feeling like yharim is watching us through it all
anyway
@loud solstice specific item suggestion, i think, and if not that, then completely lacking any reasoning. also the zapinators are enough of a headache as is 💀
lore items have afaik always been a bandaid solution that have been planned to be replaced for ages
guideing us to be his end
i mean that is probably still going to be a feeling they want to keep it will just be done more elegantly than.
lore items.
as cei has said before
"why bother with a lore item when you can ask yharim himself"
I mean it talks about it being "underpowered" as part of the reasoning so I think they just want to use Zapinators for more of the game
if an item falling off was a reasoning, there would be a hell of a lot more suggestions in voting right now 
also like
Yeah fair I know the weapon is a pain in the rear but for some reason it’s become my favorite weapon in all of Terraria please help I think I have a problem
idk sevens striker exists
This is moderately concerning
i hate zapinator it's such a red code thing who the fuck thought adding a chance to multiply damage TIMES TEN was a good idea
and that times 10 can trigger multiple times I think
Tbh I just like that it looks like an NES Zapper
doesn't calamity have some weapon like that at post-cultist tier or something?
its post signus but kinda yeah
uh
we used to have animus but it was dogshit so it died
yeah but it looked like NEZ zapper is what I was referring to
Oh yeah forgot about that weapon
yeah it was always just a reference to the old zapinator that was a dev weapon that one shot anything in vanilla
which i guess is where the big damage numby role on the vanilla zaps came from but
it is also very stupid

theoretically a really lucky zapinator shot could one-shot scal
with other enemies to trigger the times 10
Because the Orange Zapinator gains effects on hit, following hits can give the same beam new effects, which can lead to stacked damage and knockback modifiers, causing some beams to deal thousands of damage and/or extreme knockback.
god what the fuck is this weapon
I love random bs 
we here at Calamity Mod Discord, inc. do not
Dang 
I like the implications here that there's a CEO of the Discord
cal has done a pretty good job of stomping out obnoxious rng (see; purchasing rod of discord, removing damage modifiers from luck, etc.)
(see: the removal of damage variation caused by luck and old die not affecting damage rolls)
fabsol
the ceo of the discord is fabsol
it also made generic damage rng +-5% right?
yeah
from +-15%
+12.05% damage / -7.85% damage
before it got that part removed
at least according to the wiki
i see
Jokes aside though I kinda wish Relogic would nerf the Zappinator so I don’t feel like a dick using it lol
Never because in vanilla it is balanced around being a completely random rare weapon obtainable from travelling merchant only
And vanilla terraria have a much higher tendency to balance around weapon rarity, especially rng drops
Fair
Rod of Discord is the prime example
True I guess it’s more that I feel bad for loving a weapon everyone hates lol
Okay
But
To be fair
Orange Zapinator does suck ass rn
It's Gray Zapinator that deletes shit
I never use the rod of discord, I prefer to just get better at regular dodging usually
I would really like some kind of dash that makes you invincible during it, but the invincibility could inflict chaos state
Wait that's just counter scarf isn't it
yes
Oops
It would be interesting if it inflicted chaos state instead of the regular dodge. Like hollow knight shade cloak with sharp shadow
That's kind of just the asgard aegis or whatever
Making it inflict actual chaos state would just make it incompatible with RoD which would be a pretty big nerf for no real reason other than to have one less cooldown exist
Given how OP it is, making it so that you can't use both it and rod of discord would be good for balance
... maybe
It'd just make the competition between it and rams even more cut and dry
I suppose so
what I really want is a ram dash that makes you invincible briefly
but the invincibility has a cooldown
like something that gets added on to whatever other dash you have
tierlist is like;
- rams
- rod/norm
- scarf
- belts
also bonk dashes are not real
So true
Old die and its consequences to dmg calculations in the Calamity mod
I dont think we’d ever do such a high rng weapon or accessory again
And heck we have 2 already which are restricted on what they can do on bosses
Those being the Matter Manipulator guns
Heck getting rid of Dynamo stem cell’s rng is on my to-do list
its nullifier, matter manipulator is from a different game silly
Honestly these kind of damage boosts are mostly gone lategame they all just turn into +%dmg I think this being improved would give more variety to damage accessories lategame and that, while I'm not sure what kind of impact it would have, is good
There is Daawnlight which is probably inverse to stem cells
wrong channel but cobalt
trying my best to not be snarky but
these kinds of suggs are not just "frowned upon", it's practically prohibited
the doc in pins should be enough to brief on what's good for suggs and whatnot
plus why not rebalance the zappies
(okay it'd probably be hell but you know)
this is gfb, not legendary
if it is gfb there is literally the other parts of providence including:
6 different debuffs, literally doing cocoon attack without stopping (which makes it full bullshit as intended), projectile spam and others
and ignore defense on top of that
unless providence gfb damage number is very low, you are not out regening it just because you will get constantly hit due to projectile spam; if you are fighting it with over-tier gear (even by gfb standard of gear skip from gfb drops)
yeah provi is hard enough on gfb she doesnt need buffs
can you reduce the effects of the debuffs? yes
but theres 6 of them
6 DOTs is GOING to do some damage with or without a regen build
Bro immunity frames are absurd
imo the suggestion should probably be exclaimed for now just because (I am not sure if that is the case), it feels like they just look at the damage number and then think "it is not one shotting me it is not bullshit enough"
it applies 1 DOT at a time, but it cycle through 6 DOTS (according to wiki, I havent try it) which tldr is you cant really resist it
and are negated because provi has negative healing instead of damage
yes
I found gfb providence rather easy
and it cycles very fast
if the boss is working as intended, immunity frames should be entirely useless
iirc the immunity frames worked
Nah
as in that is 50% of the point of anti heal attack
the other part is it ignore defense
I was rogue
Blender being negated by iframes is a thing
It is an entire build and literally burning through all of your resources but whatever
then the boss is just not working as intended
I ran a more defensive set in gfb cause it set the difficulty to master, which meant SO MUCH DAMAGE
GFB providence is supposed to IGNORE defense, because that is what antiheal damage does: it is a straight reduction to your HP, defense/DR/iframe don't work because it is not considered as damage
no defensive build should ever work other than max HP, if it is not doing that either wiki is wrong or the boss is just not working as intended
It probably was the regen that helped
slapping blood pact and a DoT reduction effect does wonders
Honey Dew, Crown Jewel, and all of their upgrades all the way to Purity
Moon Stone/Sun Stone also provide something similar for Nightwither/Holy Flames respectively
Yeah
Regen builds that also reduce dots are like
Completely broken against GFB provi
As the dots end up not mattering
Rebalance Zapinators:
Nerf their dmg to the ground
rebalance zapinators: remove them
GS rogue still is kinda busted and needs a new setbonus; altho all of GS needs more interesting set bonuses once its no longer part of auric
Thats what nerfing em to the ground practically does
@wintry gale - Your suggestion has received an updated status!
[Make enrage from Demonshade armor toggleable]
It has received enough votes to be passed on to the dev server for voting! You'll be notified again when a verdict is reached.
You can check out your suggestion again here: #suggestions-voting message
@wintry gale - Your suggestion has received an updated status!
[Make Blood Tears stackable]
It has received enough votes to be passed on to the dev server for voting! You'll be notified again when a verdict is reached.
You can check out your suggestion again here: #suggestions-voting message
@coral carbon - Your suggestion has received an updated status!
[Make the Abyssal Diving Suit components shimmerable into each other]
It has received enough votes to be passed on to the dev server for voting! You'll be notified again when a verdict is reached.
You can check out your suggestion again here: #suggestions-voting message
@cloud surge - Your suggestion has received an updated status!
[remove the voodoo demon spawnrate buff PLEASE]
It has received enough votes to be passed on to the dev server for voting! You'll be notified again when a verdict is reached.
You can check out your suggestion again here: #suggestions-voting message
🥺
💀 Exo mechs moment
wdym
@buoyant grail you need heading for suggestion
A heading is created by adding a line break to the suggestion
(Also I'm fairly certain this is on the todo list; just needs sprites iirc)
Also this suggestion is basically a "we need sprites" issue
aa
@buoyant grail #suggestions-discussion message
also like
adding these campfires is entirely dependant one someone being willing to make the sprite
yeah
like how many times have we gotten this exact suggestion already
yes
i feel like i should flag it tbh
i dont think the devs need the umpteeth reminder to make campfired
(Well considering the reasoning is partially comprised of "it would be cool" I think you should regardless of previous suggestings)
Your call though
actually yeah fair point
even if there is a really easy argument for it (consistency)
which is why it already passed 
@buoyant grail flagged for lack of reasoning + the above
I have an idea for how to find Yharim. How about after you beat scal a new door opens in the jungle temple , leading to corridors with traps and tough enemies. Once you get through the corridors, you enter a throne room arena with Yharim on the throne and when you get close to him it will start the fight.
This is against the rules for suggestions about future content, please read the suggestion guidelines
i didnt know
this is suggestion disscus
i thought u post suggestion and disscuss
im new

The document full of rules
where is it im new to discor
Ah yes, Day 1 join
Mobile (swipe right)
more like 15 minute account
Even better
i read
And already has plans for the aerie
Yeah true that
(I don't even know how this would work frankly; would this theoretical Yharim arena in the Jungle Temple just be present throughout the game, or would it just generate randomly after defeating Supreme Witch, Calamitas?)
(just say scal lol)
I will fight against the overusage of acronyms in the Calamity community if it's the last thing I do 
Cal
Ok EJ
Aaaanyway
Basically just read the Suggestion Guidelines before making suggestions in the future, that's all really
If Yharim doesnt live in jungle anymore then wher he live now???
Well, currently he resides in the Dragon's Aerie, a planned subworld that will be added later in the mod's development
I knew about Dragon's Aerie but didnt know it subworld and why he ther
Eschaton Judgement 
maybe he wants to be eaten alive by dragons lol
He is like the last person with a dragon
His reasons for staying there are mainly discussed in the lore, you can go read the Lore Document pinned in #lore-discussion for more info
what if instead of all those amazing ideas, yharim is just summoned through a random summon item dropped on post-scal in the jungle temple from bouldour and then you just click the summon item and then yharim magically appear and fight you in a wheelchair
They are all dead except for yharon
Enchilada john actually, smh
why a whelchair
Enchilada John tanks the Eschaton Judgement
We're so enchiladack
Normal/minibosses monsters health/dmg scale would be really good to have
Is there a mod for that
Normal monsters are still too weak 😦
normal monster in calamity is balanced to be weak
other than flying turtle which just deal 600 damage to you in master ftw
Exactly, thats why Im searching for a mod like that
But no luck so far unfortunately
well then you are asking in the wrong place, as in you are literally asking in the place which actively balanced said normal monster to be weak
ima be in the multiplayer channel if u need me
This might be of help https://steamcommunity.com/sharedfiles/filedetails/?id=2567580488
and also just use #help-advice-read-pins or #calamity-mod-talk instead of here
Oh ops, just noticed the channel Im in, sorry for that
Thank you, gonna check that out
just use the 1 max hp mod or something, suddenly everything in the game is very threatening
for the totally intended terraria gaming experience

seems like y'all took care of this but this sugg is lmfao considering cynosure exists lol
idk whet that mean but ok
btw im playin calamity im ranger and im bouta fight pbringer goliath
Cynosure is an item dropped by either the Exo Mechs or Supreme Witch, Calamitas (depending on which one you defeated last) that is basically just Yharim congratulating your strength
At the very end, he states:
I await your challenge.```
so dragon aerie mountain
im pretty sure the aerie is a sky island that will take you to a subworld, if my memory serves correctly
It's unclear now
Not sure about the sky island part but the subworld part is correct yeah
me when i see planteras bulb:
yeah i can't exactly imagine they'd slap a giant ass mountain in the middle of gen tho conisdering that would thoroughly fuck it 
@delicate axle no memes please
Just cut off half the world
I see no problems with this 
still better than a sky island spawning too high and blocking Exodium planetoids
jon please go to #calamity-mod-talk if you're just going to liveblog your run
kkkkk
I think devs had other plans for the evil island
i thought their plans was it was going to die lol
Replace it with something related to the sky civilization
Well yeah
It will die by being replaced
(While you're here Cog could you check #multiplayer-looking-to-play?)
ok i got a suggestion:
make an option to disable yharons self harm
Yharon is a post moon lord boss that can be fought any time after dragonfolly anywhere at any time. the boss can for some reason also be fought pre moon lord but is not intended to be fought until post dog
this boss is basically a massive joke because he can self harm himself while creating the 637473th bullet hell in calamity
while this is super effective and makes the boss fair, its kinda easy with a big enough arena and good dmg and defense. Now finally to the suggestion itself: Make an option in the mod config to disable yharons self harm feature.
Why am i suggesting this?
because i want to try pre hardmode gear only vs yharon
this wont get implemented i know it
self harm????
the -2% per bh
a while ago
it might just be too recent for me
i cant even find it on the wiki 
he turns into a big ball and squirts flame balls
yeah, I know the attack but had no idea he drained his HP
Yharon does that yeah
It's part of the reason why the absurd stupidity that was pre-Hardmode gear Yharon was doable
Yharon cannot deal contact damage or be harmed during this attack, but will lose a small percentage of his maximum HP when using it. This percentage decreases as Yharon nears death.```
Calculate how much HP he loses from it and increase the HP scaling config
ture
@hollow shard we cant
Oh, then maybe ask them?
Ah shit
Welp ill be deleting that post
By the way, yharim isn't the "jungle tyrant" anymore, the lore was changed.
2.0 
It's why Yharon in phm is reasonably doable
im half tempted to just delete that suggestion to spare them further negative attention but it was 4 hours ago
🐴
hey i mean couldnt hurt
What was the sugg talking about?
Basically it was giving an idea for where Yharim would be fought based on old lore
Oh
Is all good
ill make sure to see that next time 😅
Thumby
someone knows if rogue class will getting a bit buffed? i hope it will beecause i love to play with this class and now its broken a lot
Rogue doesn’t need buffs
It’s already overpowered a lot of the time
Also, this doesn’t belong here. If you have a suggestion about something specific go to the thread, and if you don’t then ask questions go to help advice or cmt
Ok!
i know
I have idea 4 Xeroc summon, how about after u beat boss rush the Terminus turns yellow and u use it and it summon him
That might be cool, but I'm pretty sure the dev team already has all this planned in ways that work better with the lore
Also that would make it impossible to redo boss rush
terminus right click ability 
true but what if u combine terminus with rock to make Xeroc summon
that just seems unnecesary
ikr
I can't tell if these suggestions you're making are serious
they are
I don't think they're very good
i think they are
you should try to think of why they're good instead of coming up with random things
its not random im talking about calamity post scal superbosses coming soon
that doesn't make any difference
coming up with ideas is not enough. There are tons of ideas that could be used. In order for an idea to be good, you need to know and explain why it is better than all the other ideas
They're not even coming soon
No use worrying about things that won't be added any time in the next 2 years or so
@umbral gazelle the point of super dummy is that it works exactly like an actual enemy (therefore targettable by anything that is supposed to target an enemy), and can't you just right click to desummon super dummy?
i think theyre talking about normal dummies
no i mean target dummy
since theyre also coded as enemies
normal target dummy get targetted by turret? that is weird yeah
though you can just mine it away so it will not really be stucked in a loop of getting hit forever
did cal changed it? iirc one of the weakness of target dummy (vanilla at least) is exactly that it is not acting like an enemy, so your summon will not even attack it properly
i moved them to the roof of my base, it worked for every turret but not laser one
yeah we have super dummies so why tf can turrets even target them lmao
I think because it is gfb it will be more fitting if they just remove wand of sparking from night's ray
yeah but
¯_(ツ)_/¯
i do not like this suggestion not from a disliking standpoint but because i cannot tell if it is breaking the rules or not
like
it's GFB and balancing but
it's also GFB so
it is technically valid because you need wand of sparking which is a stronger wepaon than night's ray to craft night's ray
the problem is gfb is also supposed to be funni changes
Oversized Noelle image
a Cog classic
I like the last sugg, more vanity is always great
I bet a lot of people would use something like this as well from a popularity perspective
lmao
also it would make sense considering we're getting a moon lord chestplace in 1.4.5 anyway
Shrimply start a revolution of boss themed vanity armor 
I will die a happy man if we get aureus legs
@ garbo
its not even gfb
its a thing with the dontdigup seed, it just swaps the places of several vanilla weapons
im worried at some point if you add enough indicators it's just going to be nothing BUT them
rocket flight is already included in wing flight bar, since it just simply adds flight time
unless you mean when you dont have wings
why does reduced flight time always halve the bar instead of showing by how much it is reduced
make it possible to change indicators size when
new challenge: indicators cover half your screen
DougDoug mode
just add the fucking runescape ui to calamity
Remember:
Everytime I fix something for Gfb it’ll get monkey pawed
Wulfrum funnies were completed yesterday and are just waiting to be reviewed and pulled
The other devs dont seem to care much about special seeds
"erm aktschuallieyayeoaedsofgvjkisgvisnxdzikghnvasizedokjgvioksadzio its remix seed thats causing this🤓"
a lot of people like to attibute remix seed stuff to gfb i realise
probably because they came in the same update
Remix just has the fix + the drone and hovercraft ignore the tile check since otherwise they’d always flee
But that also causes them to be overall more agressive
Gfb wulfrum enemies are… you’ll have to see them for yourself (most changes are locked behind legendary rev+)
🤨
i hope john wulfrum gets added (real)
now im curious on what these changes are
(Already in the game lol)
nani the fuck
holy shit hes canon
Wulfrum armor turns you into J. Wulfrum
🤯
And if you’re called John Wulfrum there’s the easter egg
and a canon design for john wulfrum?????
@cloud surge - Your suggestion has received an updated status!
[remove the voodoo demon spawnrate buff PLEASE]
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
:D
@wintry gale - Your suggestion has received an updated status!
[Make Blood Tears stackable]
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
@wintry gale - Your suggestion has received an updated status!
[Make enrage from Demonshade armor toggleable]
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
Gonna be honest, I kinda liked the idea of it being a toggle
Same here that kinda blows
That doesn't make any sense either it doesn't have a CD as is
Disable directly before getting hit
Perhaps make it turn off 5 seconds after the button is pressed

at least i tried
yeah fr can we get an explination on that one?
y
i think the funniest part of this all is that you could totally just bind enrage to space to have the same effect as a toggle, or well, having it perma at least
so this feels really convoluted tbh
doesnt brim already toggle anyway?
If by brim you mean Brimflame armor, then yes
i do
Demonshade rework will likely change how the enrage works, or replace it
It would work similarly if you want permanent enrage, but current doesn't let you disable as easily
understandable
Brimflame is an activated ability on a cooldown
It's just unique that you can cancel it early
i mean i feel like that is
MORE of an argument to let demonshade be a toggle than for it to not be
like you see the reasoning right
from what i heard i already knew that, but i also heard that that isn't planned for like. a VERY long time in relation to the current devplans.jpeg so i dont get why this one couldn't just be a toggle while it has its current functionality
Not really
Since Brimflame is on a cooldown and doesn't affect boss AI (disabling it isn't really as desireable as Demonshade)
Ehhh
Current plans are just Sunken Sea Overhaul for the most part
...doesnt demonshade ALSO not effect boss AI?? it just makes you take +25% damage for +125% damage now
yes, exactly, so letting demonshade rot without a toggle because it'll be reworked Eventually™️ feels emphatically weird especially when the code for a toggle already exists and brimflames ALSO HAS A COOLDOWN
Oh, the AI effect was removed? I do remember Demonshade having some effects on bosses
it turns them red lol
but yeah the AI was kinda tied into the whole malice thing and when that died demonshade affecting AI died with it
really funny how it made bosses enrage, but the only bosses you'd use it on are Boss Rush which. already have their enraged AIs anyway
lmfao
No, I think that's part of the point
Being allowed to disable Demonshade might be an ability the devs don't want, since it is pretty desireable
Though I still think most voted "No" on the basis that Demonshade rework will happen
oh i thought you could already shut it off
i suppose having a 10 second cooldown on the toggle could work if you just want it always active at least
which is kinda what brimflames has going on anyway
but again i dont feel like it's a good basis to not make a small tweak like this just because the whole thing will get overhauled at some point in the far future
it doesnt feel like it'd be much work to make it more usable for the time it is still stuck in this version of its existence
I certainly hope it won't be the far future
But you'd have to ask the others who voted against this suggestion (it was 0x7)
Most voters were testers
i see
(how do people even mix up potion/mana sickness with the actual sickness debuffs)
im not a native english and it never bothered me
🐴
probably because debuff types arent explained in game
guess im just built different then
(byea this issue has been adressed a little while ago and hopefully it goes somewhere else its going to come back again)
i feel like most of us just
know about cal systems
understandably sickness debuffs aren't really
explained ingame
like beyond hellfire treads for a bit debuff builds have never really been popular, and the lack of sickness and water ones doesnt help
lack of sickness?
just use a different fancy word for "sickness" debuff to prevent confusion from potion/mana sickness
like uhh, Disease?
Illness 
well he's not completely wrong
2 of them are vanilla, 3 more are restricted to a single item
affliction?
and then people confuse it with that polter drop
okay so i was wrong about sickness but they aren't very well spread
Radiation from stuff like irradiated is a sickness
astral infection? plague? sulphurous poisoning? irradiated??
like
theres plenty of sickness
Yeah it's like
How the catagory is organized lol
It's shit that makes you very sick in various ways
player do not get an explanation that it is how they are categorized
Me when plagues, poisons, infections, and whatever the heck Whispering Death is are put under the same grouping
just like how there is no in game tooltip explaining to you that depth crush is a water debuff, or that water debuff is in the game
there should be like some sort of item you can find explaining it
it is not a matter of how easily it is to categorize the debuff once you know it, it is a matter of it is not really communicated to the player outside of wiki (which should not be the presumption)
somewhat explaining it, dont want information overload
having it on 1 specific item do not really do it
Which is something that should be changed, probably with a shift thing or saying what type of debuff it is on the tooltip of everything that it's used on
F.e.: Inflicts the fire debuff Daybreak
Inflicts the Sickness debuff Irradiated
Inflicts the water debuff Eutrophication
best I can see is just slap the sickness debuff tooltip explanation on ambrosial ampoule/honey dew item itself
Halves how long you are afflicted with sickness debuffs
(Sickness debuffs including such as: Poisoned, Irridiated, Sulphurous Poisoning, Irridiated and so on)
or something like that
or yeah, like you said, changing all tooltip mentioning of debuff also works, just a lot more busy work
Yeah it's more busy work but it causes the least amount of confusion
There were already plans to color debuffs in tooltips based on type
Throwing extra text in tooltips is a bad idea for fairly self-explanatory reasons 
colors could work but a change in name for the type might help or something
alternative option is you can just change the "sickness" text on the tooltip to a wiki link that once clicked on it, automatically send a in chat message explaning what is sickness debuff (from the wiki)

Hmm, I just realized that potions never actually mention that they give Potion/Mana Sickness
....you're right
every day i learn a new way on how terraria is flawed
i suppose the fat red X eventually engraved itself in player's minds
That was one of those things that was just taught through mechanics ig
Tho mana sickness took me by surprise the very first time I used it so that doesn’t get an excuse
Suggestion: To prevent confusion all item should have expanded tooltip explaining exactly what they does
Items such as Healing Potion not saying they inflict Potion Sickness is just a sin to humanity, how am I supposed to know I cant just spam healing potion? This is just incredibly bad game design and it is now up to the Calamity devs to fix it
Proposed tooltip (using Healing potion as an example here):
Healing Potion
Heal 100 Health (HP) (increased to 125 HP if you have Core of the Blood God)
Inflict Potion Sickness for 60 seconds (reduced to 45 seconds if you have Philosopher Stone, Charm of Myth, Deific Amulet, Rampart of Deity)
Potion Sickness prevents you from consuming another healing item when it is in effect.
Healing items include: Mushroom, Bottled Honey, Lesser Healing Potion, Healing Potion, Greater Healing Potion, Super Healing Potion, Restoration Potion, Bottled Water, Eggnog, Honeyfin, Horn o'plenty, Strange Brew, Bloodfin, Hadal Stew, Red Win, Grape Beer, Margarita, Omega Healing Potion and Supreme Healing Potion
tfw illness debuffs
"Potion Sickness is just a sin to humanity, how am I supposed to know I cant just spam healing potion?"

LMAO
@slender mica this a bug, and a known one
at least, last i checked
i know they dont want them to do that but the code is being difficult or something
what if instead of making it not drop tier 2 and 3 ore, we just make it so the chance to drop ore is 0.1% per golden crate, and the chance of dropping current tier of ore is much higher
just treat it basically as reaver shark but for HM
that way it can incentivize people to do more fishing
🧩
I’d like this bug to be fixed
I'd honestly not like this bug to be fixed, just leave it there since Reaver Shark already got buffed back to pre-1.4 power
that's dumb
reaver shark existed before this and requires at least a bit of effort
the crates are both not intentional and also completely ruin the point of the progression rework bc u can just
turn it off if you want to get all the ores immediately
lmao
Reaver shark is exactly the same as getting ores from crates
You skip the progression by fishing
it really isnt
reaver falls under the "weapon/tool" category along with the super rare weapons like crystal serpent and sparkling empress
it's surpisingly difficult to fish up
not to mention you
literally ignored everything else i said just to say "nuh uh" because they have the same source
to be fair reaver is way way way faster to get than enough crates for any reasonable amount of ore
and nowehere near as rare as empress or the others
that may be true but like i said you can just
shut
the config off if you want to get all the ores immediately
it's very silly
I agree with that point yeah
tbf i am saying this as a sort of preBoss immediately grab it thing that reaver can be fairly hard to get
meanwhile as soon as you get into hardmode you can easily start getting the crates
not to mention calamity adds plenty of ways to boost crate chance
so i really just do not think they are comparable in the same way
maybe if there was like a crystal reaver you could get to mine chloro or something id be more okay with it but rn it's just kind of in a weird spot
lol no
I think it's not exactly fair to compare items just by how rare they are
h
Defeats the entire purpose of the Hardmode ore rework

Reaver shark defeats half of the pre hm progression
not really
hellstone isnt even endgame preHM gear in cal it's like
postEvil1 at best
which is only
halfway through
What
that's what it's balance around
You corrected them saying "it defeats half the progression" by saying "hellstone is only halfway through"
half isn't all 
I said entire pre hm initially
they changed it
My bad
lol
i should've expected that making a hot take would lead to stuff
lol
cold face emoji
I would honestly say that if ore from crates is gone, reaver shark should be nerfed as well
now, an actual hardmode reaver shark would still be interesting, especially since chlorophyte can get shimmered down into earlier ores
Reaver Shark do be in a place
If it's strong enough to mine Hellstone, it may as well be 100%
If it's not strong enough to mine Hellstone, then it's back to vanilla stats basically
the problem with reaver nerf is reaver fixes an actual issue in progression, the crates dont
like reaver is kinda needed to skip over some stuff since u cant really get a pick to mine hardmode stuff besides like... killing golem if you want to rush past preHM, but the crates can easily be skipped by just using the bulbs in vernal pass
Hot take, you should have to use the other method to get hellstone preboss
make them find the labs and explore the world rather than fish for reaver
as the bars in the jungle lab + hell lab + brimstone crag are enough for a pick
there's hellstone in jungle lab?
shimmer the seekers
at least I think jungle is the one with the hell seekers
it's definitely more tedious as it requires finding 2 labs, the crags, the shimmer, and having knowledge of calamity, so I 100% understand if people disagree. But I just personally feel like reaver is a little too easy making it a no brainer rather than something you do when you are stuck
Can't you just defeat the wof and mine the hellstone with explosives, or just fish for crates to get cobalt?
the reaver shark is a fish
Indeed, Hellstone is able to be destroyed with explosives in Hardmode
also worth noting, demon conch and lavaproof hook are both not exept from shimmer decrafting, meaning you could still fish to get hellstone early if reaver shark is changed
so there are literally 3 ways to get hellstone preboss
Lava fishing (hellspawn for the Terraria community)
what if it normally needs water to breath enough to get stronger mining power, which isn't really possible in the Underworld
Didn't calamity remove shimmering for vanilla items with custom recipes?
what
(Get it because hell is like the underworld where there's lots of lava haha so funny)
but since Amidias can bless players with waterbreathing, what if you can get Amidias to bless the Reaver Shark, allowing it to do its usual stronger mining power allowing it to mine hellstone and stuff
for most of them yes, which is why i specified they are not exempt
Progression do be skippable
Thinking of suggesting that nurse heals should remove cooldowns when a boss isn't alive and no events are happening so you don't have to sit there and wait between farming attempts etc. Anything that would make that invalid/unlikely to be implemented?
Good idea
honestly im surprised its not already in the game
~~what if we just removed it instead ~~
xyk will kill you probably
So true Blast
It has the same effect as the Volcano since 1.4.4
why are like any of the swords in the terrotomere recipe there and not something like the meowmere
It used to have some sort of elements theme going on but then Temporal Floe Sword was removed and now it’s just the worst (also the recipe needs two Volcanoes which is funny)
any thoughts about my sugg?
You can still fish up mithril
So brimstone is absolutely still pre mech
Unless I'm being stupid right now
that's unintended tho
exactly
Says who
Oh ok
It should be left in
Since the reaver shark obtained from fishing let's you skip pre hardmode or progression and that's on purpose
id like to think reaver shark skip is a little bit different
you just get access to hellstone with reaver shark, with fishing in hm thats at max 6 different ores, two vital crafting stations, and a whole lot of weapons and accessories you can craft
Also, hellstone is still obtainable without fishing from the hell lab and it’s generation isn’t locked behind a boss unlike hardmode ores. Not to mention hell pre-boss is generally considered more dangerous than the other areas and so it isn’t really comparable to just fishing and completely skipping bosses
we're not having this convo again the crates are going to die
if you want access to all the ores immediately just turn the config off
simple as
some people are just plain idiots. i know this because i am one such plain idiot who exploits the hm ore crate skip without turning off the config
this is new to me
I know spooky is tiered around post-golem, but since when is shroomite post-golem?
also like some weapons from vanilla are obtained from fishing so if someone were to fish for say the crystal serpant they will be surprised with a progression skipping crate
SAME MAN
i was super confused
But honestly if you wanted to, you could probably instead of outright remove the other two reaver sets (that arent the tank set,) rework them to not be reaver-related
a nice mobility armor set that buffs hooks and a hardmode mining set are ***not ***on my list of things that should be removed
reaver armor is your general utility shit :p
its
one of the most unique sets in the mod
On an unrelated note, can someone explain why astral armour grants splelunker, dangersense, and hunter buffs?
Like, it's such a weird thing to have on a pre-moonlord armour set
What purpose does it serve?
Because the astral set is a mess
stat-stick + random added projectile moment
yeah astral armor is just random bullshit go
honestly if the astral infection's gist is that its what happens when there's too much mana in a star, then astral armor should probably be a mage-based set
The astral set in general is just really generic
for something you see throughout the entirety of hardmode
idk its a little strange to have an armor set thats only really worth it for a single boss
or alternatively just make it novel enough as an armor set
Something something start making alternative versions of major bosses
Plantera/Cal Clone, Wall of Flesh/Slime God, Moon Lord/Astrum Deus
Honestly that effect could be moved to Reaver's mining helmet instead
you can still tap into the mana thing if you like, gave it an all-class ability to get a substantial damage boost, but it also gives a mana cost to all attacks
but there should be more to Astral Armor in some way or another to justify going after Deus before Moon Lord
This is the same problem that Slime God and Cal Clone have
I still think alternate major bosses is a neat idea
@turbid gull specific rework suggestion i feel
i mean rather than explaining why reaver has issues you mostly just say "it should be a melee set"
it'd be better to focus more on the "melee should have an option post-Plant" in the title and as the basis of the suggestion if that's what you think the problem is
not to mention that your statements about reaver are just
flat out wrong
Reaver is an incredibly useful and unique set currently unlike some other out of the way options (astral/the other two cal elemental? Sets)
tank reaver already works very well as a true melee set, so i dont feel like turning it back into a boring basic melee set with normal bonuses is in any way an improvement compared to the current versions, which are incredibly unique, and you basically completely overlooked the fact that building reaver is the closest we get to a miner armor set upgrade, which is actually an INCREDIBLY useful niche
mfw the last building set before exploration reaver has defense in the single digits
Yep
Might do that Later™️
Reaver Tank is a bit better than "works very well" from my experience but yeah Reaver Tank is borderline broken, Reaver Mobility is very fun to mess around with and can cheese some bosses, and the utility set is super useful for mining and building
what are you talking about
nvm
rework really do be meaning minor change nowadays
Wasn’t the right word shut up jfjdnjdjsjsjs

I'd use "adjust" or something similar
Ok ignore that kdhjdhdjs
you can also probably shorten the title a bit
That's fine, we're just trying to help you a bit 
I knowww
i was talking about the "leviathan spawns" bit but that works too
I made it less long it’s good enough kfhdjhdjs
Indeed, it gets the point across well (in my opinion)
Anyway, my point is that the spawns are so incredibly aggressive
death sentence 
If i wasn’t doing it with a friend we wouldn’t have done it in only an hour and a half
I got stunlocked like 90% of the time they aggrod me
Call it a skill issue, but i was actively trying to dodge them but they’re that fast and there are that many
you were not using asgards valor?
Aquatic Aberrations are a pain for me too sometimes so I get the feeling
I was
howd u get stunlocked with kb immunity
just use like tesla potion of something
tesla is a thing yes
unless they changed something afterwards, I don't remember aquatic aberrations being a problem in ftw specifically
that has a cooldown but yea, stun em then just murder the fuck out of them
less so "it is impossible to deal with", more so "its moveset is kind of stupid" even in non-ftw
because the only reason it is remotely able to be dealth with is tesla potion
Neither of us were using tesla potion
well that explains exactly why you are having issue with it
I have troubles with them in Expert-Revengeance
Maybe I just suck at the game but they're decently fast in that mode too
No one uses tesla potions actively kddhjdhdjsj
cryostone also works, but it is a much nicher option (which I dont think anyone use other than me)
Ok wait have you actually done ftw calamity?
Alright
But tesla potions are also kinda niche solution
That no one i know actually uses
ok I will put the tldr:
- it is not a "it is impossible to dealt with therefore nerf it in ftw" situation, because tesla potion, to certain degree, is every much well known at helping to deal with this
- so I dont think "nerfing aquatic abberation AI in FTW" is a great solution (or rather a problem to begin with, because you basically signed up for ftw, if it is not largely considered unfair it is not a problem basically)
-
on the other hand, this issue do not stem from FTW, it also exist in just, non-ftw Abberation also having completely stupid AI that is unfun to dealt with without tesla potion, FTW just amp it even more
-
tldr of the tldr: I think you should just change it to rework Aquatic Abberation AI instead and delete all mention of FTW, because its AI in non-ftw is also equally obnoxious to deal with without tesla potion
i have done gfb rev calamity (it was death until calclone)
truly the experience of all time
That isn’t true, the abberations aren’t nearly as terrible to deal with in non-ftw, this is purely a ftw issue
the reason it is not as terrible in non-ftw is only because abberation also have less stat to get melted
their moveset is about equally stupid, just less so in non-ftw
in fact, according to wiki, abberation might have the exact same AI in ftw and non-ftw
that is also what it seems to be in my ftw pt, they feel similar just the more stat make them unmeltable with normal gears
No?? They’re made faster as well
are you sure they are not as fast in non-ftw?
because they have extremely high top speed but slow acceleration, so them getting melted faster make them looks slower
let me just test it in game since apparently the 2 wiki page conflict with each other
normal
ftw
from what I see, I think their "initial speed" and acceleration (even max speed) is relatively the same, but ftw have a much sharper chase radius before it loses its top speed, so it can basically turn 180 degree without losing max speed
Yup
Also
That test of how the spawns act doesn’t work, because you have godmode enabled, and aren’t actually dodging leviathan or the aberrations, in an actual human situation of fighting the boss it’s much harder to easily dodge them and they’re much more aggressive depending on what class and stuff you’re playing
just use a tesla potion
No one uses tesla potions!!!
with that being the case the suggestion is probably fine, but I will say personally I still prefer if it is "rework aquatic abberation AI" instead
because people will criticize the fact that choosing ftw causing the problem means you should be using all tools available, including tesla potion (because you signed up for it), so the fact that it is solvable with tesla potion but you didn't use it is the criticism
on the other hand if it is also rework non-ftw, you can just say "using a specific potion to deal with a specific enemy is stupid"
nobody plays ftw whats your point
many people, in fact, use tesla potion
many people, in fact, play ftw
this is what I mean in the post above yes regarding the suggestion
but yeah for ftw I use either that one weird cryogen summon or tesla potions to stop the abberations
the cryo summon is the ideal solution because it slows them iirc
These are the most niche situations no one actually uses
idk most of my ftw playthrough was finding niche solutions for everything
Unless you actually do use these every playthrough there’s no point in bringing it up
"Just use Tesla Potion" is the problem
yeah, which is why personally I prefer if it is non-ftw suggestion instead
since if it is ftw suggestion "just use tesla potion" is a valid argument because well, ftw
Up to the suggester
It would have a higher chance passing if it's for all difficulties though
the thing is playing ftw and getting bs is like biting into a sandwich and tasting bread
its legit part of the experience in a fucked up way
That does not counter my point
That’s true i suppose, but when i wrote it i was only thinking about ftw and not about how it could possibly be true for other difficulties kfhkdhdjsj
I mean, you have the bare structure already
imo you can just delete the mention of ftw, and add in a line of something like "having to use tesla potion, a very specific niche option to deal with aquatic abberation's obnoxiously annoying AI is just stupid"
I don't see why tesla potions being required for ftw is a problem, though. thats mostly my point. maybe change the thing to "change aquatic abberation ai in regular calamity"
because people do use tesla potion against aquatic abberation, even in non-ftw, it is preferred even
@gritty crest Frequently suggested, will be coming eventually
this
i accidently posted b4 writing more
it is still coming soon, unless the suggestion is vastly different it should be the same
soon as in soon™️
I agree with the logic y’all brought up because it’s basically expanding off of what i said
I’ll fix up the suggestion a bit
btw can I get some feedback on my plague lure suggestion
While a bit SIS, I think it provides some much needed cohesion with the rest of Draedon's machinations.
tbh I never encountered the issue with not having enough plague cell
yeah I need someone to help me with fitting it in w/ lore because I don't know cal lore
the most I see for the suggestion is lore reason
same, however, I'm on a playthrough with a friend where he doesn't allow ult battler or any qol mob spawner increase and it took a while just to get anough to summon the plaguebringer
you can just use the "normal option" called:
same thing could be applied to the wulfrum lure aswell
Granted, Wulfrum is in a peaceful area
wulfrum is also pre-boss
(If you have access to Zerg Potions, chances are you don't need stuff from Wulfrum enemies, really)
plague on the other hand is post-golem
Using a Zerg potion in the underground jungle is like a death sentence
actually I think a better suggestion would be either rework the amt dropped by enemies or rework the amount required fpr weapons in such
this too
not really if you build an arena, you can box yourself in too
The turtle dealing your whole healthbar in question
but yeah, you dont even need zerg, just battle + water candle is good enough
you dont have to boost efficiency to like 900%, just +50-100% is also already good
Plague enemies also spawn on the surface so you don't need to be in the Underground for those materials
Thus making the Giant Tortoises easier to deal with
but yeah tldr is I personally really never having issue with not enough plague cell canister, but the suggestion is still valid (though a bit specific)
Should the whip suggestion be removed? It's invalid and might spark another debate about whips.
probably yeah
not really debate about whips, just 20 different people telling them it is planned and not allowed for suggestion
yes just remove it whips are a touchy subject nowadays
The issue is grinding Plagued Fueled pack (at least it aint a fucking 1/10 anymore, i changed it to 1/4)
And the good ol’ people hating Reaver cuz its not a combat set but rather an utility set
reaver tank can allow you to facetank a lot of shit but the causal player is unaware of it
I dont recall any whip debate in the last 2 months
So its probably fine atm
creating situations where her attacks can be nearly undodgeable
what circumstances will this situation be created?
when are we killing plantera spores on god
I do not recall there being something like this whatsoever for Plantera
even if the projectiles linger, they are still on your screen, it is not like they come from off screen so you will be seeing it coming seconds ahead, and plantera do not fire projectiles during P2 transition so it is not it either; if you are getting hit by the tentacle burst at P2 start chances are it is an entirely different issue
Her phase one spores fill the entire screen, and when she transfers to phase two she moves towards you way more agressively and also has her tendrils. Dealing with her + the spores + the tendrils + the thorn balls + her shots is ridiculous
then after like 10 seconds pass and her phase one spores despawn and so do her thorn balls the fight literally becomes like 50x easier
it just feels so awkward and frustrating that there is a random massive spike in difficulty in her fight that just plumets right after
spores are incredibly telegraphed, shots are generally not a super large factor as long as you are not super close to plantera (and generally you have no reason to), the tendrils should only be a problem (at least during the transition) if you are too close; thorn balls is a bit random yes as it is a completely random bounce
most of these (especially spores) are telegraphed seconds ahead before the transition, as long as you know plantera transition at 50% HP you can very easily avoid majority of it
the spores in phase 2 are telegraphed yeah, but in phase one they fill the whole screen, you physically cannot "avoid the majority of it"
personally I will rather they just make P2 harder if it is considered a difficulty spike, or make the tentacle/tendril burst happen later if it is the issue
because all projectiles randomly completely despawning from the screen just seems awkward and strange
in phase 1 they are also telegraphed, or rather there is a pattern to follow
the pink spores (or at least pink with omniscience) not the greenish ones is what I'm talking about, the green ones are easy
but regardless of how fair you personally feel the attack is, it is undeniable that having both phases attacks active at once is a awkward spike in difficulty in the middle of the fight that messes with the flow of the fight. Additionally, I disagree that them despawning on phase change is any more "awkward and strange" than them just despawning on a like 15 second timer as they normally do
I mean the spores have really short range
as in the pink one, it pretty much is still a circle simulator, if you want to make it easier you can literally just move somewhat away from plantera and it will not even affect the fight
this is death mode
personally I don't like "phase change attack", but as long as it is telegraphed and not non-intuitive (eg: duke fishron charging 5-6 times during P3->P4 transition), it is fine
in Plantera case:
- it is easily avoidable (just moving away)
- it is telegraphed seconds ahead
I fought it in the vernal pass, which is the intended arena, and you do not have nearly enough space, everything can be cheesed with a large enough arena. And that still doesn't adress the point that it's large difficulty spike in a very awkward position in the middle of a fight
and also plantera do not really move aggressively until you start killing the tentacle
chances are the arena I used is similar or even smaller size to vernal pass
unless you didnt destroy the middle island
I removed the middle island and that still looks quite a bit larger
use a clearing weapon
and yet again, regardless of how fair you feel the attack is, it still completely ruins the flow of the fight
but yeah the spores are shit
I mean it is wider at the side sure, but it is also smaller in height
I think another issue that needs to be addressed with the mod is the spike in difficulty with golem and plantera then the jump down afterwords
ok this is an even smaller arena (probably unrealistically small)
maybe allowing the spores to be damaged could work
that will either make it completely irrelevant because it always dies immediately, or make it frustrating because you basically create a "dps rush" situation where you max damage or the fight become harder
I think it is more so that it is first instinct for most player to immediately destroy the tentacles, but P2 Plantera is not aggressive at first when most of its tentacles are intact (this is assuming small arena, for a larger arena you just destroy the tentacle regardless because if you are far away the spores is really a non-factor)
at this point we have reached an impass, but I have adjusted the wording to be less subjective
yeah probably best not make it based on the difficulty of the combined attack (which leaves much more room for subjectivity)
Reaver mobility is so good and so much fun
They are copium
This is just my playstyle but reaver armor is better combat armor than most armors because its so god damn fast
Also the reaver tank helmet is absolutely disgusting
Yeah and imo the lifesteal could use a nerf on it, the lifesteal alone is a bit ridiculous lol
not complete removal, but plant's p2 could blow existing spores a bit away from her
so it leaves much more room to react to her p2 while still keeping them there
isnt sigil hardcoded? also i swore the perdition thing already passed
will need to look into this later
sigils hardcoded i think yeah
It hasn't passed, but it was suggested a couple weeks ago #suggestions-voting message
That looks like a pretty badly worded one.
@abstract forge removing them would be a not so good idea, when they do serve a purpose and that’s to add a lay of difficulty so you’re not just fighting the giant easy fat water thing, and you actually have to focus on dodging more frequent attacks like you would in other bosses
Glad I'm not the only one who thinks it's dumb that it doesn't already specify the amount of Minion slots used to summon it
it's an oversight
I can believe that. A carry-over from it's days as a sentry I assume?
Indeed
Its infact more of a bug than a suggestion and its on dev server already as a bug
Oversights such as tooltip errors are able to be reported as bugs
Its also faster to report tooltip oversights as bugs as they dont have to go through #suggestions-posting
I just get the tooltip error screenshot and I can send it to dev
i feel like there should be a note here saying incorrect tooltips should instead go to bug reports
or well
saying that incorrect tooltips count as bugs, therefore should be brought to bug reports instead of suggestions
I would just mention oversights being bugs in general rather than specifically with tooltips
what other type of oversights exist that arent tooltips?
Prismatic set blowing up tiles when you have rockets in your inventory, dunerider boots not activating on sulphur sand, etc
prismatic set fires the same rockets as scorpio, this caused a ton of lag when you didn't have rockets in your inventory as it would try to check if the rockets should blow up tiles or not (but as a mage you probably didn't have any). This issue was fixed so that it only checks if you do have rockets in your inventory
"Rework frost barrier"
best reasoned suggestion
@robust kite Atleast make reasons why
what this means however, is that despite the lag issue being fixed, if you aren't careful using magic weapons will blow up your base 
honestly quite incredible
@formal sphinx @past hound tooltip changes should be in bug reports, and sigil is also a bug
@robust kite this... isn't a suggestion. i don't know what this is. you need to provide an actual set of reasons beyond "i like it and i think it should have an upgrade"
isn't frost up for possible removal anyway? it's dogshit
true!
has it not been removed from that yet
not anymore
damn
oh yea it has
yeah, i thought so lmao
it has, noob just living in the past
wow noob
shows how forgetful it is
the less interesting aquatic heart
Understood. Will keep that in mind for the future.
Hmm, tbh i never used frost barrier and never has purpose to do so, so i thought it could have any, but upgrade. I think it could have special parry efect with certain hotkey to block some damage
and also, i forgor to press shift with enter so i didn't wrote reason for rework, lol
that's just blazing core
why do people want everything to have a parry
and like yes frost barrier is useless, but you need to explain why this is a problem and why it should be GIVEN a purpose instead of just removed or something which would also solve the problem and be way easier because, as previously stated, frost barrier fills literally no niche right now
It's just a suggestion but yeh it would be like early hardmode version of blazing core
suggestions... still have rules...?? they're in the pins and at the top of the thread. which is why im telling you these things because you are. not following those rules right now.
hence why your suggestion is currently flagged and won't get into voting
We already have an earlier version of Blazing Core: It's called Flame-Licked Shell
and frost barrier (in my suggestion) is little earlier version. i think it could give 15-30% DR and frostburn debuff
idk
please read the rules here; https://docs.google.com/document/d/1dRB4W_bVX7qj_wAwi-w2E6MTitvIpg0xafeAvKDsLyU/edit?usp=sharing
bro what 30% dr is solar armor levels of dr
if you activate parry just in the moment of hit
it will give (in my suggestion) 15-30%dr
30 is way too high
flame licked is 90, and blazing core reduces the damage to 1
30 is probably fine for that tier, still too specific for a sugg tho
no, no you're... you're not supposed to lay out specific stats please just read the rules document
As a quick note: Your suggestion is not being consistent with what it wants
You request a rework in the title, a craft/upgrade in the first line, then the rest is talking about an upgrade
This is more laying out the specifics of something that could be done, with not much reason as to why it should be done
Also adding (suggestion) to the title doesn't make it any less invalid
i read document, i understood that i must give more specific and concrete reason
and less specific stats
as long as u get that hopefully when u rewrite it it will be valid
Sorry to bother you, have I written the suggestion in valid form now?
Remove everything about specifically what it should be reworked to
Removed
Oh i rewrote right now
Maybe it is just stupid idea of reworking already perfectly balanced accesory
Rework Frost Barrier
Frost Barrier is one of the few remaining accessories which truly stick out as being part of Calamity's backlog. Frost Barrier is almost entirely useless unless you manage to get it exactly Pre-Boss from the Travelling Merchant, which is incredibly inconsistent, and even then it still faces fierce competition from accessories like Rover Drive, which has better defensive utility, and Amidias' Spark, which has a superior on hit effect.
On top of all of this, its alternate and more consistent method of obtainment isn't until Hardmode where it is entirely outclassed by Frost Flare. Everything Frost Barrier does, Frost Flare does about ten times better (and the funniest part is people STILL never use Frost Flare anyway). While Frost Flare is post-Cryogen which is later than Frost Barrier, you still need to go to the Tundra anyway to get Frost Barrier, and the power differentiation between the two is staggering for what should only be a single tier displaced. Frost Barrier isn't even useful ON Cryogen because Warmth Potions exists, and even then HAND WARMER would be better than Frost Barrier because it provides immunities to MULTIPLE cold debuffs, which Frost Barrier does not.
Its main use case, being resistance against Expert mode chilling water, is also removed by Calamity. Frost Barrier has zero niches right now, and the worst part is that its source, Ice Claspers, got a full rework, INCLUDING its other drop, being the Ancient Ice Chunk. If any accessory demands immediate attention, it would be this one. Or it could just get removed. Lol.
@robust kite there; you're welcome
And should i copy paste this to make fully valid
yeah i mean i think this works and it covers your point, feel free to tweak it i guess, but this definetly works
Thanks!
uh its still exclaimed
no one pinged me after it was changed lol
if there are no (already) pets that can be put into terrarium, chances are this is not happening
This would require a ton of approvals from patrons and the like.
have fun convincing anyone in calart to make the sprites for these lmao
The inevitable fate of furniture suggestions
@coral carbon - Your suggestion has received an updated status!
[Make the Abyssal Diving Suit components shimmerable into each other]
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
nice
-any piercing weapon
oh yea true
nearly everything post polter shreds a pre ML boss, yes
Yeah it got moved cuz LC and the Wyrms no longer have a connection
This is just an issue with nearly all grounded minions
Like… sure it’s an issue for stormjaw, but it’s not the only one
grounded minions when i fucking get them

grounded minions have a lot of issues but i feel like it prolly doesnt need to be this way but idk
wouldn't it be neat if a lot of those "effect on true melee strikes" effects also triggered with stealth strikes?

Incredible suggestion
so good
honestly quite incredible
@ashen warren Please make sure to read the pinned Suggestion Guidelines Doc before making a suggestion
Currently, your suggestion has um... a few issues, especially ones that the Doc specifically states not to put in suggestions (joke suggestion and lack of reasoning, notably)
Oh right that thing was moved to Post-Cultist
one of the suggestions of all time
