#suggestions-discussion
1 messages · Page 236 of 1
morning star is an issue yeah but it gets outscaled by kaleido
which brings me back to my previous statement
Both of them are good
One as both in a whip stack and the main whip, and the second one is just whip stack (or a whip before harvest/kaleidoscope)

yes
and kaleido is the better one of the 2
I think the real issue with both of them are still mostly in Calamity, mainly because summoner isn't balanced aroung having whips and it's minions deal a shit ton of damage for no reason(?)
Overall - yeah, sure
not for no reason
its because thats what needed to happen before whips existed
Hm, I thought the big damage issue came to play only after 1.4 port
I'm guess there's that
Summoner needs a rebalance in Calamity to be a proper class and not an issue we have today
nah the big damage only became an issue in the 1.4 port because thats when whips came in and broke everything
(When the vanilla summoner became a full-developered class... funny)
i think EoL should regain her nohit capacity, and kaledioscope should be locked exclusively behind that form
lock that annoying balance-breaking bitch away in the chains of primordial light


Vanilla wise?
eol lost her nohit damage in calamity, so im referring to cal
Oh, okay
im also not entirely serious about that, at best that should be a preliminary balance before an actually balanced kaledioscope can be done
Ngl, the rdr being full 3 minutes is shit
If your opinion is that more sentries would enhance gameplay and make the experience better for everyone, then "ADD SENTRIES" would in fact be a suggestion to make mod better (technically)
I think that sentries, as much as tmelee, need some love in the future updates. They even have some armor, making them a little bit more distinguishable then most of the other subclasses (tmelee, spell tome mage, etc)
But at the same time, summoner isn't in the best state (even in vanilla), so I won't be making those kind of suggestions before any massive summoner rebalance update(-s). And yeah, it's kinda against the rules
sentry armors are definetly something i think cal needs but the summoner update sort of proceeds any sort of real work that could be done on such a thing
Yeah. I think that we can't do suggest anything summoner-related, like new whips or weapons in general, because summoner in it's current stage is really unbalanced
And suggesting more weapons/armors will, most likely, be a lot more work for devs that are currently working on rebalance
Did they launch new recipes on tl pro?
wdym?
(they were confused about someone calling themself "Calamity Team" publishing a mod onto a mobile Terraria modding API)

whats the reasoning behind why RDR still remains on Night Prov and Day EoL?
I think that exists so you can't really cheese them
But... 3 minutes for EoL is a little bit too much imo
RDR imo is an incredibly lazy to do when you can just like
adjust the stats?
i already railed against RDR back when that got applied to Malice Mode bosses
absolutely stupid concept
if its any consolation tho, nobody really goes after night prov and day eol so its not really that much of a problem anymore
It's also kinda stupid, ngl
although, speaking of night prov, she's in a really weird spot
The point is to make them an actual challenge
whats the intended time to fight night prov?
I guess why they will make daytime EoL have RDR, but again: 3. Fucking. Minutes.
I feel like there's other ways of making certain bosses an actual challenge that isnt like
Around 2 minutes for no-hits, but that is somewhat different
neutering the player damage for simply being too good
no i mean in progression
Oh, idk
You can just go for her post-ml
But... maybe post-polterghast/post-dog?
Why would you do that, tho
again, RDR only makes things way more annoying
it's a good thing that it's not really prevalent anymore, fuck that mechanic
There's no real "intended" point to fight her
Nighttime Providence is an extra challenge you can do, but you will not be rewarded for doing so beyond increased material gains (and the dye but that's not a "functional" drop)
Kinda like Dungeon Guardian in a way
Really annoying to fight, not much reward, but you can do it
i dont like that comparsion tho
nighttime prov seems like it exists purely to be an extra challenge
dungeon guardian was made to kill players who tried to go into dungeon before killing skeletron
not the best comparison
And in Infernum it's even more pointless, but that's not this chat's discussion
infernum night prov seems like a nohit challenge, she has the same health as normal prov but does WAY more damage
(Why are we bringing Infernum into this)
(Because I said that it makes even less sense in Infernum, but also said that it is not this channel's discussion)
yea
@quiet kettle sorry but that's way too specific
why cant it be specific
the sugg guide says this:
Specific and particular new items were a popular suggestion in the past, but statistics showed that they were almost never implemented. They had the potential to be very extensive and drown out other suggestions. Instead of suggesting that a specific item be added with all its stats and functionality specified, you should explain the problem with there not being a certain kind of item in a certain place, and explain how adding such an item would solve that problem and improve the mod.
It is usually a valid suggestion to say “Add some item which fits these criteria”. For example, “Add an upgrade to the Absorber”.
so youre saying they just gave up with specific suggestions because they didnt really get picked?
that doesnt make sense to me
you should be focusing on a problem, not an implenetation of the solution to it
i just thought it would be cool
Generally, coolness isn't a valid reason. Problem solving is where most reasoning can be derived from.
I'm in a lot of places.
same
@atomic shell the reason it doesnt specify the amount is because it doesnt actually increase regen
it increases the rate at which your regen increases
wh
it is the wackiest shit and i dont understand it either
i just know the set bonus isnt an actual regen increase
“specify the regen it gives” ok tell me how much regen it gives
so what should i put as crimson armor’s actual set bonus effect
genuinely no idea
you tell me there’s a reason it doesn’t specify

that shit be greatly increasing life regeneration fr
so confusing i can’t even write a suggestion wtf
no one understand how crimson armor effect and shiny stone works
yeah the formula for regen is batshit
what psycho wrote this (don't answer that)
What Red code does to a modder
copy paste this into the tooltip actually
I’ll just go with this I guess
either way “greatly increased life regen” is definitely too vague
you forgot to include the calamity's formula where your life regen is weaker when nearing max HP since this is vanilla life regen formula
MORE NUMBERS
I mean that’s just a Lerp function
Accelerates natural life regeneration perhaps
is that a bug report that made it to #suggestions-voting lol
is it really a bug report
considering the gills potion effect is like. intended to do that, and armors/accessories give gills effect
Bug reports is also for oversights, which this would fall under
It may have been a matter of haha funny FTW/GFB change
Semi intentional, decided it was fine for it to be stupid
Good sugg
i dont know if this is a oversight or not so im gonna ask here because idk where else to
ive noticed that calamity dyes seem to work differently from vanilla dyes
and frankly it makes a lot of them look like ass on a lot of stuff
ok ok so take blue acid dye and astral blue dye for instance
they both apply a swirling blue tint to whatever you use them on
and they both seem to work properly on a neutral colored armor, like silver for instance
but if you take a more brightly colored armor
like pumpkin just for an example
the vanilla dye sort of... idk what the right word is, "overrides" the color of the armor
turns this orange armor totally blue
the calamity dye, on the other hand, does not
the original color of the armor still comes through
and so you get this gross puke green color instead
this seems to be consistent with all of the animated calamity dyes
but, again, none of the animated vanilla dyes
nightmare and endothermic dyes work as expected
and seem to be consistent with how vanilla dyes function
i dont know why this happens
i dont know if its intentional
i dont know if its an oversight, a glitch, a technical issue, or what
i figured id bring it up here so that someone more knowledgeable than me could perhaps give some insight or look into this further
also to ask if i should report this as a bug
because, again, i dont know if it is
@glossy reef no idea if this is an oversight or a bug but either way this should be in #1052323733961977947, not here
also lmao on the sevens striker swap functionality
alright, sorry
give me a second to copypaste this into a forum post then i'll clear it
np
go ahead
@muted cradle Do you have permission from the donor to suggest this change?
wait I forgor
its a donor item
nooooo
yes

deltaVexator
Oh, the swap one
the whole point is to use the convert, it's way better than the knock off coin gun anyway lmfao
I thought Seven Strikers was just a normal weapon, not a dev one
its neither
it's not a dev one, it's a donor
it's fine there's just a p big distinction in that devs are shadowspec only while donors can be anywhere
well, usually shadowspec at least
but idc about being pedantic
But Shadowspec can also be donor, ye?
Shadowspec is specifically reserved for developer items
yeah
or the blocks and dye but thats the exception rather than the rule
it's funny bc shadowspec itself is a dev item
Lemme check from who
...blocks?
I know of the dye, but I don't recall seeing a block made of Shadowspec in base Cal
im looking in that channel and it really seems like its a place to report specific bugs with known causes, when i dont even know if this is a bug or what could be causing it in the first place
arent there shadowspec blocks
the cynosure lore item is yharim's dev item 

Yharim is a dev?
Why he didn't add himself into the game yet?
Or is he scared?
post it as a visual bug
well
bug/inconsistency
that's where u submit those
There's blocks made from Exo Prisms and Ashes of Annihilation individually, but not Shadowspec as far as I can tell
Maybe the blocks are from Calamity's Vanities
ohh there's an inconsistency tag?
uh no, but that is just how that tag works
wait nvm i misunderstood
Latest sugg in posting, I full agree
Good and smart suggestion
i also agree but i have to wonder if it's so obvious it should be done that the devs might already know 
i do think some of their specific suggestions (lol) would help, like the picks listing suevilite and such
personally i still prefer the "decopodia sprouts grow in mushroom biomes like queen slime summons" in terms of making crabulon's discovery more organic but
¯_(ツ)_/¯
Yeah, that's a pretty sensible suggestion
insanely true sugg
you can also mention aquatic scourges summon being very explicitly craftable preboss with earlygame materials players will find naturally
that one’s way worse than the 2 you mentioned the game makes no effort to tell you it’s a hardmode boss
same with the aureus item all you need is astral dust which you will be finding immediately after killing wof, nothing tells you it’s a post plantera boss stat wise
Astral chunk suffers from this a bit too. My first ever calamity playthrough I did astrageldon as my very first hardmode boss because I didn't know any better and assumed it must be at that tier, so I threw myself at it over and over again
Lmao, you said the same thing while I was typing

astrum deus is especially bad i thought it was premech, the game makes a vague status message after cultist is dead that something might be happening in the astral biome
Didn't help that geldon was such a non issue I was able to do it preHM boss
Brimmy's obscurity will be fixed with Crags overhaul
You'll need to beat her to enter the urban district of Azafure
Crabulon doesn't have such things planned, but we did discuss some sort of natural spawn
brimmy as a whole feels unfinished like she doesn’t even have a full weapon set
Well that was semi intentional
s'not like the devs only got through some of the classes and said "ehh don't feel like completing the set"
CalClone is similar
Dragonfolly too
(Standards have indeed changed over time regarding bosses and weapon sets
In vanilla it's actually pretty uncommon for bosses to drop a full set
And for a while Ravager, Aureus, and Deus didn't drop weapon sets at all)
((I kinda liked that, considering Rav dropped significant accessories and Deus unlocked the Astral Ore. They didn't need sets on top of that. But, oh well))
brim used to give the ore which was a full weapon set
clone gives abyss items i guess and folly is still a miniboss idc what anybody says
vanilla its only like “difficult optional bosses” that drop full sets
qb deerclops duke eol
Plantera if I get what are you talking about

I think something needs to be done with Deerclop
no summoner weapon L
@waxen stone - Your suggestion has received an updated status!
[FTW disables armorsets / accessories]
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
spupid gills flag
oh god no wonder hp regen has always felt like such a nebulous stat
You didn't see luck stat, oh god...
Luckily, we don't need to calculate travelling merchant chance
He just exists
@hollow shell I got permission
can the exclamations be removed now
from my suggestion
perms from the donor were the only issue
yey
You could edit a line into your suggestion stating that you got permission, if you wanna quell the worries of anyone else who sees it
done
epic, thanks
also quick question
I was thinking about making a suggestion about a hardmode upgrade to the magiluminescence
do you think thats a good idea?
The problem with that is magi is viable in post ml
damn really?
It's used for optimizing movement
I didn't think anyone would sacrifice a slot for it
Like sure you usually always have a dash but they are not anti synergistic
I mean it could be good for nohits cause of mnl
personally I wouldn't sacrifice a slot that could be used for extra damage
no I mean cause you could replace a potential damage accessory with magi and make the nohit easier
There are very few items that remain viable as they are throughout so much of the game, pretty unique case
You can say that with most items in the game
true
In the end if you lack the mobility you want then you'll be worse off
fair
If Magi would get an upgrade it'd probably not directly improve its movement, so it doesn't become broken good
Introduce some other function that suits it
but imo... this is kinda cool
but I suppose its my way of playing that makes it less likely for me to use magi later on
Ikr 💪(rover)
I ❤️ glass cannon
could adding it to some other item's recipe and adding the bonuses of the magi be good?
for example angel treads
ykw that'd be too much
Angel Treads no it'd be broken, Ascendant Insignia... maybe
Worried about it being way too big a buff to whatever you introduce it into
Not sure how balanced it'd be but it has the best chance there
not a terrible idea
Actually nvm it doesn't work for an acc related to flight
how about the moab
Finally make moab good
The functional upgrade could make the Magi effect work while in the air
I'm sorry, no
You may be using it as you wish but it's worse than bundle or wings in general
I guess the question is
If Magi is so good as is then why give it an upgrade
Is it just the sense of obligation, considering everything else gets upgraded?
Ok MOAB isn't donor I thought it was for some reason
Seraph would be hell to balance, Elysian Tracers already have a retiering in mind
Honestly I don't think it would be bad on MOAB
hmmm
lemme check the rules
Definitely do not give it to the core wingboots line
People don't need any more reason to fall back on those
would suggesting adding the magi to MOAB be against the rules?
(long time ago I had the idea to make an alternate boot-only line that goes into PostML so you would have something to equip alongside solo wings, so you use up 2 slots for better mobility than the 1 slot wingboots,
and Magi woulda been included in that boot line
alas, twas another idea that just sat on a Trello)
That'd be fine
Just needs to be supported with reasoning as usual
That's 1.4.3 cal-nerfed magi right
No idea what its balance state was at the time, that wasn't really my concern anyway
Ig I should be less focused on the balance aspect
Because it's not unusual for cal to nerf additional effects on combined accs
done
wait people dont use MOAB?
Last I saw MOAB being actually used was Levi's nohits tbh
It's just not good rn and very niche(in preference)
The real issue with Moab is that sandstorm has insane horizontal movement, but this is cut in half when using wings. As Moab is wings itself it does the same thing, leading to Moab being a downgrade for the biggest part of BoB
Like, I would unironically rather use BoB than Moab in pretty much every situation
And at late hardmode and especially past that, the amount of movement speed you can stack naturally makes sandstorm even more insane
moab be good impossible challenge
this is
this is very unnecessary
one of the suggestions of all time
replace the giant ass decryption computer with a button if thats what im hearing
Bad things happen when big red buttons are pushed
nah i mean the blank space to the side of the UI
not the entire block
You definitely should've specified that better in your suggestion then
here
A satelite makes more sense as you’re contacting him
As it stands now, it sounds like you're asking for the entire Codebreaker Tile to be replaced with a button
ah
Not pushing a “self destruct” button
And yeah ^
also idk how pressing a button could be more climactic
it doesnt make sense imo
honestly it could be that too
that's what it is
i just think that it could have at least a border like the other item slots
why would it need one?
the borders imply you need to insert an item for the function
idk it just feels a little out of place for some reason
and i think it would be a simple fix?
but fixed is super subjective here
If you just want the empty space to the side to be removed or used up in some way then maybe you could try redoing your suggestion and suggest a way to possibly rearrange the Codebreaker UI without adding any new button interactions
The empty space is used while decrypting
At least thats what I'm getting from what you've said here
yeah used up is pretty much it
Yeah but I think they just don't like how it just sits there empty while you aren;t decrypting anything
to summon the boss everything needs to be decrypted already
Which should be stated in the suggestion
so it just kinda sits there
yeah im realizing my suggestion could've been phrased a lot better
"I think that the button could easily go in the blank space in the UI where the decrypted text normally shows up since the player has to have decrypted everything anyway." i think that explains it pretty well?
Yea that works
i just think that it looks a bit like an afterthought when it has no border or anything
and i understand this, but i think its more the item silhouette that implies that an item should go there
not the border itself
the item silohuette only really exists for 1 of the borders
i mean i think that the different color implies that its a slot for something
or the border could show up after the cooling cell is inserted maybe
i think that'd just create more confusion
would it?
maybe
i don't think it'd be any different from the current one
if instead of a satellite dish appeared, a satellite dish with a border appeared
i don't really get why the satellite dish needs a border
just feels a little out of place is all
my biggest gripe with the ui is that the dish just isn't far up enough
the summon text is almost touching the border of the ui
that could be another thing yeah
excuse the MS paint
im thinking something like this now
Satellite looks better without a border
@void sky agreed, but also you need to put those kinds of oversights/inconsistencies over in the bug forum not on suggs
oof, that one's on me! i didn't know if it was an oversight or an intended feature, so I decided to post this as a suggestion instead
i'll move it to bug reports if the suggestion gets denied during reviewing
Or you can just ask a mod that frequents here, @drowsy plank what do you think
ah
sorry, i'm only on this discord for the changelogs, so i really don't know how things work here
That's fine, we get first-timers in suggestion channels quite frequently
As a quick rundown of the system:
When you post a suggestion in #suggestions-posting, it stays there for 24 hours so people are able to comment on and review it in this channel, #suggestions-discussion. After the 24 hours are up and the suggestion does not have the ❗ (meaning there is something wrong with the suggestion) or 🗜️ (meaning the suggestion has improper formatting or too large of an attachment) reactions applied to it, the suggestion is transferred to #suggestions-voting, where it remains there for a short period of around 2 weeks to be voted on.
When in voting, anyone can vote on a suggestion, not just developers. After the voting period ends, the top 20% of suggestions in a group (groups are designated by when the suggestion entered voting) are transferred to the developers to be voted on one last time. This is where the developers can hand out the "accepted" or "denied" verdicts, basically a yes/no system.
I think this fits more in here; idk why probably some gut feeling
Although i think this was also an accepted suggestion in the past
Similar cal items lacking vanilla features go to suggs?
Looks it #suggestions-voting message
(And, one made by you as well #suggestions-voting message )
Old Shade jumpscare
wild
idk honestly considering it already passed twice i really feel like this should be in bug reports because it just
SHOULD be fixed by now
idk @grim tusk like u get why i dont want a third version of this to pass when it's already passed twice and nothing has been done right; this is an inconsistency and one that the dev team knows about. im not sure what a third suggestion is really going to accomplish
it is however a bug report
because we have a light hit wire code in both candles already

it also works
Huh?
it was made, but never actually put into the mod
Oh
someone forgor
I thought they were saying it was in the mod and the poster was just wrong
Oh, then its indeed a bug
huh???
it's in the public mirror
idk that's no longer my problem
wait maybe all they did was check the wiki
nah
nothing on the wiki states about wires
so they just didnt even check before making the sugg

I do remember the candles being janky with wires but it was on mp so it was prob mp jank
Are you currently having the issue in game on latest version?
As in, does it work with wires right now?
Yeah then move to bug reports
i don't know if it changes anything, but i am on multiplayer
though i am pretty sure that my friend (who's hosting the world) has the lastest version
Yeah okay I was right, it's a multiplayer thing then
i'm so blind, how did i not notice that lol
i deleted the suggestion (since it would get removed anyway) and created a bug report
thank you for help everyone!
and sorry for causing problems hah
#suggestions-posting message i think this would be a good idea since the item is rather underwhelming compared to wings
idk, it still doesn't adress the main issue tbh
.
This might sound stupid but what if instead of a wing component, the "fifth" jump of moab (which is when you usually fly) is switched to a very weak, non directional and long duration upward boosting balloon jump
So basically you have a "flying" as a fifth jump of you dont cancel it, while preserving wingless moab mobility
Though tbh personally I think the current wingless balloon jump is kind of stupid due to movementspeed buff and wish it will be adjusted
Suggest that
add fart in a balloon to moab
oyeah right, there's still two more jumping balloons
theres' the sharkron balloon and the fart balloon
true
there's also the honey balloon but that one doesnt HAVE a jump to begin with
all the different balloon combos 
Up House, the accessory
avalon adds one that has 6 extra jumps
True...
now that would truly befit a name like the Mother Of All Balloons
i could totally do this
intermediate step between bundle of balloons and MOAB thats a Bigger Bundle Of Baloons with honey balloon, fart balloon, and pink horseshoe balloon
So
I'd like to think this is somewhat intentional, to make it slightly harder to instantly rush the abyss with infinite breathing. However, assuming it's not been intentionally planned that way, it's an annoying oversight that gets in the way of using amidias's blessing properly.
It feels like there aren’t enough methods to counteract sulphurous poisoning
Besides sulphurous potions and sulphurous armor
I can’t think of any
honestly, yeah
i hate having to go back after running to the sulphurous sea because i forgot to bring a bottled water and an empty bottle to make the sulphurskin potion
its an really minor earlygame roadblock that probably shouldnt affect you if youre trying to head to the abyss post-skeletron
The teleporter and effigy of decay in my back pocket

Like effigy of decay is something people heavily overlook, as well as just. setting up teleporters.
Effigy of decay isn’t something you can equip, and twleporters can be cumbersome to use
more just expensive to set up the moment after you kill skeletron
dont think so
cause i use levers and switches with water pumps and they never break, and there are underwater pressure plates in the caves
I thought they did
I set up some teleporters with levers in one of my worlds
Could be some kind of the mod, but Idk
Pretty sure they don’t break
either way im not sure if having to find, then pick up and put down the effigy of decay wherever you go or set up teleporters should be something you have to do just to maintain your buff to get to the abyss
It’s really a one time thing
iirc the poisoning is impacted by your defense, i think? the damage is less when you get more defense
so is visiting the abyss post skeletron
afterwards im pretty sure you have enough defense that it doesnt matter anymore
Post Skeletron yes, but you visit the abyss three times in a playthrough, and a teleporter is useful all 3 times
can someone confirm that the poisoning is only a threat when your defense is low the first time you visit the abyss, i really cant remember
lemme boot the game up
Defense does not affect sulphur poisoning according to wiki
wonder if its something related to DR
cause i vividly remember tanking straight through sulfur poisoning
we're talking about the bar that fills up and does a certain amount of damage, not the debuff
im not sure if thats called the same thing
It is not, it’s barely defined on the wiki
The fact it can be reduced by defense is so wack
i can confirm its affected by defense
and even weirder, it's inconsistent because if you wait until plantera to get life fruits you take about 33% less damage from it when going to the abyss after calclone
so I might have never had any problems completely tanking through the sulpur damage but others with more health and less defense-oriented builds might
what's the star requirement for the sugg to be sent?
100 I believe
But a lot of people tend to check #suggestions-voting so it’s not as hard as it sounds
There is no specific requirements. #suggestions-posting, one of the pinned messages explains it
Top 20% i beliebe
At jfl...
@quiet kettle im just gonna let u know rn that even if this passes it's not going to happen for a very long time until summoner actually gets balanced
That's fine by me
also im pretty sure the devs like
already know this too lol
i dont think this is the first time something like this has passed
From what I remember of sentry armor-related discussions in the past, the developers are incredibly unlikely to add sentry slots to existing post-Moon Lord armors (for balance-related reasons, see #suggestions-discussion message )
In terms of just sentry stuff, it'd be likely a better idea balance-wise to have a dedicated post-Moon Lord sentry set, compared to adding sentry slots to existing armors
This isn't to discourage the suggestion's sentiment, just something to keep in mind
Just rework Fearmonger to be a set for sentries

(Sorry for the ping)
(It's fine)
Fearmonger acting as a sentry-focused armor set is an intriguing idea, I must say
I think personally that'd be a rework idea I support
yeah with the 0 on tier sentries and the singular extremely broken pretier sentry
I think it'll work as an addition to the sentry-based sets
It is still tanky (Valhalla, Squire, pretty much every sentry-based sets are tankier than their summoner counterparts) and also kinda works out in the end?
It is my silly goofy idea, nothing to really support it
Sentries are... in a weard state, as summoner in a whole

Uh... yeah
Why does additional DR for moons exists in the first place?
(It was most likely even more pointless before Fearmonger became pre-yharon)
hey isnt fearmonger don- WHAT THE FUCK IT ISNT?!
I assume the effect is from the time where you'd have to do these events quite a lot because uhhh
Recipe bloat and whatnot
So it was present then to make the repeat farming easier, which now you'd only reasonably do these events once more after obtaining Fearmonger
It's fine, because it's not really necessary
It isn't even required for Draedon's Forge
Ye, the recipe's a mess but you're only making like 1-2 of it in any given playthrough (unless you're in multiplayer)
Doesn't change the fact it's the combination material to end all combination materials
rather than removed I will argue it should actually works outside of frost/pumpkin moon (not in its current form of course)
it is supposed to be the "tank" variant of summoner hybrid armor, so you are supposed to gain a lot of defensive benefit
yet instead 90% of the armor set is literally just it gives a shit ton (way too much) of life regen for some reason which stacks way too well with like COTBG because turns out life regen is busted
and just overlap bloodflare armor identity

It already has defensive benefits though
Life regen (as you mentioned), greater defense than every on-tier armor, some normal damage reduction (which other on-tier sets don't have), and a bunch of debuff immunities
Though,
I can see the argument for making the DR boost nerfed a little in exchange for removing the Seasonal Moon requirement
this might sound like a really strange argument, but personally I treat "regen" and "defense" as 2 different things
defense/DR is to survive heavy hit and nullify small hits
regen is more room for mistake and to certain degree it is "a X amount of shield every X seconds"
closest comparison I think is say Charm of Myth vs Ankh Shield, and for the most part regen is a LOT stronger than defense than people really realise/utilize
which is why I dislike items that give way too much regen, for example fearmonger armor, and want it to be more defensive (defense) oriented instead
and there are more ways you can make defense more interesting; iframe, shield, dr or even COTBG like effect
while regen for the most part is just, well, you heal
That is a fair argument

I'm just looking at this and:
"Wow, I want new sentry sets"
I'm a weird one here...
and also another big difference (assuming it works correctly):
with high defense, and defense damage , you will die eventually if you take hits continuously over a long time (assuming you only have ok regen)
with high regen, you might get to a point of actually not able to die (assuming you have ok defense of course)
I do remember a discussion about Fearmonger's regen effect here a while ago
I remember a dev (I think it was Shade?) saying the on-hit effect (aka the regen) could get removed
by your definition, shouldnt iframes not count as defense
they allow for more room for mistake
It all comes down to "I'm more likely to live out the attack"
Didnt explained it super clearly
More like:
Defense = damage negation
Regen = damage recovery
Iframe negate damage by allowing you to avoid the damage entirely if you get hit during the iframe; you can treat it as regen if you want of course: if you take a 300 damage hit during iframe it is the equivalent of healing 300HP in 0.1 sec
Call me stupid, Rogue shouldn't be the flimsiest in pre-boss
Yeah this is just not true at all
Summoner with 3:

moving fossil to rogue would leave ranger as the flimsiest aside from summoner, which isn't really better.
rogue's currently second weakest because jungle is unbalanced, and melee and ranger should have similar to better defence
i don't see a good reason fossil should be moved at this point, and rogue just not having defence isn't enough reasoning when that lack of defence isn't unbalanced
it would also confuse people who are used to vanilla, as fossil's the preboss set there
Also rogue's lower defense is justified by the utterly absurd damage it does
At least preboss
Unless I'm misrembering
@urban berry
especially as rogue gets sulphurous after EoC, while ranger has to wait to aerospec/shadow for an upgrade
guh
@still linden please read our rules
specific item suggestions are not allowed
Oh, sorry about that I didn't realize
just read the rules next time, they're the doc at the top of the channel and also pinned here
Alright, thanks!
having two ranged DESERT sets is weird
if like, fossil remained post-eow/boc it might be feasible
but no, we have two desert sets
and of course the calamity one is the cooler one so uh
at least necro armor has a cool new set bonus
i love it when the suggestion is just incorrect
Yeah my thoughts exactly. Tier shift desert prowler to like post eye maybe?
SO MUCH RED
And yet absolutely none of it detected the actual typo
what is the typo again, i dont want to perform a "Molten Stone" mistake again
thanks
eh, i'll just post it here and now for criticism
you use SoC for
crab
2 evils
bee
deer
skele
you use counter scarf for
SG
WoF
QS
possibly cryo
possibly AS
any one of mechs
It's a pretty similar number tbh, and the progression does make some sense. You gain counter scarf as an alternative shortly before WoF, where having a bonk dash isn't very helpful, as opposed to evils, bee, etc. where the bonk can be quite good.
I don't see much actual reason to move it other than because it used to be earlier, it still has a good bit of time to be used (along with it's upgrade which barely changes anything)
i mean
there's also evasion scarf
i just wish there was more dash options for pre-skeletron that wasnt just
the shield of cthulhu
if only shield of cthulhu was actually good 
Base dash exist, I guess. Still, it's only 2 choices for what dash to use.
tbh optimally base dash is pretty good because the thing with dashes is that for dodging you'd use them for instant acceleration when doing the dash itself
which allows stuff like just turning around instantly
SoC also has the particularity of doing the bonk in which is a double edged sword
not sure if someone mentioned this, counter scarf is intentionally moved to post-skeletron
it used to be post-EOC
it is moved there exactly because counter scarf is absurdly strong
can you specify why its so absurdly strong? i'd like to know
it is viable on scal
as in, literally (you can upgrade to evasion scarf of course)
it is a viable item from post-skeletron all the way to scal if you dont mind the short dash length
it is just asgard's valor is better due to many contact damage bosses after it is available
^ For projectile based bosses, dodging a projectile every 30 seconds is nuts
yeah, even dodging a contact damage every 30 seconds is nuts
the universal dodge cooldown is 3X longer for context
it is just asgard's valor/ornate shield dodge contact damage every 2 seconds
evasion scarf is such a pointless item lol
It's good for one boss just not in rev
https://youtube.com/clip/Ugkxcjhgf9MeaR9bR8Cx1zoYIfwOAjQ0NH3H?si=gWd5mVIdDQk--hqB
5 seconds · Clipped by Pro Gameru Habble · Original video "1.9.13 Infernum Hive Mind Nohit" by Pro Gameru Habble
lo
unless you happen to be doing a true melee playthrough
We love donors for all they do
evasion scarf is the counter scarf if you want to use it over ornate shield for some reason
oh my god it probably was made when the cryo lore dash was a thing too
i mean, it can be obtained before ornate shield
you can use evasion scarf for 1 boss
so you still have a small window of time before you ignore every other dash item in favor of rams
and then if you actually beaten cryogen, then you beat 1 more mech you get ornate
imo since i despise the meta nature of rams im personally thinking of having the elysian shield just lose the majority of its defensive stats in favor of just being a dash-focused accessory exclusively
elysian gauntlet
but thats just my idea
thats all
It's only defense
i don’t think it should have the knockback immunity but too many people are just used to having effortless knockback immunity that it would make so many people cry
The debuff immunities and kb res are just staples slapped onto it because they are just relevant all across the game and something as common as it needs to have them
i could see it keeping one of those two stats
asgard's valor can be just upgraded ornate shield
the entire ankh shield component can be removed, and it will still be amazing
losing kb immune and so on, so you dont save 1 slot compare to MNG
you do not need knockback immunity at all
it’s such a situational benefit yet now everybody’s just used to having it for free
It's not situational
Knockback is obnoxious
The only reason it works pre hardmode is because most things can't chain hit you
the most common cause of death is being knockbacked into another attack and get chain hit
yeah
And you get it before the things that do (Slime God/WoF)
There is no good thing about knockback I'm gonna be real
so just by having kb immune, you prevented a lot of situation that might had heavily damaged you otherwise
It's done horribly and just feels bad
i just never have any issues with knockback idk
even if i’m getting beat up unless it’s a boss that can easily corner me like plantera or analev i don’t get chain hit
It can interrupt every single one of your mobility options to get out of said chain hits as well
Hooking, mount, dash
just dash? it only messes up soc
the only tragic thing about kb immunity being universal across every set, is that atlas's high kb is worthless
?
it’s even better when you consider master ninja gear long dash
if you are skilled enough at the game yes it is not a problem, for majority of the player kb immunity is mandatory if they are already struggling
It goes on cooldown before you can dash again if it gets interrupted
It's not an instant get out of jail card
if a player is struggling with the game with kb immune, they will simply die much more without
Gets really annoying especially with that
Rework knockback and then you can consider removing it from more staples
Otherwise there is no good thing about knockback and kb res should stay relevant all across
i guess if you dash directly into the boss this happens but that’s all i can really give you
rework kb into a stun bar / threshold based or something
Consider big hitbox bosses that will knock you back into them if you're tryna dash out
So no
You are not dashing into the boss
You are dashing out of it and it interrupts you
the disparity is hilarious, you'll get weapons like marksman bow that was clearly designed by someone in the old calamity era, while you'll also get Death's Ascension
Slime God
there can also just be a line of ankh shield upgrades that give universally high defense and debuff immunities but no other random defensive buffs
Queen Slime as well if it happens to stomp you
counter scarf is long enough for me to just get out
for qs
slime gods yeah ur right lol i can’t even argue that
Well that is a whole another line. Yes it would work and that would be better but rn there is no such line so it would feel worse if it was only just ankh shield that had kb res when you get to post moon lord and stuff
I do agree to that
You know what we wouldn't actually need kb res on ornate line if frozen shield's relevance was thrown out of the window by absorber being really broken and therefore always being better post cultist and so forth
Frozen Shield was meta for defensive accs up to halfway into post ml until the broken shit came along
well that’s another balance issue
Yeah, I'm definitely a fan of absorber but I can't really ignore how strong it is rn
And I do miss frozen shield meta
that is what I suggested before yes
but guess how many votes the suggestion got because it is a major nerf to an item 90% of player used
it’s ok it can have 50% dr as compensation
12 def 12% movement speed super thorns effect that afflicts super armor crunch and also makes hp pots create a super powerful lingering aura
5% ADR
No wonder why they rejected my sugg to add an upgrade to the Absorber, on hindsight it really doesn’t need a upgrade
give it the plague hive treatment
I think the issue is that a thorns effect should not have offensive bonuses
But instead more defensive
the upgrade is just the same thing but worse
yeah has there been a plague hive suggestion yet
the donor chooses. also man marksman bow slaps i will not tolerate marksman bow disrespect around here even if its old cal!!!
marksman bow my beloved!!!
marksman bow is actual peak donor
sprite so massive you can’t make out what it’s supposed to be in the inventory
recipe that is literally just a lot of a single vanilla material, it WILL be appearing constantly on your screen while crafting other items
just a generic bow that converts wooden to jester for some reason (preboss arrow at post plantera)
Disagree
Anyone else think there should be references to the addon mods
The peak donor item is Prismatic Breaker
Disagree
Marksman Bow isn’t even old cal, that shit was introduced in Rust and Dust

I refuse to believe
Why
It would be nice to have references to addons
Commemorate people for their efforts, you know?
I’m pretty sure there’s also already references to other mods, it’s just not literally saying “go play this mod”
No I meant like pets or paintings or something
Something that's subtle, yet stands out
do not add fanny
I was thinking more like goozma or wrath of the gods
Literally any fire in the game
They are just shy is all
In any case cal would be better off not continuously bloating the game with more items that aren't always necessary
And the ones that are already in... to be better hopefully. Looking at donor items
everyone having kb res and anhk immunities is just a bandaid on the fact that knockback and a large chunk of vanilla debuffs are just dogshit mechanics, which is like putting a blanket over a flesh wound and pretending it's not there instead of treating it. not that id know how considering our solution was to effectively just remove them from the game so i have like zero experience with them 
The most basic thing you can do with knockback is to make it knock you away from the source, not knock you backwards depending on where you're facing
Current knockback just makes you get knocked back into the source as you are trying to get away from it
fucked up
anyway marksman bow needs to die so badly
me when beating probably the boss where knockback is the most dangerous gives you knockback immunity

i love how the thing shoots jesters but cal fucking hates jesters so it has to make a bunch of iframe changes to the jesters to even pretend this weapon was a good idea just-
it's so many baffling decisions wrapped into one
I'm going to be honest, I've been playing Calamity for like 7+ years, and I completely purged this thing from my memory. I literally completely forgot this thing even existed
donor items in general just display why people should not be allowed to design for a game they do not understand and why the item suggestion donor tier needed to die so badly
I probably would've assumed fandom if marksman bow was brought up in another channel tbh
i remember marksman bow
i remember it every day 
I'm sorry for the pain you must go through
Veering wind turbo

theres only a couple well designed donor items imo
tyrannys end, for one
plus some more but i have a bad memory and cant remember them all
final dawn is quite fire
though it might be a balance nightmare iirc
Sorry if this isn't an appropriate question, but where does one find the contact info stuff for donors if you want to make a suggestion about a dedicated item?
Scorched Earth is a great example of how good sound design can really complete a weapon
Anyway @hollow shell you have the funny doc right
pun intended or no
what 🥹
@clear grove if this a balance suggestion it should be in #1178515062030348308 but also scorpio literally uses the same kind of rockets as snowman im pretty sure which makes this even funnier
ah my bad im new ill repost
i called it "old cal" because it felt like an old cal weapon
50 dollars is 50 dollars though

50,000$ 
(my mind has been destroyed)
help
2 pesos
6 Fargo dollars
100 Steam Points
True!
I would make a sugg right now but it's mostly a resolution issue with some items with too much text or Draedon Logs having small text size but I would not like to
I wanna make pro-fishing propaganda and spread it across the Calamity community
it must be really weird for a first timer player of calamity suddenly seeing a chat pop-up asking you to buy calamitas plushies
It would also need an idea of the actual demographic in terms of resolution sizes (stuff like what monitor you use, what is your max resolution, what resolution you use for gaming, etc; basically do a poll)
👁🗨 LIMITED TIME! Sign up for the Calamity Rotting Campaign! calamitymod.com/therotconsumes 👁🗨
It's kinda funny because some other mods tend to do that when loading the world
Magic Storage for example
for context this is part of an upcoming wotg update that'll rework noxus, apparently there's going to be a really cool build up to the fight
Sure
Basically too much effort
It could pass as more of a resolution thing rather than an accessibility thing tbh
It is and it will eventually be reworked once we remake the stealth system first… and I gain more experience with flashy effects as well as modifying UseStyle on which im learning with my current project
Hmm I could look into it
Would also help me to gain more insight as I tried working with the Tester Mod’s UI and damn is UI confusing
Doesnt help that that mod’s UI is old
At least its not a pale whale
is
is a star cannon a gun??
is this an inconsistency or truly just a suggestion
i cannot tell
@faint plover im pretty sure the scope works on cal guns that shoot bullets
does it actually work on star cannon in vanilla??
No, it does not
Only bullets solutions and gel using weapons
Oh, and apparently candy corn and stakes too, which is news to me, didn't know about those 2
yeah this is not true lol
that is the true
wait stake launcher gets scope too?
i thought bows dont get scope access
Apparently, I knew flamethrowers and clemtaminators did despite most people being unaware of that, but I had no idea stake launcher and candy corn rifle got it too
candy corn rifle is understandable
it counts as a gun iirc
just like how stake launcher counts as a bow
Stake launcher is my favorite gun, I love rifle scope consistency
Stake Launcher...
Thought this suggestion was talking about star cannon ex for a moment and that they were playing on 1.5 lol
Oh my bad I honestly haven’t checked if it works on star cannon, because I got the scope post golem also💀 but if it doesn’t work on star cannon I see no point in it working on Astral cannon
@muted cradle - Your suggestion has received an updated status!
[Change the hallowed bars recipe ore requirement along with making the veins slightly larger]
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
@olive saddle - Your suggestion has received an updated status!
[Change the fragments to only craft their class specific weapons]
It has received enough votes to be passed on to the dev server for voting! You'll be notified again when a verdict is reached.
You can check out your suggestion again here: #suggestions-voting message
@faint plover Star Cannon is not a "gun". Guns in Terraria must shoot bullets (ammo based on Musket Balls or Empty Bullets).
Weapons that use special ammo or no ammo are therefore not considered guns, and thus don't work with scopes.
(Scopes have a few additional inclusions actually. But, they don't extend to weapons that fire Fallen Stars)
You should edit your suggestion to acknowledge this information.
Ask me or any of the other moderators. We have the contact info of every donor.
Developers would know, too.
K cool. Just ask here, or through DM's?
Anything's fine, just let us know what item you want changed or what user you wanna contact and we'll give you their Discord ID (most of them have spoken in this server before).
Aight. I want to make a suggestion to change the outdated 1.3 flail mechanics on the Yateveo Bloom. (Lilith Sainteclaire)
151574653251485696 @spark flax
and here's a message sent by her
#suggestions-discussion message
thanks
👍
she may even see that ping and just respond here, iunno if anyone's contacted her for her item before
hi
🤯
i havent played clamity for a while b/c i played it once when the 1.4 update dropped and then have been playing other viddy games since but feel free to go for it re. the suggestion, i think updating to 1.4 flail mechanics would probably be welcomed
Update the Yateveo Bloom's flail attack
The Yateveo Bloom is a pre-hardmode melee weapon that acts as a flail with its left-click and a spear with its right-click. Thing is, the flail still has pre-1.4 flail behaviour, which is awkward and annoying to try and use. It is also inconsistent with all vanilla flails that no longer behave like this. Updating the weapon to use the spin-and-release mechanic introduced in 1.4 would make the weapon both more fun to use and be more consistent with other flails of its type.
I have permission from the donor to make this suggestion.
This good?
fire away 👍
a space between the header and body text would look nice, but besides that no real complaints
I knew something was off. Welp, gotta wait out the slowmode
(Not needed at all cuz the bot will separate it all the same)
Perfect
Secret seed for the abyss
That makes the abyss much much wider
If you type "subnautica" in for a seed

Actually
Make the whole world abyss and sulphur sea
And in the seed the primordial Wyrm has his original sprite
Can Calamity add secret seeds?
secret seeds are too much work for the dev team
its better for them to spend their time adding new content to the base game then adding secret seeds
plus things like gfb have been changed in cal so play that
Iirc the new secret seeds will not have support
makes sense
this sounds good on paper but my god i wouldnt be able to get shit done
trasher from hell, trasher from hell, gnasher from hell, gnasher from hell, trasher from hell, trasher from hell, trasher from hell, trasher from hell, trasher from hell phasing through my wall. aquatic scourge from hell???
And the only reason GFB got changes to begin with is because the devs were bored during 1.4.4 port
that is unironically so fucking based
"yea lets just fuck up this seed we're bored lmao"
Never leave yuh unsupervised
The dude literally made the generation steps bar for Calamity structures 
Probably true
I got late to the fuck up gfb party but have been having fun monkeypawing its bugfixes to add something
Altho seems like gfb bugs have stopped showing up
and it was super fucking cool
and infuriating
it was my first experience with gfb
and wow
"why is armoured digger spawning pre ml. pls fix this bug"
the monkey's paw curls. all profaned enemies spawn pre ml
Thats a bit too much
weak smh
I can be sadistic but I have no reason (yet) to be that sadistic
I already caused mayhem with the Wulfrum bots
You misspelled "intentional features"
I wanna make a suggestion to make the Sulfurous Sea and Draedon's Underworld Lab indestructible by Fargo's Instabridges
The lab for obvious reasons
Is that on Cal or Fargo?
idk, Fargo has a modcall list for how to make certain tiles from your mod indestructible by the bridges
I guess Fargo's could do it if they had the internal names for the necessary tiles
I wanted the sea included too bc the bridges can cut the border in Remix/GFB preventing the water from flowing down, causing huge delays in water physics.
god damnit, the bots
"it is inconsistent with all vanilla flails" Flairon, Chain Guilotines, etc
"all vanilla flails that no longer behave like this"
Some bad wording on my part, sorry. I was referring to all vanilla flails that used to have the old flail mechanics but don't anymore as of 1.4.4, which the Yateveo Bloom still has.
go ahead
yes it does not work like those items either
there are 2 flail types, thrown and launched
thrown flails in 1.3 would dangle near you while holding the button, 1.4 gave them real controls
launched flails are golem fist flairon chain knife etc, just a projectile that goes out then back in
yateveo acts like pre 1.4 thrown flails
Possibly 3, depends if you consider solar eruption as a flail (probably considered "other" on the vanilla wiki because its one of a kind with no other variants). Thrown, launched, whipped
calamity flails are almost always launched flails even when they look like thrown ones probably because the 1.3 thrown flails were genuinely awful to use offensively
ball o fugu, tumbleweed, urchin flail and probably many others were probably originally designed to look like regular thrown flails like their sprite implies, but had to be changed to launched because of how bad thrown flails were. it’s not a coincidence the only calamity thrown flail is some random donor item
i just realized that the bloodflare armor just doesnt have a wing
Indeed it doesn't
However, it doesn't particularly need one in my opinion
Elysian and Tarragon Wings are more than enough for Old Duke/The Devourer of Gods
Wings that consume your hp for wing time 😈
Honestly? Not a bad concept
Once Uelibloom/Tarragon kicks the bucket and Ravager gets tiershifted, that could feasibly work as an alternative wing tied to reworked Ravager
Flairon gets a swing on 1.4.5 anyway
which is fucking fantastic
finally, theres going to be a later-game flail that's now a thrown flail (but STILL HAS AN OPTION TO BE LAUNCHED)
||so much editing wth||
@old granite Calamity will be adding whips eventually, first they have to actually balance the class before that though
Summoner and Rogue will never be balanced it’s a myth
SCP-12028
Class: Euclid
Description: SCP-12028 is a psychological anomaly affecting anyone who attempts to "balance Terraria whips with the Calamity Mod," which will be hereforth referred to as SCP-12028-A. When one attempts to perform SCP-12028-A, they will be struck with a variety of emotions (SCP-12028) such as but not limited to:
- Anger
- Disappointment
- An inability to listen to a guy named Shyguymask, who will be hereforth refered to as SCP-12028-B. People who are afflicted with SCP-12028 will instead direct their emotions at SCP-12028-B. This effect does not apply to SCP-12028-B himself.
Such emotions will in one way or another prevent the person from completing SCP-12028-A.
Addendum: SCP-12028-B is not exempt from the other effects of SCP-12028-A.
lol listening to shyguymask would actually solve a lot of summoner problems
Maybe prehardmode whips should have less summon tag damage
the spinal tap has 9
this creation is beautiful
I have no idea what SCP means but I agree
You: "We should listen to SGM"
Also you: "We should nerf whips"

True actually
Secure, Contain, Protect.
On a few things he’s right but on several others he isnt
He is also trying to balance summoner as if it were vanilla summoner (which is weak and inconsistent unless whipping)
Cal summoner unlike vanilla is a fucking beast
Accessories are a big fucking problem
Altho most of the issues with SGM is how he behaves with people; rather than his insight
Whips complement summons in vanilla which is OK because the thing with summoner is that it basically had to complemented with more damage coming from other sources
It's a different balancing issue basically
Cal summoner balance comes mostly from summons not relying on complementary weapons and other sources which is why there's a summoner damage penalty
To the point that even holding a summoner weapon in older versions of the mod gave you extra damage instead of holding a classless weapon (no bonus neither damage penalty)
Shyguymask have a good idea on how to balance summoner, but I think the idea he had was a bit boring and could be better
Closest comparison is like shyguymask's idea to balance whip is abit equivalent to cal removing melee speed from most sources (iirc he wanted whips tag damage basically reduced massively which will make them balance but is a bit of a boring approach)
Wait actually I need to recheck what did he said, I am not 100% sure he is the one who wanted whips just be nerfed massively or is it someone else
He goes by the lines of if Whips are overpowered, then so is everything else if we look to the Catalyst and Cal Whip DPS testing video
https://youtu.be/Gw22yZxMQU8?si=QVFUTifFnpL8AGcG I would recommend watching this video again if you haven't (or if you didn't watch the video)
Better late than never. (Calamity version 2.0.3.009) (Catalyst version 1.1.2.1)
Music: Terraria Underground theme
"Castle Vein" and "Glory" from ULTRAKILL
0:00 - Intro
0:22 - Crabulon
1:50 - Skeletron
3:39 - Astrum Aureus
5:18 - Polterghast
7:04 - Conclusion
Ok shyguymask's idea is like this to sum it up:
Keep flat tag damage in preHM (or part of HM depend on balancing)
Use multiplicative tag damage lateHM or post-ML
I must be thinking of someone else when saying "he just wanted every whip to reduce to nothing"
cal removing melee speed is still one of the most boring approaches tbfh
Why was melee speed removed from stuff in the first place?
Oh right he also mentioned the decison to make reduce minion damage nerf on multiclass (in current state of cal summoner balancing) is baffling which I do agree yes
I don't remember
balancing iirc
They gave all melee armor melee speed, removed it from basically most sources except gauntlet and like 2 accessory
Basically to make melee speed balanced by reducing options
Weird
I don't think they did honestly
Ale in Cal is like 10%+ melee damage and 5%- defense right?
Seems like the vanilla changes page isn't updated so I'll check
This video is good, but I think it failed to account something:
-
if I am not wrong, the intended balance (for cal) is literally for whips to be underpowered, whether he agrees with it or not, so it is "perfectly balanced" because it is "underpowered"
-
he forgot that multiclass nerf changed from 50%->25% was not a sensible change and is why multiclass is so strong to begin with (he is comparing something "balanced" to something overpowered, and said whips are underpowered in comparison instead of nerfing multiclass)
-
he mentioned lunic eye etc, in fact yes they are overpowered, the reason why? Because summoner weapons are literally balanced without them in its current state
If you add them into the mix of course they are overpowered
The third point I alredy explained it briefly above regarding Cal summoner and you just complemented it
Cal Summoner summons being alredy strong without whips provokes stuff that complements it also being strong whether is from the class itself (sentries, whips, other weapons) to classless items and extending to limitless other options coming from other classes
Which is why he also got the Polterghast 21 second kill
Note that he also goes and uses stuff that is also obtainable at that stage like candles and etc (in the Polterghast video)
Confirmed it and it's 10%+ melee damage and 5%- defense when the Typsy buff is applied
So I would conclude this by saying that instead of Whips being strong and other weapons being strong, the root problem are summons
And also very offensive setup (stardust armor on polter) and he said he use rage each fight
But my point is he is comparing the wrong thing
-
The intended balance is minion only
-
which is why whips are balanced to be underpowered, which is to make them not mandatory
-
lunic eye, multiclass etc are in fact not balanced with summoner, so of course they are overpowered
- multiclass is a multiclass nerf issue (which imo should be reverted)
- the other is lunic eye existing to literally cut dr in half for some reason which is inherently an overpowerwd concept as long as you dont have to waste dps on it (aka summoner)
- so if you compare 2) and 3) of course whips is underpowered, it is meant to be
I mean Stardust Armor on Polter is an option
It is a massively offensive option compare to tarragon which is much more defensive
Same as mixing minions at certain fights he does
And if not mistaken tarragon is used for summoner balancing post provi
You need to consider the fact that summoner provides diverses options throught the game and does not only base itself around one specific setup going all minions of one kind
He does not go with only one summon weapon at Crabulon for instance, he goes with a combination that results into a MNL kill
But yeah minion mixing + candles and rage etc already make it not "a balanced test" to begin with, but that is not the point shyguymask is making anyway
He is making the point of "whips bad other things good", and want whips massively buffed
Which I explained above why buffing whips (at least according to cal's current approach) is not necessary
He approaches vanilla balance more than Cal balance
Where whips are a strong (and interesting) complement to vanilla summons
"a balanced test" in terms of Calamity balancing tests where the method applied is a well rounded build that consists of a more casual to the player build
Differently from Vanilla where the method is to directly compare the weapons with maximum damage opportunities while also not going directly on the min-max build area
Calamity itself offers more maximum damage opportunities by introducing more elements to the play via mechanics and other items such as Lunic Eye (which I agree this thing is overpowered, being able to halve the DR of most bosses).
To be honest, the issue with summoner balancing is the fact a minion-only balance causes issues like other things being overpowered and not acknowledging different points or view or approaches to the playstyle
Essentially, 'purism'
as an scp nerd
this is a -J, not a regular one
cope
sometimes some -J SCPs don't include that critical J
at least, not in their article, their titles will still be -J
i merely wanted to make light of a situation that's going to take a long long time
i feel like the intended balance isn't what shy wanted but whatever
What the point of this discussion? If whips and classless weapons or summons should be nerfed?
gotta love whip arguments spilling back out of the balance thread now that it's gone
someone talked about summoner and rogue taking forever to balance, i made a joke about that
and now... this
you could had saved yourself a lot of trouble by, you konw, reading the whole sentence
tldr, there are 2 points:
- summoner can kill polterghast in 21 seconds
- this is because he used a somewhat minmaxed setup that is differnent from what is usually balanced, eg: minion mixing and stardust armor (and this point is done and done, the other arguments I made are for 2nd point)
- whips are underpowered compare to other options and should be buffed (which is what shyguymask's video is about)
tldr:
- whips are intended to be "underpowered" in current cal's whip balancing approach, so it being a small help and not a make killtime cut is intended
- multiclass is overpowered because the decision to make summoner multiclass nerf 50%->25% is not good to begin with, and this imo should be reverted
- items like lunic eye being overpowered is also a lunic eye problem mostly
tldr 2:
- cal minions are almost always only balanced with minion only (not even whips), which is why whips are balanced to be "underpowered" so it is only a small help
- this also means every other options that are massively better than whips are almost always "unbalanced", eg: multiclass and lunic eye
- you cant balance around an overpowered option instead of the intended power level option
eg: you cant just say because staff of necrsteocyes kills wof in like 20 seconds, that every other weapons are underpowered and should be buffed to match
Oh so he changed his mind on mult tag
I am not sure if that is his latest opinion tbh
Ah yes
Tl;dr's that take up almost the whole screen
byeah
while shyguymask's tests in that video raise interesting points, cal's balancing philosophy is the opposite of what he wants (and the conclusion he draws). Instead of buffing whips to match multiclassing/classless, classless/multiclassing should be nerfed to match the balance whips
it is just I can find at some point he explicitly stated that he want early game to be flat and late game to be multiplicative, because this is the approach that will make the most sense for whips to feel powerful
tldr he want cal whips to be good
wait, there's ACTUAL stat-changes to whips?
slightly more than somewhat minmaxed
i thought those were just ignored
nah, looking at the cata whips
cal hasn't done anything yet
it is mostly this sentence but yes
Only firecracker atm (might be bugged)
Cal changes the flat tag damage to a multiplier I think?
last i checked the multiplicative got bugged or soemthin
no, it works now
The great summoner rebalance plan atm will focus on nerfing everything especially accessories which atm are the main reason why minions are so fucking dumb.
That way only minions is slightly under and with whips (or other support) is slightly above
imo it might have the opposite effect of making preHM incredibly hard to balance (by reducing minion slot)
It's his viewpoint and he provides proof of his viewpoint
Not to say that his viewpoint is superior
his view is one of the conclusions you can draw from those tests
personally I prefer the opposite approrach:
- give player a LOT of "free" minion slot (currently this free slot is 1, from base, not counting summoning potion which is like post-QB in terms of balancing or something)
as in, like 3 free slot, in some way, that is somehow intuitive for summoner player to easily get
- then you limit options to obtain large amount of minion slots afterwards
- You're almost correct on the fact that the setup was min-maxed. However, he also managed to achieve around 30 second killtimes by not min-maxing as you say in the other test video.
2a.) Basically, you're explaining why whips work differently in Cal. It's what I said above regarding Vanilla vs Calamity summoner balance.
2b.) I agree that multiclass damage nerf is pretty unbalanced as it enables the usage of other weapons to complement the summoner class incredibly.
2c.) I alredy said I agreed on the fact that Lunic Eye halving the DR of bosses is overpowered.
2.2a) I alredy said this above.
2.2b) The same thing
2.3c) When did I say that every option has to balance around the most broken option.
And also what kind of trouble you're implying?
I was literally just summarizing that "killing polterghast in 21 seconds" and "whips is underpowered" was 2 different points for 2 different issues/scenarios, and make a tldr of it
of course the points will be repeated
Another whip suggestion
for this one I am assuming you are referring to the reduce minion slot approach
tldr is: if you reduce minion slot massively (especially in preHM), a pre-tier minion might suddenly better
eg:
40 damage 2 minion slot = 80 dps
you upgraded to have 3 minion slot, your targeted dps is a 100 dps for a new summoner waepon at this tier
33 damage 3 minion slot = 99 dps (close enough)
if you use a previous tier summon = 40 damage 3 minion slot = 120 dps
of course this is an extreme scenario, but unless you make every minion slot upgrade a significant power crept in terms of just purely base damage of the minion then this will happen a lot more, as compare to:
eg:
20 damage 4 minion slot (3 base +1 slots) = 80 dps
upgraded +2 slots (3 base) = 5 slots, 100 dps
20 damage 5 minion slot = 100 dps (old summon)
20 damage 5 minion slot = 100 dps (new summon that maybe have better AI or something)
of course again, extreme scenario that is just hypothetical, but generally at least you can more easily avoid power creep on a baseline level
So what I understand here is that
Let's say that X weapon has a target of 100 DPS with the 2 minion slots
And then Y weapon that comes in a tier after has a target of 150 with 3
100/2 is 50 which results that the X weapon reachs the target
Ok
This is confusing at this point
God that example is horrible because they both end in the same result
Scratch that
100/2
150/3 both equal 50
tldr yes, and 3 issues here:
- you effectively dont have a weapon upgrade in terms of damage
- it effecitvely requires a 50% power creep for your dps to be balanced, which means every single summoner weapon; aka summoner get 50% stronger after minion slot upgrade
and not all bosses are balanced like that, because other classes dont do 50% more dps from some point to the next and you cant balance bosses purely based on summoner
3) assuming 2), the power creep need to be lesser than 50%, which get backs to the above point (summoner weapon base damage after slot upgrade need to be weaker which leads to previous tier being better)
