#suggestions-discussion
1 messages · Page 239 of 1
its not meant to fire flames, but hey
I mean, the tooltip describes it as a plasma blast
What's the ionization point of gel?
from what i've heard gel in terraria is just really easy to heat up, hence why its used in torches
the gel lore is real
it's probably something alcohol definitively
What is your favorite fanmade music of boss rush? tier 4: A)Trial of conquerors B)judgement of dragons
What is your favorite fanmade music of boss rush? tier 5: A)Descent of divinities B)Arena of gods C)Omniscience of gods
I'm just gonna assume that gel has similar properties to Diesel
Probably way more than 300 °C
uh
think ur in the wrong channel lmao
Allow the player to configure the vanilla world difficulty
When creating a world, the player is prompted to select from Classic, Expert, and Master difficulties. Classic difficulty locks Calamity's difficulties, and Master difficulty makes the game way way harder than intended and is not balanced, making Expert the intended experience.
However, upon creating the world, there is no way to change the world difficulty without using other mods or a world editor. If you made a Classic world and wanted to play Revengeance mode, you have to get another mod or make a new world, which is unideal. Additionally, there is no in-game indication that Expert is the intended experience until it is already too late to change the difficulty.
I propose allowing the player to change the world difficulty in-game, perhaps from the already-in-place difficulty selector. Alternatively, indicating that Expert is the intended difficulty in the world creation screen similar to how small worlds are discouraged would also work.
thoughts?
Uncertain
Fargo's Mutant has an item that does this, called the World Token
This is a problem created by Calamity, so I think Calamity should have a fix for it.
When hovering your cursor over the expert difficulty tab a text appears
It doesn't tell anything other than some text
You could put some indication that you can play Revengeance+ in that text
Calamity actually makes the text for the small world tab something along the lines of "SMALL WORLDS NOT SUPPORTED" so they could do something like that
Yeah
small worlds not supported text could be put below the original text honestly but idk if that's possible
so quite essentially just tell the player when hovering over the options what difficulties you can toggle with that difficulty in particular
What if I suggest to add an indication that Expert is intended rather than adding a difficulty changer
the intented difficulty is expert revengeance but it's mostly revengeance
that's why it appears "The intended way to play Calamity" or smth on the in-game difficulty selection
Oh that's something I can do? Neat
yeah 2 a day
They'd both have near identical reasoning. That ok?
I'm confused as to how it being "Calamity's problem" invalidates the existence of World Token
using a mod to solve another mod's problems is fucked
I disagree in this scenario
Ok but does the game tell you that in order to activate rev you need to select expert first
There isn't any indication that you need to play expert or master in order to play revengeance
i think if Expert is the intended way to play the Calamity difficulties, (and as Kaizo says its necessary to play revegeance and above)
there ought to be a way to be able to access those difficulties
we've identified and agreed there's a problem, but CIT is arguing that there's already a solution in the form of another mod. I can see their point, but I am of the opinion that Calamity should address it in some way.
That's in-game
What's the difference
What I'm talking here is on the difficulty menu screen
Still tells you that you need Expert
You know, when you create a world
There is an indication but it's after you've gone past the point of no return on the world difficulty. Once you receive the indication, creating a new world or using other mods is the only way to change it to expert
if you want to turn on rev as soon as you start the pt and have just genned a world on classic
its not that hard to gen a new one on expert
i think its better if the player gets to understand this before even generating a world
genning a world is not a hard task
just for quality of life sake
imo the problem isnt with the classic thing, thats something a player would find about quickly
the real problem is with master, and how its bloated stats when combined with revengeance/death arent apparent immediately
this leads to newer players creating worlds on master, seeing it to be fine for a long while up till after midway in hardmode, where the bloated stats are more apparent with even harder bosses
Agreed ^'
And well, that's vanilla's problem
How so
no, its a vanilla issue
Expert vs. Master
its the exact same issues as in vanilla its just more pronounced in cal because rev does have stat changes on its own
i dont see how this is vanillas issue
its not like vanilla only has stat bloat in master
it also has an extra slot and relics, both of these are negated in cal but you are ONLY told this until after you activate revenageance
^
and with the extra slot, that is done POST ML
my point is that these problems with combining master + revengeance are only done so after playing the game after a significant amount of time
where no one would be willing to create a new world
and the fix being "oh just download another mod" is bad when its a widespread problem
so.
Calamity's also no stranger to fixing vanilla issues, especially when they're more pronounced in Calamity
whats the difference exactly
yeah the stat bloat is an issue but you should have known that thats what you're gonna be getting into when you enabled master
but
they thought they got other stuff too

they arent experienced players, they dont know relics and a 7th slot is alr done by revengeance
Nothing tells you the Master mode stuff (relics, pets, etc.) is moved to revengeance until after you've made it a fair bit in
and they wouldnt know that the stat bloat is LITERALLY THE HIGHEST POSSIBLE
The extra slot is available in Classic
Not Revengeance
wha
how.
master is LITERALLY THE HIGHEST STAT BLOAT IN VANILLA
master rev and master death has no stat differences
they do
but only for the things that have stat differences in expert rev and expert death
because thats inherently what master is, a flat multiplier to all damage and health
if you are a new player going into a new difficulty mode why are you playing master
because they didnt know it wasnt supposed to be compatible with it
master is not the new person difficulty mode
just make it ABUNDANTLY clear that master mode is a significant difficulty spike that isn't balanced by Calamity Mod's difficulties, and is not intended for a first time playthrough
That
Oh fair enough
The suggestion is fine, I just personally disagree
ok but does it really hurt to have an indication that expert is the intended expierence though....
Even if it's a workable issue it should still be indicated on the world generation screen like what they do with small worlds
anyone know why mysterious circutry and dubious plating exist as seperate items
They’re used to craft different decoration blocks
Is my suggestion good
Yeah
it really does not help that vanilla for some reason decided to severely reduce the chances of getting the enchant sword shrine to spawn
Yes
im super infuriated that change happened at all
especially because it makes finding the TerraGRIM (previously the Arkhalis) even more infinitely infuriating to get
Terragrim*
Plus if you wanna do ark and bb only play trough it becomes near impossible if no enchanted sword in sky since you’ll have to kill ds with wooden sword

ga
Wait didnt we add a recipe for it?
i mean yeah
Post-DS, though
Meaning that you also have Seashine Sword at your disposal which is better afaik
no there isnt a terragrim recipe
I thought you were talking about Enchanted Sword
Yeah Terragrim doesn't have a recipe
Post ds
tbh make it like 1 Enchanted Sword + some other cool material + other cool material
or just make it transmutable with shimmer
That’s why I said to have one island spawn 100% in the world
yeah
What does the 🔒 means on a suggestion
🔒 --> The suggestion has been delivered and reviewed by the devs, and is neither approved nor denied. Separate plans that clash have already been made, or a modified version of a suggestion is to be implemented instead.
#suggestions-discussion message
K
@errant wind Grammar could use improvement but that’s a good suggestion
Where
Oh
@next igloo Please don't make joke suggestions
Suggestion is banned, is a donator item.
alr i just asked uberransy to delete it
Why do you want it gone?
@next igloo not only do you need much more reasoning for a suggestion, you can't make any changes to donor items without the donor's permission.
it seems quite unlikely that they'd agree to have the item they paid for removed
it is the worst weapon i have ever played with, it brings me physical pain just seeing it. if i found a geine bottle i would ask for it deleted 3 times
dw i asked them
how much is it ill pay twice what he did to delete it
That's not how it works
i will pay uberransy to ask
As much as you seem to want this item removed, I am just going to say that it is not going to happen
For one, you haven't really elaborated on why you want it removed (saying it's the worst item you've ever played with doesn't really say why it's bad)
Your suggestion also lacks reasoning and proper formatting
You would need to actually explain how it is bad
Such as (but not limited to): Difficult to use, poor damage, causes performance issues, etc
You can also just
Not use the item
Why is its mere existence such an offense to you? :p
(besides, all of these would be cause for a rebalance or rework, not removal)
Indeed
Also
About the suggestion that recently made it to #suggestions-voting
Are keys still dropped by bosses?
Fairly certain yes
yeah
Hmm, alright then
@proper granite - Your suggestion has received an updated status!
[Make biome keys rare again]
It has been decided that your suggestion can neither be passed nor denied; either the devs have already made plans that conflict with it, or they have decided to implement an altered version.
You can check out your suggestion again here: #suggestions-voting message
interesting
It'll happen eventually (moving the keys from bosses)
Dunno when, but at some point when other things aren't a priority
Suggested by yours truly in the dev server, a good while ago
It seems it hasn't been implemented yet....
That latest one is
Truly
Undoubtedly
I'm trying to come up with something that doesn't have "doubt" in it
The worst take I've heard in my life
probably also make sure you can convert the evil keys into one another with a graveyard craft if this gets implemented, since the fastest way to get the other evil key would be making a very large underground evil biome artificially and hoping for ~5 biome mimics to spawn, because the soul of night key mimic is chosen based on world settings and cant be changed
Yeah, the "swappable through shimmer" doesn't work as that is how you get biome chests
So it would need something like a graveyard craft as schmoovi said
My point
Honestly the only thing wrong about my suggestion was the DOG lazers, i think everything else I said made PERFECT sense
The way the storm weaver telegraphs its snow attacks is so terrible that I genuinely thought I was experiencing a visual glitch before I realized that it's just were the projectiles shoot
the telegraphs are really bad yeah
did someone just ask to remove an item and wanted it gone so bad
that they considered paying the fucking donor behind it for permission to remove it???
im searching my image dump and im desperately trying to get a proper reaction image for this
its just
so
how much
This
off topic but you being a pizza tower calamity and undertale yellow fan is so based
that’s so me fr
hell ye
@winter moon - Your suggestion has received an updated status!
[Delay the Devourer of Gods’ transition into phase two so he leaves the portal on the actual drop of Universal Collapse instead of the 3 note pickup]
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
``Remove the ability for Armored Skeletons to inflict Broken Armor debuff for 4-5 minutes
This is an extremely annoying part of Armored Skeletons that simply should not exist. It's not even for a reasonable amount of time. It's for 4 whole minutes. This wouldn't be bad if it wasn't on a 5% chance. You essentially have a 1/20 chance per hit to get your defense halved for 4 minutes. The suggested change is to simply remove this or change it to be more enjoyable and not as screw-over-ey.``
is this a fine suggestion?
i could totally understand if its too short or something but there really isnt much to say. extremely small thing. just an enemy inflicting a debuff for way longer than it should on a 1/20/(5%) chance
I'd say either lower the chance, or lower the duration
Because without it, armor polish is basically redundant
i cant suggest a specific solution, just suggest that its a problem
if i could id totally say to raise the chance and lower the duration so you get less fucked by random bullshit
either or would be great
id take even 40 seconds
with a 33% chance
not 4 minutes with a 5% chance
I wonder if the expert debuff duration reduction broke again
Cuz I was getting chilled from ice slimes for so long
sir this is suggestions discussion
Noob
Also the most recently posted sugg, so the same thing
Regarding the Monolith suggestion currently in posting, might I inform you of:
#suggestions-discussion message
#suggestions-discussion message
#suggestions-discussion message
#suggestions-discussion message
#suggestions-discussion message
#suggestions-discussion message
shush
It is, as we say, a "spriting issue"
#Assets-needed channel moment
Tone down some of the loot found in draedon's labs
Draedon's bio-center labs have 2 chests in each one, usually giving 9 gold, the lab's schematic, a homing beacon to find the next lab, and a lab-specific drop of some kind. I think the amount of gold found in these labs doesn't reflect how difficult the labs are to find, since the first two are always in the same general area each time, and close to spawn. This issue compounds onto itself as once you get the 18 gold from the lab above spawn, you can bomb to the second lab under the desert and get another 18, then use that money to bomb down to both the jungle and underworld labs, which are often vertically close to each other. The amount of money this gives essentially allows you infinite bombs right at the start of the playthrough, which impacts the early game mining experience in a highly negative way.
I tested this on a large world, and by the third day i had hit four of the labs, looted a decent amount of items from chests, and bought a minishark.
Another thing from the labs that negatively impacts exploration is the herb bags from the sky lab, which can be planted immediately and squashes any need to search for herbs.
I think the amount of gold the first two labs give should be reduced, and the sky lab should not give planter boxes.
chonker suggestion but i had a lot to say
what do you think?
How is this a problem?
it breaks the early game economy by getting you 20-40 gold without much effort
Reducing the early game grind doesn’t seem like a problem to me
Also the economy was already broken to begin with
this also renders a fair bit of calamity content obsolete such as the wulfrum tier of mining apparatus
with herbs out of the picture, this removes a lot of the incentive to explore your world
and having that many bombs disrupts the gameplay loop of mining by making it so you dont have to use any of the things found while mining (fairies, potions found in chests, early game pickaxes)
I agree with toning down the amount of coins found in the labs
i dont think exploration itself should be seen as a grind to be removed
getting to the labs is exploration, the issue is just with the planetoid lab being too easy to get to, not the others
40 gold that's like 16 coffees from the merchant
im not sure what the average lab setup looks like but in the test i did, the jungle and underworld labs were vertically aligned with each other
Definitively I agree that gold coin amount should be toned a bit down
the sell price is just dumb no matter what you think
ice lab is kinda on the middle of ice biome
they are unrelated to each other
it is random
sunken sea lab is almost always at the bottom/side edges of the biome for me
underworld lab is always under the jungle or very close as it spawns a certain way into the ash grass biome
it's on the right honestly
yes it's under jungle, but jungle lab can be literally anywhere in the jungle
All of my sunken sea labs spawn on the right side on the edges of the biome
again, that is anecdotal, it can be anywhere on the bottom of the biome
5 gold for a steak
i think ive only ever seen the desert holding the sunken sea not being close to spawn once and that was because it was getting pushed behind the jungle
Absurd
there's also Apple Pies if you prefer planting trees instead of purchasing
for context, they now can be crafted for 3 apples on a hellforge
Honestly Planter Boxes being on main planetoid with many seed bags is ok
Mainly because in the early game I think you'd like to craft some easy potions like ironskin or swiftness
there should just be less bags there though
they went overboard you can get like 20+ of every herb
you already get the planter boxes you don’t need more seeds
20 in 2 chests
So 40
Yeah that's more seeds than planter boxes on average
Maybe just halving it makes it better
You can also get Axe of Regrowth or the other tool item that gives you extra seeds early since Cal makes it way more accessible (at the cost of exploring Jungle and finding Vernal Pass that is)
this is the path i ended up taking on the real test (i forgot jungle and underworld lab were as far away from each other as physically possible lol)
it would be ultra silly if beehive planetoid gave the jungle rose though
ill just make it vague in the suggestion cause you could approach it from several angles
and what is this supposed to show?? like yeah if you craft the lab seeking mechanisms as soon as you possibly can, and head straight for the labs, yes you will get there quickly
you dont need to craft them you can just use them the moment you get to the lab
no you do still have to craft them if you get to planetoid first, which i assume you would considering its right there
you need to charge them, and you still don't get a way to get to the sunken sea
why would you need to craft the sunken sea one its always on one of the edges of sunken sea
there are power cell factories in the draedon labs
if you are exploring the entire border of the sunken sea, that is exploration
yeah
@humble girder I'm fairly sure this has been suggested multiple times in the past (ans accepted)
I think we were lacking sprites...? Not entirely sure why monoliths haven't been added
i dont think ive ever seen a sunken sea lab i had to do that to find
.
I see
map is explored cause i kept playing the world, thats why the nebula pillar is sitting there
i only went to areas on the red line
again, if you rush towards a specific thing, you will get to that thing quickly
this map kinda doesn’t prove anything bc you got very lucky worldgen several times
^ that as well
that is literally the highest I have ever seen a jungle lab, I always get them practically near hell
that hell lab is also really far over
pyramid just so happens to spawn and let you skip half of the underground desert
jungle lab just so happens to spawn at the max possible height
player just so happens to have magic conch
the pyramid maybe, but keep in mind i had to make an extra hellevator since the jungle lab was far away from the hell lab
that doesn’t matter you digged like maybe 100 blocks
i dont normally play on large either, and magic conch skipped maybe 2 minutes of running
0 blocks i used bombs
he
okay WORST WORST case scenario you dont go for ANY of the other labs find NO biome shrines or calamity structures and youre playing on large, you still get 18 gold at the start which is enough for a hellevator at the start of the playthrough
would be silly if i generated 100 worlds and investigated the on average world generation location of the labs
Pyramids are pretty much guaranteed on large if I recall
They used to be rarer
either way it doesnt matter too much because i didnt use any of the gold in the pyramid and still had a lot of gold left in reserve, so i wasnt rich because of that
He meant you can descend down faster than regular methods
i couldve played medium
would more than make up for the pyramid
no people play medium cal all the time
large has some glaring drawbacks
No it's pretty bad if you can fit half of a yharon arena to underground instead of keeping it fully on surface like in large
fought exos without dipping into underground layer
gravity normalizer
Space isn't the issue
The fact that you have to mine much more into underground is
in fact i'd want more larger worlds tbh
There's a reason yharon arena is usually always surface
More space at surface means more convenience with building anything in surface
Medium feels so cramped tbh
if people shouldnt play medium worlds on the basis that the bosses arent designed to fit medium worlds then we've got bigger problems than money in the draedon labs
mention it in world creation?
I didn't say shouldn't
It's one of the large pros
Actually there's nothing to discern whether Medium is a minority or not

I'll just say people had more worldgen issues on medium than on large so yeah
Medium has worldgen issues for breakfast
actually, is there any reason why the planetoid lab's position can't be random? this would probably be a better solution but ive always assumed there was some external reason why they cant change it (like interfering with sky island generation)
sky islands tend to spawn away from the center, exodium planetoids do as well, and it prevents harpies from being there as harpies don't spawn in the center
fricking bots man
Wait harpies don't spawn in the center? That'd explain a lot.
awesome terraria dev decision since those harpies are fucking obnoxious when exploring
also good recent sugg
no they can
i would know because thats where my house is
@humble girder
are you in hardmode?
because that removes the lock
they cannot spawn there pre hardmode
raesh im talking about thorlamity and it was also happening pre hardmode just a lot less
That's a vanilla mechanic calamity doesn't change
unless you leave the center 10th they just cannot
thx
Could've sworn we did do this
Perhaps it's bugged
Although the Abyss doesn't get destroyed, I checked and Fargo's Mutant itself checks for Abyss tiles
Okay yeah we did try to fix this in 2.0.3.5
@random talon You should prolly put this in bug reports
oh ok
Last I used instabridge didn't break abyss so could be a bug yeah
It doesn’t break Abyss, but everything else gets broken
ah, I handn't noticed this had been suggested before, sorry about that
I'll be honest - the backgrounds are very nicely done. And maybe that's why some people ask for it several times
@atomic shell - Your suggestion has received an updated status!
[Remove/work around the center island of Vernal Pass]
It has been decided that your suggestion can neither be passed nor denied; either the devs have already made plans that conflict with it, or they have decided to implement an altered version.
You can check out your suggestion again here: #suggestions-voting message
Vernal Pass will get a rework in the future, there's a lot that can be improved in its structure
@humble girder - Your suggestion has received an updated status!
[add more monoliths]
It has been add to the devs' to-do list and planned for implementation!
You can check out your suggestion again here: #suggestions-voting message
Old message, but what did I do?
nothing. they're referring to the lawnmower item in terraria
Oh
it deals a fixed 8 damage when on the ground and when running into enemies
why? who knows!
... That makes me want to legally change my name because of how Idiotic it is.
I'm ashamed to share names with it
We love sillyness
Would asking for a specific material to be added to a crafting recipe in order to retier something be too specific or is it fine?
if the material is like
fuck
cant speak
if the material related to the item then sure
but the main point you should be trying to make should be why a retier is needed
with the material being like "hey look theres already a material that fits with the item that also fits in said tier"
i have no idea if this made sense
Well yeah I have multiple reasons for the retier besides just “it should be moved here”
It’s not like “add ruinous souls to handheld tank because I wanna use a tank against dog”
"uhmm aktschsuallieyeaie handheld tank is a donor item so you cant suggest that without donors permission first 🤓"
I just want them to remove cosmilite bars from the fangasm. It already has nightmare fuel. It should be good to go. Locked after DoG. It's not even remotely connected to cosmilite as a theme, yet still it has cosmilite in the recipe.
Recitation, endo hydra, corvid harbinger, alluvion, hypothermia, event horizon and SDFMG also could solely use nfuel/endo energy/dfragments too tbh
i think should be fine
EVERY post dog weapon has cosmilite bars for whatever reason
the only exceptions are weapons dropped by dog himself
Voltaic climax
(And scorched earth, but you know, donor)
Sometimes votes get reset for no apparent reason
As far as I know it's just a Discord issue, it'll revert back to how it was in a few
Sad
Still to 5
curse of suggestion bot 
@spark ravine - Your suggestion has received an updated status!
[Update the Yateveo Bloom's flail attack]
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
@proven needle - Your suggestion has received an updated status!
[Allow Calamity foods and Drunk Princess Potions to be placed on Plates]
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
@serene vapor - Your suggestion has received an updated status!
[Remove the ability to lose Amidias’s Blessing from sulphuric poisoning]
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
im ple ment
Imp lemon
incredibly simple sugg, may be a bug but i doubt it
i had to think of reasons for it to be up there other than "consistency" and "it should"
i mean there really is no reason for it to not be there
even flesh totem has it pretty sure
who uses flesh totem anymore
bee is kinda like the sponge where if you dont get hit often its good but in a different sense
it makes me sad that no one uses it either, fun item
#suggestions-posting message calamity mode ✍️🔥
the calamity mode is real!!!1!1!!!
Oh boy can’t wait to see the devs crush the Pot of Pain into 4 pixels on a Plate!
one millionth celestial onion suggestion
im not even sure if this should be flagged but the number of times mods have gone on record saying they aren't going to do anything with it in master mode makes me think it probably should be but also
idk
@remote mauve please check the pinned suggestions guidelines doc before making suggestions, this is one of the explicit don'ts
I can see reason in making it sell for coins (since Demon Heart does too), but that would be better in all difficulties and not just Master-exclusive
fab added a bunch of AI changes in master so
or is this something different 
well he's just asking for it to have a purpose
They aren't asking for it to add a slot afaik
i suppose the rules have changed and yeah it's not a slot sugg so
Just for it to do something
i don't see there being a point in having a purpose tbh
it is an item that gives a slot, and it doesn't in master
i would be less lenient before we saw the recent changelogs but fab IS messing with master mode so
simple as that
okay no actually i
am going to let this through
this can be our one shot under the new system
if the devs reject it again then we can add celestial onion back to frequently suggested
Giving it a sell price could work
The shimmer upgrade and healing item ideas are a bit ech imo, but it's passable at the least
eh
ig so, i just don't feel like it should have a purpose. you already have another acc slot, the item is useless from being in master
like i said it isn't even asking for another slot just that it could at the least be sold which i admit is a bit weird that it doesnt
no hard in letting it go through ig
yeah i mean i dont disagree but like i said fab has been messing with master AI so
I don't see an issue with the suggestion as it doesn't relate to slots and is consistent with demon heart being sellable
it would feel better if it was rewritten to just be about giving it a sell price and making it consistent, especially as giving it a whole other purpose feels quite eh
¯_(ツ)_/¯
i think cal shimmerable consumables would be cool tbqh.,.,. even thorium has one.,.,. but that is just my personal bias
that's fair
i don't think celestial onion is the one to shimmer tho 
cal doesnt really have any stats that would work as a permanent shimmer consumable
Honestly my only suggestion for Celestial Onion is to just add loadout support to it
But that's probably something coming up down the pipeline
tbf it doesnt need to explictly be a calamity stat
thorium's increases movement speed i think
A flesh totem upgrade would be cool

it’s a shimmer of an item that permanently increases movement speed
calamity has some minor mana and hp buffs you can’t really do much with that
i mean yeah but that doesnt make my point any less true, you said it needed to be a calamity stat, but like
idk maybe u could shimmer the life upgrades to get something idfk. life fruit shimmer gives u 5 defense like
¯_(ツ)_/¯
could increase base crit chance a small amount too
a whopping 1%
about as useful as all the rest lmao
Shimmer upgrades are funny
Marginal upgrades that the playerbase still clamors for
shimmer life upgrades give a really small extra multiplier to debuff themes
1.02x multiplier for electricity, water, fire, etc
How come there isn’t a buff station for rogue?
It would be nice honestly
Or just make sharpening station work with rogue weapons
there are plans to make one eventually
cool
Now if only you knew the implications of this
2 extra flat damage on enemies
xd
Actually 2.5 but Terraria rounds it down I think
5 ap on every single rogue projectile vomit all across the game
What
That's like if we added 1% crit consumable to another class and went "1 extra crit chance on every single class projectile vomit all across the game"
I don't really see the point of this
Neither I do regarding the AP part
rogue is the projectile vomit™️ class
I see
Which all scale down to lower damage because they are obviously not going to be better than your weapon but then you realize having ap suddenly makes them stronger than your weapon

So basically 2 flat damage breaks the additional projectile damage
im not asking for inventory, i just want to eat the onion and get 10 copper from it
Yes it'd be quite a big difference
Let me dream and cook a little bit
Anything new rage/adrenaline-related? 
What if you have to shimmer the rage/adrenaline upgrades before you use them? Could help tie shimmer into progression a bit more
And justify them being items in the first place
I thought about that and.. it doesn't make any sense, if there won't be a way to get them twice or more without making new character / via mp
I don't really understand your point
Rage and Adrenaline upgrades drop until the player uses them iirc
So currently, you kill the boss, then use the item
Mewk's proposed solution is that you'd get the upgrades, but then have to Shimmer then first before they can be used
I think personally the Rage/Adrenaline upgrades are somewhat dull in their current state, as every player who's aware that they exist uses them immediately upon killing the boss
At least with the health and mana upgrades you have to put in some effort to obtain them, with Rage/Adrenaline they may as well be automatically granted to the player upon the kill
it doesn’t help that iirc adrenaline is in a really wack state of existence
Yeah, rage/adrenaline upgrades would be nice to have, but it's just too much effort for a pretty "silly" idea
You could make them craftable after those certain bosses, but it makes... kinda no sense now?
How would the rage consumable from Crabulon be crafted when there isn't an exclusive material that is dropped from the boss
calamity cerlean morsel real..,.,.,.,.
Dragonfolly too, since I don't think it drops any exclusive material
That's also a question to be consider while doing the r/a shimmer upgrades
And that's also why I stated that the craftable r/a buffs aren't making any sense atm
I wouldn’t mind if r/a were less tied to bosses
And more to progression like the health/mana upgrades
I think for rage the progression would be: post-evil boss 1 (with tissues or the alt), post-golem (life alloy) and post-ml/providence (so there won't be, like, 2 bosses between the upgrades, but either the draconic feathers or the geode from Prov)
And for the adrenaline it would look something the same (all three drop something unique iirc)
One could be from an Acid Rain tier maybe?
Not sure how that'd work... but it's an idea
Fabsol's the drink 
Monster Mango Unleashed
I had the perfect idea to buff master mode celestial onion
honestly
that WOULD be REALLY funny
plus they DO want to remove inconsistencies between difficulties 
Master mode is as balanced as an anvil at one end of a see-saw
master mode is balanced around player power level
tldr lets start power creeping items
im very partial to the idea of onion doing something in master even if in practice it changes absolutely nothing because the psychological effect is "okay now that youve went all this way on a harder difficulty we're going to handicap you even more and make the stat bloat effect even worse than before since everything is balanced around having master mode slots on expert mode"
like make it give a three percent increase to crit chance or something so it doesnt feel like such a slap to the face so late in the playthrough
what if
just what if
it give 20 minutes of Stinky debuff from stink potion
it is the perfect solution
"A slap to the face" nah this is more like the player greeded for more slots and they outrageously backlash for something so obvious
Even the wiki says "6th/7th slot on classic/expert" not just an extra slot
tbh master mode 8th slots was needed for the player
until they added a bunch of super strong defensive accessories, then it is definitely no longer needed
the player is never really weak on the offensive front, just weak defensively (in master mode); now that it is resolved there is even less of a reason to give the player the 8th slot
Counterpoint: mobility
Mobility has always been broken as hell and got better over the course
It's not even about nohitting, you can just comically fuck off into the distance
Bobbit hookboosting is hilarious
the fact that mobility being broken is basically 2 points:
- balloon jump existing (and still existing)
- some bosses that should have desperately need arena still don't have arena (like cryogen)
Cryogen has good enough an enrage anyway
Unless you make a specific snow arena you won't have that much space to go around
Or your tundra is flat if you're lucky
bobbit hookboosting is good, but most player don't really use it, and also mainly that if a boss can be defeated by just flinging yourself at really high speed it is not just an issue with mobility, it is more so the boss itself
90% of cryogen attacks are dodged by moving in a straight line really fast
That doesn't make an 8th slot necessary either way
by arena I mean like scal arena kind of arena, not just an "exo arena" or "hallowed arena" etc
as in actual arena that restrict your movement a lot
SCal's only big attacks against mobility are bullet hell and maybe brothers
Everything else is just very liable
Everything in normal phases are just free
To be fair bullet hell is common enough
what I mean is bosses like cryogen should have arena, like scal arena (maybe a different size)
another example is ravager, PG, calclone, cultist etc
what I mean is the idea of having a restrictive arena, not necessary a box
tldr is the arena should restrict how much you can freely move so that just moving in 1 direction really fast and really far is not the ultimate solution for most attacks
I use scal arena as an example because it is the most obvious idea of "restrictive arena" in cal, not necessarily that all bosses should be put in a similar box
eg: golem temple room is an arena, providence have a "soft" arena due to holy inferno range, yharon restrict horizontal movement, plantera/cv/polterghast dungeon room etc etc
Cultist is still a pushover so it doesn't need anything, Guards need a lot of horizontal movement and your vertical is limited by... wait did profaned guardians get hell/hallow requirement removed yet? Ravager Idk how that would go but as long as the fist attacks go then I'm fine with ravager as a whole
Guardian enrage if out of biome more than 5 sec iirc
cultist is a pushover not just because its move set is not super hard, but also because 90% of their attack can be dodged by just running away
Oh they still have their biome requirements nvm
Cultist sucked in vanilla it sucks everywhere honestly what do you even do with this boss
It's more of a miniboss that's annoying in any pt
except for like I think the fire attack will curve into you if you run in a straight line, and it dont work on lightning if you are too far away, I don't remember cultist's attack that is not trivialized by just moving away really fast
The only reason I don't hate cultist more is because of the loot and content locked behind him
This guy desparately needs to be redone
people can try to fight cultist in like (actually this time) death mode scal box, probably is still not too hard but probably will go from "pushover" level to mid difficulty at least (mid as in slightly above easy)
that is the basic idea yeah
Anyway moving back
We've pretty much proved mobility does enough for master so the mode still doesn't necessiate an 8th slot for post ML
redone is much rarer and harder to do then just give more restriction to the fight
they can just make the attacks harder of course, like what they did with some in the changelog now
Yeah because it's more convenient
how many mobility option is not just "balloon jump is overpowered"
I mean as in literally
I actually don't remember anything other than bobbit hook and balloon jump that stands out, maybe dunerider boots
Every single dash has good control and distance management, except when it's on ornate line you use it almost all the time so its relevance is insane
Magiluminescence dominates the entire game
Stacking mobility bonuses and Quick acc reforge makes you just fast as fuck too, combined with regular boots
Oh yeah Shadow armor is very stupid
It's like magiluminescence on crack
Except you can stack them and just become the most evasive thing in the world with all the control and speed you want
Thanks to the recent bug too it's relevant until like necro/statigel for melee ranger
so the issue is literally just most bosses cant do anything to you if you just walk in a straight line really fast
Even well made bosses can't account for the stupid shit these things do
Ok not "well made"
Let me rephrase that
Bosses with more restrictions
My coming point is Infernum for the most part and some of Eternity mode is also subject to this and it's because mobility is broken and not because the bosses still have flaws
Cal's bosses are very basic so yes they will be much more vulnerable
Mobility is kind of balanced by the fact that having good control requires skill but also doesn't kind of
those mods account for it by basically making it so attacks are omnidirectional/disregarding your current position
it works as a solution, but it also impose drastic changes in boss design, particularly in many cases in can result in many attacks become "find the gap and let it resolve" kind of situation
which is why on the above instead of proposing it I just think making more bosses have arena restriction is better, since it gives a restriction without generally having to change most bosses design
I mean the point wasn't that they have a different philosophy or aren't like cal but it's because they have more restrictions than cal and are still vulnerable
I'd say if you were to restrict it, it'd be more like scal's box and bullet hells
That's probably the best way to just force an interaction
Even if it may be an entirely different scenario
not necessary a box, can be a soft arena like some example above, but yes
Yharon works, polter's tile aggression is gone, prov is... I mean I don't think that's what makes you stay close to prov
It's because prov's attacks offscreen are very dangerous
Spear that accelerates, holy ray, orb bullet hell that starts slow
but yeah if back to topic:
I dont think mobility is a good argument for not having 8 slots, because for the most part mobility represent either of the following:
- mobility is so good that it trivialize attacks (this is more so issue with mobility items than having extra slots)
- you use mobility to dodge attack (this is more so the player is good)
offense and defense is just stat requirement so the difference of having +1 slot or -1 slot is just whether you have more of 1 stat
mobility works entirely differently
if mobility is causing issue if you have 8 slots, chances are it is already causing issue at 7, or 6 slots
1- Doesn't that just make you able to use another mobility item and trivialize attacks again 
That's counterproductive
like I said if mobility items can trivialize attacks it is either due to mobility item being overpowered or boss attacks do not account for it
because mobility should give you more control in a fight that allow you to move around or dodge better, not completely trivialize an attack
And like, I don't really agree with giving more lenience to the player for playing a harder mode. If you're playing a harder mode you're obviously better or will get better at the game and therefore use mobility in better ways
if mobility will be broken at 8, it probably already is even at less slots
Well we're definitely not getting all mobility gutted so 8th slot just won't be happening anyway
This just seems more like giving the player lenience for trying to do a harder mode without making it actually harder
Post Moon Lord is supposed to have a difficulty spike
If the game gets much harder from there on in master mode it was already meant to be that way
In every other difficulty
And it's comparable to the spike relative to the modes with its previous stages
the difficulty spike is the stats, enemy gain more stats than you gain from 1 slot of offense/defense accessory
which is why mobility is entirely different yes, since mobility can be the difference of taking 0 or taking a hit
I'm not talking about the stats
Post Moon Lord is obviously harder than the rest of the game
In any difficulty
(Ignoring sentinels)
If you're good enough at the game to play master mode casually then mobility would be your go to and you would not need an 8th slot
Besides some powerspikes like beetle defense and sponge being very forgiving with (non continuous) hit taking and etc. oh yeah Bloodflare Core would also actually still work in tank builds in master
the question is how good the sample is
if someone can play master mode casually, chances are they don't just don't need 8th slot, they also don't have to spec mobility and can just spec 6 offense and dodge everything
sponge etc is good as many had said, but also lack in consideration that compare to the average players they are still vastly more experienced, because sponge in no way is a newplayer-friendly accessory yet it is considered as overpowered
the average player playing master mode actually need the 8th slot (just see how many play with clutch like wing slot which is basically 8th slot and struggle), the decision I think is mostly just:
- we balanced thing around 7 slot so we don't want to change it
- adding 8th slot is a hassle
And imo much less so the 8th slot will have a very big impact to most of the community other than for people who are already good at the game
but yeah, I guess 8th slot have like 0% chance of being added anyway and wingslot is basically a perfect alternative so
This is so true
Just tell everyone who asks for 8th slot to use wingslot
Oh my god
also this is the true mobility item in the game
I've only been playing master/death for a long time since expert feels too easy at this point, and I'm a bit torn on whether the 8th slot should happen
I think a better solution would be to tweak some of the HP values of postML bosses since some of the scaling is quite fucky and makes some fights drag for more than they should, DoG and exos being the prime example
Also based on the changelogs, It seem the team is trying to officially support master as a difficulty option, so the extra slot might be necessary if they decide to go crazy on the postML bosses' patterns
Master mode is overhated, there's so many ways of optimizing damage in cal that fights don't take that much longer
If anything, bosses fucking melt in expert if you know what you're doing lol
its not the health increase
its the damage increase
they shouldnt deal that much damage to you
Defense is also not that hard to cover, specially with how ridiculous defensive accessories are in cal compared to offensive
For example, early into postML you can either go with the wall of text of effects that is the absorber
Or an avenger emblem with +7 flat damage
You're already gonna go with the former all the time anyways, so damage taken isn't as drastic as one might think
absorber isnt that bad
It's not, like, my point was pretty much the opposite lol
It's one of the best accessories in the game, and most other defensive tools such as the sponge, the purity line, bloodflare core, and even earlygame stuff like rover driver are usually stronger than the offensive accessories
Sub-20sec Yharon Speedkill
tbf atleast in pre-hm I don't really need that much mobility when I play master
the only 3 accs I really pick are balloons, amphibian and mag and reforge everything to damage or defense
I even started to reconsider using mag if I opted for flying all the time since the speed boost is only applicable for ground movement
@unkempt fern Sorry, Specific Item Suggestions are against our rules; please review them in the pins if you haven't already
also that sounds like a horrible idea 
Amalgamated brain is already op as fuck
Now add bloody worm scarf which is also op as fuck
honestly in cal i rarely use an emblem because why would i when i could just be using amal brain 
i only end up using one once they get upgrades and can actually start outclassing brain in terms of utility
perfectly balanced :d no odd mushroom needed terraria calamity
I thought you were fucking kidding.
Valhalla perfectly balanced, ig
lol
And sentries in general
Better put some decaying dr on phase transitions Ig
Extremely exploitable boss
Only in this context I mean
It's honestly awesome how we reached the bottom of the barrel with summoner balance
There's probably more to explore at this point
I'd say just bring back the invincibility between phase transitions
It fucks over adrenaline somewhat but if yharon is going to go from phase to phase on a completely defenseless state, it shouldn't be able to be damaged to this extend, the extra DR% during phase swapping isn't exactly a big help
RBP being the best sentry to ever exist in pre-evil 1 stage
Nah it is
You don't really know how much decaying dr would do
It can completely topple adren with enough
You mean reactive DR?
Never heard that term before
It would be a very short duration but it would start strongly
Infernum Yharon specifically uses this
I see
You just wait like a couple seconds after transition then most if not all the additional dr would decay
Tfw hivepod and spikecrag get drastic nerfs and they still outclass minions
XDDDDDD
Spikecrag in particular got its damage cut to 1/3rd and it still does too much idfk how that thing got approved
How balanced...
I forgot who was cooking with Summoner Balance (AngelVA iirc), but please
Make him the most dramatic nerf, even more than Scarlet Devil one 
there's definitely a lot to address, from sentries, to a bunch of currently problematic minions (mirror, buffed ravens...) to minion slots being handed like they're candy
memes is the one mainly doing summoner
and all of these things were a lot worse in the past, idk how it took so long for these thngs to get called out more often
memes seems to have the right mindset for the rebalance, i think they already mentioned statis blessing's live execution
Just make it the worst class for a funny moment 
Can you send anything related to memes rebalance?
this is one of the few things i've found publicly
From what I remember, minion slots (as a gifted stat) are going to be generally toned down
So less slots are given at different points in the game, lotta minions'll have their base damage nerfed, and yeah Statis' Blessing is getting removed because it was an instant upgrade to Papyrus Scarab which was very much not a good idea
Honestly I think a summoner nerf is warranted but they probably should still be the highest DPS class overall
Given how little defense their armors grant, why play a glass cannon if the perfectly normal cannon does fine without having to trade a bunch of defense
DoG should be tier 5 at boss rush
Nah
The defense on armors doesnt make much of a difference
Unless you’re melee
but melee also gets a ton of DR from armors late game
Curse is dying, blessing moved to post-Cultist (where curse is atm)
Do not get me wrong it will be stronger on average if you use whips effectively which is the plan
it will be similar to Stealth rogue in strength but not stronger than True melee which atm it feels at times.
Ah, thank you for clarification
Summoner nerfs :(
A necessary evil for you to be able to get whips

Perhaps not
I cant say yet as we still need to balance all summons
At least pre-hm has been going quite well
More so early pre-hm
Post-EoW 
Will the summoner damage nerf when holding a non-summon weapon be reverted? Cuz I wasn't really sure why it was decreased to 25%
Because its not fun???
We discussed it and its likely
ye figured as much, understandable
please less
We had a good thing goin’ with 25%, opened up some other gameplay for summoner that wasn’t just summons/whips
ye, right now the extra dps you get from using another weapon overpowers the 25% decrease. Reverting it would also encourage people to use those summoner hybrid armors that decrease the penalty (forbidden, monger, etc.)
And encourages whips
ye that too
3, but ye you're right in that it's fairly niche
Are there other armors planned in the summoner-mix department, or nothing really planned atm?
If I want to play hybrid I’d be better off using the armor for the weapon-type im hybriding than summoner or like… any of the DD2 armors
And i dont like doing old one’s army all things considered.
Has anyone asked about getting Demonshade armor reworked? Well I say reworked but more so removing or changing that demon summon, It does a lot of damage but it's also...Underwhelming
Demonshade is getting fully reworked down the line, with multiple helmets
Exo armor will be more generalized, demonshade will be class specific
Imo this is quite excesive, if minions themselves get toned down and the power of summoner is better redistributed to whips and other kinds of tools, then there isn't a need to made the penalty harsher
rn hybrid is as strong as it is because most of summoner's brokenness comes from your army, not yourself
Well thats also because Summon-centrism was like, a thing
Since people didn’t like whips and they added a whole new aspect to balance and deal with that screwed with many people’s perception of summoner
Honestly until they add whips they shouldn't nerf summoner
Leaving them to dry like that would be awful
Thats the plan
Otherwise stormlion would deal like 8 dmg
And heck I fixed a bug for Stormlion
Awesome
stormlion deals 11 damage i don’t think that would be the end of the world
Defense:
Besides, snapthorn would carry whether pre HM summons were nerfed or not at this point
snapthorn poison should be a tag effect ngl
instead of letting you kill creepers in 8 seconds
The poison was made not guaranteed in 1.4.4, but i can see how it would synergize too well with the cal debuff system and irradiated
... actually why is preboss irradiated even a thing
Wulfrum drone
16 -> 12

Not really, the tag is pretty much useless atm so it's main use is being a BoC bullier atm
no wulfrum whip i fear
Wulfrum whip would go hard
And actually have a decent available for the point in the game its meant to be obtained, unlike leather

I LOVE WULFRUM
You don't need the tag at all for snapthorn to carry bad summons lol
It's really strong on just about everything in pre HM
Ye snapthorn is going to fucking die
the last dedicated snapthorn test in tiercord literally caused it to half the killtimes..,.,.,.
Its tag dmg is prolly dropping to 5 and its damage is “maybe” getting halved
mfw 1:10 eye goes to a 0:35 eye
I find that very difficult to believe, vanilla snapthorn isn't breaking too many things outside of BoC
What minions were used for the test again?
Angel already had a theoretical "balanced" nerf from catalyst, and that was so so much further than what we actually ended up doing
It was insane how low its damage had to be brought to not shred anything
To be fair Snapthorn is jungle so post-EoC balance wise
I think I asked her about it in CalDev
yeah i know we're finally just falling in line with the jungle being post-EoC balance philo but it's still mad funny
It would be a good starting point
Yeh, although it felt pretty bad to use lmao
That's kinda what happens when you shoot a weapon on the leg
And yet that was what was needed to bring it in line
catalyst snapthorn is fine, it's not great, it's just another whip
Good
Snapthorn dead, millions must use the Victide one that is already in the game
smh why doesn't calmain have :true:
Yeh
It's a bit stronger than we wanted to make it, but it felt really bad despite being about right with the really big nerf
Again, I'm very skeptical, wouldn't leather just straight up be better than catalyst snapthorn
i feel like you're looking at this from a very vanilla point of view which just does not reflect calamity's method of balancing summoner at all
Leather is not only hard as fuck to get pre-boss but its range is shit
Is there a finalized contribution from whips yet for cal's balance
It's been quite a while, so has there been a consensus on that sort of thing
it's a bit difficult not to considering that we don't have a real framework for cal whips
i think the problem most people have with calam's struggle with whips is that there's two completely different ideas on how to balance summoner, and calamity's chosen method isn't the same as vanilla
the biggest disparity between the two would be the debuff system and more minion slots, but the latter is getting corrected, is it not?
that's just at a surface level
but that is what most people see generally sooooo
Without whips: 10-15% slower
With but not aggressive as fuck: On time
Aggressive as fuck obviously faster
With sentries prolly like Stealth rogue
you aren't considering things like cal's improved minion AI, improved iframe interactions, generally stronger early game gear, etc.
OK, thats good to know
time to get catalyst whip balance in line for after cal's update
oh, and before whips were a thing calamity had a few active summoner weapons that werent whips
ehhh, it's not like vanilla minions are braindead, most of them have at the very least passable tracking
i'll take something like flinx over the robo-frogs or the puffshroom any day of the week in terms of reliability
Puppet is prolly being changed
Borealis iirc is turning into a proper minion
oh right the puppet summons, my favorite mage weapon
Puppet is a decent concept (active summoner weapon that's longer ranged than whips), then it's just not executed well at all
Hmm yea the puppets could deal tag but have their damage or attack speed nerfed to the ground to compensate
I can see it
tag also kinda sucks
That could work tho, giving them actual synergy with minions
tags should probably not be universal to all whips for the sake of variety, but they definitely work better than the current multiplicative bonuses
then again they're just a temporary patch iirc, so
Plan is to bring flat back in some capacity (nerfed probably (especially spinal tap and snapthorn)) for early game due to minions dealing not enough dmg
i'm fine with the tags being made weaker if minion strenght is still more emphasized
Meh, tag whether it's multiplicative or additive has lasting balance problems for most of the game
I massively prefer the tag effects that have special effects that are synergistic with the minions themselves, because those don't last from post WoF till Yharon
if this is vagueposting about firecracker, i can guarantee you it doesn't last that long lol
specially ever since the universal change done to "consume all minion slots" minions (except for abandoned slime staff for some reason) made them just regular minions that consume more slots than normal
most minions don't get to synergize with it all that well
That uh
Didn't matter, CVE combined well enough with it anyway
i find that hard to believe, the tag only works for one of the ships per whip
while kaei has way better range, works for every minion and has its tag lasting for way longer, and considering how many minion slots you get in postML, the kalei tag on everyone is def gonna outdamage the cracker one on one minion
also being unable to swap to debuff guns while using cracker since you're missing out on reaplying the tag while kalei lets you get away with that
I'm not saying it's better than kaleidoscope it was before tags but that's another question
I'm saying it is stronger than it should be all the way till then
Cracker is a x2.75 for 1 hit if you can apply it consistently its better
Otherwise Kalei wins
that's why i said the reworking of "consume all minion slots" minions guarantees it won't be problematic
it works at its best when all of your stocks are put into a singular entity
tiger being the best example, although idk if that's still any effective in cal
or just make the puppet and borealis into active summoner weapons like the Igneous Exaltation
And as such, if kaleidoscope was nerfed to more reasonable levels firecracker would rise up to obliterate any semblance of balance
i'd LOVE more active weapons, and it might make puppet and borealis much more interesting that "Mage weapons that deal summoner damage"
all minion slot minions werent even used for The Firecracker Tests™️
again, you have to deal with bad range and you need very specific minions to get the most out of it, i don't see a world where that's better than consistent tags combined with debuff guns
Yeh, I made a suggestion about making them more interesting ages ago that passed
Shame borealis is just becoming a minion, but hopefully slime puppet will establish a new trend
the minions that were used are as follows: sanguine, blade, deepsea, dormant brimseeker, daedalus golem, xeno, godspawn helix, elemental axe, tactical plague engine, dragonblood disgorger, cosmic viper engine, yharons kindle staff
these are all just
Several of those minions are not known for their high base damage
normal minions mainly
why the fuck was blade tested with them lmfao
Blade, eaxe, and deep-sea have notably low base damage
it has negative synergy
And yet it was still incredibly strong
yeah no i have to call bs on that
it was only for brimmy
Brimstone Elemental:
Blade Staff - 2:25
With Firecracker - 1:58
there's no way blade is better with firecracker than with tag whips
still reduced it by 27 seconds tho
that's like, not that impressive considering the whip itself still does damage on its own
uhm
do you realise how whips work in cal
yes i know i know
Do the times registered show what loadout was used in particular...
mm
but tags are coming back, so that's the logistics i'm running with
obviously cracker would be better against blank/extremely low mult. tags
but like, that's "by default" rather than cracker being this godly tool
it gets to be better because its tag actually works, if the others also worked, the story would be a bit different
Tags are back on pre-hm
flat tag dmg is coming back for the early game, since multiplicative dmg literally does jackshit for them rn
Where exactly did you get that from? Multi is staying for most whips
idk what planet ur on, but i wouldnt call one third through the game "early game"
I literally just said it
Y'all slow.
Yeh, not for the stage they're talking about
its like calling everything post ml endgame for calamity
Snapthorn and spinal tap makes sense
(And that's also exactly why I said most and not all whips)
not sure if i have much else to say then, discussing rethoricals when i'm not part of the playtesting team isn't gonna bring much to the table
Asking this again.
There are standardized testing loadouts
this is the gear reference that practically everyone uses for testing
anyways
i take my leave now
these were before the default dash i imagine? it would explain why SoC is an insta-lock in all of these
No, just because SoC is useful as one of the 3 non offensive accs
It's been updated since then
i see, i don't get as much out of it anymore since the insta-acceleration is what i find most useful in preHM dashes
that does change as dash lenght and stuff like ram parries are added into the mix tho, but oh boy am i glad i don't have to deal with bonks anymore
The default dash fucking sucks
Its just there for instant turning
i mean, yeah lol that's the point
it would be stupid if it was also a good burst movement tool
Me when the basic dash that is integrated without a dash is used for instant turning!
(It's literally for making EoC more bearable)
Like if EoC wasn't easy enough the dash you can use for insta acceleration (because THAT'S the thing with the dash) for turning makes it way easier
It's why probably magluminiscense is also broken because just accelerating quickly while on air or ground (without a dash) is broken
Magi was nerfed to the ground before default dash existed
After default dash we unnerfed it
And to be fair Magi is like post-EoC tier so its fine
the nerf was definitely kinda overkill lol
there should be another dash accessory pre-Skeletron
it was stronger back on 1.4.3 but still, it was kinda just shot
You mean like, a ram or something?
but most people are going to use shield of cthulhu til they get ornate shield and only use ram dashes
(not a ram fuck no)
i dont want more rams
i want more every other dash
scarfs having ram would break the game appart lmfao
i think they could start with buffing existing dashes so that they can be more on part with rams
So basically a dash like the old lore cryo item
statis ninja belt being postprovi in the same game where asgard valor exists is kinda sad
Just tweak it to be a bit stronger than SoC
I still find it funny that the scarf bros are the strongest dodges in the game (not saying a whole lot, but still)
i just dont like that rams are the best dashes because not only mechanically but also their accessories are really good
Wouldn't it be better to separate the debuff immunity line with the rams line
i think rams are a fun movement/defensive tool but it's true that the shields just get a ton of bonuses on top of it while the belts just get, like
6% jump speed
it's really sad
Honestly I'd just take out the debuffs immunity from rams because that's a huge bonus from them
Does Valor still give hp bonuses?
no
Good
defence, immunity, ram dash, knockback immunity
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I will say, ram dashes are pretty strong, especially being tied to an already powerful shield like others have said
I agree and thats why they got changes recently
i wanted em nerfed harder ngl
We are seeing what to do with tabi dashes
Cuz these have dodges
They could be like shorter if it weren’t very useful for DoG specifically
it doesnt help that tabi dodge is still random
i think the first course of action would be making the upgrades to the ninja gears more substantial
What?
We already dealt with that
oh really?
again, statis ninja belt is extremely underwhelming as an upgrade
i never heard about that
Yeah because ninja gear is very uh
But atm the dodge is shit compared to Brain or Abyssal Mirror
I was disappointed
oh i meant like
aren't they the exact same dodge
versus scarf
like, same cooldown and same 90s timer
Yes, thats also an issue
But then again brain and it’s upgrades for dodges…
I talked about reducing it to 70 but didnt get traction on dev
Dodging an attack is no small thing either
honestly they'd be fine if they had stronger secondary effects like valor, AND also let the dodge be controlled like scarf
maybe have the cooldown of dodges reduced if you stack multiple? nothing too crazy, obviously deminishing returns should be a thing, but that's technically a way of making the dodge not redundant if you have other dodge accessories at hand
Unless you reduce dodge cd via an item or effect
Also I noticed a trend of dash velocity, and other dash stat effects, maybe that can be used to tweak some dashes? I.E. Rams are slower and you recover from it slower whereas ninja dashes are quite fast/responsive
considering ram dashes are mobile parries...yeah, they should not be as spammeable as the belt dashes, forcing you to time them carefully
Rams should definitely not be as brainless considering it’s raw power yeah
Would also incentivize using the dash buff accessories that have been being added like slagsplitter and duke scales, if you really want to improve your dash
rams should definitely just have a stricter timing
A little bit longer recovery time at least
to where like you can spam it but you need to time it precisely to actually get any iframes
idk if longer cooldown would accomplish much
Maybe it could have a small windup before you get iframes, however that might make it unsatisfying on the user end
Dashes are already very temperamental as is, accidental dashes and ones that never go off
make belt upgrades have reduced dash cd
I had an idea that they're weaker Godslayer set bonuses where you have a multidirectional dash
Counter scarf is already incredibly strong, but I think having the statis belt line have the same dash would put it in a very good spot
Without the invulnerability that Godslayer provides
Really is a matter of either making rams weaker or making ninja dashes stronger
smh people just need to use dash keybind
Didn’t dash keybind have like a billion issues when it was first introduced
I remember seeing so many bug logs on that lol
yeah i havent had an issue with it yet and i use it exclusively so
Tbh I don’t think I remember seeing the keybind option, I might be blind
Making ninja dashes worthy of use should be the first step
On par with making rams weaker
Ninja dashes definitely need some love
Especially as soon as you get Valor because dear God it's a lot of stuff on 1 acc that you get post-Plantera
sashes are fine
Debuff immunity (to practically all debuffs at that point), knockback immunity, a special dash that gives you immunity frames when you get in contact, a good amount of defense for an acc
It really is more an issue of shields with ram being so much it’s like wings 2.0 in terms of usefulness
The debuff immunity is not very relevant
At least, because kb immunity is necessary
They are annoying debuffs that aren't inflicted by bosses anyway
Or at least, extremely annoying without
kb is absolutely necessary but I feel like it's given for free for Valor when you get it
It's also a thing that in post-Plant you also get many other shield accs like Hero or Frozen which are options to it
As someone who never uses knockback immunity until valor, I think it's highly overrated
^
It's not a necessary thing to have, but I still always go out of my way to get it because I don't like knockback
Really it's a player-by-player kind of stat
Honestly it really doesn’t have much use for people who dodge, but look at the majority of the playerbase
It's anecdotal and personal
there really aren't many situations where you truly get comboed by a lack of kb immunity imo
Agreed





