#suggestions-discussion
1 messages · Page 240 of 1
I honestly use kb immunity because I do get comboed by bosses so there's that
It’s a very valuable tool
yeah i always use asgard's because the ram is cracked lol
whether it had kb immunity or not
And immunity frames means it rarely ever leads to additional hits, and any velocity lost can immediately be recovered with a dash
Funny how one of the few bosses where knockback immunity is vital is the same boss that locks the main source of knockback immunity (Skeletron)
Velocity loss is the biggy
if you could get knockback immunity in just a regular accessory for skeletron he would be the easiest boss in the game
But then again dashes put you back to full velocity anyway
that's true
skele is one of very few bosses that can reliably combo
do not get spinned into
Skeletron Prime also locks you into if you don't have knockback immunity so that's a bit moot honestly
It doesn't lock you of a knockback immunity source either
Skele prime you have a dash and RoD for
Yeah, but that could be said for every other boss in hardmode
Exactly
You have a dash and RoD for
yes it’s his primary attack
when you see the spin start you dash away then dodge the lasers
say what you want about knockback immunity or defense or whatever but you cannot say rams require skill
I never realized how lenient it was lol
Rams my beloathed
Ram immunity lasts so long
i wouldnt mind if just the window was half as long and actually needed timing
I’ve had times where I thought my dash ended and I still hit through the enemy
It's 12 frames for Asgard valor and its final upgrade
And 14 for elysian for some reason
That's really damn lenient
that’s not the ram window that’s how many iframes you get after ramming
ram window is based on dash length
the ram window is the duration of the entire dash, if you extend it via other means the window will be longer
elysian aegis
"base distance of 28 blocks" moment
Oh, i see
Also fucking lmao
Reduce Ram Dash Activation Window or Dash Length
A very common complaint regarding calamity accessory choice is about asgards valor, elysian aegis and asgardian aegis removing incentive to use other dash items with their powerful iframe rams. The original identity of these accessories has been lost over time as people use them more and forget about traditional dash accessories, but they trade dash length and speed for their ramming abilities damage, and some additional defensive benefits from ankh shield. The ramming window lasts for the entire duration of the dash however, removing any timing or skill required and granting the player the ability to freely pass through all boss contact damage at will. Calamity gameplay as a side effect became centered around it’s existence. Ramming was most likely not meant to be a spammable damage ignoring ability becoming required for the entirety of the game, and I think reducing the ram activation window to around half of the dash length would bring back the timing and range skill requirement originally intended for the reward of simultaneously ignoring damage and dealing high damage
is this good

The "gameplay as a side effect became ramming was most likely" doesn't make sense
Feels like two sentences mixed?
Looks like the videos are too big
Very good proposal yes
can i just make a link to them
A link should work instead, yeah
If cropping or compressing the videos isn't an option, that will work just fine
I have a joke suggestion which I'm not actually going to post for real, and then also a real suggestion which I want people's thoughts on (is it technologically reasonable? Did I word it correctly? Is it even a good idea?)
The joke suggestion is to add a boss called the Parathyroid Gland of Cthulhu. The real suggestion... okay I typed up my draft, lemme just copy-paste it in.
Give Vanilla NPCs Opinions on Modded NPCs/Biomes
All of the NPCs added by the Calamity Mod have their happiness modified by their biome and the presence of other modded and unmodded NPCs, as normal. However, none of the Vanilla NPCs have their happiness affected in any way by living near an NPC or in a biome added by the mod. This leads to odd situations where there are multiple biomes which nobody has any preferences on, and where NPC housing is less affected by the modded NPCs. Some potential suggestions include:
- Angler likes the Sunken Sea and dislikes the Sea King.
- The Wizard likes the Archmage.
- The Pirate likes the Bandit, but the Goblin Tinker dislikes her.
Is including the potential examples a bad idea?
isnt this more of a tmod issue
Angler would like the sea king, he would try to catch and eat him
Nah he’s too big and won’t stop complaining about how the Angler keeps killing his friends. Angler should say that he feels remorse around him and he doesn’t like that.
he is incapable of emotion
including examples isn’t necessary since the devs would be able to come up with more than enough
Vanilla NPCs will have new additional quotes that can be seen under certain conditions.
Angler If the Sea King is present "Someone tell [Name of Sea King] to quit trying to throw me out of town, it's not going to work."
But yeah I'll drop the suggestions. Does it seem like a decent suggestion otherwise?
is it?
is this why legitimately no one gives two flying fucks about the astral
im pretty sure much like achievements there just wasn't a ton of infrastructure for modded npc/biome x vanilla npc support, or at least, i remember hearing that once
Yeah I've been working on a mod that just adds town npcs and pets and whatnot
There's a decent amount there but it's surprising just how much is missing
^
Theres no modded biome support for happiness iirc
Otherwise we would have made the NPCs dislike crags already
is it for any modded biome or just vanilla npcs and modded biomes? bc the wiki lists SCal as disliking the crags rn
Vanilla i think, im not sure
i believe it uses biome as a happiness code
so if its listed as biome it might be able to
idk
I mean, we did manage to turn the Sky and Underworld into actual biomes town NPCs consider in their happiness and changed some vanilla NPCs to like those biomes
But that may only apply to vanilla biomes
This is from my own experience that I am not sure if true or not
Did you test with in air ram? I am not sure if it is because of my movement, but sometimes the dash ram definitely dont last the entire dash duration, I am unsure if you can "cancel" it by moving the opposite direction or something
The only main issue I have with reducing the ram duration (as in activation window) is that currently it already sometimes just didnt work (especially against target that are too fast?) , and ESPECIALLY when you time it perfectly. I am not sure if it have a small downtime between you press the dash button and the ram become active or something, but I find that the very first few frames of ram just doesnt work most of the time, and this might make it even less consistent; but yeah in this case I think the above should be fixed first before properly reducing the activation window
it’s hard to test in the air since the target dummy is so small but i can do that yeah
ive NEVER had the issue of ramming into an enemy too “early” and it not working
and it does get canceled when your momentum stops
which is the reason why dashes are so short with starboard on, since it cuts your momentum by a LOT
does high movement speed increase or decrease the time before you momentum stops?
I can't say for certain off the top of my head, but I can quickly check in-game
New enchilada pfp
cancelled early if your momentum stop
if not mistaken
ram not starting in the first few frame is particularly against a fast target, slow target it is ok
insert $20 dollars obtained video
but yeah I always hold the opinion that giving ninja gear scarf effect is WAY too much, on the other hand this suggestion got enough votes but because bot is down it was not sent to devs, but I think it might be worth considering?
the execution part of cause can be different, but this is just the general idea
Seems that increasing movement speed increases dash length, rather than time spent dashing
Can't tell if the time is any different but it seems almost identical
Which lines up with my initial thoughts
imagine actually checking for grammar (can't be me)
Improveme
sick request
https://www.youtube.com/watch?v=u0ywwGfpkAI&t=1m20s
Imagine doing that when you can just do this instead
i really feel like ninja gear buff is the opposite of what you want to do because in a vacuum it’s an AMAZING accessory
amazing in a vacuum if you are already good at the game
90s dodge is completey unusable for average player
i used it in my first 3 playthroughs and it felt really busted
even if you nerf the current asgard valor by:
cutting ram activation window in half + cutting dash length in half + remove kb immune + remove all debuff immunity + and then basically remove the defense bonus it give; THEN MNG might be better than it
even if you’re getting hit every 9 seconds that’s effectively 10% of the damage you take getting ignored
that is how vast of a difference in power level between asgard's valor and MNG is
you can get hit by an inconsequential attack and then get damaged by a big attack
it does not always equate to 10% damage taken reduced; sometimes it is below or it can be more if you dodged a huge attack with it
but chances are it is less because there are more small attacks and less big attacks
i don’t know if inconsequential attacks even happen by post plantera
i just think people underestimate the mobility given by long dash a ton
anahita bubble or frostspear or levi boulder is less than their charge attack
pbg mine or rocket is a lot less damage than charge
ravager fist is less than ravager ramming into you or even head beam
fishron bubble is a lot less than charge (though shark and charge is comparable)
eol is quite similar except for the charge
.... ML eyes vs laser
.... even later things like provi star/small fireball vs laser, scal dart vs brimstone monster or even just hellblast etc
there are a LOT of situation where you can dodge a much less damaging attack (considering defense) compare to possibly dodging a much higher damaging attack, in fact because smaller attacks appear much more often chances are you dodge said smaller attacks instead
the issue is MNG is only good if you are already good at the game, meanwhile Asgard's Valor is much more forgiving even if you cut its activation window in half
which is why the suggestion above did not make MNG more forgiving/room for mistake, but rather emphasize on giving more option to dodge to allow average player to also be able to utilize it, while experienced player of course also can utilize it much more but still have a distinct identity difference with valor
Ram dashes fall short when the enemy relies mainly on projectiles (or the main boss is not easily rammable)
The only issue is that bosses like that are few and far between
and in the worst case scenario, even if you cant ram, you get a dash + kb immune in 1 slot
and some defense
Indeed
this might be somewhat true but valor will also be more skewing to being good at the game if the ram ability was a real timing
so it’s just kinda a you don’t know until you try it, maybe it’s a massive difference and puts them at basically the same level or maybe it changes little in the long run
you dont have to ram into the boss, you can ram away for it similar to how you use mng
it is basically just extra insurance (if the dash length is substantially difference of course this will actually changes it)
I do like the idea of making Asgard's dash more precise
Because if the issue is Asgard's dash being able to nullify damage, then it being more precise makes it not quite as braindead of a damage nullification
Then, you have the scarves and belts for longer dashes as well as added security for casual players in the form of the dodge, and the ram and bonk shields for more skill-based dashes
ok wow i never noticed statis ninja belt was the exact same dash as mng and not better 
that would explain why it feels so bad
Post-Moon Lord dash upgrade that doesn't change the dash + added effects that aren't useful post-Moon Lord (wall climbing, fall damage resistance, ability to swim, etc)
Lovely
it would be one thing if it was atleast half of frog leg
but fucking 1/4th of frog leg is pitiful lmao
Don't forget how 75% of Frog Gear just disappears when you upgrade it again into Void Sash
Fucked up honestly
item losing stats when combined is normal honestly
main issue is not just lossing frog gear stat, but the fact that it gained nothing else
I just don't really get why Frog Leg got swapped for Frog Gear when its effects are just entirely ignored
What even is the difference?
Frog Gear gives the same amount of jump speed as Frog Leg right
Yes
It's not like you need the ability to swim either
The ability to climb and everything is integrated on MNG
seeing the godslayer inferno debuff again makes me think
why is there ANOTHER fire debuff after Providence and her relevant stuff
If you really need to swim (for water arenas, I guess...) you could pick gills and flippers potion
Because uhhhhhhhhhhhhh yea
Godslayer should be cold type because uh, yeah
Calamity is a fire themed mod actually,
you can make vulnerability curse fire debuff also
Fire debuffs were the cool thing to do back in the day, back before debuff types were a thing
Now we suffer the consequences
im thinking that Godslayer Inferno should be changed to a not-fire debuff
Can we have another electricity debuff for God's sake
yes that is where i was going
were the easiest vanilla dust to copy and recolor*
Like for classes like summoner is another small aggregate that compared to the bullshittery that fire debuffs have (a billion modifiers) is almost irrelevant
Dragonfolly could have one, Auric could have one tied to it(?)
What if
Storm Weaver gets an electricity debuff (one other than Electrified)
And Ceaseless Void gets a cold debuff
If it weren't for Voltaic Jelly of course
they probably have debuff plans
I heard they plan on making debuffs more worthy of use but idk about that exactly either
At least make debuffs interesting outside of dot effects
There's already plans for Dragonfolly electric debuff and to make GSI not fire
Maybe debuffs are just inherently a flawed concept in this game
I feel like most debuff conversations get here eventually
That’s good news
soon tm
an undecided amount of seconds
Debuffs are either broken or useless
They're a very small addition in vanilla honestly
I love dots in games though
the issue is DOT effect is by far the less detrimental effect you can give
They're a bit handy sometimes in some cases
other debuff effect might create a "lose more" situation
eg: movement slow make it more easily get hit by subsequent hit, plague used to reduce your vision = get hit more
In Calamity they're buffed to another extreme
defense reduction (eg: old radiation poisoning?) basically is just same as DOT for 2nd hit
Change Godslayer Inferno from being a fire-based debuff to an electric debuff
Godslayer Inferno happens to be the middle of an absurdly large amount of fire debuffs in Calamity's post-ml section, sandwiched between the Holy Flames of Providence and the Dragonfire of Yharon and Calamitas's brimstone stuff. Practically all iconic bosses of Post-ML Calamity are fire based, so having one important debuff be changed to another debuff, especially an electric debuff considering the comically small number (2!) of them. And the DoG's godslayer inferno seems to be the easiest one to change, since Providence has the Auric Soul of fire and Yharon and Calamitas are inherently fire-based fellows too.
Shadowflame gets its base DoT damage multiplied by 3x
Debuff that changes in damage depending on the duration that it's inflicted for
This surely won't be a bad idea
CIT said they have plans
#suggestions-discussion message
I think they already have plans for GSI
Combined by the fact you have debuff resistance/weakness and also Slime Gun
i see
You can easily get almost 50 DoT pre-hm
im just thinking that electric type is probably the best debuff type for GSI to be changed towards
PLUS! you can have it be previewed by the Storm Weaver
It'd make more sense than Hide of Astrum Deus having a post-Moon Lord debuff on it for some reason
speaking of suggestion what punishment will you got if you steal a suggestion from here and post it in #suggestions-posting before the original writer
And then you get Hellfire Treads and that thing ramps up exponentially
Just as long as PML has more elemental variety
Uhhhh
It's kinda just plagiarism (particularly if the original writer doesn't give consent) so I imagine you'd get verbally warned about it
How many post ml sickness debuffs are there, cold?
Fun fact, Caustic Frog staff gives 12 seconds of Irradiated
Is exo freeze still a thing?
There's Nightwither as a post-ML cold debuff
Exo Freeze was removed somewhat recently
renamed godslayer inferno to godslayer water rashing
Glacial State is still in the game
Just Exo Freeze got purged
But it's also inflicted by some post-ML weapons I think
cold
The opposite to Holy Flames
Ah so there is a post ml cold
which would be pretty good for the tier because old duke isnt resistant to cold
It think it's like moon related
Well, not quite post ml but
but nightwither is forced into being not postml level damage because it’s on like 2 preml items
I love my Icebreaker (Cryogen drop) inflicting a debuff with the same DPS as Holy Flames
Funny how Brain Rot is an infection themed debuff and it isn't on the infection debuffs list
I completely forgot brain rot was a debuff
It's to match Burning Blood essentially
What does it even do again?
Uhh 25 DoT according to the wiki
Oh just more dot
Yeah
At least electrified is an interesting dot, if you move you take more damage
Blight would imply sickness? Not actually sure though
Miracle Blight is typeless iirc
Understandable honestly
Doesn't Miracle Blight have like some visual fire effects when debuffed from it
Miracle Blight is typeless
Some of these debuffs are so hard to keep track of
heres uh my attempt at cataloguing which debuff is last relevant in progression. certain debuffs have nothing because i don't know if they're useful or nah
Or just don’t do enough to remind you of them which is honestly an issue with debuffs themselves
OH FUCK
how tf is Frosbite pre-hm?
Kami Flu is Hardmode
oh fuck wrong frost buff
also Kami Flui is Hm
Small corrections
Kami Flu, Plague, Whispering Death, Absorber Affliction, and Daybroken are pre-Moon Lord
Plague is hm too
Plague post-Moon Lord is crazy
Combine it with the fact you'll be getting the most of Hellfire with Hellfire Treads you can easily get more than 100 DoT pre-hm
Euthrophication is Hardmode (its only from Abyssal Mirror iirc)
only there becasue there's some plague stuff post-moonlord. somehow
one bad weapon and one bad accessory 
Sulphuric Poisoning is hardmode, although very few weapons inflict it iirc (only Toxibow i think)
Vul hex is hardmode next patch (only on gfb)
The last Sulphuric Poisoning in Hardmode was removed this update
oh nvm then
sulp poison is old duke drops and random as drops that they wanted to superbuff
um actually there is a bunch of things
Scourge Of The Seas inflicts Sulfuric Poisoning
Consequently, Sulphuric Poisoning also got a slight buff
Wait is also On Fire! buffed by Calamity
updated. remember, this is for when debuffs are last relevant basically
6 DoT?
debuff system
electrified? I HAVE ZERO FUCKING CLUE where it is last relevant
cause its the ONLY ELECTRIC DOT AAAAAAAAAAAAAAAA
its always relevant lol
Wiki page for On Fire! says that it inflicts 6 DoT regardless of the system
there were plans for some Electic DoT variants that havent been made iirc
Okay but what is galvantic corrosion
tesla potion stun
Oh
or slow but basically same thing
Summoner when debuff spam
Summoner
Summoner people when I introduce them Plasma Rod + Slime Gun + Hellfire Treads (they suddenly like to play summoner even more)
Shadowflame is also relevant post-ML (statis curse and nucleogenesis)
that’s not what they meant by releveant
they meant being a real debuff meant to contribute to your dps (aka not thrown on for low reason)
actually if we're going by that
why is plague still there again
stuns have their own category because they're not dots, they are technically relevant always
arent slows affected by type resistance/weakness or something?
okay. this is for dots with "elements", and when are they last relevant. shadowflame doesnt get to be post-ml because why does Spazm STILL INFLICT IT IT MAKES ZERO SENSE
yummy purple
Eutrophication and Galvanic Corrosion both are
Even if Spazm didn't inflict Shadowflame it'd be still a bit relevant on hardmode (early) because of the Goblin Army upgrade
You get Pygmy Neckacle with DoT and a lot of other Shadowflame weapons
its a joke i just dont like that spazm rev+ still has shadowflame instead of cursed flames
which is like
why
why does the green eyebal not fire green fire
his fucking exo counterpart fires green fire
dash length distances (marked by torches not the item frames) (also not accurate to ingame, wings/boots and other movement speed increases make a massive difference in tiles covered)
i didnt actually know how low of a distance increase tabi was compared to valor, when i do these discussions im usually internally thinking about void sash vs asgard aegis which itself IS a massive difference
the fucking upgrade
p1 does have cursed fire, p2 has a completely separate shadowflame attack and is also not a green eyeball
Honestly Rev+ Spazm firing Shadowflame breath is such a boring and lazy change
It's like if we painted Retinazer's lasers to green and inflicted Cursed Flames instead
Just for the "extra difficulty"
Side note imagine if it inflicted ichor
i've reposted this suggestion and unfortunately it didnt get enough votes
he couldve had normal fireballs that inflicted on fire
Difference with Cursed Flames and Shadowflame is that Cursed Flames doesn't have an inmmunity source for the fight
While Shadowflame has it via The First Shadowflame
Meanwhile Shadowflame's will be dying
but i dont like the green eyeball (also a lot of resprites of spazm by fans give it green stuff even in p2, so it makes it REALLY jarring when it goes purple) firing purple fire and not green fire
fuck the dark soul ref is dying
🙏
Eternity Mode makes Retinazer inflict Ichor every time you get hit by a laser
would you take a dark souls reference that is pygmy necklace but purple
E mode moment
Just for the sake of like, oh wow both evils or smth idk
ok eternity mode makes plantera inflict a poison that kills you if you have it for too long
The debuff stacks
eternity mode does a lot of wacky things that’s kinda its point
eternity has the right mindset of making unique debuffs that arent just dots
but a lot of them are super annoying unfortunately
The limit is 20 seconds and every attack inflicts it like 5 seconds more I think?
It's a very tight fight also
That is one downside to making unique debuffs though, making it balanced and also not be annoying user end
Skeletron Prime's Nano debuff being the movement killer
Wait, I just remembered
It's funny that it was brought up Spazmatism shooting shadowflames
yeah they just made bad debuffs instead
It's a good concept tho
Holy shit he got the ourple
holy fvck two of them…
redigit plz add cool visuals to spazm fire pilar visual pl.z... make it flmaehtower visuals...,.
Truly corrupted moment
I forgot if he also shoots cursed fireballs in phase 3
i mean, shadow fireballs home and cursed fireballs are regular
I remember fireballs
Okay yeah he does
it's certainly the whole dash duration, additionally it activates on frame 1 so itll activate on an enemy youre right on top of
(wearing mothron wings and angel treads here)
i dont see any issues with explicitly making rams timing reliant, i mean people will complain because their favorite item is nerfed but of course they will
i suppose ninja gear line could get minor distance buffs too (especially statis because god lmao)
Rams requiring a bit more skill would make the game a little healthier, at least in hopes of adding some other dash variety
could i make another semi generic “buff statis ninja belt” suggestion or would that have to go in balance reports
realizing that it’s literally just master ninja gear with 6% jump speed is yeah
Imagining if acceleration/deceleration could be used without it being too strong
The deceleration is actually really useful for precision, so not sure how that will work in balance, but to be honest worth a shot?
im more interested in just buffing the other dash accessories instead of nerfing rams
although making the asgard line disconnected from ankh shield line is still an option imo
maybe was an old bug that was fixed, because at that time I used it against malice ftw yharon and sometimes it just doesn't work
especially where I timed it on point, at that time I have to actually intentionally mistimed my dash by dashing too early for it to work
but yeah as stated it is mostly against exceptionally fast target (the initial frame not working issue)
it would just be regarding the frog leg effect and maybe the dash itself not being buffed
solar armor?
as I know even after solar was given 12 iframes like other rams it can be very weird with giving immunity when ramming
no was asgardian aegis
but yeah, it may be either old bug that was fixed; or literally just malice ftw yharon
it’s probably just a mistiming then, could be either the delay from double tapping or maybe even input delay if it only feels like you dashed
Honestly it could just be
Puppets attach
Minions attack
Puppets explode
A very basic whip-like interaction
Not really, the ankh effects have 0 use in boss fights, knockback immunity is the only important thing in ankh and it's because knockback is horribly executed in terraria and it with the immunity against stupid vanilla debuffs should stay on the most relevant line because these should by default not be experienced for the same reason as knockback.
Honestly I would say ankh shield's effects need to be more permanent without relying on an accessory line after it's at the stage where it would be upgraded to fit the same usage except the accessory line in question would not be relevant for this.
Saying that debuffs shouldn't be experienced is a big stretch, specially considering that cal already addressed the long debuff durations of vanilla's higher difficulties and gutted the more obnoxious ones (chilled from entering icy water)
They're a decent form of counterplay against defense stacking since their damage does not discriminate, it's why fights like calclone still can drain your HP really fast even if you're going full tank, keeping said builds more incheck
What does DoT have to do with ankh's immunities
Debuffs that make you more likely to get inflicted again are the worst type, this should absolutely be stayed away from
In fact any mechanic that isn't without enough of a reward
noticed you were having fun on ceaseless void. how about i. give you several seconds of distorted.
Thank god anti gravity gives immunity
I literally never noticed it before because I always had it on or something
Some of the debuffs from the line are fine, armor crunch is just a temporary damage taken penalty, and curse is just a temporary dps loss, but one can focus on dodging while waiting for it to run out
Curse is not just a temporary dps loss
The issue arrives almost exclusively with the debuffs that hinder movement
silence is a dps loss... for one class
Curse leaves you vulnerable to fending off attacks
In which case you are likely to be attacked again
You can't knock the enemy back or anything
Simply stuck without any form of defense besides hoping you can dodge it around for a while
mfw the brain of cthulhu hits the 3% proc to give me the curse debuff and disables my grappling hook and all my weapons so i just sit there and get beaten to death with no way of escaping
curse disables grappling hook
As far as i know, the only non-boss that can inflict curse is the floating 💀 heads in the dungeon
Wait, BoC can't proc curse
Right?
Which can go through walls
I've never seen that happen
Making it harder to deal with
They can't be knocked back in the first place
Brain can inflict cursed
this was in vanilla so it might be different in calamity
it ended a hardcore attempt
of mine
I had, no fucking idea that was a thing what
Other enemies still exist
3% chance to disable grappling hook and all weapons when creepers hit you lolllll
I've sink hundreds of hours on both modded and vanilla and i had no idea that was a thing
I guess you learn something new everyday
boc can give you like every debuff that ankh shield prevents
poison, darkness, cursed, bleeding, confused, slow, weak, silenced, broken armor
The only reason BoC still has those debuffs is probably because of Laudanum
only one missing is petrification (thank the fucking lord)
And like... that's okay I guess
That early on you can spare a slot for it
Though grinding for it is kinda stupid in general
i wish they gave laudanum/HoD/stress pills more interesting ways of acquiring them rather than just being a very rare drop from a boss
Get inflicted by cursed 10 times in a row and your blood produces laudanum due to immune gain somehow Idk
I still don't know what the point of those accessory's orthodox obtain method is
It's just because they were added hundreds of billions of eons ago
There's no really a point they just Were and stayed there
This applies to like half of calamity
im thinking of making a suggestion about making draedon dont explode his recon body for no reason if its somehow left undamaged during closing monologue but idk if its going to be valid 
Add Meteorite Bars to Smoking Comet’s Recipe
Smoking Comet is a pre-boss yo-yo that most people have probably never even used. Sure, it’s relatively new but even considering that I doubt many people have ever used it or knew it existed without checking the wiki. There are a few reasons for this, such as having an odd recipe and having to compete with the hundred other pre-boss melee weapons, including the 4 (5) other pre-boss yo-yos. I also think it doesn’t really have an “identity” besides just being starfury but a yo-yo
This is why I propose adding meteor bars to it’s recipe (effectively making it post-Eater of Worlds/Brain of Cthulhu). Firstly, I believe that it would see more usage at that tier as a viable yo-yo for Hive Mind and Perforators (there is currently none). Secondly, it would help the item to have more of an “identity” as a meteorite weapon and not some obscure pre-boss yo-yo with a weird recipe. Speaking of the recipe, I think that adding meteorite bars would help to make it more known as somebody could be looking at meteorite crafts and see it there. The rest of the recipe should stay the same, but I just think adding meteorite to change it’s spot in progression would help a lot in how much people will use it, as well as reduce the number of pre-boss melee weapons and to just give it more of an “identity” overall. Also, I believe that the name and sprite of the weapon make adding meteorite a good fit.
And yes, I did get permission from the donor to suggest this.
Think there’s anything I should change or reword?
Good sugg
Looks good
Introduces the issue in a concise manner, brings plenty of reason why it should be changed, and has donor permission
real
Speaking as someone who recently started a new melee run and only crafted Smoking Comet because I randomly saw it on the wiki when looking at yo-yos and then thought "wow, this seems very good, especially when compared to the many other pre-boss yo-yos" and then got a "broken" one, thus rendering it functionally unusable: 🫡
Reforging:
I didn't have the goblin tinker unlocked at the time. Now that I do have him unlocked, I think it might be obsolete. ...I do have something I should reforge, though, so thanks for the reminder!
On average (and technically the intended point in progression) you get Goblin post-EoC
goblins are so fuckin weird
by the time you can usually beat/spawn them you dont really have a reason to go underground
which is where tinkerer spawns
like i guess if the idea is you'd go mine demonite/crimtane at that point then maybe i could see it??
They're post evil1 on the vanilla wiki i believe
For...some reason...

@golden sonnet - Your suggestion has received an updated status!
[Add a Renewable Source of Astral Chests]
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
@solemn sleet - Your suggestion has received an updated status!
[Hive Pack Upgrade]
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
Astral chest real
If I have bombs for orbs I'm not going to skip out on an attempt for eow/boc they don't put up much of a challenge in vanilla and that is probably why you would have already beaten evil1 before you get goblins
Aaah fair
(please tell me this means astral key will be real)
Sprite hell 
why would you say this.
I hate you for being correct
Dreams shattered
💪
I'm a good human being for making people lose hope joking in all seriousness
I’d sprite astral key ngl
Thing is I doubt devs will bother because it’s such a silly thing to worry about lol
I refuse to believe there are more than two spriters working at any time on things other than Yharon’s resprite
Where it is taking the entire state of California to sprite it
Well to be fair, there is a major content overhaul coming up
And Yharon’s resprite is just not on high priority anyway
@proper granite - Your suggestion has received an updated status!
[The player should be guided towards some of the more obscure content.]
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
@atomic shell - Your suggestion has received an updated status!
[Clarify what Crimson Armor’s set bonus does for life regeneration.]
It has been voted upon, and the devs decided it would be a good idea to implement it. This doesn't guarantee implementation, as plans may change/alternate plans may be made, but it does highly improve chances!
You can check out your suggestion again here: #suggestions-voting message
nice
@errant wind - Your suggestion has received an updated status!
[Make a crafting recipe for magic conch]
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
still have no clue what it actually does
quadruples natural regen in cal
which is completely separate from the normal +1 life regen in normal regen accessories
this is funny as shit
sure hope it has pearl shards in it at least
@atomic shell - Your suggestion has received an updated status!
[Clarify what Crimson Armor’s set bonus does for life regeneration.]
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
Lemme mark this for a second time 
So good it got implemented twice
@olive saddle - Your suggestion has received an updated status!
[Add more multiplayer based items like Affliction]
It has been reviewed by the devs, and for one reason or another they decided it would be best not to implement it.
You can check out your suggestion again here: #suggestions-voting message
i forgot to poke the bot out of that suggestion
@olive saddle - Your suggestion has received an updated status!
[Change the fragments to only craft their class specific weapons]
It has been reviewed by the devs, and for one reason or another they decided it would be best not to implement it.
You can check out your suggestion again here: #suggestions-voting message
@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 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
and these
@high nest - Your suggestion has received an updated status!
[# Reduce or Revert the Graveyard Tombstone Requirement]
It has been voted upon, and the devs decided it would be a good idea to implement it. This doesn't guarantee implementation, as plans may change/alternate plans may be made, but it does highly improve chances!
You can check out your suggestion again here: #suggestions-voting message
Nice
@high nest - Your suggestion has received an updated status!
[# Reduce or Revert the Graveyard Tombstone Requirement]
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
12
So this means yes but not like affliction 
shit i mean 13
Double nice
hope you're fine with that
Me? It's not my mod, I do think its very thematic and a good compromise between current and vanilla tho.
Doesn't matter if I'm happy in the end, long as the suggestion is useful for devs
to whom it may concern idk
WEHATTTTTTTTTTTTT
amazing
Yay
completely fair, i expected this one
hard to do
but whar? cant say i understand, but it is their mod. no issues here
as someone who pushed towards it, yes id rather sacrifice consistency if it means you don't just get 7 weapons from beating a pilar
that actually is a good reason
7 melee weapons from 1 pillar can be very overloading
if it is merged together into one pillar then defeating one pillar will give you more branching options than literally anything else in the game
a boss will drop 2 weapons for your class... maybe 3 at most
at some point they all compete to be your chosen weapon and then none of them wins
id rather have that overload of options than having to scout out everything i can craft for my class for like 5 minutes straight
Then use many pillars fragment
#suggestions-posting message not a bad sugg. this combined with a tooltip or smth saying that the cell and charging stations are important could go a long way
I've tried searching for it in the currently being voted suggestions but found nothing, are there any plans for adding more whips and whips modifiers to calamity? Currently, we're being progression capped in this area at EoL, which is about half of the game done.
To be added, summoner balance nightmare.
There are plans for whips, but I doubt whip modifiers #calamity-mod-talk message
(The message I linked is a dev source saying they'll add whips)
Thanks, I figured there might have been plans for it, but I've searched on the wrong channel
Yeah, summoner is a hard class to mess on, I suppose
One way I thought about adding more whips is to first nerf the vanilla ones, since they are VERY strong at any point of the game (except post ML IMO), and fill the gaps made by the nerf with the Calamity ones.
Now for the modifiers I have no idea how that could be done in a balanced way, but it would be very cool to see it done if possible.
Well, a problem point for Calamity adding whips is that vanilla is planning on adding 5-6 or so in 1.4.5, a good few of which fill up a lot of the tiers Calamity could take for their own
For example: Calamity is planning on adding a whip obtained after the Hive Mind/Perforators, but vanilla in 1.4.5 is adding whips available around the Eater of Worlds/Brain of Cthulhu from what we've seen
There's also the Stardust Pillar-themed whip, the Moon Lord-themed whip, and a few others
But what about post dragonfolly or something?
Fortunately for Calamity, though, there's only so far vanilla can add whips
So Calamity's got a whole section of the game to work with for whips, just anything pre-Moon Lord might conflict
Do you think they'll add whip accessories?
Vanilla might, yeah
They added accessories for yoyos back when they were "the thing", and considering it seems like whips are the new favorite child, it's likely
There are plans yes; at least 3 maybe 4 new whips will be added
But yes summoner is painful to balance and the internal whip arguments slowed us down; its been smooth sailing recently and I recently started [the prototype] so its been good
Accessories are mostly done I think
the
summoner rework info
i really want whip dyes
Already ingame:
Firecracker nerf
Will get nerfed:
Snapthorn
Mourning Star
Kaleidoscope
The stardust one (lets be honest its gonna be as strong if not stronger than Kaleidoscope)
ML whip (vanilla endgame thing; its gonna be op as fuck)
Whip stacking: planned to die (the speed increasing aint that bad but the damage stacking… fuck that shit)
jesus christ, so many nerfs
Well yea
Those particular whips are known for being stupid (besides the two unreleased ones but based off of Kaleidoscope we fear for the worst)
I think there should be a summon that digs in the ground and launches up basically like eater of world's or in other words it wouldn't be able to fly so it's a ground summon but instead of getting longer with each summon it would add another worm
Sounds reasonable, thanks for the info, excited to see what the dev team is cooking.
SIS suggestion, wouldn’t be allowed.
same
when in doubt, throw in a fragment
Solar fragments go wahoo
suggestion was so good it got into voting thrice
Uh
And have no stars I think
And this isn't even gone yet #suggestions-posting message
FOUR
It keeps going?
@drowsy plank do you wanna just ping nycro?
jesus christ you posted it so much
what
It's a bot
@inland saddle bot broke
what the fuck
Anyway yeah it just broke
oh fuck there's like 12 of them
Wtf
Lmao
discord bot development in a nutshell?
Pretty much

There is literally 0 code I wrote that could have caused this
It REALLY wanted to push that suggestion
It has to be either discord or my library
why the fuck is the " add meteorite bars to smoking comets recipe " repeated like 100 times
That’s what we are wondering too
like i get it its a good suggestions
Bot issues, let it be handled for now.
I'm not sure about you but I think the suggestion got into voting
lo
they're working on it
30??????
Did someone mess with the bot perms
Very certain we didn't
This is golden
This is smoking
I'm restarting the bot
If it does something like this again

!test
!t
Oh right
I only put that in dev server

Well if it messes up again ping me
Nycro's bots trying to work for 1 nanosecond.
I can take it offline while I resolve the library issue
Read above
This literally isn't even me lmao
I know.
.
Even if you do it perfectly, there's a universal law stopping you from making them work.
I don't know how the NohitBot has evaded the judgement of Random Discord Event so far
Murphy's Law
Like actually it's invincible
I would honestly be relieved if it went down at at least one point
?
i hope not
if its doing shit like this, theres a problem
Yes there is
Yes, discord
And that problem is going to occur regardless of who makes the bot or how well it's made
Idk, discord has never caused any issues for anything ever 
See:
tfw you created skynet
Rely on Discord for anything challenge
discord sucks at big images
I mean like
you could stop at "discord sucks"
Discord literally just decided to stop talking to me for some reason
Hopefully it should be fixed now
I don't see any errors yet
If that happens again that means Discord made a breaking internal change (more common than you'd think)
And I just need to update my library, which is very easy but will take me a minute if I have to
i can keep an eye on it everyday if you want
I usually get pings whenever something happens lol
I'm sure there's enough sugg regulars here to notify immediately

can confirm
I love discord I love discord I love discord I lo

Figma nuts in your mouth lmao gottem

i went back to tf2 casual, theres some bots called rolph
and i've already made a nut joke with rolph

I heard something about being able to release the plague at any point a while ago, and I had an idea for how to implement it
The gist of it is that the jungle lab would have some sort of quarantine force field or just a shell around it, and in order to get some treasure from it, you'd need to break through, resulting in the plague being released
There should be some sort of quarantine warning message about this, maybe by whoever sabotaged the lab, saying that breaching the containment would have severe consequences unless someone (you) finds a way to neutralize the plague
Should I make a suggestion about this?
that's awfully specific
i dont think plague expansion hasnt happened yet because of lack of ideas on how to do it is all im gonna say personally 
Plague is just kinda smelly
Plague is one of the coolest themes ruined by being in one of the busiest spots in progression (late hm)
Still unsure how the plague mini-biome will be pulled off, will it just convert tiles into a more sickly looking green?
Well Plague itself also is just sorta meh
Like, take the Astral stuff, thats cool as shit. You got some aliens and stuff and thats neat
Plague is really just… turn things kinda green and evil-er
Like, maybe theres somethin’ Im missing but I feel like it would’ve been much cooler if it wasn’t just a bunch of nanites or if it just started mutatin’ stuff wildly
Idk, I feel like it doesn’t take a theme and go with it like the Astral biome or even Brimstone crags
Tbf plague mostly is just… Plague
They are going to be turned into something more “war-like” in the future though
Is it the inevitable capitalist machinery that is used to make the ultrarich ultrarichier?
Ultramoney 🤑
ultrasales 
Ultragreediness (average irl billionaire CEO)
We need the Ultrasuggestion.
Add an actual plant themed functionality to Feller of Evergreens
feller has plans
Honestly I had an idea for it like when chopping down trees you get extra fruit for food items that are crafted like a lot of the drinks
And then Axe of Purity was the combination of Axe of Regrowth and Feller at early-hm and Inferna Cutter line became separate thing
i said this a while ago, but i think Plague should instead be an event
like have an event similar to Acid Rain where you go into the jungle and exterminate the plagued organisms
perhaps like the final tier of Acid Rain, the end of the Plague would have the PBG spawn
i think the "boss spawns at the end of an event" is cool for flavor and awful for gameplay
A new idea surged today in my mind regarding Plague
What if PBG was in a in-building process inside the Jungle Lab (in this case it would be a huge structure connected to giant beehive) where the more in-game time you spend the more built it is and when it's 100% built you can release it at any moment
i think i saw this in the discussion where i first proposed the Plague event
Seems complex
And if you wanted to speed up the progress you could spend some lab materials or some other materials
Or atleast when you kill Golem PBG breaches containment instead of being very non-linear
I like complex stuff
Obviously the game should tell you about this in-game because stuff being heavily wiki-reliant sucks a lot to be sincere
although yeah...
I do think bosses could have cooler spawn-ins, just something simple though
I.E. DoG coming out of a portal or Ravager assembling instead of just appearing
Remember that some of these ideas take a lot of coding time
same
Plague Remote would still exist to call PBG at any time because firstly the boss would just escape from the lab and infect pretty much all of the jungle
My only issue with the “building over a playthrough” thing is that one would require PBG to physically be there and could mess with the opportunity to just build wherever in place of having to build around it until it is finished
Codebreaker works because it is 100% player driven
Afaik there was an idea for Exo Mechs spawning where essentially there was a huge assembling machine that Draedon spawned somehow where Exo Mechs would be assembled and sent for combat
It could be player driven too as you get more stuff to complete the PBG building process through the game
Wires, hardmode ores, some jungle materials, etc
The components of a nuke
I do think there could be some pre-golem storytelling like wild nanomachines roaming around
both of these will probably happen when they get reworked
maybe not rav
but DoG will probably have something
It would be disappointing if DoG didn’t get something like that
Rav I could care less for, just that it’s lame that he falls from the sky, not much you can do for that I suppose
Yeah I was disappointed about that, wanted to read it today
But it’s getting updated so more stuff to read
i feel like all post ml bosses should have unique boss spawn animations
and rav is getting retiered to post provi
Yep
Ravager is weird, not much I can say about him other than I trust the Devs have good plans for him
i mean, he is a god
He is yeah, a mindless husk of one
Doesn’t show very well in game too
I do think he is finally going to be tied to bloodstone though
Anyway, that’s my two sense on the topic
I should really suggest that astral ore idea I had again
honestly im less annoyed about ravager and more about Aureus
what is the community more interested in:
guiding new players towards more obscure content
or
auric golf balls
the answer is neither, they have basically the same interest lmao
you dont need to guide the new players towards the almost certainly obscure auric golf balls
because that's what all the youtubers will be talking about
The difference is that one of them is from over 3 weeks ago and has a dev reaction, meaning its votes are going to stagnate from now on; and the other reached voting exactly one week ago
In terms of rate of performance, yours is doing much better
169 per week (golf ball)
VS
174 per 3 weeks or 58 per week (obscurity)
golf balls are reusable, arent they?
yeah
@errant wind - Your suggestion has received an updated status!
[Make a crafting recipe for magic conch]
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
@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 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
was done days ago the bot was just not responsive 🤖
YAY
Cool
neat
@solemn sleet - Your suggestion has received an updated status!
[Hive Pack Upgrade]
It has been reviewed by the devs, and for one reason or another they decided it would be best not to implement it.
You can check out your suggestion again here: #suggestions-voting message
@golden sonnet - Your suggestion has received an updated status!
[Add a Renewable Source of Astral Chests]
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
Knew this was gonna be a thing ever since hive pack got removed from the plague hive
plague hive is never gonna be good again 
True
Hang on a fucking second
Plague hive uses honey comb
doesnt inflict honey upon getting hit
Ah
Plague Hive is an item
Truly
plague hive is a downgrade bc the bees on hit have bad iframes
and that's literally the only advantage it had over alch flask
That is so overwhelmingly depressing
It really just shouldn't exist if we're being real
"Upgrade" to an item that makes it worse in some regards and has 1 (one) extra effect compared to Alchemical Flask
all bees have bad iframes 
either it should be deleted or made to actually fucking do something
Well your attempts for the latter haven't really worked so
May as well give the former a shot
That's not a bad sugg
upgrade to an item obtained at the immediate next tier where the accessory would still be very viable alone
it's so funny too bc plague hive HAD the hive pack effect on it still and it still wasnt better than just like. an emblem.
offensive accessory drought
they forgot to remove the hive pack effect in the code and the buffs were so marginal that no one noticed. that's how insignificant hive pack buffs are at this point
alchemical flask, plague hive, and toxic heart are already too similar for them all to exist, we dont need another
Defensive options: "Here's a bunch of ways to change life regen, defense, damage reduction, and immunity frames, with a lot of other unique ways of keeping yourself safe"
Mobility options: "Here's plenty of accessories to give you more flight, movement, and change up your dashes"
Offensive options: "Here's an emblem with 1 extra effect, you'll use this the whole game"
plague canister crafts and pbg drops and infected plating crafts and
Hi im thinking about making a sugestion that makes it so the mech boss summons need power cells so that new players will have the factory's going long before the power cell grind of doom that always happens whilst trying to fight draedon. dose this sound like a good idea
As much as that could help, some people still don't know that the Mech summons are moved to a normal anvil
And a recipe unfortunately doesn't really say where to get the cells
If they're a new player, they aren't going to know where to find the labs, how to get the factories, or that Draedon Power Cells are even a thing
The eternal struggle to add foreshadowing to game mechanics so that new players get to know wtf is certain things
Unrelated to Calamity, but Thorium added recently a way to players know about the inspiration mechanic via Guide whenever you pick a bard weapon (most probably either crafted or found in surface chests)
O nice good suggestion Enchilada, i was about to make one like that
more along the lines of removing flask and heart and having hive get their effects though
plus add hive pack to it maybe
Fortunately Calamity devs have plans for the Power Cells and Factories iirc
Considering
#suggestions-discussion message
#suggestions-discussion message
#suggestions-discussion message
#suggestions-discussion message
ench the archivist
Aye
Ah, you mean remove the items entirely and move their effects to Plague Hive?
I could see that working for Toxic Heart (let's be honest who uses it for anything but debuff enhancing), and Plague Hive is just Alchemical Flask 2 so
There would be the problem of Plaguebringer armor, though, as it uses 2 Alchemical Flasks to craft
I kinda had an idea for the Plague accessories that I wouldn't be able to suggest since specifics and whatnot
Alchemical Flask could get put back to 50% Plague resistance, Toxic Heart would get a rework to not be Inferno Potion: Plague Edition (keeping the 1.5x multiplier to sickness), and Plague Hive could get removed completely
YOO wait thats hype
Oh whoops I thought that said beans 


@ YuH if this passes you need to write up the assets-needed post for it 
Yes
should suggested a recipe in there as well
what
no specifying the details of the recipe would've made it violate the specifics rule
the point of this channel is to point out problems and suggest solutions, not to outline how things should be done
ok
Yes i specified the thing that said that should use ocean materials
thats a generalization
saying it should use ocean materials is not giving its straight recipe
its valid to say "it should use ocean materials" vs "it should use coral and some sea shells"
YAYY
I agree with additional stat thing
Lucky gives luck so you can boost that
Menacing can give like... Idk actually
i dont really agree with that. your weapon damage scales throughout the game, defense doesnt really scale the same way (the number of defense you get increases vs weapon damage increasing/the effectiveness of the defense doesnt increase its just the number that goes up). crit is exempt cuz its double damage regardless. my only complaint is menacing falls off the more damage ups you have where as lucky doesnt. while lucky has a cap menacing just kinda feels inferior. lucky scales really well as its double damage regardless and armors will help you get to double damage easier and more consistently.
i'm probably talking out my ass and speaking gibberish but i do have to say lucky having luck and menacing having nothing AND being numerically inferior the more damage (NOT CRIT) ups you have is pretty disappointing.
lucky and menacing are also percentages vs a flat number and that flat number only gets more numbers attached to it vs the percentage just being more effective
im probably having a fuckin stroke and seeing the same thing as different things
Crit isn't exempt, %critchance is the exact same multiplier as %damage
They have virtually no difference in terms of simple stats
Crit is just calculated after defense and %damage is effective beforehand so with only defense in consideration %damage would be better
Byeah I don't really see anything going well in terms of the actual stats scaling
Better just use the additional stats
And give menacing something similar to luck
dr scales the same throughout the game, in fact in reality Warding giving DR alone means it actually dont have to scale with progression
I just don't want to suggest that because I do stupid challenges that will need that Defense value
the benefit of reforges are dependent on your comparative stats based on progression, and this will explain why despite your waepon scaling with progression (which is the most common reasoning/argument), Menacing should be buffed
Menacing has the advantage of affecting minions too, so for hybrid or summoner builds, menacing wins out by default
for pure classes it's a different story tho
I agree but let's not use hybrid as example because it's a pretty different story
not that it matters much, warding is still significantly better than the two
Nothing in the game is stopping you from running hybrid, so i feel like its fair game to discuss
defense as a stat might need to be suspect tested at some point, since it's the only stat in the game with increasing marginal returns
the more defense you stack, the better it gets, and it risks reaching problematic level if you push it too far
eg (I just based the stat on my tester gear character on ranger, so it will not be 100% accurate)
*% damage here is the total of damage + crit (no reforge)
Late pre-HM
44 defense 45% damage
Late HM
~80defense 120% damage
Post-DOG
~170 defense ~150% damage
now factor in what 5/6/7 Warding and Menacing contribute in defense/damage
Late pre-HM (Warding) = 20/44 = 45% of defense
Late HM (Warding) = 36/80 = 45% of defense
Post-DOG (Warding) = 70/170 = 41% of defense
Late pre-HM (Menacing) = 20/45 = 44% of damage
Late HM (Menacing) = 24/120 = 20% of damage (this is abit scuffed since ranger have super good accessory straight from post-Golem)
Post-DOG (Menacing) = 28/150 = 18.67% of damage
I think you can see the difference here, and this is considering I did not use alcohols etc, which tend to buff damage more drastically then them buffing defense value directly
Defense damage is good enough of a counter for tanking repeatedly.
As for generally spreading out hits over time, well yeah why wouldn't you be gaining more value by* having a balanced build with good defense and playing optimally
the reason people use Menacing over Warding is not because it is better than Warding, but rather people just decided to gear towards glass cannon (aka survival have 0 meaning) which they might as well use Menacing for damage since their point is not to survive
the value Menacing give compare to Warding is terrible in a build
there's definitely a glass canon bias coming from a good chunk of the playerbase
they kinda just assume "oh well enemies in cal hit harder/you can't hug bosses anymore, so that means defense as a stat is now useless" and then get two tapped by lategame bosses
I don't really see a fair comparison between two entirely different categories of stats in battle serving two different purposes and each having their own use
it's fair to compare the two considering they're mutually exclusive
Yes. Warding is very good for survivability
That doesn't make Menacing and Lucky suddenly very low contribution
the comparison is how much a single reforge gives in value to your build
not what exactly each stat does
for example, if bosses are too squishy when you use a balance build + 7 menacing instead of 3 menacing 4 warding (if menacing is buffed), chances are the bosses itself is too squishy
Which is again, adaptive
For a fight that doesn't require you to go as defensive, if you go warding and try to be more aggressive you would be wasting efficiency by not building more %damage or %critchance when you already have the defense you need
Warding won't give you further value if you're not already dying to the boss
that is very very glass cannon bias just because skills affect defense more than it affect damage (except for true mele)
You are ignoring my words
I said
"For a fight that doesn't require you to go as defensive"
"When you already have the defense you need"
This is not glass cannon bias
This is simply good distribution
If you are actually killing the boss without dying, there really is no value in getting more defensive
That is the simplest logical thing you can do
that will be so adaptive to the point of no solid estimation can be made
That is exactly what I said yes
at what point will you be able to stop going defense? 4 Warding? 0 Warding? 7 Warding
This is not a fair comparison
You don't simply compare them like that because they are adaptive stats
which is why I just disregard how much do you need the stat entirely
So the problem is that warding is too buffed
the above is based purely on how much stat you have at that point at the game (on a balanced build character)
Which you can then ask for a warding nerf
honestly that's a fair statement
You no longer need warding as much with the current variety of tank accessories
menacing and lucky aren't weak on their own, specially compared to quick and arcane (lol), it's just warding being cracked
there is a huge difference in damage and defense:
damage is cater towards experienced player; defense is cater towards newer player
if you nerf defense too much it don't punish experienced player, it punish newer player much more
which is why I am very against nerfing defense (at least by too much), because it just makes people who are struggling struggle even more
The experienced player does not need more damage
i'm surprised it was never considered to nerf warding during preHM considering that 20/24 def from reforges alone is extremely impactful early into a run
specially considering how low base damage weapons make menacing less effective too
the experienced player do not need more damage (adrenaline alone is overkill), but damage affects newer player too
The newer player will still want to go defensive as with more damage they still wouldn't be able to get better at the game or learn anything if they do not avoid hits well so not really all that big of a deal
you can tell an experienced player to nohit a boss (max damage 0 defense, still survive)
but chances are if you tell a newer player to use a glass cannon gear they will just die
heck they probably die even on a more balanced setup
So what's the value in buffing damage for newer players if you are describing exactly the situation
i don't think there's a need to keep warding on a strong state for the sake of newer players considering that defensive accessories are extremely strong on their own
the absorber alone is more value than a good chunk of offensive accessories combined
hell, it's an offensive accessory itself if we take the DR reducing debuff into account
that's fair, ig the sponge would be a better example then
I don't fully understand what you mean, but basically tldr imo:
for experienced player, having more damage is not the issue (adrenaline alone which is an experienced player exclusive mechanic is the issue)
for newer player, they need all the defense and damage they can get
that is because not every new player will go full warding tank build or full damage glass cannon build, they can mix and match (while experienced player have the leniency of basically sacrifice all defense for damage already) + expecting adrenaline from them is unreasonable
in this, lets assume 50/50 they use either full menacing or full warding; in this case the suggestion is about that in a scenario like this when a player is choosing between Warding and Menacing, Menacing just give much lesser value compare to Warding
You said damage affects newer player too but you said they would die with a damage build which means they would go defense either way so why would buffing damage benefit either experienced player who will not need more damage or the newer player which would go defense anyway
wait what did I typed above
As for mixing the two, if the newer player starts experimenting that means they're getting better so they eventually tilt towards more damage as they get better at the game
If they mix and match and still fail then they would still go defense
Fuck my food's getting cold I'm just gonna dip out unfortunately 
ok this is abit confusing, I am not sure if I typed something that might be wrong when I didn't pay full attention, but tldr again:
the goal: To beat the boss (3 possible build: full damage, mixed/balanced, full defense)
Experienced Player
- they will beat the bosses with all 3 of the builds, it literallly doesn't matter in any capacity; regardless of if Menacing is buffed or Warding is nerfed, their build just affect their killtime
- have access to Adrenaline, which I will instantly argue affect damage much more than Menacing buff
- Menacing having less value than Warding do not matter for them, because they will be winning anyway
Newer Player
- no access to Adrenaline in any capacity
- full damage = likely struggles (if you buff damage = more likely to success because they can use damage to compensate lack of defense)
- mixed/balanced = 50/50 struggle or success (.... more likely to success)
- full defense = higher chance of success
The suggestion pointed issue is this: in all 3 of the above, if you choose Menacing over Warding you just end up having a reforge that gives you much less value statistically, which is why Menacing should scale a little to be slightly more in line
this is also why personally I think experienced player should just play master (even if many considered it not balanced) if they think expert is too easy, because otherwise it always comes at a compensation for newer player struggling more
and damage-wise adrenaline is much more aggregious than Menacing buff
i play master/death all the time and i still agree with the idea of a warding nerf, specially considering how generous cal is with letting you toggle the difficulty around if you hit a brick wall
but i do agree adrenaline is way more problematic than any minor menacing buff out there
I believe the real answer to this is to make offense accessories actually good
Instead of buffing menacing
Although, maybe you could add 1% armor penetration to menacing, like how warding has DR
they can do both but tldr basically yes
(though they have to adjust bosses HP abit before that)
AP is weird in that it either is useless or completely overpowered, too volatile
Hmm
not sure if Ozz still going with the same idea, but there was an idea for accessory reforge rework before
it is something like, eg: there are 4 melee speed reforge
Wild, Rash, Intrepid, Violent (1,2,3,4%)
Tldr of the rework was that instead of them giving 1,2,3,4 (basically Violent is just better), it will be like Wild giving 2% melee speed 2% movement speed; Rash giving 3% melee speed 1% damge, Intreprid giving 3% melee speed 1 defense
or something, basically all reforges are equivalent but give different set of stats
which I think can work well for example having reforges that give 5% damage but -2% defense or something
which can give reforges more build catering power, but yeah
Okay, I've given this some time and considered the things you've said
Honestly, all fine. These are all reasonable points.
The conclusion I've come to at the end is that the newer player still shouldn't have more damage however. Especially nowadays we're moving towards longer boss fights it's always better if the fight lasts longer so that the player learns more of it instead of dying pretty quickly which with a defensive build they can ensure their safety to learn as many things as possible in one run. If the player IS actually lacking damage greatly then it's not a Menacing/Lucky issue. It's definitely a weapon issue and there are a lot of unbalanced weapons out there that still need improving, this means you cannot use a lack of damage as necessiation for Menacing/Lucky buffs
my opinion is abit weird
this is imo: if the fact that bosses are dying too fast because of the buff/player dealing too much damage, the bosses should be buffed in HP instead of making it so we never buff player damage (except Adrenaline, which I think should not be balanced around and instead is to nerf adrenaline)
my particular issue is with Menacing (damage) not giving as much value as Warding (Defense) when trying to reforge for them
imo they should give relatively similar (in value)
this is because it reduce the chances of "bait option" that new player will not be aware of unless they get the statistic, and make different type of build (value-wise) more viable
the main reason my argument is not to nerf Warding is just purely it makes the new player struggles more, otherwise nerfing Warding works too yes
Well see that's the thing
It only looks that way because warding is too good
And warding is catered towards newer players
Menacing obviously won't be as good as warding
Nor will lucky be that
And either way, +20% pre boss is not a small amount, nor is +24% in hardmode and +28% in post ML
which is why the suggestion is not asking a full on scaling like warding, but just a small buff by making it scale (slightly)
like the upper limit I think menacing/lucky should ever be is 6%, likely less
Yeah but you don't need more damage as none of the player base
if it scale fully like warding it will be like, 10%
Also, in case anybody says +28% damage in post ML is bad because of post 100% scaling
Yes. +28% damage after 100% IS bad, but then you can use Lucky or Violent(projectile broadsword melee) to balance it out and that's the more efficient way to use multipliers either way. Because if you balance multipliers they give a greater boost. This way you will never waste value from menacing/lucky/violent
I feel like the argument is getting further apart from the suggestion, so I will try to get it back to the point
these are the main points from my end:
- post 100% damage menacing vs lucky benefit is very much miniscule, and there are many factors that makes menacing 99% of the time always better than lucky (namely summoner), unless your damage vs crit amount is extremely far apart (eg: rogue due to stealth)
on the other hand, other similar reforges like violent can give a higher damage boost but just like lucky, is more situational; menacing is the universal "good" choice
-
my main point is to not (having to) nerf warding because that is the option that is needed for new player (much more than experienced player), and basically weaken the "fallback" option a new player can choose; nerfing warding do not come at a cost for experienced player, only at the new player
-
menacing and warding should, at least in value, be not super far apart, which currently is not the case (menacing simply is much less value compare to warding), which makes it so statistically, if a new player chose damage over defense (because many are told defense is "useless"), they just struggle purely because of a "bait option" because the amount boosted from menacing is just not as much as the amount of defense boosted from warding increasing their survivability proportionally
-
the entire point of the suggestion is to make said gap less far apart; if bosses will be dying too fast because of this small buff, chances are bosses are already dying too fast and will have nothing to do with the buff
I like the idea of minor scaling for menacing and lucky if the maximum boost per accessory is like 6%
I don't see how the argument was getting further apart from the suggestion. If you don't need more damage from accessory prefixes there is no need for them to scale, as simple as that. They don't need to be as good as warding because they do their job and so does warding
But warding is far stronger than menacing and lucky
the point here is not whether there is a need for accessory prefixed to do more
the point here is that if a new player choose menacing over warding it is just a shittier choice that they will not be aware of, and making their game harder
Which works just fine
But it’s not balanced
Of course it is a worse thing to go damage over defense because if you don't last in the fight you will simply die without learning anything and damage won't help you
No, it's balanced by the fact that newer players can always rely on warding to ensure their safety and as time goes on if they spec a bit into damage they DO get a good amount
the point is this:
lets say if defense lets you survive 10% more, choosing damage over defense (should) make it so you kill the bosses 10% faster
at the end both leads to winning you the fight
currently this is more like survive 10% more vs killing the boss 5% faster
More damage means faster fight which also means less opportunities to take damage in the first place
the suggestion is purely based on the choice between warding and menacing, nothing else (aka: we assume it is the same build, except they use a different reforge, thats it)
Let's say we did buff them
Now you flip the entire game's balance upside down with the changes mattering over time significantly because they did not need a damage and now everything has to move forward to match the scaled menacing/lucky/violent
How is this considered balanced?
It’s minor scaling
+4% -> +5% for menacing is a +20% pre boss versus +35% endgame instead of +28%
which is exactly why the suggestion did not ask for a significant buff
Which doesn't work
Because more accessory slots scale it further
And that’s fine
Even just a +1% buff is big in the end
And you DON'T need it
Never needed it, will never need it
you dont need it
Not really
the new player will
You sure?
why will they not need it when they are struggling to beat the boss at all?
Whatever this is just a yes and no argument now
Faster fight means less damage taken meaning higher chances of winning
Even though the stats are right there clearly
the point of the suggestion is to increase the skill floor so that the new player struggle less based on a choice they did not know that have such a drastic difference in value
Exactly
if the experienced/good player kill the bosses 5 seconds faster, chances are they will kill the boss even if it takes 5 second longer
The newer player isn't struggling because the damage is too low they are struggling because they take too many hits and die
That literally doesn't match
So, decrease the number of hits they take by making the fight faster
in the case of damage, it is to increase their damage to compensate for the lack of defense by shortening the fight, therefore taking less hit
Much like how Warding increases the number of hits you can take
How about bosses like DoG where three hits is almost a guaranteed death?
Newer player will get hit regardless of how fast they try to make the fight and still die
Your point is not making sense
Even with warding?
Do you think every boss oneshots the player??? I don't understand what point you're trying to make
"By making the fight faster"
Do not add more people into this argument I can't deal with trying to convince 3 people that are assuring each other constantly
Dude if there's three people joining in on the other side it may be because you're wrong 
lol
tldr:
warding makes it so you can take more hits before dying, therefore beating the boss
menacing makes it so you can kill the boss faster before dying, therefore beating the boss
the suggestion is targeting the fact that menacing is doing a shitter job at making you kill the boss faster compare to how much warding increase your ability to take more hits
You're trying to pick a fight in an argument for a suggestion what's your problem lol
I'm not trying to I'm just merely making an observation
I KNOW the top end player do not need more damage, adrenaline alone solves that, heck with Adrenaline you kill scal on mnl with a scuffed setup on master death ftw because I tried exactly that
No you are adding fuel to fire
So stop talking if you're just gonna make it messier
Your the one causing the argument
"causing"?
Or at least continuing
Look, ultimately I have no issue with the suggestion and we're eating each other alive over something that we ultimately have no final say in
Agreed
arguements arent neccessarily negative
This discussion isn't over if the suggestion has some core formatting or style issue, it's arguing over whether it's balanced or not, which is not our choice to make
It's the devs and the larger community, if the suggestion even reaches the former in the first place
Listen, I tried to make reason by approaching several points and bringing up stats, but at this point it isn't anything other than a "yes" and "no" argument and you guys are adding fuel to fire
As fun as this discussion is, it's literally pointless
the tldr is there are 2 options here basically:
either nerf warding, or menacing is buffed (in some way, even if not by increasing the damage%)
they can nerf warding instead sure, but I think it probably affects new player much more
(and of course this entire argument also never really touch the fact that warding give 1% dr in addition to just defense, when the above compare purely on defense value)
Adding two more people into a one on one argument is not helping
Either way I was going to stop because I've already explained everything there was and you guys just came over to assure him constantly when I was saying my piece which is the worst thing you can do
True
What is your end goal in doing so
To convince him otherwise?
And do what?
What do you think an argument is?
Take down the suggestion?
You don’t have to win an argument
If it is harmful for the current state of balance, yes. It would go that way
Everyone wins if they come to an agreement
But that's not our choice to make
It's the devs
No
And most of us agree that this suggestion is a good idea
It's the suggester that is suggesting the idea



