#suggestions-discussion
1 messages · Page 270 of 1
a bit tad too many
and some of them look cool. might as well not waste their sprites on uh beam sword #120321
Didn't we get a whole flamethrowers update
Oh my god not Mana Cloak
Magic Cuffs syndrome except actually usable
We do need more magic weapons reworked though tbh
I would kill some summons to get better ones in return
And I would kill some summons to get more sentry-content...
But, mage needs reworks
it would be even more fun if the stars fell randomly as well
The only rework mage needs is the removal of mana flower upgrades
Replace them all with mana cloak upgrades
i thought for a sec you meant catalyst's flamethrowers, but then i remembered calamity did actually update all of its flamethrowers
so ye
Mage in pre-hm: 
which would be signifigantly better if there was more variety in their vanilla placements in progression
you have post skeletron (dungeon magic missle), post skeletron (underworld chest flame lash), and post twins (early hardmode)
ppl do you think i should suggest to move the credits when you beat the moonlord
because like when you beat moonlord the credits spawn but you usually want to farm some unholy essence etc
it force you to leave
idk how you would move the credits tbh
unless it's a very easy thing to move, it looks built into the game if that makes sense?
do you not think doing ingame activities while the credits are playing is raw as fuck
25103
Credits aren't too bad of an obstruction, in most cases they don't really do anything because you sure are not going to be fighting the next boss immediately
credits are fine I think
if you want to sit and watch the cutscene sure but I don't think it's really that bad
should be moved to cal endgame imho
can't you save and exit and re entering for skipping the cutscene though
cal credits should be endgame and not in a donor item for the love of God
I mean it's the basegame credits
yea
why move it to cal endgame if it has no connection to cal
To solution is to simply move it to post king slime

Make the credits play for every vanilla mob you kill
basegame credits are fine as they are i think feels like you're over with vanilla thing
constant credit theme
the sound of beating The Game
yea im fine w the credits as they are
if anything itd just be add cal credits, but that feels appropriate once yharim is added
Build-up to a certain point and then immunity?
And yet they still won't nerf the Diabolists >:c
to scal
wdym raw asf
"How" not "where"
Oh hey a rare moment of an empty #suggestions-posting
Okay but does it have vanity now
Once some saint submits it in the cal art server
Oh hey I didn't notice that Ursa Sergeant rework post huh, interesting
Or I did and just forgot, either way cool
I also want to mention that there is a Quick Mana hotkey in the vanilla game.
Also sorry for responding to so much old stuff I haven't looked at this server at all in like a week I'm pretty sure.
Also I can't remember if Deerclops has a Revengeance/Death rework.
it does
Oh yeah I was gonna mention that. Even if you remove mana flowers (this is never happening) there's effectively nothing stopping you from doing the same thing its purpose is supposed to server
Please tell me it reworks the Shadow Hands.
bind mana hotkey to walking
they're
different now for sure, but they still exist
i think they're a bit less aggressive? but it really doesn't fix the issue with them
which is hilarious because it changes the fuckin snowball attack he does which is
Genuinely Deerclops is I think the worst boss in the base-game.
wall of flesh
Solely because of the hands.
wof doesnt have telefrags
Explode.
immedietly better boss
Queen Slime is right there
queen slime is bad this is true
okay fair actually
deerclops is bad because he is trivial
queen slime is just genuinely obnoxious
I really don't think Queen Slime is too bad
Deerclops though? Yeah
its the fucking hands
Deerclops is bad because one of its attacks totally throws off the intended rhythm of the boss.
deerclops is managable because it is easy still but queen slime is bad because she's just bad
Hands definitely suck but also like they don't actually kill you ever I don't think
If you're dying you're definitely dying to the random snail or spikes freezing you
Queen Slime's reasonably fun if you know what you're doing
Deerclops is just "jump up and down repeatedly"
Knockback.
yeah
They knock you back into the attacks and block you from going between the legs like you're supposed to.
- it's still potentially-high damage
and - Summoner.
It's not high damage
Idk where you're getting that from
It's exactly why I said you're never dying to shadow hands
its "post skele" but nobody fights like it is
especially since at post skele its drops are frankly awful
if you're playing summoner so glassy that you cant even afford cobalt shield then thats not a boss issue
That is fair.
Doesn't justify treating it at any stage before then either way.
I'm a nobody lmao
The first thing I knew about the boss was its stage funny enough
I fought it pre boss anyway because cheese
Random snail though

Please god no
And it's so trigger happy with inflicting snail
If you stay a little bit out of range even for a short duration it can just say fuck you and inflict it
Okay wait the wiki doesn't even say how much damage the Shadow Hands deal.
Their random spawns in the fight are.
Also yeah I'm a bingus, found it now.
60?
I swear I've taken way higher than that.
This is what I meant, 40 damage in expert is nothing
And when you're post skele you don't get phased at all
They're only annoying
Okay I can't put it any better than this let me just-
Repeat after me: RNG determining whether you take damage/die is bad game design. It's even worse when added to an otherwise enjoyable experience.
My hatred of the shadow hand attack stretches back to when Deerclops was added when I was in the middle of no-hitting every FTW boss blindfolded, and the shadow hand attacks made Deerclops actual hell...
Oh yeah that's what it was
SORBETSWEEP
Master mode (shadow hands actually do a lot of damage and he has like no defense)
Not using post Skele gear. If the drops aren't good at that stage (which he mentions) then that's the issue with the drops not the boss
As much as Sorbet Cafe is based, he's completely not using a fair ground. Like yeah the shadow hands are annoying but as I've explained earlier it is not that bad
M maybe that's enough boss talk for me I'll bring up queen slime sometime else
Deerjak
Better drops and tweaked spawn condition then?
Sure
I mean, in the middle of a blizzard at night is quite specific but it's not that rare to encounter early on
Maybe something on top of that (absolutely not arbitrary locks) might make it work
Ok no maybe an arbitrary lock could work for natural spawn
I was thinking just making it so that it's only post-Skeletron.
Original summon item still exists anyway
Yeah but that goes for basically everything.
No? What other boss has this extremely specific natural encounter that you can potentially get much earlier than you're supposed to
No I mean summon items being obtainable earlier than you're intended to fight them.
isn't deer thing preboss
Oh, no that's fine really
You are fully aware that you're gonna be fighting a boss that may or may not be out of your expectations (as you don't know the progression order as a new player), and you are choosing to spawn it yourself, not being forced upon it
The blizzard condition is more being forced upon it
That's why locking specifically that natural encounter condition behind Skeletron is fine

Wait, what
Is my brain not braining or the game just said "Fuck your suggestion, you're stupid"?
What did happen there?
I mean that should be at #1052323733961977947 either way but that was weird
I thought other lunar-tier pickaxes, other than Genesis one (rogue) didn't have the "Can mine Uelibloom ore" tooltip, but... uhh, I guess they have this tooltip
Something something tooltip oversight belongs to bug forum etc.
That's what I recall
Oh, sure
was that ever confirmed
Do I need to dig a dev's post or something
yes
Jungle stuff is post-EoC 
Sigh
And molten is post-Skeletron
because from what i know, deerclops has never been confirmed to be post skele
Where are perfectly relevant wiki references at right about now...
On Expert, deerclops' health is slightly higher than WoF's and its attack damage hovers around that of wof lasers, so I'd say it's around post-skeletron stage
I guess it's not post Skeletron? Ehh. Loki's post https://forums.terraria.org/index.php?threads/terraria-1-4-1-1-4-3-out-now-on-console-mobile.111809/
Happy launch day, Terrarians!
We are pleased to share that the Terraria 1.4.1 - 1.4.3 updates are now available for play on PlayStation, Xbox, Nintendo Switch, Android, and iOS devices! This has been a new experience for the team - trying to release across 5 platforms at once - and we have...
so after evils
I'll continue digging
that sorta makes sense cuz it uses crimtane/demonite in its summon recipe
post-evil boss is when you get a large amount of that
but you can also mine it preboss
Crimtane/demonite post-EoC isn't there 
Mid would be around evils but also slash Late is definitely around Skele so can't really say much without finding a post about its determined stage
Ana and Levi
Vanilla
Vanilla wiki says this, so maybe you got it from there:
There are no prerequisite bosses that are required to be defeated in order to summon this boss. However, Deerclops' strength may warrant waiting until the player has defeated Skeletron to fight it.
In tips section
Personally I'd say it's same tier as Queen Bee but that's just me
I am finding some interesting things actually
Unrelated though
...somewhat
You can see a lot of dev comments on the terraria forums
It's not hard to search for them
Like this
Same
And I think most of the cal community would agree
I do this awesome thing called forgetting she exists and never fighting her 
Yeah I think
So true
It's also the location that it's placed in Boss Checklist.
I don't use Boss Checklist 
As for this, I can't entirely be sure of how well my memory will serve me about something that's more than a year long ago so I wanna say that's not why but ultimately I'm just going to keep digging until I get to something concrete
And by more than a year ago I am referring to this
didnt boss checklist also have deerclops at post skele at one point
Deerclops is post skele
On the list
Boss Checklist bad
why have a mod of something you already know about
That too
I mean why not
boss checklist is most useful if ur using it on new mods
You can see which boss you forgot or not
relics
I don’t think it’s a bad mod compared to stuff like Fargo mutant or magic storage
You can throw it without realizing, or you can just forget about it simply
It happens that I forget deerclops or queen bee
Fargo's Mutant and Magic Storage... well magic storage does break a few things but they do not fuck with your progression entirely because of faulty code 
Boss checklist never made me crash
Like
Never
Good for you
why are we arguing about bc
Idk I stopped already
I don’t see why using both of these mods
Magic storage: yes you do get lost in chests but it’s so op when you can just put crafting stations in it and get everything so easily
Fargo mutant: this is almost a cheat mod where you get easy house and other stuff
I’m done too
I don’t wanna continue anymore too I don’t like argue
Finally
Jungle, Queen Bee and post Skele gear are treated similarly to Deerclops drops apparently
This puts them as equals, so it is definitely not strictly post Skele

Knockback can be a valid problem as such
That's a range of stuff for one boss
...but, what was the starting point of this?
Knockback consideration for shadow hands from deerclops
Well this does not make shadow hands lethal but it makes them more annoying
It is a little worse than I originally intended to display
I get that jungle gear can be pretty strong due to the jungle being quite tough in general but Queen Bee at the same tier is a bit odd
But either way that concludes this entire... thing. Idk. We've reached the end
@upbeat thistle don't leave messages that aren't suggestions in #suggestions-posting
Sorry I didn’t read it had to be in one message
Yep
I would delete that short message from #suggestions-posting if I were you
@drowsy plank - Your suggestion has received an updated status!
[Rename Thunderstorm and Sandstorm]
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
@fleet grotto - Your suggestion has received an updated status!
[Give Galactica Singularity more use before Moon Lord or make it Post Moon Lord]
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
oh hi
@echo leaf - Your suggestion has received an updated status!
[Grant Demonshade armor a stealth value if the player holds a rogue weapon]
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
@bronze tendon - Your suggestion has received an updated status!
[Add a unique sound for Draedon's Heart's Nanomachines]
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
Huh
oh jesus christ
Suggestion bot jumpscare
what if i just download the images rn
Idk it’s in kickstarter and you get it just for supporting
..........so its behind a paywall 
Isn't it already closed
Perhaps
I heard they already reached all of the goals
Over 2mil their goal was 25,000
We will see what they say
I may or may not be back
someone posted a terraria board game background pledge goal and i uh
Funny
dont think thats allowed considering its behind a paywall 
It shouldn't, really
unless they released it to the public then its illegal at worst and scummy at best
I thought it was AI for a second 
I could have sworn I was the one that suggested the draeheart nanomachines change
people have already asked about having a godslayer equavalent to silva wings, right?
theyre getting made
Ye
We had a godslayer hoverboard submission
That got denied
And it was the saddest shit ever
we are now getting godslayer tentacles
I would comment on this
However, the situation has been brought up countless times so any further comments reiterating the same sentiments would be rather pointless
oh yeah i remember that actually
not to me
since i. don't know
which is why i asked the question
Basically just read from here down, it sums the situation up decently well (better than I could with an offhand comment, anyway)
#suggestions-discussion message
Information that doesn't get brought up (or is brought up in passing) there is how the whole hoverboad/jetpack idea itself was shelved, as Cosmilite's theming itself is going to be changed at some point, so the high-tech appearance would no longer work
Something something the entire calamity mod will be reworked
Mhm
A philosophy I don't entirely agree with (I believe some things are better off in the recycle bin but that's a topic for another day), but I agree it has its merits in some ways
Ahh, gotcha. 😔
Wouldn't it be better to slap it in and call it a day? They can shelve it during the rework.
also what about like, a super jetpack
oh alr
I'll miss high-tech Godslayer, shit's cool
it'll be more badass tho
Meh
why do we care about this thing that’s going to happen several years from now
if the sun explodes sometime next year it’ll look really stupid just sayign……..
just 3 months actually
@scarlet musk i think they buffed the droprate on hard mode its just not public yet i think iirc
thank god
They increased the spawn rate, rather than the drop rate
Since if you can't get them to spawn, an increased drop rate doesn't help much
I would say so, yes
It either gets deleted now, or locked in voting later
Can't you toggle visibility to disable the shield?
mhm
@scarlet musk
not if its in vanity i thought
Yeah just
i want to store it there so i can easily switch to it
litterally first world problem
it would still be nice though
That's how the vanity slots work though
yeah so make a config option to turn it off, best of both worlds
❗ worthy suggestion tbh
You can use it to store accessories, yes, but it's meant to show the visuals of the accessory without the effects
yeah
so then make a config option so people who want to have it showing can have it showing, and people who want to store it there can store it there without the shield effect bothering them
And there's absolutely zero reason to add a whole config just for two accessories that can be taken out of your vanity slot to solve your problem
That just feels like config bloat atp tbh
would boss retiers fall under future plans / extreme effort?
technnically speaking its 3 accessories and an armor set but I digress
Boss retiers as in retiering a boss? Probably the latter
Would probably fall under either of those depending on the boss tbh
Like how Rav is planned to get retiered
Boss retiers as in retiering some stuff pre-/post- other boss? With a slim margin possible but might be future plans
i wanna make a suggestion about flamsteed ring to be dyed with companion shampoo instead of torso slot but ibanplay left the team do i still have to contact them?
oh also it has been 3 days since i dm'd keelhaul donator and no response yet? how long until it count that the donor is inactive?
It is a dedicated item so probably still needs a permission
Wait there's a time limit?
if the abandoned slime staff donor suddenly had a heart attack would it just be like that forever then
mechanically, yeah
Using ouija board to get donor permission
luigi boards are so useful
wait, why abandoned slime staff donor specifically?
bc they were abandoned
remove the hydrothermic mage set healing cap of 100
no suggestions update?
suggesting gfb make everything immune to the clammed debuff. because funny.
Idea on obtaining the terragrim, maybe make it a craftable using the enchanted sword since thats already a craftable weapon
Considering it simply got a 👍 and has received nothing else for almost a year, it’s fine
(Suggestion discussion users dragging up suggestions from five years ago: haha I have utterly destroyed you)
There used to be an enemy that drops the terragrim.
A drop works as well
i thought it was craftable im ngl
edit: after double checking it sure isnt.
I thought it was too but just the starfury and enchanted sword are
"mini bullet hell" is kinda the point
it was killed for a reason and i do not regret it
we couldve made it into a bunch of floating swords
and that would be hilarious
fandom:
#suggestions-posting message
Bad suggestion
No MGR 
What even is this sugg
peak sugg
classic goku black
you silly its obviously goku black pink
What
you see that goku has pink hair not black so its goku black pink not goku black
Goku BTS when 
huh?
Uuuuh no not that 
@vale cairn are you playing on master rev? if so, only the vanilla bosses (aside from ml) have been updated to have master ais
Yes i am
The current state of master regarding this topic is that the majority of cal bosses don't yet have their master mode changes which is why they feel easier than vanilla ones as those did get their master mode changes
^
Vanilla master mode bosses will never get nerfed to be in line with the other bosses, but instead Calamity bosses will get buffed to a similar level
I highly doubt any of them would get crazier than skeleprime though
Skeletron*
You wanna tell me regular Skeletron is crazier than SkelePrime?
SPrime's been overblown out of proportion, it's not as high on the troublesome bosses on the list as a few others
Truly a calamity
I've never fought either on master death, I'm just going off of what everyone else says 
Yeah then this is all you need to know

honestly yeah, after playing master+rev. i was able to solo SPrime first try. granted it was with a lot of screaming and "WHAT IS GOING ON", but. it took skeletron regular way more
If SkelePrime is so strong, imagine Ares
According to the wiki, King Slime should only have 420k, and Cultist at 330k, each on expert rev
- nice weed number
- yeah that's weird.
Cultist has always been pretty frail; the fight's a DPS race
...and the player wins it easily 
slime just has an insane amount of bulk for like, not really a good reason.
yeah cultist doesnt get a chance to do any dps in boss rush 🧍♂️
¯_(ツ)_/¯
As long as someone is spamming demonshade enrage the boss rush should be a joke
Hooooow? Tell me your secrets.
It took me 226 attemps to kill it, master rev too
a lot of screaming and going "WHAT IS THIS" while frantically flying around. i honestly dont know, it wasnt coordinated.
Actually looking into it, KS isn't nearly as bulky as some of the other pre-hardmode bosses
Wow
Numbers, please? 
you'd think that prikki, but KS always takes the longest for us to kill of the pre-HM bosses in the rush
because hes got nearly 1 million hp when you've got 3 people 🧍♂️
The only ones weaker than it are BoC and Skeletron at 272 and 225, presumably due to minions and hands
That's just multiplayer scaling
i just think the scaling is weird. brimstone elemental is also supremely tanky for no reason but it's at least HM. the first boss shouldnt be that inflated.
Multiplayer scaling is super weird
fair enough but i still stand by my sugg
worst happens, devs say no, i reckon
Good idea
side note what does BoC stand for.
Brain of Cthulu
In my opinion, vanilla difficulties should be the same (vanilla AI changes and stat bloat)
While calamity difficulties should modify the AI.
I saw an suggestion saying to move the new AI changes for death mode, i completelly agree with that guy.

Oh, 'course- these bosses are only recieve the AI changes that make them crazy on master rev or master death
When I was writing my own boss, I opted to this little system:
Normal is base boss
Expert is an extra attack + some buffs to the other attacks
Rev and Death are some minor changes, making the boss more interesting and harder
Master is a small reimagination of the boss
(Master) Rev and Death are practically the same minor changes
...and FTW is just bullshit
Rev isn't nearly considered minor changes at all
Well, yeah, but I was too lazy to make huge differences and technically a permanent wet debuff was enough for the boss
Considering the master mode suggestion though, I don't think there's any point in posting anything that aims to suggest changes at a large scale for master mode. There's been a discussion here some time ago and the conclusion was that firstly master mode changes are at rather an early stage of development which means immediate reversion and rather drastic changes as suggestions are a bad idea and the goal of master mode changes is to go away from master mode just being a stat bloat mode, to make it something more interesting and in a way it is accomplishing that but this would be practically against that exact goal
@vale cairn I'd recommend you read down from here #suggestions-discussion message as that is where most of this information is gathered from. Since the discussion has already been held in place, there isn't much else to say.
Your best chances are as was mentioned later in that discussion too, that is to give it time and come back later to see how it may have changed by then
Long story short the suggestion is probably going to be answered the same way as back then, I don't think it'll make any difference
im just going to flag it
this isn't really an actable suggestion and like you mentioned a similar one was already flagged

like at least that one had clear points this one is just sort of "nerf them because they're hard" which doesn't really address the issues with the mode anyway
No, i said nerf them because they are harder compared to calamity bosses, they should be easier considering the stage of the game, being just "hard" its not a good reason, but being out of the curve is
Anyways i got you guys
Lets see what gonna happen in the future
The game will become more balanced in the future
“Future” being anywhere from 2-10 years
crazy
almost like
thats how its done right now

Easily lmao
SkelePrime you just get harpy wings and rum and you're set with any homing weapon and a worm melter since you only have to get dest to 75% (80% next patch)
Skele is just absurd in speed and being able to teleport during the dash attack is V E R Y unfair
You don't have your good mobility tools in phm
So skele is way harder to prepare for and avoid than skele prime
While also doing like a 1/5th of your health a hit in full warding
And despite skele being objectively unfair to even fab saying yeah this needs to be nerfed and it shouldn't be able to teleport mid dash
It's not even the most unfair fight by any means
That goes to golem
There has been
One master-death golem nohit
And it was in the elysium nohit arena
Which is not something players can even get because you can't wire the temple anymore
So you're just stuck in a box with hoik traps while still getting hit left and right from three times the fireballs and malice mode dashes
I skipped golem in my run
For
Moonlord
Because golem was just awful
Insane
if golems damage wasnt low enough to comfortably tank with a good setup it would genuinely be infuriating
that being said the fact that it can be comfortably tanked makes me almost disagree with the "master golem is the most bullshit" idea, almost
tanking it doesnt make it a good fight
correct
id argue much the opposite
Not only that but like
It's not tankable with my standard balanced builds but warding shit
It's the opposite in fact
Especially if you're not playing Melee
I try shit out in mage FOR THE SOLE PURPOSE of not tanking it
It's quite possible to tank it but it's quite possible to tank most things if you try hard enough
And just becaue you can tank the attack doesn't make unfair or bullshit attacks good
What if you can't take the hit?
Like dying to bullshit Isn't good boss design
Like the entire reason why unfair or unreactable attacks aren't good is because the fact that they can still absolutely kill you
It's not about nohitting it's about the fact that you die to shit outside of your control
If I'm going to die over and over again on a boss
I want to at least say it was a skill issue on my end
Not just there is no way to dodge this shit
We gotta remember its still a game and it needs to be enjoyable noy stressfull.
If u want to tryhard for real, dowload the infernum mod, thats why its a separate mod.
But yeah golem is not fun, if at least the dash was nerfed... not even ravager has this kind of dash, and ravager is more late game... golem should be easier than ravager logically speaking.
At least Infernum is fair in its difficulty
master is bullshit and death is bullshitmaxxing the bullshit
never had to see the day when i played the worst mode combination and see King Slime was dealing 180 contact damage (master-death)
Eh Lead armor and Iron armor are right there
MPG I'm not even disagreeing on the main point of this but man you can do a better job of explaining why it's a problem without it looking like one hell of a rant
The problem is balance, thats it, a mid hardmode boss should not be hard as DoG, and DoG has a lot of projectiles but u can dodge them, its not just random projectiles everywhere, the battle becomes tiring. Tiring man, finding a pattern is good, dodging a bullet hell is also good, but when its random, it becomes boring, hard and boring.
I dont know why you guys want yo know why its a problem everytime... just play it by yourself. The problem is, the battles are not challenging, they are tiring, for example, DoG is hard asf but its cool, skeletron prime is hard asf and its tiring because theres so many things happening that it becomes tiring and hard.
The twins for example is a boss that got reworked, but its not tiring, its just hard.
The problem is not being hard, the problem is being tiring. And then u guys ask "uhhh but why is it a problem?"
Because its a mod to enhance the game, not make it worst. Thats it, its soo simple.
And one more thing, like i said, im not the first that is complaning about the new AI, golem is harder than ravager now, skeletron prime is at the same level as anahita and leviathan, if u guys think thats skill issue, then why would i beat a more late game boss than a early one? It is supposrd yo gradually increase the difficulty. Not the oposite.
Which that said, maybe somebody gonna say "huuur dur hes yapping" or "if u are not comfortable just dont play calamity"
I say this shit because i wanna enjoy the mod, i want this mod to get better and better, thats why. It has to be enjoyable.
Ok enought for today
that message directly following insanity's is kind of funny to me
also i don't really find skeleprime tiring personally
Like Thanos said "i dont even know who you are"
And figures out the guy is Wanda lololol, (as if he was a dev or a mod idk)
Yeah sorry
I just feel
Very Strongly
About some of the design decisions with these fights
Yeah it's okay I get it I've been through the same fights... somewhat
Rants are like half of this channel lmao
If that's the case then maybe that should change
Yeah I remember both of us were doing a pt like day 1 and 2 and I think we both decided skele was just basically impossible at the time and just skipped to SG and WoF, where we found out what GOOD master design looked like in wof

Master wof should be rev wof
Just
Flat out
That fight is just
So fucking fun
Because rants are not really helpful in the grand scheme of things and often make people look away instead of pay any attention... do I need to say anything else?
Disagree on the former, a lot of rants come from a desire to change something in the mod and can easily lead into suggestions
The 99% of suggs that were just rants and got shot dead in #suggestions-posting:
Hence why they’re rants here
A rant likely isn't as well thought out or structured as a calm suggestion, so they're less effective
^
see we should write the equivalent of the communist party manifesto but instead of communism we write about boss issues and every issue in the mod
wha
In the end majority of rants were things that moved from the posting channel. This is the suggestions discussion channel after all
500 page doc
The good suggestions don't get as much conversation going since they're likely to pass anyway so nobody tries to stop them or give them any advice/etc. byeah
Some do, as they may be involved with some sort of controversy but that's not as common
graaaahhhhh too many issues in calamity must fix them all now!!!! or however the line goes
No actually it's well written
the major difference between a rant and an opinion is how much impersonal you write
there's doc about bad accessories, there was a doc about boss design issues, there's a tierlist detailing what weapons are weak and what weapons are strong
frankly said manifesto already exists in piecemeal form
There was a doc about RDR
true
There are docs about the rabbit hole
and everything else is just the stuff that goes in this channel
so basically there already is a calamity issues manifesto, it's just that no one has compiled it all
the bad acc doc is really outdated unfortunately
I agree, they should consider more the "rants". Its not a SIT test, its a game's discord, well or bad written, it should be taken into consideration, and i dont know about it, but many things they said "ohh u need to prove and justify your answer of why it is a problem"
I dont know if Calamity does, but if not, Testers should be in the team to prove if the "rants" are wrong or not
The xpc one is but schmoovi made one that’s up to date
No bc it doesn't take into account the gravistar sabatoon bug that lets you be immune to contact damage forever 
Wake me up when something big happens like The Evolution making you reflect all projectiles
or the camper being viable at all
camper my beloved
id be interested in seeing this doc regardless tbh. where can i find the link?
Does teleporting count as moving for the camper
I don't think so
Besides, the effects are instant as long as your velocity is zero, to my knowledge
If only the camper wasn't shit
You could probably do shenanigans with teleporter pads and a summoner weapon but even then it's probably not great
The only thing camper does that doesn't get rendered useless by proper preparation is 15% damage and more regen while moving lol
It's an exploration/farming accessory. But even then it's unfortunate it's bad
It's post-Golem!!
https://docs.google.com/document/d/14Ibx8rDopFHdzYGf1C5uDDVU-8J5UDeilniZ6f66OEI if anybody wants free suggestion bait
This doc is a successor to a doc originally made by xpc326: Link. A large amount of the accessories have been reworked/buffed (at least the non vanilla items). This new doc will be mentioning accessories from that doc still left behind, some newly reworked accessories, and some that were origina...
like xd
Void of Calamity when it exists
It is a sad accessory
this accessory's sprite looks too good to have this pathetic set of effects
like seriously
Xyk and I both had separate ideas for Void of Calamity. I prefer Xyk's concept on it, and what I had in mind will probably become an entirely separate accessory when I get around to it.
Bloom Stone is also something I've been thinking about a lot recently.
mmph

Bloom Stone finally grows up
Stonr
Me, when Laudanum is both the best and the worst accessory at the same time:
It's the swingiest thing in the world
Depends if you can get Red Potion or not
holy shit I didn't think of that
If so, Laudanum (and Infected Jewel+ post-Astrum Aureus) become basically your best combo for the entirety of your game
Please make it buff herb and moss farms or something
Farming accessories are based and we should have more
It increases mob spawns
Buffs tree harvesting, herb harvesting, and moss harvesting, bloom stone is good now. Could even like, make every axe into axe of regrowth or something
Hey, that's just better Armageddon! 
Ain’t to way we got a king slime nerf request before Yharim #suggestions-posting message
Idc if it’s boss rush
im gonna be honest that sugg is pretty bad
King Slime in Master Rev+ is quite bullshit, tho 
Imagine Slime Queen, but it is actually King Slime 2.0 (summons 7 soul crystals)
the thing about the hp differences is
they're often times lower because of defense values
king slime has 10 defense compared to lcs 47 (27 at under 50% hp)
as well as lc having 15% dr
They all die in 5 seconds anyways 
Boss Rush moment
more and more i come to understand why dominic decided to basically delete boss rush in wotg
(you can still access it, but you gotta cheat it in via a new item called terminal)
yeah really. you instead use terminus to go fight nameless
@marble bone - Your suggestion has received an updated status!
[Make iridescent excalibur not use shadowspec bars in its crafting recipe]
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
@olive saddle - Your suggestion has received an updated status!
[Rework or Remove Tesla Potion]
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
holy shit
Tesla Potion accessory rework real in 5
Speaking of
@runic stone - Your suggestion has received an updated status!
[Reduce the opacity of the tesla potion]
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
when can calcium and bounding be merged
You too
(Aura has reduced opacity if visibility is disabled)
When John Calamity makes it so
WHAT.
wait is it reworked or is it dying
reworked to acc
_ _
You can't just tell me tesla's getting reworked and not elaborate
why does calcium even exist
wasnt it originally added so that defiled players had easy fall damage immunity
merging calcium and bounding is a good idea
You should put it in suggestion posting 
so it can get beaten out by calamity kites 2 the hit sequel
If Raesh doesn't do it tonight I'll do it
I did make a suggestion about this about a year ago
It was neither denied nor accepted... which is to say, there's no real problems with suggesting it again
Here's my take on it, if it helps #suggestions-voting message
it;s been done before
so you don't even need to go underground to merge 'em
Lucky Horseshoe is back in the sky too
At this point I feel like they exist solely cause they're one of the few things that give Ancient Bone Dust some identity
wat
The most you'd have to do is give Armor Polish a new recipe so honestly it's very possible
anti-shit mob accessory number five WOOHOO
Like it would barely change anything
Unironically might be a decent suggestion
Suggestion mentions Lucky Horseshoe twice
Otherwise cool
Well, it's because you can get the lucky horseshoe underground OR in the clouds
But I get your point
You know it's a suggestion when it starts with a fairy tale
FUCKIN AWESOME
oh okay
A sink of ancient bone dust
that had me worried there for a second lmao
GIVE ME. SINK MADE OF DUST
So peak
It's important because it's a water source but it's affected by gravity
Ancient bone dust sink
gonna be honest i also thought it was the furniture until i read it twice.
i'd be down for the furniture
A sink in every definition of the word
Get Calvan on it
I'd be SUPER hyped for an ancient bone building set
Damn Prikki is the strongest suggestion posting warrior
Taking this suggestion literally. Ancient Bone Dust Sink, coming right up.
Man
This really hypes me up for the next #changelogs post
Fun fact: a Minecraft April fools update had a copper sink that is a literal sink like that
Call them a gun they way they keep shootin out bangers
Question about this btw. I assume Tesla potion as an accessory is rebalanced in some way to make it stronger/weaker so it can be worth an accessory slot, though the ability to invalidate boss minions is probably fine enough
@misty lichen
Bundle used to not have horseshoe so that may have been another reason
And like, Bundle is super used
The only changes in functionality are that the aura inflicts and it reduces the duration of Static Discharge instead of Electrified
Ancient Bone Dust Sink
Recipe
50,000 Ancient Bone Dusts
Item description:
"Here's your fucking sink, stop asking"

Retier Recon Scope
Instant upgrades are seen as undesireable since they make their downgrades inferior from the moment they're available. Calamity already retiers the Fire Gauntlet so as to not make it an instant upgrade to the Mechanical Glove, like it is in vanilla.
The same treatment should be given to the Recon Scope as well. It's strictly better than its downgrades, and is available as soon as they are, outclassing them. The Recon Scope should be retiered, perhaps by adding a material such as Luminite to its recipe, though any tier beyond its current one would be sufficient.
Is this alright?
you could possibly include unnerfing sniper scope in the suggestion
as sniper scope is nerfed to be literally worse than its materials because recon scope stacks with it
where if recon scope was retiered that would be less of an issue
Hm
If I were to decide
I'd buff both but make them not stack
But given that probably won't happen, this way it feels better imo
Cuz sniper to recon would barely be an upgrade in that case
I'm sure most players can't even tell the difference
luminite seems a bit late-game for an accessory like that. maybe instead it should use vortex fragments? keep it pre-ML to match fire gauntlet and stuff
Fair enough
ranger in calamity is already sort of weak (at least in my playthroughs and the people i personally have talked to)
the only other thing i could think is making rifle scope itself available earlier, to parallel when you can pick up the mech gauntlet. but that's probably a lot harder than simply tacking on a new item to a recipe
(ranger isn't especially weak unless you're comparing it to summoner, when every class is weak)

Ye
In terms of power level ranger is flat in the middle
It's currently:
Summoner
Rogue
Ranger
Melee
Mage
From strongest overall to weakest overall
Not saying mage is bad it just doens't have the same level of accessories or customization to allow it to powerspike
huh
to be fair, it seems only rogue has a large variety of accessories to have differing playstyles
no rogue accessories change playstyle btw
compared to the other classes it sucks ass
👍
in all reality its the most balanced one out of all of them
o7 traitorous biofusillade thou shalt not be missed
It doesn't change your playstyle
It just causes extreme variance
To where one accessory can vary a killtime by like a minute
Gotta love good ol;
Love that gif
...if only whips or sentries were a thing 
If only bows, repeaters and other arrow-based weapons were a thing
If only melee had more melee
If only mage... actually got any other accessories and not mana flower 2.0 every time
just realized now I technically have the image as the walls crafting the blocks, rather than the other way around
but idk if I want to fix it considering the image is only included as an excuse to shitpost
Quick question, do Spiky Balls drop through platforms?
No
Thanks 
I wake up every day and celestial cuffs are still squandering the potential of a mana regeneration band upgrade path
I think devs have discussed some ideas for it, probably just not top priority
I know @bright crag was theorycrafting some ideas for them for awhile
idk if any of it is public or finalized tho
If the walls can craft blocks, the other way recipe exists 
Btw, I will probably go to sleep for the next... 8 hours, I think, so won't be answering as much
Sorry in advance, I'll check the messages whenever I wake up 
The ideas are in really early stages
Summoner and probably Rogue reworks will cone before a Mage rework, as well
I did a mage run and the second I stopped using the mana flower line I started having fun
mana flower is a false god, a blight. mana flower is not the way. mana flower will chain you to samsara. do not believe mana flower's lies.
why is mana flower and its lines bad? /genq
(because I dont like it)
I do not have a more thoughtful answer than this handy, sorry
fair enough
sea prism brick walls would be so slayful tbh
That's just waiting for a sprite submission, as are most missing blocks. The only reason I made a suggestion for this rather than going to the art server, is because pyre mantle walls already exist, they just can't be obtained
Mana flower takes the entire mana mechanic and makes it not matter
Well, kind of. It's replaced with a sort of damage efficiency mechanic
In terms of getting better damage by chugging fewer potions

Mana Flower turns Mage into Ranger But Again
It takes the one interesting mechanic of the class, mana, and chucks it out the window
And Chaos stone
To be fair, it's much more interesting and unique compared to the entier mana flower line
I am of the opinion that mana flower should either not have upgrades, or other mana restoration methods should have accessories that are just as good
Imagine summoner, but you can have infinite summons with some damage penalty
We have 4 ranger with somewhat unique gimmicks
Summoner active items should only be able to do two things:
Eliminate weak but fast close quarters nuisance enemies that summons have a hard time hitting, and buff the abilities of summons
For this reason, whips are the best design for a summon support item type
Whips are fantastic design, just a tad overtuned
Agree
I agree with you, but actually balancing out those are a whole another nightmare
Whip stacking is insane at improving damage output, but I'm playing Eternity mode rn where whip stacking is outright removed and suddenly Summoner is a lot less enjoyable
Remember, summoner has 3 types of weapons + he can use other class weapons just as much, if not more
Summoner in principle should not benefit significantly from other class weapons by virtue of not having the support accessories to make them good, but the game is not designed to make this work
But then again, if you're doing that. Are you really playing summoner?

(no)
Summoner armor also doesn't grant crits
I love summoner hybrids, tho
YEAH
Summoner hybrid is great when you're primarily not summoner
Doesn't mean I can't use other support weapons to make my life easier 
hybrids in general are good fun these days, now that we have 3 equip loadouts
I'm quite sad that Calamity pretty much kills multiclassing for most of the game
At least, without using separate loadouts a lot
Anyways, the other solution to both of these is to make the primary source of damage for the summoner class come from hitting an enemy with a whip causing your summon to deal way more damage
I'd be down to keep whips the way they are and just generally nerf summons
Make the damage bonus disappear if you're not holding a whip, and you have a perfectly balanced class
But I'm sure the devs can cook something both more interesting than that and more fun than I can come up with
...please, don't
Why?
Don't kill eye of magnus pls 🥺
It doesn't have to disappear immediately
At least, let the bonus stay if you use another whip and not another weapon
Just after a moment
No whip stacking, bad. Cap it to 3 whips at most
Isn't that how whips work now, tho?
That's how it is right now
People don't do more than 3 anyway, really
clamity limits whip stacking to 3
It's similar, but whips also just do a stupid amount of damage on their own without summons at all
If I remember correctly
I would say depends on the combination of the whips
They are quite strong
Kaleidescope is viable against scal
kalei alone is a solid contribution before even considering summons

(it can't reach her for long enough, range is the killer for exos/scal)
Wait, is it that good as a weapon itself?
You can literally beat most parts of scal as a summoner and your pre moon lord whip will do a significant amount of the damage
Yes
yes
25% contrib or so before the tag
I noticed about 15%

But even if it is 15% that's still incredible for a silly little toy post-Golem
Idk what do you mean by the contribution
Sorry for that, too eepy
it drops down to 2/3% by endgame, but still good timesaves from the tag
% of the total damage done
Like, by the whip itself (no crit chance involving) or smth else?
The whip itself, yeah
Whips need to be reworked. Their damage as an independent weapon should drop off with progression, not scale to be higher than the summons
Kaleidoscope has a base damage of 180 (big number!!!!!!!!!!!)
yes
before the damage tag and crit tag are considered, it contributes about a quarter of the dps
They should however make the summons do basically the amount of damage that the whip would have done itself currently
(ontier)
No, I think that whips are fine as is, it's just Kaleidoscope is overtuned
Other whips are like this too. You can swap kaleidescope for the other one and it's almost as good
It really is
...which one and what boss? 
The hard mode dungeon one is like, massive base damage
Morning Star
All the hard mode ones pretty much I think?
a lot of other whips are the same
stuff like dark harvest and cool whip are fine, even firecracker post nerfs isn't too bad
Morning Star isn't too terribly far behind Kaleidoscope in base damage
snapthorn my beloved 
Snapthorn is crazy
I don't really like the concept of whip stacking, it feels a bit out of place that they stack to me
Could we just remove the tag damage and maybe nerf the damage little?
Without whip stacking, summoner is way less fun, so I'd prefer it be kept
Someone's next word is: "Subjective"
Post-ML there'd be nothing for summoner to do, so there'd have to be something there so they have toys to play with beyond Eye of Magnus and Yanmei's Knife and stuff
But agree. Whip stacking pretty much made summoner a fun and actually interesting class in eyes of many, myself included
...uhh, what are you talking about here, exactly? 
It is just weird, I didn't say anything about post-ml
If Kaleidoscope had no tag and less damage, then at about that point in the game, its damage output is too poor to justify wasting the braincells to whip things
Summoners would then go to find other weapons to get debuff support from
post moonlord whips just havent come because there arent calamity whips yet
thats not like
a permanent feature or anything
i think I heard somewhere that Terraria 1.4.5 is gonna add a stardust whip
I was talking about snapthorn
Nah, it's nothing
but snapthorn definitely deserves some nerf
Snapthorn, as well as both Kaleidoscope and Morning Star, are quite heavily overturned
What if it had a range penalty?
It stays as strong as it is but it was as stubby as the leather whip
Leather whip.
Actually, if it was the only whip with tag damage pre-skeletron, it would be useful
whip balance dev approaches
Whip stacking will not be kept. It is not reasonable to properly balance around.
I am vindicated

Valid??? I mean, Yeah? I suppose?? Reasonable? Still sadge about it
it feels like a bug
I'm already suffering with whips, please don't make me suffer more by trying to balance using 5 of them at a time.
Please, Angel, can we have more sentry-based content whenever the overhaul will come out?
valid concern
I was about to mention the agony of whip stacking for experienced and new players
Somehow whips and summons need to be in this harmony where new players who don't whip stack are given a comparable experience to other classes, but experienced ones who do need whip stacking to be impactful enough to care but somehow simultaneously not blow everything else out of the water
Putting it like that makes it sound impossible, huh
i will continue reposting about my thoughts for cal summoner armor changes
OOA becomes fully multiclass focused, along with a couple of other sets
Flinx, fathom swarmer, tarragon (or the rework), and a few more become sentry focused
zz indeed
oh more multiclass support?
There is also the fact that Calamity whips will focus more on unique effects (Cool Whip, Dark Harvest) rather than straight boosts.
Unique effects make each individual whip more impactful as well as being much easier to balance.
real shit?
THIS is cool
rip
Kinda like the Catalyst whips, but official? And less janky?
cant believe i was lied to on the internet
I'm so down
Fathom Swarmer will be focused around temporary minions that help you in battle.
OOA becoming fully multiclass and not sentry-based feels weird consider how you obtain them
But making some of the lesser used armor into sentry ones could make the trick, won't argue
Ooh, speaking of- will there be whips that are exclusively focused on damage?
I'm so down for a fathom swarmer rework
yeh, that's the thing i think
but they're already on this weird bridge of trying to be both while also not being anywhere near spread out across cal progression
I used it a while ago in my underwater arena and concluded that above water it's Tiki but worse, and below the water it's Mollusk armor but if it was post-levi
It'd be neat if the OOA is reworked to fit Calamity progression, but I doubt that'll happen
idk i like my idea because i came up with it :trollage:
yea the concept for fathom swarmer is good, i just want that to happen
Maybe there could be a 'spiritual' T4 OOA set that uses the T3 set as a crafting component
new post DoG summoner set
another?
Fearmonger, but sentry
honestly tarragon (or the rework) might not be the worst spot
there's still Stardust -> Bloodflare
Weird, I specifically made sure the stats were better than Tiki, even before counting the summon damage boost in water.
I was taking into account that Tiki had the leaf wings which grant some crazy boosts
Fathom Swarmer:
Full stats: 41 defense, 6% damage reduction. +4 minions, 36% summon damage. 20% summon damage, 40% movement speed, 10 defense, 2.5hp/s while in water.
Tiki Armor:
Full stats: 35 defense. +4 minions, 30% summon damage, +30% whip range.
Spooky Armor:
Full Stats: 30 defense. +4 minions, 58% summon damage (WHY VANILLA), 20% movement speed.
Underwater it's absolutely a juggernaut
spooky is an armor set
Water arenas are always fun, aquatic heart my beloved
i do dislike on principle 3 competing post plant (i do not care about post-golem moons)
yeah, Fathom Swarmer was doomed from the start since it has to compete with Spooky
I think the problem comes down to how little armors are there, only being 8 sets, and when you get them. Once post-1 mech and once post-golem, which is fine in Vanilla, but too short in Calamtiy
Maybe making T3 armors be a post-ml thing could work, but that's just an idea more than anything
But I love me my 51 defense, 56% damage and 5 regen on summoner
speaking of post golem moons
you can balance items post golem without talking about how they are post golem. there are 3 competing sets at this tier, one is just harder to get and stronger
I don't know if T3 armors would survive post-ML
I haven't heard much discussion about the shinobi infiltrator and dark artist sets at all
Red Riding set only really works if you're spamming the sentry (where it works great)
shinobi is valhalla knight but whips get improved and you're less tanky
and valhalla knight is the only one that can really last
With buffs, ofc
...but Valhalla. Don't buff Valhalla, for the most part
Valhalla Knight can stay as is
if i'd done any actual testing i think it might actually be stronger
only if sentries get firmly spiked back into the trash
Probably it is
VK could and probably would get melee buffs
mmm, what if it had a special effect where it removed the summon damage penalty but only for sentries?
I had an idea of making shinobi OOA armor into a rogue-hybrid one, to make Valhalla both unique and give rogue some love
There was a short time in the development builds where OOA armors did not trigger the summon penalty.
Plaguebringer Goliath: Xeno Staff
Spooky Armor/Dark Harvest: 2:08 (30% whip)
Red Riding Hood/Flak Kraken: 1:40 (56% flak)
That didn't last long.
i think i mentioned this at somepoint, it's a good idea i think
cal has 4 other classes, there's 4 OOA sets
Yikes.
Neat insight, though!
...yeah, fair enough 
balancing sounds like a nightmare
It is, really
summoner penalty exists for a reason :plumg:
summoner penalty was 50% for a reason
I've considered this for a long while but never actually brought it up to other developers. Maybe when my rebalancing gets around to it I'll bring it up, but as of right now it's a definite no.
Lesson learned
I wanted to make a suggestion, but opted to wait since summoner is in a limbo state until SSO comes out
depends on the class and tier
yeah, everything about summoner is devplans conflicts atp
I'll wait for any news for that. I think this idea is interesting enough to at least give it a shot once or twice, just to see how crazy it can be
I'd adore a summoner/rogue set
sometimes you balance classes other times you test rogue for 4 hours straight because who knows maybe moonstone crown is good on this when paired with gor and armor pen and fuckshitmcbitchass
There's one
👁️ 👁️
The forbidden has a helmet piece making it a summoner rogue hybrid
OH YEAH
Can't say for sure how good it is, I'll try it whenever we could actually get into hardmode
Forbidden Circlet
Yes, the crabbar helmet (somewhat literally)
crab <3
the one thing i want it to change is uh
the fact it gets rid of your hair when worn, making it look really really weird
Tbh remove bone dust and calcium pot, and give bounding fall damage immunity
GOOD IDEA
Oh youre suggestion says that mb, didnt read the whole thing lo
We should kill trapper bulb next
good to know that more people are on the same wavelength
please dont give potions accessory effects actually
Aren't there like 5 different calamity jungle materials?
Or at least 3
And then another 3+ from vanilla
correct
stingers, vines, jungle spores, then there are trapper bulbs and planty mush?
Yeah, I don't recognize it
beetle juice and one of the bulbs died, but murky paste is still pretty jungle, and planty mush is more nature than jungle
I think planty mush is an abyss material
MURKY PASTE
yeah planty mush is abyssal
murky paste, I was getting it mixed
it's that green sludge with spikes or thorns inside
Murky paste is also a mostly jungle material. I think you can technically get it another way but practically no
There are 6. It's stupid. Should just remove all the ones from calamity, unless you really need something hard mode specific
I'm going to make a suggestion about this
I got one passed a while ago, but that was when beetle juice still existed
For reference if it helps with yours
Ok so that's the exact same suggestion but they implemented it by only removing beetle juice and not the other items.
I mean, I don't think they all need to be gone to be fair
I dislike murky paste, but I think trapped bulbs are fine and should stay
Why?
I do not see any purpose that they fill which could not be accomplished with a different item
Such as:
Planty mush for late hardmode
Bezoar, mana flower, or jungle spores plus essence of sunlight
I keep forgetting Crush Depth has that effect
i like this idea a lot
peak sugg
@echo leaf - Your suggestion has received an updated status!
[Remove Ancient Bone Dust, or introduce an Ancient Bone Dust sink]
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
Either Ancient Bone Dust or Demonic Bone Ash will be killed - either way, only one bone dust material will remain, and it will probably get more uses
Sink
does demon ash even have a use beyond zerg potions
👍
bone dust sink
@polar mica no joke suggestions
hot dog 😱
also to address some previous suggestions; in pretty sure calamity is trying to move away from using life fruit as a material, and im also pretty sure that a lot of debuffs have had their secondary effects removed recently, so im not sure how well those suggestions will fare
sorry 😅
ur fine
better than most joke suggestions; people usually fight tooth and nail after they get flagged, so it's nice someone just... listened for once
3 whole uses......... wow........
it has a few more but yeah it isn't great
plague got its darkness removed and damage reduction nerfed
that’s it
crush depth got its awful enemy defense gimmick removed
debuffs dont need to be fancier
just functional
burning blood got stuff removed too didnt it?
oh yeah crush depth too
i dont disagree that it should've been removed
im just saying i dont think they're going to be adding many secondary effects when even the less extreme ones have also been killed
As a player I couldn't be happier with the simplification of crush depth and introduction of riptide as a prehardmode version
more complexity isnt always better
that’s completely different
the on player version of crush depth has never been changed
I don't think the removal of those secondary effects dictates whether or not secondary effects can be good. Those secondary effects were just not handled well
RIGHT

