#suggestions-discussion
1 messages · Page 311 of 1
Yeah, I personally prefer it like that. It is VERY easy to miss those bosses that don't spawn naturally if you want to play without guides
Random chance to spawn it when you kill one 
I think it works fine like that
You know when it's gonna happen, you can prepare and plan around it
Not like it's a tiny number either
I would make it like anahita
You really also don't need that much necroplasm at that stage
Or actually, more like the cultists
Special thing spawns in a specific place and interacting with it in some way spawns the boss
So like
killing a certain number of specific enemies that spawn in just one specific place?
You did just describe the current spawn mechanic
I mean
Instead of 50 randomly spawning enemies, it's one enemy in one exact location
And maybe it doesn't have to be enemies, it could be an object
How long has it been since the SSO was announced as planned?
I remember seeing some kind of roadmap years ago
about like... a 3 part brimstone crags update with the sunken sea update somewhere in the middle
I'm not sure if this is the best place to ask. I was considering making a suggestion about an updated roadmap
The channel for that would be #calamity-update-talk I believe
Right. Unlike WoF and Anahita, Polterghast has no spawn preventer.
Likely because after you kill Polter once, the natural spawn mechanic stops being a thing.
I agree
It would not be a good change if the natural spawn was removed and not replaced with anything, leaving the spawn item the only method
Cuz that's mega lame
Maybe it could be something like uhhh
(shitty Specifc territory but I'm just spitballing here)
Yknow how Stardust Pillar has the Stardust Cells that split into multiple mini versions of themselves on death, which soon grow into versions that become capable of splitting on death too,
so you're ostensibly meant to kill them as fast as possible to prevent it from getting out of control,
but if you want to farm Stardust Pillar, you let them keep multiplying, intentionally only killing the fully grown ones and leaving the mini ones alone to grow up?
(Same thing with the Vortex Pillar and how the Queens drop multiple Larva on kill that eventually grow into Queens)
We could have a gameplay dynamic like that for Polterghast
Where a ravenous spirit enemy will be going around growing in power, prolly by eating Phantom Spirits as they spawn,
and you can kill it prematurely to stop it from getting too large, but if you leave it alone so that it does grow large enough, Polterghast spawns
So, you have control over it, it's always preventable
(Ideally the spirit itself wouldn't become Polterghast cuz Polter itself is implied to be a distinct thing that's been growing for ages
More likely, it sees the spirit enemy as a tasty powerful spirit to assimilate. You're making an attractive "meal" for it.)
This is not suggestable but I figured I'd say words.
It could be the real poltergast, but just... An incarnation of poltergast
The idea I really liked was a stealth kind of thing, where it's always roaming the dungeon and if it sees you, the fight starts
that just seems really annoying
That could be cool, lead to cool experiences, if executed well
possibly worse than the current implementation
it's like plantera's bulbs but even more annoying because now you could also get randomly jumpscared by polter showing up
i like rover's much more
As is right now, you at least cannot be surprised by it
And if you don't want to fight it, you can just warp away, because you will most likely have the shellphone at that stage, or at least a conch
There are indeed forewarning messages
It's basically just an annoying thing you gotta deal with while farming Phantom spirits
Kill 30, Polter spawns, teleport away, teleport back, kill 30, Polter spawns, teleport away, teleport back, ...
Granted killing 30 Phantom Spirits takes a while iirc
One or all of these three I suppose
But
yeah honestly not much else uses Necroplasm pre-Polter / pre-DoG
Bloodstone cores I guess
But even that is fairly limited
I was able to get the full armor set in one trip to the dungeon
And that'd be excluding the armor, because the armor is post-Polter
true
There's the seadragon
Aquatic scourge?
Seadragon only takes 9 Necroplasm
which, yknow, is indeed about 1/3 of a Polter spawn
but it's just the one item
heh
I'm tired
Honestly, does necroplasm really need to exist?
Also I just found out now that it's been renamed twice
Let's not get too derailed
@dawn trout What is it that you're farming for that you're getting annoyed by Polterghast spawns?
What do you need over 60 Necroplasm for? (assuming 2 Polter spawns is enough to make it annoying)
Personally, don't think polterghast is too big of an issue as is with the spawning, partly because I don't think it's really that difficult of a boss
literally anything in the dungeon I end up forgetting post moon lord
Bloodstone?
And if you don't want to fight it, it's easily avoided
The post-Plantera enemy drops?
Are you crafting EVERY bloodstone weapon there is?
yes, ectoplasm and a great deal of others that don't have recipies
Alright, that makes sense
You can include that in your suggestion
Because they're RNG drops, you could be farming for a while
Bloodfire bullets or arrows
One half of a Necroplasm makes 333 of either
You get 333 per necroplasm
Yeah I guess you're right
Oh right, half even
Although, that's not very much by that tier
A single DoG fight probably uses like 1000 of them
And it takes me 20 tries to beat DoG
Necroplasm becomes a lot more necessary past DoG, and at that point polterghast shouldn't be more than a nuisance
You get about 20k bullets per trip before polterghast spawns
And that's the low end
@hollow shell Alight, I modified my post a bit
Supreme
Mana
Potions
Need them
Unless that was changed
Also it really doesn't take long to get 30 of them we have zerg potions
It would be nice if there was something before polterghast spawned
Define something
Like a huge influx of phantom spirits or something cinematic
You're correct there. But it's 1 Necroplasm per 15 potions.
So if you were farming just for potions and get 30 Necroplasm to spawn Polter, you'd get 450 potions out of that.
Instead of you killed phantom spirit #30, die
That is better, thank you 👍
Yeah, I would agree that a small window before the boss spawns wouldn't hurt
Let's you get ready if you intend on fighting and fuck off if you don't
np
(But by the time you're fighting DoG you'd presumably have killed Polterghast already, which makes the natural spawn method stop happening.)
Yeah, if you're fighting DoG polterghast shouldn't be a huge problem anymore
Yeah I guess so
This is more about the annoyance of farming necroplasm to me, not polterghast
Also, polter is still a challenge with pre DoG gear
I found the fight fairly easy, but admittedly I'm playing on the lowest recommended difficulty
One of the few bosses I actually beat first try
May I remind you that especially by endgame for stuff like Staff of the Blushie, that won't get you past the first two tier of boss rush
Also people are bad
They will go through that many
Hell there is a lot of people who suck at guards or provi
(By that point Polter is long dead)
But if 450 is actually a reasonable amount of potions for a struggling player to chug while fighting Guards and Prov, then
fair enough I suppose
Now I'm curious what miniscule percentage of dps a player loses when using 300 mana potions (which you can purchase infinitely from permafrost iirc if not, then 200 from wizard) with staff of blushie
If it's anything but last prism: Not much
If it's last prism: It's a very large decrease
As super mana potions are not enough to get you to not have constant mana sickness, but supreme is
Unless you invest into mana reduction
I have tested this bc chaos stone on prism is worse than dest emblem for that reason
Yeah, I specified staff of blushie because pretty sure it chugs like once in 2 seconds regardless
Blushie chugs them like hot candy
It's like the only weapon in the mod rn that you can justify using chaos stone on
Maybe Dark Spark but I would need to double check it's mana usage since i remember it also being quite high
Mana potion discourse #10 time
There is no discourse, mana bad, mana potion crutch for bad
I was about to say yeah where is the discorse I'm talking about from a balance perspective using hard data where the discorse
I think mana would be fine if mana potions were just removed from the game
You'd have to redesign like three weapons, the ones that ramp up with constant use
In cal you’d have to do a lot more than 3
Ah
Yeah
Which? I can't think of a ton that don't work
You forgot the part where you have to make base character have mana regen potion effect by default, else 3/4th of your bossfights would be searching for a place to sit still
Any of the prisms, most of the machine guns, and probably more
Rancor
Staff of the Blushie
Aetherflux Cannon
Dark Spark
Apothesis
Rainbow Party Cannon
Gruesome Eminence
Yermes
Teslastaff
All post moonlord weapons that become basically completely unfunctional without mana potions
Nothing new for Teslastaff 
Oh, the answer to that is simple, you replace the mana flower line with things that grant various extra forms of mana restoration as well as mana regen stat
Cal does that what
Mana regen builds are like
Insanely good
Rn
I literally talked about this earlier
I meant in vanilla terraria
Alright, fair, though I can't think of more than like 2 machine guns?
Nano Purge, Laser Machinegun, Gatling Laser
3 more besides Aetherflux
Genesis and Omnicron?
Ah
I should try them some time
Anyways, idea for ramping weapons:
Running out of mana keeps their charge but stops the weapon from working at full power, in a kind of "revved up" state, until your mana regenerates
Do they have charge up for the lasers? I forget
Omnicron looks like it
At least with omnicron I never use the lasers as holding left and right click for the Y and grenades is better when you're good at Yharon
fair fair
Your mana cannot regenerate if you are using a weapon
That is a built in terraria feature and the instant you remove that you immediately make several mage weapons utterly busted
Indeed
Current mana regen is very fast
If stuff like Fabstaff which is already strong could regen itself off that would be devistating
It would make RPC look like icicle staff
and then the mana hungry weapons become utterly unusable without potions
crazy system
Something something red’s pet project was never meant to be real
I am proposing that this "reved up" state count as not using the weapon
How in the hell do you code that
What kind of IL editing bullshit would be needed to make that work
Whenever you run out of mana with a weapon that charges, the primary attacks stop, and it enters a cooldown that prevents the weapon from being used. However, it retains it's charge level that becomes available again upon your mana being full, and while recharging you gain a weaker secondary attack with that weapon which happens passively just by holding it
Or actually, you don't have to make it when you run out of mana
Whenever you stop attacking with a weapon that ramps up, it retains it's charge as long as you keep holding the weapon and don't switch away from it
What
I cannot believe I'm saying this
I prefer mana potions
Like genuinely
This sounds just flat out impractical and requires so much effort that completely shuts down how several weapons are supposed to function completely
The hold out attack in the recharge period doesn't fix stuff like Staff of the Blushie it annihilates how the weapon works entirely
Huh
It...
And then you are supposed to be able to hold it out forever
And let the demon go ham
I feel like I'm not explaining this right
eminence doesn’t consume mana outside of first use btw
Staff of the Blushie's entire gimmick is that the longer you use it the more damage it deals
but everything else yes
Oh huh
And the system you are decribing especially doesn't work with blushie since the downside to this damage racking is that it consumes a billion mana
Imagine if, for example, the demon became passive when you stopped holding the attack button, but it immediately started attacking again the way it was before once you started up again
If the mana consumption worked like you thought it did
this is just not it chief
That sounds impossible to code bc if you let go of the demon it stops and you have to let it regen again
I am surprised you can't code this
Items can generally do things while you're holding them
Such as: umbrella
It's just far, far too impractical for like the 15 weapons that would need to be fully changed for this to work and would also just completely annihilate crossmod compatability
dude 
No because two of them are dev weapons and therefore isn't possible to remove and at least 3 of them are vanilla weapons
And cal does not change the functionality of vanilla weapons
Also one of the dev weapons in question is one of fabsols dev weeapons so uh, good luck
Half of them become immediately dogshit
Adjust damage decrease as necessary
Hell I think the only weapons that would become closer to balnaced from that are blushie and rpc
Every other one would be ass
But also then it's just not playing the fucking class
At that point go play ranger
Literally
You don't want to deal with mana go play ranger
Like it or not beam/spam weapons are a part of mage’s identity
I actually do want to deal with mana. Just not mana potions
you cant have your cake and eat it too
I do not believe mage can be fixed without a change in identity
One which revolves around changing the mechanics of mana potions or mana flower
Suppose mana sickness has no cap to it's damage debuff
This has been discussed before
That changes nothing
All that does is make you tweak mana numbers so you can't overcap on it and make those weapons useless
Which screws over specifically charge up continuous use and mana use weapons
Like I'm going to be honest after playing more with mana regen builds
The mana potion problem is so fucking overblown
I've played with mana regen builds in other mods and it was fine
I’d rather see more mage weapons reworked to be interesting like they did with omicron and coral sprout than to try to fundamentally change mana rn
i have never ever had serious problems with mana potions
I'll cite my eternity mage pt for that
I did mana regen for the most part I dropped flower
Oh, mana regen works great, even in vanilla
The problem is that potion builds are an option
I'll just leave it to whoever it was that has ideas to fix it
Like I think mana potions themselves being an issue is completely overblown, outside of the few weapons you can ignore them completely and is even better to do so for a number of weapons
And if you want to have them as an option so be it, use that accessory slot on the flower over something that could potentially be more useful
That's the other thing, mana flower is in like all the mage accessories
Suppose it was torn out and made its own, smaller upgrade line
And mages got a separate accessory with other neat effects, like the star cloak one
Mage needs new accessories isn't a new take
It has none
It needs more in general
And while mana flower is in talisman you can also turn it off
Via turning off visibility
Oh dear why are we trying to discuss the worst route possible in removing mana potions
Based on how accessories inherit effects, I wonder if turning off visibility on an accessory to disable an effect also disables other ones tied to it
For example, maybe the mana usage reduction
Yeah pretty much this. Mana potions are not a problem and they shouldn't be overestimated to be as such
Mana potions are literally just "Oh you don't wanna sit there being useless until your mana comes up? I'll let you keep shooting but you'll have objectively worse damage" (ignore holdout weapons)
Pretty much this
It’s pretty well known that mage and ranged are dogshit when it comes to accessories
Ranged has slowly been getting pieces but it’s still not great
Mage is just lol lmao
Ranged is fine because many universal accessories are very applicable to it but wouldn't hurt to have some stuff
I was under the impression that you didn't actually get a net damage loss for most weapons
i still think it should be a more drastic difference since it’s like usually a 10 second difference for a 2 minute boss fight
I agree
depends on a lot of factors how important it is but it’s usually so unnoticeable people just use potions anyways
and remember the mana hotkey exists anyways
flower is by no means a requirement
#suggestions-posting message oh yeah we could instead aim for it to become disabled after the first kill
It already is I think?
isnt this already in nthe game
yes
yes
it's like EoC, mech bosses, etc
after you kill it, it can no longer spawn naturally
Okay actually I will step in here because this might be an Infernum bug if it isn't some random boss checklist bug (if they do have it even), I have context from Infermain about their situation
I'd be surprised if it is but well shouldn't be a problem regardless
@golden sonnet can you check where the natural spawn code is
I want you to look into how the process goes, like with sand sharks
Well there we have it
We can move on from this one
ah, looks like you don't need it anymore
but I don't see any issues with it and have never had issues with it in main cal
I will tuck this away in somewhere regardless so nothing was wasted
oh sorry, and the most important part
it's nested in this
so won't run at all if polter is currently alive or has been downed. If you need anything more of it in the future, just check 2124 CalamityGlobalNPCLoot


I've remembered about my suggestion and I'll change it in the near future
And I found the way Calamity changes prefixes. Additional stats don't look too hard to implement at the giving moment...
@hollow shell
Sorry for the ping, but I've edited the suggestion (changed the rent about Arcane being bad and added a sentence regarding just buffing the amount of mana granted)
Is there anything else I could change or add to the suggestion? 
Waiter waiter, more reasons for people to discard mana flower please!
i mean mana flower is good regardless
less mana usage and later uogrades more damage
Its good but its so fuckin brainless
I tried mana regen recently and its so fun
agreed
im doing mage run right now with mana flower and im not using potions
mana regen is fun, you dont have to use the brainless mana potion mana flower ability 🙏
Absolutely
good accessory regardless for less mana usage though still!!
mana regen is fast enough on its own, it can take like 2-3s just for full
fr
Get a mana regen potion as well and you're cookin with gas
Imo mana flower was a mistake since it no longer separates the class from being a ranger reskin
i thinj the option is good to have , but mana regen is more fun
Wrong
Probably a bit hot topic-ish, but I think Mana Sickness doesn't punish the player enough
I definitely agree
anyway i love the suggestion buff arcane
Wait guys what if we removed all mana increasers, thatd buff arcane 
make mana sickness give punishing mana usage
I rememeber I saw an accessory from a mod that removed mana sickness but doubled mana usage
What Mana Flower, and by merit, Quick Mana does is just let Mage not worry about the consequences of not being able to attack when you most need to with a drawback. All classes are able to rely on their tools like this so why can't Mage do it? You have to keep Mana Flower alive but never optimal, that is the best way to handle it
I definitely agree with the last part but I always felt mage was supposed to be a burst damage class and not another hold M1 class. I was gonna say how I thought mana flower was decent for accessibility in making mage more used but it ended up making it more brainless
Well
I would not call this an argument
Removing Mana Potions would certainly make many more players stop using Mage than it would attract
i think mana regeners should get more benefits
-# was just using a word i dont mean arguing
Mana Potion is supposed to be brainless because it's letting the rest of the playerbase actually experience some of Mage and then later if they really want to, they can make use of Mana Regen instead
Tbh, just yeah
like the “spam” option exists, but reward those who go further or something
Yea i do as well
Imo at that point you're playing ranger with slightly different mechanics
I dont thihk its that different at all
Besides no ammo types
That's every class.
If you wanna be brainless with a class you pick something that always hits so you're just ignoring every other section of the class
lmk is this a good idea; mana regeners get additional buff/damage boost/less %mana usage for waiting for the mana bar to fully regen
Rogue 2.0 
Like how inexperienced players cannot use Hellborn despite how strong it is because Megashark with Chlorophyte Bullets has that objective ease of use
Good argument actually
I fuck with it
I am in agreement that Mana Regen should be stronger
i think the best choice would be give players who wait for full mana regen less mana %usage
or something
anything
mana regening faster the more mana you already have is actually a vanilla mechanic, which would make it technically more optimal to stop firing early to lower time spent waiting for mana overall
That's vanilla
yea that's what I said
Oh, I misread it then yeah it wasn't a question
I know it's optimal but it never feels right to do it
It's too much effort for little gain
I wonder if they made that mechanic more drastic it would make things more interesting
The only thing that makes use of it is uhh that Ion Blaster mage gun thing
I actually fuck with the idea of having a second set of mage accessories that do this or making band of mana regen do this
🙏
This thing is so awkward
It feels so odd watching my damage move around like an osu map
i think a problem might be is some weapons are designed with mana flower in mind..?
And this is why we have Chaos Stone 💪
whar does that do i forgor
Just lower the cost reduction from most effects and instead encourage Chaos Stone usage if you're using holdout weapons
does chaos stone have mana flower built in?
No
Replaces the mana sickness damage with dot on you
....that's a good suggestion, my friend 
No and I find that oddly unintuitive
honestly i just dont fw mana potions
I agree
so ill prob not use chaos stone
I avoid mage when I do difficult runs because when I actually have to focus I simply cannot use mana regen as it becomes too difficult to keep track of things and mana potions suck major ass early game
I need to play mage more often
Resource management is fun
I love shit that demands more from you in videogames
love to see mage discussion
Welp, I guess I'll wait for Rover to response or whenever the suggestion will drop in #suggestions-voting
i WILL be voting
Me too
I just hope Quick will be undirectly buffed by SSO
Does a sound play when you get all your mana back from recovering?
remember when polaris parrotfish was instead a funky gun that became stronger on hit until it became a homing weapon
i miss those days
You do yes
Yeah, it's a little plink noise
That sound is heaven for mana regen builds
I forgot to follow up my question...
Mind failing...
So, I preface this.
Why not a sound for when mana is out?
I'll always use mana regen over mana potions, does more damage and costs no accessory slots
i would've described it more like a "brreet"
Well, does mana truly go to zero often?
Genuine question
it's also pretty obvious when you do run out if you're not using mana potions
It can be a sound when you try to cast without the required mana, then.
why do you need a sound for that
i feel like it would be pretty obvious when your weapon just refuses to work
You'll just notice your cast speed go to a standstill
And with mana regen pots, you just wait a couple seconds for the brreet
especially with weapons that are fast
Crystal storm my beloved
I would collectively call those beam weapons
Granted, there are only two and both are prisms
yeah ultimately needing a sound to tell you you're out of mana isn't really that helpful
other than a specific case where mana regeneration and mana potions are disabled for some reason
That would just be pointless and unfun
even then, you could tell
does charged blaster cannon count? and sparkling empress? also even if those don't there's three with last prism, dark spark, and yharim's crystal
also rancor if you think about it a little
true
but yeah the point still stands that
you can tell when you run out
i think a small sound would be appreciated
Ngl Auric Toilet suggestions should be added to the donts
Joke item leads to joke suggestions
While the item is already fine as it is
what do we think of ghe arcane buff offer 🥺
If the reason why the Auric Toilet can't be sat on is because of Auric Rejection, then why is it not made of Auric Ore? The truth? The Calamity Developers are secretely evil, and this further helps their agenda.
Auric rejection on a toilet is funny, it doesn't need to make sense
Besides, it's the auric metal that rejects, not the impurities in the ore
This is wrong. Auric Bars don't reject, because we force Yharon's soul fragments into them, pacifying the metal.
It is why we can wear an entire suit of Auric and not die Springtrap-style.
It's also why Yharim's armor is a bit better. The metal isn't stronger, but since Yharim's auric-worthy, he can use the rejection properties offensively while we can't
I see
Either way, the metal rejects, not the ore
The soul fragment may bless the metal, but the metal is still what rejects the unworthy
Wait a minute, if we claimed an auric soul through force, doesn't that make us no better than Xeroc?
idk probably
i think yharon is the one that decided to try and kill us so you could argue self defense
technically opposite
but tbf how characters relate your terrarian is all up to interpretation
maybe you did, maybe you didn't
who knows
sure but its literally just making the item functional
it does not have the toilet functionality every other toilet has
thats an oversight
You think I am morally justified?
The item is supposed to have no purpose
this feels a lot like the Grape Beer/Burning Sky argument
like yes i think we understand the intention behind the joke
but whether or not it actually sticks the landing is another arugment entirely
auric toilets integrity would not be put at risk if the item worked
a toilet piece of furniture not having toilet functionality doesn't seem like a bit it seems like a bug
i suppose the tooltip does imply that you're not actually suppose to be able to sit on it but
¯_(ツ)_/¯
Is Yharon the last pureblooded auric dragon left on Terraria?
indeed he is
the cactus toilet tooltip does the same thing so
Yes. Yharon is the last Auric Dragon.
We don't claim his Auric Soul, since the player doesn't become a God. We just take the fragments that fall off after the battle. Also, Yharon goes after the player.
a bit of a cop out if you ask me
nah i mean
And, as I mentioned before, the Auric bars the player makes can't reject, since they've been pacified, and the Auric Toilet uses bars, not the ore.
people did this all the time
you need to undergo a specific process to actually claim an auric soul
yharon is just going to go through the cycle of rebirth as dragons normally do
You call it cop out
I call it genius
I wonder how good Crabulon meat must taste
my biggest reason for why i want an option for the player to eat yharons soul is so the Cynosure lore item gets rewritten to be Yharim roasting the shit outta you
it's not even a cop out the artifact you need to use to claim auric souls was rendered inert millenia ago
Bro has no meat
Oh shit right
Terminus is not required for ascension.
He's just mycelium and crab shell
I forgor he was a husk
then why does it imply that it does smh
you'd need terminus if say, you dont want to end up being slime god
It implies you need it to ascend perfectly or smth
bluh bluh
whateve idk how the fuck you'd even implement actually absorbing yharon's soul mechanically anyway
Who speaks during the phases and activation of Terminus???
Xeroc.
You can't really.
I don't know who that is
the real question imo
Just make it irradiant pearl risk of rain
+10% to every stat
Xeroc is the first God, and the God of Primordial Light, which is pretty much the Sun.
crit, damage, defense, DR, movement speed and flight time 
Doesn't Hunt of the Old God do that?
I'm assuming Providence serves under him?
Idk
No.
ya it does something to that effect
Providence is unrelated to xeroc
@wise totem they rewrote the lore, go read up on it
Oh ok
The Chromatic Auric Soul is a Post-Moon Lord collectable that drops from Goozma upon its first defeat. While in the world, it causes the Slime Monsoon from the Goozma fight to perpetuate and plays ambient noises along with a unique music track. Collecting the item permanently increases the player's following stats:
found it
the stats it gives are actually suprisingly low for what it is, but i mean
it's balanced so
¯_(ツ)_/¯
This is Goozma's.
I believe Yharon has his own, too.
Found it.
The Draconic Auric Soul is a Post-Moon Lord collectable that drops from Yharon, Dragon of Rebirth upon his first defeat. While in the world, it plays ambient noises along with a unique music track. Collecting the item permanently increases the player's following stats:
auric toilet discussion? make it release pure auric energy when it's powered by a wire
Is there a big document with all of the lore, or does one have to find it through the game oneself?
The Calamity Lore Document Hello, and welcome to the new Calamity Lore Document, also known simply as CAL. Here, I have collected all of the lore currently in the mod, and have curated it for easier consumption, including building a timeline based on the information given to us by the Lore i...
It has one source missing, I believe.
Thx
(That being Draedon's comments on certain Arsenal items)
So, in other words, Yharon isn't dead, just dormant?
yeah p much
I'm late but yeah it's fine
I feel like the point about Arcane being useless due to Calamity's buffed regen rate could've been explained a bit better, cuz you'd think even more max mana would mean the regen rate would be boosted even more. Which would be a good thing, reducing your downtime between bursts along with allowed for longer bursts, right?
And, more emphasis could be put on the fact that Arcane grants such a little amount of mana, that even speccing into it fully (+140 mana with 7 accs) would be barely significant compared to the big cost of losing all that raw attack (or survivability) from other reforges.
(ex: -28% damage lost by comparison)
But
that could all be things to consider if this sugg doesn't get enough stars. It's possible a lot of people will immediately agree anyway cuz they know how much Arcane sucks.
I'll save it just in case, thanks
👍
#suggestions-voting message Oh right I was just gonna do this one but was busy doing something else then forgot
ack
@drowsy plank - Your suggestion has received an updated status!
[Make Weapon Recipes Recognize the Don't Dig Up Seed]
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
🎉
Never seen this one before
not at all
@hollow shell can we add rogue station to the list of freq suggs cause...
#suggestions-voting message
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and i know some of those are very old but also this has very much been confirmed to be in the works for a while, so letting another suggestion of something we can already confirm is going to be added eventually feels... dumb
golem rework suggestion again too..............
A rogue station was "going to be added eventually" ever since the rogue class got added.
It was one of our oldest Trello cards.
lmfao
It’ll come with Focus, I believe…
look questionable dev stuff aside, getting the umpteenth rogue station sugg probably isn't going to be the thing that gets it implemented
is all im saying
Not even exaggerating:
It might.
hm
well i guess we can see
if shade comes in in a week and says otherwise or something then maybe we can consider it
The last straight rogue station sugg that I can see was before 22
fair
anyway looking at the golem rework sugg and uh
i think the last golem rework sugg is what got us to add that section about boss design
i dont really feel like this one is clearing the bar but i wanted a second opinion
Rogue station
rogue station............
rouge station
It’s possible that I’ll come sooner than expected but I wouldn’t expect much before SSO and the great summoner rebalance
rouge station
Either way
@hidden kraken You need to edit your suggestion to follow the correct format.
You need a title/summary at the top on a separate line, and your reasoning/explanation below
separated by a line break (Shift+Enter on desktop)
Look at the other suggestions currently in #suggestions-posting for reference
I don't think a suggestion will somehow bring a Rogue station.
Station doesn't need to come with a "rogue rework", though.
It can easily be sprited and added independently of any grand plans
you can easily just give it projectile speed or less chance to consume consumables or whatever
Yeah
If projectile speed breaks rogue Imma scream
lol
Or if you wanna give it a more useful stat like max stealth then you can decrease the amount of max stealth that, iunno, modifiers give
or most rogue armor sets
so there will be no net balance change
if you wanna assume the majority of players will be using it and you don't wanna universally buff the class
consumables
Rip bozo
Same argument I had for Arcane earlier iirc
ro class lo
But yeah if you wanna just get the rogue station in with minimal headache, just to have it,
then yeah give it some minimally important stat like proj speed
FUCKED UP PART IS IT LITERALLY WOULD THO
And then you can actually do you want with it when the rogue rework comes in 2028 or whatever
why am I not surprised
Knockback
very true
Indeed.
knockback would change literally nothing yeah
you know titan glove doubles all melee weapon knockback?
hilarious
if you ever want knockback there is never a reason to not play melee after hardmode
the weapons already have better knockback inherently and then gets it doubled
terraria should have the risk of rain thing where enemies that slam into walls take damage
so that way you can instantly kill hornets in hardmode by hitting them with slap hand

That foot weapon from Dead Cells
Antlion charger kills itself upon entering underground desert
Those lads build up speed like crazy
anyway I'll leave it to y'all to argue over and rule upon this Golem suggestion
I really shouldn't be here I have uni work to do
Good luck with that Rover
saying that golem has more of a bullet hell than exo mechs is certainly. a choice
hes not wrong
golem isnt even a bullet hell, hes just a gigashit volcano of projectiles
thats just poor boss design
and mind you, some other bosses can end up being gigashit volcanoes of projectiles, but Golem especially sucks because you're in an enclosed arena and some projectiles BOUNCE
while a lot of infernum bosses can be heavily debated, i'd have a lot of questions about you if you didn't for some reason think Infernum Golem is better than vanilla Calamity Golem
It's not wrong whatsoever
Especially if you take into account master
Hell even in expert rev I die to golem more than I die to exos
Whether in pts or in testing
Golem is bullshit
Exos there is a formula
true
Especially after all the exos nerfs it's definitely easier than golem
i’m gonna hesitantly agree
master death golem is the most painful thing i have ever experienced golem is so ass
even on easier difficulties than master, golem is only buffed in rev by just adding more, slow bouncing projectiles
and making the head killable for some fucking reason
The head being killable is a choice of all time
It only makes sense in the current itteration as the fight is just so chaotic and not fair as is
one day fabsol decided that was “good game design” and applied it to like 4 bosses
@hollow shell can you get rogue station back on frequently suggested
Instant exclam due to high effort, altho some reasoning is valid and I’d like to see Golem toned down
I’ll try to get something more reasonable to the dev server 
I wanna see golem getting killed
Already has happened lol
I heard lmao
See: some weapons with feather crown+, and glove of precision
Yes even feather crown in its current, miserable spot
Can rogue be normal for like. one update
The real reason it's called rogue is because its balance goes rogue every two patches
Balance goes rogue for method practice
Evil Shade in 2.0.3.6
Shade, CIT and Angel go missing, rogue balance is fucked
I should take a look at the reworked rogue weapons when I can
(Slick cane aint it?)
Random rogue weapon buffs after they were balanced(?)
You can probably remove the “rogue” part and it still remains true
TRUE
can someone give me good summonner build for twins infernum mode?
wrong channel
head to #calamity-addon-talk
imp staff
thx
Just to be sure, does Vanilla states (or Calamity changes the tooltip so) that Shroomite helmets grant multiplicative damage bonuses?
#suggestions-posting message i'm not even quite sure what to say here
uhhh
the real calamity is the friends we made along the way
or something
#suggestions-posting message The story is sad enough if you read about it I think, but that's not the point
top 5 goated suggestions methinks
There are already quite a few plans on adding structures/biomes to indicate evidence of disasters that occured in the lore so ech
😭
i also don't think the mod is supposed to be sad?
fucking peak suggestion title
#suggestions-posting message
mod isn’t meant to be too sad I don’t think so and most bosses can’t talk due to being wild animals or machines
Plus it is sad if you look at the lore (world wide war, genocides upon genocides and atleast 1 child soldier)
peak sugg
if i really had to think about it, there are two calamities in the mod
the first is basically everything that has to do with yharim and the gods
the second is that the effects are still present and someone might be following in the footsteps of yharim
"this truly was a calamitous mod" -draedon calamity on the death of yharim calamity
they should add earthbound-rpg indie game with themes of depression sadness in calamity
but the real calamity? it's the people that play it
holy shit is that an omori reference 🤯
the real calamity was literally the friends we met along the way
awesome
proly a reason cit instantly flagged it lmao
Same
wait cog i already made that joke
Hey maybe the real calamity was the friends we made along the way
i'm about to go cause another calamity
Perhapse the real calamity was the friends we made along the way
it’s not even a title, it’s a declaration
Then Yharon said, "it's time for the infernum"
i was agreeing with you
Cal isn't even supposed to be all entirely bad and sad and stuff
Things kinda suck yeah but it's not like it's gonna be that way forever
The Calamity happened before the player arrived
The player will start another calamity!
You’re just seeing the new world formed after
Hell, things do actively imrpove throughout the game too through your actions fairly often
Calamity: a new hope
to be fair there are multiple events you could theoretically call THE Calamity™️
Calamity: the tyrant strikes back
Calamity: Revenge of the Witch
the calamity initiative
Why loom??????
it is a verb
add T
oh shit i am not spell
Quite so
Cruel
Ancients
Languish
Against
Mankind’s
Inevitable
Tyrant,
Yharim
Calamiy is close enough, tbh
Ah he’s my favorite mod calamiy
the y in calamity stands for yharim
that's how we pronounce it here in briain
trfue
s tru omfie
Xalamitas
no
make it sad
sad all sad
dog was weaver's dad and then ate weaver's mom alive and now is searching for weaver cause dog is a weirdo!!!
then ummmmm
scal is an orphan
oh wait thbat's already a thing
yea rip
calami mod should end with devourer of gods coming back to life, stealing your xeroc kill and it becomes the devourer of multiverses and eats everything
that would be sad I think
!wiki future bosses
Noxus watching his underling do what he couldnt
I feel like making a suggestion that makes it so if you select master when creating a world, a message in red pops up saying that it's definitely not made for new players, just like for small worlds
A good idea, tbh
i concur
going to properly write it after my shower
I REALLY hate the amount of damage done idiot so it WILL be nerfed no matter what
I still want a fair challenge in master death so don’t nerf it to much
don't play master death if you are complaining about the damage
that's entirely on you
Bruh such an idiot
I can do what I want
me when the harder difficulty is harder
Yep
No point wasting your time Raesh
actually, you cant! stop calling people idiots or im warning you!
I get prepared for king slime and die all the time so that’s why
That much damage for a slime is so weird and out of place for a pre hard mode boss
I realized yeah 
What mode
Death master is intended that way
Same with rev master
True
Seconded
Was I not ready for the calamity mod? Cuz classic mode sucks
wait are you playing cal in classic mode
How much terraria have you played
You should start Calamity with Expert Rev. Although you should do at least a vanilla expert pt before you even do modded
A lot when I first played up to 1.3 and that’s when I stopped
Thx
Thanks shade
Didn’t wanna type that
Yep, master death is the “you wanted bullshit difficulty? Fine here you go and stop bothering us to make the mod harder”
Also stuff doing too much dmg can be mitigated with defensive builds, unlike in vanilla where theres limited options and fall of a cliff in hardmode. Cal makes em much stronger but punishes standing still so luigi% is not enabled. Defense dmg is there to allow us to buff defense a lot without it getting out of hand
well true bullshit difficulty is gfb 

I would say that FTW is harder just because GFB is bullshit by itself
FTW is maybe more difficult, but GFB is still the true bullshit
Took me a solid 6 minutes to write because I just couldn't figure out a good way to word the 2nd paragraph
yeah
Does anything points to Expert and say that it is the intended Calamity experience besides the fact that you need Expert+ to play Rev+?
Pretty sure the game explicitly says "The intended calamity experience" somewhere
rev is the only spot
Difficulty UI description for Revengeance says that
Fair enough
That was where I saw it, right
When you choose Revengeance, which is not a bad spot, but I think something similar to what Silva suggested could be done
I do agree, could be something to add to the world creation screen
...should I make a suggestion about this?
Probably couldn't hurt
Downloading the mod with little knowledge just to find out you made your world the wrong difficulty AFTER you already made it (well, maybe not WRONG necessarily, but you get what I mean)
Even better
beautiful
CIT, please, do the same for Expert 
doesn't mention the vanilla changes 
also isn't red
why not just lock calamity master mode behind expert mode completion?
Not Masochist mode 
and then if you really want master maybe a fun ui interaction where you spam click master mode until the lock breaks
#suggestions-posting message
Since the suggestion is done (I think), can anyone mark it? 
If this is a genuine question, I think it's just that locking harder modes behind completing the easier modes is a bit...lame, usually
Unless the changes are significant enough to make playing the game again feel like a whole new experience, it really would just be playing the game again, but a bit more difficult
^^^^^^
there's a reason the most you get in more difficult playthroughs is mostly cosmetic
I would say that even Masochist doesn't need, even considering the fact it is much harder than Eternity
Like, I can barely make any progress in my vanilla Legendary GFB world, but I think the struggle I'm having in it as someone who can barely beat a regular Master Moon Lord makes it a little more fun to trudge through than if I had to slowly build up to it from difficulty notch to difficulty notch
It is a genuine question, yup. I’m just wondering since the suggestion posted implies the step up from expert to master in calamity is really that significant
Like so much so you need to nudge the player towards playing expert first and not master
I don't think Calamity should lock Master mode of all things behind Expert Rev+, but telling the player about its difficulties is rather nice
A bit, but at most, I think it could just be locked behind a gauntlet separate from the main game, maybe to give you a taste of what you'd be in for without requiring you to go through the whole game in a lower difficulty...like a mini boss rush!
Uhh, sorry for the ping, but does it mean that Silva's suggestion was implemented already?
Gamers and calamity players in particular hate reading
I paid close attention to difficulty tooltips when I first played the game actually
The text should be red for extra spicy
Make it bright red, glowing, cover half the screen, and play an alarm siren at full volume regardless of PC settings
the player should have to click on master 5 times in order to make a window appear to confirm they really want master
and then it sends an email through steam that you have to validate
Don't forget the carrier pidgeon confirmation
I would not be opposed to this actually
If someone who hasn't beaten expert mode attempts to play master mode, it blows a fuse on the user's PC
(however i do concede that the difference between vanilla master and cal master is so extreme without any forewarning that i dont blame players who dont play cal regularly and think master will only be a little bit harder)
granted its vanilla's fault for making master mode dogshit easy
The user starts to play fnaf irl
Freddy and co spawn and the doors to their room can only be closed for a limited amt of time
Vanilla master mode is so funny you can swim in lava pre hardmode
Been offline for a while, does anyone know why my suggestion about the auric toilet didn't get through?
Maybe they just thought the suggestion was shit
I am hilarious
I will go back into my pit now
this is such a minor suggestion and yet i am in full support of it
that’s not a reason though
the reason is dev said no 👍

I feel like this is so fucking minor that it shouldnt matter
Amethyst, the Today at 11:06 PM
is it?
it's a bug?

to be clear, the sugg was just to make the stat meter an inventory item since there's no conceivable benefit to using it in a loadout
that's my understanding at least
that is what it looks to me too
Its used to do something as an accessories
we don't talk about class proficiency...
Probably an oversight from the above
But now since they strip those from them its should not be an accessories anymore
This is what i understand when they say oversight
It used to do something but now it doesn’t, and they forgot to make it no longer equipable
that right?
yes
wait that's actually kinda funny

i kinda just assumed stat meter being equipable was just like to make it consistent with other "information accessories"
i was there for when the different meters did have a benefit to using them
not that the mechanic was good..
class proficiency is something you'd see in a random mod that tries to overhaul class progression
oh, like the calamity mod
don’t be ridiculous
Y'know, I do wonder if there'd be a way to make class proficiency actually work in a Terraria mod, because I think the idea is kind of cool, but I can also understand why it'd be annoying to work with on its own
19 minute suggestion > implementation speedrun

not enough warning
should probably make it crystal clear that calamity's master mode changes are brutal compared to vanilla
"Stop. YouTuber territory only." 
"This is for masochists. Are you sure you can handle it?"
"We wanted to add Malice back, but were too lazy. Have this."
“Don’t.”
I Kinda wish that aqautic scourge got a new sprite and That the weapons get reworked
i think that is happening
Both the dry and the wet worm are getting reworks in some way from what I've seen
I don't know the extend, but I believe it's a resprite at the very leastr
If I'm wrong, don't stab me plis
It will get resprited
It’s not even for masochists, Fargos maso mode is easier than master death
Especially in 1.7
“Don’t ask Reddit about the immense difficulty increase”
Arcane suggestion is doing numbers, what....
it was a good suggestion
if arcane sug passed i am sure someone gonna do one for quick too
I didn't do the suggestion about Quick reforge because of this
462 - The Increase Base Movement Speed config option now multiplies the player's max run speed by 1.5x instead of increasing movement speed by 50%. - Done ✅
Probably won't make Quick suddenly broken, but at least it'll be more useful than it is now 
what if quick give flight speed
acceleration
quick is pretty good as is for waffle
idk anything more would be a tad overkill
Make quick give jump speed is a very interesting idea cuz rn I am addicted to flying up
Jump speed is a stat I thought was bad and then I learnt it actually affects flight.....
jump speed the goat
Now I'm somewhat addicted to jump speed 
And that's why I love Gravistar sabaton
Otherwise, I think we probably should wait for SSO
...or we could just make a suggestion about buffing Quick, because damn, 8% sounds hella nicer than 4%
Welcome back 1.5
Quick 8% movement speed
Warding 12 defense
1.4.5!
Was it really too good back at the time?
i think it scaled up depending on stage of the game
Sandstorm with all quick made you break the sound barrier
at least warding did but idk if it still does
Warding scaled but quick was always 8
damn
Will 6% make Quick useful and not break things at the same time? 
Granted with the way master is going, 8% quick might be a good idea again 
I’d just wait for SSO to see how it is first
Yeah, I think that's a good idea
What if quick give 0.5 flat mph on top of 4% movement speed
as it should be!!!!!!!!!!!!!!!!!! im telling you 1.5 movement buffs were literally fine!!! you had to stack zany amounts of movement speed to do the shit most people showed off which is LITERALLY THE SAME AS ANY OTHER BUFF TYPE!!!!!!! you can do insane stuff with all warding and all menacing!! but you lose out in other depeartments!!!!! it was FINE!!!!!!!!!!!!!!!!!
💥
explode emoji
if we're not going to balance around people having 8 emblems on why are we balancing around people having 8 frog legs on 😭
I mean with the insane movement speed you could just outrun and completely invalidate bosses (which is it’s own problem regardless of quick but yeah)
cabbage we have 8 movespeed quick again please thanks
but movement is funny!
idk how this is any different than rungodding which still exists, or just melting stuff/tanking stuff so they can barely do anything
like i said this is the exact same invalidation that every other lean-into build has, so idk why movement speed was considered any different
i’m assuming the multiplier only applies while you don’t have a hermes boots effect
surely
i think it still does?
well it’s not in game yet
currently in game it just gives all characters +50% movement speed
You thought they meant that the current speed boost shouldn't apply while you have Hermes Boots effect
no that the cal config speed boost currently didn’t apply
Another one
Maybe adding it to freq suggested is the mov like I saw talked about above
Last one was like a day ago lel
Really makes it apparent that this is in fact an issue
95% known info
5% already added (iirc) suggestion
Whats the 5%
ok so i missed a page why is everyone suggesting on golem this week
so basically at some point in the fight he just becomes a gigashit volcano of projectiles
master golem specifically is pretty unfair currently, but golems head already has an HP nerf next update on top of the universal 15% HP nerf to master already in the next update
you know, fair enough, i always hated golem even in vanilla
if you’re a first time player playing the game on master rev (very likely), you’ll have no way to know that master changes bosses and golem is the most egregious required boss
not orderly whatsoever, it just fires so much fucking projectiles all over the goddamn place
hoiks also make the fight much easier
but yeah, golem is already nerfed twice for next update
it's a TERRIBLY designed fight if you have to use HOIKS to make it easier
to be fair the hoiks are for the projectiles not the player
still
but they still probably shouldn't be as "encouraged" as they are
i haven't even attempted master golem
Thank you for the input calamiters
death mode was unenjoyable to me
Death is pretty much the same as revengence
it's really only an issue if you use it with master
defense
what about it?
How is golem required?
No normal player knows that yeah
Fair
WoF isn't required either. Technically. 
fucking love calamity's non linearity
low% and no WoF are like my favorite things to discuss in the mod
ML is unambiguously required though, at least. A lot would need to change for him to be skippable, and I don't think they'd be good/healthy changes.
Anyway yeah it's weird we got two Golem nerf suggs in such short succession
you can still get to dragonfolly before moon lord
GFB:
(iirc)
deus ml alt should've happened years ago so we'd still have it today because things cant be removed for weird arbitrary sunken cost reasons
Yeah hence what I said about the changes not being good/healthy 
Why isn’t he needed in gfb?
(nothing against GFB itself, I mean more so the base game seed(s) shouldn't be.. like that.)
ah wait, I think he still is cause DoG
Woulda been very interesting
Luminite is an extremely necessary material iirc
You can get pre-ML luminite in GFB via shimmer
^ from aureus
Oh hm- from WHO
He drops, what, Stellar Striker?
Nah yeah Asteroid Staff
forgot about mechanized worm giving access to gaurds giving access to prov giving access to sentinels giving access to DoG
so you don't need the phantoplasm
so ML is 100% skippable in GFB
Gwuh
I supposed gfb is just a silly mode
Never really tried any of the secret seeds
^
it is indeed yeah, you generally do frost/pumpkin moon after skeletron
Forcing one strategy in a game like terraria is just baf
LOL?
Looking at it, funnily enough, ML actually locks 0 bosses in GFB
as prov drops ASE which shimmers to necroplasm to summon polter, and polter unlocks acid rain 3 to get OD
so you can kill literally every boss except ML due to all the bullshit GFB has
Perfection
I think every boss should be skippable somehow
There’s got to be a content mod that does that
Its not but alot of gear is actzally locked behind it so
You can still fight cultist but miss out on scoria and plague stuff
And ravager i think?? Unsure about that one
rav unlocks scoria
It does?
it drops it yes
Is cultist skippable
Interesting