#suggestions-discussion
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unlike some others like murky paste
just imagine a solar veil cape that acts as wings
or just plain silk furniture
why dont we just kill the overhead
i know perennial is getting a significant rework we could just replace the perennial stuff with interesting items instead
also like i dont think chloro and reaver need MORE overlap
does the rework include the armor
reaver helm and headgear are really nice sets as is tbh, but pretty much everything else perennial is in some desperate need of reworking
so I hope not
I feel like this has been suggested before
Figured I slightly edit the post and repost it as Fabsol is gone now
It got posted over half a year ago and did not make it to voting anyway
yes paintings š
love the idea of depicting locations and characters before the events of the game
something something #1178515062030348308
if perrenial dies can we just make chloro post-plantera
also im not sure if this is because the weapon is weak i think it is because it is an instragrade
although they're still both tmelee
so it would be weird to try and give one a niche
give excalibur projectiles
Itās more the issue of it being completely obsolete, I think it needs a progression change or something
make excal drop from the first mech you kill (and also make it unshimmerable until all 3 r dead)
done
i find it funny that Excalibur in Calamity is completely pointless
But itās so sad š
deja vu
it's just like handgun in vanilla
because they nerf its speed dramatically (i think for more damage)
fair enough
Itās more about the hollowed weapons in general, a lot of them have chlorophyte upgrades and so thereās no point in making them
I'm not sure that's true
nah i mean the rest of them are fine
they do different things
chloro shotbow and hallow repeater are different
yeah and gungnir is true melee while chloro partisan is a projectile weapon
do we really need excalibur to be a viable weapon when it would probably just end up being upgraded after you kill mechs, rather than letting other true melee weapons shine
gungnir already upgrades into botanic piercer
i know that it's just filler right now but like
Hallowed repeater
anything to get less people to use avalance for it 
you already know the solution I would suggest
yeah it's a repeater and chloro is a shotbow they're different
Damn
Well
Iām just an Excalibur fan girl
I gotta do more research next time, I thought I was so smart walking in here
I love the feedback though
why not just make excalibur a boss/mod drop or something and remove the crafting recipe
i know that cal doesn't like doing that to vanilla items and frankly I don't either
but it would be less jank than some of the other solutions
actually looking at post-mech1 melee maybe the excalibur from first mech thing isn't a bad idea............
submarine shocker my beloved
Ik thereās already a sword in the stone but you could totally put it in a stone maybe when the hallowed generates? Like a structure, or next to the shimmer, and your only worthy after you defeat one mech boss or defeat wof
Vanilla actually clearing the cal weapons in quality
brimstone sword is good but even the vanilla ones are kinda like
man what are we even doing here
yelets
king arthur tried to kill destroyer and then died horribly and you pry his sword from the boss' armor when you kill it
mushroom spear
also wtf mushroom spear
Mushroom Spear my goat
truffle shop
i have not seen that weapon in ages
actually insane
is it even good in vanilla? I don't remember
every time i see inferna cutter on here i die a little on the inside
no i dont think so
š
garbage
Gungnir forever!!
post mechs i fear...
no because its competing with other post mech 1 stuff
which is
hallowed

Gungnir is pretty much better in most ways than MS spear
thats why it is almost never used
so then it would be good if hallowed wasnt real
I have included feedback in the suggestion
Oh crap you are a genius, honestly I forget about the vanity slot , 5 stars for genius on you dude, and also it wouldnāt require that much (or any) farming you gotta kill yharon like 8 times to get every weapon and accessory for your class anyways
Thinking about a suggestion for the unused forbidden armor
Iirc it doesnt even appear once in the class setup guide for the entire HM
I think it soley has some place for invasions and thats it
Saw the reaver minion suggestion and thought that might be a good idea for forbidden armor too, giving its minion any kind of attack, to somehow get atleast close to mollusk armor (since the sandstorm doesnt really cut anything for these fights), in terms of early HM Boss Fights
These are its bonuses, calamity add non summon damage penalty if a magic weapon is used
Niche active skill paired with overall low set bonuses
Do you think you should clarify that the sandstorm tornado ability doesn't "count" as the kind of attack you're thinking of?
I assume you mean an active automatic attack like the Chlorophyte Crystal
Think that was obvious
Maybe
Should I rewrite it to some kind of passive attack perhaps?
Yeah
š done
Aight nice thank you
Youre welcome
or honestly
Mollusk just does too well over a decent span, also embracing beeing used on different classes. Kinda direct competition
make the sandstorm actually last instead of disappearing when hitting an enemy 3 times
make it a real sentry
tornado is already good but yeah i think that would make it actually like
not a pain in the ass to use
the tornado projectile could probably die too just make it spawn at the cursor
Any Kind of adjustment is appreciated, competition is just too good. Ppl just leave the set behind in current state
forbidden is fine as a hybrid set
It kinda isnt really nice to use in my opinion, other sets outclass it easily.. atleast what I think
I mean are you using a hybrid build?
It also has no mention in the class progression guide, other vanilla sets are frequently listed
Yes I have tried it in such setups
in said setups its comperable if not outright better than daedalus even without using the storm
at least from what I tested
at first i thought it was forbidden circlet and was like this is exclam, but forbidden in general is fine
altho this is probably a š
Suggestion bingo returns
im surprised we recently got a sugg that literally fucking beat exolotl in terms of rule breaking
and exolotl was doing it intentionally
https://cdn.discordapp.com/attachments/720282640795828405/889604323368140880/unknown.png
which one
Which one
was on monday i think
i remember it happened but forgot specifically what it was
i remember it was a SIS, SRS, multiple suggestions at once, no reasoning, recipe, specific values, reversion, Zenith sugg
Oh that kinda rings a bell with zenith sugg
Gonna say thereās a 95% most of these changes get removed eventually anyway
okay all i hope for is early hm enemy nerfs get removed becuase it completely neuters why i like early hm
which that its a massive difficulty spike anyways
I think I can concur with a lot of these
that said "respawn timer being 3 seconds when no boss is active, vanilla tool (mining) speed changes" being on the chopping block scares me because uh
these changes are nice
blood orbs and accelerated respawn time are very welcome
don't have to disable them if you like them, thats the point of a config :)
true
oh, oh I misread the suggestion
now that i think about it
YUeah if there's a config option to turn that sorta thing on or off then I'm much more interested in letting them go
Also canāt you already set your respawn timer in the configs or is that something else, or is it just stupid
something else probs
yeah, i get theres loads of people who like this and people like me are in the minority. i just enjoy the progression between bosses and building more, and im coming back to the mod now that fabsol is gone and seeing all these changes is just a bit much. no hate if you like them, and the weapon differences and stuff like that are cool n all
this is only true for the respawn timer during a boss fight
yeah, even if blood orbs were fabsol's idea i'd really hate to see them go
idk why, i just like the longer respawn during normal gameplay as well
(ask me about my blood orb farm!!!!!!!!!!!!!!!)
i wouldn't FUCK BLOOD ORBS
i hate them with a burning passion
No
it makes dying in normal gameplay actually feel problematic

mr i afk 42 hours for free pots.. smhmmm
i'd rather fishing be more involved
why afk for 42 hours when i can afk for 42 seconds...........
than having blood orbs, cuz blood orbs are like peak lazy imho
it was fun to optimize a blorb farm
plus it makes getting them in really big quantities easier
for a normal playthrough getting the important ones normally would probably be faster
Ok but blood orbs are inherently replacing two other activities in the game
Okay but, currently the best farm for blood orbs is blood moon fishing
also, gotta mention this again
NOT EVERYONE LIKES FISHING
really?
i think fishing should have like some use
how many blorbs/hr can a strong bloon fishing farm get?
as in you can just fish out the blood fish enemies and they drop more blood orbs
like even if its JUST for potions
I really like fishing, I use it for money and resources
I do not like mining for Cryonic and stuff
but he hurty and owww and like, thinking and stuff
im fine with fishing sure, but i also like fighting enemies and especially bosses to farm a resource en masse
i built a blorb farm which kills enemies. gets around 3,000 blorbs per night, plus sellable drops for extra cash
thats the cool shit
How many blorbs per second is this
about 60
I think dreadnautilus drops like 160+
50 second bloodmoon nights be crazy
maybe more
you could remove the true melee boost entirely and nothing would change
true, but i think removing something out right is a bit sad
uhh
especially since... yknow
okay my math was really bad
replace it with nothing scarf doesnt deserve it
it's not 60 blorbs/s, it's 5.55 blorbs/s
issues with one particular dash accessory being busted not just because of its dash being especially op, but also because its pretty much a must-have defense accessory
i do agree that the scarf's true melee damage is kinda ???
thats it
6% crit chance
especially since true melee can use rams to make close combat free-er
explode
but is a counter scarf sugg okay? it's dedicated content
no thats the upgrade
ur thinking of evasion scarf
thats actually why i avoided mentioning evasion scarf
Ah
(also why is it still called counter scarf)
Holdover probably
L
The only part of blood orbs i like is that you can get them from blood moon fishing
i think thats cool
I think we need to have ravager drop blood orbs clearly 
blood orbs are now a dedicated blood moon fishing enemy drop does this fix it
post polter and we're good 
anyways...
#suggestions-posting message i dont think forbidden needs a buff, and also i think minion set bonuses are incredibly tired
#suggestions-posting message uhhh ngl this seems like an excessive effort suggestion but i dont have a problem with it
#suggestions-posting message FUCK true melee ALL my homies hate true melee
mostly
it'd be so cool if fishing was awesome
i don't mind terraria fishing
i think it's well overhated
it's definitely not good by any stretch of the imagination but it's fine enough
i think the issue is that you start with absolute dogshit
just boring
i'm like one of the 6 fishing players
which pushes you away from actually doing the good fishing
i think that's probably part of it
calamity just hands you really good bait and a super good fishing rod right off the bat
and thats why everyone skips to golden
honestly
just buff fishing rods in general
i think that'd be a pretty good change
golden rod should be like 65 tbh
honeslty more maybe
personally
100 ong
i would make fishing power less effective, but then... i guess give the player a base fishing power? if that makes sense
idk how to word this
fishing power does less but you also catch fish faster and better by default
ways to get more bobbers
i was making a fishing overhaul mod
10 base fishing power, then make the actual power less powerful
cuz one is soooo sooooo sooooo slow
except it doesnt actually make fishing better it just makes it worse
how do you feel about summoning every boss duke fishron style
silly
the nefarious battle rods mod
is that even still relevant?
it's been years since i've played with it
no clue
like if i want to fish i need mutant mod
cuz holy shit one bobber is so painfully slow
i fish without any qol
awful
it's slow with no fishing power
so true
i wish alluring bait was vanilla
but thats just true tho
alluring bait is awesome, being able to catch multiple potion fish is awesome
it's dumb for them to add staff of regrowth and alchemy table but not have an equivalent for fishing
yeah
maybe I'll make an actually serious fishing mod sometime idk
i was thinking about it
maybe a config option, it'd be good practice for making guis
#suggestions-posting message I did remove it from pierce resistance which helps a decent bit, but I didn't test it super thuroughly
Best way to get an astral desert if the Meteor didnt hit the desert?
clentaminator + astral solution
Something worth noting is that the repair unit is going to get a cage in the future, presumably in the next update
I'd assume that'll extend to nanodroids, but I'm not as sure about that
Oh, forgot that thing exists. Ty

alright
#suggestions-posting message
for this one i can agree with, but some vanilla changes are good
though if people don't see that, they can always disable it
i think the contact damage change is strictly a good change but idk
it allows for more fun and interesting gameplay
strategies
running through crabulon for instance (i always do that)
yea but it is wonky at points
like the armed zombie can't hit you when in the air
Wait, really?
it may have been fixed
ipointed that out once eand made an (unpopular) suggestion about it
still not fixed no
oh
i kinda thought this would actually pass votes
i dont
its jarring and weird and throws me off so much
its also explained no where and can leave people confused as to why they didnt die
and then die because they're confused
i very much wish there was an option to turn that shit off
i think the real issue is that its so ubiquitous
and yet theres ZERO indication that an enemy is able to contact damage you or not
that too
IMO uncontact damage should be a boss-specific feature
its weird and jarring and theres no indicator as to when and its explained no where and its just a mess of a feature
Personally, I appreciate it on slimes
Getting randomly hit by them while running across terrain is just more annoying than anything
i mean like
if it's moving towards you usually it will deal damage
i think contact damage changes make survival outside of boss fights more dynamic since now there's an extra dimension to enemy encounters
at least, in earlygame
it doesn't really matter later in the game
the whole contact damage thing is kinda eh because like
itās whatever it was just way overdone
you can also just not get close enough to experience it
i don't remember the last time the no contact damage thing saved me, if it ever did
I feel like at it's best it's "oh neat" and at it's worst it causes confusion and maybe mod conflicts
maybe if it was just, better, or something
it doesn't really have a purpose for existing other than "it's not realistic for these enemies to have contact damage" in a game where there's a rainbow biome with pixies and unicorns
i mean for enemies that stand still i get it
i think the problem is mostly just that it's not... visually apparent?
i don't really know what the problem is with it
i mostly just stay away from everything either way
unless you like spend the time to learn when an enemy has contact damage and when it doesn't then treating it like a dark souls boss it's better to just treat it as always having contact damage
and cal gives you enough strong weapons and defense and enemy nerfs that learning enemies isn't at all necessary except for very very early game
that's not true
regardless of implementation the reasoning for it was obviously not about fucking realism
What's the problem with 3s respawn time
"oh yeah I love staring at my screen doing literally nothing for 15s, riveting gameplay"
doesn't give the enemies enough time to run away with your money, obviously 
Not sure if this is still a thing but I remember there being issues with bosses not despawning in time with a shorter respawn time
Which kinda defeats the purpose of like
Losing the fight
Other than that though i can't think of a single reason to have a 15 second respawn time š
But boss respawn timer is longer than normal anyway
Last time I played it was 15s until the boss despawned then it jumped to 3
Wait the default timer is 15 seconds?
Ohh
Yeah that's what I'm saying
if the respawn time while a boss is alive was only 3 seconds a lot of bosses wouldn't despawn in time
But I agree 15s is annoying in any situation
Hey guys, is there any good mod to make my world seem beautiful? Like remnants mod. Just heard that remnants mod is risky and can delete some of the calamity biomes
elemental blaster is shit it deserved the axe more than anything in this mod ā¤ļø
personally I don't like it, I think it makes dying in regular gameplay feel less impactful, in multiplayer even more so as you can die during exploring with a friend, respawn, then come right back (with full hp!) to help, which might not be possible in vanilla. I get if this isn't a big deal for some people who are more focused on boss fights but that's why I suggested this being a config option. no other big content mod does this change, and obviously vanilla is balanced around those things which calamity changes
I've just given an example? it makes it impactful the same way you aren't able to respawn instantly as soon as you die - time passes, enemies move, gameplay gets affected during that time
i wouldnt mind if the respawn time was 10 seconds but three deels a bit much
15 is a while but 3 feels too quick
i get it if you feel this way. a config slider wouldn't change this for you
i will say respawning was a bit annoying later down the line, mostly with moon events in a no calamity playthrough
otherwise respawning being 15 is fine
all the more reason why there should be room for personal preference - i never suggested one way to be preferred over the other, just the ability to choose what you want your gameplay to be like
"add the removed thing" suggestion

@main oxide Your suggestion dosen't provide any actual tangible objective reason why re-implementing the blaster would be good other than your subjective liking of it. Removed content was removed for a reason
..How'd they even "Readd" it? Superradiant slaughterer is quite literally a rework of it.
second elemental ranger weapon!!!
i will admit that i like the elemental blaster
feels like a remnant of old calamity that was satisfying
i will remember elemental blaster for blasting your eyes with that one use sound
i mean ears
fuck
functionally you
use sdmg with chlorophyte bullets i guess
yeah my ears wanted to die whenever i used that thing
it also had terrible visuals and was incredibly boring
i liked the visuals
it just felt nice to use
(but this is no way me supporting this suggestion i just liked the weapon)
it was easy to use
I'll give it that
the visuals were... fine but very dated
it was one of those good dated things imo
like storm surge (literally my favorite ranger weapon)
i agree storm surge is pretty decent
its visuals arent bad
it isnt a bad weapon overall
okay yeah this; please read the rules in the pins @main oxide
also imo homing dust blaster looked awful and played awful
i do not know why you would want it back
Adding it back to annoy cit
He specifically commented on my use of it on guardians 
Sounded awful too...
3 for 3 on being terrible
it just needed a bad sprite and it would be completely irredeemable
redeemable to me...
Perhaps the least controversial weapon rework in calamity history
Except for this guy I guess
if there are 10,000 elemental blaster fans, i am one of them
if there is one elemental blaster fan, i am that fan
if there are no elemental blaster fans, consider me dead
im an elemental blaster fan too...
except the sound
weapon and sprite were cool though
the newer version is better but id be lying if i said i didnt appreciate the old one
The weapon was just a dust gun š š
the mindless homing for free was so nice
I guess that was a redeeming quality
i just liked the weapon
superradiant slaughterer is just better though lol
Chlorophyte sdmg with rainbow dust over it
I liked Elemental Blaster
Was it interesting enough to stay? No
Exploding
I escaped thankfully
Iād win
ā¤ļø love ā¤ļø š„
exactly how i feel
it was uninteresting and mindless fun
hold m1 and look in the vague direction
stupid and dumb weapon
hence good riddance
isn't the respawn time already a config option in calamity?
oh only for boss fights
Nycro's Nohit Efficiency has an override that works at all times
@formal arrow u shouldnt mention previous suggestions in your suggestion
^ technically future content
word? mb
this suggestion is fine but the reasoning rn is kinda just "it would be cool" so you should probably fix that as well
main reasoning was āthere really aināt much here rnā but iāve adjusted to accentuate that point
that is the opposite of a redeeming quality why would we want MORE options where you turn your brain off terraria is already such a "hold m1 and a horizontal movement key to win" game
actually the more i think about this the more i believe ele blaster might've been one of the worst weapons in the game
lowkey true š
4 for 4 on things that made this weapon dogshit
also why tf do you want blaster back?
just use sdmg with chlorophyte or smth if you want to turn off your brain
pretty sure no one complained about Animosity rework 
its one thing to like the blaster, its batshit to me to prefer it over the rework š
i havent seen anyone complain about butcher being turned into buzzkill
or speed blaster rework
butcher was dumb as fuck im glad Its dead
i forgot what it even used to do icl
I'm crafting a sugg right now to make bloody worm tooth generalized to all classes instead of melee only
There isn't a severe lack of melee accessories pre hard mode is there? I feel like there isn't
i complain about this one but that's just because i think the dash should be tweaked so it's more practical bc otherwise the weapon is super fun
hasnt someone already written this
nevermind i hallucinated that
not that I'm seeing
technically 4, counting counter scarf
it used to have a rifle burst as a right click, now the right click is the sniper shot (which only got slightly changed i think) and its left click is a shotgun
id say theres a few too many pre hardmode melee accessories
there's 4
oh you said
are there any ranged accessories pre hardmode?
right
well, it's probably fine for preboss but not much later
i think melee has a bit of an overallocation of accessories rn
rusty is like
fine
it's ok
it's not dogshit anymore but there's no real reason to use it over just like. shark tooth. or luxor's
it's really funny
ranger's accessory situation is so bad that even the few it does have are like. actively detrimental to run
like rusty is just mid, quiver is actually worse than most generic damage boosts because it doesnt effect ammo like they do, etc.
magic quiver?
how many accessories does mage have prehardmode
quiver doesnt affect ammo????
Isn't like an immense amount technically speaking
yeah it's only the bow itself
yeah ele quiver is fine bc it's generic but the rest of the quivers are kinda just Bad lmao
didnt vanilla make it additive instead of multiplicative in 1.4.4 or smthn
idr
I was gonna say to not count nature's gift seperately from mana flower but I feel like there's definitely people who use nature's gift and not mana flower to avoid using potions
Idk I've never played mage in calamity
good dont
yea lol
its just 10% dmg (on specifically bows) and 1 extra update (on specifically arrows n stakes)
its just... so bad
does cal even make stalker quiver an upgrade like wat they do to recon
five???
instead of 10 across the board, I believe
this extra update also stack with archery potion
why is this a thing
the same thing happens with sniper scope and the upgrade to that
the putrid scent one has the normal 10%
would this be a #1178515062030348308 thing or a #suggestions-posting thing
because why is this even a thing
Probably balance? Since asking to change it would be since they're 'too weak' or somesuch
You don't have to beat a boss to instantly upgrade it or anything but you do have to fight a corruption/crimson mimic (and then ecto tinkerer if crimson)
I think it's less of an issue for sniper scope since you'll be very well equipped to deal with mimics at that stage of the game
Something similar happens for all the mana accessories
flower, cloak, etc
i think that most of these exist bc they don't want to give ranger a lot more crit/damage than other classes
which honestly why not
@idle dagger YOUR LONG
Ultimately if this gets passed onto the devs and then accepted I will then suggest an upgrade to Bloody Worm Scarf
š
did I use the wrong your
OH
IT'S TOO LONG LOL
thanks I genuinely didn't even notice
wait this is too long? I must've not been around for another word lenght limit
lemme check pins
oh characters not words
guh
There we go
Question actually is, is it rather balanced around its unconditional bonuses?
victide armor is being reworked next update
Taking it down, ty
no itās true
there is no reason it should only work while also on the ground
really it should also probably work while moving very slowly
the suggestion lacks reasoning written into it
it wouldn't exactly be hard to add it but it doesn't really have any rn
literally just "it doesn't make sense"
It needs reasioni
i just hate the "increased stealth regen when standing still"
ok ill do it better
Allow stealth's "generates faster while stationary" mechanic to work while airborne
Despite how useless on bosses it sounds, this mechanic is actually very nice to use when bosses are stationary or not firing projectiles at the player, or any other situation where the player can stand still generally. However it won't work while stationary and airborne at the same time, like when using a hovering wing or flight mount. This effectively kills the mechanic by Post-ML where most fights are fully spent in the air, and the only reason it doesn't work in the first place is due to jank in terraria code with how it calculates player velocity. Allowing the increased generation to work in these situations would make aggressive stealth play at these stages more interesting and accessible, alongside just making sense for what the "stealth" mechanic is supposed to be.
@teal yarrow hey
oh i thought youd just edit the original message to it but that works too
eh ok
yk maybe a semi-easy fix for this would be to link the standstill mechanic to the in-game speedometer
charges faster while speed is 0
charges slower the faster you move
very simple
i think
i think its under the same rules as shiny stone rn
as in it copies the vanilla thing for that
If we used shiny stone logic for stealth it would work when hovering
so u have a separate line of code just for stealth standstill
Sorry Cog, my bad
a little thing i would hope for is to how stealth generation based on movement speed rather than moving in general
you may have already implied that and i just misread but idk
Hey, random idea I had when I saw the phrase "true melee bonus"
What if you had an accessory that boosted your damage or crit chance the closer you are to an enemy, or the closer you are to something that would damage you by touching it?
This would be sort of like a "bullet grazing" bonus from some games
warbanner

That's not very similar. Those give you a bonus that increases gradually, right? This would exclusively be if you almost touch a bullet
Like deltarune's tension thing
@idle dagger #suggestions-posting message
no
there arent enough melee accessories in prehm
although imo bloody worm scarf, it being viable until devourer of gods is crazy
bloody worm tooth is just like feral claws but slightly different
and having an accessory dropped by a boss only work for one class is lame
bloody worm tooth is really funny because if it wasnt melee specific it would just be kinda blatently overpowered
10 damage 7 def is like almost a cshell
True, evil2 has maybe the worst 2 expert accessories currently in terms of, idk overall design and being interesting
you mean moon stone
I mean cshell for any class that isnt melee (10 damage 2 crit 7 def + some regen)
moon stone is 10 + 2 and then less defense
I had it as a note at the bottom of the suggestion originally but I deemed it unecessary to state what is probably the obvious, but I expect them to alter the numbers of bloody worm scarf if the change goes through and am not asking for it to be directly changed from 10% melee attack to 10% attack
I honestly donāt know how much 10% dr is in calamity but 10% attack as a boost holds up way longer than I remember and 7 defense is rather respectable
so tin enchant?
Tin Ench is deal crit and get more crit
So also completely unrelated
Let me try and explain it very clearly, because nothing else in the game works like this:
Each time you get close to an enemy but don't get hit, you gain some kind of stacking buff. If you actually get hit, you stop gaining the buff while you have I frames.
This buff might get used up as you attack, that's probably the best way to do it.
This incentivises you to get close to attacks without actually hitting them. For example, weaving between bullets like a touhou player instead of running away to make dodging easier. This only works because the buff stacks for each thing you "graze" in this way and is kept for a bit after you gain it
With other things in the game, you just get a simple bonus for being at close range, and it is gradual, so you're encouraged to just tank things
Graze attacks to gain up to x1.25 increased damage
Damage bonus decreases over time and is fully lost on hit
https://fargosmods.wiki.gg/wiki/Sparkling_Adoration
Eternity Mode-Only Content: This information applies only to Eternity Mode.
Not to be confused with the Sparkling Love, a weapon with a similar name.
The Sparkling Adoration is a Pre-Hardmode Eternity Mode-exclusive accessory. It is always dropped by the Deviantt. It grants immunity to the Lovestruck...
I guess gameplay wise it's most similar to adrenaline, but even then it's not the same thing, just has a few similarities
okay sorry wrong fargos item its sparkling adoration
Oh. Ok probably that
Yep. Something like that would be a much better way for various "when near enemies" effects to work
In deltarune instead of a stacking buff you basically gain their equivalent of mana (which doesn't regenerate on its own)
And use that for special attacks
Oh lol the one in Fargos uses the deltarune sound effect
Anyways yeah I think calamity should do this too. It might fit best on something like counter scarf
why
It makes for good gameplay
itās the touhou sound effect
both steal the touhou sound
the gimmick also doesnāt work effectively in calamity which doesnāt have interesting projectile patterns
dlc already proves this slightly
coming 20XX
add another x to that
XX20
Use a diff weapon 
alr

@jolly oracle is this an actual serious suggestion
Yes
okay read the suggestions document in pins/channel description
this breaks a couple rules
mostly the specificity and the suggestion scope ones
its kinda peak actually
12504
nobody is going to get that reference
um i got it
you're done twenty two underscore that doesnt count
Yeah I have no clue what this is referencing
its nohitcord lore
terraria minigame bosses real lmao
whenever someone mentions exo box
you need to say 12504
it references an old calamity bug where exo box could hit a speed of 12504 mph
Ty nohitcord
So true
this honestly feels like a nothingburger suggestion
what
@lapis canyon why
oh wait what
they're labelled as providence??
that does not sound right
yes
theyre asking for provis guardian summons to be renamed when they should already be
they are
i dont think that's true
im pretty sure the guardians have their own names and hp bars which are properly labelled
this sounds like some kind of bug or something
def a bug
do you have a screenshot bc this should probably go in #1052323733961977947
oh they're still labelled with their appropriate titles
providence healer
(it heals providence)
The only one that doesn't make sense is providence offense imo
i mean tbf the only one that doesnt make sense is "providence offense"
other two are fine
ill prob edit the suggestion later. could word it better but its 3am now here
The internal name for the Guardian Commander is āOffenseGuardian` iirc
It confused me when I first saw it
(they're lying)
i don't mind this suggestion
don't really care but it would be neat for guardians to be less of a "fuck you i have stat boosts too" phase and more interesting
Guardians is certainly a phase that exists
tbh
I'd rather just ask for a guardians rework because I'd be surprised if the names weren't changed alongside their role in the fight
I'm not sure what it would be reworked to
maybe something similar to scal brothers or the more popular suggestion of just enabling her to do more attacks
personally i wouldnt mind moving the biome attack differences to the guardians, healer already does crystal rain and commander does the big laser
Aint the biome stuff exploding eventually
everything ever is exploding eventually i fear
well yeah like everything of calamity is outdated
#suggestions-posting message ... huh.
i uh
hm
you see i just don't see anything wrong with the sugg
but i also just feel like something's off about it
it's treading the line of SIS
but at the same time it's not really doing that either
maybe it's the reasoning...
actually yeah
would stop alcohol from being stat sticks
alcohol's already being overhauled 
ping doze in cst for more info
i don't think something that buffs a random niche would be too bad
-# (why are there multiple laser pointers on me)
is removing an item allowed by the rules doc iforgor if so
iāve gotten things removed from suggestions in the past so
Yeah itās happened
are there any other plain and generic phm rogue damage accessories
dogtooth now upgrades into vamp talisman pretty sure
dogtooth is pretty cool
makes some attacks deal 1 more damage than they would otherwise
Wulfrum Battery
#suggestions-posting message I feel like this post could get some better writing
Deefinitely
I'm not really a fan of the suggestion but I think it's possible nonetheless
even then it can probably still go
like whats it gonna inherit, one debuff?
doesnāt change much of the reasoning
sheath
sheath is really boring
but you take these steps one by one
bloodstained and filthy glove too
all of these items are just stats in uninteresting ways (raiders tali is stats in an interesting way)
in concept i disagree because i think the idea of more increasing max stealth is interesting, but it's not really done much with
i thought a lot of the bad rogue accessories were become all class anyway
and i thought vamp talis was one of those
i was told itās rogue
Itās still rogue yeah, Shade mentioned it maybe becoming non-class a few months ago but itās just rogue still
Sand Cloak and Feather Crown will stop being rogue next update though
Vampiric talisman feels like rogueās version of deadshot brooch, fire gauntlet, sigil of calamitas, etc
Despite that itās not used in nanotech
I made a suggestion about that a few months back
Feather crown will stop being rogue?
Whatā¦will it do instead?
Huh, fair enough
Oh what
Awesome
Rogue sucks ass and should never have existed
It's basically fabsol's nepo baby, right?
No that's Sprime
How many hours of dev time spent fleshing out a replacement for a class that relogic removed for good reason?
i think there's a minor difference between half a class with no interesting mechanics and a full class with a unique gimmick that separates it from every other class
The difference is an extra year of work
Calamity shouldn't be "the rogue class mod"
But it is
Well, it's not that.
Could have fooled me with how much work went in to it
and this is a bad thing why
Why is it a bad thing to create an entire new class?
You also have to factor in that Rogue was a thing BEFORE throwing got nuked from terraria
It IS TRUE that Rogue has an awful lot of pointless accessories
However, it's likely that the devs will prune them significantly. i mean, one of them was just discussing that.
Which is why I meant that it shouldn't have been added in the first place. Everything that rogue has would be better implemented on other classes to make them more interesting
It's just ranger but with another fancy meter
a fancy meter for a fun mechanic
Now that it exists the best option is to give those mechanics all to the other classes
Including the meter thing
i think it's a neat class-defining mechanic, altho it def needs to be updated to be available at all times without armor
But hey, I might just be insane
is this like sarcasm or something
maybe i really do need tone tags
he seems serious
I feel like calamity is more well known for the bosses and music than rogue
But I can't really say since I'm not outside perspective
I sincerely doubt that Rogue is what Calamity is known for
Calamity is known for bosses and music, indeed
rogue is definitely significant but yeah it's much more well known for the music and like dog and maybe yharon
not "Hey we brought back a dead class and reworked it"
I guess it's moreso that the bosses and music are something you are guaranteed to interact with while playing it while rogue is another class option
thorium isnt real sorry
you hallucinated it all
i dont even need to say it
this mushroom is very odd
oddness
@misty lichen this sugg is an insta lock
1- I should really give a hint to use spam strikes while the armor crunch is up since the duration of it is short as fuck (intentionally so stealth goesnt benefit from crumbling)
2- Combines with Raiderās Talisman into Vampiric Talisman next patch
1 is not much of a reasoning at all
2 already got mentioned but i still donāt see how that makes it invalid
the sugg isn't invalid but it would get a lock because removing dogtooth would conflict with current dev plans (combining with raider's)
sorry mispoke
donāt see how that makes it a lock if the only thing that happens is the upgrade inflicts a debuff
that can just as easily go
Raiderās got buffed a lot next patch
New Vamp Talisman is like this:
Critical Strikes Heal you
Rotten Dogtoothās Crumbling is upgraded into Armor Crunch + Hemorrage
Raiderās boost has synergy with both Rotten Dogtooth and Talismanās life steal
Shade is vampiric ever plausibly going into nanotech or is that like extra unlikely now that it has additional effects
plausibly in rogue update when Moonstone fucking dies
we are still discussing
but Vamp talisman being absorbed is likely
ā¢ļø
good
clearly vamp talisman should add 1 flat damage against vampires
Nanotechās rework will depend on other accessories being reworked
but next patch as it is rn Nano is losing Raiderās temporarily
Plagued fueled pack (and thus blunder booster) will get a glow up; likely absorbed into Nanotech
(Becoming mage)
Makes sense
When in the timeline is the 'rogue update'? Or can I find that in spoiler talk somwhere
Oh that's dope
OH extra dope
I liked using those when I tried out rogue but it was hard to justify over other things
blunder atm is mostly used cuz of the dmg boost, i can clearly see why
plagued fueled is not used at all
might finally do a rogue run when that happens
I enjoyed my time as rogue
I've tried out melee ranged and rogue in calamity
I'm not gonna do summoner until SSO since it's going to be majorly changed anyway
summoner will be in SSO part 2 if it aint delayed further by 1.4.5 taking too long
if 1.4.5 takes too long weāll see if rogue is done first
your taking too long...
Oh yeah I forgot SSO is being split into parts now
Where can I find info about what's in each part, if there is any? Somewhere pinned in spoiler chat?
Probably
should still be sitting on a private branch somewhere
this wont do
or well this partially can help
but boosters will not work like that
they give too little control atm
@thorn dock - Your suggestion has received an updated status!
[Terragon Spawn Rate Decrease Removal]
It has been voted upon, and the devs decided it would be a good idea to implement it. This doesn't guarantee implementation, as plans may change/alternate plans may be made, but it does highly improve chances!
You can check out your suggestion again here: #suggestions-voting message
@smoky jewel - Your suggestion has received an updated status!
[Add a way to prevent the Cultists from spawning at the Dungeon]
It has been voted upon, and the devs decided it would be a good idea to implement it. This doesn't guarantee implementation, as plans may change/alternate plans may be made, but it does highly improve chances!
You can check out your suggestion again here: #suggestions-voting message
šš¤
isnāt this a lock anyways
is it? i genuinely dont know i tried searching for someone talking about it but didnt find anything
Dog is getting quite a bunch if touchups by doze to make the fight tolerable
Idk if sounds was one of them tho
a sound cue wouldn't even be helpful
"with this sound i now know that the boss has shot a fireball during the phase where it constantly shoots fireballs"
its just a timing thing
like with lasers you have a visual and a sound to know when the lasers are coming
with fireballs you have no sound and barely any visual
so youre just guessing as to when the fireball is actually going to ram into you and kill you
just circle
I do agree sound would be nice to have
just add a sound š
it's not going to make the fight any better
it will do nothing except potentially make it more annoying bc now you have a sound playing every 3 seconds
It would be better to have then not
i mean it wouldnt make it good but it would make it better š
.
as if lasers dont already do that
lasers dont happen every 3 seconds
Or hitting dog with the metal hit
literally
i also hate both of those what's ur point

the boss already having a problem doesn't excuse adding another of the same fiber
tbh i feel like a sound design problem is distinctly less of a problem than genuinely bad gameplay
Eh i think it depends on the sound they would use if it would be annoying or not
like you can have not annoying sounds
you are vastly overestimating how helpful a sound cue for this would be
it doesnt have to be metal pipe clanging.mp3
perhaps
still would be better to have than not
its definitely not a big change that would dramatically change the tune of the fight
its just a little annoying that its not already a thing
(because the fireballs are stupid
This would be better but as i said dogs already getting touchups on gameplay
removing dog tooth makes sense but i will forever miss the old dog farm
yeah
Am I going crazy or does he literally do?
just replace fireballs with more lasers
problem solved
just remove dog
TRUE
shit I need to get my dog challenges done before that happens
terraria woosh sound
OH MY GOD IT IS
i was going to ask whether or not dog actually already did have a sound cue but i havent fought that boss in like i think a full year
They definitely are!
You just need to turn of all music.
:)
and also
true!
The fact that I've never heard it before right now is probably not a great sign
Might just change it to be like "make it louder" instead
Like the lasers are deafening compared to it and music just completely drowns it out
And God forbid you're like using a weapon and doing damage
magic storage has released an update that simplified adding custom storage unit tiers, so will suggesting adding those in Calamity be a good idea?
Custom storage unit tiers as in, like... higher tier chests with greater capacity, for example?
no the storage units for the magic storage system
the boxes u need to place
still not really sure what it is about
i mean
regardless, double check the rules and if you don't think it breaks any, suggest it anyways. Worst case scenario it just gets no traction
instead of multiple chests with different capacity you have a system that unifies all chests into a single storage
beyond the base magic storage tiers
Ah, I understand that
i just don't think it's really necessary for cal to add anything above
i do remember that i had something that made it so you could craft the terra tier with cosmolite bars
not sure what mod did that though
alright then, I guess then it's not really required
yeah honestly
getting like 4 blue chlorophyte is pretty good
beyond that starts being overkill
dude by the end of my latest walkthrough I had 10k+ capacity of MS and it still wasn't enough
i have no earthly fucking idea what the hell you are storing
that says a lot about our society
I have a quarter million blocks of dirt and over a hundred thousand blocks of stone
I have almost four stacks of dungeon bricks and plenty of miscellanea, like statues and banners and...
one block of disenchanted aerilate
crabulon plushie... two announcement boxes... three hundred money troughs... ninety five titanium crates...
I'm actually surprised you don't know about MS mod, it's among the most popular mods for terraria
i do have magic storage
kek
my entire storage unit is 1,014 once I cleaned up those money troughs
actually how many stacks of dirt do i have
just 29?
does the dirtiest block count
if you want
anyway yeah i cant see any reason calamity would do this
if magic storage wants to make custom tiers for calamity mats, sure, but like
once you have like 20 terra storage units wtf are you gonna need more for
maybe if one of those fuck off big modpacks actually worked it could be useful but
you'd have to be going out of your way to make the storage get that full
maybe im weird but i feel like you deserve to be punished if you're holding on to so many thousands of items that even the best magic storage storage tiers arent enough for you
like holy fuck
there's a trash slot for a reason
^^^^^^^^^^^^^^^^^^^^^^^^^^^^
I right now think I have too much shitty junk around
like a Deus mask and a.. diamond ring for some reason. some dyes... the entire butcher set???
like yeah whatever organization takes effort i wont argue about that but literally just getting rid of things that are completely useless to you is NOT something you need your hand held for
But hoarding is funny
how are you hoarding over 10000 items
having like, 2,000? okay a little excessive but whatever
mfs who have never heard the sell duplicates button
thank you video game for giving me more blinkroot seeds i really need more blinkroot seeds game thank you
honestly if there was one qol mod (besides the two i already use) that i would consider using it would be autotrash
me and my ceaseless hunger potion
i don't need a second boss mask
what do you do already? QoT covers autotrash
yeah whatever i swapped it to lite in like half of my modlists
boss checklist lite
