#suggestions-discussion
1 messages · Page 613 of 1
Sorry about that, I couldn't remember any specific ones at the time and I still can't now
Could look it up and see what I come across tho
Another TEoC summon
New entry in Oversuggested list

I founded >10 TEoC staffs in 1.5 years.
10 bucks that mine was first 
@еveryone owes you 10 bucks now
TBH maybe if there are that many requests for a similar item then maybe it's showcasing the point that summoner is lacking diversity Post ML/Pre Prov
Allow Armored Digger to drop something useful, as progression goes:
Post-Plantera: Cryonic Bars, Perennial Bars, Spectre Bars, Shroomite Bars, Hallowed Bars, Chlorophyte Bars
Post-Deus: Astral Bars
Post-Golem: Chaotic Bars, Bars of Life (rarely)
Post-ML: Luminite Bars, Galactica Singularities, Exodium Clusters
Post-Provi: Uelibloom Bars, Divine Geodes (rarely)
Post-Polter: Phantoplasm
Post-DoG: Cosmilite Bars
Post-Yharon 1: Darksun Fragments, Nightmare Fuel, Endothermic Energy
Post-SCal: Calamitous Essence
Why: currently, Armored Digger have a very few reasons to existence: Draedon's Remote in Post-Plantera and supply for Zerg. For enemy with 50% hp and damage of The Destroyer this seems too negligently.
Any throughs?
I like these except for everything post-ML
Tbh for summoner I just defeated polterghast and then used the calamari's lament to destroy the Providence
Ml not dropping sum weapons
Yall heard it, sentries arent summons 
Good summon weapons
The portal is good, and even the crystal against mobs
Yeah but as soon as you get into post ml you can get the energy staff
Which is just a lot better
Meh
I had no problems with stardust until polter 
@ashen warren rogue isn't a rebrand of throwing, and no does fab want to rebrand some throwing weapons as rogue
didnt mean it like that
they're being left completely seperate, in every way.
why tho
@ashen warren it states in the oversuggested things doc that a throwing-rogue compatability isn't gonna happen, and throwing is also gonna be oofed in the next vanilla update
yeah but other mods have +throwing damage accessories and its annoying when you wanna go throwing class and you have calamity on
when you go throwing class its calamity + no other modpacks or other modpacks - calamity
Fabsol has already stated that he hates Throwing code, so Rogue-Throwing compatibility isn't happening
thats just like saying oh we should change the bard class in thorium into magic cause i cant use magic class accessory with bard weapons 
Also Throwing is dead in 6 months anyways
^
no not really
rogue is an entirely different class, just like how ranged is different to melee
throwing is just throwing shit, Rogue is different and has different mechanics
rogue is literally throwing but renamed
no it's not
incorrect
rogue runs on its own codes, it is not related to throwing in any way
tell me whats so unique about rogue except its own code
its not getting deleted in next vanilla patch is it 
what's so unique about throwing in comparision to ranged? Both is projectiles
Bruh
Throwing with extra steps
Throwing is getting deleted, why is this convo going on
no idea
isnt throwing code messed up and also trashed
ye
Rogue is more than just a better throwing, it has its own mechanics and will likely contain much more than throwable weapons in the future
can’t wait till the massive rogue update, sounds promising
Well would you look at that, being told throwing is gonna dissapear next vanilla update like 3 times and still be going at it
Whats the point of making compatibility with a dead class?
oh my fuck people still at this shit wow
yeah throwing is literally dead pack your bags and go to thorium discord
yesyes he's been told that several times now, no need to keep going at his throat for it 
Arite
@ashen warren that sounds like something a standalone mod would do tbh
Oh okay, should I remove my suggestion?
nice my suggestion reached the old goal
I remember when it was 35 

I remember when it was 65
i remember when vai just asked people to ping her with suggestions they put proper work into 

Looking at the Arkhalis suggestion made me feel like the weapons weren't unique enough tbh
Like the Arkhalis is completely unique if you don't consider the Muramasa (I think that's what it's called)
If it gets accepted, Fabsol will probably make some changes to it to make it more unique than what I could come up with
It's the murasama
mhm
Of all of them, I think the mage one is the most unique
The ranger is the least unique i think
An idea I just had (not necessarily related to your suggestion) is either a mage or ranger weapon that acts similarly to the Flying Knife (accuracy-wise) but it keeps firing projectiles and then releases all of them when you release the left-click
Sounds like a good idea
So as long as you're holding left-click you keep adding projectiles
Probably not a fast fire rate to avoid lag
Or you can only have one "spawner" projectile at a time
With a limit of maybe 20 smaller projectiles
Yeah a limit would also work
It's also like the Magic Missile line where they follow your mouse for aiming
yeah
The summon weapon is supposed to act a bit like the Enchanted Sword creature, but it also swings at close range like it's being held by some invisible entity
Yeah my main issue (issue honestly seems like too strong of a word) with the suggestion was that they have unique properties, but not really different functions
If that makes sense
Mhm
The only one that isn't unique really is the ranger one, it's basically just a shotgun plus minishark or something
Like a good example of a unique summoner weapon is Thorium's Shadow Ball Staff (I think that's what it's called)
I don't really like the ranger one
I'd be fine with them all having Arkhalis-like effects
turning to a swooshing fast projectile that deals continuous damage
Like the mage version shooting a pre-rendered barrage of bolts and the ranged version doing.. the same
What could we do for it?
hm
then they wouldn't really be unique if they all act the same
But they would all be Arkhalis :P
probably should add vanquisher/cosmilite bullets to the oversuggested stuff
Maybe.
yeah
... yes
and just blue check this one for now since it doesn't really add anything new that this one hasn't covered https://discordapp.com/channels/225030931008847874/263382359397761025/520575902296440832
But really tho, we get higher tier arrows after ML while bullets only have holy fire which is pre prov tier
do they need them?
Need? No, but it would help
I'd say that would be nice though
More like nerf all guns that come later in progression after that ammo is introduced 

Acid rounds do 28
yeah
I don't see why having 2 more damage per bullet is going to make everybody flip their shit
mhm
Yeah
It's better if they have unique behaviors
That's what I try to focus on when making bullets (and weapons in general), it's the best way to do stuff
https://calamitymod.gamepedia.com/Vanilla_item_recipes
Not the correct result? Use !wiki page vanilla for a direct link or !wiki search vanilla for a list of all hits.
i don't understand how that isn't even in the game already
when was the last time that was even suggested?
Yeah that sounds very common and basic
but it is quite a common suggestion
Idk lemme check
October 5th
there was one suggested november 12th by Vorbis
Is it bluechecked?
yes
o
So is that a yes?
Oh lol
heHhEEHeHhEH My SuggGGesTIOn hAs 69 stArs
ok but seriously i think this has a good chance of getting in
@ashen warren Don't:
just remember that getting into the dev server != getting implemented
sheeet
("Make Yharim's fight cool" isn't a very good suggestion anyhow) 
i tried ok
heh
I'm taking source's example but eh
You could've at the very least given examples on how that could be done
big depressed
That's like saying: Make King Slime fight more cooler
At least elaborate on how it could be cooler
((also not a super good comparison Yata cuz you just replaced one boss name with another's))
make it shoot lasers out of its crown that one shot you and home into you and never despawn
And, like the others pointed out, this is future content. How do you know it isnt going to be cool?
and them put him after Scal
Fab's already got ideas anyways, iirc
i ment king slime

when you kill yharim it makes king slime get buffed with the thing i said and has the slime gods
ok
@radiant meadow It's not really extraneous code, because it's only checking the world width without checking the height
You'd have to add code to make fishing no longer be possible in the Abyss
oh i see your a wiki administrator i think you mixed up the daedalus and summoner helmets in the wiki
better fix that
summoner and ranger*
well, isn't there code to make it fish up those specific things?
Anybody can edit the wiki, you could do that if you wanted to
Abyss fishing loot is the same as Sulphurous Sea fishing loot
I'll go check that I guess
(afaik)
well, it feels dumb to me anyways so remove it 
i think i need to stop being stupid
I feel like theres more to this "Anybody can edit the wiki" thing
like, theres always a troll out there that'll screw up the wiki pages
Also headgear is ranged, Shulker
yeah
I was thinking that it'd be understandable that there was a mistake
because Daedalus Circlet (summoner) is called DaedalusHeadgear in the source
and Daedalus Headgear (ranged) is called DaedalusHelmet
but nah, it seems to be written correctly as seen in-game
oh yeah
@lime pasture What mode are you playing on?
i swear if its like
also Auric Tesla is a bitch and a half to get, hence its strength
with other content mods with op stuff im gonna die
inb4 Soul of Terraria
lmzo
normal mode

nah, expert with just legendary ark of the cosmos and tesla armor
maybe you need to stop shooting yourself down and realize your actually good at the game
Expert isn't meant to be super hard
@radiant meadow Fishing code only checks for abyss side (and height iirc), so it's not really that much extra code
smh but the extra bytes ..,.,.,.
ye well it bothers me it's on the wiki

maybe i just got lucky with the 2% chance to take no damage
phup
What
helloo
lolok
Hi
but I'll delete the suggestion anyways 
It doesn't even check height, so nvm
Making it Sulphurous sea only would add more code if anything
o
That means you could technically fish abyss stuff in hell if you had water there long enough
yes
hotline fishing rod hahauo
we can change our current ones tbh
some that don't lag out servers would be nice though
@reef olive Those sound like two separate suggestions
It'd be better to separate them so that people can star one or the other
You can't get abyss drops from lava

Armor sets with active abilities are cool, I also agree with that suggestion
Ranged weapons though, I don't know, it would be nice but I think we really need more
where in the game's progression?
Gee I really love vague sugmas
100% real and complete suggestion
for real though, I do think the silva invulnerability is a bit too good, lets you fuck up a bullet hell phase real good and still not die
yeah because your max hp lowers and its only once per life
it has a strong drawback though
less than the potion cooldown
so what?
i think potions + god slayer + silva gives you too much safety net, is what i mean
potions cant heal off even one hit
silva just lets you fuck up once per life and reduces max hp and the godslayer requires to not get hit for that long
also, healing orbs aint that strong, how outdated are you?
I downloaded the mod on the 7th
yeah but whats the version number
1.4.2.004
well, it still aint convincing me
wait why am i even talking about this if the suggestion got stars removed?
¯_(ツ)_/¯
Keep in mind he was playing Expert
SCal's got quite a few behavioral changes in Rev iirc, and the arena is a lot smaller
oh yeah right, i have to check expert and lower scal
Rev is usually what everything is balanced around
for wiki reasons
Or maybe Revengeance Mode is harder than Expert Mode :P
well yeah
i guess i just expected to get stuck on it more
also, you guys prefer patreon or paypal for donations? I do want to donate since the mod is great
@ashen warren molotovs exist as a vanilla throwing wep
They do?
mhm
Fixed
@summer egret Elaborate please
Give it an actual recipe and explain what it would do
Dude right now I have the mental capacity of a chicken biscuit so I'll repost when i can
Okay
hey that victicide idea is neat
I also think it's neat, it does make sense to include sea prisms in Victide. plus it gives wulfrum more time to shine
Yeah its kind of the main focus of the suggestion i think
I thought about adding sea prisms to victide bars as a whole
but I don't think people want mass victide nerf 
Seems fine to me, considering how annoying it is to get victide until you kill DS
... what
idk
I mean, yeah, they would be on the same tier as SS weapons
So they would be kinda bad
Some of them at least
Astral doesn't have a key.
astral bar+ectoplasm+aureus cells
smth expensive enough for the chest to be more appealing
Scourge of the Corruptor*
Cosmos*


@ashen warren Boss suggestions aren't allowed fyi.
I get the feeling he knows and doesn't care.
aren't the upcoming bosses already planned out anyway?
yes
Future bosses are gone yeah
i think that they meant bosses after scal, like yharim and such
i should rephrase
@ashen warren no boss suggestions are allowed, ye
Oh sorry, misunderstood
oh ok im sorry for boss suggestions
Eh, it reminds me of my old pfps
k deleted my boss suggestion
Thank you
You never noticed the pings about your Post-Yharon jungle suggestion, did you?
Issue with that is that you either find a way to get armageddon out of calamity or make your own item that does the same thing as arma
That's what I'll do, something that acts like arma
Maybe some other challenge modes
But this isn't the channel to talk about this
True, onward to #other-mod-talk :3
voidragon exists
I guess it's meant as an in-between
but like
Seadragon is already crafted with Armored Shells and Phantoplasm
Why not drat but gun?
If you're gonna suggest an in-betweener, it'd make more sense for it to be Darksun-tier
it only has 1 gun afterall
that tier has 2
@soft coral There's a reason there's only one segment-based summon.
Also, desert scourge drops a summon, and that lasts until you can get something else, like the hornets or imps
not another worm summon
The main reason there's only one segment worm summon
is;
Gestures to mechworm attaching to every single projectile, entity, etc.
that.
Tbh, put worm summons on the don't doc.
also we don't really need a flying summon pre-boss
most enemies and bosses can be reached by the slimes
Draedon's Dart
Ammo
A ultimate ammunition
Can be converted to use with any ranged weapon
Pierces infinitely and through tiles, homes to enemies, heals you, leaves a trail of clones and meteors, explode into even more darts
Inflicts Ichor, Frostburn, Venom, Cursed Flames, Elemental Mix and God Slayer Inferno
Only one down: reduces weapon damage by 66%
🛠 : 500 Elysian Arrow + 500 Vaniquisher Arrow + 500 Bloodfire Arrow + 500 Arctic Arrow + 500 Frostburn Arrow + 500 Terra Arrows + 1 Phantoplasm + 1 Endothermic Energy + 5 Auric Ore + 1 Darksun Fragment @ 500 darts, Draedon's Forge
Can be converted by with crafting by hand: 500 arrow darts => 500 bullet darts => 500 rocket darts
Any throughs?
that sounds maybe a tad overpowered
So, it makes guns deal half damage in exchange right?
Like chloro with the 20% nerf.
Cause that shit insane.
Sounds like fps death
i mean, leaving a trail of clones and meteors, exploding into more darts and life stealing?
Seems alright, I preferred halving simply cause guns are weaker post-scal.
Onyxia scal might be a thing with those though.
Onyxia SCal is almost already a thing
Tbh I only made a summoner suggestion hoping someone would make a better one.
Summoner is really monotone and has very few weapons. Yes you can beat a lot of stuff with slimes. But it's boring it's only slimes nothing else it needs an alternative especially because it's your starter weapon.
Imo you need to get away from your starter weapon asap but with summoner you need to kill a boss before you even have the possibility to do so
@wooden leaf that sounds like omega meme
Also there are no softcaps that can be disabled without being purely broken, damage and crit ones are gone long ago anyway
100% DR is fine


Uhm but its the Rock
The rock is just a meme
Its literally the last thing in the game
Why not make it more broken than SoE from fargo
Stop tryin to make it something.
It should be....i think
It really should not

is this a meme suggestion?
Nah
I mean it for real
It should be an usable thing
They even say the true result will cone
oh, so it's just a generally awful suggestion which makes very little sense?
can we consider assigning any functionality to The Rock "don't" suggestion tbh?
Uh, why?
Lore items serve to tell lore, them being trashed is the intent.
they're literally just flavour text and are gonna stay that way.
Why is it a cannon out of all things 
I, uh, mean... I'm not exactly against giving the lore items some kind of use presuming they can be regained if you trash them? like being used to make the yharim summon or being given to an npc to get tidbits on the lore
but why this?
lmfao
Lore items being given to a record keeper sounds neat.
Could give the full entries ingame.
I might suggest that but I imagine it's been suggested before
It likely has
or you can just be me and trash them

and then see wiki as needed
But a scaling weapon that uses hecking lore items?
Nah
Still though I think implementing the lore a bit more in game would be cool
Like implementing some of the npcs mentioned
Amidias and Permafrost are a cool example of that
yeah that would be cool
Out of everything you could do about a lore item, you shove it into a cannon and fire it as ammo?
Yup. Because we absolutely have to give them a use. And to Rock too. Also gotta add some functionality to SYNTAX ERROR.
plus you'd like, get hardly any uses out of it
@hollow shell when you get the chance would you mind adding "don't give intentionally useless items a use (so the rock, lore items, syntax error and the like)" to the do's and dont's doc?
the reasoning should be fairly obvious
tru
New messages for random Death Mode Boss Spawns
This Google Doc contains some suggestions for messages that can display instead of the current "Something is approaching..." that displays now. Bosses that haven't been given new messages already have their own in vanilla and can just use those.
Reason for this suggestion: Some more variety to the random boss spawns. Also, having unique spawn messages can be useful to at least know what boss you're about to fight before they spawn.
https://docs.google.com/document/d/1wEqglRcrN2jImqMOOe_nt-1Ny8yQD1BP75M-iwFPtos/edit?usp=sharing
thoughts?
Tbh I kinda like the element of surprise 

god i remember my old doc
DoG spawn message: "Watch out, KID! I'm fucking coming for you!" 
in case you guys want to check for stuff to use actually
I'm sorry
i'll post it
Not sold on the HM/perf one or the pbg one.
The rest are nice.
these are real old btw 
Still has future boss lore
And geldon for that matter
Was my first suggestion too
"A scorching gale howls through the jungle!"

Can just that be added fuck that's good.
Some of them are a bit too long imo
I agree with Sequence
That'd make a great p2 starting quote tbh
but it's fine since i just took those and put them in my boss fight compilation doc
i don't have a wesmart emote and that gives me pensive emotion
ayy someone felt the same abt the HM and perf one not carrying the same gravitas
before I suggest it, do you guys think the eidolon staff should be a legendary weapon?
no
ok
it is really good for how common it is ngl
but that would mean you cant use it in expert
Its not really good on ML
my friend beat providence with it
But genisis is most surely better
Also, reminder that as of now, legendary weapons aint that strong in general
@frail mantle for the “something is approaching..” change for perforators perhaps, “The pustulant ground is bursting...” since you have to pop a cyst to summon it
Boss text would be good
I'd rather not get absolutely no indicator as to whether I'm about to get jumped by a metal worm or an ice cube
Well... Nearly no indicator
well its not random
you just need 5 mins in the wiki to figure out the "boss is approaching" order
but yeah individual messages would be cool
Several times I've been hanging out on my 10 block wide arena waiting for Cryogen to murder me and then Destroyer just kool-aids its way in
We don't need a reference to Yrimir just because he doesn't make videos anymore. He didn't even play Calamity.
It's not like he died either, dude just moved on
There are so many people as talented and far more talented than him. I agree he brought popularity but that was years ago. With that argument people like Chippy and HappyDays should also have references
Correct me if I'm wrong, but isn't Yharim's name itself a reference to Yrimir?
I wouldn't be surprised, but I have also never heard that before
I don't think so
I have idea about some statues for Terraria-related guys.
And Calamity-.
Like a statues of Chippy, Pinkie, Loopy, HappyDays, Crabbar, Levi, Mrrp, Teragat and others.

Yrimir like never did anything Calamity though right
nope
Nop
So then why should there be something Yrimir related?
There shouldn't be. It would be unfair on all the great Calamity players who don't yet have something in the game
subtle references are good enough imo
Assuming it's true, Yharim being named after Yrimir is good
iirc it's not
since it's subtle enough
well it's just a hypothetical, something along those lines
imo references like that should be steered clear of unless there's a really good reason for making it
but SG is a slime 
He had before
maybe make the core drop slimes like everyone else
big smh, who removed the stars from Lore Cannon. I didn't add anything to the Donts yet, yknow.
Bad suggestion, yes, but totally legitimate. They even had a "why"
I'm putting the star back on it but I will add giving useless items a use to the Donts
*pinkie pet
¯_(ツ)_/¯
What is this, some fancy yt promotions? 
lol

@elfin maple People already get pinged by me asking for elaboration if they post a vague suggestion
Usually the grey exclamation mark remains on it until it gets expanded upon
Ok
You can keep the suggestion
Ok
it already is in the rules
This one kinda has the same idea but it could be expanded to include all suggestion types
Yeah
@lime mica not trying to downplay your suggestion, but letting you know that yet another boss health bar has a "health bar" counting number of enemies needed to be killed for the shield
additionally, you can watch for the red orbs
lunar event enemies release orbs that fly back to the tower to "hurt" the shield
they stop releasing orbs when the shield is gone
yeah but what if you don't want to install another mod? in fact, why not just use calamity's bar to measure shield integrity
No i know that
I mean while you're breaking the shield
It remains the same until it, like, actually is dispelled
it's not really a huge deal but i find it annoying that it doesn't change graphically to let me know how much longer i have to slog through brainsuckers and crawltipedes
if it does i cannot tell
it's not definite, but it is a change
It'd be better for that function to be incorporated into Calamity's boss health bar
With the little text underneath displaying the required enemies to kill, like CV has with Dark Energies, or Deus has with the lesser worms
Giving that purpose to Lifeform Analyzer is strange
yeah why the lifeform analyzer
Not everybody crafts the cellphone
especially if they have a small screen.
yes you can turn off the things you don't want the phone to display, but that's something you just have to figure out on your own and still requires the rest of the crafting tree anyway
Maybe, instead, the game could send out messages depending on how much health the shield has left
50% - "The [tower]'s shield is starting to weaken!"
25% - "The [tower]'s shield is almost destroyed!"
Broken - "The [tower]'s shield has been broken!"
I like rover's idea with putting it in the calamity boss health bar better
mine?
mhm
ok
please no

they're already hard enough with everything going on in the fight
they're too chunky to get away with that
please don't do this
they're not slim little boys like sg core is
brb forwarding to test hq

i can't wait to get hit by the corners of an indrediby hihg speed brimstone bol
They're good for area denial, and a guaranteed method of preventing you from staying in one place
I just feel like they're a little too simple. Maybe a little more of a threat would be nice. Personally I dont see them as much of a challenge.
Well yeah they're not meant to be a main obstacle
they're mostly area denial, they do their thing fine
It's the fact that they're there alongside all the other shit
you know what would be really cool?
if instead of orbiting the player, it replaces sepulcher at 8%
where its like enter the gungeon's final boss, one of its attacks you gotta move through a wave of bullets
circular rotating bullets, most of them connected but they move in a way where you have to move from gap to gap
just no...
Make that a thing only at 1% tbh
nah
if its done right, it wouldnt be too bad
and makes it less repetitive than just "reuse sepulcher"
I'd prefer if they don't get a change at all, it's already filled with shit beyond where the brimstone monsters appear
i mean, nam, orbs dont exist at all until 8%
then bh4?
bh4 would need more pew pew then
no
just more creativity
thinking of something along the lines of... moving brothers to bh4 instead of 45%
they go away after bh4, but are invulnerable during it
bc rn, they last literal seconds at 45% and serve almost no challenge
How about the brothers become invincible at 20% instead of spawing at 45%?
ew no, i hate the respawn mechanic
is this sarcasm or are you actually planning to make the fight alot more of a mess
and brothers are getting a rework anyway iirc
adding them to a bh could add something to both said bh and the brothers in general
i dont like the fact that you just see something about an scal change and go "hey are you joking bc that sounds like a bad thing"
can you at least explain why you think its bad?
In reality any SCal suggestion becomes a controversial subject
because imo it's already a big mess as it is, I don't think it requires anymore changing
but you can still suggest it I guess, I'm merely just saying I don't think it needs more changes
im saying you can make it better than it is rn
there are sections where it feels like a slog to go through
Again, it is PERSONAL opinion. You dont have to listen to a word I say.
I feel like SCal is fine the way it is
i.e. brothers doing almost nothing to the fight other than be stalling mechanics
but you put it in a suggestion to be added to the mod...
and the rework i dont like too much
it sounds like the fight's length would be extended a lot more than it should
a too lengthy of a fight gets boring fast, especially since its a challenge and not something that's beatable in a few attempts, typically
yes, it is more than just a boss
plus, what im saying is that if the moons are changed to not be in bh4, then something should compensate for that
that something would indeed be hard to think of
point is, the fight could use a few tweaks
and if you think its to "make it harder" then you're looking at it the wrong way
if the moons become harder, something else should be nerfed
looks at most recent suggestion
OH HELL NAW
besides, if you want it to be harder, you can just use one of the many difficulties calamity has to offer
also #suggestions-voting thats so bad lol
basically levis that can charge at XYZ axis

They arent a distraction, they quite literally force you to move in another way, aka circles, which can cause some funny outcomes
ye
Funny as in i took 2 months to figure it out perfectly kind of funny
boi
if they theoretically undergo changes, it would affect the fight drastically
requiring more changes to give it a similar feel while at the same time being different
Yeah, we should probably leave SCal alone for now
Yes
yeah
i feel like they're the most pointless attribute in the fight aside from being lore-friendly
they're adding 2 new superbosses soon right?
I would rather not focus more on moons rather than the brimstone vomiting eye ball in front of me
not soon, but yes
those aren't super bosses but yeah
Xeroc and Goozma are iirc
Maybe for a while they will be super bosses who knows
But the final superbosses are those altix said
don't think we have any plans to add yharim or draedon as superbosses, they'll be regular before and after goozma/xeroc
Where's the suggestion? @fervent grove
@fervent grove you'll have to elaborate on what you want
Nerf the player’s flight speed so they can’t run away
Mate I know that Calamity’s post-ML needs work but that’s not how you make good enemies

That's on the same tier as the Acid rain debuff when it got introduced to nerf the player after ML
It got moved to the SS and now it’s just
Weird
Since you won’t usually be there often unless you wanna go abyss farm
Or get that cannon
Anyways, enemies need to feel more like obstacles that players have to overcome (sometimes in great numbers) to get a reward
So enemies should be all about attacks and AI
Not putting the player at a disadvantage
They need to feel more like a fair challenge where if you die, it’s because A) You lack the strength necessary to proceed B) You fucked up and need practice
It's basically impossible to make trash enemies actually hard post-ml.
You have far too much mobility, which is a defining factor of post-ml.
Spawn in groups, teleportation, speed, high defense, etc.
It’s hard to make challenging enemies during a time where your mobility is top notch,
But nerfing the player isn’t the best option to make post-ML an actual challenge
It just makes it fake difficulty
No.
Aren't exo things not allowed?
exoshiv falls under exo weapons on the suggestion don'ts
yee
@paper torrent I aslready suggested a shiv upgrade like 3-4 days ago that got submitted
Oh.
it's not specifically not allowed but it's pretty much frowned upon
They’ll probably make the damn exo weapons eventually
they take a lot of work and likely won't get in
exo weapons are like
low priority
5 people make an exo rifle sprite in the art server
probably even lower than scal respriting
but my suggestion puts the upgrade at post DoG-pre yharon tier
So they’re probably on the list but you shouldn’t really expect them
ouch that's old
And?
Are shivs more like a joke/challenge weapon?
Considering they went through the trouble of actually making them probably not
And the shivs are actually pretty good
Jokes get removed. See THE LORDE
LORDE got removed because people took it way too seriously
You saw what the fucks did to dokuro
Dokuro gets bullied anyways
and hopefully in the future: cosmic shiv
Boredom
The fandom: LORDE music when!? 
Never
lets not get too off topic with the lorde stuff
Right then, new suggestion:
Star Stealer
A mage weapon that harms enemies in a damaging aura, costing mana when activated near an enemy. The aura works similarly to the life steal from the Life Drain, except restoring mana rather than health. The aura's size changes based on the mana level, with high mana having a small extremely nearby radius, and lower mana being able to steal from a longer range. Whatever range, using the weapon should require the player to get near the enemy in order to regenerate mana. This does not activate near indestructible projectiles and only steals 1 mana per hit near bosses in a high-defense form. The wand also inflicts mana sickness the longer it's used, slowing down the mana regen and preventing instant mana recovery after spending it all on a high-damage weapon.
Why: The heart rapier could use a counterpart, and some people don't want to lose an accessory slot to the mana flower when using relatively smaller weapons. Plus, it'd be nice to take a gamble for mana restoration instead of "whoops, out of mana drinks potion ...nvm", but not use the weapon permanently to just leech off of a boss, hence the shrinking AOE.
Just make it the same progression as the HR and I’m good
I was wondering where the mana counterpart was
inflicts mana sickness the longer it's used
Seems like garbage tier tbh.
why inflict mana sickness?
shouldnt that already be a thing considering it uses mana?
Mana sickness after 5 secs then?
Vehemence does it but then again i treat it as more of a fun weapon
- that makes zero difference considering you're gonna use it with lower mana levels and not when you have most of your mana
- it costs mana but regens mana?
Regen > Mana Cost
so its redundant then
it would be useless at higher mana levels
you can just say "restores mana when below 50% mana", but thats hard to keep track of for a weapon
might as well make it a better mana overloader
The original intention was to bring mages in for a risk to regenerate mana but not be able to have a constant source of damage that regens on itself.
Then make it deal no damage.
ezpz
the issue i have with it is the utility
With massive mana restore since mana regen potions exist.
it seems like there are a bunch of gaps and overlaps of the weapon's utility where it would work far better than intended in some situations while completely unusable in others
anyway i gtg to bed now, gn
uhh, oh well
ouch
i kinda like the concept but i feel like it can be reworked a bit more
maybe it deals damage and gives mana as well?
Sorry if im misreading it, im a bit tired rn so i might miss a few stuff
So, what the new(est) concept is, is a no-mana costing, no damage dealing, life drain with limited range at higher levels, but normal range on regular.
Caustic Membrane
Post-DoG shotgun
Shoots a spread from 8-12 caustic bullets, that on impact with tiles explode into 6-10 caustic shards, that disappear in short time. Both bullets inflicts Plague for minute.
🛠 : Shotgun + 25 Plague Cell Canister + 10 Cosmilite Bars + 5 Phantoplasm@ Draedon's Forge
Why: you don't have a decent shotgun for Yharon, so that challenge stops here, like yo-yo. Also, reference to EtG and upgrade of fabulous Boomstick.
Replace boomstick with shotgun
Any ideas?
We got enough recipes requiring boomstick and that weapon is annoying to get anyways
Oh right i forgot about that
Yeah do tactical shotgun instead
While its more annoying to get than shotgun, its an upgrade and more fitting for a post DoG weapon
Tactical Shotgun already have a upgrade.
What, which one?
Conclave Crossfire
that one aaa
Hmm, alright i guess lets leave shotgun as it is
But maybe also add phantoplasm to recipe since calamity likes to follow that trend 
But that doesnt really matter
Maybe make the shards home in as well? That one is up to you
Since that element seems to rely on your concept of the shotgun
Yes but its the least annoying to get compared to boomstick and tactical shotgun
Shotgun is also purchasable
could be a disseminator upgrade
No
Disseminator have a different way of attacking.
Tbh this is kinda just a shotgun that shoots combined acid rounds and terra bullets without the acid round defense thing.
EtG?
enter the gungeon
oh
disregard
again, no
Mana Rod
A tool that envelops enemies in a draining aura, costing no mana when activated. The aura works similarly to the life steal from the Life Drain, except restoring mana rather than health. The aura's size changes based on the mana level, with high mana having a radius similar to the heart rapier, (if it was used at all angles at once), and lower mana being able to steal from a longer range (the life drain. Whatever range, using the weapon should require the player to get near the enemy in order to regenerate mana, in order to go in for "strikes" with the weapon, getting more mana until the range closes in/enough mana has been obtained. then running out as to avoid damage. This does not activate near indestructible projectiles and only steals 1 mana per hit near bosses in a high-defense form. The wand's drawbacks are the fact that you aren't able to deal any damage with the rod, and that getting close on higher levels will be harder than having no mana at all, as the latter needs the mana more, whereas the higher levels can still use their weapons, but can go in and use the rod to regain some Mana if they find themselves that desperate. The rod is ideal for bosses with droves of minions, and perhaps worms like the EoW, as large amounts of entities can be drawn upon and be used to quickly regain Mana.
Crafting: (10) Mana Crystals @ HM anvil = (1) Mana Rod
Why: The heart rapier could use a counterpart, and some people don't want to lose an accessory slot to the mana flower when using relatively smaller weapons. Plus, it'd be nice to take a gamble for mana restoration instead of "whoops, out of mana drinks potion ...nvm", sacrificing all damage overall for a short tine for more mana, as apposed to using the mana flower and having a permanent mana sickness debuff on, which lowers the DPS significantly, because once you've used all of your mana with the mana flower, potions will constantly be used to power whatever weapon you have.
Redux!
there's no mention of mana regeneration potions in the why 
Ran out of characters
Aside from that, aren't mana regen potions less effective while moving?
Like, a lot less
ouch
Well, the Mana Rod isn't passive, but should have a better payout in terms of mana, wheras the Regen potion will take some time, and the Mana Flower gives you a damage reduction debuff
Regen potion takes like 2 seconds max
So uh, instant full mana?
If you take an appropriate risk and get close enough, sure
But mana isnt really an issue later in the game
Unless we're talking post WoF, then it should be fine
Your recipe calls for it being made post WoF
So mana stops being an issue post WoF?
This more fits a Thorium healer, that a Calamity mage.
Howso?
How does it fit a Healer though?
It doesn't support a team, and it doesn't really provide health
It's for self use really

Because of Mana Regeneration Potion, in singleplayer your item didn't have a much usecase.
As healer tool, that provides a aura of insane mana supply for other, that can be good.
@mossy parcel If you want things to be easy, just play Normal or Expert
That's a weirdly specific thing to be able to disable and it'd require a lot of reworking
It'd also make some fights a lot more boring :<
hive mind without summons 
Listen, I have an annoying 12 year old cousin who doesn't have discord, and he keeps on bugging me about posting that, I'm more or less agreeing with you on keeping the summons, but seriously though, this kid can't stop yelling at me.

tell him to git gud
ok so you want a child difficulty
^
make a 12yo mode mod
and you're playing modded
there's many mods for making you more powerful
tell him to install Antisocial Mod
all vanity slots become normal slots
nice
Plays Calamity
Wants to make boss fights free
if you want to be like that just use hero's mod
the ultimate 12yo meme lol
calamity is not a "ok here is free stuff for idk" mod
^
your cousin does not care
He is obsessed with calamity because of the music, and I keep telling him that the music doesn't even matter what mods you should use, and he be like "I can handle it, It'll be easy" he says
oof
Normal mode may I remind you...
tell him to beat scal with a copper shortsword
on normal mode
he be like "yeah lol so easy"
Epic
lol Reb
seriously try that to mess with him
your cousin sounds really annoying ngl
i want to hear how it turns out
I bet tomorrow he's gonna be like "Why hasn't it been put on calamity, I'm going to play Fortnite!"
give him a copper shortsword and eye of extinction and tell him to beat the boss
or even give him terra blade
I would just keep meming him tbh
he be like "lol i can beat a boss with terra blade"
lol
this is completely unrelated to the suggestions and you people should take it to #general-talk
yeah
Thanks Gundam 
@radiant meadow I’d like to point out that wolfrum is a bit underpowered for fighting desert scourge, so I would suggest buffing it slightly, maybe +1 defense and +5% damage? That way, players that have trouble without victide will still be able to do ok and not have to skip all the way to gold armor or something. Also, I’d make victide slightly stronger if it’s being pushed back to after desert scourge?
I think wulfrum is alright for DS.
It's really the weapon of choice that makes a difference for DS, like if it's piercing or whatnot.
It's an extremely early pre-hardmode armor set, and I think it should be left where it is right now.
LOL
W H Y N O T H E R E


lul
Dumb idea but it got a laugh out of me
vro,...,.
vrudda.,.,.
@cosmic cove please dont, i'll hand you a warn for that
that random af suggestion tho lol
I kind of agree with Shuangzai. Post ML is basically just a boss rush to the last 3, but I don't really know how to change that without a huge rebalance of the mod.
its cause he is supposed to bypass godmode >.>
Post ML should add more biomes.
No it shouldn't lmao
as he also bypasses titanium armor...
I think we have enough things
The problem is that aside from bosses post ML is a slaughterfest
death mode's instakill head atleast
it feels like a boss rush for me
4 biomes are a lot already
You're just so insanely fast and powerful
And the bosses aren't? 
they are...
That's what I'm saying. The only things that can match you post ML are the bosses
ok so basically
i feel like the Golden Gun and Rouge Slash are a bit too powerful for weapons that are pre-Providence
At least the enemies stand a chance pre-ML
There is still some farming to do in the abyss
i tested it, and the GG gets approximately equal DPS to the Seadragon
Are you sure about that? I need to think of eexamples
GG?
grand guardian, i assume
golden gun
derp 🙃
also Elemental Ray gets around 17k DPS, while the Rouge Slash gets around 27k
Golden Gun gets Seadragon dps
wait what how
Grand guardian sounds like a good gun name 
yeh
ive been seeing too much true melee memes forgive me
ok Golden Gun gets slightly lower dps than the Seadragon but it's still more powerful than the other options you get at that point of the time
Isn't the golden gun an early hardmode weapon
yes
oh fuck i meant golden eagle 

I tried it and it was meh tbh
Did about the same as onyx chain blaster, but worse at short range
I'd say onyx chain blaster is better, since it's not like you'd be a mile away from something when fighting it
Does a non-consumable version of the Arid Artifact sound like a good idea? It kinda bothers me that rain, and as a consequence snowstorms too, can be toggled on and off whenever you like but sandstorm can't because the Arid Artifact is made either from a material dropped by a monster that only spawns during sandstorms or by a kinda rare miniboss that doesn't drop it 100% of the times anyway
yup
I don't feel like it's that important, because you'll get a ton of arid artifacts pretty early on.
Rain is arguably less useful and it has the infinite spawn.
I guess, but the torrential tear isn't nearly as easy to get as arid artifacts
You get a ton of Arid Artifact only if you spend a long time underground
If you don't then your only way to craft one is to use a forbidden fragment, wich is the sole reason anyone would want a sandstorm pre-plantera
Get one arid artifact and zerg the sandstorm
Getting a Torrential Tear could be difficult but it depends on the Abyss layout
Ik Melon, but I don't really get why the Tear isn't consumable but the Artifact is
Yeah I get where you're coming from
It's not that big of a deal of course
But it would be pretty handy and would make sense
That's what I'm saying. The only things that can match you post ML are the bosses
Yeah, I also bugged by this.
Post-ML in nutshell is just fighting beasts and murdering grubbies, that in HM was stabbing you.
Tbh there's not much that could be done. Post ML bosses are the only real interest anyway. Making super OP enemies would just be irritating to deal with. I think it's fine having post ML a boss rush
^
But fast and effective solution not exists.
You still have to do a lot between bosses anyway. If you try and beat DoG without upgrading your gear from Providence you probably won't have a fun time
Tremor did a attempt to make post-ML a interesting stage, but failed on many useless materials and disbalanced bosses.
Exploration would be hard to fit in PostML space, grinding is already here, bosses too, events are lacking a lot though, and not sure but there def is some kind of cherry on the top the stage is missing
^
exploration is found through stuff like uelibloom
1.1.2 Avalon have a Sky Fortress (interessing concept, but executed too plain), Exxo Avalon empowers all enemies and add a new drops and many ores.
That's hardly exploration at that point. Grab a pickaxe, RoD and spend 5 minutes getting ore - if that
Exploration isn't really important by that stage anyway tbh, your world will already be mostly mapped out
Let's be honest though, with abundance of utility upgrades like ampoule uelibloom mining takes just about that much
You spend much more time making a platform for doggo alone even
well, if we end up adding more ore, then it just becomes useless fluff
Auric Ore is most useless ore ever
I'd rather have an event where the enemies drop the resources instead of another ore spawning between every boss
mix it up at least a little
like nightmare fuel, endothermic energy, and dark sun fragments?
or even bloodstone or unholy essence to an extent?
Concept of Coliseum of Fools from Hollow Knight can be one of solution.
That location give a threat even for skilled players, but instead of SCal, didn't give a much pain
All these are nice, but likely, likely, the fact mobs do not pose a threat at this point makes those walkthrough and doesn't add much to experience
like nightmare fuel, endothermic energy, and dark sun fragments?
Introducting these materials, as I think, one of most controversial additions.
I forgot last time I died farming phantoplasm in postML dungeon but I clearly remember like 10 deaths in postPlant one
I die every time I try and zerg in there for more phantoplasm 
Post plantera dungeon is scary. Shit jumps out at you from everywhere and two shots you lmao
tanky af paladins quickly remind me that's never a good idea
well, often times those zergs end with polterghast making a surprise appearance in a cramped space
Wait, do these ores really cost that low? Lole
like 35 demonite ores = 1105 auric ores, hot
Yes. So low.
At least, I can't remember, but I mined around 1000 ores and merchant didn't give from them more that 2 gold.
Each block sells for 1 gold iirc
wiki says 1 gold per ore yeah
One of reasons to update mod.
And if you had 1105 ore even if it was just 1 silver it would give more than 2 gold
Okay, one question.
Is newest version of mod is compatible with a bit outdated music mod?
Yes
Alright 👌
Also I calculated it and auric ore would have to be sold for like about 18 copper to be that worthless which I doubt it ever was
music mod will almost always be "outdated" because having to reinstall all the music every time would be very, very annoying
and because there doesn't always need to be new music
i've just read a sentence that had both "auric ore" and "worthless" in it
today's a weird day
but yeah it should be more expensive
Almost any post-Yharon item have a 1 platinum reforge cost.
Also btw I actually checked it and they sell for 2 silver
(checked in-game, wiki was outdated)
And honestly I think the 2 silver sell price is fair due to how easy to obtain that it is
Auric ore isn't meant to be an item to sell, it's a crafting material
That is just making some Bosses in rev+ literally easier than their Expert counterpart.
Yeah SCal without Sepulcher would be ten times easier
If you really want to have an easy time, Go commit Expert mode
Like 50% of Providence is fighting the profaned guardians she spawns, Sepulcher is literally two of SCalamitas' phases, and Calamitas' whole thing is being an absolute unit that also summons more absolute units
Even so, that isnt even a good solution on "making bosses noob player friendly"
There are bosses that are quite hard and doesnt rely on/have any boss summon phases
Perforator Hive without the Perforators lmao. This suggestion is kinda silly
Perforator Hive without Perforator would be the easiest boss
Tbh at this point might as well enable cheatsheet, mob browser - right click summons

I can't think of a single boss that doesn't spawn enemies except for DS
So this suggestion is kinda dumb
Except DS does
Skeletron doesn't tho
And Skeletron isn't that threatening anyway
moonlord with no true eyes
