#suggestions-discussion
1 messages ¡ Page 623 of 1
Yoyo glove should just be for bag
oh ok
Make the counterweight upgrades into accessories that can combine, then all the combined ones fuse with the bag to make the ultimate yoyo accessory
That's more interesting approach, actually
Sacrificing 2 slots now for 3rd yoyo
But still kind of racking up too quickly ngl
i still do not understand what caused vanilla devs to put glove in
better?
3 yoyos for two slots isn't worth it imo
Well I mean
Maybe
Having more than 2 yoyos sounds fun
I mean having the one orbit the other feels wrong
I feel like terrarian with yoyo bag, glove, and another glove would have dps outta the roof
But if we had two extras they could orbit and make a ring
idk how modded yoyos compare, but I remember terrarian with yoyo bag even being high-end of post-ml in vanilla
And yeah having 3 yoyos before like yharon 2 would be nuts
Counterweight upgrades are the way to go
They are currently useless, making them useful will make yoyos better without the breaking caused by having tripple dps
If I were to revert it back to 2 yoyos, would it be alright to add a 5% damage buff to compensate, or leave it as it is ?
it could be a post-yharon weapon
@placid moth I think a 15% buff would be more adequate
I think True Eye is a good idea.
yoyos are either weak if you don't use yoyo bag, or top tier if you do
that's their problem, yoyo bag is so polarizing
Something you'd expect from 2x dmg
if you want to add more frames for boss animations, feel free too
@kindred basin Which bosses specifically
@civic gust shattered sun isn't useless. It's pretty good for storm weaver's first phase and polterghast's 3rd phase. Sure it's kinda bad against single targets but that doesn't detract from the value of the weapon. Different weapons have different strengths for different types of play.
The problem with the rare sand elemental is not that it's an expert mode item, it's that it's not good enough to be an expert mode item
ye, it's kinda bad 
It needs to be buffed, not made available in normal
It's only good for lighting up caves tbh
well, it's been suggested to be buffed several times
I couldn't give a second thought about buffing it, but I agree with making the bootleg community universal
The problem is that it always drops the tiny, short lived healing orbs at a certain height to your left
The buff suggestions for Rare Sand have been quite similar, too
Increase healing amount and make the orbs homing
You have to take your attention off the boss to try and use it
well, there's not many ways to buff it
Which usually gets you hit.
I'd suggest buffing it by making her lob the orbs in an arc towards your general direction. These orbs grow as they travel until they reach the ground.
Upon hitting the ground, they stop growing and hover slightly above it for a few seconds.
This fixes the hitbox issue and removes the problem with her throwing technique without just being a 100% free 15 health heal every second or so
@hollow shell yeah it does not work for me. it seems that if a projectile misses an enemy that they take a tiny amount of damage but throwing weapons that stick in enemies don't get a damage boost which is what I expect to have happen for some fun synergies.
i have been stuck in pre mech hell for the past few days, I can only currently beat cryogen.
I should try to go after the other calamity bosses first tbh, but I feel way too slow to outrun alot of attacks
If a weapon sticks like Lionfish, it's not supposed to release shards
@ashen warren your reward is a better chance for the halibut cannon 
oh
Has a 10% drop chance from the adult
but thats still quite uncommon
While everyone else is p much 0.01%
100% from adult
youll still have to kill it a few times
0.01% from minibosses
Did they change it
oh
I'm starting to work on a concept for a Summoner rework
Summed up in one sentence, the new Summoner would aim to turn Terraria into a strategy game
Different minions would do different things, and you would be able to combine them based on what you value most
Want to be able to take hits? Some of them could have passive effects and/or Nebula Armor-esque pickups to boost your survivability
Want to max our your DPS? There would be minions built for that, too; plus there could be some that make their fellow minions stronger
This would be absolute hell to code, but looking past that, I feel like it could turn Summoner into an infinitely more interesting class than just running away and hoping your minions don't do something stupid
This isn't anything more than an idea rn, so I posted it here to get thoughts on it before I go into detail
I like the idea of some minions boosting DPS but that could easily turn overpowered or underpowered if not managed properly. But I think it could be just done by adding a few extra weapons
eidolon wyrm already drops guaranteed post ml items
I view summoner the same way as other classes: simple and easy to use
All other classes don't have strategy in them (as in combining and using them like a brilliant card game), so summoner shouldn't have one either.
Just like melee, ranger, mage, and rogue, summoner is just attack and run
Debatable
Mage I can understand, haven't seen Rogue in action so no comments there
But Melee and Ranger do have a little strategy to them depending on how you play
Both cases are basically just what effects you want your weapons to have (Flasks for Melee, ammo types for Ranger, and certain accessories for both), but it's something
Yes, that is true, but in general, all classes are very basic
To make summoners more strategic/complex to use would most likely deter people from using summoner
summoner is already hell to code
I guess
I would say that's the player's fault but that might make me sound like a dick
there should be more support type weapons for summoners
And yeah, I mentioned how hard it would be to code
But you never know, the end result might be worth it
Nothing more imo
Melee = Sponge Damage
Ranged = Stay away from Damage and deal damage from far away
Mage: Huge DPS Reward but serious hits as price
Summoner: Focus on dodging
Rogue: ?
Throwing in a nutshell
i mean, then theres stuff like stellar knife and SotC were you can stack dmg beforehand
galaxia is melee
only scourge of the cosmos is
Thats what i meant
But i forgot you mentioned Stellar Knife
You were talking about rogue
Oof
@dusty stirrup i mean stuff like brimstone elemental and any other bosses that kinda have a slow anim, cant remember off the top of my head
It'd be better if you put the specific bosses in your suggestion
@ashen warren Trophies and Boss Mask are on the agenda already to be added, they just need sprites of them
^
Lunatic Cultist trophy exist also in vanilla
Heard they only need someone to actually sprite for them 
Yeah Lunatic Cultist trophy exists
It may or may not be called "Ancient Cultist Trophy" though
it is
nice
who suggested those
rover and I got together to fight this entire chat on behalf of buffing revengeance+
immediately after the suggestion got 90 stars the next log posts were for revvy buffs owo
and RIGHT as I say that a non-rev log is posted
I'm pretty sure it was completely unrelated

it makes sense considering it has more hp than EoC in death mode
but not other modes
Ozza actually completely rejected the claim that Revengeance was easier than Expert, because there are many other factors at play in Rev that aren't in Expert
Such as DR and the many boss AI changes
And he is currently doing a Rev playthrough so I trust his word on that
And many enemies still have a dmg boost
đ¤ How does one even come to that conclusion?
Its just not a global boost
It's like saying death is easier then expert?? Sorry if i am a bit out of the loop ;O
saying rev is easier than expert is like saying the exact same thing but more extreme
not quite
The argument was that, because bosses in Rev aren't balanced around Rage and Adrenaline existing even though they're massive DPS boosts (which is actually due to their unreliability/inconsistency, not because it's configable), the increased health in Rev wasn't enough to compensate for their existence, meaning Rev was potentially easier than Expert where Rage/Adren don't exist
Sorry if i worded that a bit weirdly, but...
And that balancing them for the average joe player is a bit dumb considering you shouldn't be playing a mode designed to be harder than expert if you're average.
One of the most legitimate strategies in Terraria expert was always to face tank everything... so maybe thats kind of oldschool way of thinking but at least i remember first time going unmoded to moded, rev kicked ass in difficulty wise
I think the tipping point for me was Leviathan recommending Revengeance for your first playthrough.
Did he say not to go Expert because it was harder?
I think Levi likely meant if it's your first run into modding
Not sure
assuming you did a bit of vanilla shenanigans already
Well therein lies a different layer of my point
I mean, once you get really good with rev mechanics they might be helpful, but if you aren't like expirienced in the game, rev is going to kick your butt way harder then expert ever could ;o
It shouldn't be assumed that you're the average player.
It's probably because Rev has more interesting content and gameplay, with the inclusion of Rage/Adren and the modified boss features
He could've thought it'd be a better first impression
Like, average player will have to practice a lot to get ANY adrenaline off
again, vanilla terraria at least was prime example of "I am going to... face tank this."
are you saying we assume everyone is a stellar dodger, goes glass cannon, and blasts the fuck out of bosses with death adrenaline?
not remotely
there has to be some median to balance with
but the weapons are balanced entirely without rippers, even rage
There's no middle ground included
also having your first experience with everything from slime god through DoG in Rev seems like mild deathseeking
The thing is
Rev still manages to be harder than Expert anyway
rage is still a bit unreliable
it goes away on hit, it's gained unreliably, and the dps boosts can vary
Also brj, "it shouldn't be assumed average" i mean...
average is average. like most people who play the mod are average. i am. i suck at both of those and i have a thousand hours in terraria :lul:
Rage and Adrenaline are configuration options for a challenge.
DPS testing is done without them because they're unreliable and vary wildly.
brj haha oof
backwards rong jump
I've still got qualms with that
Like terraria is a game you can cheese so badly, even death can be called easy if you want to, but in 99% of the cases you not gonna do that
like, even include just one rage boost per weapon test boss fight
and sorry, i don't like pinging people and typing the name is hard
nah it's fine lul
Some bosses takes twice as longer w/o adrenaline/rage in rev+. Im talking to you Moon lord
that one rage boost still varies
I still think acting like it won't exist is cheap
Well, problem with rage for me is, there is so much high paced action with most bosses, your adrenaline can just be BS taken away by stray projectile.
like what if it's timed badly and I'm immediately hit or what if I activate when yharon is moving at 500 mph rather than a sitting duck
It's turning the primary focus of the mode into some sidelined built-in megacheese mechanic
ÂŻ_(ă)_/ÂŻ
nurse cheese with npc's don't die 
nurse cheese doesn't cut boss lifespan into a third
Oh so you want a 6 minute fight with Moon lord then
Well, okay - think about it this way, yes those two make burst damage incredible, but it just enables a playstyle. You don't have to go glass cannon. It just lets you.
that's what the hp config is for lol
don't make it configurable damnit
Options are good.
And DoG can take even longer than ML w/o rippers
that's the whole point
Especially in p2
rage isn't always the easiest to get as well
that balancing around rippers shouldn't be some sidelined option
Yeah that is the point of the HP config isn't it
If you're blasting through Rev thinking that rippers are overpowered, taking everybody down in an instant
then boost their HP
other people aren't as good with rippers
You are on a different skill level if you said that
I mean, balancing is a tricky thing. Right now you balancing around this, you fix that and suddenly you balancing around the next best thing. What i mean by that, you have control in your hands over those values for a reason i suppose
Also think about it this way, balancing something around the 10% (who can do the cheesy stuff) is stupid.
There is 90% left.
@rover yOU WERE THE CHOSEN ONE
YOU WERE SUPPOSED TO BRING BALANCE TO THE MODE, NOT DESTROY IT
1%*
well, yeah 99% is same as 90% tho, clearly. quick math.
on the flipside of the HP config coin, this was also addressed in the suggestion post
I was just talkin out of my ass mostly
looking at hp values
I haven't done an Expert playthrough then a Rev playthrough and compared their difficulties, and I'm not the greatest at the game anyhow
the mechanic should be avoidable, but not toggleable
and how does that happen?
if you reckon it's too easy with rippers then just don't press the buttons
rather than going out of your way to buff the bosses, simply not using the main mechanic should be buff enough
I do agree with that a bit
They are very avoidable features, it's a bit weird to have a config to disable them when you can just not hit the keys, or unbind them
It seriously irks me that Rev's being treated like Expert but harder, when it's not
Unless the sound effects and Heart Attack buff bother you that much
(isn't Expert just Normal but harder?)
(Yes)
brj, that is pretty subjective as you are not in the skill level as other people, well.. most people.
I mean, in a way there is not an insane amount of content differences between expert and rev. Mechanical? A ton. Content wise? Eeeeh
(But rippers was treated as Expert But Supreme⢠With DPS Compensation As Your Lifeline)
the only thing going for rev being easier is rippers from what I see
killing dog in a third of the time isn't something to be overlooked
A third of the time.
What is exactly the total time if you dont use rippers
rev also has new ai's, boosted hp, and enemies deal more damage
Tell me how much time would it take to kill rev DoG w/o rippers
never tried, prolly should
What i mean by that is, the boost of damage is nice yes - but honestly, unless you are pretty good at the game to the point where you don't even need it... you probably very rarely will be able to use them effectively.
Have you killed Expert DoG?
and compared the times?
Your argument would be helped with data
Yeah, and it sucked lmao
but I didn't record the times
so I should probably go do that
so it's subjective?
But yeah i dunno, i am always of opinion about rage andto lesser extent adrenaline - they are only so nice, because at least rage lets you pick an opportune moment to do a bunch of damage, instead of praying to RNG what the boss will just stand there and let you pelt at it all day
which depending on what exactly you are playing with, can vary of course, i mean summoners don't care for example i assume because summons
adrenaline against easier boss phases can be reliably built up
even ridiculous bosses it can be possible
if you get a little lucky
True, but that has elements of strategy in it
And if it pays off, it feels great.
In the end the game is about having fun, no?
Not about it being fair to the non existent bosses.
@worn charm when rogue gets expanded upon more, the rogue variants are getting removed and melee variants will stay
o
but for now both stay so rogue isn't left in the dark regarding weapon options
rogue damnit, rouge is a colour
it feels like the area that needs the most work is the mech bosses and early post moon lord
mechs aren't too hard in my experience with rogue
i beg for the rouge class to have its own pillar
early pml requires high iq ele disk
rogue not rouge
i am dum let me fuck up spelling
no
Wait the plan is to remove the rogue variants and keep the melees?
I think so
Why?
so melee doesn't get shafted?
I think rogue needs a lot more content than melee does
and so it's not all spammy swords?
that's what the rogue content expansion update is for though?
Yeah but
the more the merrier, for rogue content
Meld fragments are just rogue fragments
Calamity isn't going to be one
Itâs a lot of work for something people probably wonât care for
If I had to do another pillar Iâd probably butcher that shit after like 2 times killing it
i think the ilustrious and empyrean knives should be rouge weapons
well they're going to be melee 
oof
Make scourge of corruption rogue
oof
vanilla weapons aren't going to be rogue
Why not add a transfer
It works exactly like a rogue weapon, it even upgrades into one
That seems odd
It's like 10 melee weapons out of like over 120
Why not give them to rogue?
it upgrades into a melee weapon
What? Are you sure
also if melee loses sotc and empyrean knives, melee is fucked
you just got greatsword of blah
dragon rage and burning sky are kinda bad
at least infernal spear is good
or make new rogue weapons at that tier?
Put things in the meta to replace em
Melee is already the most diverse class, what do you mean by âall spammy swordsâ
I'm saying that, ideally, rogue should have more weapons and accessories in the mod than ones for existing classes because it has to make up for what it's missing in vanilla (and potentially other mods)
except vanilla doesn't add anything past ml
True yeah there it's fair game but
there's also the rest of the game
so like that argument doesn't hold up as well in these upper tiers
also, melee enjoys pwnagehammer more than rogue
No it's got a few
And stasis belt actually
since rogue has brimblade
Nanotech
and the ninja set from slimey boi be a rouge set
Raider's
Nanotech which is super super lategame
Raiders which is just INSANELY early and you never take it off
Yeah but it exists 
if you take away pwnagehammer, options for clone are true night's stabber, true excalibur shortsword, true bloody edge, true night's edge, and true excalibur
Accesory wise
was about to say icebreaker as well but that's rogue now 
If you throw the weapon thereâs no reason for it not to be rogue
Boomerangs in the base game have zero reason to be melee so
https://calamitymod.gamepedia.com/Shattered_Sun that weapon and all of the things on the way to get it are what i like to use
Yeah it's not much of a melee weapon if it leaves your hands, eh? :P
What do you mean
so are you saying daybreak should be rogue?
"add a transfer"
Itâs literally a thrown spear how is that melee
melee rogue swap ain't happening
It doesnât even RETURN
Fab denied the offer
So a weapon that was made for the vanilla solar pillar which is melee based has one of its core melee weapons converted to rogue
Logically it should be a throwing weapon in the first place
just because it's thrown, that doesn't make it rogue
except throwing is boutta die
rogue isn't just a replacement for throwing
How are they different?
- it has not been expanded on yet
We're trying to make them more different
Gl on exam @lost agate
- rogue has the stealth mechanic
(didn't we go over this or was that with a different bloke)
- rogue and throwing have like zero compatibility
and I feel it's better to make more rogue weapons than to steal from another class
we always go over this rover, it always ends up as people comparing rogue to throwing cuz its still WIP
Heck I just want this update to get out already so rogue has more content and more of a focus
and so these conversations would happen less
Very awkward place at the moment
too bad this aint the rogue update đ
yeah too bad
it'll be the next one after that I think
maybe
not counting any minor patches
oh, well then yeah
Right, and potions n' shrine items
oh yeah, those 
either way
rogue's weird and I hope it gets less weird in the update dedicated to it
i mean, why not just add most throwable weapons into rogue and exclude some specifics (ie solar flare)
that would be cool, but there arent too many
and like melee can't be left in the dark either
i sincerely doubt melee would be lacking
would it all just be spammy swords then?
It also has spears and flails
^
yes but like a lot of them aren't as viable
and yoyos
^^
like look at calamitas for example
Viability is a balance matter, isn't it?
Not much of a lack of content
except there's not that many non sword options at that tier either
there's pwnagehammer, 7 true <insert sword name>, and maybe yelets?
although yelets is a bit of a stretch
if it were up to me i would add yoyos, boomerangs and daybreak or similar items into rogue, but granted thats a lot
but melee has so much variety already, i doubt it needs all of those
melee would lose it's best option for dealing with guardians and bumblebirb
if that happened
that's what the rogue expansion update is going to help fix
i get we shouldnt change the entire melee meta and port everything to rogue or anything
but in general it just feels lacking, and yes i get that theres gonna be an update for it
but itll most likely be more of the same
im sure the weapons will be flashy and cool but play fairly the same
im not super into calamity or anything so im probably just being dumb
but theres no real need for melee to be swords, flails, yoyos, boomerangs;;;
i would find it odd if there was a basically daybreak but rogue, it seems inconsistent
that would probably be lionfish
oh fuk yeah that does exist
i guess what im trying to say is i cant figure out what makes a rogue weapon a rogue weapon, its just inconsistent
well, the base game itself is inconsistent
it's hard to have consistency when building off of shaky ground
fair enough
i just cant really see what you could add to rogue that isnt just more of the same
only time will tell
and tbf, melee, mage, and ranger are already kinda the same in a sense
yeah they all fire projectiles in most cases
you run around like a madman while shooting projectiles
@lost agate
we always go over this rover, it always ends up as people comparing rogue to throwing cuz its still WIP
Other modders:
Introducts in new updates a new classes with fully playable builds and uniqueness.
Fabsol:
I converted all throwing items into rogue.
And gived for rogue a shroomite bootleg stealth.
I will give something more unique in next 60 years
.
Wait for news.
bus mount when?
rogue, if anything, should be very fast but lesser damage
rariants
Well honestly rogue was made to keep our throwing weapons alive after we got wind throwing was getting the RIP
but now that we have it, we gotta make it into its own thing
ah yes make it less viable in boss fights 
that doesnt deny my point
Firstly, replace stealth with something more useful.
I like the concept of stealth, but its useless after the first strike
It encourages staying still, when Calamity's bosses is impossible without dodging.

Stay still? Have a nice dose of death
there will be more ways to build stealth in later updates
while moving
and as I've said before, standing still in scal's bullet hells are a thing 
idk if it would be possible, maybe add sharper moving?
like when flyign at 496542 mph left, you can still turn a lot easier
ah yes, immediate deceleration
that's not at all headache-inducing to deal with
seraph tracers alone normally take a while to get used to after wings
though that's less so since the nerf
i greatly appreciate your sarcasm, i mean when turning right you would keep the approximate same speed but in the other directions
ie like a dash but without the actual dash
since calamity is one boss away from being a bullet hell anyway
more freedom in movement could be helpful, not just (((now i go faster)))
that's certainly headache-inducing
to get used to, sure
not at all
inherently
The only way to decelerate at all would be to hit a block or wait ages to slowly rev down while at the mercy of the universe
that vs. SCal, I dare you
mkay
Deceleration is very easy for scal
Its the super high acceleration that becomes a problem
there are some kinks with this obviously
anyway i meant rogue specifically, but that might be a little weird
would certainly make the class feel different
like a ninja or smthing
@earnest raptor Don't suggest stealth changes until the rogue update is out
@proven tide couldnt deceleration just be boosted as well?
like releasing the button slows you down quite quickly
or holding down
meh idk
tbh the movement is fine
how about you just wait and see rather than tryna break the game with no proper solutions 
it just takes a little getting used to
i trust the devs will make the rogue class into an actual class and all that
increased speed vs. decreased damage for rogue is a lose-lose
ive noticed lol
like @radiant meadow said, all the classes are kinda similar (i hope i pinged the right person lol)
you fly around like a madman shooting projectiles in most cases
changing the way the movement/playstyle could work (if its possible) would add variety
its not like you need to play rogue
but since its a custom class custom gameplay might add some spice to it
again i clearly dont know what im saying so ill fuck off now lol
@quiet abyss Heyo, regarding the suggestion nono document
Do you reckon this should be tweaked?
Ye, I'm aware of that one
I'll tweak that one once the lore item effects are in
coolio
@fierce hedge Did you mean "75%" for that first percentage?
imo DoG is already challenging enough
DoG is good where it stands imo, no need for that.
Sunken sea water constantly flows through holes
DoG is easier once you get used to him, but when you are new he is hard, like really hard. Quoting Leviathan here, and its true.
DoG is a boss that relies a lot on strategy
if you do him blind, he's hard because you don't know how the mechanics work, but once you understand his mechanics, he isn't too bad
^
also now it's a fairly long battle since the sentinel phase was introduced so it's fine with its difficulty
I did @hollow shell
But once you get used to it it just turns into a joke
And yeah its hard in Death and such
But its just about the fact that the Cosmic Guardians are just extremely underused
@civic gust can you like, put all your messages into one, so instead of sending multiple, have one with multiple lines
edit waiting
Idont know how to put another line....
shift + enter
(are you gonna fix it, Markie?)
@granite yacht that is a thing that needs to be looked into indeed. My computer can run most games with high graphics and still have 60 FPS, but on Terraria, when I use the Heavenly Gale on some worm bosses for example, it lags a LOT. It happened for me to drop down to like 3 FPS with this weapon
true
my pc isn't even that bad, it's a mid tier pc but i still get drops to like 20 FPS when the weapon starts spamming tornadoes
That's included in the recipe
Oh...right, didn't pay enough attention.
there's already so many bows at provi tier though
Astreal, Clockwork, Planetary just to name a few
Instead of listing down the debuffs, I think it's better to reference some other weapon/item with the same debuffs, like the elemental gauntlet/quiver.
not sure if any other weapons have that set of debuffs tho
besides it was only three
I just thought about something: A config option that makes you start with nothing at all, for the challenge seekers
You could just throw all your stuff away
It's easier to do that than program a config option
Guess that's a point
And how about the reverse: some kind of item that can only be used in the first 60 seconds of a world, gives you 15 crystal hearts, 9 mana stars, then instantly slays the WoF and gives you its drops?
I saw that suggestion about removing the melee versions of rogue weapons
But that brings up a question that's kinda hard to answer
Who's to say they aren't rogue versions of melee weapons? Which is the real version of each weapon?
Also I think an instant hardmode item should come with a huge price
That price being you get no headstart; no extra HP, no WoF drops, nothing
The world is in Hardmode, but you're not
If you were given items to help you like that, it might as well just be a massive skip
How's that fair?
How about on use, it puts you in hardmode, you don't get any sort of drops, but you get a "Starter Bag +", which gears you up with Gold armor, Demonite/crimtane tools, a pair of Hermes Boots, a Shackle, some basic buff potions, and some other generic mid-PHM items?
not starting with any item sounds like an awful idea
also u can just.... trash the items if you wanna do that
You'd rather be able to skip the first half of the game for free?
mfw imagine wanting to go straight to mech tier
and if youre gonna skip a huge part of the game might as well just use cheat sheet
It ain't free, just painful
who tf would want to do hm under geared
As for giving mid-PHM items, I'd be fine with that, but probably tone it down to Gold/Platinum Tools, remove the Hermes Boots, and replace them with something like a Sandstorm in a Bottle or some less powerful movement item
especially when mech exists
They only randomly spawn in death/after you smash an altar
but that doesnt mean that everything else wont kill you
if anything it would be frustrating af
like man, if you want this kind of stuff just get cheat sheet and do it yourself
fair
Kinda like losing access to your wings
Or not being able to take a single hit
Or having both your character and your world permanently deleted when you die
what
Defiled, Armageddon and Iron Heart
Those all sound pretty frustrating if you don't know what you're getting into
Isn't IH permanent
wh
hardmode while undergeared isn't in the tier of "challenge"
it's in the tier of "go fuck yourself"
yeah, cuz IH is like bootleg hardcore
iron heart can be disabled as long as a boss hasn't been defeated yet as iirc, so if you change your mind on it early you can
and you're not exactly gonna get far if you enable it without thinking either
but anyway, there's a fine difference between "can't use wings", "can't take a hit from a boss" and "somewhat more forgiving hardcore" and shoving the player into mech tier with a fucking amethyst staff and copper bow + WoF's awful weapons
plus even the enemies are too strong for you
^
enjoy getting one-shot constantly because you have no movement options, armour or viable weapons at your disposal
anyway. this is an absolutely awful suggestion that has no place in the mod, so i ask that we don't continue this discussion
fair
Hardmode has waaaay too much of a difficulty curve
@subtle meteor its a bug
@subtle meteor don't ask for bug fixes in here, please 
that should've gone in #bugs-read-pins , and even then it's already known and a fix is coming next update so it's better not to
sorry
that wof change would probably be horrible because building wof arena is bad
Can't WoF already more than outrun your boots?
He's not fast enough, just make him as fast as his last stand the entire fight tbh
i mean, he already goes nyoom throughout most of the fight
If you make him go as fast as his last stand the entire fight, then you will not be able to outrun it at all. In fact, the wall will outrun you
Unless there's movement options I don't know about
If he's too fast, he's just going to force you to TEdit your arena
that's my problem with it
The reason it's his last stand is because you're supposed to burst him down before he finishes you
Yeah I'd say either make him faster, but decrease his health, or make no change at all
And i'd prefer the latter cuz faster will still cover more ground anyways
just make him spew leeches tbh, so it doesn't become arena dependent
WoF is fine the way he is
I feel like astrum deus small worms shouldnt be able to shoot projectiles when they are within a certain distance of you
i got a better idea
maybe the projectiles go slower when they get closer to you?\
but not too much
@smoky wagon Already has a fix in next update
@subtle sail could you elaborate a bit on the "why" part of that one, please
^
shadowflame debuff for an exo tier weapon sounds odd
but then again photo does inflict pre-hm debuffs
You'd think it'd at least inflict God Slayer Inferno
because that would actually have an effect and it's crafted with Cleansing Blaze
i still donât get how photo inflicts ichor despite not having anything related to ichor in its recipe
It's an Exo thing
All the Exo weapons inflict Ichor, and On Fire!, Frostburn, and Cursed Flames for that matter
interesting
Well, most of the weapons do
if so, i donât get why photo has to inflict shadowflame if there isnât a shadowflame flamethrower
Yeah I think he just wanted it to inflict more flames because it's the ultimate flamethrower
I'd be down for something like that
making the flamethrower inflict more debuffs than the other Exos because it's a flamethrower
like GSI
i just now remembered there were a lot of fire debuffs weren't there
even tho scal is immune to a lot of them it is thematically appropriate
I suggested making Obsidian Skin give you lava immunity, as the sole purpose of Obsidian Skin was to prevent fire/lava damage
inspired by the shadowflame by photoviscerator suggestion comes the Shadowflamethrower
lmk if thereâs anything I need to change
Not a fan of an accessory being used to craft a weapon but, then again, there aren't really any definitive Shadowflame crafting materials
It's probably fine.
Hey, did you guys know the starmada technically lets you get infinte money
do explain
What, does the infinite honey buff inadvertently let you craft honey bottles anywhere?
No
Oh, money not honey 
It costs Fallen Stars to fire, though
I doubt the return rate is high enough to make a profit, considering the vanilla star projectiles are mixed in with several others that don't drop Fallen Stars
First slime rain trend, now photoviscerator improvements trend
photoviscerator doesnt have god slayer debuff i heard?
i dont think so
I made this trend bud
and cleansing blaze does?
photoviscerator is already ignores inv frames
thats already overpowered
and gives a fuckton of flames
doesnt all exo weapons ignore iframes?
And yes, is not a new weapon or boss. Is just an improvement I wanted
yeah but
...
your change is like
off the top of my head, AotC, (exoblade?) ignores iframes
Dont think so
i always get exo weapons confused with the elemental rainbowy ones
isn't cleansing a rainbow one?
photo does, dunno about gale or drat, ssv and vivid clarity does, all summons post DoG ignore iframes, and celestus ignores iframes
i dont think vivid does..
it does
eh
it just doesnt do much when not in right situation
the only one that needs a buff is heavenly gale
Thats the point
ranger is rarely chosen as a class for scal nohitting cuz photo is laggy and gale isnt that good
but thats ridiculous.
and drataliornus doesnt take care of hearts well
Well, thats right, what if the raw damaged is reduced a bit
i like the idea of the shadowflamethrower
damage
only thing is that adding shadowflame to a gun that inflicts 4 kinds of flames just feels kinda
unnecessary
its an endgame flamethrower
i think i'd rather save all these debuffs for a post scal item or something..
also you've made 2 suggestions which are basically the same, why tho
I'm pretty sure it's already fiery enough
@subtle sail Edit your original suggestion instead of posting a second message
Also please come up with a better reason
That's nonsense, there.
most vanilla DoT debuffs are
anyways
15 dps
e p i c
@hollow shell Updated my suggestion, I will accept any critic
The original suggestion
That edit message doesn't have any content on its own
one wouldn't know what the suggestion actually is
Has my suggestion been suggested before? Surely enough people have suffered this problem enough to suggest something like this in the past
At the same time tho, I havent ever seen someone suggest this before
Similar things but not exactly that
Those 3 dont rly need an indicator
Defiled is pretty obvious by getting crit or not being able to fly
Armageddon isnt obvious at all until its too late
It'd be good if they all had indicators for consistency, imo
But yeah Armageddon needs it the most
Is it worthy of a blue check or no?
Ehh nah
It's only for one mode and your method of showing it is different from the past one
Aight sounds good
@ivory heart lethal lava is toggleable
First time I suggest something, kind of nervous tbh đ
is this an exo type gun
is magna striker a gun??
Yeah.
How many exo guns have been suggested
Just 1.
Exo gun will prolly never get in
At least I tried and I like the concept of the elemental gun better though when I thought about it.
Well elemental gun prolly either wont get in or it will get ignored by the devs
bc there is already elemental guns
there have definitely been suggested more than one Exo Gun before
I can think of other suggestions for the Magna Striker.
Maybe make it post polterghast
Why Polterghast?
I can suggest a post-Polterghast, it actually took me some careful thought on the Exo one.
I'll give it a shot, I think I got two more Magna Striker upgrades that I can suggest.
brb
Also can you compile it into a document and post it here
đ
try putting it in a google doc
Will this work?
I might edit it for future suggestions.
Namely underrated content that I really like.
yea that'll work
usually, when you have a big suggestion (like this one) you should put it in a doc and post it with a brief explanation of what it is
Alright, thanks! It saves me the trouble for checking if I hit the character cap on Discord chat messages.
Yeah.
I really had to give it thought on how to not make it sound too broken or OP for an upgrade.
Especially the Phantom Striker one, with the shooting through tiles property. Be a really broken weapon for ranger having something like that.
I'm going to add comments on each too.
a) Proficiency Potion
Mechanics : Anytime 5 damage is dealt to a boss / non-statue spawned enemy, proficiency increases by 4 points. There is still a 2 second cooldown between increases of proficiency. The soft-cap will still be in place.
Duration : 2 minutes
- Bought from Permafrost in Hardmode for 30 gold.
b) Supreme Proficiency Potion
Mechanics : Anytime 5 damage is dealt to a boss / non-statue spawned enemy, proficiency increases by 7 points. There is still a 2 second cooldown between increases of proficiency.
Duration : 3 minutes
Recipe : (@ Ancient Manipulator)
- Proficiency Potion
- 2 Meld Blobs
- 1 Galactica Singularity
- 1 Unholy Essence
Reason : More often than not, proficiency levels are incredibly hard to max out at all its respective stage of the game without any intentional grinding. For my ranger in Post ML, I accumulated around 1500 points in proficiency, despite having felt that I had done much more damage and devoted more time to farming mobs/bosses. This potionâs purpose would be to allow an easier grinding time to level up our proficiency levels, as well as a âcatalystâ for those who wish to max out their proficiency levels. (aka 15, which I have never done.)
Any feedback ?
Or strong objections ?
They should both last longer and be cheaper imho
But something that makes farming proficiency easier is welcome
And due to the ML softcap maybe I'd just make one potion
Only post ML
Yeah, that was written very badly, my bad.
I would include one for hardmode actually, I dont actually hit level 10 for proficiency for all my playthroughs
It's not like a HM pot would hurt anyone
But they really are too expensive for their duration length imho
I would say Calamity is much more generous in terms of money from mobs and bosses.
To be fair, I would set any price, 30 just feels, right.
Two minutes would give, at most 240 proficiency, while the upgraded one would give 420.
So to get from level 14 to 15 you'd need at least five potions
Yeah.
Sounds fair enough
I wouldn't want to make it such that players can just use 1 of it to jump between levels instantly.
But the recipe for the supreme looks... messy?
I'd remove the Unholy Essence
And maybe add some blob
That'd be pre-moon lord ?
That's right
The entire point of the unholy essence is so that it is Post ML.
Maybe remove the singularity?
@civic gust Plague bees or whatever it's called, make it summon plague bees
your suggestion
ok
@still cliff and the point of making crabulon harder with this debuff is?
The player can't move so the projectiles of Crabulon are getting interested the player so it is a bit more difficult
Are getting (without the interested)
Its just a suggestion so
Tbh a sticky debuff makes a fight more frustrating
crab is good enough as it is tbh 
and besides this is too annoying and probably isn't a good "buff"
freeze effects are bad
Also how would this make the fight any more interesting
The fight is already decent as is
We donât need to stay in one place and have a crab the size of a two story building stand on us for the entire fight
@ashen warren Cross mod compatibility for thorium has been suggested alot
and its always the same outcome, it remains unknown whether it will be confirmed or not
more than just bard working with rage
i know fab's apparantly tossed the idea around himself
That really isn't cross content and more all around
like how the boss health bar works for every boss and how the draedon heart materials drop from every boss in rev
You do know the evil island exists right? It's a sky island that has the other world evil on it and it even has the other dungeon chest on it.
yeah there
still says boss in why btw
gotta give it life đ
@sleek wadi Didn't know that was a thing, I'm guessing that means it's possible to get cursed flames as well?
you'd have to move the corruption underground
since world feeders can't spawn and its too high up for clingers
You wouldn't even need to do that, Hive Mind drops Cursed Flames in HM IIRC and Hive Cysts can spawn on the island
oh yeah i forgot
@smoky wagon astrum deus mines are already getting nerfed next update
They will take a second or two before dealing dmg
@ashen warren can you elaborate?
What should the furniture be made of?
Put it in your message
Also, furniture is generally added only if people sprite it
Furniture is not high priority
Hi, I have a question. is this ok for a suggestion: Make Astral enemies not spawn if there is a Celestial pillar in/close to Asral biome.?
Kinda sad that some awesome suggestions get lost in the huge amount of suggestion, they always have 70+ stars but i dont think alot of people scroll high enough
i agree
I mean suggestions are still low prio but still

@ivory heart
uhh
something happened?
just a brain moment
brain moment?
a guy did something dumb
I know, from what doof said above
Oh well...I was just asking after all, I'm not gonna ask further
yea it was just an omega brain spam moment, nothing else too it
Alright
no boss suggestions
^
There's already a few on the list
@distant gorge no boss suggestions
^
the boss progression is already laid out and public, so they're useless
@ivory heart the item and the enemy are a memorial for the lorde if i'm correct
the lorde was a joke boss that was removed
ok
yo that's high IQ 
@crystal osprey @civic pond you both have to work on your suggestion more, like why you want that
yeah its better
oki
ă
Thoughts?

Meanwhile destroyer is eager to spam you to death
Terrraria pauses when it in my background
im in multiplayer with my friend
Oof
You can always just rejoin the world to despawn the boss
aren't mods just supposed to @ the users anyway 
Okay, this is probably the biggest suggestion I have made so far
that's the biggest suggestion i've ever seen tbh
lol, no shit
I had seen it
lol
but I make this suggestion to give an idea of how she would come to town and what would be her role
đ
that's not really related to a suggestion
Thatâs true
Let me ask a question, are Statis and Braelor gonna be added to the mod as NPCs?
@queen delta How about suggesting an indicator for any toggleable difficulties instead of just Armageddon
Statis and Braelor aren't planned town npcs
the newest suggestion tho, 
@ashen warren First of all, suggestions about new classes are pretty hard to work with. Not only do we have to implement the mechanics of the class, but we'll need to work on it a ton in order for the class to feel complete. And we already have rogue class on our hands. Making a new class from the start is a very big project
Second of all, "more classes would be fun" is not really a valid reason for something as big as this. You'll need to provide a more reasonable explanation as to why the class should be implemented. Make sure there is actually a reason to have what you're suggesting, don't write suggestions just for the sake of writing suggestions.
I donât even see a reason for rogue to exist
Throwing is being merged into ranged in 1.3.6 anyways, so weâll have 3 different classes using boomerangs
Rogue is not meant to be throwing expansion
it's meant to stand as its own class with its own mechanics and all that
Saying that rogue has no reason to exist is like saying that bard class in thorium has no reason to exist
I know, Iâm more or less referring to the boomerang weapon type rather than the classes themselves
throwing doesn't have boomerangs tho
^
yes but like half of rogue weapons are identical to throwing weapons
Rogue is similar to throwing, but it's going to stand as its own class
Half of every weapons are identical to ranged weapons.
Wanna make any more points in a game that has 2 fundamental ways of hitting shit?
weâre going to have people upset that they canât use (insert rogue weapon here) just because it uses the same system as throwing
rogue is completely different from throwing tho
Same system how?
Rogue has stealth mechanic, throwing does not
And rogue damage is separated from throwing
but yeah, Iâve loved playing rogue on my playthrough with its stealth mechanic
This seems like more of an attack on rogues existence than a support for your class at this point
the concept is similar but the execution is completely different
itâs just going to piss people off that they canât use some throwing knives on their ranger because they have a different tag on them
I agree with LordCrumple on this, this sounds like more an attack on Rouge
in general I can understand rogues existence and all, but the only thing separating it from melee and throwing(technically going to be ranged soon) is the stealth mechanic
this sounds like a really cool anime point is rogue is different
That's a pretty big deal though is it not
yes, but you rarely even get to use it inside of most scenarios
Because the rogue expansion update isn't here yet
We plan to expand on the stealth mechanic, as well as many other aspects of rogue when that udpate comes
I fail to see how all of this this supports your idea for a new class
youâll end up losing most of it in early game pve because you got unlucky and hit by a slime, and itâs generally a bad idea to cloak while fighting polterghast or even wall of flesh
when did I say I wanted a new class lmao
Uh, Igni isn't the same person who made the most rececnt suggestion about a new class though
^
I was stating that without any major changes rogue will be identical to ranged
Rogue expansion update: Am I a joke to you?
Ranged uses guns and bows
Your concern s understandable, but rogue expansion update is planned
There's a lot of stuffs that'll expand the rogue class when it comes
Rouge uses other forms of projectiles
Throwing weapons are all getting converted to ranged in 1.3.6
In vanilla, but we are talking about Calamity here
If anything why doesnât calamity turn all boomerangs and consumable throwable into rogue damage
Mainly because throwing is going to get converted into ranged soon anyways
yeah, I am aware
And because the amount of throwing weapons in vanilla are not that high to begin with
Anyways, we all made our points, it's about time we wrap this conversation up and move on
ranged is a bit of a clusterfuck in vanilla, but yeah
that new suggestion's confusion level rivals that of adir's
we should get off for now, weâve discussed that rogue isnât a fully developed class and that 1.3.6 may have implications for it
One thing to look forward to is the expansion update way in the future
Should there be a point in the âDonâts of suggestionsâ related to trying to point out the issues with rogue despite the fact that itâs getting expanded on the next update
Stealth will be more important after the expansion
Warrior class?
"nd could be Warrior class and" Why does the suggestion end like that
Throium, AA, and I think EA too
i will happily take an infinity gauntlet weapon
there's also elemental gauntlet existing already so
I dislike this on many levels.
@novel pebble sorry for the confusion, I corrected it
EA and AA already have Infinity Gauntlets.
Thorium too
Thorium has an Infinity Gauntlet? đ¤ I can't find any in the Recipe Browser.
I think it's called a Reality Gauntlet or something in that
All I know is that it's Reality Bender category
and that it is vastly overpowered just like all the reality benders
And it's also uncraftable.
Still fits in my estimation though
And wasn't there some special sky island for gems? Or gameraiders tricked me on this one?

Pretty sure it's listed as unobtainable.
btw that video is likely a reason why this suggestion exists in first place
Which is pretty 
The reason I posted it here was because I think it would fit in pretty well in Calamity, because IMO playing with multiple large mods like calamity and thorium together ruins the experience because of unbalanced fights etc
So having it in Calamity would solve that issue
wh-
Though honestly I think doing the same thing two other mods have done already wouldn't be as cool or unique
@civic gust
Yay!!!!
id assume that would carry over to phase 2
But that means I have to wait til next update cuz I just CANT
read the changelogs next time
Sorry, I happen
Aye it's fine, just don't do it again
and he left 
Inifinity gauntlets both in thorium and ea are really bad and dont look even abit like the movie, they just shoot projectiles
I would love to see a well-made gauntlet actually
Not as a meme weapon but as a good late game instrument
The one in AA is was pretty broken until it was tuned down for the next set of bosses they have coming.
But its kinda a waste of time to make such a complicated item
I think you could just
for (int k = 0; k < 200; k++)
{
NPC npc = Main.npc[k];
if (Main.rand.Next(2) == 0)
{
npc.life = 0;
}
}```
If I'm correct, this snippet would try to kill half of all NPCs present in the world

There'd probably be a few bugs with that, especially in multiplayer
but
yes, that code does look like the gist of it
Multiplayer is always the issue lol
Im new to this, what does the grey exclamation mark mean?
It's not been reviewed by a mod yet
technically it falls into the âfrequently suggestedâ category because it is dokuroâs remix
oh yeah, dummies also use it a dislike button apparently
which I very much dislike >:C
Yeah that is indeed a Dokuro remix
well, nobody suggested that in particular
i use it as a "there are some issues with this suggestion" button
Huh, now I know why people used the "!" symbol on my most recent suggestion
I've only heard suggestions to implement interludes or threats of the ocean floor
Yeah but
the concept is the same
after 50%

