#suggestions-discussion
1 messages · Page 692 of 1
Is ranger still
?
plus its my first evil i got
everything we know period is gonna go out the window next update
Is rev+ golem as hard as maso golem tho?
Idk how maso golem is
virtually indestructible fists iirc
Throw Golem being easy out the window?
But i suppose its obscenely hard so maybe not
Laser spam, healing, pillars of flame, indestructible fists
5head

Big wide arcs, no deviation in motion
They're traps, and not hard to avoid
The problem is, they're stubborn when it comes to despawning
While im fighting polter, they're on one side of the arena, im on the other
they're still there the entire fight
Done
Thanks
i've never actually had a spiky bol disturb me during a boss fight ngl
...I'm like 90% sure Rev. and Death are toggleable for a reason--
rev used to be non-togglable
death was always togglable as it's more of an extra difficulty mode for fun rather than an extra mode like rev.
also, incorporating modes into the world gen screen is probably way more work than for what's needed
yea, it'd be pretty hard to code in the first place
redcode memes
however it WOULD be cool
at the very least it should be done after 1.4 to avoid master mode
Master mode is just bootleg masomode
Very bootleg, because masomode is actually creative
Mastermode rn is literally 3x stats of normal kthxbye
ee no extra content
Isn't it impossible to make rev+ as an world gen or char gen option?
it's probably possible, but redcode
it is possible, but the terraria's code would make it very annoying
yeah, and people like being able to toggle it
you can always trash the item for revengeance once you have it and not craft it ever again, and the problems solved
O
Multiplayer is a clown fiesta anyway, with or without difficulty toggles
^
Fungcrab: New enemy for the Mushroom biome, it walks around very slowly and rarely jumps at the player, along with summoning mushroom spores similar to that of Crabulon.
Drops: I would recommend it drop glowing mushrooms and mushroom grass seeds, so that it can help players make an artificial mushroom biome to fight Crabulon if necessary.
Lore: The Crabulon lore mentioned lots of crabs fled to the caves and mushroom biomes after Calamitas purge of the ocean, so these guys can just be smaller crabs that were infested by the mushroom biome
^
thoughts on this suggestion?
It’s alright. Also to sum things up, I feel like they should be buffed after Plantera’s defeated, just like the ‘Buff Crabulon’ suggestions.
oh, is Crabulon buffed post-plantera now?
I think it'd be more fitting for him to be buffed post-giant clam* in Hardmode
no
but crabulon in hm that drops odd mushroom may be neat 
that was suggested before
that would be cool if it was changed to fit his pallette
No need for all those bolded words
sorry, just used to bolding a lot for important parts of the suggestion
you can italicize instead
@gilded crest why
it is annoying to have atleast 40 on the healing timer and everything that exists attack you
or maybe they could make it that rev/rev+ doesn't drop the hearts so it is kind of balanced
so... leave it untouched on rev, the difficulty calamity’s balanced around
idk i'm just getting angry at this bossfight 
I was about to say that this is not a good idea for Rev+ but Normal and Expert wise...it is a great suggestion.
Speaking of which, what level of difficulty are you playing? @gilded crest
expert
I see
Well dont be like me last night and let all the salt out in a bad way
That explains a lot
but why @quick ice
cause they're boring
it's not a necessary/important suggestion, just all the slime enemies are boring enemies and super weak for their point in the game
has been suggested before
already sent, you can stop reposting it
k
case in point @quick ice https://discordapp.com/channels/225030931008847874/263382359397761025/623298780799827985
Read the legend in the pins here
thx, didn't realize that was a thing
Fishron mount kinda exists already
you mean the mount would prevent damage from the abyss?
It'd make sense as a mount that makes abyss enemies not target you, but you can't use weapons/open chests inside of it
yeah
hey, we've got 3 suggestions in #suggestions-voting at 90 Stars rn
shouldn't those get sent to the dev chat?
they'll get sent soon, don't worry
k
That is an interestingly structured suggestion that I was tempted to call invalid
I wouldn't have minded if you did call it invalid
How to fix:
Put the last line as the first line
👍
poetic, but yeah Amalgam's kinda funny with its effects
there we go
Thanks
i do wish it was better though
I wanted to creatively and logically express why the amalgam just isn't useful for what it does
@gilded crest I'm late but could you reword your suggestion a bit?
I actually can't really tell what you're suggesting
imagine actually making a huge box and pouring water inside of it
i think they mean that the profaned guardians that are spawned by providence should drop hearts
yes
Yeah.
It's just the grammar of the suggestion makin it confusing
provi is most difficult boss for me
yes my engrish bad
"Make it so the Guardians summoned by Providence drop hearts when you kill them.
Because: [insert reason here]"
would be a bit better
but as we discussed earlier they would not drop hearts with rev+
Yeah you can include that too
meaning that only normal and expert gets the change
"In Normal and Expert Mode, make it so..."
alright edited the question
Better wording. 👍
I'd like if you also included a reason along with it, though
the reason is because i'm salty 
(come up with a better reason) :P
ok so uhhh
new enemy idea
a Hardmode miniboss that rarely spawns in the Surface Crimson/Corruption (has a variant for both biomes). is normally passive, but at night, upon spotting the player, if it's not killed quickly enough (would have a decent chunk of health so it takes a few seconds to kill) it'll make a siren-like sound and inflict a debuff that increases spawn rates by a decent amount, lasting until the enemy is killed. would drop a bunch of Ichor/Cursed Flames and possibly a toggleable item that would decrease spawn rates around the player. would help make the Evil Biomes more varied and interesting
... ech
Specificity is turning me off of it
I feel like the reasoning has to be more connected with the function you laid out than just justification for you making something complicated
just saying, it'd be nice to see this mod expand on Corruption/Crimson a bit in Hardmode
whether it be enemies, weapons, gear sets or even a miniboss, Corruption and Crimson should definitely get an expansion
i like that idea
would love seeing more interesting content when it comes to the evil biomes
what would it look like/be called?
maybe a banshee?
hello?
Interesting evil biome content would be welcome, yes
Could come in the form of a more general suggestion though
or if you do have a specific idea, make sure it's specific for a reason
make it that it has 1% to spawn with zerg on
also what would be the point of having decreased spawn rates
Im not saying this should be added due to the amount of work needed but since the hallow is technically a counterpart to the corruption (holy/unholy), what if the crimson had a counterpart that was a substitute for the hallow?
the crimson is very fleshy and organic, so a counterpart to that would be a very unnatural, possibly electronic - based biome
it's too hypothetical due to the amount of content the biome would have (considering it's a counterpart to the hallow)
and maybe a floating island would spawn like the corruption/crimson cloud
I just don't feel like the hallow is a counterpart to the crimson you know?
That's been suggested a long time ago
The Cyber biome
Not in Calamity, on the Terraria forums
shortly after the Crimson was first added to the game iirc
Bruh rover
mmmmm
You actually remember the Cyber biome sugg
i don't really like this idea, tbf
Yes I do
I used to love looking at Terraria biome suggestions
Other bigass biome suggestions
Like The River counterpart to The Underworld
used to
I forgot his name but somebody made at least like
like, the Hallow in my eyes just needs to be rebranded to not be disgustingly rainbow everywhere
Yeah one guy did a ton of em
3 possible alts for world infections
and actually have some biome-exclusive content that makes it worthwhile
@sand umbra hallow just needs something tbh
It'd be great if Hallow had something.
Not just be relevant for early hm like corrupt/crimson
Something would benefit the Hallow.
~~/rubs hands together in a debatably excited manner
soon~~
Then again this is relogic’s fault, isn’t it 
huehhue
It's Re-Logic's fault for adding a bunch of shit that gets focused once and never touched up or finished to any extent ever again.

cough cough subclasses and throwing cough
subclasses mean nothing right now and I hate that fact more than I should
and throwing's treatment in vanilla is disgusting
They made the hallow and corruption extremely important in hm before proceeding to bloat the jungle the very next update 
WHY IS THE JUNGLE SO FUCKING FAT
bees and turtles iirc
throwing is just ranger but you throw shit 
oh and by the way Golem is just the treasure bag
the Temple is the real boss fight
lel
Golem is prehm difficulty tbh 
dont forget it also has an exclusive ore just before plantera
The only reason why he’s in hm is bc of stats
gay
why the hell does Chlorophyte exist
and why does it spread?
Its cool
m ok
mmmmmmmmm
I always found chloro extremely strange
like
vanilla its
ore armors
hallowed?
chloro
beetle
is that right?
I guess, if you ignore intermittent shit like Forbidden
fun fact: hallowed armor is actually better for ranger than chloro
The AutoHammer is only sold post plant
oh yeah by the way there's also a major set for every not summoner class by the time you can get Chlorophyte or directly after Plantera
Literally anyone that’s modded terraria for a while and has any semblance of balance at the minimum will realize that relogic has no idea what they’re doing
lel
The game loses most of its sandbox aspect once hm hits
ah yes
why vanilla doesn give summoner head pieces
lunar armors
@toxic aurora bc ranger easy class 
Spooky armor iirc 
Why doesn’t polter just drop phantoplasm himself
I feel like if Polterclone is given more of a purpose, it'd be something based around the fight
poltermitosis
That's referring base boss Polterghast
so yours is still suggestin somethin different
o
I mean it is but polter droppin phantoplasm in general would be nice
what about both 8)
The dude’s literally made of it (and echtoplasm and ruinous souls but still)
but i just dont see something wrong with one droping phantoplasm
I've got my own idea but I dunno if it'd be imposing too much considering it's my own idea
(but I'll say it anyway:
Make killing Polterclone deal some noticeable amount of damage to Polterghast. People complain about that section of the fight dragging on and wanting clone to respawn less often, and I feel like this'd be a good change for giving the clone more of a purpose and also making that phase go faster)
Polterclone is just Polterghast’s Stand 
Polterghast and his stand: 「ᴘᴏʟᴛᴇʀɢʜᴀsᴛ」
yeah cool change i say
But anyways when i fought polterghast fighting clone made the fight boring as fuck
spawns too often and survives too long
No
Colony-type Stand 😎
what about making something similar with scal when the brothers spawn she stays still and can get any dmg, so when polter clone is dead polter can now get hurt and the fight can keep going on
Only the original can summon clones
:phantomdebris:
@queen sail that was a joke lol
it feels like you’re not doing anything significant with killing the clone. It’s an annoying delay and makes it feels like you’re being forced to kill the boss over and over, weakening the overall flow of the fight. I would personally like it if the clone was reworked to be more of an attack than a boss minion. (By that I mean polterghast would use clones of himself to summon attacks as an example)
There are a lot of disconnected ideas in the polterghast fight as well... maybe unifying them under a single idea would make the fight feel more cohesive in general.
That’s just my take, anyways
polterghast is just at weird spot in progression in general
like the first thing you want to do after killing sentinels is to fight DoG
but you have to kill polter instead
Just do the opposite tbh
You don't
Polter is optional, it just gives good stuff for DoG
in all fairness, you don’t have to kill polterghast to beat dog
is there any suggestions to change how clone should work?
There are some general polterghast change suggestions
Which include changes for the clone
but yeah, I see sors suggestion as a starting point for a more interesting rework that I feel the boss needs
Wait, shit
That'd be chaining suggestions
I'd wait a day or two, then
(I think I'll probably just post it myself)
Lol, I'd star that suggestion tbh
The polter fight just drags for too long because of that clone. Having it deal damage to polter itself Everytime you kill the clone is a great idea
all it really does is make the clone show up less per a full fight
Which I guess makes the fight technically shorter
But the pacing is still
3rd phase
Summon clone, directly damaging boss isn’t very effective
Kill clone, boss is vulnerable
Summon clone, etc
Which is what I actually have issue with, because it’s a major hindrance to the overall pacing of the fight
Actually, why doesn't polter just drop more phantoplasm
if it's phantoplasm commanding ectoplasm, it should drop at-least more then 5.
x the number of times the clone is summoned. That feels more rewarding to me.
I do feel that the clone itself feels slower paced when it spawns, and if it dropped anything, I feel it should be phantoplasm as well. It's just an annoyance at best currently.
Gale does better than drat iirc
And yeah uhhhh
The max fire rate dps isn’t usually worth it
I agree with this suggestion
Heavenly eLag is better than Drakadakadakaliornus for most
scenarios and given that the latter is Revengeance-exclusive, takes both eLag and B-Flux in its recipe, and is literally the nohit bow, it's fucking stupid that that's the case.

Gale is auto spam with ten arrows whereas drat only has 5 and a manual right click
I tend to just use apoth ex and craft drat ex than actually use drat
I'd like if Drat's max power was like a huge noticable buff compared to left click charge or right click
^
Drat's max power is the only thing that comes close to eLag
and it's piss easy to lose by comparison
so its still risky but doesnt only have a slightly higher than average boost at max
It's as Terry said: nobody uses this thing, for casual playthroughs or otherwise.
It should be fucking amazing at max
not technically better
It’s meant to be high iq high reward but the reward is yharon’s vore mouth vomiting 3 fireballs per 5 seconds 
Even for nohits i wouldnt ever use it cuz i’d have to go almost rodless
THAT'S THE OTHER THING
IT ALSO FORCES RODLESS TO KEEP ITS FULL STRENGTH
so why the FUCK is it a sidegrade at best and a downgrade at any other point
because it was balanced improperly
I use vivid clarity more than drat tbh
a
So like what, 400-600K dps at max?
If scal still has around 10mil health then that's a pretty fast kill all things considered.
nono
Thats your dps for scal
That amount against scal
how much does eLag get again
Lemme get that gif
As in, against a dummy like 1.8 mil dps.
Yat literally posted a gif where he memed scal’s health bar with adren’d gale
imagine using a dummy as a DPS test
hueh
how about you test against SCal and try again 
It was a proposed buff
And yes i did fuckin use it before
https://gyazo.com/4206faab63d8559e9e62ef6d55a91d28 it doesnt accurately show how powerful it is but i like the gif regardless
is that Gale or the Bloodflare spirits?
Ya got too many variables for this experiment
Hence why i specified that its not accurate
That can't be spirits because they were exhausted in like 0.5 secs
also bloodflare spirits do noticeable damage?
kinda wish you could, would make DPS-testing with Auric a lot more reliable
It is
Yes
Anyways give drat buff
even if it forces rodless, that's what normality relocator is for, right?
okay
but allow me to make a counterpoint
- who uses this thing outside of nohits in the first place and
b) who the hell uses NR for a nohit
and also iii) why is NR a good reason to ignore the fact that it still forces rodless
NR can be treated as more of a sidegrade to RoD rather than direct upgrade
since it kills your health way faster if you get spammy
NR is the uber broken variant of RoD that shouldn't exist but it does
You can't use it for nohits
like it's actually banned iirc
NR is banned for nohits
same with any RoD hotkey
i don't see a hell of a lot of people using NR, either, tbf
Doesn’t fargo add one
Give Shurikens some sort of advantage over Throwing Knives
Why this should be added: Both of these items are about the same difficulty to obtain and have the same crafting recipe... yet throwing knives are definitively better. Throwing Knives had more damage, more knockback, slightly more range, and have an upgrade (an only half decent one to be fair though). This feels a bit odd since both take the same amount of effort to get, so there should be some sort of reason for Shurikens to exist. Perhaps make the crafting take copper/tin bars instead of iron/lead, or give them higher velocity, or a lower use time, or longer range, anything to not make them obsolete.
that's neat but who uses those anyway?
They're throwing.
Aren’t we supposed to be talking about drat
@lucid jacinth you can craft an unlimited version by combining the non unlimited with 50 essence
people are allowed to bring up their own suggestions
Rogue is internally throwing now iirc
Oh pfft I'm dumb
rogue armor and stuff doesn't boost throwing though
theres already a crafting recipie to make the summon non-consumable. . .
Yeah it's really odd.
still better than using wulfrum knives tbh
Throwing boosts rogue iirc but not the other way around.
However ninja armour and fossil both suck compared to chad obsidian armour.
it would be neither but tmod forcing it to be that way is amazing

Same reason why ranger accessories boost fishing rod damage but fishing rod accessories don’t boost range damage

rogue~chan is greedy? ugh, how inconsiderate to claim
she needs those boosts to stand a chance against the other bigger better classes
smh
anyways unless theres any complaints imma put it in #suggestions-voting
Shurikens autofire, knives don't?
there ya go, bolonce
who uses throwing lmao
Better than wulfrum knives
I think it'd be better to make the Shuriken recipe craft more than the Knife recipe
instead of 50 and 50 it could be like 60 and 40
We add the recipes.
Also they won't get removed, they'll be converted to Ranged class
I'd be more inclined to say buff wulfrum knives and make them spawn in place of shuriken and normal knives sometimes.
So yeah, they will still be obsolete
So added to pots and chests basically.
Shurikens pierce more targets and are thrown further 
do you mean currently
Yes
i swear to god i just tested and their range was shorter than knives oh ok then
Maybe
The difference is negligible anyways, both don't reach anything further than nose
knives pierce 2 and shurikens pierce 4 iirc
well then nvm im just a dumb fuck my bad
And both still do barely anything because throwing is a meme.
hell rogue has equivalents
urchin stinger and wulf knives
Too bad both of them suck too
That's what I mean.
Except you don't get first until like 2 days into a game and second is worse than regular knives
Though that's arguable since wulfrum has autofire iirc
Wulf knives are a meme and urchin stingers are the biggest pain in the ass to get
Wulfrum throw faster and autofire iirc.
Anything but Crystalline is a joke, get it straight
Shout-out to literally dealing 1 damage to King Fucking Slime.
urchin stingers get a nice buff next patch 
urchin stingers inflict crush depth now?
no
If it's worth the 8 years to get there, stupid amount of farming, etc.
then sure they might be used
@carmine stream Suggestion Don'ts.
Oh ok
Exo gun is very frequently suggested
Just download apoth or smth
Deleted the suggestion.
Use megaskeet
welcome to apoth
This mod is made by the same person who coded Retinazer to have a phantasmal deathray
<- this is dead now
its so bad
eat worms for a 100x base damage boost
is it not a shadowspec weapon?
it is
well you said exo tier
It is but a weapon from a previous tier does better
exo tier materials
Mainly SSV has homing memes
isn’t apoth getting buffed anyway
also how is a post-scal weapon worse than a pre-DoG weapon
apoth against aureus only does like 70k
Aureus
A U R E U S
set hp to 50x then test
were you using the worst modifier on apoth with no armor and no accessories and maximum mana sickness?
no
gensis have you ever used apotheosis and friends
what apoth needs isnt fatter numbers so much as actual control
like, the jaws fly to your cursor position
wherever your cursor is
DoG head that moves with your cursor
now you can actually lead it without it sliding around like ice
better yet, a full energy DoG that moves towards your cursor
Also Apotheosis upgrade has SSV memes too
it needs more utility than anything
it has the damage but its so situational its not worth maining
honestly? i could do an ultra flamelash-like apoth
uh, yermes christal exists
it shoots a full length doggo that chases your cursor around
maybe make the apoth EX re supreme neo etc do that ^ while also shooting Coquagulantian Armourainiums
yermes is still the meta after SD for BR tbh
literally nothing can beat YC purely because of how the weapon works
yermes ah yes my favorite tyrant king
anyway, back on topic
I kind of feel like just making it move forward and then stopping when it hits something is also an option (although that might be a bit OP)
i do not think apoth needs a straight up buff at all
still, it already is getting a buff from changelogs
in fact thats why scal has resistance against the weapon in the first place, unless that was removed
what apoth needs is utility
^
apoth is getting a nice buff next update, isn't it?
damage buff
like making it a full length worm that chases your cursor
something should be added between triactis and the thing before it
not just a damage buff
Triactis is bad
its post ml to endgame
I don’t really think a damage buff saves it
probably shouldn't detail more than that 
galaxy smasher is post-DoG, triactis is post-scal
Unless it’s significant
not that much of a gap tbf
terry didn't you make apoth?
i did
Yeah but i think the others handle the balancing part
and like twelve variants of it
Shucks is the one who tested apoth I think
the other varients are memes
legendary lore when
destroyer gun memes
literally “legendary weapons” and they get no lore
imagine that but doggo and it attacks your cursor
i haven't seen destroyer gun yet
im waiting for the mutant boss to be released to do a souls playthrough
he looks hella fun
Astreal defeat is yharim mother weapon thing @fluid stone
Astrael Defeat is only significant because of that tooltip
Apoth is already buffed you know
literally bruh
because that’d make crystal rev+
crystal should be rev+
I still do kinda want that full length apoth tho

the primary reason yharim's crystal isn't a legendary weapon is because it doesn't say Legendary drop in the tooltip
you said it first
but it also has several things to set it apart
we need endgame turrets
Already uh
suggested
I might suggest giving post-ML bosses defense but reduced DR so that armor pen accessories can be useful
more utility for RTN I guess
Isnt RTN like very strong already?
yharon already has 100+ defense
The dog arrows gen
prov has like 75 defense or something?
vanquisher
only dog
Yes but does armor pen do anything to post ML bosses?
should be yharon tier arrows and scal tier
Oh, in that case, never mind then
auric arrows
it does for yharon I guess
also for me apoth did more dmg than the vortex
infernal lighthrals and brimlight piercers
What
scal and doggo don't have defense
polter gets less defense in later phases
polter
necroplasm doesn't have defense I think
probably the worst boss in the mod
big ass DR though
of course 
here's the rundown
should i remove suggestion
- damage increased from 333 to 366
yeah go ahead
- fires literally twice as fast
- SCal no longer resists it (old unnecessary resistance)
so it's now pretty decent, albeit still gimmicky
: o
Both Shucks and I both already said it was buffed >.<

Smh
Apoth cool.
@lost agate @radiant meadow yes but i'm orange
you two are both developers, indeed, but you appear as mods

not like clicking my pfp is that hard but ok 
I agree with how Drat should be getting a big buff (It’s less significant than Heavenly Gale)
Since I would rather use Voltaic Climax than Drat when it comes to fighting SCal
Me too
Heavenly gale is arguably better even though its a crafting component
Admittedly it’s in a bit of an awkward spot because Drat can be crafted immediately after the Gale
Provided you have the materials
Yeah its weird to me how drat isn't like a tier up
is the dude the drat was made for a dev?
because that would explain why it's in the tier it's in
drat is syg's weapon, his reward for nohitting iirc
To explain:
Back when the nohit roles were first introduced, it was planned that the first five people to get either Untouchable or Dead Inside role would get a reward in the form of an item.
Sygilin was the 5th person to get UT, so he got it.
Although so far, he's been the only one to have gotten any reward from nohitting at all.
The rest either hadn't tried reaching out to ask for their items yet, had done so a long time ago and so their items were forgotten, or simply didn't want any item at all.
(I'm also unsure if that's still a thing, and that if it is I'm not sure whether the reward items will still be getting worked on considering our current workload)
Do Levi and Cosmic Plushie not count?
I guess Levi isn't a direct reward according to what we have documented
Levi is more of a "nohit successor" reward than for a role (iirc) , and Cosmic Plushie is for Hardcore DoG spear only run
so can companion cube so
Companion cube cannot stab you to death that easily
The spear race reward was Apotheosis, Crab

Was it? Pretty sure the trivia behind the plush was the DoG race
Apotheosis seems like a nohit reward
im gonna check
It was programmed by and implemented for Terry N. Muse, one of the main lore writers for the mod, as a reward for defeating all the bosses in Revengeance Mode without getting hit.
oh
im late
so speedrun was apotheosis

Well, it certainly doesn't make sense to me given the swapped order, but I guess I just messed up, sorry
i honestly didnt even know about this stuff until i saw this conversation
@hollow saffron Those two enrage outside their biomes?
I've always fought CV outside of the Dungeon.
according to the wiki yes
Unless it was a recent change
Wiki says it only gains a speed increase, so maybe I have been fighting it enraged this whole time, it's just not a significant enrage at all.
oof moment
Pretty sure he goes faster and sucks more
Ah, I haven't fought him after they added the succ
same
Yeah enrage wasnt a thing before that
Makes sense
Or if it was it was very minor ye
wait someone did a hc spear only?
Imagine not wanting calamity drills chainsaws and jackhammers
I want to suggest a pre-boss flamethrower but don't know what to make the recipe
adding a recipe is a no-go because specific item suggestion
fair
Find a slime statue, find a statue trap or something, keep setting the plate off, profit
Don't statues not drop shit
Some of them have a 1/20 multiplier.
Slimes don't.
I mean there's also a hefty amount of slimes you kill pre-boss so like
Slime statue definitely does drop everything
generally you shouldn't have too much of an issue with getting gel.
Better to just meme on King Slime for mass ammo though lmao--
lul

Mutant boss went enrage
Im not really fond of suggestions just for "make x subclass run possible" but oh well 
🤷
I would use a reasoning more like,, “to increase diversity in ranger options that aren’t just bows and guns”
there's also the inevitable question of "why add this thing when these other things at the same tier do all the jobs this thing could do and do it better"
Why make all of these shortswords?
that's not saying I'm against a pre-boss flamethrower, btw --- I've suggested one myself in the past
but there are definitely people that will present this question:
What practical advantage does a flamethrower provide over, let's say, any bow with Jester's Arrows?
What makes it stand out, what makes it a more useful option?
honestly, the whole subclasses thing feels niche
niche is my bread and butter
Faster RoF, and status effects.
you’d have to consider if it’s worth expanding a small niche
That, and it's hard to get Fallen Stars earlygame
gets murdered by harpies
bonus points if you use minecart momentum to speed up.
Personally, I argue it's worth expanding a niche subclass (flamethrowers, launchers, magic guns, every melee subclass aside from swords
, etc.) if the following two things are true:
- it adds a sense of diversity for those subclasses, or more specifically, points in the game that may need it or simply feel better with it
- the result is fun to play with and/or not just adding more weapons, perhaps adding a new mechanic to set apart the subclass from just another weapon type
My thoughts on subclasses are very different from most people's, though, so take what I say on this with a grain of salt.
Iirc the earliest flamethrower we currently have is Rarity 4
I guess that’s one viewpoint but there’s also the dev viewpoint you have to consider, I suppose
^
The truth of it is, many people on the dev team will likely see it as arbitrary or not really high priority, or just flat-out unnecessary.
And just many people in general.
Flamethrowers could be the close range sub-class that also inflict on fire debuff or similar debuffs
It's why I presented the question of what a flamethrower can do that a bow or gun can't.
yeah so that’s 2 sides of the argument
Flamethrower always pierces and inflicts flame related debuffs?
fans would love a niche expansion but devs would consider it unnecessary, hence it’s hard to come to a consensus
Btw jester arrows are found in chests too
Some people, myself included, will see niche expansion as a way to diversify the way you play and perhaps add some neat replayability in some cases, but from a dev standpoint it's not strictly necessary or even really on priorities given all the other things on the devs' plate already.
You dont even need to farm stars
if both sides can agree on a definite solution then maybe this whole ordeal can be sorted out reasonably
How did the latest suggestion not get a blue checkmark. pretty sure it's been requested a LOT
See, i would say diversity is ok but then comes the constant excuse of "but its bloat now" 
but alas, people will keep on wanting to expand on a small niche and nobody really can forbid them either
Gotta limit yourself otherwise its considered bloat so hahuo
melee comes to mind
it’s an endless cycle where there’s no definite result

Makes me raise the question of where exactly the line should be drawn.
It's never really clear.
that’s my 2 cents on it, at least
Theres no line thats the thing

You can add a crap ton of shit then it gets called bloat but vanilla literally has yoyos with the same stats and nobody cares about it 
I mean i wouldn't be suggesting this if there was already a R1, or even R2 flamethrower
If you want an example tho, vanilla throwing is the counter example of bloat 

Also doesnt vanilla have like 2 flamethrowers?
Well i would say calamity already boosts the subclass quite well
Yeah. Flamethrower (Post-Prime), and the Elf Melter (Frost Moon drop)
post prime but ok
Flamethrower is post prime rather
:derp:
Personally I quite enjoy what Calamity adds for flamethrowers as is. It's not too terribly much, but it already makes the subclass feel like more of an actual subclass and not just a pair of unique ranged weapons.

In vanilla all flamethrowers are useless
that's the other sad thing
They're both cool, but both useless
big rip
Calamity tries to buff the two vanilla flamethrowers to be useful
Regular flamethrower it succeeds at
Elf melter... no
it’s already an extremely smol subclass in its own right
Elf Melter is overshadowed by Terra Flameburster, if I recall--
Although I might be wrong.
Like see, regular flamethrower, it pierces and gives on fire yeah?
Well its only useful for destroyer but the dmg is lackluster and hes immune to on fire 
On vanilla i mean

Exactly
Well you could try t2 ooa but why not just use repeater with jester arrows?
The only niche of flamethrower is taken by a single type of ammo
flamethrowers are baad
Petition to nerf Jester's Arrows, anyone?
more like frostburn
those arrows for being pre boss beat any arrow available pre hm
frostburn arrows would be better if frostburn did anything close to appreciable damage outside of rev or lower KS and normal-expert mode EoC

unless you’re fighting a worm boss, then jester arrows
frostburn does like 2 dmg per second
and almost every boss pre hm is vulnerable to frostburn
yes that 8 DPS is really going to turn the tides of battle
that's a lot less than you might believe
it does actually 
It saved my ass vs maso skelly ok 


I will say
Frostburn is a very good debuff early on.
It's one of the few cases where it's generally recommended to pack a debuff-dealing weapon.
It loses its utility rather quickly though, especially in the face of stronger debuffs and boss stats getting more and more difficult for it to keep up with as you progress.
shout-out to Calamitas' Brew carrying to Hardmode with the power of Blood Orbs

When you use blood orbs for anything other than Zen and Zerg
yharim's stimulants
any potions that takes fishing to make
^ definitely.
imagine making fishing interesting
Correction: You can't make Terraria fishing interesting
(There are plenty of ways the system could be changed to make it more engaging but as it is, it's just waiting)
Counter-correction: Terraria fishing as it is right now isn't interesting.

Care to elaborate on ways the system could be changed to be more engaging? Am curious, tbf--
Here's two ways:
https://youtu.be/n4BQPXgERr4
https://youtu.be/KSJo-AaV0hY?t=67
Just got the new game, Stardew Valey, on Steam. This is a short tutorial covering the basics of fishing!
Phantom Hourglass one might not translate as well considering lack of touch screen but it could be done to an extent.
ooo
Stardew Valley system looks neato
although going off of that'd then raise the question of how drop rates would translate, given that
fishing rn is balanced around it taking about 3-6 seconds to cast, catch a fish, and cast again
might hafta add stuff to increase the amount of drops you get per hook? i'll have to look into it
This is true, if fishing takes any longer or gets any harder it'll need some rebalancing
You could probably make all the recipes that require fish in them to craft multiple of what you need
hmm.
but, that'd work best if you're Re-Logic and not a modder
which I'm not

still, it's intriguing to think about
and I do want to eventually delve into a potential fishing expansion/overhaul
I did make the fishing add-on sugg way back when specific item sugmas were banned
weren't*
oh no, I made it right after owo
ah
What about a accessory that makes fishing poles throw out three lines at a time?
fargo's mod has one that makes fishing lines throw out 10, so that's very doable
what is this, the Terrarium Whale Catcher
I mean like an actual accessory to increase catches per hook.
the terrarium whale catcher is a thorium fishing rod?
Since if I were to go with something more akin to SV's system, multiple hooks wouldn't work unless you had to time it so all three hooks catch at once.
that has 60 power>
does whalecatcher + tralwer soul (or SoE) throw out 30 hooks?
it throws out approximately yes hooks
bonus points if Angler Ench. is stacked with it because that IS a thing you can do despite the latter being a material and it's absurd

SoE has both
so
lets imagine how many hooks you get from whalecatcher+SoE
oh wait
this isn't other mod talk btw
lel
does trawler soul craft into universe or dimensional soul?
angler ench ---> trawler soul ---> soul of dim ---> soul of e
ok so do SOE+Dim+Trawler+Angler Ench+Terrarium whalecatcher
flamethrower suggestion pains me
what have you done!
flamethrowers are already pretty big in calamity, they even have an auric tier already
swords are pretty big in calamity.
swords are fucking bloated
i really want a pre-boss flamethrower too, right now it's probably even harder than yoyo at some point progression wise
and right now it's impossible if you want pure flamethrower
would be nice though
yes it would be but there are other more important things to attend to at the moment
pensive
till then
i already gave my flamethrower suggestion, i don't think it passed though 
I would rather focus on suggestions that improve the weapons we already have
Such as moving them to different points in progression to make it less bloated in some tiers
flamethrowers are literally one weapon in vanilla
it's not a subclass, it's a sub-subclass
like yoyos? there are 3 at the same point of progression post-providence
there are two flamethrowers in vanilla, elf melter is the second
shortswords too
wtf is a sub subclass
i guess just a sub group of a sub-class of weapons
wh
Green yoyos hahayes
i treat the ghastly glaive as such, because its technically a spear but works pretty much unlike any other spears
Verdant makes me pensive
i think lacerator should be post-polterghast and be buffed a bit
ehhh
yoyoyoyo
oh ew a yo-yo
:(
oh no the circle weapon
lacerator moving to post polter would balance wise spread out the yoyos but it doesnt work because its already in a set thats pre polter
Lacerator is pretty good for sentinels tho
at least thats what i think
and yes lacerator is good for sentinels
i mean it can make sense, since some stuff that have bloodstone have the ruinous souls
you know, im also on the edge with that because its part of this pseudo-set with phangasm
The only thing i know is the armor
isn’t mourningstar supposed to be post-polt ?
mourningstar hasnt been moved yet i believe
yeah.. hmmmm
ohhh
maybe there can be a reaper yoyo
and later more weapons can join the reaper teeth party
or maybe just
oh lord
add more to the post-Polter Abyss in general
can spread between the abyss and polter
its hard to say what the priorities are for the devs right now though, as much as i would like an abyss expansion it may be the case that devs deem it finished enough to be left alone for a while. after all, devs dont have infinite time to work on making every aspect of the mod perfect.
yeah, me too
and hey, that might mean some new abyss content along the way
so i think it balances itself out
perhaps
infinite spelunker would make that accesory useless
Also the invisibility actually has some effect
Still pretty useless but it actually does make enemies not see you
it should be different
i forgot invisbility had a legit use in terraria
would be cool if they acted like binoculars or could give you the rifle scope effect without having the scope on... but tbf that would nullify the use of rifle scope which is obtained later anyways (despite it being basically useless when not upgraded)
binoculars effect would be nice
Having Binoculars all the time while it's in your inventory actually sounds cool
given that EoC drops Binoculars and Twins are beefier EoC x2
also king slime needs a lore item
Binoculars 
all the other bosses have itg
consider also that Binoculars are
actually fucking stupid to farm 
including other side bosses like queen bee
How about having the lore gives you ascended vision, such as what the boss is planning to do next

totally not hard to do
new plan: DoG lore gives you god-slayer breath
minty fresh, too
twins is kinda useless in this mod though tbh
you can just do the much easier aquatic scourge for alot more
I wanna give the Mechs drops but at the same time it's hard to come up with shit that wouldn't also be craftable

idea
at this point in the game the shrine items arent that useful
maybe a shrine item locator?
why would you need that if the shrine items arent even useful at that point

I found twins easier than aquatic scourge 
I always find myself getting cucked by his spore clouds
While the item is in your inventory bruh sound effect 2 mod is forcibly activated
azura no
Yes its just me being bad but thats just my personal experience
You should probably edit your suggestion, Genesis
because the invisibility granted by the lore item does decrease your Aggro
it doesn't have zero effect
enemy aggro*
fine ill change it to quite useless

allow me to rephrase on their behalf
it gives no practical bonuses
since when is decreased aggro useful
Unless the invisibility is so good that even bosses wont notice you
Invisibility is largely a visual effect. It gives very few actual bonuses, none of which are particularly practical.
They won't notice you if there is another guy without twins lore
And preferably with turtle armor and flesh knuckles

but thats kind of a MP only bonus
hueh.
in singleplayer decreased aggro means very little
I reiterate, Twins lore giving perma-Binoculars would be cool.
decreased aggro doesn't mean shit in SP lmao
doesn't mean shit with Calamity either because most enemies can and will attack you regardless, hell the Abyss uses its own aggro calculations rather than the built-in ones iirc
How about twins lore doubles the max amount of common items that can drop?
So stuff like bones, depth cells, etc, has a chance to drop twice as much than usual
Perhaps even blood orbs could be affected
its certainly interesting
🤔





