#suggestions-discussion
1 messages · Page 703 of 1
Right here, you can see that the Demon Eye and Soul Slurper have pretty comparable stats, and by Hardmode the Demon Eye is more powerful than the Soul Slurper
Which while it’s large defense pile and damage reduction help it, for an underworld enemy it’s very weak
Considering demons and Bone serpents are much more powerful than this
^
Up here is The Cultist assassin, which is the only Hardmode enemy in the Brimstone Crags
Whose stats are unbearably low, having comparable HP to the Demon Eye, a pre-Hardmode enemy and having even lower defense than the soul Slurper.
Also, these enemies post-Moon lord HP stats are jokes as well. They are absurdly weak in comparison to other post-ML enemies who begin spawning before them, which I’ll post an example of below
This guy, who starts spawning before the Brimstone Crag Enemies and has an AI that makes him more difficult out powers them once they’re buffed despite being killable pre-Brimstone Crag buff
It is, but it’s also a Hardmode enemy
600 dmg low btw
The post-provi Damage is fine
Ohh u mean hm
The HP is bad for all the Brimstone enemies
Eh i see where ur coming from
Yeah
The damage is fine for them, but without more HP they can’t live long enough to threaten the player
By Hardmode all of these enemies can be 2-shot
Except for maybe the despair stone, who’s a contact only enemy so wings make it less of a threat
and slimes get 4x original stats in hardmode, so, the point?
do we buff everything to shit balance?
The enemies need an HP Buff if they are supposed to live long enough to be a threat
I think you fail to understand terraria
Me?
Ya but not everything has to be a treatj
Green slime is buffed by like 10x actually 
^
But if the enemies have early-prehm levels of health whata the point?
It is, but if the Brimstone Crag is an Underworld biome, much less one that’s meant to be traveled in during Hardmode, the enemies at least need a buff during Hardmode
I'd be fine if they were just buffed straight-up
There's no need to explore the biome in Pre-HM
well if we're going off of stats alone then I can see the reason, but you also have to consider the terrain you're fighting them in
may as well may it really threatening if you go there before intended
The terrain will probably be the least of your concerns
well okay yes there's the Shadow Chests but there's no need to kill anything
Its covered in lava and the top is just flat
there's relatively nothing dangerous around you besides other enemies while fighting demon eyes whereas you have to be careful with lava and such while fighting soul slurpers
The terrain in the Crag is quite easy to walk in, easier than most of the Underworld
but other than that, it's a valid argument
Isn't crags' spawn rate like, higher than most other places
So out of most times, the average player will just fly over it or build a platform
True, I didn’t think about terrain but the stats are still low and need a buff in Hardmode to make them able to survive more than a few seconds
So you get constantly enemies thrown at you a lot more often than at night / regular underworld
Spawn rate doesn’t make it that much harder in my experience
To be fair the current experience they are easy to kill
If they're significantly tankier and deal more damage the difference is going to be a lot more notable
If they die easy alone they’ll still die easy if there’s 5 of them, but you might get hit 1 time if you don’t have splash damage or high attack speed
They don’t need to be super-tanks, just enough so that they can live long enough to threaten the player
For soul Slurper an extra 40-60 HP in normal (80,120 in expert) would help quite a bit
It's a bit difficult for me to get reference but the spawn rate in the Crags isn't that high compared to other Calamity biomes
The only biome with a lower spawnrate is the Sulphurous Sea
Astral and Abyss are higher, Sunken Sea is the same
(If I'm reading Terraria's source code correctly, the spawn rates in most vanilla biomes are actually higher than Crags)
Shouldn't be 
The measure is "the smaller the number the higher the spawns" iirc, right?
In code that is
Yeah when I say "higher" I'm talkin bout smaller numbers
Yeah alright then
I'll look into this more later, gtg
Weird that I always felt crag having loads of spawns compared to other biomes
Also cya
I always felt it had lots of Scryllars
Maybe it is suppressed by underworld, which has definitely one of highest spawnrates in hm?
Yeah I think so
crag being overridden by underworld has been a trend in the past
Mmm, I mean in spawnrates mostly (though that also was a thing lel)
If there are several instances/biomes overlapping, the highest spawnrate is taken
(that's why jungle is so effective for building mob farms anywhere)
Mhm
Problem with high spawnrates though is it doesn’t make a biome more fun/difficult, just more chaotic by not giving you a break
from my (anecdotal) experience, the most you get swarmed is when you enter the biome, aka when you’re partially in the hell biome
I mean
Small spawnrate but bosses spawning isn't very fun either
It's about the balance compared to your other gameplay, intent of the biome and overall suppression you get when combining enemy difficulty with how often they appear to bite your ass off
Yeah
I agree there, but I think Brimstone falls more into the tanky-enemy lower spawnrate area based off of its lore of being the ruins of an Underworld City, as well as it’s theme making it sound very barren and empty
Hmm, that's fair, actually
I agree
Now I wonder if there is a way for biome to override hm underworld spawnrate
Maybe enemies could cost more in system so you never get more than 3-4 around, though they will still appear in a second
Something like that would be interesting
i feel like there should be a minor buff to all skeleton-based enemies post skeletron and another similar buff to all slime-based enemies post-SG
etc with other themed bosses
Why though
Astral enemies get a buff after aureus because most of them drop new weapons
fair point
there wouldnt be a reason then
besides it would be very subtle anyway so why bother
If every enemy got buffs for revengeance mode it’d be more noticeable
Skeletons getting a buff post-skelly won't be really noticeable
yeah
I’m surprised they don’t get a buff there, considering calamity buffs up all of its bosses so it can fix Terrarias balance
Since it only would matter for those in caves and it's still only 1 type of enemy here, along with bats, worms and such
@wary flume why?
Well I have no idea how things are going and I feel like it would be a goodd thing for our multiplayer people
I hit enter accident;y
so... is this a class suggestion?
It seems like it
it'd be better to get some Thorium-Calamity cross-content for healer though
cross content or a new class?
calamity in general isnt really set up in a way that would let a healer class work tbh
How so
how so?
there's always people who do Multiplayer, so I can't see why Healer from Thorium wouldn't work with them if Calamity was enabled
the main problem lies in multiplayer
have fun healing up people with 10 hp per heal when things slap you for 300
yeah
also yeah, things hit hard as hell around endgame
Then don't get hit every 2 seconds it isn't hard
youre generally encouraged to minimize getting hit at all too
5Head
not getting hit on multiplayer sounds fun
also imagine giving bosses a multiplayer buff and still only having one player actually focusing on damage
fair point, but if Calamity did cross-content with Thorium they could make its own Healer-Content Post ML to fit into its balance
It is also sometimes hard to not get hit on multiplayer, Because projectiles sometimes don't exist on your end so you take damage from invisible sources
I find when joining a host from anywhere in the world I can't see all the projectiles
exactly, so it's just damage left and right, seemingly at random intervals as well
So maybe somehow make it a class that only works on multiplayer idk
¯_(ツ)_/¯
there's no plan to make one rn afaik, and you can't really suggest an entirely new class either
I have had many deathmode runs end at Post-Moonlord because it gets too hard and taking 500+ damage from certain attacks which you cannot see is very painful
making healer stuff isn't an issue right now
the Devs primary focus should be fixing Rogue so it makes sense to be a new class and getting Draedon out so people can stop complaining about wanting another boss
oof someone deleted it mid-discuss?
apparently
yeah it was basically a class suggestion anyway
I accidentally removed it like right before he edited it, woops
Healer class cross content
it was to suggest a healer class
here's what it was rover
I see.
I mean support/medic isnt a bad idea
but we don't need it, and Thorium already has healer
It just is already done by thorium and calamity already has to worry about rogue
Rogue easy 😄
Yeah that does somewhat violate a Don't
sorry if I deleted it too quickly though
That doesn't mean we can't have any more alternative healing items
(and yeah try not to be so hasty, Brav)
Yeah items that are focused mainly on being support/medic for other players would be nice to have
To make up for the bug-fest that is mp
it would be hard to fit them into calamity's balance system though without making them too weak or too strong
Yeah it would be easy ngl
Calamity if you are good you shouldn't get hit as frequently so having the healer do some healing would help diminish the damage from invisible projectiles
It wouldn't matter if it was weaker
but the healer player still has to be staying alive on their own that whole time and keeping track of both the boss and the other player
Could have some self healing capabilities
and again having a player focusing on support is essentially halving your dps against bosses which are buffed from being in multiplayer
Damage buffs?
health
from "Support"
well
again it just seems like it would be heavily underutilized
and devs probably wouldnt want to put a whole lot of time and effort into something which nobody would ever use
Doesn’t matter
If you want healer download Thorium
Devs have much more important things to deal with right now than making unnecessary content that only some will like
I myself like the idea of healer, just Calamity doesn’t need it
yeah the only thing that makes it harder (excluding bugs and whatnot) is needing to get twice as many resources if you want to have a similar build to whoever youre playing with
which can be a pain in the ass especially for more complex recipes
A few QOL mods and it isn't even that bad
Oh, btw, sors, while you are here, seems like underworld hm spawnrate is why people remember crags to have lots of spawns but in the code it should be not
Hey CrabBar 😄
I assume both Underworld and Crag spawnrate changes occur simultaneously, stacking
cuz Underworld isn't a biome, it's a layer, defined by worldheight
Only the highest is taken iirc, but underworld by itself has insane spawnrate
(the same as celestial pillars)
@steep island interacting with omniscience/hunter how?
TIL snow biome spawn rate takes the intensity of the weather into account
They'd show up with hunter too
oh cool
Add a reason.
ah
also why do crag enemies spawn for all players if one is near the crags

sit at spawn and get swamped by scryllars because seq's grinding hell
not the first world this has happened (something like the third)
Multiplayer homo iirc
damn
... I think I see the reason, actually
and on today's episode of "why redcode is a good meme"
actually it's Fabcode
not, yannow, abyss, piss, sunken sea
I thought I was onto something but instead I was on crack
pin when
Sors committed brain moment
I think my train of thought was leading in the right direction
cuz almost all NPCs check for if the player is "safe" (in a town, I assume), and if so the spawn rate condition returns 0
Some NPCs don't check for safety but only check for if you're in the right biome. If you're not in the biome, return 0.
Crag enemies do this, among others.
The issue might be fixed if they also checked if you're safe
regardless of where i am it happens
it gets funny when rollers start throwing themselves off planetoids to get you
(my mistake came in thinking that Crag enemies had no returning of zero, but it was just formatted differently. There is a 0 return if you're not in the crag)
I think another problem might be that a lot of NPCs use vanilla (tMod?) spawncode as a base, whereas Crag enemies do not, they do it slightly more directly
Eidolists also do this, their spawn code is pretty similar to Crag enemies
imagine having source access and the os to utilise it
so if you can get that shit to happen with an Eidolist too and very few other enemies
then we've probably got the problem pinpointed
You're not you.
u
what i am is confused
You and Sequence brought this upon yourselves
This prolly shouldn't be #suggestions-discussion, I don't remember what started this
tl;dr further testing needed
Astral enemies are almost similar to Eidolist and Crag enemies but they do it a lil differently
so iunno they might have the same effect
i don't remember astral out-biome spawns
but i can't test without the other one
oh joy, lack of shift+enter
oh cool it was a mistake 
This isn't news but vanilla source is a nightmare
I just can't help but mention it because I'm trying to find how playerSafe is defined and I'm just finding an information-less initialization and some functions using it
I have no idea how it decides what playerSafe is
is it time for ya boi to delve back into the Terraria source jungle once more
a player safe is called an inventory
to locate this information and define it
race 
I have ascended
It's another name for flag3 in the NPC file
flag3 shows up 112 times in the NPC file
then why not just
Cool, good.

welcome to the wonders of redcode
where 98.6% of the variables are not given actual names

to this day i don't know if it's named after the error colour red or red himself and i don't want anyone to clarify
yes
He does give it a name
He just gives it a name long after it's been defined because he needs to in order to use it between files
so i can always say "it's called redcode for a reason" and people can interpret it as the alternative to either without me having to know what i'm talking about

*cough* anyway yes flag3
more like
crag3
hahaaaa is there any unique interaction between the crag bois and the flag boi :susthink:
It's used in enemy AIs
@steep island so i know everyone is going to say "haha hunter potion"
and while they're right
it would be cool to make them show up with both
Yeah that would be a pretty neat feature
already asked regarding what the interaction would be
hunter showing them up as red but spelunker shows as yellow
no response yet
¯_(ツ)_/¯
We'll have to see once the programming happens
It could be done in a number of ways
they'd show up as yellow with spelunker and red as hunter, yes
so
omniscience
and/or just having both effects
what takes priority
subclass love for its own sake? oooof
hunter would always take priority
because it highlights the whole enemy
spelunker sparkles would appear if you don't have hunter potion
Spelunker potion highlights ores
I think you're thinking of Spelunker glowsticks or the True Eye pet
spelunker makes the entire thing highlight yellow, yes
like dangersense makes trap tiles red, spelunker makes valuable tiles yellow
makes telling the difference between diamonds and sapphires fun 😓
see I wanna support this kind of suggestion because there is actually no shortsword past Ele Shiv
but at the same time, it's subclass for the sake of subclass
so allow me to present the question as always: what practical purpose would there be to adding a few more shortswords to the game aside from the enjoyment of the subclass?
It's hard to advocate for a weapon of a certain subclass being added for any reason beyond the lack of that subclass
You can't say "melee is lacking" and still advocate specifically for shortswords
subclass is practically useful for replayability of the mod
doesn’t melee already have a lot going for it anyway?
What exactly is wrong with expanding subclasses 
Yeah but I was just using it as an example
melee is the big bloated afaik
melee is uber fat
nothing's wrong with expanding subclasses, it's just a system of priority
Because a lot of suggestions are just to add subclass weapons where there aren't currently
should we extend subclasses or should we extend rogue
when that's really
not
a great reason
because all the time you use on the former doesn't go towards the latter
would it be really necessary rn though?
basically
inb4 rogue subclasses suggestions
i mean, my only big qualm with subclass stuff is that yeah you can play through up to scal
because right now, Rogue is particularly lacking since it has no vanilla foundation to crutch itself up with
What would be a good reason to justify expanding a subclass in a certain area
but you literally have to use all the same weapons
i played rogue three times consecutively
and get ZERO variety
it's fun as fuck
Or is there none
The hostility toward subclass-for-sake-of-subclass suggestions mainly came from yoyos
people saying "a yoyo-only playthrough is really hard because ____, you should fix that by doing ____"
You're not supposed to do a yoyo-only playthrough you dip, the game wasn't designed around just yoyos. They're a tool belonging to a class with a lot of other weapons
there are several good justifications for expanding subclasses, if you think past the "because subclass" idea
- expansion to a class that may be lacking at that tier
- wider variety at that tier, which may be lacking in general
- more variety also equals better replayability
it is always a good idea to add more options for the player, i don't think there's any shortage of reasons why we should add them, it's just that they'll never outweigh the reason not to: it takes time and energy
that being said, calamity has been slowly devoting time to the subclass stuff which is nice
just suggest infinite time and we're good, actually
if it gets into the mod we can have all the subclasses 

hyperbolic time chamber
also not to mention how uninspired the suggestions were around that time, sors
"what the fuck is that!?" ~ Vegeta
everything was just yoyo bandwagon
funi yoyo meme haha xd
now guys, hear me out.
have you heard. of an ELEMENTAL YoyO??
thank you for your stars.
hhey hav u hav u gotten got a suggene stion for an exo claw plz i want th he thee exo claw giv me the claw
EXO CLAW 
honestly I just want people to
what's an exo claw
actually present reasons for these suggs past "because subclass"
where is my exo dart gun. how could calamity do this
(IncognitoCreeper made a pretty cool exo-claw specific suggestion a long time ago tbh)
welcome to the rOOM OF INFINITE BULLSHIIIT
because while I love subclasses --- hell, I am self-proclaimed Subclass Man
I know that there isn't a practical purpose at first and that one needs to present the greater point of adding such things if it's going to happen
sorry i'm late to the dbza gag
it's why I always push the question of why a subclass should be expanded past the basic premise
i think in the case of the shortsword stuff
the class is just at the tipping point of viability for most of endgame stuff
which is a decent argument
but earlygame is still just pointless
insert funny copper shortsword meme
if you gave it a little more to top off the end, you'd have a full experience for it without too much effort
but we'll also never have a full-game experience for such an inherently bad weapon
Epic idea: upgrade to the copper shortsword called the copper shortersword it's like really short but it instakills all enemies and bosses
see you hear all these people about shortswords
but what the hell's anybody giving to spears
which are basically a straight upgrade to shortswords
more like copper shortened lifespan haha
they're used in the same general fashion except they're larger and can be properly aimed
alright, hec, you think you're phunny?
i think i'm the opposite, quite frankly
shortswords
hm
shivs are, yes, a meme
and i've avoided melee religiously for a long time so i can't quite gauge their viability
all the shivs were actually pretty heavily tested for viability, believe it or not
they are not easy to succeed with, but they do fall under viable for the most part
yes yes projectile spam stick haha can we dial back the melee reliance on far-reaching projectiles? like, there's self-defeating, then there's that but uh
good to hear that they're balanced, but what do they actually add that warrants more
like i mentioned above, it's more about completing an almost fulfilling experience
I would fucking love if many melee weapons were revamped to be more short range
it's less "add x weapon" and more "finish x arc"
but that'd involve a lot of changes
God would blink.
the raw power of that statement has left me unable to continue this conversation
i've completely lost my fucking plot
Glad to hear it
train of thought dead, uh, hec say something about shivs and help me try again
Lucrecia is a shiv
make shiv. giv star.
honestly the greatest reason for me not wanting this suggestion is that we would somehow get another exo-melee weapon while all the other classes still have like 2 tops
how would y’all feel about a suggestion that asks for what rover mentioned : reworking melee to be more close-ranged as a whole yo differentiate it from other classes
something something melee bloat something something need more rounded padding something something fanbase divide something something melee good or bad something something imagine if shivs were just really big damage numbers and no projectiles
i love the idea
but i would never star a suggestion like that
that would be an insurmountable effort and would need a nuclear level game designer to make work
Melee is so bloat it even bloats my thoughts about classes
yeeees

i hear classes and i think balanced in melee's shadow and also rogue exists 
Enormous brain suggestion: remove melee
honestly yeah, that’s the only reason why the suggestion wouldn’t really stay afloat bc it asks for effectively a full rework
not just a full rework, but a full rework that would be impossibly difficult to pull off properly
cool
I’ll just wait for it to happen in the calamity stand-alone game tbh
Calamity: Other World
Bigger brain idea:
Instead of removing melee weapons and their effects, resprite & rename them and change their damage type to other classes
calamity: c🅰🅰🅰🅰
Terror Blade would become a wand, etc
Actually yeah
owo
ngl mirror blade should still become full mage or something

I was considering that honestly, the respite rework etc, like
it not only removes bloat from melee but it adds things to other classes
except summoner 😔
how many swords are guns/wands now?
exoblade should be a magic gun
Are there any melee weapons which could realistically be converted to summoner
I wanna say there's at least one
somewhere
Aight biggest brain idea:
Y'all ever play Symphony of the Night?
Turn some swords into summon weapons that float around and attack shit for you.
elemental axe
Speaking of EA
Yeah like that
Why does a line of axes turn into a summon wep again
why though

because fuck melee bloat and this is actually a very interesting content rounding solution
also, rover:
https://calamitymod.gamepedia.com/Melee_weapons
there ain't shit 😐
aotc is a wand and exoblade is a magic gun
and people call me mad for wanting a sword that's just a sword

Ok, so very rough skeleton of this suggestion
Rework/redesign some melee weapons to be weapons in non-melee classes instead
Reason: Melee is a bloated class and this would be a way of removing bloat from melee and adding content to other classes without removing content from the mod altogether
ayy, somebody actually agrees with me 
on what front
AotC
yeee
hell, the Biome Blade line as a whole irks me, to be entirely frank
This suggestion's gotta be big and filled out
with examples and shit
gotta be a big opus
Yeah thats why i said very rough skeleton
there's nothing actually swordlike about the Biome Blade and its upgrades
it's already planned for The Document™ which is not going to be worth the hype tbh
the only thing is that the projectile it fires gains a different debuff depending on your location
not even the sword itself
might actually use the biome line as my example of melee bloat through arbitrary fluff designations
also debuffs rework when
2020: the class shift update
2021: the debuff update
2028: yerme
debuffs rework when redcode becomes not retarded and GlobalBuff actually lets you directly control what happens when a debuff is applied on an enemy
h
hang on, what was that second part
you heard me
It's a shame melee is bootleg mage
and GlobalBuff actually lets you directly control what happens when a debuff is applied on an enemy
you went digging around debuffs the other day but never clarified what the issue ended up being
I'm pretty sure I did
also yes, crabbo
well, you said that globalbuff bad, but not how/why it would interfere with just boosting some stats
GlobalBuff has very few hooks compared to the other Global TML classes, and none of those hooks allow for direct manipulation of a debuff's effect
Tbf like
can't access source myself because mac memes ;;
tl;dr GlobalBuff currently doesn't have a way to directly change a debuff's effect
which is infuriating because I entirely support a debuff rework
but
There is no other class besides ranged
why
:ech:
hell, I'd like to pull one off myself
but it's just not feasible without some insane code trickery or a LOT of copy debuffs and a lot of OnHit overrides, due to how little is available in that department currently
backing up though
how the fuck do you put a debuff in
without being able to change the numbers once it's there
not even a zero or two on damage values?
that's a separate thing
ModBuff is different from GlobalBuff
it's complicated
but tl;dr we can't override the vanilla functions of debuffs
because of how it works currently
we can only add to them
im tempted to post the melee rework suggestion rn and just edit it as it develops further but that would probably make it less appealing in general
don't post it until it's developed fully
yeah
i dont wanna list too many specific examples, because i dont want it to seem like im just saying "change these ones specifically" or anything, but i more want to just give a general example of how it could be executed
I mean we've been staring down the barrel of a very good example already
the entire Biome Blade line
yeah that's a fair point

I'm not specifically against swords firing projectiles but I think the big thing of it is
Calamity swords fire projectiles on every swing
whereas vanilla swords actually have a cooldown on their projectiles
the most notable examples are the Ice Blade and Enchanted Sword, two rather common things to hunt down pre-boss in the vanilla game
they even have a helpful little "blip!" sound when they're ready to fire again
I'm discounting Meowmere and Star Wrath for the purpose of the prompt because they didn't need a cooldown on their projectiles
as they are, in the base game, balanced around ML's drops being the best of the best
Yeah projectiles on every swing also just seems like, you basically have a mage weapon that you dont need to spend mana on
which i guess would also prob be the main reason people would oppose such a rework, since it's placing a cost on utilizing a weapon which previously had none
and also possibly messing with like class builds and such
I personally would love that or at least implement some way to make melee weapons shooting things less prevalent
i sleep but @ me when discussions get good so i can read the chat backlogs in the morning
3am be like

On the plus side, any given comedy bit I watch or see sends me into fits of giggles, so that's something
92 stars in 18 hours, nice
i guess an issue with reworking the biome blade line in particular would be having the aotc be a combination of a melee and non-melee weapon into only one or the other
Apotheosis
fair point
literally combines half the Devourer's drops and Cosmic freaking Discharge into a mage weapon
yeah
also, Ele Axe coming from a line of axe upgrades --- which are predominantly melee in nature
yeah i suppose its far from unheard of
Do you think the getting rid of melee bloat and adding to other classes thing is good enough of a reason?
Tbf Apotheosis’ dog drop components are just there for theming tbh
Same for things like Kelvin Catalyst and Never Getting a Buff
well yeah but regardless of reasoning its still combining weapons of varied classes into a weapon for a single class
which is what would happen if the biome blade line were altered to be not melee
and elemental axe is still a wacky thing in general
So, the elemental shiv suggestion, maybe a cosmic schortchword would be a nice addition
the shortswords die out once you beat Doggo, and I think they are pretty fun to use
I'm sure it can be done
It can probably be done and since it's a small handful of enemies doing it for each one individually probably wouldnt be too difficult assuming it can be done at all
would it have to be a special function of some sort?
since spelunker affecting enemies is not a vanilla thing afaik
I guess my patron item really will be used it seems
Being able to see the fire-tornados would be a nice QoL Change
thats what i thought.
The reason could be a bit more fleshed out
You could mention how it'd be easier for players to judge how close they are to running into the borders without actually needing to be next to them
yeah probably should...
(also everyone refers to those as rainbow tornados or border tornados)
(or if you wanna be correct about it, infernadoes)
(right)
not how I wouldve done the suggestion but it's valid I suppose.
oh dear
@mighty jewel class suggestions aren’t allowed, read the suggestion don’ts doc
don’t type in separate messages in suggestions too please
discuss your suggestions here next time
:/
@zenith hazelok
Add a new class true melee(just like rogue), I suggest having new feature when wearing true melee set to make the user more Tanky and damaging but have the bonuses removed if the player switches/attacks with a non true melee weapon and having a damage penalty to them as well, maybe 75% to non melee weapons and 50% non true melee melee weapons.my reason for this is that terraria has left a hole for true melee fans/users just like throwing and since calamity added rogue I don't see why not support true melee players, this is because more often than not, true melee players need to take damage while dealing damage and thus there must be some special effects to compensate for having to get hit more often, look at crabBar's true melee playthrough and you will know what i mean, he had to use jam to kill a boss(yharon) lol
that’s still a class suggestion
Where do I post this sorry, I'm still new here
True melee is already a concept in the mod
boosted by stuff like DoG's lore item and Fungal Symbiote
How would true melee even really be viable for scal-
If you want True Melee to be expanded, don't suggest that it be a whole new class
also you should look at the suggestion “don’t”s doc in pins to know what not to post next time
Yeah ^
@hollow shell but it doesn't help where you need to be at dangerously close range to yharon and dog to do DMG where more than often you get hit which may injure/kill The player
@hollow shellok
Is general talk ok?
No this is the right place to discuss your suggestion
as indicated by the channel name :P
Lol,but I can't suggest a class🤔
Isn’t teratoma sold after the perfs already...?
You cannot.
Or after hive mind
Because that's a lot of effort to Calamity to undertake and it likely won't happen because of a community suggestion
hence why it was disallowed
because tbh it's a waste of time to suggest
suggesting an entire new sub-class or class would put a lot of strain and work onto developers as they'd have to cater for that whole new section of content
See also: Throwing class
I want to discuss adding something that would make true melee viable in some way
but its a little unrealistic
I mean yes i'd like to get close to a boss without instant death but its not a priority right now
so i'll just settle for shield bonking
If your concern is that true melee is too risky cuz you get so close to the boss
Then you can suggest that we add some defensive equipment specifically suited for true melee somehow, and describe your reasoning
Don't need to be specific on exactly what that equipment would be
just gotta suggest we add something
I was thinking along the lines of a dash or an expansion to shield bonking to make it slightly easier
@hollow shellthat will do if that works
oh yeah SubZero, there's not much need to ping people who are already looking in the channel you're in as well, they'll see your message
generally pings only used for if something important is needed to be looked at if they're away/offline
Yeah you can just say the name of the person instead of @ing them if you're mid-convo, and you wanna make sure your message is directed to the right person
Yeah i’ve seen you unnecessarily pinging everyone you’re talking to
(They only started really talking here a few days ago)
I don--
No one saw that
What
it's not ready yet
Understandable
Am I just salty, or was Cryogen's teleport phase accidentally buffed too much? If any boss needed a buff, it was him, but compared to the rest of the fight, it's incredibly difficult to dodge now. The faster teleports mean less time between ice blasts, so the screen gets covered very quickly. I was going to propose lessening the amount of projectiles, but I want to make sure it's not just me.
Honestly though, I never enjoyed cryogen having that many projectiles
Teleports in general are a bit wonky after the new update.
At least they added an indicator for skeletron iirc
Tbh i've also felt like the teleport hell along with the projs you need specific movement to dodge is kinda wonky
Turns out they needed a bit more polish across every boss that teleported and not just a few.
So you may or may not struggle with skeletron, cryogen, signus and the like.
Honestly this sugg couldn't hurt
Tbh the only problem the Mini Scourges pose is adren interrupting
They die within the first 30ish seconds with proper gear as well
I don't find them a problem at all just don't get hit lol but perhaps for consistency yeah
I mean an icon for both of them would help somewhat... Cuz for some reason they spawn most of the time from the higher platforms and surprise attack from above when you spawn DS on a tall platform
oh, I would love to have an

Understandable
Because
No
c) mod doesn't like wasting effort on useless vanity items due to time consumption memes in the shadow of draedon
-Specific stats
-Specific item

But seriously overall its not necessary
bruh
Specific item momentum
That.
they literally have one
Eidolic megaphone smh my head

That mod there adds an Eidolon pet
so to compile the last one minute of responses:
Couldve just linked to #other-discords
you should draft your suggs here before actually posting them most of the time
now you've sent mod notifs off smh
thats unrealistic add

But the eidolon wyrm is pretty much the ghost leviathan but little different
oh my god you actually said ghost leviathan
I thought it was an cool idea

No
bruh,..,
What
Ok but overall its not a necessary thing and the devs have higher priorities at the moment
a) why
b) calamity's vanities
c) mod doesn't like wasting effort on useless vanity items due to time consumption memes in the shadow of draedon
d) specific suggestion
e) reference for its own sake
f) consult before post
anything i missed?
At this point im just going to delete it since it's a specific item suggestions that is just there for a reference
Mm..
isn't it already getting nerfed? or did i get that wrong.
I am unsure I am new here
Well it would be a good idea to check here first
before posting it in #suggestions-voting
Probably but still bloody op item XD
getting
Already was I believe
yes
really?
It already was
yeet
im surprised
1.4.2.105
This update.
the homing projectiles were cut down to 50% of their damage
the lingering projectiles were nerfed
I see.
Lingering stars do heaps of damage still
anyway yes, hard agree
I update my mods every time I log in
it isn't on the mod browser
From the browser?
I know
Also its already rev+ exclusive isn't it
Half of 6k dps is still 3k
and that's not including buzzsaw memes
its viable for clone and almost further?
rev exclusive with lots of farming yes
wait was buzzsaw killed

buzzsaw was kill yes
and if it gets nerfed theres a chance people wont make it anymore
You can Zerg pot nail a bunch of enemies then spawn a boss and still have a huge damage start
a weapon needs to be worth the farming required for it
on that note why don't we buff apotheosis
it's infuriating enough to farm out the Cryo Stone once for the Heart of the Elements
At this point i think its fine
Doesn’t take that long to farm for at all
🤔
you have never experienced the hell of RNJesus refusing to give you the Cryo Stone then

I have
or any stone for that matter iirc
btw, why do the most of the materials for HotE have 10% drop chances, but feel like it's more near to 1%?
If it carried you through every other mech boss and had some use against clone then it'd be fine.
is this confirmed to not be a bug? (???)
consider that with Kelv Cat you effectively need the Stone twice since you're also likely to use it for the HotE
But last I checked you could use the thing to deus.
I was able to farm cryogen almost immediately in hard mode (deathmode)
and that the weapon is Revengeance exclusive due to requiring two Frost Flares
overall, it requires a fair bit of farming
I must just lose track of time then lol 😂
Farming the easiest HM boss isn't exactly hard.
I know what I was trying to say
Neither is farming Destroyer if you have anything worth its salt against multi-segment bosses.

Destroyer on expert mode :0
I just don’t like the idea of the kelvin being stronger than post-planter rogue items
Especially for a weapon you can get almost immediately in hardmode
Phone is gonna die F
actually that reminds me
f
Kelvin has a learning curve those weapons don't, however the time it takes to reach plantera means you should know how to use it.
i was walled by mech bosses for weeks, just updated my game, crafted kelvin catalyst, and beat them all first or second try
a Rev-locked weapon that takes a fair bit of farming to obtain from a certain mech-tier is viable up until Clone, yes
well when you put it that way
none of the other weapons i crafted with hallowed bars even seem close to as good as it
:/
its still not that much different
unless you happen to be playing in expert or normal
It is still a very strong weapon, I was stuck on DM Prime because I didn’t know his last changes kelvin made the process easy
reminds you a lot of another weapon with similar requirements, doesn't it
Dunno
What weapon shall this be
SHPC
Fire fixes things
I was gonna say cosmic discharge
Burn it
the only drop from the Mechs worth its salt
but yeah that too
does kelvin need to die again? 
I was gonna say
it's the legendary Destroyer drop
I will personally kill it
and it has about the same viability streak as Kelvin Catalyst
Please do.

Maybe make it a super rare drop 😐 it is a cool weapon just a tad op for how easy it is to get
honestly, I'd be cool with Kelv Cat being a leg drop
I was honestly thinking legend cryo drop
which would kind of give it an excuse to be that powerful..?
We'd need to ask the patreon for that
2% battery
oh yes that.
given there's precedent for leg drops starting to exist around mech tier and--
oh yeah
Kelv Cat is a patron wep

Balancing conflicting with the patreon sounds confusing
I feel like balance should override patron but idk
I mean in the end
Oh it is
I'm mostly talking about removing the recipe
its the players choice to USE kelvin
hm
I guess we'll have to hold off on those kinds of changes
Bumble do you know many players who will come across an op weapon and not use it?
Balance comes first and foremost, the recipe, while yes is part of the balance, and the weapon itself should be stronger because of it, but it shouldn’t be getting kill times that are 60% lower
And how many people do you know
I can tell you right now that a good chunk of people, if they're anything like me, will stick with a weapon not because it's powerful but because they like how it looks
and a fair few things at mech tier start looking a bit cooler than Kelv Cat, tbf
or, better yet, at Clone tier+
Just one more thing I’d like to clarify, are you on the latest patch while using kelvin?
which if you ask me is about where the weapon should start to fall off
Yes
I'd propose making it a legend drop, but for now i think its mostly fine the way it is
I update mods asap
and you downloaded the latest version from #mod-downloads, correct
Yaw
We can't just change the recipe without asking the patreon, but rebalancing it is fine
Kelvin becoming a 🦵 drop sounds alright considering that legendaries are p much just nostalgia content atm
Would give them smth new
I mean when a weapon is viable for multiple bosses

sounds like a leg drop to me
can someone explain to me again what Vesuvius is supposed to do/be
Phone gonna die have a good conversation guys
@sand umbra be good when you cheat it in prehm
🕺
I was under the impression that kelvin was alright after this update dropped but if it’s not then mmmm

whatever, if it still needs adjustment then it’ll get adjustment
Vesuvius is great if you’re playing masorev
And honestly it’s just as busted as it is because it’s bootleg Celestus
figures..
summons 8 ice shards every time it hits something
those ice shards then home in on whatever unfortunate sap looks at them funny
Celestus blades home too
Wait do they
But they’re fast so you don’t see it
celestus is speedy mcfastfuck
It’s basically a hardmode celestus
Kelv Cat is slower and the ice shards wait a moment before homing in
The wait is the learning curve.
the actual boomerang doesn’t home I’m pretty sure, just the shards
It is only the shards
Nerf that to a nice 3-4s and see if it's still as broken
that's what I said 
And I’ll check it myself on the test version on every fucking boss if I have to just go get people to shut up about it 
this is like

opposite Oblit momentum
But when you are able to hit multiple enemies and line the up pretty high dps
Kelvin vs deus, try it.
instead of nobody shutting up about it being trash, nobody's shutting up about it being awesome

also, with all deus respect
Deuces isn't exactly a great example
because Deuces dies in a flat minute to quite literally everything that can pierce in the first place
Dues is easy with it so much crap to hit
Suggestion: Unwormify AD
It also does work on ravager and golem
grand guardian memes

10% damage
Has good synergy with bulky hitbox girl.
if you say it does work on LC I'm going to slap you
It works on LC 
it's not because Kelv Cat shouldn't work by that point, mind you
it's because LC dies in 2 seconds to everything, period

kelv cat shouldn't work by that point
It has some really good synergy with plantera phase 2
we killed lc with prismalline i'm pretty fucking sure kelv can do better

precisely my point
Deuces is too vulnerable to piercing and LC is the squishiest fuck in the world
so naturally, things that should not work by any means suddenly become viable
Duke is sadly too fast
doesn't mean it's not a decent weapon, though
again, it slapps ravager into the fucking sun
and golem, plantera, leviathan, aureus maybe
aureus is fat
why is it so hard
aureus? hard?
reduce ice shards to 4, problem solved
to be fair we had double hp

sorry I can't hear you over the P90 actually functioning now that its damage is beefed up a bunch
remove ice shards



Remove kelvin
nano summon when
wasn’t kelvin already nerfed as heck anyway?
apparently not enough
Supposedly
👀

is it time for research project momentum
who wants to do the actual testing
Tbh reducing the amount of ice shards doesn't sound bad
I’ll figure that out for myself
dps testing time iirc
do I need to use my big brain to compute how viable this thing is for like everything
thomas just make sure shucks isn't here to tell you you're fighting the boss wrong
in Hardmode
i mean, maybe I'm just a god at using kelvin
but that thing is big good
brb giving myself beta tester
Brav you have test access anyway smh
how can you screw that up
thomas
And we’ll need the help coming soon anyway 
I probably should ask Fab some time soon anyway
hey I can do that 
Rogue is fun 😄
it is time for research project hours
here we go again
imagine being good
eah
Lol ok
Kelvin research
this post was made by 1500 calamity hours and still d-tier player

Also fun fact about the kelvin, I tend to suck at getting adrenaline yet I am still charging on with ease (Deathmode)
okay yeah I fail to see how this thing is OP
or at least, compared to previous Kelv Cat, anyway
seems to be considerably less powerful than other options for Clone
about 3 and a half minutes on Clone

I'm confident that's half me being bad at aiming against two Speedy McFastFuck brothers and half the weapon starting to fall off
Yeah lets not make an epic weapon obsolete
3 and a half minutes is barely below average/intended kill times so yeah, dont see it as being that op
what about mechs?
That it kills other bosses after clone with decency, sure, but so could stuff like brimblade but you never see people ask for a nerf
brimblade good tbh
what about mechs?
https://docs.google.com/document/d/1E_XFKYoBub6AZH8udZlP2VR1qy8XeS3TVE-GYoSpdVg/edit?usp=sharing
I think I'll let the numbers talk for me here
tl;dr AS and Desu don't fucking exist, everybody else has pretty reasonable times given what the weapon is
average gear right?
yeet
because 30 second kills on both dest and AS seems... how do I say it... overkill
Its a piercing boomerang that spawns projectiles every hit, what did you expect
yeah but with average gear and that low of times, wouldn’t that be too much?
If its nerfed more it may end up like old apoth





