#suggestions-discussion
1 messages · Page 712 of 1
Please don't compare yourself to these greats
sorry
I'll come back here when I have another idea
Hopefully its more feasible, but probably won't be
I usually know when my ideas will get rejected and for what reasons
but i share them anyway, because my assumptions just might be wrong sometimes
It’s good to troubleshoot and ask what works and what doesn’t
although they are not allowed to be suggested, people are allowed to discuss ideas for specific items, or at least giving certain tiers more of a certain class/subclass
@tiny agate the correct price would be 50 copper actually
If you make the math
I can change it real quick
Any other item you know of that has this problem
That isnt artic arrows, terra arrows or ice stars
Cuz i changed those already
No, I had just noticed recently how rot/tooth balls how those have a high price and how it could be easily exploited
I'd recommend looking at the consumable throwing weapons
Yeah that sounds like a good idea
Im gonna make rot balls 50 copper too cuz fucken vanilla inconsistencies
Its 8 more copper than what it should but i rather prefer consistency
Yeah
What if Warding was made useful by making it +4% defense instead of +4 defense? 
Im pretty sure you can reach well over 200
in late-game you rather commonly have over 100 defense
But thats only late game
So its a nerf on early game yes
And that's when you get slapped for 800 as well so defense becomes eh
I was thinking of a way to make warding actually comparable to menacing throughout the game
So its a nerf on early game yes
early-game is already the only point in the game where Warding is helpful in the first place
how about +4 defense and +4% defense

two birds in one stone
to make it a percentage boost alone would kill it off
Or 4% DR instead of 1%
dr cap and op early-midgame
pick one
you're already approaching the cap with worm scarf and full warding in that case with 30% out of the 33% cap

So if 4% DR is too powerful and 4% defense is too weak, there has to be something inbetween thats balanced
2% dr 2% defense 
4 defense + 4% defense I tell ya
2% dr?
DR doesn't really do much early-game in the first place because nothing outside of sometimes Rev+ bosses hits hard enough for DR to make a noticeable difference
h
yea 2% DR 2% Defense sounds good
Btw dr hard softcap gets reworked in new update

yea you're taking 240 damage instead of 300 damage from a death mode DS head
imagine getting hit by ds head
So, should I make the suggestion for 2% dr and 2% def?
no that's rev 
Deathmode
20 / 72 / 90 / 259
thinkies

Increase the DR cap if you are gonna suggest such a change
DR cap is changing next update
Oh, what is it changing to
scales now
The soft cap is changing into a diminishing return scale
it's overall going to be more effective rather than just being a meme later on

will be less effective at lower numbers, but more effective at higher numbers
compared to current DR
Im just trying to make a full warding playthrough just as effective as a full menacing playthrough
Okay sooooo
Is there a reason Maneater Bulbs and Trapper Bulbs have different drop chances
Idk
Trappers have stronger jaws, and they normally end up biting and breaking their own bulbs troughout their lifespan
(I dont know either)
trappers tend to be explodier when they die
Well its simple, by the time you need to use both or either, whats easier to kill?
The only reason i see maneater bulbs getting the better drop chance is because they become rarer in hardmode due to angry trappers existing
And even then you can probably just farm the jungle late prehm to stock up beforehand
Well i dont think anyone would like if they got screwed over by not doing that beforehand
Or just remove the inbetween wave timer/buffer
Aka one of the main reasons why this event is boring
i'm pretty sure all the drops are actually really solid
it's just that the event sucks
bane is the only strong one though
Yeah but they're cool so idc
ranger blows the curve as per usual
aerial bane is literally more broken than most clam weapons for that matter actually
Don't forget infernal brand memes
boti is ogre drop, earlier tier
brand of inferno is an undertuned meme strat imo
Psycho knife as well
and yes it is in fact a meme strat not just out of the bag gamebreaking like bane is
Brand of the Inferno also isn't a weapon, just a buff station 
(btw gotta spoil it for you, both Flying Dragon and Sky Dragon Fury are
)
Betsy's Wrath just, exists
betsy's wrath is immune to being good
Can't say it's too bad but the general debuff is resisted by the world
betsys wrath actually p alright imo
Ichor 2
aside from half of everything resisting its debuff it's an alright weapon, yeah
too bad its stuck in the limbo between "not quite good enough to use on its own" and "not quite enough debuff duration/vulnerable enemies to use like golden shower"
Reminds me of cursed flames book a bit
Isn’t betsy’s curse just a better ichor that isn’t relevant because ichor must solely remain the only relevant debuff
:echthink:
it's not relevant because too many things are immune to it
It's not relevant in vanilla because like 3.5 enemies actually suffer more from BC than from Ichor
Duke, ML, paladin, some random crap
No
betsy curse is also harder to apply (hi ichor flask)
But ooa stuff boosts sentries
all we want is the random weapons literally nobody uses to get buffed
golden shower is really fast to switch to, fire, and switch back but betsys wrath has piss use time
you could have deduced that by reading the convo
Drops do not include buyable stuff tho?
and ^
And sentries with armor are exactly what is bought
Oh ... Right you buy the armors
and the sentries
But I agree it should be more clear
so what we need to do is buff valhalla knight chestplate to +40 regen 
As you can see i didnt touch ooa ever
Who does tbh 
exactly
Just a list of weapons will go, there are only 8
that's why buff ooa drops hueh
The buyable stuff are pretty fucken strong
The actual drops, i think only aerial bane and betsy wings are something to look for
But the issue is more of the event tbh
^
I mean, yes, but fixing the event itself is far more effort
Generic mobs, a few minibosses per se, and let’s not forget
The issue also comes from the fact theres literally no indicator to know OOA got a buff post golem
So a lot of people dont know it even exists
(tavernkeep's shop)
The ungodly long buffer between each wave because you have to be more prepared for even more generic mobs :)))))
But nobody looks there so
Yeah but who checks taver-yeah
Oh boy
Its like, we have this entire event and we didnt bother notifying you
To the latest suggestion, I say make burnout on death much more punishing
And even if you did find the event it’s so tedious and boring with so little reward early on that there’s barely any incentive to do it again
Yeah
Also, afaik burnout already kills death adren if it goes totally stale
So buffing that more is asking for death adren to end up doing literally nothing if it goes stale

Ah well
Ah yes ping devs when one is here 
Lemme go check smth real quick
Shucks- ah forget it
burnout to 165% on death
Yeah no
I can accept removing burnout on rev but not buffing it on death
Masodeath already exists

Geez Chill out It's a SUGGESTION

THAT'S WHY ITS CALLED THAT
calm down
They just called my idea trash just for no reason
That's why it's called a suggestion
critiquing a suggestion doesn't mean it's trash though?
Look up
suggestions are taken seriously here, that's why people are critiquing it
"Serious"
"Masodeath is ass so no"
"Serious"
i've already told you to calm down
Just saying, how is that "serious"
some people are more mature than others
Still consider the fact that 1) This does not improve the mod in any way whatsoever, 2) Fargo server doesn’t have a very good opinion of Calamity and 3) Death isn’t a good mode anyways
now, there really isn't much of a reason behind your suggestion, also ^
I was gonna say it in this channel
say what?
https://docs.google.com/spreadsheets/d/1oAG_0bEtc3zy2u6nvzG54lu-KenPONhATvgRlFl9rFs/edit?usp=sharing
I made this...
This suggestion more or less sounds like “I want muh difficulty and suffering so combine two mods that have difficulty modes”
Some people out there want challenge
Death mode is more or less there for people who pretty much just want to flex
Death isn’t a good mode anyways
hm?
And the spreadsheet is just showing what tit would be like
there is already some fargo-calamity connections
squints in defiled shroom death nohits
It’s mostly just added difficulty on top of significant changes added in rev
there still isn't a reasoning behind your suggestion
if you have one, add it to your suggestion by editing it in
My reasoning is so that we can have a harder challenge and maybe some fun
I hate having fun in video games
So that some viewers can watch their favorite YTers try to defeat the challenge
Wait who loves fun in video games?
so the point is to create a mode for content creators?
i'm not sure that I'm following
Yeah, and as I've clearly been saying, for everyone to have a harder challenge and more contemt
content*
so you created a suggestion to make content creators suffer?
you're not being clear here, also once again I told you to be calm
I've clearly been saying it's for a harder challenge for everyone
I've been saying that the whole time
then edit that into your suggestion
imo playing with masomode and death on is already a good way to achieve what you want, and a better way for the mods to integrate if such a thing were to happen would be for the mods to spread their already existing mechanics to the enemies and bosses of the other mods instead of making all new mechanics to accompany it
Terry’s mostly in charge of masorev/death compatibility anyways so
it’s basically already in existence
everyone on the fargo's community either is or pretends to be strongly anti calamity
mostly pretenders
how?
like almost everyone there pretends they hate calamity
only on that actual server tho
calamity bad
calamity bad
im anti calamity because of melee bloat and summoner starve
it's kinda past its prime by a few months
i've considered my answer and that answer is no
Not really a fan of this
you fool, you don't know how fast i read
especially considering all of the other priorities we have
Or the fact not even terry wants to go beyond what we have for compatibility
i draw the line at making both mods' ai changes work
if it’s just a flat no i may as well remove the stars
Also thats very much a specific suggestion
And if you look closely a specific item suggestion
Lordbidoof, there are 10000 people online and about 5 people said something
@ashen warren nice
in fact, it's barely 200/40k that exist here
Just accept it
:gringe:
@ashen warren smh we had already managed doing that
balls? smalls
Wat is happening lol
hell
I'd just say that the additional difficulty is better formed by the player than by modes like that, especially a collaboration between both hard modes with different approaches
yes, but terry gave it a no and he effectively co owns fargos
just accept the fact that your suggestion sucks
5/10000
you may leave now
I just think if something like a collaboration between fargo's and calamity was gonna happen it would involve masomode giving effects to calamity bosses, which even then I don't think terry has much of an interest in doing
I think it's not 5 anymore

Idek if hes just trolling or what 
I see at least 8, actually
i guess even if fabsol came down and directly said no, that doesnt matter because he's also only 1/10000, need the other 9999 lurkers to speak up first
😔
Alright anyway we don't need another mode in this mod, and basically everyone here's been against this suggestion (alond with it having its reactions removed), we can move on now
Mhm

greetings compadre

Hello farg
wilta
OWO ?
Surprised that we attracted so many know people with one suggestion
Including both of the meme men themselves
insane/misery mode would be cool to see just because of more difficulty
:echthink:
Or we could just fix deathmode
Anyway yes, no need to go back to this subject

oh good 😂
honestly for more difficulty couldn't there be something like damage being changeable in the funny txt for editing boss health and lethal lava n'd stuff?
That was a sugg in #suggs but it didn’t get anywhere iirc
ye i'm not surprised
the amount of difficulty options avaliable both with the standalone mod and by mixing them is ridiculous
I mean tbh you shouldn’t really play mods with extensive content together
Funny stats increase txt mod????
If people want cross content, that’s up to the devs on both sides
Cross compat is already hell itself just with enchants exploding every update
Imagine a whole mod variant to keep track of

imagine modding
Imagine finishing stream @worthy raptor
touche
I think that the consensus of that dmg thing just ended like "whats the point if amping it a bit may get you instakilled already and that condition, why not just use armageddon"
Pretty much nothing really challenging nor fun, just make you die faster
chlorophyte bullets
lag

I get a shit ton more lag out of terra bullets than chlorophyte ngl
do you have dust set to minimum?
the thing of it is that Chlorophyte Bullets shit out a retarded amount of dust without specifically setting the relevant graphics option lower
shouldn't need to reduce the overall quality of the game just to not lag
h
isn't this the whole point of shrine items
although I can totally see it being more for consistency with Jungle Shrines
multiple of these can spawn per world, easily
Yeah, that could speed up the process if I didn't have to dig through the entire Desert
and in some cases the shrines dont even generate
They don't ?
Relatable
used cheats afterward, and still nothing
change chloro bullets to having a much less laggy but equally cool afterimage trail iirc
The desert shrine doesn’t generate in small worlds
Crystyl crusher alt fire just destroyed part of my castle, however I think people have already complained about crystyl crusher alt fire being too dangerous, should I just not post a suggestion about this?
Don’t post
Ok
i thought luxor was one of the easiest to find
Hey
maybe instead of having more shrines spawn, it could be an extremely rare fishing drop?
So I just found out that eidolists can spawn as soon as you enter hardmode, and according to the wiki they can drop the eidolon tablet whenever, even if you haven’t killed golem or something
That's the point of them yes
Couldn’t someone summon the celestial pillars pre mech bosses?
Isn’t that a bit game breaking?
Try beating them pre-mech
calamity is anti linearity
Not that easy as you might think
you can do cultist pre mechs but it's not very feasible
golem as the first hm boss and then cultist is god though
You're free to try to kill LC as your first Hardmode boss
You can also skip the Mechs and fight Plantera, or skip Plantera and fight Golem
Shouldn’t it only drop eidolon tablets like post plantera if ectoplasm only drops post plantera? What if someone who didn’t know what the item did used it and they were stuck with celestial towers at the start of hardmode?
Also should mention that suggestions about the non-linearity changes are banned
Oh
people don't accidentally kill cultist pre mechs
If someone didn't know what it does, they're not beating Lunatic Cultist
and again, people also don't accidentally wander into the dungeon in hardmode but pre plant
I keep on forgetting about the cultist part
yeah if you summon cultist you know what youre getting into lol
I don't see anyone beating cultist but being stuck on pillars
You literally, just, kill 100/150 mobs of your class pillar and get a weapon
^
for some reason my brain keeps on telling me that it just summons pillars and skips cultist
I thought I was an idiot but I didn’t know I was this retarded holy crap
Calamitas Boss rework
Of course, after attempting to alleviate the plight of players who get a zombie-pigmanlike swarm of starborne worms trying to dissect them for anatomy class, why would I not go on a revamp of Clonelamitas? The boss is clearly just a reworked Retinazer, and its concept isn't very original as a result. Given that in the lore, the clones of Calamitas were made in her style(albeit lesser forms anyway), I felt it would be time to rework the fight a bit.
Phase I(100-75%)
Clonelamitas spawns into the world. Instead of being a blatant Retinazer clone, she will have two different attacks: a brimstone fireball that slows down over time and can travel through blocks, and a slow brimstone bomb that slows down and eventually explodes into mini Brimstone Darts if it hits a block/after 5 seconds(like the Scal fight). During this phase, she has moderate defense.
Phase II(75-50%)
At this phase, Cloney becomes 'enraged', much like the current fight. She gains some defense and her brimstone fireballs can explode upon hitting the player, At 70%, she summons a Catastrophe. Catastrophe has the ability to shoot homing missiles at the player, and will typically remain a bit further from the player than Calamitas.
Phase III(50-30%)
Upon reaching 50% health, Calamitas will summon the ring of Soul Seekers. Soul Seekers will summon Life Seekers every so often. Life Seekers, much like their name, will track down the player - upon damaging the player, Calamitas will gain a little bit of health back. When she reaches 40% health, she will summon Cataclysm. Cataclysm stays a bit closer to the player than Calamitas, and will summon Brimstone Hellblasts(like the ones in the Scal fight, but nerfed) that slowly accelerate over time.
Phase IV(30-0% health)
Upon reaching 30% health, Calamitas will move a bit faster and periodically charge at the player. When she reaches 20% health, she will ressurect both of her brothers as well as 5 Life Seekers. She will summon 10 Life Seekers upon reaching 10% health, and her projectiles are fired a bit faster. This continues until she is killed.
Expert mode: Calamitas gains 50% DR when her brothers or Soul Seekers are alive.
Revengeance: She attacks more aggressively and is invincible during the brother/soul seeker phases.
Death: Calamitas' slow brimstone bombs summon more projectiles upon exploding. Life seekers will heal her faster, and homing projectiles home a bit better.
pls tell me if the wiki's description of the bossfight is outdated 
I realize you've submitted suggestions like these before
however
that doesn't stop it from being incredibly specific
(to be honest your Astrum Deus suggestion could have been much more compressed
like "Have smaller groups of worms spawn at points in the main worm's health instead of all at once, similar to the Perforators, to reduce lag, etc")
Do you think you could sum up the kind of changes you're looking for in Calamitas?
fair
- Rework her attacks to be less Retinazer-like, and do the same for the brothers. Have some sort of inspiration frmo the Scal fight
- If it's not already a thing, have Clonelamitas' defense and attack speed increase with each phase.
- Have the life seekers actually heal the clone, come on its in their name.

- Make the brothers stay closer/further from the player than the clone does.
things I'd like to see changed about Clonamitas:
- make phase 1 not bootleg Retinazer maybe
- make Catastrophe not an asshole a.k.a. don't have him spawn during seekers (I made a suggestion based around this fact the other day)
- make Cataclysm's fire breath not extend 5 miles away from Cataclysm himself
and that's about it
So should I post the list version tbh
yes
with the difficulty-based changes
yeah, i think its less specific and more consise
like it doesnt pass the character limit 
yes
part of the reason specific item suggestions died was also to avoid huge formatted out things that blot out the sun and everything under it
ahok
aka condense it down to occupy as few rows as possible™
lol
nu
realistically speaking the best way to get views, and therefore stars, is to be as concise as possible so it's always in your best interest
Alternatively people see a lot of words and go "ooo this sure is well-thought-out, it's probably good" and star it
Lol
yeah but that also blots out other suggestions which is the coroporate way of doing things
But if it's an entire dissertation then it's probs not good
I thought the best way to get views was to be funny while still getting to the point
and also bolding important shit
yeah I'm not sure if there's any reason why suggestions should take up multiple messages due to character limit anymore
if your suggestion is that long use a google doc
m
but, I dunno what could even go in a doc now
funny how I often did that starting out
and never got enough stars on my suggs until I stopped doing it

well yeah almost nobody reads docs
still beats taking up pages of suggestions with just one suggestion
generally as of recent, if a suggestion is long enough to warrant a doc then it shouldn't be posted in the first place imo
that's true but shh we're not trying to scare off the bad suggestions today
since either people aren't gonna read it or it's too complex and/or specific
Calamitas Boss rework
Of course, after attempting to alleviate the plight of players who get a zombie-pigmanlike swarm of starborne worms trying to dissect them for anatomy class, why would I not go on a revamp of Clonelamitas? The boss is clearly just a reworked Retinazer, and its concept isn't very original as a result. Given that in the lore, the clones of Calamitas were made in her style(albeit lesser forms anyway), I felt it would be time to rework the fight a bit. However, typing out entire PhD defense statements for a rework(like I did for AD) is entirely too lengthy, so I thought I'd summarize the changes I would like to see in a list, and include some difficulty based changes as well.
** - Rework her attacks to be less Retinazer-like, and do the same for the brothers**. Preferably some sort of inspiration from the Scal fight would be welcome, like how Scal has homing gigablast projectiles that explode into brimstone darts.
- If it's not already a thing, have Clonelamitas' defense and attack speed increase with each phase.
** - Have the life seekers actually heal the clone, come on its in their name.** What's the point of calling them life seekers if they don't even heal the clone?
** - Make the brothers stay closer/further from the player than the clone does.** This would probs add a bit more character to the fight, by having one brother be able to stay further/closer to the player. (It's also a thing in the Scal fight too.)
Expert mode: Calamitas gains 90% DR when her brothers or Soul Seekers are alive.
Revengeance: She attacks more aggressively and is invincible during the brother/soul seeker phases.
Death: Calamitas' attacks deal more damage and inflict Brimstone Flames for longer. Life seekers will heal her faster, and all homing projectiles can home in better.
is this better
oh no its still an essay 😔
you can probably just obliterate the first paragraph and put it into a summary at the end
fair
or just gut all the non bolded text and have your reasoning paragraph be condensed
Tbh i’d like it if Calamitas currently wasn’t just The Triplets
Calamitas Boss rework
** - Rework her attacks to be less Retinazer-like, and do the same for the brothers**. Preferably some sort of inspiration from the Scal fight would be welcome, like how Scal has homing gigablast projectiles that explode into brimstone darts.
- If it's not already a thing, have Clonelamitas' defense and attack speed increase with each phase.
** - Have the life seekers actually heal the clone, come on its in their name.** What's the point of calling them life seekers if they don't even heal the clone?
** - Make the brothers stay closer/further from the player than the clone does.** This would probs add a bit more character to the fight, by having one brother be able to stay further/closer to the player. (It's also a thing in the Scal fight too.)
Expert mode: Calamitas gains 90% DR when her brothers or Soul Seekers are alive.
Revengeance: She attacks more aggressively and is invincible during the brother/soul seeker phases.
Death: Calamitas' attacks deal more damage and inflict Brimstone Flames for longer. Life seekers will heal her faster, and all homing projectiles can home in better.
Of course, after attempting to alleviate the plight of players who get a zombie-pigmanlike swarm of starborne worms trying to dissect them for anatomy class, why would I not go on a revamp of Clonelamitas? The boss is clearly just a reworked Retinazer, and its concept isn't very original as a result. Given that in the lore, the clones of Calamitas were made as, well, clones, it doesn't make much sense that the clone has entirely different, out-of-whack attacks and AI from the real thing.
:WeirdFlex:
ok, imma post it
if you have any objections speak now or forever hold your peace 
i guess that means no objections then
no objects
Ye ig
and no ions
😳
so yes, no objections
P sure doppelcal hasn’t received any significant changes lately besides changing the phase switch
aside from post-Provi variant becoming more difficult in coming update, which we still don't know the implications of
the last major change to the Calamitas Clone was at least a few updates ago
harder postML phase 
and it was making there not be a billion brothers in the fight
And ye her fight is more or less just the Terraria fan idea of The Triplets
In concept
anywho I'm keeping all this in mind regardless of what happens
Woah, my enemy change suggestions have been noticed this time
Also the Clonelamitas changes sound nice, I’m not sure how current fight is but making it similar to S-Cal would be nice, so long as they both differ a little bit
What I was thinking of before making my Cal suggestion was a charge attack that fired projectiles in four directions while charging
Also, imagine if the brothers were more aggressive with their charges
Like low HP EoC
And what about an attack where Cal circles around the player, firing projectiles while doing so, and charging at the player at a random direction when the circling is finished?
not worth
@ashen warren have you tried it against AS and Desu

if not, I advise you to do so
and just against multi-segment or large bosses in general
Kelvin Catalyst given more than one opportunity to hit is pure, unadulterated 
real
hours with the Kek Catalyst
kelvin not worth
kelvin too op
im getting really mixed messages

Kelvin Catalyst is one of the few non-exo weapons that take a lot of grinding to make
Let's keep it that way
It's really good too, so the grind is worth it
the grind is absolutely worth imo
Kelvin Catalyst made early-hardmode melee good again
well, maybe not as low as I put it but still it's a really annoying grind for a weapon that you stop using in late/end-hardmode
:V
It's pretty much a weapon like apoth and drata in terms of recipe
Ever since Icebreaker became rogue, melee early-hardmode was incredibly bad
Then don't get the weapon
Which means that it's pretty cool
Pick another one
I really like kelvin tho
if the recipe gets lessened then kelvin gets the big boot 
Then endure the grind 
hm
If you nerf the recipe, the weapon just gets kicked back down to the same level as the other weapons
And melee becomes bad again
perhaps it could be a less painful but more demanding recipe progression-wise, without naming any specific materials on my part
wym?
you either get a massively viable but hard to obtain weapon or an easy to obtain but not so massively viable weapon
pick one
Most of early hardmode melee weapons are filler and as easy as a drop from a boss, enemy, or bought from permafrost for a few measly coins
fab usually has the thought of making a weapon stronger for its tier depending on how hard the grind/RNG gate is
Let's keep Kelvin special
for me, the RNG-locked weapons come as no problemare reasonable even if some don't have good luck
I have terminal RNGitis
Is there a 2nd requirement to have a suggestion sent to the devs other than 90 stars?
we have to do it manually
I’m late to this but Kelvin Catalyst is a donor wep so anything affecting it needs approval from the donor themselves iirc

Patron originally wanted Frozen Key in the recipe 

bruh face
Cryo drops frozen key so uh not that rare lol
20% chance anyways iirc
More than cryo stone so w/e 
It’s already happening next update iirc
this is happening next update, yes
Made my first suggestion, what do you all think of it?
ah
sorry, didn't know what you were replying to
since it's redundant I'll just delete it
imagine reading #changelogs and sending your suggestion here before posting it
what was the suggestion
Pretty sure that change wasn’t listed in changelogs tho
So I'm currently trying to rebuild the entire abyss to bring some more purpose to it and make a suggestion about it, so I put together a list of the things the abyss does very well and the things that are a bit lacking:
Pros:
- Amazing atmosphere, fits very well
- Great progression throughout the game, from the first exploration around Skeletron to the final adventures around Polterghast
- Difficulty in navigation. Some may see this as a downside, but it adds to the general feeling of the area
Cons: (Pretty much the borders)
- Border on side of abyss feels very unpolished and thrown in, doesn't even adjust to voidstone near the bottom
- Bottom border of abyss is literally a flat sheet of voidstone
- Bottom interior of abyss feels too rough and angular
- Layer 1 feels absolutely useless and is easily forgettable. Whenever I'm playing the game, I always think of the abyss as 3 layers and not 4 since the 1st layer is pretty much an empty nothing that just leads to the 2nd layer. Also it is sometimes massive on large worlds...
I'm trying to keep the good things about the abyss while adjusting the lacking things to make them better. I've already redone the borders, but I don't entirely know what I should do with the 1st layer. I want to make it more than just an empty layer with nothing in it, but still have it just be a lootless transition to the deeper sections. What do you guys think should be there?
imagine reading changelogs before telling someone to read changelogs
okay so actually
why is layer 1 completely irrelevant

literally one of my biggest issues with the Abyss
layer 1 ain't shit
make it possible for things to spawn in layer 1 and we good
I was thinking of changing the worldgen of layer 1 entirely
Since currently it's just an empty drop
So I started with filling the entire thing in
see, here's the biggest issue with the Abyss
and by extension, the Sulf Sea
there's like no room for them to flourish
because Terraria oceans are small as all mother fuck
a lot of the issues with both actually stem from that fact because they both directly rely on the Dungeon-side Ocean
Well I'm pretty much changing anything I can, so if you have any suggestions about the abyss, whether it requires increasing the side of the ocean drastically or not, I'd like to hear it
see here's the thing
I want to see how "cool" I can make it
unfortunately, it's not exactly something the devs can reasonably fix with the tools currently available
I'm aware of that, this is mainly just for fun
or at least, not within my realm of knowledge
And as a proof of concept for maybe in the future when they can take a few ideas here and there to improve it
if Journey's End adds fatter oceans I will back this wholeheartedly
the Abyss is near top dog on my list of Calamity biome favorites, second only to the Astral Infection
and even then, the Abyss feels the most complete of the...three? four? Calamity biomes
by an honestly pretty wide margin
Yea, the other 3 biomes lack a lot imo
They are really cool and I like the ideas, but you only really use them once in a playthrough, just for a few items or a boss, then never again
Yep
that makes it 3 others then, ye
Astral Infection is nice but still needs something more
The astral infection was a step in the right direction in terms of biomes, compared to the Astral meteor alone, but it still needs a little more
Brimstone Crags are 
and Sunken Sea is kinda just there for Amidias and Clam Crusher
I mean, I never got any suggestions to what I should do to my abyss 
I know the devs won't make the abyss look like mine, but I want to see how I myself can improve on it as a whole
Suggdisc time it is then
no
Give Plantera and Polterghast resistance to true melee weapons
As of today, both fights can be stalled at p1 very easily until adrenaline is ready, Plant can be decimated with either the SubShocker or the Fetid (no), and although the same thing could be done on Polter, the available weapons just won't cut it (no pun intended) before Polter noms you completely.
That would have been the case if it just hadn't happened for 2 of the 4 best armors for true memeing to be available around this stage, the first one being Tarragon armor, what's the set bonus you ask?, well, it's really simple, you gain extra life regen sometimes when hit, obviously this absolute unit of a set bonus will change the tide and trivialize the fight if you do the adren-build strategy (refer to: first paragraph).
It also kinda gives you 75% fucking DR on the press of a button, probably, i don't know.
But after you meme Polter one time, what's next? You obviously won't change armor to farm it since Tarragon is obviously the perfect armor for Polter.
Except for the fact Bloodflare's Blood Frenzy just, exists, giving you a decent a amount some fancy Damage Reduction (Dee arr) and guess what, extra melee stats.
TL;DR Read the whole thing you piece of sub-human true memelee
🚕vasion

okay so let's not make true melee even more irrelevant than it already is
yes? okay good
Polterghast is literally the last boss aside from maybe Cosmic Discharge or Mourningstar vs. Yharon where true melee is considerably relevant/viable
My other option was to just nerf Tarra and Bloodflare, but that came to your point
and for the latter there are infinitely safer options
hell, for Polter there are infinitely safer options than Stellar Striker or Holy Collider
Isnt true melee vs these two missing suicide?
As of now Plant and Polter are a 30ish seconds fight if you try it
You literally run into a barrage of projectiles or getting eaten
true melee in late-game as a whole has a tendency to be just taunting fate
What difficulty are we referring to here?
When I did Death Mode, they would both basically one shot me if I got too close, I can't imagine true melee would be good in any case
trying to do it on even just Expert is suicide
Hell nin said melee would suck vs new plantera until i reminded him floodtide exists
Add more items maybe for Post Polter Sunken Sea
sunken sea
Or Post ML
Sunken sea just needs an overhaul in general
I forgot to specify this is rev/ and mostly death in the sugg 
As true melee expert I can only say
to that suggestion
Trying to limit already subpar on most bosses class is kinda anticlimactic
And it's not like you can do that with no setup whatsoever either

But yeah


If youre taking rippers memes in the equation then uh...
SuperHot take: rippers should never be used as a baseline ever
Theres several other safer weapons that could do the same but a lil slower
Why cripple true melee of all things
because Rev rippers exist sorta and Death rippers are just a meme
and there's no point in limiting a variant of melee that is already pitifully subpar in most cases even further
Also remind what good true melee weapon is there for plant
fetid baghnakhs and mantis claws ig
mantis claws are post-pl0nt
You basically have to be inside of them for that tho
oh right
Yeah claws have -1 range
fucking peanut
Sub shocker mostly
all of the claw weps have virtually no range
I tested both a bit before drafting the sugg and i still feel like their fights are sex easy with this strat and Pre-[X] gear
Sub Sandwich Shocker just shits all over Plantera from what I remember
and I mean, with all due respect, Add
you do realize most people don't even bother with true melee in the first place, right
Specifically both fights, like true melee has a Mt. Everest sized spike in víability
because the point is that there are infinitely safer options
The whole point of true melee is hitting like a truck
Yes
it's the unfortunate truth of true melee as it is right now
the answer is taking the best from both, at least last time I played
One makes you survive the other is only good if you stack a crap ton of dmg
Only at the end sadly
ye
To be fair if you are able to survive other 80%, might as well
with all due respect
Not offended by any of this, no, i personally still stand by my point, but ofc i'm gonna receive the appropiate feedback
So in conclusion, should i bother to give it a shot?
And like if u kill smth so fast with true melee, then gg, you overbuffed yourself enough for that to happen
There is nothing inherently wrong with that suggestion, I'd have even agreed if it was some other class without the facetank part
So probably go for it
Will do, thanks everyone for the feedback
Idk true melee balance is very iffy
Almost every boss can die almost as quickly if you do it well
Removes Melee Damage
What
fun fact: melee is secretly also throwing
Ono
Redcode momentum
the devs added throwing as a fakeout
Could you make the TL;DR less snarky and rude?

Kay kay
Solar pillar is being changed for mining
When I figure it out I am going to create the biggest meme mod
That's astral infection 
Modified entrance into the abyss
it's astral infection
The problems I have with the abyss were the borders and the entrance, so I'm trying to fix both
Borders were EZ, entrance is really hard
Would love for layer 1 to be more interesting, but making a maze-like structure the entrance would make it really hard for the first visit and really annoying for future visits
Im trying to figure out what looks good and actually has a purpose for existance unlike the current layer 1 abyss
how is the entrance hard
Oxygen memes
I'm controversially neutral about that suggestion, which means no because coding nothingness is bleh
Wh
Why would you recall immediattely every time you enter
Yeah because not getting hit in a maze is even easier than in open space
arctic diving helmet
How do you guys think about this change I made as well?
that change i can accept
Well do you have any specific ideas for the first layer I could try? It seems like the general consensus is that the first layer is useless and needs something, but I can never get anyone to suggest anything
🤷 seems just about the same for me
Is there anything inherently wrong with the cone and slightly floating shrine in current worldgen?
first layer needs enemies
The floating shrine Im fine with, I just tried something new
The cone also isn't inherently bad, it's just the roughness and angularness of it I don't really like
It doesnt feel natural
This is suggestions not general talk or am I missing something
@karmic stone if a boss is too easy with a cheese strategy why would we help you?
This is "suggestion discussion"
I don't understand why you say help
My suggestion is abyss changing, and we are discussing it
Uhuh ok
Yea, the cone shape and floating shrine isn't too bad on it's own
Just the coded worldgen feels too off
I used the stall p1 argument as a rough example, this can be done in any normal battle if you get adrenaline and decide to use it on any viable true melee weapon, then let either Tarra's/BFlare's set bonuses do their work
Yes
This is because calamity tries VERY hard to make true melee viable whenever possible
Cause fab really likes it
A lot of the time it's only viable through cheese because bosses are extremely mobile projectile fountains
But I guess the idea is "This being viable with cheese is better than it not being viable at all"
I don't really agree with that since the set bonuses can be abused
Especially tarragon
I still feel like both fights are stupidly easy with only 30ish secs of dodging stuff and a few more secs of true adren, but i know where you're coming from
Well yeah if you gear up well and go straight into their face and use everything you got against them, while having tanky stuff, it would become stupidly easy
maybe nerf true Melee a little, but a big-nerf would make it harder to playthrough with than it already is
True melee was already nerfed a ton
yeah remember old holy collider
I miss times when I was able to have 500k dps on scal
and pre melee speed cap stellar striker
It was almost legit strategy due to being forced to stay in the middle to pull that off
(not completely because baghnakhs had 2000hp/s restoration)

But now the striker barely has 60-100k on regular targets 
Neither the dummies work in the fights
does it need a buff?
Probably not. I'm just missing the old one
(and there is no proper weapon for scal like I wanted for a good year now)

true melee working on scal would require some super fat long ass sword
or icicle that acts like a regular sword
It's pretty much edge case but at least there is sufficient damage source without being melted by scal face when she dashes
Fun fact: earth/animus damage is certainly not enough to make anything good out of her dash

just make a true melee blade that ignores DR
bros

not only do swords beyond a certain size not exactly animate correctly when swung
but to make a sword that big would be nothing short of completely impractical
just say it will look dumb, I don't think there would be many against that point
30 blocks long sword 
i finished true melee recently pls add
everything DoG and afterwards is just not fun anymore

Should just make the Dragon Pow a true melee weapon
There's a lot of true melee weapons that activate projectiles on hit like the dragon pow
but DP already fires them regardless iirc
and dragon pow wouldnt count as true melee
It still hurts mu mind that DP counts as true melee
it does?
no
Yeah fsr
but its a flail
it doesn't?
It does but as a bug
It benefits from true melee bonuses
oh
How is a flail true melee
I know whip flails and normal flails count
All non projectile flails are true melee
i dont want to get into this argument again aa
A flail is a melee weapon
too bad, we are rolling in
DP, however, is a flail with projectiles
ech.
Yep
Flails are a good example of true melee that allow you to do considerable true melee damage without getting close to a boss for instant death.
It has sparks on swing
It still has natural projectiles yeah
Ooh
hey at least it might make true melee actually fun past a certain point
Petals appear on hit yes
its not very fun when DoG (seemingly?) ignores i-frames and when bosses are just scripted to always keep a certain distance from you
Too bad cosmic discharge is like 5 blocks short off scal face
Dash + lmb
you chug those 5 blocks off difference for a second
some of them already are.
Bottom line is, flails with projectiles are not true melee
and they cant be unless they dont already fire them
Dragon Pow counts as True Melee but doesnt
but DP spawns projectiles on hits doesnt it
Yes
then why not true melee
does it? 🤔
But it also shoots projectiles when swinging it
i didnt realize that
ya
Apparently
becuase of the sparks that almost do nothing
so its not true melee
idk just remove the sparks then
but a bug kinda makes it one
now true melee has a fun weapon for scal
i think you'd have to ask the patreon to do that
oh its a patreon weapon
its a donor item after all
So dragon pow is the good true melee for SCal?
Oh shit right dragon pow is donor item
I didn't even know cosmic discharge existed
rev drop from devourer
~~isn't the patreon also the dev or I messed them up? ~~
Buildmonger is the patron of dragon pow
ye
whatever

Now I need to think how to fit 6th melee exo weapon without being shamed for the rest of my life
exo spear
ok actually
exo gun 👀
Exo true melee spear
Sounds unholy
Honestly, a true melee sword that actually absorbs ALL enemies and bosses on every swing
making true melee scal possible cuz every swing pulls her towards you
succ sword
Exo tier of course
The big succ sword
ok but honestly
woo yeah
Shame that you can't even deal sufficient damage then
Since your weapon will touch enemy for like 5 frames
sad
How about an exo flying knife?
gay ngl
smh
chad scythe vs virgin flying knife
friendly reminder that using that as degoratory term is not acceptable in most communities
wait does flying knife count as true melee
It doesn't
ech fine
i was getting worried
but how about something that isn't Exo melee
unless..
exo scythe is celestus

you can throw scythes believe it or not
all scythes in calamity are either swords or boomerangs in disguise
this is not a problem
because it's consistent with vanilla
nanoblack reaper is a "boomerang"
theres no defining trait for scythes other than their sprites
i would kill for a potion that highlights projectiles
plaguebringer was so aids cause i just couldnt see his stingers
It is already relevant 
ye it should, maybe as a special bonus effect like yharim stims
A potion like that would help for Cryogen as well. Small projectiles+Blizzard=
wtf why does everything look like minecraft now
because terraria is 2d minecraft
chuckles and wants to cease
Well, AlchemistNPC already has Greater Dangersense for a long time. It makes all enemy projectiles glow in yellow.
and?
So we know it's possible I guess
I recognize two of the people here and almost worship one as a god
It does have issues though.
It sounds like a good idea
in later-game it dulls projectiles
It tends to fuck with projectiles in a not nice way if there are shaders.
early hm it's alright for cryo and brimmy and as
Specifically ones like moonlord and so on.
but with things like the ml's eyebols
Leviathan though.
is bad
So it's a good idea on paper but not actually a good idea
I can see this getting usage for like really small projectiles tbh
Excluding some projectiles may help here
but like, most projectiles are decently sized anyway
Hi alchnpc dev 
Not the best place for meeting, but ye, hi!
It would only be useful for slow projectiles imo because alot of the games projectiles are fast and large, most are also clearly visible
It was created specifically for Queen Bee's stings, PB stings and Aquatic Scourge toxic clouds.
If toxic clouds don't scream Visible I don't know what does
the problem is that pbg’s projectiles aren’t even small, the stingers are just small and kinda hard to notice
Toxic Clouds were invisible in nighttime before
it’s like the same case with hive mind’s blobs but that’s getting fixed soon
toxic clouds are visible now
The stingers from pbg may be harder to see but you if you know the attack it is fairly easy to avoid them
doesn’t change the fact that they’re hard to see
What is the point of adding something for a single boss though?
if pbg’s offscreen then it’d be hard to predict her attacks, meaning you wouldn’t even notice a small ass stinger coming towards you
There is already an accessory that helps do the pbg fight anyway I don't see a reason to add a potion for a single boss
it’s not just pbg, it’s ravager too
Specifically doesn't mean that it can't be used for some other bosses.
EoW Vile spits are affected as well.
the sparks that come from its legs are sometimes hard to see, meaning you could run into them
technically speaking most post-ml weapons are made for just 1 boss
^^ I somewhat disagree but yeah
in that case, why not suggest making those projectiles easier to see?
I didn't even know there were sparks I have accidently nohit ravager aswell so yk

weird flex but ok
Not trying to flex
But ohkay
I feel asthough it would be easier to make the stingers and sparks easier to see instead of making a potion that some people could potentially see as broken
that’s what I just said
I extended on what you said
Stingers could get an off green glow for example that differs to the background colour idk
Just give them a glowmask iirc
It's what makes things glow
Yeah
like the lights on destroyer
yaw alright
bruh I would’ve loved that when I didn’t have mod
but then again, role hierarchy exists iirc
That's actually smart way to go around discord role hierarchy limiting color choices
the Oracle exists













