#suggestions-discussion
1 messages · Page 748 of 1

You have to stand still for ages to gain enough stealth for it to be relevant. For over half the game.
which is why im an advocate for varying the amount of ways you can gain stealth
if we are to stick with the incremental approach
Or you can get hit
twice
if you're wearing Ink Bomb
yeah, that variation is nice
Nobody wants to stand still for 5 years just to some flashy effect that'll ultimately do about the same damage, if not less, as if you had just kept spamming your weapon and moving around.
Or you can just get adrenaline and deal more damage anyway
Ink Bomb is nice, but that's not really. solving the issue.
It's moreso just putting a Band-Aid™️ over it and saying it'll be fine.
Mirage Mirror at least lets you run around while you build stealth
but it's so slow it's definitely not worth it
Mhm.
30 seconds to get one strong attack
not nearly enough to compensate for the 30 seconds of lost DPS
What if stealth just naturally built but built faster when not moving
Idk i’m bad at game design

I honestly think stealth should become a little bit of a nohit thing kind of not really™️
Eh I’m less fond of that because muh difficulty spike
Maybe it encourages dodging
Or rather, rogue as a class can encourage dodging through other means
should I write down the stuff I have in mind, mayhaps
to help convey what I'm trying to pitch a little better
Go ahead
I’d love to hear your ifeas
Ideas
Personally I’d like to see stealth stay as a resource, but I feel like you differ on that
Less of a resource and more of an alternate phase of attack
mhm
something to set it apart a little more from the other classes, rather than being just another resource
Eh
I mean, come on, every other custom class in the universe uses a custom resource. Why not change it up a little, try something new?
Sure, it's not guaranteed to work, and there'll be bumpy roads ahead if such a thing happens, but that's really the price you pay when creating something new and unique.
Exhaustion. Inspiration. Rogue stealth itself, in its current form.
But regardless, do you not think that stealth is distinct enough from your examples?
Still, so many custom classes rely on rising or falling values for their main mechanics...I think there's some untapped potential in instead working with a unique sort of...constant, one that when used offers a somewhat different style of play, which is more rewarding if one has the skill to utilize it.
I don’t know about you, but I think stealth is a pretty binary resource
You either have full for the strikes, or none due to attacking
The intermediate charging phase is less a resource requirement and more a “recharge” bar
If that makes any sense lmao
The issue moreso lies in the intermediate phase. The stealth charging phase.
So your solution is to cut out the middleman, so to speak?
It takes entirely too long for it to justify the damage output it provides, especially given how disadvantageous standing still is in a normal Terraria fight.
The solution in mind, essentially, is to replace that with something a bit more...immediate, and giving stealth some more pros and cons to account for that immediate swap.
Agreed
But I don’t know about that immediate thing
I’d need to sit on that idea
But like, my solution would be to give players more tools to increase their stealth gain
While keeping the intermediate thing
How does it work?
When wearing any rogue armor set, press [Rogue Stealth Swap] to use the power of darkness or some shit to flip in and out of stealth mode. While in stealth mode, generally speaking...
- Movement and jump speed is increased
- Rogue damage and critical strike chance is increased
- Some rogue weapons have special effects when used (these are Stealth Strikes)
- All weapons, especially those with Stealth Strike effects, take considerably longer to use
- Player’s survivability goes down; defense, damage reduction, and i-frames after hit are all decreased
These pros and cons can be adjusted based on the armor or accessories the player is using --- but no matter what, dropping below a particular health threshold (e.g. one-third) or taking a sufficiently large amount of damage in one hit will instantly force you out of stealth.
What can rogue accessories increase, then, if not stealth build rate?
Some ideas, just a few:
- Silencing Sheath directly increases stats in stealth and slightly decreases the cooldown on returning to stealth if you are brought out of it.
- Ink Bomb+ causes you to dodge the first attack you take while in stealth and release a damaging cloud of ink when you do so, but forces you out of stealth for a base of 6 seconds.
- Momentum Capacitor causes you to gain a dash that leaves behind an electrical current and forces you out of stealth for 3 seconds --- any rogue projectile that goes into this 15-second-lifetime current after the user goes into stealth again causes the projectile to deal 8% more damage, travel 20% faster for the remainder of its lifetime, and inflict Electrified or release sparks on enemy hits.
- Psychotic Amulet guarantees critical strikes while in stealth mode (why is this thing a rogue and ranged acc still, exactly?).
- Ruin Medallion decreases the use speed penalty on weapons with stealth strike effects.
My two cents on a rogue stealth rework.
Welcome to "bending Vortex stealth mechanics to one's will: the movie".
Ink bomb is overpowered already but eh
Would this be an actual suggestion or?
prrrrrrrrrobably not, if mainly for the reason of "this is entirely too specific to ever get off the ground"
fair enough
but interesting means to the same ends, if you know what i mean
i can see we both have similar ideas on what's wrong with rogue currently
If it were to be balanced a little more I wouldn't have a problem with rogue stealth working like that
well obviously this isn't entirely balanced
I came up with this in like ten minutes --- if I do end up pursuing this myself I would pour a lot more time and energy into balancing the whole thing
the point is that it's my attempt to pitch an idea of how to solve the main issue with rogue stealth, which is that its special effects and damage increase don't nearly justify the amount of time it takes to build it
your solution is interesting, certainly
but it would be more work than it may be worth, considering the forecasted plans of the devs
that is to say, they are treating it more like a resource that can be partially or fully drained through multiple means (sandcloak/spectral veil, momentum capacitor, ruin medallion)
from what i see, at least
would be a big shift in plans, i presume, to just implement this kind of change
yeah
not to say the idea is bad, of course, i think there's a lot of good in it
if anything, it'll likely be a rework I pursue on my own time
I seriously doubt something like this would ever reach Calamity proper
mhm
and I'll likely end up doing something like this for EE in the very far future
though at the moment, stealth is far from the top of my list of concerns 
entropy's edge, right? your little project that's a calamity extension?
yeppers peppers
epic
I don’t think you understand how difficult expanding the inventory sounds like
theres a mod that already does it
then just get that mod
So u can only suggest things that are easy to implement.
Naah, things can be hard
as long as it's not the specific hard things that are defined in Don'ts and the rules
The only thing I'll say is that you don't need to suggest that it drop from Plantera
You can just leave it at 'this should probably be post-plant'
(or the specific easy things, for that matter)
Is the idea of there being weapons that are easy to obtain but weaker vs ones that are stronger but harder to get still a thing this mod tries to go for?
Half and half
Usually it’s like that but there are some items that are easy to obtain and are very viable and weapons that require (significant) effort to obtain and end up being 
I feel like this might be a bit of a logic leap
But if it is still a goal of the mod
Maybe anti-grind suggestions should be added to the "don'ts" doc
As their goal is often to make items that are deliberately hard to get... easier to get
let's. not
there is a very delicate balance between anti-grind and anti-balance
it's best not to end up, albeit accidentally, discouraging both sides of that line
you can reduce grind without making things unbalanced --- some of what I feel are the greatest QoL-esque changes in the mod's history have come from #suggestions-voting
Fair
see also: Magic Quiver recipe, which was a direct result of a sugg


Really wasn't super confident in that idea
It was just something I thought was worth considering
Since from what I can tell
Most people tend to just
Pretend all the "weak but easy to get" weapons don't exist
But complain when the weapons they do pay attention to are overly tedious to get
for me it always depends upon context
like, magic quiver is required for elemental gauntlet
so imo there should be a more consistent way to obtain it than defiled + spawn galore
hence why i suggested the recipe for that one
but some other optional stuff is a biiiiig shrug to me
no that's an example i'm using for when reducing grind is okay imo
in my opinion
K
||
||
I was going on about how it feels like people complain about how a lot of stuff is too tedious to grind for
When there are all these other options that require little-to-no grinding to get that nobody pays attention to
And I brought up the idea of adding reduced-grinding suggestions to the don'ts doc
That's how this all started
add every weapon to the starter bag

When was the last time you saw someone acknowledge the Stream Gouge
Stream gouge?
probably when I was messing with spears
Its some sort of wep?
it's a cosmilite bar spear
Ight imma head to wiki_lookup
now u listen here ben
Add Valediction to the Starter Bag.
Reason: Let’s be honest, preboss is a pain in the ass. Adding this would make players’ lives much simpler, easier, and more convenient.

Lul
Add Magic Quiver to Elemental Gauntlet
becuz i dont like being wrong
Welp, time to farm for another one
What can I say, it's a common suggestion
This is just proving my point btw
It takes all the time it takes to walk to a Forge to get the Stream Gouge
But nobody even remembers it cuz it's not as strong as other, more grindy options
I will murder you
Well I mean
You could argue that Stream Gouge is decently hard to obtain
because it requires using your Cosmilite supply
which means
fighting DoG more
Add Cosmilite to the Astral Crate post-DoG.
shut up cosmilite grind complaints goodbye smh
cosmilite slime when
thanks dom, i can always count on u
Weapon is hard to obtain because making it uses up materials and makes it harder to get other weapons
anytime bro
"Cosmilite slimes are falling from the sky!"
Yeah "hard to obtain" isn't the right phrase for it
but
obtaining it
comes at a detriment
m
since cosmilite is a high demand resource anyway
i do unironically like the idea of fishing up cosmilite but something tells me that would NEVER fly with the devs
btw Stream Gouge fires a normal spear projectile instead of a hitscan beam now, right?
think so?
I remember one time I suggested a "Cosmolite Meteor" to solve the DoG-grind problem because mini-biomes weren't explicitly outlawed
i mean its not really a problem, especially now that sentinels death
Guess on the topic of all this
How about Auric gear that only uses Auric Ore and Yharon Soul Frags
As the "weak but easy to get" alt to Exo-weapons and Auric Tesla armor
Believe I suggested that before actually
spoilers, but based on my understanding of how we're trying to do things,
that may happen
Ooo 
:pog:
I've always been really confused about what we're trying to do with Exo and Auric
about how they're the same currently but people in the dev server talk about them as if they're separate
¯_(ツ)_/¯
New auric-exclusive content is the logical conclusion
because
there is none of that currently
.. except maybe like Celestial Tracers
(the thing is we don't have any specific auric-exclusive content planned yet)
patron items at that tier will be pre draedon
like oracle, ataraxia, and dragon pow
Oracle and Dragon Pow aren't going to be exo!?
yeah
Palette-wise sure yeah but everything else is very very exo
you mean the recipe
okay but like a lot of weapons at that tier have super complex functions
some not so much like ssv
SSV could honestly benefit from being a little more complex
It really could
seeing as it has 4 main tomes in its recipe yet
It's just fast homing projectiles
and when it comes down to it, exoblade is super basic if you aren't close and personal
- health scaling
It doesn't even draw from Nuclear Fury
It draws from Fury's ingredient
SSV is more or less a Razorblade upgrade but cheesier

yknow what there's a slight theme with exo weapons
each class has a basic bitch option and an overloaded IQ option
Basic bitch SSV to the IQ Vivid Clarity
Basic bitch Photo to the overloaded Heavenly Gale
Basic bitch AotC to
...er
basic bitch Celestus to basic bitch Celestus
there's a punchline to this I swear
indeed
I can't remember what it is right now but I had a punchline in mind
Exoblade is :peepodetective:
yeah let's go with Exoblade
but I do see where you're coming from either way, it's a very consistent theme with endgame weapons
(Offtopic but I like how much communication has seemingly devolved when you're a non-Nitro user or just referring to a meme image without having it
"Exoblade is :peepodetective:" is a very silly and meaningless sentence if you're unfamiliar with the emote and what it is usually used to represent)
mage in particular gets hit hard by that fact
and that makes me pensive
because mage is like. the class for creativity, yet its post-Yharon weps boil down to 1) a dumbed down, beefier Razorblade Typhoon and b) one of the highest IQ weapons in the game
(and that high IQ weapon is Hellwing Staff, except the beams bounce like Shadowbeam Staff, and the beams split like Night's Ray)
(yep)
For a while I always thought Vivid wasn't a very good combination of its constituents, or wasn't complex enough in general
but it does combine those effects pretty well
it does
it's just that the result is extremely situational for when you're actually supposed to use it
imho the main "problem" with vivid is unclear aim (which is somewhat of a feature, okay) and the fact you don't really have worms/swarms to fight at that tier
(though to be frank this weapon is kinda crippled even on worms)
random ideas:
- SSV becomes more interesting in some fashion; e.g. make it actually utilize a vortex, justifying its name, or at least it becomes something that actually draws from more than just one of its ingredients (e.g. one of the vortexes in a trio moves slower but yeets out cosmic tentacles at enemies, right-clicking the tome sends out 8 weaker vortexes in a ring around you, etc.)
- Vivid Clarity's beam works like the Shadowbeam Staff and such until the first bounce, at which point it splits into 3 beams that work like current VC and can go absolutely anywhere, only the main beam can split into smaller beams along itself ala Night's Ray
Like, Shadowbeam except it splits into three beams upon reflecting instead of one, and with random reflection angles instead of based on the direction it hits the tile from?
yes
Okay
tbh you gotta throw Plasma Rod into the recipe
It's already used in Aether's Whisper but fuck it, it's easy to get

and there's a lot of new room freed up for potential mats and other recipe adjustments now that Auric Tesla Bars exist
is it that time again
https://discordapp.com/channels/225030931008847874/263382359397761025/657688427487035402 👍 @sand umbra
https://discordapp.com/channels/225030931008847874/263382359397761025/657834189311180826 👍 🏁 @teal ibex
https://discordapp.com/channels/225030931008847874/263382359397761025/657859741959061504 👍 🏁 @teal ibex
https://discordapp.com/channels/225030931008847874/263382359397761025/657879263902433310 🚫 @swift wadi
results™️
F
why do armored diggers exist, again
they've been around forever and used to be tied to the spawning of DoG iirc
Devs decided it would be better to improve Armored Diggers rather than delete them.
I understand that, thank you for the time though 
intriguing
yeah that was the gist of it. the particularly good point that was made is that calamity isn't particularly diverse in its non-boss encounters, so outright removing what could be a good one is overkill
that's actually a very good argument
ye, i don't suspect armored digger will receive changes any time soon but i do think the right spirit is there about it
I'm all for making them actually relevant and unique, tbf
I still believe moving Remote to being a semi-rare Aureus drop would be good though--
Maybe I'll make another one a different time with changes I'd like to see done to it
perhaps 
But that's for a different day
It's the dev's choice but I still appreciate the time they took looking at it and hope that it got the thought of changing the Armored Digger in their mind
my gut reaction to "make armored diggers better" is having it drop a themed class weapon when you kill it so it's less of a "oh god here's this thing again" and more of a "hmm there's a small chance i could get something spicy out of this"
Lead Wizard is meant to be that item aint it?
Or you could make it a goldmine of usually difficult to farm resources, like Ravager
so you're like "ooo boy an Armored Digger yay" instead of "fuck"
lead wizard is just ranged tho
i mean a drop for each class
also ye resources could be p rad
thought:
Armored Diggers drop stuff that would normally be reserved for Mech drops
might want to put a 🏁 on those crate suggestions
Like, Hallowed Bars? Or new shit?
I just haven't committed it yet because boss checklist is bruh
e.g. Hallowed Bars god it feels so weird saying they drop those after all the time I've spent working on EE
Armored Diggers drop Luminite post ML
the two i just posted, ben?
(which is actually something I suggested in the dev server)
HONESTLY
What if armored digger scaled?
and the chlorophyte in jungle crates one too, but ye those two
literally just make Armored Diggers your one-stop shop for a sudden jackpot of useful resources
Oh i just noticed
My fargo crates support reached 90
We are close to being vored by Terry
I think it's post clone/plant

tenebris/planty mush? was that one added or nah?
I was going to
but then I got distracted by boss checklist memes
it's on my todo list
as great as that'd be
fargo souls
ah fuck I didn't even notice
@ashen warren That sentence you had before about items becoming more of an issue at that point in the game was a good sentence, you shoulda kept it
wholeheartedly agree with @supple lodge
i think it's kind of annoying that the effects don't have at least a couple more slots
If it wasn't vanilla hardcoded mess I believe it would have been already changed by half the mods
I've only seen 2 mods thus far that do this, and only 1 actually works 
yeah there's already an existing mod for buff slots that works fine
so i don't really see the necessity of calamity adding said feature
honestly, i feel like the buff cap kinda adds a bit of balancing, not letting you give yourself a shitton of buffs and become overpowered
Well I mean
the buff cap has been the reason why we haven't included buffs as indicators for several things in the past
fair
It would help development somewhat if we weren't capped
special row of buff slots that's actually for indicators
impossible to code, of course
i only really see a need for a potion/consumable buff cap.
yeah, but having it seperate from debuffs imo
exactly.
better idea:
kill NPC buff cap
so that all those weapons inflicting fifty debuffs in late-game can actually have their full effect, pitiful as that combined debuff effect may be

That's a related issue but not directly related
so I wouldn't say "better idea" as much as I would say "also"
eh, semantics
you get the idea 
the NPC buff cap is even worse because it tops off at not 22
but five, that's right, 5
@fast monolith funny you say that, i just added a multi-pet item. i'll leave you guessing as to what it is!
o
B ru h
fuck
Siren leviathan
you crushed my dreams
there should be a Polter themed hook tbh
I already have the sprites for one too 
when do we get a hook better than bat hook tbh
hitscan hook when......
hook that fires whenever you get hit
oh good
or rather it can drag the projectile to you
pogo hook which pushes you away
hook that disjoints your shoulder
hook which instead fires a clinging waypoint to teleport to
that's a portal gun
Or RoD?
delayed RoD sounds too high iq for me
more like NR because RoD teleports without conserving velocity iirc
Hmm
Pretty sure rod does conserve velocity too
hmm
rod does conserve velocity
though calling bat hook similar to RoD is silly since it can't go through projectiles like moonlord deathray so you can't do the thhing you do with RoD which is escape nasty situations
also it has limited range
RoD's range is limited by how big of a monitor you have
How are summoner armors not viable lmao
im so fucking confused
summoner is perfectly viable wtf
you already get way too many slots from all the statis shit
Br most minion slots come from accs
And Although it's a pain to sacrifice slots to these (mostly Statis shit ^) i'ts still perfectly viable
if you're not using any summoner accessories i have nothing to say
make each statis acc give +10 minion slots and call it a day 


tldr another bad suggestion that doesn't break rules so it has to stay

sad
god
I can’t tell if he believes summoner is legitimately bad or his idea of summoner being bad is “I don’t feel like a god enough”

@frozen stump why do you think minion slots are the only thing making summoner viable?
...and not, you know, the damage bonuses and all
Im just saying that the amount of minion slots you get from calamity armor sets are disproportionate compared to the rest of the game. +2 for ataxia compared to +6 for spooky just doesn't make sense to me
I get that the defense is higher, but even the damage bonuses pale in comparison to full summoner sets
If you disagree, I'd like to hear the counterarguement, just wanna be informed
summon slots aren't everything
vanilla Summon armors grant more raw summon damage bonuses and minion slots than Calamity armors, while Calamity summon armors have other set bonuses in exchange, like the Daedalus crystal or the Tarragon kill aura
Okay, I played a Summoner on my last playthrough, the Calamity armors are often not as good as the Vanilla sets (though, I am a Vanilla oriented person) but, the Calamity sets often add something that allows for better survival if you are needing to focus on something else (like mining), I like the Calamity sets more because they add a sense of security when your summons are doing who knows what. Just something to protect you.
I feel like summoner is fine mid-late hardmode
early game is hell though, as it should be
why should early game summoner be hell when every other class gets their desirables easily?
That summoner suggestion is a really good meme
True
False
Please also note that certain minions doesnt perform as much better if the number of it increases rather than a damage bonus.
These mostly applies to minions that induces a lot of iframes like the Entropy Vigil and Elemental Axes
A way to make summoner a bit more fun would be to make a weapon that allows you to deal damage instead of minions but that would also go against summoner but still
i think that could be considered a good summoner weapon if done right tbh
Thats what i think as well but its also a very hard suggest
That reminds me of Thorium, and how they do certain weapons. It rly helped my playthrough up to moonlord
What about a summon that did more damage the more empty minion slots you have?
That kinda goes against the whole thing about less summon slots =/= bad
but I will say that would be neat
oh dang- I have 16 pre-providence
@raven patrol No suggesting bosses, and Yharim's already planned.
@raven patrol dont type anything, well explain
@raven patrol a truly amazing and insightful suggestion
i am surprised no one bothered to think of that before
is this guy actually receiving our ping
You guys seriously need to ping a mod when stuff like this arises
oh.
I’m not gonna lie this is up there with the strangest things I have seen in suggestion discussion
i missed something didn't i
Isn't yharim planned?
Of course he is
I’m certain deleted messages exist above
Which would give more context to why there are three pings
How low iq must you be to not consider that maybe he’s not done yet
I would add it to Frequently Suggested in the Don'ts
but boss suggestions are already not allowed, and people like these aren't reading the Don'ts doc anyway...
unfortunately 
He’s still typing
I’m not going to lie I just read the pins on suggestions
And I’m happy I never suggested anything
fear
Well fuck
@raven patrol Please see the three pings above.
He did it
God
epic sugma


Anyone have any fun suggestions we can discuss right now?
The three pings are enough for him to see what went wrong, so there is no reason to add on.
... yeah
for me i think it's more of a lucky drop so i have to farm less
Well it has as much of a chance to drop as two of its ingredients
(the other being the Angler Earring, slightly more likely)
Except in Expert Mode+
where it's less likely
which it should be
in all modes
Oh actually nevermind that's just outdated info, it's always the same as the others
hm
Its already lazy enough
Yharim boss suggestion I think
Welcome to Terraria
Grind your ass off or die
that's a wonky way to spell Fargo's Soul Mod 

@raven patrol no boss suggestions
You were told this already dude
I'm going to put this as a normal warn instead of a verbal one now
k
Good lord...
was that three attempts,
They say that if you try hard enough you can accomplish anything
Oh well
Discussion is done with, again
I don't want it to become a shit slinging contest
Rework the Giant Squid...like, the entire thing.
Reason: Honestly, the Giant Squid in itself was always pretty weird. Giant Squids are presented in real life as fast, cunning, and nimble predators...and in-game they can’t even fit through a door. It poses a significantly less threat than most Abyss mobs because its sprite/hitbox is as tall as King Slime’s. Its movement isn’t interesting either, only dashing in one direction briefly, not even turning like most squids.
tl;dr Make the Giant Squid more interesting, because right now it’s an easily cheesable 20 blocks high pillar labelled as an enemy.
can i make a weapon suggestion? 🤔
depends on what it is
aw

well i was thinking of a rogue weapon Post Aureus
'Star Feathers' i called it
literally a reference to someone in LoL
Oh
eh
Read the suggestion don'ts doc
Because none of them get in
They used to be a don'tn't, but none got in and it just flooded suggs
That and some people had no real reason to suggest them anyways
Ye, very poor reasoning
literally a reference to someone in LoL
Like reference for the sake of reference
Also why bring in an enemy that’s fundamentally different than the one I was talking about
a lot of them might’ve had some cool designs and sprites, but they never got in and often were for reasons like “haha it’s a reference”
Nowadays "maybe a weapon in this tier because this class is lacking" is as far as you can go
Summon usually
note that subclasses do not count
Muh launcher playthrough
"but muh spear only run :(((((("


b-but spiderrrrerr!! my rocket launchers only masodeath infernum fun hyper mode playthrough is at stake!!1!one! mean! :(
Die
Anyways imm gonna repost that giant squid sugma

I’m for changing the squid, yes
Ye I'd star that
Seriously, this enemy is a joke

Rework the Giant Squid...like, the entire thing.
Reason: Honestly, the Giant Squid in itself was always pretty weird. Giant Squids are presented in real life as fast, cunning, and nimble predators...and in-game they can’t even fit through a door. It poses a significantly less threat than most Abyss mobs because its sprite/hitbox is as tall as King Slime’s. Its movement isn’t interesting either, only dashing in one direction briefly, not even turning like most squids.
tl;dr Make the Giant Squid more interesting, because right now it’s an easily cheesable 20 blocks high pillar labelled as an enemy.
especially since its supposed to be an abyss miniboss
Bruh no
Other than v-word memes which are not even fun it doesn't have much going for it
That’s colossal
You memer
I’m talking about the 20 ft tall abyss monster that can’t fit through a door
Or anything for that matter
Wait is that the long boy squid not the big white fella squid
e
Long boy squid
That's even worse actually
Aka “Go inside an Abyss house and laugh your ass off for an entire minute as it tries to kill you”
Lemme just post it in suggs so that it doesn’t get washed out constantly
giant squid ignores tiles. done ✅
wait actually?
not actually
the simple solution is to remove the 2 Longer Arms from the sprite
those are what traps it most often
Giant Squid now has many special 2000 frame animations for going trough small gaps .- Done ✅
just let it pass through blocks
no cause then they'll become a serious nuissance
if that happens they should be limited to Layer 3 since that's to much for Layer 2
Shouldn't they become one though
Most of layer 3+ enemies already go trough blocks, but they're not cucked by knockback memes, so this should balance it out
Layer 3 has 3 enemies that are notable to it
Mirage Jelly, Colossal Squid and Eidolist (I never find them in Layer 4)
only 2 of them go through blocks and 1 of them is a pointless enemy that if it was removed, would never be noticed
Also, here's a comparison between the Giant Squid with and without arms
the sprite is significantly smaller, and doing this would allow it to be more than an easily killable door between Abyss islands
let the arms not count as part of the hitbox
I suggested that a while ago, but nothing ever happened with it since it never got 90 ⭐s
and it'd be easier to remove them from the sprite all together
probably because those primary tentacles are an essential bodily component and removing it ignores the anatomy
it's a video game mod, and plenty of other Abyss enemies differ from their real-life/video game counterparts
true. but squids’ primary tentacles are what make them squids so to me it looks v silly
and it'd be easier to remove them from the sprite all together
How so?
if we're going to argue about anatomy can anyone explain how the Laserfish works to me
no? alright, argument over, next point of discussion

to remove the tentacles, you just go in the Spritesheet and remove them
easy peasy, the alternative is coding
however I agree that the hitbox change would be an ideal option, I just don't see it happening since the suggestion is for something that's not something most people care about
Y’all are discussing anatomy when I literally just want this one enemy to not be a joke in a biome where everything presents a threat in some way

Mirage Jelly is less threatening than the Giant Squid
wrong
Mirage Jelly is not an enemy
Mirage Jellies can actually hit you
Electrified is a bitch

It’s honestly more or less a glorified hazard
Mirage Jellys also make no effort to attack you
but they can hit you
fair
It’s like a gordo
KIRBY
mirage jellies aren't hostiles
they're intended to be glorified hazards
Ahem, yes
they ignore tiles and thus there's nothing keeping them from a pretty tough hit on you if you don't steer clear
so even though they aren't a conventional enemy, they are still a threat
Whenever you wanna farm them you get annoyed by most dangerous shit and get hit by them, then they teleport and you have to move quickly so they don't despawn but electrified memes 
Squids just up and die
they're to rare for a hazard
Giant Squids are as tall as the average small NPC hotel for Chrysler's sake 
I find more minibosses than I do mirage Jellies
and they don't ignore tiles, which causes them to be very easily stuck on the various small passages that often dot the abyssal depths
not combined mind you, just more of any miniboss than Mirage Jellies
yeah the Giant Squids are too tall and the legs should be cut from their hitbox in an ideal world
they could also do with a buff since they're weaker than the Luminious Corvina, in HP, who's found in higher layers than the Squid
first of all, who even wastes their time looking for fungal symbiote unless fargo
sure it can shred that boss
but theres easier options that people usually take
true melee memes be like
"lol"
although claws and symbiote are super powerful, try using them against like, skeletron
you’ll also have to be right next to the enemy
I doubt it can kill them that easily, without losing a percentage of your own health
yeah, as spider said, you need to be basically inside the enemy to use them
true melee ends up being very high risk high reward in that sense
and it works pretty much on crabulon and desert scourge because the first is a stationary boss, and the latter is a worm, which ultimately makes it... pretty much vulnerable to everything
first boss in progression and a worm, in fact
you’ll be hit several times as you claw the worm to shreds and honestly there’s no need to nerf if it’s only relevant against DS
yeah
if it would be, let's say, like Titanium armor set
where there is no risk high reward, then yes, there would be a need to nerf it
but it takes a risk, a risk of dying in the process of facetanking
and it's not really low, with bosses other than DS
there's really two ways to solve this supposed issue
either you nerf fungal symbiote, an essential true melee accessory for a massive stretch of the game, so that it's not too good against two very simple pre-hardmode bosses
or you nerf mandible claws so that they are literally just wasted inventory space
it could work on EoW too but you’ll be dying real fast; I know this for a facts thanks to my true melee run
i'd rather there just be a setup that can kill these bosses quickly if you're willing to actually put in the effort lol
honestly finding the symbiote isa already an effort
a significant one at that
yup
~~that's what i said
~~
When I was exploring caves, I found the shrine with Fungal Symbiote in 10 minutes time
Good for you
It's really all up to good world generation
yeah, that’s a very rng thing but try that same setup that melted DS and Crab on EoW tbh
This is a good idea.
Pets should be the aesthetic pets
Light Pets should be the effect pets
^ This could the the light pet which provides no light
But instead does Something Else
But my Siren :(
^
Yeah not worth losing the siren especially in single player
siren is life
Well that's the balance
Do you value full health respawns, or light?
Player gets to choose
rather than having both for free
I agree to an extent, honestly I feel like having it be an equipable pet that also works in the inventory without the pet would be better, it's not like spawning with full hp is that big of a thing
Saves you like 5 gold
Rev nurse prices T_T
Or just wait, that works too
maybe adding other bonuses to pets would make it easier for players to choose different pets?
Then it would require to add bonuses to every single one, and the "pet" part will go away as lots of people would just pick whatever gives better boost
I do feel like normal pets should be entirely aesthetic
Speaking of siren
Light pets can get effects, even if not light
Rip siren
Huh
dyes tend to mess up my light pets
i do agree on that pets should be aesthetics only though.
Light pets could get side effects (in vanilla magic lantern has ore highlight for example), but regular pets should indeed stay aesthetics only
Simpliest fix could be giving hermit's box some light 
i mean whats the point of nurse being more expensive if a pet just take away 70% of the intended mechanic
So the other 30 don't stay the big circus of cheesing ml when staying still (kinda)
But yeah, I guess
Because people use the nurse during boss fights too
it's basically so that if you do nurse cheese, it takes a fatter chunk outta your wallet to do it later-game
which is good because the Nurse somehow never ups her prices to account for the player getting more and more money in vanilla 
You could say it scales price from the max hp you lose... but that's laughable difference

byeah
Scale exponentially
If you wanted to put something on regular pets besides aesthetic just make it so you can modify it. Sharp Wyvern and whatnot
Boss Checklist support is done
it's also was a fuck ton of work I did not anticipate 
epic
yay go ben
is that considered a dont or
Not really, it may fall under the extensive work tho
all minibosses have the same track
It won't fit a fair bit of them then
just use stained brutal calamity for every boss/miniboss smh
Jokes on you, cnid isn't miniboss 
fuck
make piggy a miniboss it has the hp of like 3 cnidrions
you can kill ds easily with basically everything 
desert scourge, king slime, guardians are the three bosses meant to be cheesed to hell iirc
Not king slime now
unless walking to the side is considered cheesing, which can be 
aight
even then though
DS in particular is just
DS
daily reminder that this boss dies in ten seconds if that to grenades
next up you gonna tell me you wanna nerf grenades too
Nerf Grenade
It can kill the boss.

one of these days i'm gonna accidentally post the meme suggestion and get warned
can't you just delete it right after as a honest mistake
or is it still a big no no



🏁
Nerf Slimes
Even in the best Armor with like 200 Defense they still do 1 damage just like all the bosses, seriously overpowered
we'll get there eventually
Get their what?
sug: nerf
can kill
Basically 
wait no don’t nerf if nerf not op and I wanna be op that’s why I play clamadity
Or even better
Suggestion: buff
Reason: can't kill enough
bUfF YhARon, He’S tOo eASy
ok enough with the buff/nerf bs, get back to actually discussing suggestions please.
Can someone with more iq than me suggest a good summoner weapon that lets you deal direct damage?
what
Specific Item suggestions are banned
Define direct damage
i mean as in a summoner subclass weapon that lets you the character deal damage
You can suggest a summon weapon that lets you deal direct damage but literally just that much
No more specific than that
wouldn’t that remove the downside of summoning
ye "add an active summon weapon" is about as specific as you can get
Isn’t summoning supposed to be a class about not dealing active damage
it is
i just have a really bad time with the summoner A.I when it comes to the bosses
I remember Thorium has a ton of active summoner stuff
Dont know if I like it much though
Adding direct damage summon weapons would just turn the class into mage or something
The thing about having weapons for summoners where they can deal direct damage completes the meta that every class is just bootleg ranged
Which is 
every class was doomed to be bootleg ranger from the start
I'm sorry to break this to you
:preech:
The point of summoning is to have friends and deal with their AIs
yeah
the point is to have a bunch of those friends you can only tolerate and have them do all the dirty work for none of the recognition
Stardust Dragon is good boi
sandnados AI could eat a bunch of shit before .105 iirc
Wait,what about a stationary summon that shoots something whenever you click/hold down click to where ever your mouse is?
That would be really dope in my opinion
It would be a summon but you also have some interaction with it
let the ai do it
You won't have to end up using it
Its like the ohhh I can use it if I want type deal
Why does it need a summon item
Its so damn common
It wont even take 3 irl minutes for 1 ??? to spawn
mutant mod already has a summon for it
Saying ( x mod has x for x ) doesn't fix much
I was gonna write a suggestion, but then i thought it would be wise to ask whether its a good one here first
Great idea
Everytime DoG deals contact dmg, your chat fills up with words instantly
Let’s hear it
I think it's already been suggested before iirc
I think that has been suggested some time ago yeah
Oh, k
Granted, it’s a fair suggestion
Would be nice if a suggestion would be underlined or smth if it was approved by the modders
Ah, so like this guy’s suggestion

:bruh-1:
Literally your suggestion
Uuh, i dont remember sending that, uhh...



Very good
search function
Well regardless
Oh
Good suggestion
I want to evaporate rn
@mystic sandal Could at least mention Shadethrower
thing is, shadethrower is dropped by hive mind
subclass suggestion #1240120
the problem isn't the crimson/corruption
the problem is the fact that it's the hive mind
you should be ready to fight the hive mind after eater of worlds
so you have two options
you can either have a hard time fighting off enemies in the brimstone crag trying to get a drizzlefish, or go through the entire game up to hive mind with the spark spreader
it's actually subsubclass suggestion
(I could have sworn we pinned or Don'ted the subclass thing in the past)
also no it's just a normal subclass
@queen delta That last sentence isn't the best reasoning, considering it's so late in the game. You'd expect it to be harder than it was before
☑️
o, when was this other sugg
But I agree very much
pretty sure the enemies get buffed in speed as well
at least pumpking and ice queen does
You're right, didn't know about that.
@graceful stream Flamethrower is probably classified as 'Others' in vanilla Terraria due to there only being a staggering 2 flamethrowers out of 150 ranged weapons or sth
In Calamity, Flamethrower is definitely changed to be a Subclass with its own Shroomite Helmet and 14 extra flamethrowers
so no; flamethrower is not a sub-sub

what subclass would a flamethrower be the subclass of anyways?
@mystic sandal But still, you should mention Shadethrower even if you disagree with it being a valid option, like you did with the other two
ah
I think it's less that it's a subclass of a subclass
and more so sub that it deserves more than one "sub"
cuz, flamethrowers aren't buffed by the gun shroomite
Stake Launchers could be a real subsubclass of ranged
a subclass of bows
(just 1 weapon in vanilla, and Calamity adds 1 more)
apparently repeaters are repeaters and bows are bows
oh, looks like there was a suggestion about a month ago thats pretty much this, and was approved by devs as well, so ill delete the suggestion
You know what subsubclass deserves attention?
Styngers or whatever that thing Golem drops is called
Also something something Summoner
Isn't that kinda a one-time thing tho?
Weren't Flamethrowers originally a one-time thing?
two-time thing :P
flamethrowers don't belong to any subclass apparently
there were two flamethrowers?
elf melter
Oh, it's used again? Huh.
oh
Cool
Alright.
Now that CAT's suggestion is valid cuz there's no pins or rules or Don'ts against the subclass topic...
Should we make one now?
I think there should be a don't against the subclass topic
Maybe like a blacklist
So subclasses that actually need attention are still valid
yeah, honestly i was just making the suggestion because i was kind of disappointed in the spark spreader
due to
- Excess of them are being made
- The fact that subclass-runs are only self-imposed challenges
Styngers and rockets, to name 2
it's best to ban the subclass thing in my eyes, but i don't know much
There are not really subclasses that are valid for that
Are sentries a sub?
i guess it depends on what sentry you're talking about
vanilla only introduces the launcher subclass after plantera so what could you do
Yeah the big thing was that any given subclass need not be viable in all stages of the game
if it's the old one army type sentry, i'd say so
if it's the sun staff type sentry, it's kind of in the middle
If somebody calls sentries a subclass unironically I'd consume their dark soul
Because, as Altix said, subclass-only runs are self-imposed challenges, and Calamity shouldn't bend to allow them or make them any easier
sun staff is actually a minion since it consumes a minion slot and not a sentry slot afaik
Yes
There are a ton of ranged weapons in early game that you can use instead of flamethrowers
It's probably best to ban
Imagine if melee becomes truly complete
We would be able to complete a playthrough with:
Swords. Shortswords. "Swing"swords. Spears. Yoyos. Flails. Boomerangs. Spinning Staves. And possibly even more variations of mentioned types

Octodad mvp obv
welcome to my spinning staves playthrough
we have like 2 weapons to choose from, i really shouldn't have done this
hey calamity where's a spinning staff for literally every single enemy in the game
I'll pop it into the Don'ts
should i delete the suggestion i made now that it's a don't?
alright
You're the last one allowed :P
i am the last survivor
also crab i can't believe you forgot to mention baghnahks or whatever they're called
swinging claws subsubclass
Claws are swords but yeah I have sinned
And the first to start, yoyos.
mandible swinging claws subsubsubclass
Don't made.
What even is a spinner
You use it to cure ADHD

Mmmmmmm
I like the suggestion, I just don’t think it would be implemented in a timely fashion currently, Skoores
isn't a yharim's army invasion in the don'ts document
That too
@supple lodge I believe that falls under the "adding a new event" Don't
also the Yharim's Army frequently suggested Don't
We're adding more unique content to the events in a later update.
It's not a whole new event, but it's somethin' more.
Something more as in, more to the currently sparse unique content added by the events currently?
Yes "more unique content" as in more unique content.
more unique content?
just something interesting
Not “Bass boosted stats so they’re harder™ despite stat boosts being meme”
I thought you may have meant more than a new event
Also I mean like
ah
Like something different but related
Revamp every enemy at least

Or add new drops
Hell just the minibosses even

Anything except “the same event but everything smacks you for half your health despite wielding armor made of cosmic steel”
You'll see when it comes around
It's all planned out, definitely coming some time in the future
s'just a matter of when
But’s it’s not here right now rover, which means it’ll never come
Which means calamity forever stinky

||/s||
Actually had written up an idea where the moon events had upgradeable counterparts rather than just being the event
what if we just made a new set of events that dropped nightmare fuel/endo energy and left the pumpkin/frost moon behind
Ive been
’d
We could try. But that would be REALLY draining in terms of content demand tbh
What I was thinking, although it would be more content heavy
I mean the idea of reusing an event is fine but, like
At least make it interesting instead of a rehash
It will take like 5 original enemies and 1 original miniboss to make a barebone single event
I think we're at the point where the bar is set high enough for a new event
Always something to keep in mind is the demand of the community vs the supply to meet that demand from devs
Economics 200
I think the bare minimum is, like
The minibosses of both events getting revamped post dog
You do just pumpking and ice queen it’s still the same issue except “hey here’s this one new cool thing”

But like there was just a suggestion that asked for a very similar thing
yep

Well crap
bruh
Weren't original enemies planned for the buffed moons at some point
how long is the list so far
5 now
and I started it 5 days ago
1 a day keeps the doctor away

Dude that stars all suggs within 2 seconds no matter what they are
I don't knock him for that.
But I do knock him for ding-dong ditching the suggestions channel
Lmao
This is a fair point, though
Would be good to have some renewable source of Sulphurous Sand, considering it's not as prevalent as other blocks in the world
(although crafting so many Seafood and fighting AS so many times that you completely eradicate the entire sea is somewhat unlikely)
Not only fighting, but losing
Because you can buy Seafood from Amidias after you beat him once
maybe instead of increasing AS spawn rate, make a Mouthwash Sea enemy drop Sulphurous Sand so it's renewable
Yeah
Could just
throw some in the Catfish
I think the problem with AS brings us to a larger issue
About renewable resources
Even though the answer is just new world in my opinion
It’s an interesting problem
New world is always the emergency option if you somehow screw yourself
Yeah
It's hard to screw yourself without trying, though
But should that be the only solution l
it's also hard to screw over your Abyss hard enough to not have any Tenebris without trying
(read: any world genned without Calamity cannot have an Abyss and thus cannot have Tenebris)


