#suggestions-discussion
1 messages · Page 751 of 1

short for suggestion because like half of them sugma balls
so I'm just gonna
delete Skoores' outright
Even though it reached 90, tis against rules and also he's rude
it never got the ❕ removed
should suggestions that have the ❕ for like, 24/36/48 hours after posting without any edits be deleted?
Remnant ❕ s are always a weird grey area
(hah)
Rover said no last time that was asked
that's not really the purpose of it
byeah, it's pretty awkward to see a suggestion with 90+ stars and still have 
the purpose of it is "this sugma is unreviewed and may potentially contain dumb shit that breaks the no-no's"
tbh I see it kinda relevant when the sugma sort of. stays w breaking the rules and with no attempt to change it since it feels like it should’ve been deleted
Rover takes it a little different iirc
It's not often that a rulebreaking suggestion lasts that long
because sometimes I remove it because I think it's fine
and then Rover just reacts with his own ❕
Usually they do when it's really teetering on the line, or something from out of left field, or it's just low quality or has some aspects mods/me would like to see changed (but sometimes it's like several days later and it gets real awkward)
(were you the one who removed the ❕ from Skoores' suggestions about Nightmare Fuel / Endothermic Energy new event)
I don't remember
Chaotic Ore is pretty fiery and explosiony
I guess, but that implies that Chaotic Ore (a very far later in the game ore) has the same concepts and power as Hellfire Arrows
Which, it doesn't
Hm.
Unless you're saying Chaotic Ore and Hellstone are close in consistency, which I might believe
Could be a tier thing as well
By the point you're in the Abyss you're also in Hell
Bone arrows are significantly weaker than Hellfire
Yeah but you can also get to the Abyss far easier than you can get to Hell
Unless you cheese with some random TelePotions or something
It could also be generally better to buff the amount of Bone Arrows you would get
So instead of the regular 10-20 it could be something like 30-50
So while it's weaker, it's a more reliable source for some quick ammunition
... actually no joke Unholy Arrows would be better than Bone
I initially thought Unholy Arrows, but that'd imply Abyss Pots have something to do with the Corruption
Which makes even less sense
At some point it becomes less about thematics and more about what would actually be useful
"gee, bone? 1 damage higher than wooden? thaanks"
I am mainly looking at it from more of a thematical standpoint, I'll admit
But it also is kind of weird that two separate areas of the game give the same arrows
Bester idea:
Replace them with new Depth Arrows that deal 11 damage and inflict Crush Depth 
You could, as long as you don't give them a name or exact stats (like I just did)
Better?
That looks like a name to me 👀
yeah I know, that's the point
... see it's
it's not supposed to have a name
the "or something" gets you in the clear a lil bit, but I would prefer if it was kept more general than that
There ya go
hmm, interesting suggestion yata
perhaps alongside that npcs could get more powerful attacks as well, sort of tying in with the hardmode attacks of certain npcs? it would certainly help them defend each other
i probably wouldnt add that to the suggestion, but food for thought
The Guide gets his hands on Luminite Arrows 
oooh
That would be useful, yes
Even if they have a ton of health, doesn't help much when they barely scratch their assailants
like im imagining that permafrost hones his ice magic the futher you progress through the game, or amidas slowly begins to learn to use water magic
stuff like that would be cool to see, like how your npcs become stronger as you do
doing it to vanilla npcs though, might be more difficult because that potentially means untangling some spagettii
regardless, i like the suggestion yata
might have to adjust nurse's heal values too, because THAT is definitely an annoying thing to have happen (constantly having your npcs restore a tiny sliver of health one after the other)
Yeah..
I mean it'd be fine in between combat considering she'll have nothing to do but restore everyone
but mid-combat she'd lose a lot of effectiveness
its a minor thing, but nurse npc healing being buffed would be helpful
how do you buff smth that heals you fully
no i mean the syringes
that she throws to heal npcs
iirc they only heal a portion of npc health
like i said, a tiny thing lmao
Oh ok
its just that if all the npcs have such high hp values it would take years for to nurse to heal them at all
Machine Gun Armsdealer when
arms dealer equips the shredder 
scaling npc's sounds h o t
Stylist actually cuts enemies hair

Thereby debuffing them through embarrassment
Almost tempted to suggest that DoG not be able to hurt NPC's
Mainly because he strays so far sometimes in the fight that he just randomly hits them sometimes
And it'd make sense, since DoG could easily tap them and deal 0 damage while saying "This isn't worthy of my bite" or something
Please don’t give him dialogue when he hits npcs
That would flood the chat instantly
Maybe give it a cooldown?
His text stuff should have a cooldown already anyway lol
Tbh him not hitting npc's should be implemented after they fix his mini-Ted talks
Mini-ted talks lol
Also, ngl, Id much rather him diss the npc's 60 times a second than have him delete all of them instantly in one swipe
Well shit so would I
Maybe have NPCs get increasing defense after killing milestone bosses?
Milestone bosses being those that make the world harder like WoF, Provi, and dog
moonlord
Inb4 someone posts one of the many pictures of DoG killing their entire village
In all seriousness I would love to see this change, I basically end up just cheating my npc's back in late game because if I need one item or reforge I have to get lucky with who respawns and wait forever
@earnest flame that's a don't on the pins
Yo why isn't there astral mud?
wot
oh
Yeah the lore items are supposed to take up inventory space
an inconvenience as a trade-off for the effects they grant
Lmao just get extensible inventory.
Wait, what does mud get converted to when it is overtaken by the astral infection?
Dirt?
...
Yeah it looks like it doesn't even check for mud when generating
Wack..
so if you're meteor lands in the Jungle, your Jungle is not completely obliterated
Would it be fine to suggest more uses for copper/tin
hard to say suggesting astral mud would bring upon new enemies
also, what were you thinking, voidborn?
just more uses?
just like maybe a mid-late hardmode use for copper
perhaps a set of armour that builds out of copper armour or something like that
just something that would make copper/tin actually worth getting in some scenarios
i mean, it's not too out of the question considering other pre-hm bars have use for later items
iron/lead bars for instance are needed in the p90, and gold/platinum in the sandslasher
im sure there are other people that find it grueling to have to trash copper whenever they get it
Let us make actuators and wire out of copper and a few other things
Now it has a use
even that would probably spike its use
a lot
I'm gonna throw the suggestion out there
see how it does
And also lets us get philostone before even killing any bosses 
hmm
well, my current rebuttal to this copper getting more use thing is that... does it really need more use? i mean, do any of the prehm bars need any use outside of their respective tiers, besides a few exceptions? does copper even need to have exceptions or is it content just for the sake of content?
it's just that it literally has no use outside of coin of deceit
you get the copper tools for free
the armor is worse than cactus
and nobody in their right mind makes a copper watch over a gold/platinum one
https://discordapp.com/channels/225030931008847874/263382359397761025/659170995478986753 👍 @harsh isle
https://discordapp.com/channels/225030931008847874/263382359397761025/658684702072504320 No opinion @ashen warren
https://discordapp.com/channels/225030931008847874/263382359397761025/658554440344797185 👍 @wild yoke
pardon me just. putting that there
carry on
no problem
More uses for copper and tin
This has probably been suggested half a dozen times already, but I think I can speak for most of the Terraria playerbase when I say that it is so annoying to have copper or tin filling up an inventory slot since it has no practical use for anything except for the Coin of Deceit for rogue.
I suggest maybe making copper armour build into some sort of mid-late game armour set, perhaps make it build into some sort of early game summoner accessory. Just make it not absolutely useless for every class other than rogue.
does this seem good?
i mean there is decoration, although that's something of a moot point granted the utility of the other bars
you can place the bars, and you can make a copper chandelier
that's all the decoration
candelabra, copper and tin plating, i dont remember if there are bricks, but there are still some decoration uses
bruh silver and platinum are just as useless
nope
and theyre rare
platinum at least makes crowns to summon king slime
the platinum pick is a decent pick powerspike too
if you find a lot of platinum
okay, gold has more use than copper
but does copper need to have more use?
is the gap too wide, from your perspective?
Honestly
idk i just feel like copper should have some use
Astral Infection spawning in the Jungle is impossible
for all/most classes and not just rogue
not the second one
p sure
anyhow I'm gonna throw the sug out and see how others react
fair enough
appreciate the feedback though
I do feel like it needs a use
Since atm it's an ore you see and then immediately trash
Could just flat remove it
nobody would realize if it was removed from the game tbh
see what
Exactly
.')
It has its uses, alot of mods do build off of it, example the late game gear for Thorium, enchantments from Fargo's.
that isn't calamity
@teal ibex what did pinging me there mean
How it's used on other mods has no relevance to this sugg directed to Calamity
to show you your thing was sent to devs
it is your suggestion
ok
The devs didn't approve nor deny of your suggestion
if you'd like me to not ping you in the future, feel free to let me know and i'll exclude the pings
no im fine
alright cool 
@keen geyser if you want uses to old ores, download fargo's soul and mutant mods, tho it's not much, you'll have to get some. Also, copper or tin no, but silver and plat are used in magic storage. Also, i don't really feel like you need a use to such low level ores.
that's not calamity, again
if other mods have a use for it, cool
vanilla doesn't and neither does calamity
when copper can be used to make an accessory for only rogue, i think that's kinda dumb
i don't really feel like you need a use to such low level ores.
So just leave them catching dust, yes
The thing is, calamity is a standalone mod, but it can't add everything. That's why there's other mods, and something like this is not at all needed when you have another mods that fill that gap.
Let's just ignore iron is still used for the rest of the game in random recipes
Also the argument of "[X] mod already does that" only works with certain suggs
This isn't one of those suggs
Idk, i don't see any need in that, but you do you.
Odd thought
What if you could convert a single copper/tin ore directly into like
10 copper coins
that'd still not really be worth it tbh
Maybe higher then
considering that copper is 50 copper per ore
Convert it into money
aka selling 
Should be able to make platinum and gold coins out of platinum and gold Kapp
Now that you pointed this out, I realized that Gold Bars sell for 12 Silver 
Yeah, early pre-hardmode ores don't see much use
But you know what else doesn't?
Early Hardmode ores
The pre-hardmode ones get use in special furniture like chandeliers, a line of magic weapons, copper and tin get 2 kinds of bricks for some reason, and everything iron and lead make
Hardmode ores?
The exact same tool/armor set, an anvil upgrade and a furnace upgrade and last I checked orachilum gets a full furniture set for some reason
Unless it's been changed gonna confirm on the wiki to be sure
Orachilum ore crafts into Bubblegum blocks
Which then craft into a furniture set
Orichalcum*
I’m not sure that counts since it’s not a legitimate orichalcum furniture set
Turns out I'm wrong anyway 
But that just further proves my point
Hardmode ores get even less use than pre-hardmode ones
And then chlorphyte didn't even get a brick until 1.3 fun fact btw, it apparently purifies grass blocks and converts dirt to mud
Are you fuckin with me
Apparently not
Taken straight from the wiki
Ah, the ore, not the brick
Still, something I never knew
Or if I knew it at one point I forgot
I guess
There's a helpful tip for anyone who wants to avoid their jungle getting eaten
remember back in the past chloro pickaxe couldnt even mine chloro ore
200 IQ balancing
wasnt that only on mobile
Both mobile and ||still|| 3DS for some reason
Good god
Imagine having to farm titanium for furniture
And no fishing wont save you cuz that mainly drops bars
only wooden crates drop ores iirc
copper doesn]t have a brick tho
yes it does.
?
every metal brick uses ore
i mean, i only use them to spice up npc houses 
Make SCal's epiphany not loop so soon
For the sake of climax, by the time you're in that part of the track SCal has most likely depleted all her bullet hells and struggling to kill you, so the ability to time the 1% with epiphany's very final drum would be nice
Thing
Some people have builds that do a lot of damage
Some people have builds that don't do a lot of damage
Music ends at different times for both of them
Also depends on how fast you can kill spelucher for the second time
Basically impossible to sync up the music
It'd be cool to be able to loop music perfectly like that, but yeah, it's simply not possible to perfectly time any boss fight to it's music
The only cases I can imagine where that isn't the case is if the boss fight is literally tuned to act with the music
Which, now that I think about it, actually would be a really interesting boss fight 
But yeah, that ain't happenin with scal
~~have you tried entering sulphuric water yourself?
~~
I agree with this
"Spreading" meaning it came from someone else with the illness, or was from something else where it'd be considered an "illness"
It was in water when you got it.
poison isnt a pathogen
If you drink rat poison, did the rat poison spread?
It's also not really even an illness lol, it's the Sulphuric Sea
yes but you do have to remember that it became the sulphuric sea because many bodies were dumped into it
What I'm saying is it's not a disease
correct @void kelp
not according to the lore iirc
Then the sea is named wrong
according to lore, the waters are so severely polluted
by dead bodies, correct?
And pollution
yeah, but death isn't a disease, noah
Then the "Sulphuric Sea" is a misnomer.
what is the debuff called again
yes but decaying bodies typically are riddled with pestilence
Suplhuric poisoning
exactly
change the phrasing to smth like "the water makes you sick" rather than "the water's illness is spreading to you"
decaying bodies transfer their own diseases, but the toxicity in the waters would not come necessarily from the bodies alone, but rather because the water is unclean
If there is disease from the bodies, there wouldn't be just one disease, so saying "The illness" is wrong
and these people didn't die from a plague
which is why "illness" makes no damn sense, consistency speaking
The "Sulphurous" in "Sulphurous Sea" is derived directly from the word "Sulfurous".
"Sulfurous" means "containing or derived from sulfur.
Sulfur is toxic. It's not alive, so it's not an illness. It's an acid.
Also the debuff is called Sulphuric poisoning
i'd add smth to your sugma saying something like "there isn't an illness being spread by the water, because you're being hurt because the water is toxic"
The way the Sulphurous Sea actively kills you is absolutely correct. It would essentially slowly burn off your skin.
The way it says it kills you is absolutely incorrect.
They wouldn't call an ocean that isn't sulphuric the Sulphuric sea because it has just any disease
dark we're not disagreeing with you btw
Ight I'll add that
the sulfurous sea is also polluted af but eh
If it's polluted, then the debuff is named wrong.
but pollution alone isnt a pathogen
Did you have a lore argument without me
It can cause rhem
It's either the acid burning your skin off, or the pollution killing you from disease.
but saying that the water spreads illness would be inaccurate
There's no in between.
Dive in black waters, see if you dont get ill
That's not the point
saying it spreads illness is inconsistent with what is said about the water, shucks
It'd be a much more fitting tooltip for the Astral Infection debuff
^^^
Yes ik
which is currently
"Your flesh is melting off"
in the sense that plague and astral infection are directly called diseases too
honestly you could switch them
just. swap it
Yeah lol
Wait did those get swapped accidently or
Maybe a mistake was made
nah, could'nt've been
Nah, Sulphuric has always been like that
It's because Astral Infection is based on GSI
which has the tooltip "Your flesh is burning off"
I guess just nobody thought about it
Ok, so new suggestion, swap the AI and Mint Sea debuff descriptions
Eh

That could be too specific
And it's also too large a leap to say the Astral Infection wouldn't melt your skin off
There are diseases that do just that, after all
AI wouldnt melt your skin though probally
Who says it wouldn't?
it could when it tries to replace your skin with scales or turns your epithelial layers inside out
I suppose
The AI debuff is mostly fine at least, it can stay the way it is
The Sea's debuff is all wonked out, that needs to change
Either make it pollution-based or sulphuric-based
The tooltip fits the pollution aspect but the name fits the sulphuric aspect

"Ouch, my bones"
very vaguely relevant: why is the Calcium Potion buff tooltip not a bone-type pun
Because the shape of the potion is a thicc bone
I'm angry now
i'd recommend stepping away to calm down!
would it be "skeleton when haves milk"?
nothing good can come from being angry
angery
its bone no-hurty juice!
Bone healing juice
It's still bone hurting juice, it just insults them a lot, so bones become literally too angry to break
They become determined
I kind of want the Calcium potion buff's tooltip to be something spooky
"Your skeleton is ready."
I like that one
"your bones are ready"
It makes it so your legs won't have a bad time when you land
My body is ready
Why is it Calcium juicePotion that makes you immune to fall damage?
Is the implication literally that it just makes your bones so strong that gravity can't break them?
But everything else can?
better question: how come it doesn't reduce KB/give slight damage resist
^^^
(maybe make it just greatly increased fall damage resist to compensate)
Too much calcium actually crystalizes your bones
wait a minute
Make it a meme and make Calcium Potion just petrify you
drinking multiple Calcium Potions in quick succession actually causes you to end up losing fall damage immunity if you have it, along with taking more of it
too much calcium causes your kidneys to start turning to stone
Can we make that a slight easter egg
That drinking one Calcium Potion is fine, but if you drink another while the buff is still active, you just petrify and die
Liver isn't enough
We need more organ failure

Guess the reason why bones do not make you more resisted to damage is that enemy attacks will still blow off the flesh/gore just as easily and decapitating isn't a thing in Terraria anyway
Deep lore™️
But it'd still blow the skin off your feet when you land after a great fall
Bold of you to assume terrarian isn't one with the boots
so like 

In fact, I actually think the entire rest of your body would collapse upon landing, just leaving an invincible skeleton standing amongst the gore
the terrarian never takes off his boots
Shhh
This is all horse shoe argument rn
except for the few seconds upgrading it
(I would love to see someone stick a landing after a huge fall
and all their meat rockets into the floor leaving a skeleton with its arms folded and sunglasses on)
(... that'd be a nice visual.)
... never realised I would love to see that
It'd probably have to be after an insanely long drop
As to make the Potion still useful
Also, probably would need to change the tooltip to something like "Makes you immune to fall damage. Don't fall too far though."
Given that terrarian's fall speed caps out at 51 mph, no, it wouldn't be a long fall
And at that speed the meat rocketing thing might not work anyway, albeit would feel mildly uncomfortable
(but then again, we talk about a dude who can outright regen being swiped by literal deathray in about a minute with nothing but campfire)
But oh well. Probably that whole convo needs to be moved to generic chat instead of suggestions
m
Give the Stellar Culex, Sightseer, and Astral Probe enemies post-Aureus drops
All astral enemies besides the Stellar Culex, Sightseer, and Astral Probe have post-Aureus drops. I don't see why these ones don't either (except for astral probe, I don't know what coube be pulled from that)
Heh
At least be consistent
Don't leave it to a future suggester to ask for Probe to get a drop too, considering it'd be the one and only one left behind
I don't think astral probe is unique enough to get its own item, but ok
Is there any problems with that edit?
pf
If you insist on degrading probe so much then yeah sure I guess that edit is fine
Hang on
You forgot about Fusion Feeder
We
Just as a quick QoL suggestion, Astral Slime should drop Stardust
It’s the only Astral Enemy that doesn’t
fair
Make it drop Aureus cells post AA so I don't have to keep killing him 
wrong channel?
ah your right, that i was on mod talk
Fusion Feeder added to the list
👍
oh
#bugs-read-pins is the channel
||I guess he won't be deleting it||
(I will)
He didnt even go to bugs, lol
Yeah idk what happened
Maybe he suddenly got distracted by smth lol
I thought you could dodge rav pillars by just flying up or away
You can
And I've seen a worrying amount of people fly straight up as fast as possible just when the pillars are falling down 
Flying straight up as fast as possible is often a death sentence
Like very often
What you wanna do is tap repeatedly so you still go up relatively fast but not get momentum throwing you up, also lets you have time to react to projectiles above you
Also rav is like hella nerfed in comparison to what it was before
Dont know if another nerf would be good for it
No imo, atleast for me whenever I get hit and get half of my hp snapped out of existence, it becomes easy to recover once you get the mentality of "Ok I actually gotta dodge this time"
To me rav is basically like a war tank that wont harm you as often as say, duke and its constant close ups
Rav itself wont really keep up with your speed and some of the stuff is easily dodged as fly up or keep running, where duke consistently demands for quick decisions
Sure, bubbles do jack shit if you keep shooting, but duke itself is a huge threat
Anywho, kinda offtopic
Yeah, Rav is fine where he is, imo
Its worth mentioning as well that I wouldnt honestly say that Rav should even be super fair, since he's technically optional and is meant to circumvent a handful of grinding
the only way i could see Rav needing a nerf is reworking Weak Petrification so it doesn't completely fuck over people with Defiled on tbh
but then again, i suppose that very few people play defiled anyways so /shrug

a better prompt would be to take Glacial State off the Destroyer's blue lasers or rework it somewhat so that getting hit by one doesn't leave you wide fucking open for combos but that's another story entirely
personally I think Ravager is...mostly fine?
it uses ice golem lasers
and the blue lasers deal less damage than the green and red lasers
Would be a nice touch if the Destroyer's lights changed color as it switched phases
Suggested before iirc
suggested, and not really possible without breaking the compability with Calamity Texture pack
That Goliath suggestion is kinda true
I've seen Goliath dash instantly after using the Abomination taking a lot of dmg because bad spawn
that's exactly why i suggested it lol
i mean it isn't too much of an issue since 1 hit doesn't take out too much damage but for people going for nohits it could become a huge problem
hm, it might just be a me problem then
at least another person has experienced it lmao, i have that going for me
Yeah, not trying to discard that
Sounds peculiar but totally expected in terraria realities
No that can definitely happen
I feel that hitting the Piggy enemy with a boulder should result in an instant kill.
Why
bumblebird pet is a frequently suggested thing according to Don’ts
And there’s a calamity extension mod called Calamity’s Vanities or something that does that
P sure there's only a birb hat in that mod, closest thing to birb pet is nugget pet
Byhea vanities is it's own thing
Queue in Austrophage
I don’t think adding pet drops would really benefit the mod in any way
Should I also mention that Fox, Son of Yharon, and DoG doll are all dedicated items
And therefore have a reason to exist
Calamity encourages progression breaking afaik
It does
Oh
But getting to the temple in Calamity while breaking progression is crafting the Temple Key pre-plantera
Meaning, you opened that front door legitimately
There's absolutely no situation in both vanilla and Calamity where you should be present in the Temple without the front door being unlocked. Unless you did some cheesy stuff that might as well be cheating.
Like hoiking or something
problem: you usually have to go a few blocks into the temple to unlock the door
Yeah, but the programming for what the "official temple" is still there
Since the temple also actively disables RoD-ing into it
Or just make it so if you're present in the temple while not on the first floor
Since the first floor never has the Altar to summon Golem, and always has the door
I haven't tried this, but how you describe it makes me think this would have already been revised by testers before the update and buffed
That sounds unnecesary
I agree with the Totality Breakers buff just because the entire "upgrade" is basically just 2 more projectiles, and a wider area of effect
I added that lower half for a reason
at that point it'd just stop people from entering the temple pre-HM
And unnecessary given theres so many safety already
That doesn't change the fact, though?
Why would you go to temple pre hm?
For any of it's loot
It gives extremely easy potions and healing
And is lowkey easily circumvented by anything the mechanic sells
Well gg you somehow got inside
Enjoy it
Deciding what counts as lower temple also is complex btw
It's, not really
Upon temple generation, save where the middle of the temple was upon generation
If present within it's walls while below that middle, activate guardian
Its not that simple
What other step would be needed?
The only time the gen screws up the walls and places them outside the door is at the top
@quartz cargo could you provide boss kill times or dps tests on bosses to help prove your point?
And the check for when you are inside the temple and if the door hasn't been unlocked could use the same check that goes for if you're in the dungeon while below 0 depth
it helps out us testers that balance the mod
The door yes
Then, just make it a var that's saved for that world
@terse sundial do you want me to record a video?
No, just fight various on-tier bosses in revengeance mode without using rage and adrenaline and record the kill time
you can record a video if you want
Either way, that sounds like an absurd amount of work for just...
absurd
"No we dont want you to get an useless power cell and some potions"
It's adding 2 variables that just check if you're in the lower temple
i checked the wiki and the only loot that'd be useful for a pre-HM player would be some Lesser Healing Potions and other potions that there are already easier ways to get pre-HM
sigh
It's still the main issue of Golem himself, being a fight you could potentially skip to preboss
Granted, yes, no idiot should be doing that
Yes its only adding 2 variables
golem already can't be summoned pre-Plant iirc
Btw altar doesnt even work pre plant
I thought it did?
It used to
Ah, didn't know they changed it
actually Old Power Cells exist, so he can actually be fought pre-Plant
There's not much gained from the temple and it's not worth the work to add in that, it's a sandbox game and no real sequence breaking comes from breaking into the temple, no weapons or pickaxes, nothing
You should have checked before suggesting
Apologies, then.
Well then, so a while ago I introduced a suggestion here but never mustered the courage to post it to suggestions, but now I feel as if I can suggest it
That suggestion is removing floodtide’s recipe and making it fishing exclusive
@hallow kraken why
Also, yeah, that feels strangely specific
Floodtide has a very unique obtaining method, but is overshadowed by the easily crafted recipe
Why would ya do that
I agree it is odd that it's obtainable both ways, but it also would be strange to just make it fishing
How is golem fightable pre boss
You can kill cultist like, after a few bosses iirc
Requiring you to craft summoning for Golem, pre-plantera?
That feels kinda arbitrary
Not that you can do that
But that the altar is hardcapped, despite the ability to skip that progression
Because thats vanilla locking
Oh, that was a vanilla thing?
We just added a recipe in case you wanna skip
I didnt even know Vanilla did that
@terse sundial on what boss can i test it, its hard to find an appropriate one without dying
and without buff
Just, the earliest one you can obtain it at
Or the most reasonable one you'd obtain it at
probably Plant or one of the Mechs
well the upgrae is post calamitas but i cant even beat a mechanical boss with it
thats my point its weak as fuck
is it fine if i test both on cryogen?
I would test plant
Totality Breakers are post-Mech
Also, @lilac nimbus I agree with that, but that's also accounting for the fact that the three bosses before it are as simple as "walk in one direction"
So I don't really know if it can be considered that big a deal
I'm not even sure if we balanced the totality breakers now that i think about it
I'll do some testing also
It doesn't feel like it, definitely not on paper
They do the same damage as the weapons directly before it, and arguably have a less impressive effect
ill test it on cryogen, its the only one i can kill with both without buffs
Totality Breakers
Alright, I'll gear up a character and try plant with no buffs and no rippers
both weps are also used slightly differently iirc
Brav tested totality breakers on aureus and levi iirc
Give me a sec to gear a rogue, I'll probably need to use class setups lmao
this is why i want to test it on cryogen
desecrated water is dependent on platforms
Been a while
its pretty neutral
Well if we're testing both, then I don't even think it matters what boss
Just test both on the same boss, and compare the runs
it does matter what boss because of progression
both should be tested on the same boss
watch it be like Amidias' Trident shredding mechs but doing decent for Slime God and WoF

god I hope not

Also, Vart, what
Why Cryogen
You can't get either before him
Unless you somehow consider the mechs to be pre-Cryo
I've gotta use pre-plant armor, sad for a rogue lol
Post-Cryo/Mech weapon hits a special spot in that it literally has to be tested against 5 bosses to make sure it's not broken on a particular individual
Oomph
Umbraphile btw
Oh god I really am outdated in the brain
Yeah, bad drops. Like a permanent rage upgrade, a gun with good crowd control that can be useable until skeletron, a good close ranged rogue weapon and a scythe train one, a magic weapon that can be used without aiming with decent damage, and mycelial claws.
I personally love Crab's drops
also funny clump thing
Oh right, don’t get me started about fungal clump
clumpy is stronk for summoner
all menacing, except 2 of them
Also, the mushroom rain attack from crab exists
Isnt mycoroot and hyphae rod like, really good?
super dummy
with the totality breakers
Also, yeah, Spaghet, from personal experience, mycoroot is rediculous
Fair
even tho its easier to play with
because its so weak that i cant do any other boss with no buffs with both of them
and also because i havent done plantera on my world yet
and i dont want to create a "sandbox" one
Reminds me how does totality breaker works
Didn't you beat a mech to get the weapon tho?
Its possible it takes advantage of the size of the boss to do dmg
Totality Breakers are affected by gravity, and once they hit the ground, split into two
Those two, then split midair into two fire projectiles each
(If I recall right)
Alright, well without pots I think only Accs and armor matters, only thing in my inv is Cryo lore and Healing pots
Each separate projectile can only hit an individual enemy once
the totality breakers benefit most from targets that aren't immune to on fire
which makes it good for farming the hardmode dungeon
But then that makes it somewhat niche in usefulness
not every weapon needs to be great for everything
Might switch to warding if I think I should but this is fine yes? It's what I would actually do vs Plant
Especially compared to Desecrated, which explodes into a wide area of bubbles
regardless, I believe it could still use a minor buff
post in test reference iirc
I still wanna see if it's any good for plant or if he's right
I will once I finish my tests
What does?
[[Totality Breakers]]
?
The water does some pretty good dps to plantera, way above totality
Killed her in 1:26 on rev
Totality Breakers got her in 2:49
Could be player error but 🤔
we will probably nerf the desecrated water
not sure if a buff to the totality breakers is necessary still
Good idea, it did pretty insane dps
Hope I helped by doing that at all lol
It was at the very least, good plantera practice
calling it now, this is gonna turn into the new "buff KS"
I like how this guy denies the existence of shroom rains, which I think are pretty challenging and fun
I feel like this guy’s description of crab’s fight is inaccurate to the actual fight
I like crabulon
yeah and the shroom rain makes the fight a good early challenge
crabulon’s a relatively early boss, he’s not supposed to be super challenging burn-in-hell simulator feat. mushroom thing
like for God's sake can we just kill these early game boss buff suggs please
early bosses are honestly fine the way they are dont at me
this is how things like the shitfest that is Slime God happen
(on a mostly unrelated note, I want to sugg perhaps changing the Slime God fight to make the Core more relevant at some point and overall making the fight a bit more fitting with its placement in progression but ehhhhh, people probably don't wanna hear rambling from this ol' salt shaker for the thousand and Nth time
)
but like. most of the early-game bosses are perfectly fine being easy as they are
they're just that. early game bosses
I really don't understand how this is a foreign concept to people
Crabulon is sufficiently difficult to handle for the point you fight him already and he does not need a buff
and really; do you really need to make EoW easier
the archetypal easy worm boss
if you're using the right weapons, you can literally stand still and kill it as it charges at you
well i mean
the ultimate statement of the suggestion was not just to simply buff the boss, the suggestion was asking for a rework
if im honest, crabulon doesn't need as much attention as some other pre-hm bosses (mostly talking about perfs)
see I know the wording wasn't specifically about buffing but that's not the point here
the point is that it isn't needed 
there are other pre-Hardmode bosses that actually need such treatment much more than Crabulon does
what are your examples?
Crabulon is also an optional boss
there's very little content gated behind Crabulon besides its drops, so it's like Duke in that regard
I mentioned Slime God just up above as one
Slime God is anomalously difficult for the point you fight it and the drops you get...are not necessarily worth the pain the fight can induce
you're dealing with two King-sized Biome Mimics that split in half for a partial heal and ability boost at half health...and a little ball that dies before you can even consciously focus it
Lionfish tho
the Core feels entirely irrelevant to the fight at large because it dies considerably faster than the big slimes and doesn't do all that much unless it is on its own
the Slimes on the other hand feel entirely too imposing, almost making it feel like trying to fight a Hardmode opponent without even having the equipment to do so
shoutout to Lionfish which makes it so you don't even have to consciously focus Core
it just dies anyway

huh. we seem to disagree on that front, i find SG to be hard but not "anomalously difficult"
but i dont disagree that he is due for some changes
might be a bit of an exaggeration
i do like the idea of making the core more formidable
it's to prove a point, though --- SG, to me, feels harder than it probably should be for a pre-Hardmode boss
and it feels like the focus of the fight is put on the wrong things
if this is the entity that is the control unit of every slime in coherent existence, how does it make sense for it to die before its two guardians that it made can
part of the problem there is that the core and slimes aren't synced very well AI-wise, so perhaps an effort to unite their movements or attacks would do the fight some justice
that too
I mean, the guardians are there to protect it so it doesn't have to fight
and this is an issue that persists with multiple Clam bosses at varying tiers
(as a later example, the Calamitas Clone comes to mind)
less an issue with calamity specifically and more an issue with encounters with more than 1 main boss in them
the way i see it
well yeah
I won't deny its a typical issue with multiple-target bosses
but Calamity has several bosses of this type which is why it can end up being much easier to point out
Calamitas Clone, Siren & Levi, the Profaned Guardians (to a point), Bumblebirb
what i would love to see is the core initiating most of the "magical" spacing attacks while the slimes are sort of close combat fighters
they could compliment each other in interesting ways, such as the core dashing above the player and raining down mines while the slimes go in for a super jump, stuff like that
(Bumblebirb is a special case because the main boss is one entity, but it spawns half a dozen other miniboss-grade entities with no drops that can do anything the main boss can and lack that sync)
the Slime God in particular has the issue because the big slimes are given too much of the focus in the fight while the Core is just left to hang around and sometimes block potential hits
and I really do think the solution here is honestly as simple as making the King Slimes a bit less stronke and giving the Core some new moves
making the Core more of a focus within the fight itself
I have ideas for this, although they'd never make it in a sugg given how specific they are
well its fun to think about
i think the core should at least be able to shoot some kind of projectile
well he techinically does but yknow he does that only when both slimes are dead
and at that point you've basically already won the fight
the Core...isn't exactly a threat by itself, even though everything we know about it indicates that it should be
i mean, the distorted debuff means that if you get hit by it once, you're very likely to get hit again, even if it wont be by the core.
make the core invincible until both are dead?
didn't it use to be the case that the core was invulnerable until both the slimes are dead?
yep
and it's hard to say if that would be a solution
the entire point of changing it to current was to offer more interesting paths to fight the boss (finish off the core early or focusing the slimes)
but now the problem arises that the core is too easily destroyed and doesn't pose an interesting threat anymore
so yeah, giving him more attacks might remedy that
im just not very sure that the devs would be 100% willing to change the boss through what is basically a soft rework
well in any case
yeah, there are some pre-hm bosses that need more attention than others balance/fun wise
I'd say buff Scourge/make it more interesting but I hear devs don't like that idea
but i don't think it's necessarily fair to dismiss a boss change suggestion on the merit that it's not required bc the boss is "balanced"
it discourages meaningful discussion about a particular boss on the basis of a system that doesn't really measure enjoyment, but rather focuses on an even difficulty curve
and thus, it discourages certain bosses getting attention that they could otherwise use to make them more fun
plus, boss balance is... a lot more subjective than people make it out to be
that may be a controversial statement, but it is a trend i see
tbh its hard to balance the earlier bosses because a lot of them are easy but that's also considering when you fight them
On Expert and Normal DS is actually just a ridiculously big worm that spawns smaller worms
Doesn't have any means of attacking besides contact damage
That's not ok
sounds like another boss who only gets that power in Rev+ and who is also very early in the game
thats why you play rev ig
seems like a clear solution to me, ngl: stop playing on expert and play on revengance because calamity is trying to get you to play on rev
haha yes
let's completely discourage the play of these two modes that actually work with everything else
in favor of these two modes that have sometimes-cool, sometimes-arbitrary, and sometimes-headache-inducing new modes that don't work with anything else and throw everything you think you understand about the game's boss fights out the window whilst completely failing to actually buff anything else in the game sufficiently to match
I can understand not doing everything but true to the nature of the old Rev+ boss changes, many of the enemy changes are just immunity to stunlock, dealing some extra damage or a cool-on-paper-but-completely-unfair-in-context debuff (Glacial State was a mistake), or...being bigger
that last one is Mothrons
also earlier phase transitions for a select few normal enemies that have two phases, and Ice Golems moving and shooting faster as they lose health
Maso-mode is how you do a harder-than-Expert difficulty imo
well i mean this is an entirely different discussion now
'tis my fault, I apologize
I'm trying not to go on these ramblings nearly as much but like
the "stop playing on expert" thing honestly just aggravated me
because it's far from the first time I've seen it or something like it as a mentality and it doesn't solve the underlying issue
anywho, where were we
i think BOS brought up that point not to be told that playing on anything lower than rev is bad, that's an opinion anyways
he brought it up to prove the point that some bosses need balance attention
and not just power curve balance, but fun balance too
Ye
I would love to see Rev and Death potentially take a few pages from Maso's book
tbh i can get down w that
because Maso has a ton of really interesting shit that it does
^
and Rev could absolutely benefit from those sorts of changes
perhaps not quite to the same degree, of course
but definitely in that sort of alley
some enemies gaining new tricks to account for the heightened difficulty bar
i mean, i wouldn't be entirely opposed to it
if rev became the new expert for enemies that got the short end of the new attacks stick, that would be very nice to see
itd just be a long time to program, i imagine
Maso like adds a crap ton of debuffs to a lot of stuff
well of course
I mean, yes maso does some cool stuff, but theres othert things i dont entirely agree with
I think some of its ideas like blocking damage of a certain type are genius
normal enemy buffs would be neat
is good
Is it legal to post that
sigh
i dont no lel
this clown put this in every fucking channel
i dont think advertising is aloud here
Holy shit madman posted it in #suggestions-voting
@zenith hazel
so goodbye
its in almost every channel
Aaand he leaves
god
what
Jesus
...anywho, some random idea stuff
Cloud Elementals in Expert+ throw bolts of lightning at the player (think Luxor's ranged, not Cultist lightning) and in Rev+ summon two larger tornadoes instead of three smaller ones
Paladin thrown hammers act more like the Paladin's Hammer weapon does, in Rev+ they throw these hammers much further if the player is trying to hide rather than not throwing at all
Scorn Eaters in Rev+ can breathe fire (either constant flame or a fireball) at nearby players between jumps
after Yharon's first phase is downed, Rev+ Mothrons leave a group of darksun energy bolts when using their dash attack; these fire at the player after a second or two
those are some shweet ideas
i like em
it's hard to say if anything regarding new enemy attacks would get in, though, because i'm not completely sure of dev's current priorities
if i could guess, those would be getting the draedon content done and or finishing the rogue class up while peppering in content for lacking classes
fuck I missed it
RIP mod points

I mean, I intentionally noted ideas that would be very simple to set up in theory, as a lot of the groundwork for these things already exists in the game
I could've gotten a lot more hammy with some of those ideas 
but like. the point is that it doesn't need to be anything super complex, the changes themselves can be very simple
the important part is how those things change fighting the given entity
yeah yeah i see what you mean
its kind of a matter of if the devs feel the same way about enemy balance, though
is what i mean
imagine making an overworld arena for crabulon
If you want a good example of what enemy has this kind of risk im talking about
I mean yeah Crabulon is easy if you make an entire biome for it
Paladin/pirate captain
that's what i was thinking, yeah
The moment one pops up, you focus on it or you die
Like you literally have to focus on them so they stop shooting
I think my point is
Normal enemies should be kept only difficult when in combination with other enemies, minibosses should be the only ones that should have things complex enough to require focus in a single one of them
I can see that, yeah
So basically if youre getting overwhelmed by enemies you can focus fire on a certain enemy to get a escape route
ye
Tbh solar pillar does it well
It just that some enemy types spawn so often you never get an escape route 
Side effect of it being a pillar
byeah
https://discordapp.com/channels/225030931008847874/263382359397761025/659404833387970560 No opinion @supple lodge
https://discordapp.com/channels/225030931008847874/263382359397761025/655747506063409163 👍 @quartz hare
https://discordapp.com/channels/225030931008847874/263382359397761025/647900310802792448 👍 @queen delta
https://discordapp.com/channels/225030931008847874/263382359397761025/644646350348222485 👍 @warm tinsel
https://discordapp.com/channels/225030931008847874/263382359397761025/644195403536793641 👍 @supple lodge
https://discordapp.com/channels/225030931008847874/263382359397761025/643969258182803467 No opinion @elfin maple
https://discordapp.com/channels/225030931008847874/263382359397761025/641523256456773639 👍 @ashen warren
i know you're a mod so pinging might feel like a false positive yata, just let me know if you want me to avoid pinging you for future suggestions
eh its fine
okie, just wanted to make sure 
I offered my thoughts on more significant enemy Rev+ changes
Considering that they get a treatment on par with stat boosts™
(or does
fit here, who knows)
Rev+ Enemy stat buffs when?
Though the change I sugma’d for Rev moths was pretty much a bootleg maso moth
Also iirc the point of maso debuffs was the idea of sacrifice
Gain immunity to debuffs, lose an accessory slot; keep an accessory slot, face the debuffs
Yada yada yada
What i didnt really agree with maso was stuff like skelly
The bones are good anti circling that still leaves a slim possibility to not get hit if you go below it, but the regening hands can lead to a long af fight and god, the dg phase
The dg phase in fine in maso cuz its intended to be a mode thats just hard af
But i dont think anyone would want a dg phase in rev
Mm
Speaking of skeletron
Can I suggest that his spectre blasts get changed to shadowflame skulls

I'm just gonna list out what I think Rev can learn from Maso
Auras/Reverse Auras force the player to pay attention, and to either stay well out of the way of certain enemies (Meteor Heads) or focus the enemy generating the Aura (Rune Wizards)
Shadowflame skulls wouldnt be that bad
The debuffs like Berserked and the anti-class debuffs encourage being prepared and having multiple kinds of weapons on-hand
As long as they only implies changing the visuals
And some of the new spawns limit where the player can go early on
Ehhhh
Would forcing multiclassing really be a good idea tho?
I feel like giving maso auras would just make people call out that we’re ripping off maso
Yeah thats like terry's signature thing
Especially after they called us out for CV’s succ aura
Oh hey it’s the guy i haven’t seen in two years
Wait they called us out for CV?
Well, some did
Calamity explicitly discourages multi-classing when they did Summoner dirty by forcing them to eat a damage debuff if they dared tried using other weapons.
Mostly in fargocord
Lmao thats not an aura
Dude
So having multi-class be discouraged here yet encouraged somewhere else would be wack.
Maso didnt trademark dust circles
I told you not to ask me 
Im not asking tho
similar shit like a tomato and a tomahto
||
||
Anyways let’s get back to enemy changes
Or smth
Well ripperinos, i made wind blade spawn a dust circle on kill, time to get called out
If anything, new attacks would probably be more in style
and honestly we don’t really have any
Or just altering current ones, for example making the possessed line of enemies faster
Some of these sound like they would be kinda overwhelming
Can Mothra even shoot webs
Yes
Well in the caterpillar form




