#suggestions-discussion
1 messages · Page 752 of 1
?
Oh heyo
I have this channel muted
I’d rather there be more changes to the generic enemies since those need the most help
most normal enemies don't really need it, although I can think of a few that may
why green specifically
A generic jellyfish locked to hm for no reason
I mean if you’re gonna lock them to the part of the game where big changes happen at least give a reason
Although isn’t changing enemy behaviors what Masomode does already?
that's not how this works
that is not a Maso-exclusive thing
not in the fucking slightest
vanilla Expert does this already, albeit to a pitiful extent
Vanilla Expert does, like
the suggestion, thereby, is to expand upon that idea by giving the higher modes more bearing on the actual game
5 enemy ai changes
I mean on top of expert mode

it's not a copyrighted idea ffs
This is suggestions for Calamity so anything a different mod does doesn't really matter iirc
I don't think this belongs in bugs with the 'I assume' bit, but aren't the totality breakers supposed to be totality beakers
i tested out totality breakers on a world before my own playthrough and tbh they don’t feel worth
Vanilla has 8 enemy AI changes, Rev mode has 6 and they’re all pretty simple
You sacrifice homing bubbles and gigantic fire pillars for a fancier molotov
if you're gonna make Totality Breakers an upgrade to two separate entities, then it. really should inherit the characteristics of both at least partially 
Because i mean that’s all the totality breakers are
(personally, I feel like making them take the Toxic Flask or similar as a mat would be more thematically appropriate, but that's just me)
Molotovs but oiled
Okay apparently they release three bombs on death but still, like
Homing bubbles
I got half way through levi pre plant with that
I've already made this point with exo-weps in the past but like
a weapon that takes something as an ingredient should inherit something from that ingredient, in my opinion
Ark of the Cosmos certainly does 
(vanilla has this issue as well --- see also, Sky Fracture)
vivid uses like a good chunk of its components at least
Vivid uses, like
Two
The two it chooses makes it the omega iq weapon it is today
AotC literally has two but like
It combines all the ingredients into smth
Actually in hindsight that’s a small point now that I think about it

well if you use every component, then it would look ugly
a weapon should only do so much
vivid would not be pretty if it started spawning souls and fat explosions on hit
Totality breakers arent worth over disecrated water
I nerfed desecrated and buffed totality 👀
Hueh
I had a Vivid Clarity overhaul/rework in mind but lord knows it'll take me eons to get around to it 
but obviously what I need to do is remove the homing from desecrated water to shut you guys up
The homing of disecrated could also be nerfed but eh

Why does a bullet made out of plant bar thing home in? 
Bc chlorophyte is expensive and you only get a dime’s worth of bullets per bar
:peepodetective:

what are these emotes they mystify me
So is the dust power
that too
actually
I wonder if I could potentially pitch EE's Chloro Bullets nerf for main 
since I already did something to nerf both aspects a fair bit ago
You can easily make an entire stack of crystal/cursed/ichor bullets easier than a stack of chloro bullets
Though i admit they do become pretty
once you got a chloro farm goin
That still doesnt explain why it magically gets homing
But not like theres a proper reason anyway
...should I go rework Chloro Bullets rq to make them do something different
You’re askin in the game where god piss is the most powerful debuff so 
Exactly
byeah
You thought you were safe? :echceasebegone:
(also Ballistic Poison Bomb is everything Totality Breakers wishes it could be)
I found Desecrated better in a few cases but yeah Ballistic's really good
Suggestion: Add Ballistic Poison Bomb to Totality Breakers’ recipe
Problem solved
Now you only have one choice 
But what if:
Craft two ballistics

Are we allowed to suggest
Just general directions for the mod as a whole
the pins in #suggestions-voting basically say wat to suggest and wat not to
wdym "general directions for the mod" 
but i dont think suggesting general direction for the mods is really a good idea or it will be accepted cuz most of the stuff are already planned ahead
What I mean is
I think the devs could benefit from just
Slowing down
Every major update focuses on adding new things
But I think that, instead of adding more to the pile and fixing it later
They should focus on polishing what they have and dealing with existing issues summoner for a bit
...I agree with this, on one hand
but on the other, the devs seem to very highly value the coming content (Draedon)
Well, except
Would the rogue additions not be considered expanding upon what already existed?
I tried to do that but i got the :echcease: from one of the devs that heard it bc they got an entire schedule laid out and weren’t fond of making adjustments to something that’s busy
Iirc
Rogue updates are major content additions, yes
but it's so that the existing class is more fleshed out and comparable to the other classes
For instance, summoner, as you say
That would be adding weapons and accessories and stuff, just like we're doing now with rogue
I mean, summoner isn't exactly the best class to start off with 
vanilla did summoner and throwing dirty

Tfw we got shit on for making “edgy throwing” and then relogic just screws over every mod that tried expanding throwing

You could look at it as fixing the classes we have before adding new ones
We already had rogue before the updates
Is there even a hm throwing armor
Throwing ceases to exist in hm
Yeah, too late now, I get that
I would appreciate more summon weapons for Calamity's purposes, yeah, but like
Rogue needs the content too
It does
well yes, although that does kinda lead back to my question I posed a while back in regards to that
Stealth
see, Stealth is wacky to me because it requires doing something that is rather harshly advised against in the general scenario where you're intended to use the mechanic
May not be a great definition but it's the mechanic that's pervasive throughout the whole game and it's what very nearly all the equipment is based around
And when you get to bypass how it’s naturally built up you’re at least halfway through the game
though I guess that's more in how it's executed --- the idea of stealth is still a rather unique one
And yes standing still is the exact opposite of what you want to do for all of the game’s boss fights
Unless it’s DS on a platform above it
Then again DS isn’t a boss 
my pitch for stealth behaving more like Vortex stealth is still in my plans somewhere btw
There might be more means of obtaining stealth without standing still in the future
wink
SV
I still sorta think it bears a very striking resemblance to how mana works at a fundamental level
the difference is that instead of being unable to use the weapon, you are instead unable to get the cool stealth strike effects
I can only wish that Terraria/Calamity had a greater world/exploration focus than boss focus
Because stealth is useful outside of boss fights
I remember once I suggested like
Hiding places
Certain objects you could hide behind to gain stealth
Or at least, much more useful than when in boss fights
see, I'd agree wtih you there
its just that exploring the world becomes piss easy in hm
but by the time you consistently have reason to build it up you're never going to be regularly fighting normal enemies, and generally anything that you will hit with a stealth strike in any scenario dies fast enough for it not to matter
At the time I suggested that the boss enter a sorta "search mode"
But that'd be ridiculously hard to code
So instead, maybe you could just be invincible while hiding
And this wears off when you attack
I still sorta think it bears a very striking resemblance to how mana works at a fundamental level
At this point you can probably tie rogue to every class in the game
Same weapon variants as melee
Similar function to ranged of yeet
etc

same weapon variants as melee is because nobody wants to bite the bullet and kill the melee variants of all those freakin' boomerangs
Alright whatever hey lets get back on more productive suggestion topic

This is the sorta convo we were talkin about the other day
and yeah it's easy to fall into as evidenced by the fact that I fell into it too
I try not to go on these ramblings, I swear to god I do
just happens with stuff I really care about ig
anywho back to productivity meme
where were we
Ok, so hiding
I bet it could work like
You can only hide when there aren't any enemies within a certain radius
So you would be encouraged to keep a very large distance from bosses, larger than other classes
Running to the other side of the arena, hiding, attacking, and repeating that cycle
wait was there an @everyone here or did someone ping me
I thought every boss in Calamity discourages or flat-out disables running away like a pansy though

Hec pinged you earlier
Devs had no opinion on your sugg
https://discordapp.com/channels/225030931008847874/465195069406707722/661054576539205683
ah ok
Stealth like shroomite stealth seems to be built for mp tbh
Shroomite stealth is the example cuz it requires standing still
oh

Oh yeah, snipers could potentially be rogue weapons
no please
let's not give Rogue any more of an identity crisis than it's already suffering

it's already nearly every vanilla class in one + throwing
Sniping requires stealth
My connection
Rogue id about thieves and the like
If the gun bounced multiple times like uhhh
Gel Darts, I guess
and fired a bullet in the direction it's facing every time it hits the ground
When did thieves and bandits use snipers
and the bullet deals significant damage considering it'd be very random
:peepodetective:
That'd be fun
Assassins might
maybe like The Bullet gun from gungeon?
When did thieves and bandits use snipers
Ever heard of gunpoint robberies?
no please I already have a shameless Bullet knockoff
...although, now that I think of it
Apparently no
:peepodetective:
also a sniper rifle isn't exactly cool or convenient
Btw whats the topic for even?
I can name plenty of ways to make stealth interesting
But none that wouldn't require rewriting the entire game
Squid suggested making snipers part of rogue
revamping rogue etc apparently
We still havent really finished rogue tbh
discussion of rogue stealth and how it could be improved
probably
Theres still a lot of room for changes
I suggested, like
A rogue handgun you just toss and then it bounces on the floor shooting bullets everywhere
Like those cartoon guns
I should go write up more of that rogue stealth rework I had in mind
if only for my own purposes in the rather far future
Then again that’s not exactly stealthy, is it 
what rework
imma go do productive stuff
yeet
funny mod advertisement in disc
Rework for something thats still WIP is eh, but what do i know

Expanding on line of sight and maybe a noise mechanic would make stealth a lot more interesting
But both would be really painful to code
I do like the hiding idea, because many enemies have behaviors that they go about when you have full stealth and they can't see you
which makes building stealth and executing stealth strikes more possible
Bosses need idle behaviors as well to make it work for them, as opposed to always targeting you and never losing sight of you no matter what
it'd also justify the fact that half the enemies that can actually yeet at you through walls have approximately zero concept of object permanence
(also some enemies don't have idle behaviors which is bothersome
Stealthing in the Crags: Scryllars float past you, Despair Stones bounce on by, Heat Spirits get a little whiff of you but never turn around for a second try...
and then Soul Slurpers immediately sense your ass and fire at will)
Okay, okay
Rogue
Needs a substitute item, a decoy
It's possible. Stardust Guardian does it.
But that's the only example in the game
I like this
now there's an idea I can get behind
and one that doesn't require rebalancing the entirety of rogue, at that!
It would actually make stealth mean something
you have my interest
The decoy should naturally have less aggro than the base player, so you're incentivized to stealthify
(which could get a bit buddy with the Mirror accessory line, which naturally reduces aggro...)
(but...
incentive to stealthify)
actually
If rogue gets a decoy then players can get openings to build stealth,
say, dodge around without attacking using a Mirror in order to get a lil bit of stealth, then toss out the decoy to distract them to build up the rest
that may be your ticket here
why not give the Mirrors this sort of effect in some capacity
a mirror may cast a reflection on one's self, no?
The first one is named Mirage Mirror...

but, that may be inflating them too much
Mirrors are already decently packed with effects
Mirage Mirror new effect: press Y to leave a clone at your position for enemies with 200 iq to attack
that's what happens when everything is packed into a singular tree and the result tries to compensate for that
h
You are forever invisible and don’t exist
Decoys would probably have health
so that you're not given complete freedom from any situation for some period of time.
More difficult to slunk away during a clusterfuck, your decoys get torn to shreds
Maybe there could be one variant which doesn't have health, but it costs some/all stealth to use it or has some other trade-off....
iunno
...I've just become a genius
Important thing is that at least one gets in at all
I have an idea that is actually way better than it has any right to be
so about the Pocket Mirror--
could potentially add the functionality to it or give it some things it can be crafted into which give the decoy effect
because current Pocket Mirror is actually worthless
I dislike this idea
may I ask why
Would be much better to add Pocket Mirror to the Ankh Shield or its upgrades
Pocket Mirror is currently only made to be a forgotten part of ankh
I mean fair
Changing the complete function of a vanilla item
Same for Hand Warmer
Pocket Mirror and Hand Warmer 
what the heck are those things
Making it also have a completely unrelated rogue effect
is not a good idea
especially cuz it's a vanilla item
PM - Immunity to stoned
oh.
HW - Immunity to Chilled.. and Frozen?
That sounds useful for Cryo
HW - Immunity to some cold debuffs...except Ankh itself gives these
It is
and the Warmth Potion exists
nope becsuse glacial state exists
oh yeah btw
Hand warmer and the heat buff thing are very good against cold based stuff
and hand warmer doesn't give immunity to freeze 2.0
Warmth prevents Glacial State procs
wait there's a accessory that specifically countering medusa? unless there r more enemies that stone you
Hand Warmer doesn't
Specifically Medusa
Warmth does prevent Glacial yea
also yes specifically Medusas
It drops from Medusa.
Masomeme
Oh yeah pocket mirror exists for some reason and I keep forgetting that
Speaking of Medusas, how do you use medusa's head
What does it drop from? Medusa?
listen, Maso's enemy drops actually do affect more than the one entity they drop from
Medusas ofc
that seems oddly specific, prolly could have made that effect into the blindfold

I've never used Medusas head tbh
Step three: You now have Souls of Might, enjoy
decoys.
I could try suggesting it. I haven't made a suggestion in a while.
so like, where would...I suppose you can call it the introductory accessory/item? for this mechanic lie
Rogue style of Ninjitsu 
Well
I don't know when you'd start getting it but the earlier the better imo
that sounds amazing for moon events
and solar eclipse
just farming effortlessly without being attacked
remove 25% of player max hp to make a substitute
Hm, perhaps
Don't wanna get specific on what the trade-offs should be though
Just wanna get the idea introduced
How's this
Give the Rogue class "decoy" item(s) to distract enemies and draw away aggro.
During boss fights, it is very difficult to build up stealth, and even if you do it can hardly be considered "stealth", as the aggro reduction aspect is completely lost on bosses. If rogues had substitutes/decoys at their disposal, they could draw bosses' attention off of themselves, even if only for a moment, to actually stand still and build some stealth.
To make decoys less of a free pass, they could have health, so that more heavy assaults are hard to escape, and of course cooldowns. They may also have naturally less aggro than the player or require some stealth to send out, which would incentivize the Mirror accessories' (and Penumbra Potion's) slow stealth build-up while moving, as the player could stop attacking and focus on dodging to generate a bit of stealth, then throw out their decoy in order to build up the rest.
Currently, attempting to build stealth the intended way during boss fights is suicide. Having distractions to pull away enemy aggro would give rogue stealth much more usefulness and meaning.
I feel like that could be used to dodge specific attacks on bosses
And on bosses that have slower attacks it'd distract for too long
And make getting adrenaline really easy
I know english
True, adrenaline could be an issue
But, decoys wouldn't need to last any longer than 3 seconds for good stealthing, so it's not that much Adren even at the lowest charge time
Some balance would need to be struck..
(Could have both a duration and health)
Part of the problem is you're removing agro from yourself
And that can be used to make bosses like say yharon dash the opposite direction from you
And give you way more time than it should
I'm amazing at english dispite it being the only language I know
A few seconds of diverted attacks in a 3 or 4 minute boss fight doesn't seem too bad
And... it may be the only way to make our current rogue stealth work at all...
Part of the reason I think stealth should act as an adrenaline replacement
Just about any ideas that involve building stealth the way it is could more than likely be used to cheese out adrenaline in some way or another
And then you have adrenaline and a stealth strike
it. really shouldn't
It shouldn't
Adrenaline in and of itself is already a balancing headache
But that's the only way I can see stealth strikes actually working
one of these days I'll throw my pitch as a sugg or something
somebody once told me
Death Adrenaline + Lunar Kunai rolls Provi in 5 seconds

from 100 to 0, they claim

Altix you missed a quality meme and I'm slightly disappointed
(I think he executed it pretty well)
I. really should expand on my own ideas for rogue stealth sometime
and just. at least attempt to pitch the result as a sugg
I should actually go test that
I'm almost certain it'd never go anywhere because god knows the last thing anyone's gonna fuckin' do is rework the main mechanic of rogue halfway through the expansion but meh
I might as well try at some point and if nothing else gauge interest
Thanks for the feedback, Kirn
I'll add short duration as a possibility
iunno what to do about the Adren situation, we'll cross that bridge when we get there
as I said, Adrenaline is a balancing headache
probably best to leave that for if this actually does pick up the necessary momentum
(and I seriously hope it does, I really like the idea)
Altix whoever told you that is a liar and a fool

Didn't work with my setup at least and it's probably the best you're getting at this stage in terms of damage
I can't help but feel like my suggestion is leaning into specificity, especially with my pre-emptive balancing concern fixes
but
it's probably fine
Its fine to me
Personally I like suggestions the most that have specific balance points brought up
specificity in itself isn't a bad thing
You can see how this could easily be worded as a specific item suggestion, though
oh, of course, I won't deny that
but defining mechanics for an item series that may very well be the best gambit you've got for making rogue stealth relevant is almost necessary
and I can guarantee that being any less vague about it would cause an hour-long discussion in this channel about at least 6 different balancing points
hell there may very well be one on the horizon I'm not seeing
personally though, given the context and how much this would actually help rogue stealth back onto the earlier-game map in particular, I don't really mind the specific aspects
next update will super probably add new ways to expend stealth
I'm afraid this idea will get immediately shot down upon reaching the dev server
(assuming it gets there. It probably will but it ain't guaranteed)
which has happened in the past
omg rover suggestion
but stealth is still leaned towards late game more than early
In main we're all talking about how it'd be a super cool great idea
gets delivered
"yeah fuck no, did you think about this? "

That question mark looks wierd merging with the quotations
coming from a group of devs talking about what pokemon types calamity enemies are for 1 hour

Yknow, that's kind of funny I have played mp with rogue player and basically acted like a decoy afterwards
The problem is, bosses were so mad and irrational that personally I preferred being aggroed on than to be free from the attention
But that whole experience is different from decoys so take that with a grain of salt
Yknow
I guess rogue is pretty multiplayer-centric, now that I think about it
It didn't even cross my mind

Decoys are just a way to have other players in single-player
...and suddenly, it all makes sense
Also what's preventing other classes from using said decoys
this is why rogue stealth sucks
The stealth requirement would ensure that
where's this ping
i was sleeping
it's for the same reason as Shroomite stealth
the main effects of the stealth only truly work well in a scenario where someone else is present to tank the opponent
in singleplayer, you don't get this luxury
thanks
np
so even with endgame stealth-building equipment, you still don't get much use out of it in SP because...you're still the primary target
the aggro reduction does nothing and the main mechanic is that you stand still without attacking, a privilege that many later-game opponents especially do not grant you
Shroomite has a similar mechanic and thus functions better in MP for similar reasoning
holy fuck this explains so much about stealth
speaking of aggro reduction, i feel like that mechanic for putrid scent and flesh knuckles could be changed
nobody uses those things but
and why I liked Vortex stealth so much as an idea
on a fundamental level
Shroomite stealth is MP focused
Vortex stealth is SP focused
after those were moved out of shrines, they became real obsolete
I have been enlightened tonight.
also vortex is bruh
I indeed use putrid scent... in vanilla
Calamity power level suppresses the normal use of these
legends say you can stand still and kill ml with sdmg
Probably a mild lie
remind me to rewrite Vortex set effect soontm
sounds plausible on nornal mode
Someone also said you could melt provi in 5 seconds with lunar kunai
I'm not trusting the things people say to you anymore
They are
You ever use that shit with Feather Crown?
smh I have footage to back those up
I don't see it
why the hell are you using Sticky Spiky Balls post-HM/Perfs tho
and 45 second aqua scourge kill
why use SSBs at that tier when the chad Turbulance exists
Turbulance sucks, fight me
I was referring to Sticky Spiky Balls and Golden Shower respectively btw
wait a fuckin' minute what
Wait why not flask of ichor
when did Golden Shower become relevant
Golden Shower exclusively killed aqua sc in 45 seconds
Flask of Ichor is indeed the better option than Golden Shower
solo.
wh
what.
Dick doodley
what in the actual mother fuck
I have never heard of Golden Shower being a viable combat option until now
ok
this was due to infinite piercing
Does only Destroyer have the infinite piercing destruction?
It isn't infinite but about 10 I think?
golden shower averages at 5,500 DPS while Golden Shower is hitting every segment
Actually it's four, lol
granted it was a glass cannon setup ft. Bloody Mary
According to vanilla wiki, Golden Shower does not have infinite piercing
but it's impressive regardless considering a support weapon
okay thanks vanilla wiki
that sounded dismissive but it actually did clear up a bit
oh thanks deception tactics
and this is why local and ID static i-frames are the superior systems
Terraria's inherent wackiness strikes again ig

Not really because that change would make GS even more effective
/s
(s because the damage numbers can be easily adjusted but wack behaviour cannot be)
(ID-static i-frames want a word with you)
before anyone ask, https://youtu.be/ipNtGch8570
anyways
we moved a bit out of topic now iirc
I feel like we get this suggestion often.
Isnt rogue alr like op af
Why add more mechanics
bc the whole thing with rogue is stealth which only gains while you are standing still but try standing still for most bosses post ML and you'll be dead within seconds
do u gain stealth while in freefall? cuz if so use portal gun
u could also try using teleporters
you only gain stealth while not moving, so freefalling wouldn't work
would sticking making calamity mod music and extra mod music no sync into suggestions be fine?
not really
the extra music mod is supposed to be separate, so people can choose if they want to have the new music playing or not
the issue is that trying multiplayer with it causes the joining players to get stuck downloading
since the extra music is for vanilla music replacement, so some players may prefer vanilla music over the mod's
oops discord is being bitchy
i meant making them no sync
which they aren't
this is what i am stuck with whenever i try to join a multiplayer game
it's both a tmod and calamity issue
since if my understanding is correct servers are understandably slow but it's the same mod version
if it was no sync this issue wouldn't persist
i dont think ive ever had that issue with before
are u guys using the uptodate version of tmodl and calamity music?
@sacred current my friend told me that he gets that whenever he tried to join me lol disable mod music first
yeah i fixed it but i still think it should be no sync in case one party has a different opinion on the mod music
@sacred current I had the same problem when i put together a multiplayer, even though the manual download from the discord and the mod browser SAY they are the same thing, the game sees them as different and it trys to download what the host has. So i suggest you and your friends do the manual download somewhere deep in #mod-downloads, only way it worked for me and my friends.
browser problems
post-Scal weapon suggestions 
Are the chickens usually not enough or
Tbh I don't think this one suggestion should exist since dev team is well aware of literally 0 summoner dev drops
And mhm, summoner certainly falls off in dps at boss rush, to the point where it's a challenge class again, but eh, nuggets can still eat bosses
@silent turret that fits more to a bug, please move to #bugs-read-pins
(amusing lightshow tho)
@tired haven done
:+1:
Wasn't sure if it really counts as a bug as technically the interaction seems like it works normally but it's way too overpowered
That's fair thought, yeah
Most recurring quiver interactions are usually patched out (like with ichor darts)
Wouldnt that happen with basically any splitting projectile?
also, there is a summoner dev weapon ready to program
but nobody wants to program it afaik

summons are scary

imagine planning to code like 4 complex functions with tilting, lasers, flamethrowers, spinning, dashing, and more
Good learning experience iirc
@nova reef byeah, we already have a planned post scal summoner weapon
are you saying the minion will do all of those 
cough
The minion is scal 
cough cough
and brothers, huh?
dies
its ok shucks we believe in you!!
Take some medicine
You know, i cant answer that cuz its not my dev item
One day, just for memes, I want a mechworm upgrade that is just straight up DoG
i hope its a dont fuckle with shuckle item
Like its not a mini anymore, its just the entire worm
I may not be able to talk about that one but i'll tell you mine is also a summon
that sounds neat!
also, perhaps add "post-scal summon weapons" to frquently suggested?
Maybe
can we just blacklist anything post scal?
Might as well, since its basically all dev weapons
Will be allowed when yharim or smth comes out hueh
my dev weapon would be in the game if I could sprite 
learn spriting with me iirc
Big nono
scales
why not have it just rely on % HP instead
@surreal seal suggestions are sent separately (if they’re sent) so chaining them with an “also” is unnecessary
but also please 
@echo horizon please read the pins
mods'll handle it dont worry bout it
o
It breaks like 2 rules at once, absolute unit
this is funny i laugh
specific item sugma and meme sugma
damn i missed a spicy sugma
It do be like that sometimes
whats spicy
sugma balls
Cease with the memeing here please.
@raven moth how does it fare against bosses, though?
Are you just using “OP”as “it can kill please nerf”
Going through tiles infinitely doesn't necessarily equal "OP"
^
Could you send things like DPS tests and whatnot to prove it’s “broken”
If you don't like that it can go through tiles forever and break a million pots and 20 Queen Bee larvae
then, fair enough, suggest that it have less duration or that it shouldn't go through tiles
but "OP" should not be the word to describe that
or maybe don’t send tests because the suggestion greatly over exaggerates the definition of overpowered
starfury stars pass through blocks and also randomly spawns QB, is that OP?
well, it didn't do too well against Queen Bee, and you guys are right about me saying it is OP, I admit, I did exaggerate, but I was just suggesting a limit on how many blocks it can penetrate
@hollow shell "OP" is an exaggeration
and sorry I didn't respond earlier, I was busy playing lmao
You can edit the suggestion to use different wording
Better, thank you
you're welcome
wait a sec, when I typed that suggestion, I legit forgot about the planetoids, so I probably hit a larva inside a planetoid, so maybe it isn't as powerful as I thought ... 🤦♂️
Yeah I was gonna say chances are you didn’t kill a bee inside of the jungle
Add new Planetoids that are essentially balls of ebon/crimstone surrounding a Shadow Orb/Crimson heart, and have both generate regardless of the world evil
Why?
A) It allows for the loot from both Orbs and Hearts to be obtained regardless of the world evil
B) For people with really bad luck, it gives people a few extra chances to get items from the orb variant they did pick
C) Probably most importantly, it adds a ready supply of both Ebonstone and Crimstone to be harvested, making it easier to build artificial evil biomes and fight bosses
Feel like I've suggested this before
But regardless, thoughts?
We've got NPCs selling the orb/heart items, right?
Ye I was about to say
ye
Not all of them last I checked
Could be wrong tho
Don't NPCs sell stuff from the other world evils
Yeah I don't think it's all of em but it's the important ones
And you have the evil island if you wanna fight something from the other biome
And I dunno if it's just me but I always get the same shit out of orbs every single time
First one is always an undertaker
Next one is a panic necklace
And third is the heart
Every single time without fail
You're guaranteed to get the gun from your first smash
The others seem like luck tho
I don't know if that's just me or if that's supposed to happen
the first orb/heart broken is always the gun, the ones afterwards are randomized
Now second question
Why does anything but the gun matter
I trash everything except the panic necklace because deific exists and before I trash undertaker I wait for arms dealer
Shadow Orbs may drop Bands of Starpower
Plus the light pets are helpful
Band of Starpower's very useful in crafting for mages
and uhh
Vilethorn's pretty good
Light pets are nice
Pre-Hardmode Nimbus Rod can be helpful for invasions
I thought i made enchanted axe projectile last for even less already?
In test or public
Public
I just play crimson so dunno how good corruption's drops actually are
It lasts barely 2 and a half seconds
With the speed they have it shouldnt fly that far away
Shouldnt be more than a screen or 2
Yes i just checked
Its barely like barely 2 screens worth of travel time
So yeah maybe it was just a planetoid
Yay my suggestion got a whopping 91 "Yes" thx Hec❤️
To be fair, I only made it reserved for when SCal becomes humanoid but thanks anyway
Kinda surprised ngl
One or two devs voiced that they didn't like how it pertained to future human SCal content
but, neither of em voted against it
Do you think Skeletron Prime needs a nerf?
His head HP is getting nerfed next update
Yeah he never dies (I mostly leave him at 5%)
Thank fuck
https://discordapp.com/channels/225030931008847874/263382359397761025/659870263751737364 👍 @neat geyser
https://discordapp.com/channels/225030931008847874/263382359397761025/659761640019066880 🚫 @fleet igloo
https://discordapp.com/channels/225030931008847874/263382359397761025/659560405030535190 👍 @rapid pivot
https://discordapp.com/channels/225030931008847874/263382359397761025/659529804114165800 👍 @quick ice
https://discordapp.com/channels/225030931008847874/263382359397761025/657706563603136543 👍 @placid girder
https://discordapp.com/channels/225030931008847874/263382359397761025/655444534226059295 No opinion @supple lodge
Did they ever say why for the aureus and deus one
afaik it conflicts with existing plans for stuff
Guess hell burst sug didn’t go well
Deus's current spawn method is temporary
Indeed
(btw i didnt reject the scal one cuz i simply found it weird to be suggested so early, but can be kept in consideration)
Would a channel for asking the devs questions be ok?
I believe I heard that's what #help-advice-read-pins is for
But it's not officially stated anywhere
i like the idea but the execution sounds like it would be a nightmare
a channel like that would require constant moderation
just incase of people being dumb and abusing that power
That's another situation where a role for people who have proven themselves sane would be great
So cd chats 
Yeah but the average user actually has a shot at getting it 
the average user should be able to get CD if they stay active...unless "average" somehow dropped to brain level 
Could get like
A leveling system like a lot of other servers have
And reaching something like level 10 or so awards people with a role that gives access to some extra channels
By that point most of the immature users, spammers, etc
Basically anyone that could cause a problem
Should be filtered out, since there's no way they could survive that long
so like, MEE6? god no
the problem with points and hierarchical systems like that is people would behave well until they reach the threshold they desire and then would be free of their inhibitions
^
so i could act all cordial and then let loose my true intentions because in actuality i really just wanted to be fab's best friend forever in the dev questions channel
and because me wanting to be fab's best friend forever isn't inherently against any rules it'd be an uncomfortable mess for moderators to deal with
that does remind me...the servers i'm in with leveling systems are usually more chaotic than ones that don't have leveling
that's the issue with socially motivated hierarchies, they can be abused just like anything else and sometimes can have the exact opposite effect of what they're trying to accomplish
Would probably be less strain on the devs than manually awarding roles
Less strain on devs is flat out not having the chat but y'know
Having read the rules on how to get cool dude
Can we get a semi-cool dude for people recognized as ok by anyone on the staff
I've been here like 2 years, for most of which I'd like to think I fit the bill
I just rarely got to be in the same room as Fab
#1 way to get Cool Dude:
never actually care about getting Cool Dude
just don't focus on it, do right by other people, and don't be me

You dont have to be talking to fab to get cool dude
It is also staff decision
Time doesnt ensure getting CD
but being a good person generally will
cool dude isn't an achievement that you can just earn, really
it's a token of recognition moreso than anything else
seriously, there's a reason I don't have it and likely never will
but like. it's absolutely not something you should focus on or try to earn
because that won't make it happen faster
thinking of it as something you should be entitled to for behaving well will just drive you bonkers
mhm
Fair enough
sometimes CD feels random
it is
but always like deserved in a sense?
it's very much impulsive in who receives it and when
like a lot of the people are basically just “hey this person is pretty chill”
'tis why trying to focus on it or see it as an achievement to work towards will ultimately end with madness and misery for all parties involved
Hm
yeah, I’ve definitely noticed that with my own weird ego reactions and it really is bad
think of it this way
if you believe that you deserve to be recognized for behaving well and that you should be bestowed with some reward, doesn't that seem backwards?
should the reward suggest the good behavior, and not the other way around?
eeyup. it’s the strangest thing to be cognizant of an irrational thought and feeling
Yeah, I get all that
Issue to me is getting noticed moreso than proving you're worthy
if you wish to be noticed by the devs, do something that warrants their attention
and hopefully make it a positive thing
Getting noticed is far from a problem
I was about to say, I don’t think pinging fab and saying something mean and dumb is the right sort of attention you’re thinking of
Theres a crap ton of mods and devs juat lurking or talking
well warrants and demands are two different things
pinging is demanding attention, making a good suggestion for example is warranting of it
if i say shucks is pretty he certainly won't be notified of it, nor have to look at it, but maybe he'll blush. 
No u
w

bruh get a room you two

Goat dance


Anywho offtopic much
JUST alittle bit
I suggest the cute goat emotes become part of calamain
THEY'RE SHEEP

but this is actually offtopic i don't want to be baaned haha sheep joke haha
so anyway about Stardust Cells and their debuff
oh right thats considered minimodding, woop
stardust cells what
I don't have a witty starter for this one but:
Move the Sand Sharknado Staff somewhere different in progression, buffing or nerfing it to reflect wherever it lands thereafter, and buff the Tempest Staff accordingly.
❔
To give some separation between these two weapons. Also to give the Tempest Staff in particular some more use on its own merit, as currently it is never used over the more powerful Sand Sharknado Staff of the same tier.
Yes, that's how upgrades are supposed to work
the Lazinator sugg sequel nobody asked for
I disagree with that, there's so many examples of a weapon being almost immedietly upgraded. IE Handgun from dungeon into Hell pistol or whatever its called
I was thinking post LC with solar and stardust fragments or smth
Although, it's a pity how Tempest never sees usage
I...honestly am not sure
An actual fast summon
the Sand Sharknado Staff in particular is in a...very awkward spot right now
on one hand, it is extremely good and is a very useful option going into LC and the Lunar Events
If the player makes an effort to get it right after Plant, Post-Plant is a breeze
...but on the other hand, the nature of it being an immediate upgrade means Tempest Staff is worthless and so the issue still remains, it's just worked around with a straight better weapon
Its good on ML and deus afaik
A lot of stuff gets instantly upgraded though
Theres only like 3 instant upgrades rn iirc
I don't understand why exactly Tempest Staff should be on the chopping block
Unless im missing some
I can't recall a single one on the spot
Sandnado is one
Phoenix handgun, if you sequence break I guess?
...that isn't really sequence breaking
Do people use that for WoF anyway
Handgun is the Dungeon ranged wep
Phoenix Blaster is literally crafted with just that and Hellstone Bars
and the latter blows the former out of the fucking water iirc
conclave crossfire, sand sharknado staff, lazinator, phoenix blaster
Night edge is technically an instant upgrade to murasama
ye
muramasa
dungeon chest weapons are a joke
Shush
valor? you mean cascade
magic missile is only relevant because it crafts into like 3 other weapons 
honestly
Dungeon Gold Chest weapons are rarely ever useful on their own merit
and that bothers me 
gold chest weapons are just night's/bloody edge component, shadow key, cobalt shield, and future ingredients
That can be done really
Not with phoenix blaster
Also how does post provi sandnado sound?
ooo, that could work
but what sucks ever more is that despite being buffed by calamity, the crystal vile shard can be upgraded immediately into a better weapon
And that sounds interesting
post-Provi actually experiences something of a drought for summoner options too
if you have the vanilla wep buff mod it might change
that is literally perfect
Though to be fair, calamity lacks lunar pillar summoner weapons unless you count HoTE
When in doubt, post provi
(seriously, you only get Axes and Stardust Dumbfuck ft. a sentry nobody uses until Signus, it's absurd)

You get the accesory but an actual summon wouldnt hurt
byeah
You gonna suggest it?
Who’ll do the honor
let's do this shit 
so basically gss weapons are 5 post plant and 1 post prov?
I mean it's already pretty far separate from the other GSS weapons
(consider that S3 is post-Duke, which is around LC in intended progression, while every other Grand Scale wep is post-Plantera directly)
I mean it could be post plant as a downgrade.... Thats superior in everything except dps


e
I have done the thing
not sure if I should remove the mention of post-Provi specifically from the sugg, there were a good few points brought up in here that would mark it as a good spot but also like
specificity might be bad?
sugg rules are getting confusing to me at this point 
Thats honestly just giving an idea of what tier would work
that's true
Should Spear of Paleolith be nerfed and buffing other pre-mech weapons be buffed to give more rogue variety (not sure if kelvin catalyst could receive a change, probably its ice shards could have a slight damage increase to make more worthwhile to get since farming cryogen for 10% drop is tedious, but I don’t know)?
And stormfront razor definitely needs a buff, it’s post mech and I find it less powerful than some pre-mech weapons
tbh I found most post mech boss (every item using hallowed) rogue weapons to be quite underwhelming
Yeah, pre mech and post mech rouge needs buff (except spear of Paleolith)
Something else that could be done is that spear of Paleolith is moved to post mech, (adding 5 hallowed bars to its recipe) and increasing its damage very slightly
And some post mech weapons also need buff (seriously, Calamitas is hard)
No im not touching kelvin
A lot of accessories are missing vanity
Though I'm sure if sprites were submitted they'd be implemented
Probably the best option for pre mech is buffing every rouge weapon (except kelvin and palelith) and every post mech/pre plantera/calamitas weapon needs a buff
prismalline is fine rn
Prismaline probably 5 more damage
Wait what
And theres no way we are buffing brimblade
Yeah brimblade is fine
I used prismalline to get kelvin from cryo then just used kelvin till post cal
other stuff was about as good, but not as easy to use as kelvin
Paleolith is just trow it upwards, (or sideways against worms)
Kelvin could be moved to post mech but remains unchanged
Probably even to post cal (but buffed accordingly)
Terror talons could use a buff, and more rouge chlorophyte items?
terror talons are pretty good
yeah Kelv Cat is a patron item
Destroyer just needs a better Paleolith fossil shard resist tbf ngl iirc imo
How the hell does melee get memed about having too many options and have only one option for SCal
And it's locked behind Rev but that's a whole other problem I don't feel like getting into tonight
only one option for scal
the keyword here is true
Wat
true melee has only one option that functions
Shit right
melee as a class has like 6 
None of which are true melee tho
Mb
I'm slightly sick 
True melee will likely never work for scal
just. by her very nature
that's the problem tho
which I find really unfortunate given how hard Calamity tries to make true melee relevant
^

more range
fungal symbimeme hours
The whole point of true melee is the lack of range
if scal shot out supreme life seekers occassionally for the whole fight, true melee would be more possible
^
hit life seekers, the on-hit effects target scal
but it likely won't happen
That sounds like a mess of projectiles
Had an idea I was able to recover recently that could make true melee work
But it might be labelled a rework/new class idk
Also sounds like the chicken cannon would do a little lot of damage
it could be another attack pattern if that becomes a thing
Basically
It's Shield of Cthulhu
The class
You run, build up speed, and ram into enemies to deal damage and cause extra effects

that barely solves the kamikaze/low range problem
the big thing of it is that many bosses simply aren't designed around the idea that getting up close and personal should be a viable option
Terraria as a game very heavily favors the "attack from a distance while dodging projectiles" sort of approach on a base level and Calamity amplifies this tenfold with how its bosses work
You could gain i-frames upon impact to give you time to escape
true melee versus scal is like vanilla summoner versus fishron except in true melee's case it is much worse
we don't talk about vanilla summoner vs. Duke
why would you escape

if you need to hit stuff
and too long i frames would just be abused to high hell by other classes
anyway, there goes another suggestion about true melee scal
It would have to be tied to special accessories
That make it so contact with an enemy while moving above a certain speed made you take no/less damage and gain extra i-frames
So you'd have to give up a slot to pull it off
thats still abusable
Or maybe Scal and her brothers should take slightly more time to adjust to their locked positions when the player moves towards them so the player could possibly strike them
or could accidentally run into scal or get shot at point blank while dodging
there's already an indicator on scal for when she is about to charge
im not talking about charging
do scal's projectiles spawn right in from of her rather than slightly beneath her?
is that the problem?
even if they dont thats like a split second or less to get away
and now that you mention it, charges would also be harder to dodge
given they already get barely dodged sometimes with how scal is atm
unless youre using jelly bean
i had several times where getting stopped by a platform for a small moment was enough to make me eat a charge
the lack of range for true melee is a bit much when it comes to the last boss of the game (or at least until draedon and yharim come out)
as you progress the amount of range true melee can get increases more and more
based on true melee's weapons
Going back to what I said previously, the unly viable weapons that I find against calamitas as rogue are kelvin and brim blade, should there be other viable post mech weapons against cal? edit: just tested it, and these were the weapons I used to kill Cal clone due to their better dps than other weapons available till that point
dragon pow without the projectiles that come from it would basically be true melee
if cosmic discharge had the same reach as dragon pow it would be usable as true melee
the only thing with cosmic discharge is that it shares the exact same range as solar eruption and nebulash and thus there would have to be a different weapon that isn't like cosmic discharge but more similar to dragon pow but without the dragon flare dust projectiles
Cosmic Discharge has a 32 tile reach, whereas Dragon Pow has a reach of 50 tiles.
There can just be a weapon with a range right in the middle of those two
Just something to consider.
@steel raptor Q: Do Dragon Pow or a fixed Oracle count?
I mean, DP shoots extra projectiles and Oracle is a yo-yo
hi doge
hello
yo-yo's were never counted as true meme in the first place
Like maybe you can reach the brothers but you may just have a shitty resolution
df you mean maybe--
Oracle has projectiles technically but they go like five feet.
Alright. So you want a sword that's 100 feet long just to hit scal with?
Some people have resolutions that let them hit the brothers with oracle
I don’t, personally 
I think what might work is like
a simpler flail around that tier
some simpler Auric-/Exo-tier weps in general would be nice tbf
or we can just forget about true melee since it doesnt need to be viable at every tier
that too
I mean it’s like thomas said p much
its a subclass, and like most other subclasses, they arent viable at every tier
cal isn't meant to be catered around that one weapon type
This game has barely any variety in combat apart from “attack from a distance”

Calamity tries very hard to make it relevant though
like, seriously hard
so like
That flaw falls under the base game itself
Only thing is Calamity tries remedying true melee sometimes
And while we could fix the flaw, it'd be preferable if we focused on other stuff first
Terraria in and of itself has very few actual combat mechanics
See DoG lore item bass boosting true melee dmg as much as an Odd Mushroom
There’s a lot of potential that can come out of Terraria that’s never taken because, well
It has no idea where it’s going, usually
part of me hopes that 1.4 will bring some new mechanics to the table, or at least the improved codebase will ease the process of adding some
well there is that golfing mechanic 
~~golf is not a combat mechanic
yet~~
a golf club that doubles as a melee weapon called "The Happy Gilmore"
if you want, i could post a pic of what 2nd cocoon looks like
for those who may not know
Might help your case tbh
So I looked back in the footage and it seems like the vid makes the cocoon phase easier than it looks
Provi is kinda easy compared to other things imo
he's talking about provi in Boss Rush.
here
yeah that looks like it can get unfair
doable and fair are two very different things
nobody has no hit the new br
also that
BR provi was easier in the old BR
new provi now spawns crystal in 2nd cocoon no matter what
but old BR provi was still very challenging
I cant even get past the Destroyer 
@queen delta technically you could have sent your suggestion as feedback for testing smh
Lmao
good point

that sounds more like a bug report than a suggestion
Thoughts on this?
Replace Xeroc Pitchfork/Rogue Consumables in general's chance to be recovered after pickup with a chance of not being consumed.
❔ : Because, really, if you're using these sorts of weapons a lot, it just becomes a giant mess, and in boss fights where there's a lot of projectiles around, the last thing you need is more entities making the game lag.
i think it's an identity thing tbh
you didn't really "throw" it if you didn't consume it
that being said, it does give me a separate idea along the lines of Have Rogue thrown weapons at a certain tier and above return to the player when dropped as an item
or something like that?
that way you keep the identity without having as much of a clutter issue
Ye, because like... i'unno, am I crazy for thinking Rogue weapons that are consumables just aren't gonna be used as often because they're consumable?
I know that the nanosecond I got the option to use something that wasn't consumable in the early-game, I did.
like, i wouldn't mind even having no consumables at all, and just bumping the price of them up a bit
it feels like since they're consumable, they have to be cheap, and if they're cheap, you can't really give them any neat gimmicks
you're not crazy but i will say that i personally actually like the clutter because i find it really amusing
ye, plus like
i've used xeroc pitchforks before and lowkey had a blast seeing them pile up in my moonlord skybridge
Ranger doesn't have this problem because their ammo can be like that, because the bow/gun/rocket/whatever is the actual weapon







actually
