#suggestions-discussion
1 messages · Page 758 of 1
5% hp
Heart Attack, or whatever the name change was.
(Absolute Rage)
i still call it heart attack
And 10% additional damage that isn't conditional on it being activated, with Draedon's.
That requires an accessory slot
And you can just put something else there that gives that 10% damage
With all the other benefits of Draedon's Heart?
to be frank, very few people going to use Draedon's Heart practically by the time you can get it
Either way; Rage has plenty to distinguish it.
maybe it ought to get a buff then?
Draedon's heart just gives you a bunch of rage and rage related shit
you're right, I should test it in the new version first
The only thing it gives you outside of rage is buffs when you stand still
thank you for pointing this out
i guess immunity to horror is like the main deal
Draedon's Heart doesn't even give rage a big buff at all
wow 60 per second and 30% bonus damage in death
Any of the effects you can get from it you can just get via filling rage yourself and using a different accessory
I think the underlying issue here is that Rage itself is not that useful for most practical purposes just because of how it works as a mechanic
but that's probably a different small rambling for me to go on another time
hm
Gaining something from being hit already can't be too good because it requires basically no effort to actually get it
except for when the point comes that you actually cannot get it without taking the fat L to a boss
Yeah
... actually, yeah, come to think of it, you're right
true melee will build it as well, except...see point 1
maybe rage needs a revamp?
Rage on the whole needs a revamp ye
What if it was more of a speed + damage buff, that you built up.. hm..
It's damage isn't even that good unless you're on death
you often times cannot get close to a boss, especially in later-game where it's expected to become more relevant, without taking an L or at least a fat chunk of damage
And good luck having it every single boss fight on death
may I remind you that this and Adrenaline are only available on Revengeance and Death, two modes that practically balance around the player taking stupid amounts of damage
..... What if it was sorta like adrenaline, but instead of getting it while you don't get hit, you get it by not healing?
Maybe, but.. hm.. something in that vein, perhaps?
It's an idea
not an out of the question idea imo
like, let's be honest here; people who are capable of no-hits are going to be heavily using adrenaline already
but the people who do get hit.. this'd reward them for being risky
I personally don't really like rippers as a whole, they're a headache to balance and balance against, and really aren't even incredibly worth doing so for especially since only two modes are affected by them
that's just my thoughts, but
I will say
if Rage has to stay, it needs to become a bit more unique and/or there absolutely has to be a way to build it much faster
I like adrenaline as a mechanic
It's a bit wonky but it gets the job done in rewarding the player for being good enough to avoid being hit that long
imo, it's a neat idea on paper but in practice it's a nightmare to balance things against
The no-heal idea?
again, though, that's just me and it's not really my place to ramble about it at the moment
No heal idea is a good starting point
I don't quite think it's what we want but it's getting there
it'd definitely require some more expanding upon it and figuring out how one would best balance it and balance against it
but it's a neat idea and a good potential starting point
Like.. I can't help but imagine having this clutch thing that you can use when you need to GET THE HELL OUT OF THE WAY from an attack that'd kill you.
What if rage was a speed boost
Speed and damage is a bit much but there could be a balance between the two
Devs don’t like the idea of rippers giving speed boosts iirc
That's fair
Oh, right, because it'd throw people's idea of how fast they are off, and that'd cause.. issues.
I mean movement speed buffs don't really affect top speed for boots
(blame Terraria's codebase being stupid)
Honestly I think the issue with rippers is how they’re presented
Rage is pretty much a nerfed Ripper Mode (which is obvious but the point is still made)
Which would work in a combat game
...but Terraria itself doesn’t have the most engaging combat mechanics
Terraria is a game that is balanced around ranged play.
The overwhelming meta for boss-fighting probably isn't even one you consciously note half the time: it's "yeet away at the speed of e while barfing out 500 projectiles per tick".
Rage is mainly built either by 1) getting hurt (which is a big no no most of the time) or 2) true melee strikes (a subclass that honestly struggles and often gets yeeted for muh beam swords)
Not only that, you lose Rage entirely if you get hit when you use it
Which means you pretty much wasted, like, five - ten minutes worth of rage building if you took a stray hit
Which is often why Rage is seen as lesser in comparison to Adren
Rage suffers from the same general field of issue that things like rogue stealth, the Shiny Stone, and Draedon's Heart do, though perhaps not quite for the same reason.
They all essentially ask you to guarantee damage taken just for you to output a marginally better amount of damage or gain some other increased statistic.
(The difference is that the examples I mentioned simply necessitate standing still --- which will probably guarantee some nasty hits from opponents anyway --- whilst Rage outright requires you to get up close and personal or take damage.)
Do you lose all your adren if you get hit while using it?
Nope.
Adrenaline is a nightmare to balance against imo
Honestly, switching their loss-on-hit conditions might be fine.
Having Rage be the one that doesn't get lost on hit while being used, while Adrenaline can be the one that does get lost on hit while being used.
Not only will it help to balance the two out, it's fitting given how each one is individually built up.
Kirby, you're a genius.
My IQ has paid off 
That and wouldn’t rage be more befitting being like
Unstoppable Rage
And adren would be more about focus
Rage being “You are extremely pissed off, murder everything in an unstoppable rampage”
Adrenaline being “You have focused yourself by not getting hit and can shred literally everything but getting hit knocks you out of your focus and you have to start over”
(please god let a suggestion result from this, the convo's been goin on for an hour)
I mean I can but
Kapp
Thomas please do it for me I used all my IQ already 
Rover do you have notifications on for this chat

From the wording I thought you did lol
On today's episode of "some mechanics are a fucking nightmare to balance and balance against":
Swap the "on-hit" conditions of Rage and Adrenaline.
To clarify, this means that Adrenaline would be lost on getting hit while being used, whilst Rage would not be.
❔
To balance out the two, first and foremost --- Adrenaline is universally better than Rage even for the one class where Rage generally should be better, for the simple reason that Rage currently relies on getting hit and then...not getting hit while being used. Adrenaline by comparison is a free 5-second boost to numbers which are probably already big in the first place, and which can't be stopped once used.
A thematical fit, really --- Rage is already largely themed around getting pissed off and one can describe it as unstoppable fury, which lends itself well to the idea that it doesn't get lost on hit. Adrenaline, on the other hand, is largely based around focusing and not getting hit, so naturally it makes sense that getting hit would knock one out of focus and force them to get back on track again.
thoughts?
interesting
You should make a poll on this I agree, brilliant idea
Yeah you should clarify that you mean post-activation
while I don't like nerfing adren again, I'd rather just remove the "on hit remove rage" overall
No you don’t lose adren when it’s fully built and when you’re using it
I don't see the purpose of it in general
Yeah honestly
That'd be nice
Just make neither one disappear on-hit
You already built it up this far
You can cancel buffs
edited it to clarify that I meant "while being used"
So basically you just want adrenaline to be lost if you're hit while using it/waiting to use it
and for Rage not to be
Fair enough
wasn't that how adren used to be?
Adren you're not supposed to be getting hit to use it anyway
Rage was always lost on-hit as far as I can recall
Rage encourages getting up close and personal for big numbers and big boosts to your big numbers
Don't know why their buff effects are reversed
Could have rage deal more damage for true melee
Adren, by comparison, encourages playing keep-away and staying focused on what's happening
Rage builds up on True melee hits
Yeah
Then why do you just up and lose all rage upon getting hit after activating it 
so it seems borderline paradoxical that their buff effects are reversed when being used, with Rage being the one that's lost on hit while Adrenaline is a free 5-second big boost to already-big numbers
This ugly
Rage being lost on hit is one of the main reasons mostly nobody uses it
On top of the fact it's too much of a bitch to get beforehand
I think the actual main reason is that it's never built up
It’s a waste of time to build something that you might just lose due to a mishap
you're both right, actually
Rage is far too punishing to build up and far too easy to lose
I’m not sure if the Rage boost items actually alleviate the issues
I try to use it right after getting hit for it to atleast do something
And that something may as well just not be
both of these factors contribute to it being practically useless
Considering that the rage items boost its damage (which means nothing if it doesn’t address losing it on hit and its tedious build method)
Adren by comparison shortens the timer
Rage should be the unstoppable one and Adrenaline should be the one that takes focus and higher skill to use
correlating with their respective...themes, if you will
Make adren high iq 
The other way to build Rage up is taking damage
Other ways to build up other than true melee
Which is 
And by the time you get the accessory that naturally builds it up, you’re at the game’s current final boss
Oh HoD
Ye but what if HoD could actually build up rage consistently mid battle instead of having to stand afk right before
m
so!
any objections to the sugg at hand, speak now or forever hold your pieces
gettin' ready to post it and see how far it gets
I mean I’m fine with it
I'm fine with it for the most part
alrighty then
I don't think you need to stand still for HoD
I'd star it ye
I mean you don't have to stand still
I meant as in
but you're gonna be AFK while it's buidling up
Does anyone build up rage with HoD mid battle
because it's so slow
Instead of using it before summoning a boss without doing much
aaaand we're live
It's not supposed to be your main source of Rage
It's the only way you can get Rage aside from getting hit (at the time you obtain it), which makes it decently strong on its own
it's the only way you can get rage aside from getting hit
aside from using true melee
which basically guarantees a hit anyway no matter what point in the game you're at so 
Why lock one of the main gameplay mechanics of rev to an accessory and a subclass of one of 5 classes
You can take damage but, like
Rage is for people that use heart of darkness and true melee at the same time :D
The game pretty much encourages not getting hit (see the other gameplay mechanic of rev+)
No player can think "hmm I want to take exactly 4 hits this battle so that I may build up my rage"
Getting hit is a mistake
heart of darkness exists
There's enough rng in bosses to make not getting hit sometimes impossible
except when you just want to do no hits on bosses
Nohitting is only a very small part of the communith
Decently small
Because trying to not get hit at all will more often than not likely ruin the fun in some bosses
that doesn't change the fact that the difficulties where you actually use these mechanics very much encourage not getting hit
and getting hit on these difficulties, especially in later-game, is an enormous detriment
Again, yes, they do encourage not getting hit
but good luck
^
Anywho, a suggestion was made already, dont see much point to continue

How about, just not resetting already ongoing boost for both rage and adren

Only hits that would matter will be when you try to fill up adrenaline
Huh, getting hit loses rage? Never had that happen to me
Oh
yeah getting hit while using Rage causes it to poof
rage needs to be improved in general
It’s almost impossible to get rage during boss fights because of how little it charges
Except with draedon's heart
Even if you do get rage, how good is rage really
not very good
this sugg, while not a perfect solution by any means, is what I feel is a step in the right direction for making the two Rippers equally useful and balanced
Nvm I misread you
ain't that a suggestion better asked in #wiki-basic doe
I still don't know a damn thing about the lore
All I know is calamity mod fun and fair
Ehh
Fairer™️
I dunno how well that'd go over, giving lore figures their own pages
Sounds like it'd lead to a lot of speculation or fan shit being inserted into pages
Our lore documentation has so far been reserved to trivia notes or verbatim restatings
and I think that works fine
What do you mean that Infinity Zero from Ancients Awakened™ isn’t actually Xeroc’s father
Wow I guess I never realized that you lose the rage buff on hit
/s
That's just dummy
Would it be worth suggesting that the gelpick being fixed so that when you press the A and D keys that the player swings it in that direction?
I really don't want dedicated lore pages on the wiki
Instead of it just being like the beesword autoswing
the one we have is fine
To me when I used the gelpick it seemed kinda lazy to just have it be swinging in one direction while I'm mining in the other direction
you mean giving gelpick useturn?
what the fuck is useturn
So you know how when you turn to a different direction
I'm guessing it means that the tool or wrapper you're using will follow that new direction
I'm pretty sure atleast 80% of people don't care about the lore ngl
Hey this lore gives me more pickaxe speed
Cool
oh and there's some words on there too
They'll acknowledge it at most but nothing more
Yeah tbh I've already forgotten most of the lore
ok but who wait who decides to walk backwards when they swing their pickaxe
Bruh
easy fix though tbh some lurking dev
Have you ever used a pickaxe
And yeah it does seem like it'd be an easy thing to change
That's why I asked here first
like an intellect
Very miner thing
but yeah

hah
Fucking can't view it on mobile
It just shows an image
Oh it loaded
i can't tell is this on .111
I don't know what this video is implying
turning on useturn
Look at how the pick follows his character direction
Yeah I know I see that but I don't know why/how you Altix did that
It's because I asked about making a suggestion about it here
idk to me it kinda felt like it's not really a big difference
"how" is what I'm most concerned about
point being that you don't really need to make a suggestion about it
how? toolkit 
So I'm guessing it's gonna be changed in the next version?
are there any other pickaxes like this btw
I see crystyl has useturn on, too lazy to check any other
If nobody else can check it in like the next 20 minutes I'll do it
i think use turn is just that you turn around or not when moving while using it
imma start testing now
ok for pickaxes it's only the gelpick
out of axes, pickaxes and hammers the gelpick is the only tool that doesn't have use turn
(no)
Anybody know how to get a halo?
Travelling Merchant sells it rarely.
Not the right channel to ask, though.
Preferably you'd just use the wiki for things like this
I comepletely forgot
#help-advice-read-pins is usually the channel for questions though
Ill just put my suggestion here completely
Make EoC drop Deal With It glasses lens in revengeance mode that give a 20% damage boost but you take 10.5% more damage based on how many bosses you have fought
It increases by 2.5% each boss you fight
Haha
That breaks a few of the rules in the Suggestion Don'ts doc, which is in pins
^
Another mute
Why has there been a lot of deal with it glasses meme suggestions lately?
ive seen others, not from you
All I did was two
plus thats not a suggestion as of yet
I was seeing if it would be taken lightly or taken horribly
Just be glad im smart enough to not put it in there
Yes you're smart 
I'm glad about that too.
But not that glad, cuz you still didn't read pins
but you aren't smart enough to read the don'ts doc :/
Eh ill just suggest boosting a weapons damage by 30
Is that breaking anything?
I read it don't worry but still
wdym "boosting a weapons damage by 30"?
As in
it matters which weapons
and also matters if they genuinely need buffs
if it's a buff for the hell of it, it's a don't
isn't "changes for no real reason" in the don'ts
No, it's in pins :P
Yeah that's kinda important
The weapon that you think should be buffed should be the first thing you think about
not that you wanna buff something and especially not the number you wanna buff it by
huh, you're right. You did write it after all. I could've sworn I saw it in there..
I could put it in the Don'ts doc too under Practices
I mean, if you don't consider it a massive nono, I don't see any real reason to tbh
It's a decently big nono
Suggestions should be spurred by something you want to see changed
not motivated by some empty desire to send text in the channel
true
so saying make the bladecrest oathsword drop chance higher is a decent suggest or no
You could suggest that, yeah
As long as you have good reason for it
my inventory fills up way too fast for that to be valid
If you can find a good reason for a suggestion, generally its pretty good
But thats the point
It's a decently low chance but Demons are pretty common enemies, especially PreHM
Saying "I wasted over 2 hours trying to get the sword and it didn't drop till I was done with wall of flesh"
Isnt a good point
Honestly
Yeah cuz it's anecdotal
It'd be better if it was like
a semi-notoriously low drop chance
Like RoD
Then you could have an argument of "why is this one weapon so rare"
Bruh
"I feel as if the Bladecrest Oathsword has too low of a drop rate. Especially since it's really only possible to effectively farm for in pre-hardmode, since Demons stop spawning as much in hardmode. I would say you could maybe up the chance by a percent or something I don't want it buffedso that getting the sword is actually feasible"
This would be an okay reason right
Imksushi mod destroys that aurgument
The fact that it's affected by Defiled Rune defeats the point of suggesting it a lil bit
unless you think 5% is still too low
I'm not entirely sure what this conversation is supposed to be
tbh me neither
its explaining the concept of good suggestions to someone who I guess is trying to meme?
Imksushi mod destroys that aurgument


what
RoD is easily craftable
Its not like farming for it is pointless or anything if your doing calamity mod ALONE
alright this convo has run its course
I'd recommend dropping it or moving channels
Make Sea Serpent, Oarfish and Gulper Eel passive until hit (or the player gets close to the head).
As it stands right now, Sea Serpent is the only NPC that's aggressive right upon spawning in the Sunken Sea. This is quite jarring for a biome supposed to be the most peaceful place in the game. People make a base in Sunken Sea Pre-HM and then they're forced to move it somewhere else due to Sea Serpents harassing them to no end.
As for Gulper Eel/Oarfish, I'm aware they're supposed to be passive at first, but it doesn't function properly as they just try to hover very close to the player's head, causing them to go aggro as soon as they get close to the player anyway. They ruin the aspect of Abyss being meant to be explored by being stealthy, and unlike Cuttlefishes, they're far from easy to kill and can actually do quite some damage with all their segments.
What I would recommend to fix them would be to give their head the same AI as the other abyss fishes, bar the block collision. This way, players will be able to avoid them but still have to work their way around them without getting close/hitting them, or simply waiting until they go away.
I know this kind of suggestion's been posted before her but byeahg
Sounds good
I'd star this, just a thing
Gulper Eel
(or the player gets close to the head)
Doesn't the Eel currently go towards you no matter your aggro or am I tripping
It does but it shouldn't
Awesome suggestion 
It's supposed to do something like Eidolon wyrm but it does a stinky and attacks the player
aight, I'll post it
I always thought Oarfish and Gulper Eel were intentional 
amazing suggestion
epic
They've got a different behaviour when passive and aggressive
it's really strange
but in both cases they head towards the player
smh why do devs post suggestions when they can just forward it through testing


Because then you have the argument of “90+ people agree with me”
non
I already sugged Sea Serpents in particular becoming passive until provoked in the past
and if I knew anything worth half a fuck for worm AIs I'd probably have already done it myself

because like. it's always been jarring that there's this one singular enemy that gets pissy at you for your very existence
yet everybody else is calm
Sea serpents are that one grumpy old man that hates people
yes
because worms are angery
you go into the Sunken Sea for two seconds and a Sea Serpent is like "YOU DAMN KIDS GET OFFA MAH PROPERTY--"
I'd do it but I'm way behind with coding stuff at this point, don't wanna ask for source for a simple fix
@lunar plank A two to three minute delay before spawning a boss would be a bit obnoxious
It'd be really hard to add those themes in-game in a way that makes sense and doesn't intrude with anything
The themes weren't meant to be implemented, they're just a part of the OST
Scal spawns 3 minutes after yharon is killed like ml and the pillars 
adding them is also a don't iirc
its a frequently suggested
its in the don'ts doc so it still counts
yeah
Fair enough. It would definitely intercept with other things. Not familiar with modding so I wasnt sure if it would be hard
don't you have source access though, Phup?
the one in calamitywiki should be updated enough afaik
I dont think phup ever got into git so byeah
Is Threats of the Ocean Floor able to be heard in normal gameplay?
No
What if we gave it to AEW?
I proposed doing that before, but I suppose that would push it too far into boss territory
I mean, it's the hardest enemy in the game right? I don't think giving it a theme would be too bad
Plus it would act as a way to warn player of his presence, his hp might if it pops up before he's hit, but it that's turned off or it doesn't, it would make him known and even scarier for a new player to run into
Id say if AEW got it, it would be when its enraged
Funny you should mention that.
He plays this sound when he gets enraged.
Enraged AEW is so rare to fight I feel like it would be wasted on that
I agree with Epsilon. I feel like it would add to the terror of the AEW and it would fit the miniboss perfectly, given how powerful he is.
It would be a nice addition.
Oh goddamn it my sugg to add Threats of the Ocean Floor is in the "Don't"s doc, so is your sugg @lunar plank
thats a shame
Adult Eidolon Wyrm
Bruh
commonly asked for and already known by the devs iirc
if they want to they will make one, but for now they know people are asking for it and have their own plans i think
hey, now that shucks has gotten into the groove of making summons, it could happen 
Maybe 
a Plague summon weapon is planned, i believe
ngl idk what to suggest anymore lol
Time to farm crabulon, harhar
insert crabulon rave here
Time to check if anyone suggested crabulon do that already
I mean, I usually just use the clentaminator on the surface Jungle once the truffle has moved in to get mushrooms seeing as the trees fully convert but I can see it being inconvenient I guess
i still wish you could use blue solution on chlorophyte ore tbh
Welp, that's certainly a blue mark, there are at least 2 90⭐ suggestions in last 8 months
Anything past june 1?
Crabulon drops a ton of glowing mushrooms so i dont think him dropping shroomite is necessary
tru, he also drops enough mushroom grass seeds which you can later convert into jungle grass seeds using green solution
How does this relate though
good question 
Alternative solution to the new sug
What if every other class used Adrenaline
While Melee was built to make use of rage
Melee's already the only class built to take a lotta hits, which makes it easier to use rage
So it makes sense

Isn’t lack of chlorophyte the main problem when trying to get enough shroomite bars since crabulon alr drops glowing mushrooms
like, Squid
I'm gonna be really blunt with you here
that makes virtually no sense to me
melee shouldn't get half the fucking rippers to itself in the first place
all classes need reliable ways to build rage
In deathmode you can’t take a lot of hits if you’re not playing melee
If all weapons can build up rage then what’s the purpose of true melee
if only true melee can build up Rage, an already pathetically mediocre mechanic, past taking damage or using that one accessory chain nobody likes
then what's the point of Rage
it never had any
The rage accessory chain ends after DoG with draedon’s heart

Tbh summoner should generate rage when the damn minions don't hit what you right clicked 
Every second the minions don't hit what's purple you gain rage
@scenic crypt i don't think people are particularly worried about the cost of chlorophyte but just the general tedium
with spectre you just kill stuff in the dungeon. with shroomite you get mushroom seeds, a bunch of mud, create an artificial biome, house a dude, wait for him to move in, and then buy something only to then have to gather glowing mushrooms as well
luckily in calamity glowing mushroom planetoids are an option, but that's still pretty ehhhh
it's just incredibly disjointed for some reason
Well, dungeon is supposed to be "dangerous", ig

So farming is seen as "has to be more complex for the pacifist nature of it"
true but you also get weapons while farming the spectre stuff
so it's still unbalanced
It is
you just get way more bang for your buck in general because spectre armor is busted too LOL
Can't really advocate that, just knowing how it goes with 200 fishing quests achievement and such
wth does successfully right clicking with summons mean, you literally just right click, and it "works"
if there are no enemies nearby that won't work 
explode
But ye
If you right click and nothing happens, your rage is disabled forever and you get 10 debuffs inflicted on you
aaaaa
Also, actually given how broken true melee rage gain is (in terms that it barely matters), adding more dead options is kinda excessive
If I may give my bad opinion
I think having to obtain items in ways that are more complex than just killing and mining is a nice change of pace
Shroomite is a good example of that
Having you get a special crafting station from a special NPC
And then farming for a material that, depending on how you play, you might already have a lot of, and if not you can still get it relatively easily
Living up to your name
Yeah but QoL is never a bad thing, like how aureus drops fragments so you don't have to deal with celestial events
wyverns only have like 8000 HP
Have a few stuff in your inventory, then talk to an npc to trade in those items for a good item
which is pretty small
I'd tackle that by having Mushroom biome enemies drop Glowing Mushrooms, personally
Makes sense, and it'd actually give a reason to care about them
don't ice golems have a boss healthbar?
Yeah iirc
and I think they also have 8000 health
or explosive
i have to say being forced to get a new anvil, like autohammer or sky mill or ice machine, just for a piece of armor to me isn't a 'nice change of pace', it's annoying
Or imprecise powerful weps
whenever I first wanted to get aerilate in my recent playthrough, brought all the mats to the anvil and saw no armor, checked recipe browser and there it said sky mill
I rolled my eyes, not feel excited
I guess what's partially an issue of shroomite, it's that you have to get a crafting station for a single recipe
Everything else is done on a regular anvil
Same applies to the Blend-o-matic for Asphalt but nobody complains about that
asphalt isn't as widely used as an in-tier armor
poor comparison
Ok, better one
Hellforges are used exclusively for converting Hellstone ore to bars
But they also function as normal furnaces
They're an upgrade rather than a one time gimick
Just checked wiki and yeah
You probably won't use it for more than that tho
And it's an upgrade that you use for exactly one tier
Or
Ig 2 if you count the first 2 Hardmode ores
Yeah
You get another upgrade almost immediately after
at least you dont need to go out of your way to get it
since while you're making an arena for wof you'll guaranteedly encounter one
You could say the same about a lot of weapons and accessories too, like the PDA and cell phone
autohammer you have to go out of your way to build an above ground mush biome just to get it
and while in modded this isn't as big of a problem
in vanilla making an above ground mushroom biome is obnoxious
^
@gusty geode i wholly agree that having non-farming methods of obtaining items is cool. i've made suggestions advocating it multiple times.
i don't, however, find it very cool that those methods should take such dramatically disproportionate amounts of time and actively hinder the player for playing differently
shroomite as it stands right now is an awesome concept that actually builds upon interacting with the world, which is AWESOME and should be prevalent in way more aspects of a game where you can destroy and create anything
however, it's completely torn down by the fact that the process is so demanding and involves waiting not once, but twice, and sometimes even three times just to get gear that other classes can get in like 15m tops
Builing a skybridge, cabin and then planting a few seeds is so little to ask
Somewhat unrelated but I just realized something that would make the whole process a little less painful
Move the Dryad into an underground Mushroom biome
She sells the seeds you need then
That skips a third of the process
it doesn't in calamity because crabbo thankfully drops seeds already
in vanilla that's decent method tho
Anyway
Like I said, having Mushroom biome enemies drop Glowing Mushrooms would help with getting enough of them for Shroomite
It's a simple change, it makes sense, and it actually gives a reason to fight them
So does anyone have a better idea for a way to give rage to summoners?
resummoning for attack refeshes? using sentries well (since they are hard to use on most bosses)?
Memes aside gaining rage when your summons damage an enemy that isn't the one being targeted makes sense
it makes you rage IRL, but it's not really skill based
unless
unless you summon voluntarily in a "bad" spot so the minion has to go through another ennemy before they reach their target
A sentry that makes you passively gain rage would also work
Would help all classes a little
But benefit summoner the most, as they'd be able to summon multiple
Rage with Summoner is a fickle thing
anything you can do, 9 times out of 10, will end up helping other classes more than Summoner itself
Tbh the only "logical" way I could see Summoner building rage without taking damage is getting pissed that their summons are missing their target
that'd make every class OP because then you could have a slow summon at all times for ez rage

No no, with summoner its different
oh I see what you're saying, don't get me wrong
but you really do need to be more specific
you have to remember that summons can be used alongside other weapons with virtually no penalty
a summoner uses right click target and resummons minions mid-fight, unlike other classes
You could make it so you have to have summoner armor to make it count
the summoner's rage mechanic should be based on that
So maybe there could be a way to make true summoners gain rage from their summons being idiots and missing
The more important the target is, the more rage
Summoner armor being required is a crutch to the hybrid trouble
~~ngl I feel like this is a commentary on how Summoner as a whole feels
not that I dislike the idea, it's just amusing to me~~
see, the big thing of it is, Summoner in vanilla is not designed intricately enough to be a standalone class
tbh, up to this day I wonder how pure summoner has to be designed to not make hybrids op and to be engaging gameplay
I think the main thing of it is that
Special trouble is that first summon always matters more than additional
Well, honestly the "must be pure summoner" part makes perfect sense too
So non-summoners get hidden benefit
Maybe
If you're hybriding, you're not really all that focused on your minions missing
If they miss, oh well, you have other options
Maybe the main thing
I've had ideas to make pure Summoner interesting
They'd all be absolute ass to code but they exist
smh
@potent veldt it's not missing, that should be rewarding rage, it's hitting OTHER targets when only one is being right-click focused
listen I'm too busy remembering how to make Summoner into bootleg Pokemon Trainer, I don't have time to figure out what y'all are speakin' of 
That could work too, but thats also specific and just really hard to do
Because summons hard focus targetted enemies
SDD will actually shoot across the entire screen sometimes just because you right clicked an enemy while it was busy off screen
Guess time to make even more powerful banners to hold in hand so it's actually worth instead of holding 
they will also affect summons AI presets and be absolute garbage to code

what is this, Thorium--
Partially
fair enough
honestly the banner idea Thorium has would be pretty neat
making summons more powerful as you hold a specific item
yes I said the SI word please don't banaenae me
like, it'd help out pure summoners whilst prevent hybrids from being absolutely broken
I'm actually perfectly fine with BlueMushroom enemies dropping blue mushrooms, because damn are they some pointless enemies
since those banners/specific things wouldn't be as practical to hold for those utilizing a hybrid-style setup
meanwhile, it ain't like Summoners really have any other weapons to fire while their minions are off being retarded
here is how it would work

Well, as long as they are not just stat buffs I'd be really pumped to see some "banner" variations
Ooooo nice concept art
ooo
you summon your melee summons behind the targetted enemies so that they can do collateral damage on the way
That wouldnt logically build rage though
A) Summons that do more things
Currently vanilla only has summons that attack, and Calamity adds 1 or 2 that provide some kinda support function. Expanding on the idea of support, with summons that buff the user, other summons or even other players, or provide some other new function (perhaps attacking based on what the player does, I.e. releasing energy balls that home in on enemies when the player touches them) would make Summoner more interesting and engaging.
B) A more advanced targeting system
It would be cool if you could make summons focus on enemies based on certain stats, such as the one with the most HP (for focusing bosses) or the most common one (for clearing away boss minions or events). Maybe you could even have different minions prioritize different enemies, encouraging the use of multiple kinds of summons at once.
Whos gets mad at their summon for killing enemies
that is actually really creative and adds a skill-based element to it
Who would get mad from using a pure blade instead of proper shooting madness 
And yeah
That is how to make Summoner interesting
Who gets mad because they hit true melee damage?

no
why a summon that starts weak and gets stronger the more enemies it kills
might as well add some skill-based elements to it for other classes
thered need to be some limits ofc
I'm not saying my idea can fix the pure summoner class, but it gives something interesting to try and do
Weapons getting stronger off of kills is super risky in balancing
ehh, just add a cap to it
^
and have a blacklist of enemies
you'd almost have to balance it like Pokemon
if your summon gets too strong before a certain point it just abandons your sorry ass 
That sounds just annoying then
/s
"This really strong summon of mine that Ive spent time grinding up its strength for won't attack this enemy for some reason"
Anyone see my ideas
just make slimes and other statue enemies not give upgrade points
What did that have to do with what I just said
summoner overhaul is 
...you know, I'm surprised
Also, I saw, Squid
that is my opinion
Sounded cool
I've never seen someone simultaneously lowball and highball the complexity of making summons
...until now
Isn’t scaling a don’t or something
not necessarily
Balancing your own suggestions yourself is a dont
Since it'll basically be ignored anyway
cool
mhm you gotta leave the balancing to us testers
that's why I don't like buff/nerf suggestions that much
also isnt that a scaling item
tbh getting glowing mushrooms is very easy
you can either just grind crabulon
or make an artificial glowing mushroom biome
both give a lot of glowing mushrooms
and with crabulon you get infinite glowing mushrooms
because he drops more than the boss summon needs
Might as well just buy summon item
Do people ever make Mushroom biomes larger than what you need to house the Truffle
I've converted some/all of my surface Jungle before
Looks kinda cool
i do that to farm for fungal carapace
i think most people convert surface jungle for mushrooms if they bother with it
i keep it that way tbh. you don't need a surface jungle, just an underground
truffle worm farming in vanilla
i'd probably convert it exclusively if i wanted to farm turtle shells
convert jungle to glowing mush biome
also
crabulon is easily farmable
and it gives glowing shrooms

idk why people think the problem with shroomite is resources
it's just time investment lol
Chloro is certainly less of an issue tho
Otherwise spectre and turtle would have been at the same stake
I always make big mushroom islands for the Truffle to life on, and I perforate the ground to give more places for Glowing Mushrooms to grow on
and I still run out of mushrooms when crafting Shroomite, and definitely before I run out of Chlorophyte
there's no easy farm for chloro like there is glowing mushrooms
which is why i said chloro technically should be more of an issue than glowing shrooms
step 1: buy 3 crabulon summons
step 2: armageddon
step 3: congrats
fair enough
going to the jungle and mining takes way more time than killing crabulon too
well okay, fancy new counterpoint
like hec said it's just more time invest
Thing is that since in calamity chlorophyte gear is off-meta you never are at deficite of it really
(chloro bullets are special case but yknow)
than actually hard
actually wait hold on lemme check smth
but in vanilla for sure getting glowing shrooms is annoying af
yeah ok you can fish for chlorophyte now
so it's a lot easier due to that, but still
looooooooots of time
to do all the necessary components
Ah yes I'm glad fishing is here to solve all our problems
Am not glad but eh 
learn to love it ő̴̓r̵̿̏ ̵̊̕s̵̛̏u̶̔͗f̸̍͋f̴̏̾e̴͂́r̵̓̓!̶̾͗
only thing im pensive is that i can't craft suprem tackle box in phm anymore
not even early hm
since you need mythril anvil
but now you've got a pretty pearl
well if you're fishing just stockpile crates
immediately open in hardmode
congrat u hav anvl
id accept more "you don't have patience"
which is kinda true
i dont have patience for fishing if it's not taking 2 seconds per hook
just install Luiafk smh
Let it fish for you
ew cheat mods
rover warned 
It is cheating, just less punished one 
ein warned 
It wasn't directed at anyone so couldn't really care about that
Also ein muted I am so sad
leaving server and reporting for direct harrassment
Rover | Former Suggestion Librarian
I thought the hard part of getting shroomite was the chlorophyte
Mushrooms delete themselves quickly but you can just go and get more easily
I've had more problems with Chloro yea
Chloro has always been a pain to farm
mainly because you need it for a huge variety of things
luckily, fishing is here to save the day 
is this necessary
yes
If it messes with progression, then add extra crafting materials to the recipe that can only be obtained at a certain point
that just makes it more tedious
that makes it more annoying
But it makes sense :I
That's what the tinkerers workshop is for
It's tooltip is "used to combine accessories"
theres still no reason for it
I get the point of it, but it's also a situation of "The only reason is because I said so, dangit"
Lol
There's no "rule" on accessories requiring the tinkers workshop
Hell, some make more sense without it
Why do I need an accessory workshop to slam some rocks together to make a boulder?
You know what I actually might suggest though, that could make that problem a little more bearable
Add Tinkerers Workshop to the Draedons Forge recipe, and give it it's recipes
That's what I was gonna say lol
It would give it a better use then what it currently has
^^^
thats good ig
Draedon's is meant to be the "final crafting station", yet completely ignores a station that still is required for all of the starts of each accessory tree, basically
ye
Screw it, I'll go suggest it
Mk
bloody worm scarf is crafted at a mythril anvil to lock it to hardmode
tbh i feel like giving Draedon's Forge Tinkerer's Workshop functionality would bloat its usefulness
Maybe you could make it so that the scarf requires cursed flames/ichor
it already works as four crafting stations+you need it for crafting basically any post-DoG item
So that it's hardmode exclusive
Or we could just not change it and leave it as is
I like the idea of the tinker workshop being in the draedon's forge recipe a lot
super convenience is good
Shadowspec workshop
I'm gonna become a donator just to put that in
Shadowspec is for dev items only tho
^
And it won't even have a use, it'll just look different
Ahh, my b
Gotta learn how to code instead 
aeries uses the vanilla vampire knife heal projectile iirc
yes, that's true, i've checked before suggesting
but even then, the Vampire Knive's red projectiles are probably an allusion to blood, while there's no such thing for the other healing weapons
both spawn and defeat animations for bosses have been suggested before iirc
this isn't the enderdragon
we don't need that unless it's like a major boss like Yharim
but that's my opinion
this suggestion is cute but wickedly unrealistic
some bosses haven't even had their sprites updated for years, so adding entire new cinematic-style animations would either be lackluster repurposing of existing assets or just not a thing for a very long time
they're working on resprites for most, if not all outdated sprites, right?
or, going to be
resprites are in the works, yes
it doesn't mean that making death animations is exactly easy
They just take a long time
ah
@supple lodge Frequently suggested, in the doc
double trouble
Or at least, death animations are
hmm why do we have a purified gel pickaxe but not hamaxe
because yes
lack of a sprite? idk
not every set needs to be "complete"
there's no perennial hammer
or uelibloom hammer/axe
or bloodflare/cosmilite tools
brb removing Gelpick due to Molten Pickaxe's existence

am I late to the discussion of Tinkerer's Workshop as a crafting station
yes
because I really do feel like Calamity completely misses a lot of opportunities for crafting things at one and--
aw
alright then, carry on
you can still mention it
i was similarly surprised by people's general disposition that tinker's table should be excluded from calamity recipes but it's not something i'm willing to stand up for much
the way I see it is that currently crafting stations are
very blatantly or very subtly (it really depends on how you look at it) used as progression-lock for a lot of things that would otherwise be obtainable much earlier on
or, hear me out
actually wait
I had the example of Bloody Worm Scarf in mind but I don't know if anyone else is on the same page 
making them obtainable as soon as you get all accesories aint gonna happen
oh, of course
I'm all for giving upgraded accessories some degree of separation
but like, to give an example
what if
Bloody Worm Scarf could be crafted at the Workshop...but take e.g. Cursed Flames/Ichor and Purified Gel or smth
it requires tinkerer's workshop
but also takes mythril anvil 
so you need 2 crafting stations

I'm not sorry
oh yeah you can have 2 crafting stations as required
(although who would do that honestly)
you need lotsa tool hahueh
in this particular instance, no
Challenge accepted
gdi ben
😬
Removed the death animations part
When playing ranger in vanilla, I’ve found that Shroomite bars were an absolute pain to farm for.
To be honest in my experience shroomite is either:
- super easy to get if you set a mushroom farm early
- super hard to get if you don't
Not the worst change in the world though I guess 🤔
no? or at least, not that I'm aware of
noep
He doesn't
imo mushrooms aren't hard to obtain, i have a surface artifical mushroom biome of moderate size and it gives me, like, 150 mushrooms everytime i go there and it grows hella fast
you can already get glowshrooms really easily
just one hit ko 10 crabulons
and get like 400 shrooms
true
And... why should this be added and what does it do
Don't make meme suggestions. Deleted.
nice snipe point
First message as well hahaues
@chilly elk short answer : no
@chilly elk pretty sure this has to do with tmod bugs
^
not-that-long-of-an-answer : the art of ever-changing modded item IDs doom item frames for eternity pretty much
tMod, yes
I thought they fixed that recently
something something no removing non-linearity
X not dropping things if Y (which is before) hasn't been defeated is way too linear
wait why does the suggestion start with "isn't it annoying how some bosses can only be spawned in the day time?"
they don't
and I think only provi can be summoned in the daytime
and it's not like it matters at that point in the game
because of cosmolight
^
also their suggestion is heavily typo'd
they said that they were tired earlier
Isn't provi the only one that has to be spawned during day
yes, I said that
Profaned Guardians h
profaned guardians too
yes, I said that
this suggestion to the best i can understand is against the rules due to being a suggestion of the removal of nonlinearity
It sounds like he's bringing up two entirely different points
I see the suggestion moves from one point to another completely unrelated point
very weird
exactly 
yeah this sugg is of an alien format to me
Are suggestions regarding increasing the non-linearity ok
specify
Let’s hear what you’re thinking
Have a couple ideas
Making Plague enemies (excluding the Plaguebringer) spawn in Hardmode pre-Golem so PBG can be fought early
Making Eidolists spawn in the Abyss pre-hardmode
Making Abyss mini-bosses drop their weapons at any time (with the possible exception of Wyrm drops only dropping from the Adults pre-ML)
y
getting calamari pre-polter 
So
the trigger for the Plague would be post-WoF instead of post-Golem
but PBG would still be post-Golem difficulty
Yeah honestly right now I think abyss drops are fine where they are
there's a fine line between hardmode jungle and plagued jungle imo
and yeah that'd remove Polter's association with the Abyss
They shouldn't be mixed because derplings would immediately be replaced with virulings, tortoise with plagueshells, and such
Plague enemies wouldn't spawn nearly as frequently pre-Golem as they would post-Golem
So it wouldn't be too much worse to explore
This would also introduce like 15 enemies to the jungle at the start of hardmode 
also plague debuff HURT
Can I get a translation for this suggestion here because I have trouble understanding it
Wouldn’t this also give early access to post golem weapons like acid rounds and plaguenades?
also those
do things as they're already done
Translation:
I dont know if this is the right place, but isn't it kind of annoying that some bosses can only be spawned in the day time? wouldn't it be easier to make it so if a certain boss isn't killed, the next one doesn't drop anything until the boss before it is killed? like the Abyss monsters needing Polterghast to give loot? or would that be really annoying? Just a thought.
that's what I'm getting from it

bruh
He does indeed have two separate suggestions in one
Thank you for your services ein

you speak the language of gods
@split jay Could you try rewriting your suggestion to be more understandable, and focus on one idea?
You talk about progression-locking and spawn conditions
And, by the way,
the previous point is a Don't ("Suggestion Don'ts" doc in pins)
Calamity does several things to allow you to fight bosses out of order if you want to
We're not going to be reducing any of that any time soon
okay so I'm gonna be really honestly here
if Plantera wasn't already an enormous power spike as-is, I'd honestly suggest moving the Plague trigger to post-Plantera
uh, i know this isn't the channel to do this, but since you're here rover. Could the wiki be in the need of an update for aquatic scourge's behaviour if you leave the sulfuric sea?
I guess that'd make more sense thematically
isinint kind of annoying some bosses can only be spawned in the day time
uh
WHAT do you mean
Golem, while yes he is located in the Jungle Temple...
...he doesn't really have any actual association with the Jungle itself
id say its kinda annoying when you try to oneshot a boss and they just go "no" and crash your game lmao
enchantment table language
And sure yeah I can try Voidborn
Plantera would make more sense thematically and it makes me upset that Plantera already spikes the power and content level sky-high
since it says it just gains faster attacks and movespeed, but it just despawns once you leave
there is a fuck ton of weapons made from ectoplasm/living shards








