#suggestions-discussion
1 messages · Page 764 of 1
my question is how does it compare to genesis and friends
t1000 is post doggo tho iirc
Doesn't compare to alpha ray which is in fact genisis' friend
“taste the rainbow motherfucker”
dammit that’s the line I say whenever I use prismeme 


S T O P
augh
I wonder whose attitude here is more irritating tho 
oouah
I recommend using this channel for its intended purpose.
Yes, my bad. Ngl didnt even see it was sugg disc
Sorry as well 
I had my biggest brain moment trying to do that crystyl crusher sugg
How big
24 - 6 * 0 = 0 tiers of big
It follows PEMDAS
So yeah
I stood there for an hour thinking the code had backwards logic
Then came the sudden realization you multiply first
Now that i figured out charging code it will probably take me like 20 minutes plus whatever time it takes to make it look cool
aight, nice
Reduce the volume of (or, better yet, change) the sound of the DoG/Titanium Railgun
I have my volume a little bit higher than most people, but for the love of God, this sound is awful. Similar to the the minecart rail placing sound, this always leaves my ears ringing afterwards, even if I turn my volume down. The DoG one is less of a problem since it's usually farther away and thus quieter, and it occurs less often, but if you have good aim and hit him a lot while he's charging you (or otherwise close by), it has the same effect.
Oh you're talking about the hurt sound?
You should specify that, I thought you were talkin about the spawn roar at first
(Also how is Titanium Railgun any louder than Night's Ray or Shadowbeam Staff etc?)
Its not
And i used railgun for like 10 minutes straight and didnt find it loud
Something something pre buff railgun times
In fact, proporse pistol was the one that had an annoying sound
Doesn't it share one with nullification pistol and alikes?
Straight up remove the moon bois from SCal's fight.
Why?:
1.) I know they're sort of meant to keep the player moving during that boss fight so they can't abuse standing-still potion effects, but they move so slow that if you're that dedicated to using such potions, you can easily maneuver them in such a way that you can get a full 1-2 seconds of standing still. In fact, SCal herself still ends up being a FAR larger hinderance in every single way over these things.
2.) They don't look thematically fitting at all, given that they have no animation, come out of nowhere, and overlap each other so consistently that you might as well not even give them animation or real "faces" to begin with, since no one would ever be able to make them out to begin with.
3.) The really ill-fitting ending. Almost everyone under the sun has complained about these things remaining at the ending of the fight, where it's meant to be somber yet rewarding. SCal herself drops, nearly dead, while the music shifts suddenly into a chorus of bells and a piano(organ?), and she completely stops attacking you to give you a monologue and everything. These things stick around though, for no reason other than to ruin the moment, where an entire team of people can finally breathe and pat themselves on the back before slaughtering their hardest foe yet.
4.) Biggest reason: They have no purpose. Again, they're super slow, so they really aren't hard at all, and almost everything else in the fight is super fast and clustered, overshadowing their late entrance by a landslide. Most people just end up circling around the stage when these things show up due to their AI, which is something everyone already does during the majority of the fight anyway. And I've unironically never seen anyone actually get hit by these things other than some situations where they accidentally dashed into them or something, which just feels dumb to die to.
Those things can get in your way and make movement hard, I wouldn't say they have no purpose
I've never experienced that myself, so I guess that's subjective
The idea of completely removing them is one I doubt will get past the devs, if it does get 90 stars, they don't normally like just removing things from the game
A bigger issue in the fight is Sepulcher being such a meme to exist 
Sepulcher also is kinda odd in that fight, but at least he looks good
Although I wish he was more aggressive, rather than just kinda lazily floating around the arena
Floating around the arena and being an rng mechanic, especially to people with low resolutions
It's honestly such bullshit on low reso, you don't see where he spawns so it's just "Welp time to fly around until some random bullets I didn't see coming pop onto screen"
I've seen people with larger resolutions get tapped by his projectiles
Just because of how awkward his trajectory is
Yeah
I think my only real idea on how to "fix" the moon bois is to make them a dashing enemy, rather than a still sprite that just follows you around
Oh god that would be so much worse
Well, with obvious balancing
They'd probably only dash periodically
It'd be better than just being some still sprite that follows you around
It'd also fix the inevitable overlaps those guys keep doing, along with making them more than a "the middle is now the no-no zone"
I just still think removing them entirely would be better. They feel more clunky and unfun than they feel difficult and calculated
Hell, giving SCal herself more firepower in replacement of them would make the later phases have more meaning, even
It also doesn't help that with the nature of the SCal and Clone fights, that means those moon bois are the trap card of the SCal fight
Going into SCal from Clone prepares you for
-Cal spamming projectiles that split
-Cal following you like crazy
-Her brothers being harsh and mean
Which makes the bullet hells and the big ol' moon lads the "trap cards"
the moons are a giant threat
if they didnt exist, im certain bh5 and secondpulcher would be 10x easier
Okay, fair, I forgot they stick around during bh5
But that's still kind of eh, since that still means everywhere else in that fight, they're not all that meaningful
I'd also add the fact that they despawn after a while is really weird, but it's literally a grand total of 10 minutes, so I won't bother
Maybe i didnt say it rifht
Atmosphere?
Ah shit
My bad
Fixed. My english was being derpy for that part of my suggestion

this was already kinda suggested but for another reason
someone suggested this saying that adding a BG would help you know when you leave the biome so you you'd know if you are enraging brimmy or not iirc
Oh yeah no thats p easy
what is that weird completely unrelated to calamity star cannon suggestion
starfury was buffed so that the star goes through all tiles, they probably have that same idea for star cannon
starfury works differently though
it shoots a projectile from the top of the the screen based on ur cursor
while star cannon is just a ranged weapon that shouldn't pierce through blocks
star cannon suffers the "shared projectile" absolute sin though
what does that entail
redcode means it uses the same projectile as shooting stars
They said platforms, not tiles, which is the problem with star cannon, as if you're on a row of platforms, and you're fighting an enemy below you (Eater of Worlds for Example), the Stars disappear the moment they're fired
I am aware
you know what else also breaks on platforms; fallen stars
that's where the shared projectile meme comes from
the star cannon uses the fallen stars that literally fall from the sky so they break when shooting from above directly below a platform, but it doesn't break if you position the gun to phase through the platforms due to gap, or fire the star cannon up the platform
it's called magic mirror
i mean luiafk bootleg
teleport back is neat
mfw there are people that don't know that the Star Cannon shares the Fallen Star projectile and thus completely fails on platforms

i see
tl;dr because Star Cannon uses the Fallen Star projectile, it is normally unable to crit and is unable to fire through platforms
Calamity fixes the former problem I...think, but the latter issue can only be solved with a custom projectile
(or at least, it'd be the easiest way to do so without some major collision code tomfuckery)
hey maybe they’ll come around and fix it with what they’re doing to the star cannon in JE
Obv just add a duplicate custom projectile without removing original one so they overlap and do double damage as long as not shooting through platform where it would be regular dmg 
Reminds me of the Exxo Avalon mod bug which caused ranged projectiles to fire twice
funny enough due to the star cannon projectiles meme it also is (or at least was?) unaffected by rippers
that one stung a little bit during testing
Pretty sure it began being affected after the change, and yeah that was a funny behavior
@strong minnow Could you not just keep it in your hotbar if you're using it so often/suddenly?
There's no real reason to have a keybind for it
Kinda just a think you need to get good at
also autopause is a thing you could turn on
not to mention a keybind for that is just ground for cheesing
there are also QoL mods that add this keybind, e.g. luiafk
throwback to my expert summon skelly fight when random fallen star killed both hands for me
fallen stars are weird
@hearty yew lui afk adds a keybind for its infinite racall potion, not magic mirror/normal recall pot
@hollow shell it doesnt integrate into my hotbar style so no
and it wouldnt hurt to get a inv slot that you can bind to a key
plus why get QoL mods if the mod could add it
oh god not this again my ptsd
@mellow bay It's a Post-Scal developer tool
because left click inst a destructive blast of kill all basically
- Breh
- Can people actually propose changes for dev weapons considering they're dedicated
Or is it a don't
just your average pickaxe
they kinda can
but its hard for that to be implemented
since if the dev doesnt want it no one can argue basically
and why would you intentionally let your "alt-fire" break something that your main fire doesn't
nobody fights with crystyl crusher
but you can accidentally use it
“nerf”
You can just push your normality relocator button
@strong minnow right sorry it's been a while since I played
with those types of items you can just-- yeah
just like with dynamites, to not accidentally break things
or bombs, of any kind
I mean, how much mining do you have to do after scal
and apparently (i might be stupidly wrong) SCal doesn't enrage if you break all the blocks
I don't think that SCal wouldn't enrage in that case
i don't mean remove it
i mean make it doesn't destroy undestructible blocks
The blocks are there just so you know where it is
Its a post-SCal pickaxe
Why shouldnt it break scal arena blocks?
so a deal
"Because left click doesn't"
Considering if you place blocks where the block would go, the block doesnt spawn
make left click do destroy blocks
So you can pretty much “break” scal arena blocks with a wooden platform
well thats true
Yeah left click should destroy the blocks if it doesnt already
so i think i will change the suggestion
I see someone mentioned auto-pause before I could
i dont know if you can make left click break it too
Reducing the initial pickaxe power required to break scal arena blocks can, but is it really desired?
no like
the arena tiles are set to not be exploded or destroyed
which the left click ignores cuz its a projectile
Wouldn't be hard to reprogram Arena tiles to have 4999% pick power req
But they are indeed currently programmed to not respond to any picks or explosives
(right click, you mean)
Not sure why the right click is able to do that anyway
I always assumed it was an oversight
Projectiles dont give a shit about your block limitations basically
or well im not entirely sure
since bombs
and even if its an oversight it does help with whats supposed to be the strongest pick
cuz just imagine getting the ultimate pick just to not be able to mine some stuff
Well Arena tiles aren't a resource
They aren't something to be mined
It's an element of the fight
They don't even have inventory items
But you need to kill scal to get the pickaxe anyways, so wouldnt it just kinda make sense?
Is enraged scal killable, if so, maybe have it like that for people who want to do some funky challenges
Maybe some people wanna piss her off 
Seems like she gains 99.9999% DR
I see, damn
That's discarding all the mach 3 projectiles she starts spamming
m
i mean iirc someone was crazy enough to nohit yharon with enraged scal running around
Was it not scal with enraged yharon?
Its in fact the third link in #youtube-videos
Oh im just dumb, mb
And last nail in the coffin is that sepulcher hearts still spawn in arena so there is little incentive to go out in first place
Yeah, there was that one vid
@pine kernel Specific Item suggestions aren't currently allowed
Oh ok
wait
crusher breaks scal arena blocks?
would actually be useful if the blocks become stuck/don't unload tbh
they shouldn't and they haven't been failing to unload for a long time now
my first suggestion plz don’t cyberbully
noone here is going to bully you, some people may critique it though
ok but theres just a small problem
walls spawn water so if you remove them and someone gets an empty abyss well....
Otherwise i think its a good idea
But the Abyss spawns in a specific place
So couldn’t they just make it so water generates in that place?
Or would that be really complicated
But then the water in the sulphurous sea would also flow down. Dunno if the water blocks generated down deep can fill the sea back up
tbh the only issue I see is that there might be lag in worlds as the water drops down and fills in the abyss
Don't Voidstone walls not spawn water anyway or was that changed
Also
-Sulphur Sea is above the Abyss
-Eidolon Wyrms were inspired by Ghost Leviathans
-Ghost Leviathans are born in the Lost River, which has large amounts of crystallized sulphur
Oh wow your right
oh
holy shit my brain isnt working
voidstone walls
yeah thats a thing that could happen
Generation overhaul to make the 4th layer look like the Lost River would be amazing
But just making the water turn the same shade of green would also work
That would make sense
The sulphurous sea is directly above the abyss
So all the toxins would be down there in some form.
Though the lack of light in the abyss would make it very tough to see the colors at all. :t
Could maybe make it so you're surrounded by dark green instead of black
Is there even a way to break the walls that are in place currently, and what's behind them if you do?
you can't break them with hammers afaik
i believe the only way to remove them at all is with Cheet Sheat
If your light level isnt high enough, yeah it’d be too dark for you to see
But if you have enough light level (aka just ML light pet and abyssal diving suit), you should be able to see enough
So the darkness making the background too hard to see shouldnt be an issue
hasn't this been sugg'd and no'd before
Someone's probably gonna say that's impossible
But what if, instead of calling the same trigger
Defeating all 3 mech alts called a different but functionally identical trigger
That was set to false if all mechs were defeated so as avoid double spawns (or not to reward beating both sets)
well, if I do remember, the gameplay reason for the mothrons (darksun) is null now, right? Because every enemy drops darksun frags now?
or at least, that was the big, sequence breaking reason
Still
Making mechs optional would be nice imo
fun fact: you can actually change the spawn rates of mobs based on various flags set by vanilla and mods
Dont think its been denied but its been suggested and sent before, so thats a blue check
optional in relation to mothron spawns?
every enemy drops Darksun Fragments, but only after a Mothron is downed
currently, yes
Actually he also suggested other stuff along with his suggestion so i guess not a blue check
yeah
that said:
I really don't like the idea of the mech alts becoming identical to the actual Mechs in terms of unlocks
I feel like they should instead have their own sets of unique unlocks
YEAH
materials, new enemies/drops, literally anything else
Exactly what I was thinking
i get what you mean, but equally arent they meant to function as actual alternatives
no
rather than just alternate soul sources
i think that mech alts should actually function as well.... mech alts
they are and they aren't
I kinda like how they are now, giving you just a small power bump with the souls so taking on the mech bosses to unlock more proper stuff is easier
nobody knows which it's meant to be
instead of "haha you still have to beat mechs so that you can get mothrons"
Could buff Blood Moon when all mech alts are down and provide some new source of Broken Hero Swords there
The only alt part is the souls
hmm
And that is intended
oof
yeye
I really think they should be more unique and expansive in their unlock lists
it'd be a nice opportunity to add many new items that actually make you feel like you're not just fighting these entities because of one material
iirc Mechs are meant to be harder than the alts, therefore with better rewards when you beat them
However, it is not impossible for Mothrons to spawn whenever
don't quote me on that though
If the alts were as hard as the mechs, then that'd be good reason to make them true alternatives
Much like how I got Enchanted Nightcrawlers to spawn in Astral
But right now, the alts are much easier than the mechs so it's fair they only get souls
Tbh I didn't even know those existed as an NPC
Alright, I can see that logic
the thing is, calling them a mech 'alt' doesn't really seem like the correct thing any more if all they're going to do is give you a different source of souls. Maybe not by having exactly the same unlocks as the mechs but having alternate unlocks as a reward for beating the alts instead, or literally anything that makes it so you dont just kill the mech alts to grab some extra souls
literally what I've been pressing for the past 3 minutes 
one of the alts is the easiest and the most expansive with unique unlocks
the other two can be completely disregarded
yeah there needs to be some incentive to actually fight them other than beating all the bosses
there is zero incentive to fight the other two """""mech alts""""" past Cryo, aside from getting all 3 Souls prior to downing a Mechanical Boss so you can get a whopping like 3 things with them
But either way, yeah the idea of them unlocking special things is really interesting and I’d love to explore that concept
The souls are already incentive enough
Yeah they are from a gameplay perspective
They're easier, you can choose to have an easier time fighting brimmy than prime for those angel treads/pickaxe axe
If killing all mech alts buffed Blood Moon
Could make DoppelCal a boss for it
Then in turn, have a better time vs prime
guess the mech alts will remain with like one meaningful drop then ¯_(ツ)_/¯
at that point you might as well just make it a smaller drop from a miniboss
yeah
yeah I don’t think we tryin to prove that the mech alts are nessecarily useless or not worth it
gonna need to rethink the name because that doesnt sound like an alt to me
Alts also drop weapons
Sea's searing is pretty awesome and I'm sure @ ben can agree on that
yeah, really I don’t see a problem with the current mech alts
But I think they have potential to be far more interesting
i feel like the 'alt' idea could be further explored, yes
and that's what I'm saying
sure it's "incentive enough" but like
there's so much more you can do with these ideas
except they're relegated to just being a source of souls and an extra weapon set
^
and Brimmy doesn't even give that
(Right now, I think that’s fine if devs have other priorities)
meh
But I guess we want to put that on the table as something to explore
well, i mean, it depends on how much the community wants to focus on these things
some people may think dev resources are best spent elsewhere
or advocate for things they deem more important
and yeah, that can be frustrating for people with more ideas
it's beyond infuriating for me because like
I have a ton of ideas I'd love to be able to see pushed/promoted to main
but I am a fantastically small minority amongst the sea of "more rogue" "more bosses" "more difficulty"
aye, i can't say it isnt hard for me too sometimes
and I genuinely feel these sorts of things could improve the mod and make it feel more complete, but at the same time it's hard for most of the stuff I'd push in these scenarios to gain enough traction to even reach the devs
yeah
let alone find a spot in their priorities given what's on the horizon
mhm
whats important is to be patient and understand dev priorities
i see this talked about in thorium's case, sometimes
a lot of people on that server are vocal about how they don't like how throwing was just kind of... well... thrown out there without much balance discussion. exhaustion faced backlash in particular
but the devs of thorium have different priorities (like the bard rework, at the time)
and so focusing on the problems of that system from the dev side was hard
but that didn't invalidate the criticisms, or make any solutions the community come up with less valid
it just means it will be tackled further down the line
or at least, that's my take
the question is will it be postponed for eternity until its forgotten about
its hard to say
oli i agree with you on the alt mechs
Some people seem to think that devs are some sort of magical being that will solve all of your problems instantly
ik they arent
but goodness that feels quite nitpicky
so?
I just try to keep anything I push here to small things
things that are easily done and won't detract from time spent on more important things
@hollow saffron so, a really simple change that's actually a big difference when you think about it?
good analogy
@fresh drift some changes are quite small, but some others are so small that they are utterly insignificant
I've more or less given up on a the larger/more expansive changes I'd have suggested --- many of these ideas are going to be present in EE in the future instead
The amount of suggestions asking to remove stuff that was always intentional is insane
like the example i gave
this one isnt insignificant though
ok
On the other hand
Afaik once this update and maybe a couple other small ones are done
Their next priority is most likely Draedon
Which is just adding more underutilized-at-best, bare-bones-at-worst ideas to the pile
When they could polish what they have, perfecting it and using it to its full potential before adding anything new
anywho, I suppose topic's shfiting now
I might as well head on out, work on some new stuff
you could have just said "there are a lot of things the alt mechs dont add that the normal mechs do" and the point would have been made
well i wanted to go into detail
better to be specific than vague
and not communicate the idea properly
A lot of the bosses in cal started out being a lot less in comparison to what they are nowdays
Calamity for the whole time it has been up was basically working its larger content already present and improving it through buffs, nerfs, resprites and reworks
What I mean is
Often there's a lot more you can do with an idea
But they tend not to
I think, in this sort of case, it's just
priorities
the devs have specific priorities on things that they wanna get ironed out before working on other stuff
at the moment, these two things are --- as I said earlier --- rogue and Draedon
That's what I'm getting at
Imo they should develop ideas that are already added as much as they can before introducing something new
Which is what they're doing with Rogue
And I did hear they're also improving Summoner
But there are other holes that they could work to fill before they add something that might create more like Draedon
a better time for that, then, may be between these two major focuses
once the rogue update is all said and done
smh, thinking that fab will touch summoner with a 10 foot pole
Was operating under the assumption it was
Or at least it would be after this next update
other people count as poles
but it is being touched
not to nearly the great extent Rogue is being expanded upon, for various reasons, but the effort is there to work towards Summoner being a more complete class
shucks is doing summoner things
ye
frost hydra pog
@split narwhal the visibility toggle is already in-use to toggle the belt's dash, so they will end up conflicting with each other
Mfw I cling onto a wall to dodge better 
(if youre talking about summoner a bit earlier, i think i have mentioned it before)
we wont have a summoner dedicated update
its too complex to ask all programmer's attention on it
so the people that know summon code are adding some as we go
so there will be summons, but not as a dedicated update like the rogue update
how would that even work
in response to the sugg that was just posted
But there is still more rogue stuff
Will they remove the nerf on summoners?
It would just make it so armored digger couldn’t spawn twice in a certain period of time
no
summoner nerf is there for a reason
Summon + any other class weapon = op
There is no enemy in the game that can't spawn more than 1 at a time iirc
i think that'd be horrid to code
I see you there but it would be nice if I could disable it in the config
cough scal cough
I just don’t like an armored digger spawning literally every time I kill one
iirc you can prevent a second of an enemy from spawning or have a max of how many of one enemy exist at once but thats not a cooldown
Thats a cap yeah
A cooldown shouldn't be hard to implement
@torpid umbra Clam's minion system is balanced around the fact the mod encourages you to monoclass
If you're holding a weapon that isn't for summoner, you get a damage nerf yea
i mean
But if you hold a summon weapon you get a 10% boost so
so remove the 10% boost
all I want is an option to disable it
🤷♀️
You don't have to use it
eh
problem with revoking the summon penalty is that you're getting real free estate damage just from minions existing
and it kinda makes summoner a support class above else, which is basically vanilla right now
I realize this and understand it's kind of easy damage
but I would like an option
I'm not a master coder though so I don't know if this would be way too hard
Nope
There might already be a way to remove the summon penalty next update
But I won't reveal how or when or where or what it is because haha leaks

it wouldn't be hard
but the nerf literally exists for balancing reasons
it isn't going to be removed
there will not be a config to undo balancing
^
a config to unnerf kelvin k thx bye
o mer gawd mine already got sent
Time to wait for it to get implemented, sick

Cya all in next update killing destroyer in 10 seconds
Someone must really not want that demon altar suggestion to happen
Reaction's blocked?
Like
I can react to other suggestions just fine
But not that one for some reason
Dunno, seems fine to me
that means shucks blocked you
did shucks block you or somethin?


I blame lag.
I really don't want that sugg to go through just because I don't want to waste more time in early game than I have to
Now, just imagine smth like this:
Most calamity acc combos would have to be crafted on tinkerer's workshop 
i think we already went throught this
for balance reasons it would require to add bars or whatever
Just slap workshop into DForge's recipe iirc
which kinda ruins the point of workshop
then everything pre-dog is a pain to craft stuff 
if it makes you feel better, an accessory next update uses tinkerer's workshop
and yeah im aware some people aint gonna star it cuz it means taking time going to the alter but might as well try
(it doesn't make me feel better because that is not common for calamity to use workshop) 
if you name any instance where an accessory combo doesn't use it, and doesn't use a different crafting station as a progression lock like amalgam/cotbg components, I can change it
Tinkerer's Workshop is honestly in a really awkward position at the moment, at least in my opinion
there would have to be a hm crimson/corruption accesory for scarf and amalgameted brain to move to workshop and keep the thematic
Are altars craftable in Calamity
I don't really want to find an altar every time I have to make boss summons
no, they're not
summon is by hand, ye
which is pretty wack but like
it's literally just a bootleg honey glob
not much demonic process to that, methinks 
interestingly, it required it before the recipe was nerfed
thank you for coming to my TED talk
Oh shiet right i forgot about another sugg i was gonna make
I keep wanting to say "wait, aren't you a dev" and then I remember these are probably to gauge public reaction to these sorts of changes
a
a fit further
The flu is getting the worst of me
And yes this is basically so i dont make a change just a small group of people or no one wants at all
well, you have my vote
Calamity specifically buffs Crystal Vile Shard to make it semi-relevant, so why can you get a weapon that does everything CVS can and better after like 5 minutes at the same tier 
(btw for future reference, which of those three tiers sound better)
post clone since it fits into the brimstone and fire theme plus gives more use for ashes
Ashes of Calamity could use some more uses, imo
(I would argue they don't make any magic weapons so Hell Burst would be a nice addition
but they do make Sigil of Calamitas, pretty important mage item...
but honestly a majority of Ashes' crafts should be magic, considering Cal's a witch and her sigil is a mage accessory)
(They're mostly melee atm)
cal should have more magic stuff for sure since she’s the witch
cough
(If there's already something planned in that department, I've forgotten about it)
honestly yeah Ashes of Calamity would see best use as a primarily mage-oriented mat
well
I need to check if im remembering correctly
mage- and summoner-oriented
mage because...well, do I really have to explain
summoner because Calamitas is a witch secondarily of the necromantic variety, as evidenced by her ability to resurrect her brothers (+ the same ability handled with her clone)
Ah yes i was remembering correctly
Gonna need to come up with some other Cal-oriented summon that isn't her bros
Postplant is a no because plant drops similar wep even if it sucks
I'd honestly say post-mechs
well i did, only to acknowledge to not
yeeah honestly
Post-Mechs (maybe Souls of Fright, or all three I guess) would be best
Unholy Cores, mayhaps?
The reason why we're moving it is to get it away from a similar weapon of the same tier, after all
ye, those work
those could use at least a bit more purpose, methinks
(they currently don't craft a whole lot)
Lemme add that to the sugg then

That reminds me, I need to suggest semi-meme of buffing staff of earth by a huge margin
👀
Wonder if +300% would be enough
Even buffed it will stay as something simple af
Well see once it starts oneshotting ml it will be enough
Then buff it to Earth's base dmg 
it's a primarily grounded projectile at a tier where most things you're bound to be fighting take the battle to the skies
Make staff of earth shoot Earths
Yeah even when buffed i dont see it be used that much
what if the staff sort of lobbed the projectile instead of it just falling immediately
(that said, about a 66%-150% buff may make it a worthwhile investment for crowd control, which will help with farming OOA or Martians)
(not sure on specifics here, I'd have to test it further myself)
It does lob it, doesn't it?
Sure it would be nice but its still just staff with projectile affected by gravity
oh wait it does
Lob?
don't blame me for forgetting how it works no one uses it
Btw dont forget staff of earth gets more dmg with speed
So a whooping 300% buff and that sounds spooky
yeah its damage is largely based on how fast it is going when it hits something
which I think is a really neat mechanic except
...actually
does it slow down when hitting stuff?
Wasn't even aware of that mechanic
(i just found it from the wiki)
But it doesnt seem to slow down by hitting enemies
Just by the average ground rolling and what not
intriguing 
So yeah i underestimated how unique it was since i didnt know about that speed thing
Cuz its not mentioned anywhere
Can it increase it's speed?
wth is staff of earth lol
Golem drop
Ye

Bolders but you use it and it's worse
Well, in regular situation you barely dish out 1.5x of base weapon dmg from velocity
should just oneshot enemies like it oneshots the player iirc
At least from my tests
Those are the explosive traps smh
How much Peirce does it have
No idea
how did i die stepping on a boulder from above???
Personally I think it should have infinite Peirce untill it hits a wall
^
Can help with ooa
Quite a lot piercing actually :thonk-1:
Accept a boulder
Yes
Accept the boulder into your life.
Tru
idea: upgrade to earth staff that makes boulders fall from the fucking sky
Daedalus storm earth
Though having the boulder drop from the sky on cursor position and then rolling to the player would be really cool
... and it still kills you on hit 
sounds familiar
I have only died once to a boulder trap
Gg xD
how the fkcu
Probably something about how I always faf about on the surface
Woah
Wait wat
Oh
So theyre adding a boulder staff?
I guess so
Ye
and the concept is the same thing, simply expanded upon
maybe they buffed the earth staff and were just testing it
We all know how well that works.
ohai mrrp
not anymore
welcome to a discussion of how to potentially make Staff of Earth actually good
although yeah this isn't sugg-related anymore, probably time to stop
Tru
Ye we should move to calamity mod talk or somethi g
Thank you
Can you make new class? Yea its hard but I
but im kinda bored
Mage ranger melle rogue thrower I played them all
sorry for you, but devs have a hard enough workload AND a new class anyway

(Read the suggestions don't document pinned in here first before you start thinking of suggesting anything)
how many times is this gonna be suggested lol
lol
Once.
lol
Okay 2 times
That is like, the exact same
For the rest, it's a different reason
armored digger tho
theres no need to be passive aggressive markie
Oh hey it’s my hell burst sug
I'm not being negative against it, I dislike the digger too. Just stating that it's funny how often this is gonna pop up
Making a new class is essentially just remaking a mod in some sense you have to create a whole new class balancing everything within it and squeeze out bugs rogue is a privilege we have playing calamity can people stop asking for new classes please I understand why people do it, but maybe learn how annoying it can be on the receiving end of these demands @prime turtle
Fleshing out rogue was already a ton of work
I highly doubt we'd do something like that again for another class
Yup
(Well is a ton of work cuz we havent finished)
so this is where to discuss an idea beforw actually posting it huh
yes
has a DoG phase 1 full minimap already been susgested or implemented? i just found it quite curious that phase 2 has the full worm on the minimap while phase 1 only has the head and the tail. might be that im on a slightly outdated version but i figured id ask
Nah, it hasn't been implemented.
And I'm not sure on the reason why, but I'd guess it's because phase 1 is rather tame compared to phase 2 and so you don't really need to have precise vision of his full body to be able to dodge him effectively.
yeah, i agree. i don’t know if it’d be worth being susgested but also i dont see why not?
True, true. You could also wait a bit here and see thoughts from other people on the matter before posting that suggestion as well.
Pretty sure DoG Phase2 having a full map is to emphasize that phase as being the 'oh fuck' super worm
Phase 1 already has the additional map icon for his tail, the other vulnerable segment aside from his head, which also gives you some idea about its length
fair play. i just thought i’d throw it out there because while generally phase 1 is easy enough to dodge especially with the secondary tail marker, i had a few times where he pulled a fast one on me and turned in a way i didn’t think possible
(Phase 2 does also have a much more unpredictable AI)
true again
Also @fierce hedge
that could be seen as a really extended chain suggestion
You could mention Epsilon's sugg in your reason as an alternative to removing, but it prolly shouldn't be prefacing the whole thing
What's up with the armored digger? I don't even think I ever fought one.
Earth elementals, though, can go F themselves when they come-out of nowhere in tight spaces
Armored diggers are post-plant currently iirc, and you don't really spend much underground during that
But if you do, hehe
Ya like worms?
I hope ya made lotsa spaghetti
(also yeah you might want not to legit refer to another sugg as the first thing you do in your sugg)
Mmm yes, but listed both thrower and rogue
If they're only using vanilla+calamity I'd like to see that
Bone Javelins vs Yharon 

Grenades will be better since higher base dmg 
😬
when Throwing is more of a class than Summoner
Summoner is a life style, anyway
Not a class
Summoner starts boring but gets fun later on
we should because he's totally super relevant byeah
also surprised there's no bandit interaction
psst- bandit talks about
when
I'd give you the tax money but some other NPC stole all of it
Steadily increase the amount of coins that the Tax Collector gives as the game progresses.
Reason: The Tax Collector, at the moment, is no more than a waste of NPC housing. Besides his unclear method of spawning, he also offers a whopping 10 gold. very wow This could mean something very early on but ultimately becomes irrelevant as you progress and prices start racking up. Making him scale would help make him be of some value. I mean, really. The hell am I supposed to do with 10 gold post-DoG? 
You're supposed to purchase wooden arrows.

prices for reforges especially
Alluvion really do be like that
All weapons have the same rarity and sell price in the Cosmilite and darksun tiers
Nothing like old updates when 100 plat on some exo weps was normal
speaking of rarity and sell prices, would it be a good idea to reduce Duke's Decapitator sell price to be more in line with the rest of Duke's weapon drops?
It should be the same as pbg and ravager drops
If it is not, I'll change it when I get home
it keeps in line with the calamity rarity table
The Calamity rarity table is more important imo
well in that case maybe rather buff up the rest of the Fishron drop sell prices cause currently they're like a third of the Decapitator sell price
that being this one
Vanilla being inconsistent as fuck with rarity and sell prices is something to be avoided
vanilla has its struggles with sell price
heat ray is a 1/8 from golem, has a rarity of 7, and sells for 7G
Idk if this should go here or #bugs-read-pins
But I heard about what was causing the Norfleet glitch that got posted yesterday
Which glitch?
flairon is a 1/5 from fishron (a later boss), has a rarity of 8 (harder to obtain), and sells for 5G
its fargocalam stuff™
Oh
If it’s the one with Fargo’s Terry patched it
The dumb timestop thing
Basically somehow Norfleet fires a fuckton of stars if you time stop
Somehow
Anyways that’s not us 
It's a mistake vanilla made with a couple weapons
The gun itself is a projectile
That's something Calamity did
Most guns are a visual effect and projectiles being shot independently
Norfleet is a projectile that shoots other projectiles
Which is why the timestop thing happens
But yeah this is def #bugs-read-pins
im assuming norfleet, the item, can shoot the norfleet projectile per tick or smth if you dont currently have an norfleet proj
and when time is stopped, the norfleet proj never assigns itself as being the norfleet proj and preventing the item from making more norfleet projs
my question is why is norfleet a projectile when it doesnt have a special animation or spinup 
It has a minor spinup
I suppose I could fix it but checking if the norfleet projectile is owned by the player
Just figured it was worth mentioning here
Don't mind me
I'm not at home so I can't see how much it winds u0
Norfleet has a spin up?
And moreover, it is not a "mistake"
I thought Starmada had a spinup
yeah I thought that was Starmada
Both do
df
Starmada has a bigger spinup

don’t think that was on wiki
Way too small to be noticeable tbh 
It will make a dps difference though
Mfw you can't notice 18% but can notice 25% of phantasm
and if it is, it feels like the kinda thing that should be noted on the wiki
It should
@queen sail Better Taxes.
I'm sure someone else said this already
BUT
Better Taxes has built in Calamity compatibility. I can add manual compatibility if you feel the defaults aren't sufficient.
Calamity's wind up weapons are:
Contagion, Phangasm, Starmada, Norfleet, Drataliornus, T1000, Nano Purge, Butcher, and an upcoming weapon
And if you count last prism's successors
Basically: That feature should never be added to Calamity itself because someone not only already made it a separate high quality QoL mod, but also added built in calamity compatibility for us. I don't want to spit in their face.
"wind up" you mean a holdout projectile right
Yes
ok yeah
And it speeds up over time
Sorry, I've never used it myself.
it speeds up from slow to slow
It fires initially every 75 ticks
It speeds up to a max of 63 ticks
After 9 seconds
It even has a dust circle to indicate you reached max speed
I noticed it was a windup in the first 5 minutes of using it
¯\_(ツ)_/¯
Then I knew abusing it with quiver was a must

Yharon fucking died
well anyway better taxes yes
Me neither
Which is why I made the sugma
I mean we kinda do price scaling for nurse already so

But if that works then that works
Well, nurse is a major balance concern
Tax collector is a way #147 to farm money
At least that's how I see it
Plus it's really common for people to enable QoL on their own and really rare to enable nerfs self-willingly
nurse price scaling is that nurse cheese at least takes a larger bite outta your late-game wallet
it's not a buff, but a direct nerf and a somewhat major one at that
admittedly, at the end of the day you'll still have more than enough money to pay your Nurse bills, but that's not the point here 
@ashen warren english pls
Whatever that means I agree with it
yes
They’re mem suggs ye
Not yet
Poor kid doesn't understand any of us
uh

He probably doesn't even know where he just posted
yeah just delete what he said
Anyways I’m gonna go ask
he posted the same thing several times
It’s one hundred percent intentional trolling
Should I delete the “Tax Collector money increase” sugma because of what Ozz said
About Better Taxes existin
:whenlifegetsatyou:
if you want
you should probably delete the second thing he said in here because it has to do with sex
Who
yeah he was trying to say something that translate doesn't pick up
deleted them
Wdym
Boss health bar mods already exist too, but we added one anyway
a lot of stuff exists that we add anyways smh
I don’t know why we added our own boss health bars tbh
something something calamity should be its own experience
I always have both on at once
The separate one for being bigger and nicer looking, and Calamity's for the clear percentage
That rule is usually saved for content mods
Welllllll,
not gonna be devil's advocate here
Just would say the style is drastically different, to the point where using both is a decent choice
Buffing taxes twice is a tad less practical 
It's possible to check for the mod and have it not take effect, in favor of our own which we have more control over
sorry
smh mrrp
h

We could give tax collector a new use instead of buffing him
Hes just a tax collector, idk what you would want it to do
maybe give more money the less he dies?
if you collect money from the tax collector, he gives you the Tax Collector's Curse buff
with the curse, all struck enemies have a chance to pay their taxes drop coins on hit 
unless adding a third npc button option to an existing one isn't ass
no, just that it's another extra money effect
Ah
and that reminded me of defiled and how i don't even know what it is anymore 
I mean, that was just me being half-serious - half-not serious about making up a use 
fair enough
on the topic of defiled though, i do think some of it's effects can be simplified/cut down on
I thought it was simple enough already
it's so full of random exceptions and nerfs plus that crit chance thing that it's unlikely to be used normally
Wait what nerfs
yeah but the exceptions it gives you can't really keep track of, at least for the "5% drop rate buffs"
I meant to things like wings, but that's just a singular case. I meant in general like the crit chance and that
Like, cryon dropping amarok with defiled on
Wings and the capability of getting crits is literally all it does to you
I know
That's not the point I'm focusing on
Anyway, for things like cryon. Since it's a snow biome enemy anyway and not really that special having only defiled give it a 5% drop chance for amarok is just, really random/unnecessary.
Same for most of the other unique drops.
reminds me more of slick cane than it does defiled tbh
Yes I know it just brought defiled to mind okay 
If you really wanted to go down that rabbit hole you could just say "lucky coin"
I completely forgot lucky coin existed when I made that up lol
Could stack for extra cash money 
not sure what the deal with cryon and sun bat is anyways
but defiled is pretty simple
wings clipped, crits, boosted drop rates, more money
I'm mainly talking about the drop rates being for specific items instead of everything below 5% being boosted to that.
Not that everything should be, but the line should be clearer
I can't see everything that happens in dev
I know things like RiV and legendaries are better off low, but it could/should be defined that way if so really. Even just having a massive list on the wiki isn't too helpful for a casual playthrough or check.
Legendaries are still affected
hot take, make it a blacklist instead of a whitelist
Basically, yeah
that would make it significantly easier to show on the wiki
Also were the legendaries ever not affected by it? Either I’m just stupid or that’s why I got that mixed up.
They arent affected next update
Oh so that’s what you meant 
I dislike the idea of anything being excluded from Defiled
With Legendaries, you still have to deal with having no wings and getting critically hit
Don't you deserve having a moderately higher chance of receiving Cosmic Discharge to beat DoG wingless and crittable, rather than just leaving it up to complete RNG?
you can turn on Defiled and then open the bag
bags have no specific parameters, ye
And we don't want to make new bags
now, if Legendary drops were instanced from the boss itself? then I could see it
but if they're gonna drop from the bag then they really shouldn't be affected by Defiled because than you can (and most people often do) just turn it on when bag-opening to get all of the benefits for none of the effort
wdym instanced from the boss itself?
they did
I remember when I asked why Defective Spheres weren't affected by defiled, the response was "Because Deadly Sphere Staff wasn't."
Didn't question why, just followed consistency
At least they're fixed for next update iirc
well, not instanced specifically (I know the difference shush) but
dropping from the boss itself was the thing I was getting it
but people were complaining about the inconsistency between whether dropping from a boss or a bag
so everything was thrown in the bag
But there's still stuff that isn't in the bag
^
Also yeah, while I don’t think anything should be excluded from defiled if we’re going to punish the player so heavily, fab just wanted some things to still be unaffected.
is there stuff that isn't in the bag that isn't only on the first kill?
because if it's only on the first kill, it can't be in the bag
Elysian Wings and Elysian Aegis
are not in the bag
I wanna call the Elysian Wings and Elysian Aegis but I know that's a special case
Fishing drops?
For kinda this exact reason
because it checks for biome
Yes
Yeah those
you can't check for a biome with a bag
it's because it needs to check for the boss's condition (the biome, in their case) on death
which is also what Defiled needs to do
Just gonna give my take
Would having bosses drop a different bag when Defiled is on be possible?
Separate items with slightly altered loot tables?
That way you can have legendaries in the bag without worrying about people turning it on after the boss
and we don’t want to have to make separate bags with the same sprites and lootpools but separat-
that would be kinda annoying to work with ngl
That’s what we don’t want yes
it'd be possible, yes
But it'd be preferable on the player's end
but it'd be ass to keep track of
oh, you added a new boss drop
now you gotta change not one, not two, but three files

^
imagine not keeping all of your drops in the same file smh
Have them call a common drop function?
new boss checklist support do be like that
oh yeah that's a thing now

my stupid ass forgot Boss Checklist now accepts a list of drops from a boss
honestly, some day, someone is going to report, why is X not in boss checklist
We took the items into the bag for consistency
So we have to eat one inconsistency or the other
Consistency with Defiled traded off with consistency for bags
😔
Minor bother took priority over functional downgrade
Most fixes to inconsistencies are just minor bothers but eh
Yes but it created another worse inconsistency
Thats why i said
You eat an inconsistency or the other
... hyeah but this one's worse cuz the Leg drop rates are now unaffected
And when did i deny that
your wording implies they were equal
We either have an inconsistency in bag drops by making Legs drop directly, which will allow them to be boosted by defiled
Or we have inconsistency in defiled drop rates by keeping Legs in the bags, which allows for.. bag consistency
I mean, I don't see any issue with them becoming "inconsistent" with Defiled
they're Legendary drops for a reason
yeah but you need to kill the boss without wings and with crits in order to increase the drop rate to 5%
so then move them out of the bag
that way Defiled can yes on the Legendary items and grant an increased chance to gain them when doing a more challenging version of the fight
and so we can stop having people just meme on them by using Defiled when opening bags for ez 5% drop rate

Gonna remind you of option 3
Which prevents both inconsistencies in exchange for some more work










