#suggestions-discussion
1 messages ¡ Page 793 of 1
why not expand on the idea
That's what I'm saying.
I think that's fine, it'd just need it's own time to get expanded on.
Because I'm already agreeing with you, ya nut
You don't need to explain it, I already know
okay maybe...
"More summoner weapons like Aureus Bomber, where you summon a minion that fulfills a function and then despawns
Examples might be
[minion, function]
[minion, function]
[minion, function]
[minion, function]"
like that?
Giving examples might be a little too much, but that's not up to me
Like, I think the only "examples" should be methods such minions would attack
But naming and classifying those minions would then be "specific"
All you need to list is attack methods, nothing else
That should be fine
Make Providence's loot box easier to clean up
The box she spawns is huge compared to the loot and is made of hard blocks.
When farming Providence this adds a lot of downtime between summons, time which is spent mindlessly mining a square. A few things would help fixing that:
- Making the blocks faster to mine
- Making the box out of blocks that are faster to mine
- Making the box smaller
- Not making a box in the first place (Is this what you call "thinking out of the box"?)

long story short this is a channel to discuss changes we want to see made to the mod or the discord server
`Summoner is a class that's plagued with apathy; you summon minions then switch to your lunic eye and tape down LMB. However, Borealis Bomber is a summoner weapon that gives a glimpse into a playstyle where you summon and resummon minions repeatedly to fight for you before despawning, much like how summons work in most JRPGs. I think it would be beneficial to summoner players to expand on the idea in a few ways, giving their playstyles more variety than what currently exists, like how melee has yoyos, true melee and a few other choices, or how ranged has flamethrowers/rockets/guns/bows, or how magic has magic guns/tomes/staves.
To give a few examples of how future "active summoner" weapons could work;
-A minion that is summoned, acts like an NPC attacking and moving independently, then despawns once killed or after a certain amount of time.
-A swarm of minions that die upon reaching a target, summonable as much as you have mana, similar to the bee gun.
-A minion that, once summoned, plays out an attack at the location where it was summoned rather than following the boss, though the actual attack could home. It would despawn after performing said attack.
-A static minion that drains mana over time but empowers the player and any minions near him while active. Despawns on mana depletion.
Again, this is less of a suggestion for a specific change and more of a potential direction to take future summoner weapons design-wise to improve the class, current vanilla standards for how summoner works are restrictive and making the class boring to play. `
How does that read
How does that read
@tulip parcel like a huge wall of text
comprehensible though
I don't think you are in the right channel to talk about whatever you are talking about, @split dirge
I'll try to edit it down to be less verbose
Try to find a core idea that you can display on a single line at the top, then develop the three main points one after the other: Why? How? Examples
Maybe that will help?
Borealis Bomber is a summoner weapon that gives a glimpse into a playstyle where you summon and resummon minions repeatedly to fight for you before despawning, and moving forward with this general design process would be healthy for the class. To give a few examples of how future "active summoner" weapons could work (Though, to clarify, these are not requests for specific weapons, but rather interpretations of the concept of "active summons"); -A minion that is summoned, acts like an NPC attacking and moving independently, then despawns once killed or after a certain amount of time. -A swarm of minions that die upon reaching a target, summonable as much as you have mana, similar to the bee gun. -A minion that, once summoned, plays out an attack at the location where it was summoned rather than following the boss, though the actual attack could home. It would despawn after performing said attack. -A static minion that drains mana over time but empowers the player and any minions near him while active. Despawns on mana depletion.
or maybe it's more What? Why? How? đ¤
I think you did better this time
just maybe say "minions that..." instead of "a minion that..."
(maybe you shouldn't encase messages like that, pretty sure a few " " will work to point out it's template
current formatting makes it harder to read)
Borealis Bomber is a summoner weapon that gives a glimpse into a playstyle where you summon and resummon minions repeatedly to fight for you before despawning, and moving forward with this general design process would be healthy for the class. For example, these active summoner minions could:
-act like an NPC attacking and moving independently, then despawning once killed or after a certain amount of time.
-die upon reaching a target, summonable as much as you have mana, similar to the bee gun.
-play out an attack at the location where it was summoned rather than following the boss, though the actual attack could home. It would despawn after performing said attack.
-drain mana over time but empowers the player and any minions near itself while active, despawning after mana depletion.
You could also try ranges minions with health bars (doesn't dodge or be targeted, but will be hit by stray attacks)
you summon and resummon minions repeatedly to fight for you before despawning
I don't think this is a clear as you think it is, or I'm dumb
I'm concerned I'm losing the point of the suggestion cutting it down this much
I'd say "A playstyle where you actively need to resummon minions periodically, making it more involved"
The idea is to give the general idea, the reason and then some concrete ideas to make people dream and click that star 
You need 90 stars in order for the suggestion to be relevant tho 
Or be sent to relevant staff
Summoner as it is is a boring class. However, Borealis Bomber has a good idea within it, where you manage transitory minions to get the most out of your kit. It would take summoner in an interesting direction to add this as another playstyle. To give a few potential examples of how to expand the idea, an active summon could:
-Act like an NPC, attacking and moving independently, then despawning once killed or after a certain amount of time.
-Die upon reaching a target, summonable as much as you have mana, similar to the bee gun.
-Play out an attack at the location where it was summoned rather than following enemies. It would despawn after performing said attack.
-Drain mana over time but empower the player and any minions near itself while active, despawning after mana depletion.
how's that?
Sounds great
Make Providence's loot box easier to clean up
The box she spawns is huge compared to the loot and is made of hard blocks.
When farming Providence this adds a lot of downtime between summons, time which is spent mindlessly mining a square. A few things would help fixing that:
- Making the blocks faster to mine
- Making the box out of blocks that are faster to mine
- Making the box smaller
- Not making a box in the first place (Is this what you call "thinking out of the box"?)
I didn't get feedback on this. How is it?
Should I fix anything about it?
remove the point about not making a box tbh
it's good otherwise
I don't think it's nessissary, but you can
You could just say "make the loot float"
it's just that the box is a prevention from lava falling
iirc there was an old suggestion to just make it a floor
That would work too
I actually really like the idea of summons that empower the player, I know it's somewhat similar to the bard from thorium, but it would be kind of cool if summoner could take on a mild support role for itself and other players
I mean there already exist sentries that damage other enemies, so having a sentry that creates an aura around itself that gives buffs to some x be it like DR or attack speed or something, seems like it could be cool
@ashen warren wiki suggestions do not belong there
if you do have a wiki suggestion, either ping a person with the Wiki Editor Role, or ping one of us moderators for the wiki contrib role for access to #wiki-basic
Edited accordingly. Apologies
alright
now on to the other issue with buff/nerf suggestions
provide killtimes
fight some various bosses in revengeance mode without using rage or adren and compare with other on-tier wips
I am on normal mode
we do not balance around normal mode typically
Stop using piercing arrows then 
hellfire arrows are
Revengeance mode is the core mode of calamity
deathmode or bust
Wooden transforms into piercing, explosions from hellfire are piercing
which cause i-frames
Soooo. What you're saying is that normal mode can be broken and it wouldn't matter?
not necessarily
Anyone here know ezekiel's wheel?
Normal mode wouldn't be much different from rev
if something is absoultely broken on normal, chances are it's broken on other gamemodes
It just means that rev mode balancing is 100% optimal while normal may vary
Ah
Either way. I just feel like the damage is sub par for a hardmode bow. Though I'm not surprised considering it uses the hellwing in it's recipe. That thing is trash
Fortunately, permafrost exists
Only reason I play in normal is because the difficulties intimidate me.
Add Adrenaline and/or Rage hair dyes sold by the stylist in rev+
I have no idea how to argue for the implementation of such a feature đ
green hair or reeeed hair
(which already exist with the life and speed dyes)
and who knows how to code hair dyes?
Those that did have since dyed
nice

honestly I could probably look into it
god knows I want excuses to make a hair dye for everything so that Stylist is the most relevant fashion NPC
thomas becomes an honorary developer by coding hair dyes 
A dye based on biome would be neat
He could make a secondary mod though
if you code it and someone sproots it (good), I may add it for the memes
there is one @tulip parcel
I can probably sproot it 
It would just be like...
more reasons to get Amber the stylist, yes, this is good
Blue with bright blue highlights for sunken ocean
fancy gradients
Black with green highlights for abyss
yeeeees
Green with speckles of sea shells and such for sulphurous sea
Redish Black for brim crag, prismarine for sunken sea, teal for sulphurous sea and dark blue for abyys đ¤
Purple with orange and blue for infection
I don't think the hair dye can have multiple colors for a biome though... @tulip parcel
so maybe steel color
if that's not too close to underground layer
bad
Why isnât there a dye that makes your hair emit light depending on how dark it is
smh NPC vanity, all vanilla npcs have it
Wasted opportunity
@tulip parcel the martian hair dye does make your hair visible no matter what
Yeah but thatâs not what Iâm sayin
Just make it cost plat if a tiny circle of light is a big deal
A flight time dye
turns brown or smth when your flight time runs out?
there's no way to monitor how much you have left curently, so that might be a no-no
If there wasnât then it wouldnât be a statistic dude
Yeah, or it could go from azur sky blue to sunset orange, and a nice green when you are on the ground
You would literally never stop flying
but again, I have no idea how hair dyes work 
@radiant meadow I mean for the player
For it to existvit has to be measured somewhere
wdym for the player?
keeping track of your flight time is part of the challenge
How complicated can it be mining a few blocks
That takes literal seconds
Yeah, a dye that would remove some of Terraria's most basic challenges
What do you even
keeping track of your flight time during a bossfight so you don't run out during a dodge
What
You say that like mana and life hair don't exist
Is keeping track of what biome youâre in a challenge
Is keeping track of time a challenge
That seems like a stupid reason to not add a hair dye
And flight time runs out in 2.5 seconds
yeah but I'm playing devil's advocate here man
I think better reasons are lack of sprites and lack of knowledge to code
So you wouldn't even be able to observe the change
Youâre playing devils advocate for a change you recommend
Do you realize how stupid that is
no
@tired haven how often do you use your whole 2.5 sec in one go in a bossfight?
I, personally have times when I go up, then a little down then up gain...
so the dye would actually give a useful information
hmm yes, I'm going to suggest this
btw, here's all the reasons why this is a bad idea
About 50% of maneuvers take about that much, maybe preserve 0.5 secs for a random projectile
Don't tell me though that you will be able to define exact time from gradient on hair
||is the joke that there are none?||
Like, at that point of dedication might as well, well, memorize how long is remaining flight
Depends of how much it changes
if it's subtle then no, that's going to be for swag point only
if it's actually a wide range of colors, than sure I'll be looking at my character often
Some effects like Calamity's red lighting would make it less readable, but that's hardly the majority of the time
and disactivating the colored lighting is an option on the player's side
OMG, Ben, I just understood now what you meant... I thought you were going to suggest it yourself đ¤Śââď¸
My reasoning is that if you only discuss the advantages of a sugg before posting it you can miss the opportunity to tweak it in a way that fixes some of those problems
somebody might have the solution, you know?
how... what? how were you playing the devil's advocate?
like, this guy hasnt even suggested it yet and all hes doing is discussing disadvantages
im sorry im just a little lost
I was arguing having a "free" way of monitoring flight time, which hasn't been possible before might be a bad idea, when that idea was mine to begin with.
yeah thats perfectly fine to discuss
Isn't that what playing devil's advocate means then??
idk why you guys are bashing on him for that
im just confused by the reaction to you bringing up disadvantages to your ideas
Maybe they think I'm overthinking this suggestion and trying to launch a debate for no reason?
i mean, don't really talk about how it might be a bad thing in the suggestion
if so, I'm sorry for being thorough in the exploration of my ideas
well, you also worded it confusing at first
i think i see what you mean?
you're referring to the "removing basic challenge"
if you are?
then that is kind of an ambiguous statement
so understandable
but ye, flight hair dye would be okay i feel
by basic challenge I meant that it was intrinsic to Terraria's learning of the controls
like not nessecary to implement, just cool
what's this about someone trying to explaIn why NOT to add a hair dye
thats what i was a bit confused about
the guy who wanted to suggest it (lulink) was bringing up some disadvantages to his suggestion from what im picking up
yeah, because you usually don't see how much flight time you have left, which makes a hair dye giving a limited access to it a potential meta changer
eh
why would you NOT use that one dye if it gave unique info you could apply on the fly
well while flight time has no real indicator besides counting
it isn't that important to understand flight time by the second i feel
heh. on the fly.
that's how ive experienced it at least
In my head the dye would look the same at the start of your flight no matter what
if you use the best or worst wings it would start and end the same
Just use the mod for flight time smh
that... not really why I want more hair dyes
Cuz' its still optional if you want to use them
Fck
Deleted my message on accident
Add a flight time hair dye sold by the stylist
Hair dyes are kind of unique in the vanity department because of their ability to make your appearance dynamic and slightly useful by reflecting some aspect of your current condition.
One statistic which is never trackable but would make for a fun and useful dye is flight time.
The hair would start one color at 100% flight time, go through one or more colors in a gradient then end with a final color at 0%.
As an example the colors could mimic the colors of the sky during a day, staring with a violet twilight, then sky blue zenith and finally a scarlet red sunset.
What even is the purpose of the loot box? I mean, in the underworld, itâs understandable, but in the Hallow there really is no point.
@versed tundra I think dyes in general are hard to implement, as all sprites would need to follow
wait what?
aren't hair dyes just a color mask applied to a black and white hair texture?
the only sprite you need is the one for the hair dye bottle I think
here goes nothing, a second sugg in a row
I'll skip on the ripper-based dye
I'm fine with having this, but who even uses hair dye for things like this
That's not how dyes work, GlitchOut
if I'm interpreting what you're saying correctly
They are just color filters
Also a flight time hair dye sounds really cool and really useful
Is it me or did my star reaction just vanish misteriously
I though I read in the pins it was OK to star your own sugg?
(Don't tell Ben but I remove every self-star that I see)
yeah its not really a rule to not do that
(b ru h)
rover is exerting his influence
At least in the beginning of a suggestion's lifetime I feel like it contributes to the image of the suggestion
yeah
fair enough
(can we just ban them altogether then?)
Nahh too hard to enforce
then just change the bot's code so it does it consistently to all the guys like me looking for a headstart 
Especially once you get into the double digits of stars
s'not immediately on the screen
(can we go like reddit then and encourage self-star so everyone is even?)
We technically do, but I don't :P

You could consider your automatic star from the bot "your star"
Now that I think about it this is pretty stupid
thus making a second one cheating
Let's change the star req to 122 instead of 120
br

Dude are you ready to hear about that one sugg that hit 121 and didn't get sent?
Btw I think it's possible to code bot to remove self-stars
Albeit a bit of unneeded work
is that possible?
yep
I don't think I've ever seen a bot remove reactions before
Well, at least that's a thing in ror2 discord
they havenât been delivered yet Lulink
Yeah again, we're all human here
there are bots that do so much work, they do menus and stuff using reactions as buttons
@void kelp you missed the joke. I was saying that moving the required amount of stars to 122 might make people ask about why their sugg didn't get sent after 121 when the strawpoll they saw talked about a 120 requierement.
Flight time dye would have saved me multiple times in my recent ML fights
ah
Really would be a game changer for fights where not falling is important at times, to ensure you donât get unexpectedly blasted by ML or Proviâs deathrays
Maybe I should remove all of rover's star reactions to make it even 


rogue stealth hair dye
Should I suggest to make a setting in the that switches rogue dmg to throwing, since when I play I have other big mods and its just hard to do thrower and rogue at the same time(prob bad wording im tired)
Why not?
rogue is it's own class and throwing is dying this year
cause Rogue is meant to be different from Throwing
Because it's already been suggested many times and is a suggestion don't
K
It is indeed a Don't.
I just want go enjoy both throwing and rogue
Theyre mostly distinct by name and dmg type
if you want both Rogue and Throwing to be viable, try playing Calamity with other content mods like Thorium and SoA
you can enjoy throwing benefits with rogue ((and throwing debuffs)) but not vice versa
there's also a few mechanics that are unique to Rogue, like Stealth
theyâre not just different names and damage types, as sand as mentioned
Well theyre both just weps you throw, but rogue has the stealth thing
melee is just magic with swords instead of tomes and staves 
Bruh
thatâs sort of what youâre saying tho
Well maybe
magic is just ranged but with mana
Don't be too hard on him
true.
Rogue was indeed throwing in the past
what are we talking about o3o
but it ain't anymore, and we're not gonna do anything to revert that
throwing-rogue compatibility
I ws thinking about changing rogue to thowing in the config
sugg'd before
Oh
well no, it won't "become" throwing
because it. already was
No I mean
yea you're not alone on wanting Throwing and Rogue to be compatible, but the devs have been pretty clear in the past that they want Throwing and Rogue to be separate
Rogue is in a very strange spot as far as what defines it goes
It won't become throwing again
Well how about the armours just also buffing throwing dmg and velocity
oh god are we having another convo about rogue/throwing? can we just drop it?
ok
Why would you do that, though?
Why make throwing armors and then not make throwing weapons, what
??
I meant that when a rogue armour buffs rogue dmg and such it would just also buff throwing
throwing does that to rogue because of how rogue is coded into the game
What'd I say?
Because I want to do both rogue and throwing from thorium, sacredtools and such
aye sorry yat
We had this argument many and many times, and they've never went anywhere, so that's why I'm saying to drop it
K
Sometimes this channel feels like the same 5 arguments in a loop
that ends up being the case
They are
From this channel?
It's almost like there is a don't list
That for the most part falls under don't I would think
Some people don't act like it does
Well, for that, every single discussion must be redirected to the 
a lot of people don't actually read the don't list
tbh i still wish #suggestions-voting was renamed to #suggestions-voting_read_pins so at least when people see the channel hopefully some of them will actually read the pins and check what suggestions are cool and good and which are lukewarm and inadequate
Not sure why that idea hasn't been done yet
Anyone got any ideas on building stealth during a boss fight without eating theyre attacks
I suggested it before and I've been convinced that it won't do anything useful
@frail mantle suggest it
You don't :o)
i already have in the past 
jokubas if it's a strategy thing it should be taken to #calamity-mod-talk
^^^
Try again
eh no need
It's rare where re-sugging will actually do anything
Oh wait, it's friday
Time to resugg the Bloodsplosion nonsense
iirc lots of people already have, there would be no point in jack-hammering the same point up everyone's ass again
@hollow shell oh, really? I thought each one needs to be separately sprited.
Dyes
Oh, yeah, fuck no
Please excuse my ignorance.
It's just a palette swap or an effect
It's fine
Anyhow, why does Provi still spawn a loot box even when sheâs killed in the hallowed?
I don't think it'd be hard to check for Hallowed before spawning the box
prolly just hasn't been considered.
Just make the box smaller
Make the box a sphere
Give me non-euclidean shapes
provi already checks the biome upon spawn after a suggestion i made to fab a while ago, so yeah it'd be incredibly easy to implement
Does it check upon death though?
the concept of "hair dyes but every single setup needs to be sprited by hand" strikes terror into my heart more than any mortal being
no, the check upon death was specifically changed
because previously if you killed her slightly outside of the biome, she wouldn't drop the special biome drop
now she checks her biome upon spawning so that doesn't cause issue
So what if you spawn her in the hallow but killed her above a big lava lake in the underworld? /s
then you get what you deserve 
Also what if you fight her in the cavern layers of the hallow, where there is lava?
does anybody do that?
no
also i'm like 90000% sure none of the drops burn and it's just a convenience thing
so you'd just grab them anyway
nothing above blue rarity burns
so just coins, at that point
it's just annoying to scoop them out if they fell in a huge lava pool and you don't know where exactly
indeed, but outside of hell that's basically never an issue to begin with
so using the hallow biome check to cancel the box spawning should be 100% fine
post moon lord balance in the armor department is very inconsistent as i see it
so i like that bloodsplosion nerf idea
i presume it's been discussed tho, it's a repost?
The original post wasn't discussed, which was why it went largely unnoticed
But then like, 3 days ago I brought it up in here, and it got much more attention
Because I fully tested it out, which produced that gif
thatâs Rev DoG?
its gotta be at least rev+ cuz of the rage/adren bars
aye
I brought this up previously but didnât get much discussion. Since the sugg chats are dormant, figured Iâd ask again.
Would it be possible to make Boss Rush Wall of Flesh always place you toward the end of a world?
i mean yeah, its probably possible for it to just teleport you to the edge and then spawn
It likes to spawn in the midst of uncleared buildings rn
I donât want to clear all of my underworld for a tiny part of boss rush, thatâs most of why I ask.
that sounds reasonable
at least, it sounds like it
idk if that might cause more defunct spawning conditions
Could potentially spawn it in the spot where you killed the real one
Idk if that's possible but I think it'd be a cool way to solve that issue
I suppose at the very least it wouldnât hurt to suggest it
I wanted to make sure it wasnât âmake rogue throwingâ levels of no before I did
Oh, speaking of the suggs chat being dormant
The voting period has ended!
We raising, boys
The Star (â) count required for suggestions to be delivered to the Dev Server has now been raised to 120.
(Any suggestions made prior to this message will still only require 90 Stars.)
mmm yes, newt :P
change the suggestion reactions legend
m
Should help with not flooding the devsâ workload 10 years ahead
That it will.

the star threshold's ascended beyond our control
and yet that's been our whole inten--
okay joke's over, back to sugg talk 
Move lethal lava to death mode and remove its toggle.
â : With the recent environmental changes to death, it doesn't really make sense for lethal lava to happen outside of death mode. This would also mean making the rest of the heat resisting gear affect lethal lava. Removing the toggle would be for consistency's sake since no other death mode change is toggleable.
It's true that it would fit right in with Death Mode's other environmental changes
Seems like a good sugg
mhm
aight

with the new star requirement, i doubt any of my suggestions will get sent
until maybe like, a month after 
Maybe.
All the one's you've already posted are unaffected tho
ye ik
Time to slap on a random sprite to every suggestion so it gets more stars
It might
fear
real fear
This sugg makes quite a lot of sense, also lethal lava is extremely annoying when mining hellstone anytime before golem
What was lethal lava again
you take DoT in lava even if youre immune to it but some stuff like obsidian skin potions make you resist it
I see
Actually, what are some other examples apart from the Rays?
corroslime and crimslime staves
Yep, indeed
What else?
crimson and corrupt flask
Well, those are technically different cuz of the biome reqs
but yes indeed for them as well, the effects could be varied
the flasks in particular could honestly use some touchups
I'm asking because, if the list is short enough, you could/should include all the instances as examples so the devs don't have to search for the offenders
they're just marginal stat increases while in one biome and they require a material that I'd honestly much rather use for crafting Guide Voodoo Dolls
also they dont even use bottles wtf
7% DR ain't somethin to scoff at
but it is indeed only in that biome
even that early in the game, things such as the Endurance Potion can pull off the same effect but better
hmyeah
Endurance Potions in particular also aren't exactly. difficult to create 
they're quite cheap for what they are
bruh i legit thought the flask at first was a bootleg endurance potion so i crafted a bunch of them
and like. I mean
yeah, 7% DR is nice and all
but as we already discussed it only works in the Corruption, and top of that it's an extremely early-game accessory
DR doesn't really. do all that much at the start of the game
Corrupted/Crimson Crusher blades too iirc
Crusher Blades have different effects though
That only goes as far as debuff, no?
Corrupted: CI on hit, defense down on crit
Crimson: Ichor on hit, contact damage down on crit
dank staff and blood clot staff are the same, so are bloody rupture and leeching dagger. That and the preHM summons and the rays appear to be all of the equivalent evil weapons.
I see then
(if something that's a bigger reasoning for a suggestion to become a thing, to follow c o n s i s t e n c y)
Rot/Tooth Balls as well, kind of
too bad that double evil exists and people will just end up choosing objectively better one anyway. can't be fought really, since double evil is comfortable for the majority of players
@prime elbow and the tooth balls and rot balls
i can the tooth balls exploding into teethes when they have hitten enough enemies
Not sure why no one has commented on this, but
I think the eidolists are fine
they're very annoying actually
I'm not post ML yet but every time I go to the dungeon I wanna cry after I realize I have to fight them
@gaunt parrot ||I apologize for pinging you at 4 in the morning but|| from what I recall with the Eidolist, it's specifically meant to be balanced towards the mid-late HM phase of the game. Theres no reason to buff them post-ML, because they have nothing to do with the reason why the dungeon gets buffed: the 'plasm grinding stuff.
Their only real purpose is to provide Lumenyl, and... Lore? I think?
And of course the Eidolon Tablets

and the fact that a lot of enemies tend to be buffed regardless of being relevant to progression
Eidolist kinda already ignores what part of the game you're in, so
Fucker shows up no matter how able you are
nothing like farming ectoplasm and fighting 3 at the same time 
Pre-kingslime is called pre-boss
That would be useful, at the same time there's a lot of stuff in pre-hm to take up your time during the day
But for fights like Skele that would be really useful
yeah, it'd be nice to not wait entire 10-15 minutes just to fight the boss again
if you don't have anything to do in between the fights then it's kinda annoying
yea i cant think of a single time when i made it to dungeon perfectly on time to kill skele
I could, but that takes a fair bit of planning and filler task
Skeletron's issues are that 1) you can only try him once per night; and 2) you want to start as soon as possible aka 7:30 PM due to him being somewhat beefy (+ due to reason 1 you really want to have all the advantage you can get)
a solution i can think of is making summoning Skelefuck by talking to the Clothier set the time to 7:30
though it'd be a bit weird lore-wise that a random demon that ooga booga'd an old man is powerful enough to control the time of day
[[Exo Gladius]]
subclass expansion suggestions are in the don'ts
@worn charm
wa
Suggestions for specific subclasses are indeed forbidden
and your suggestion already exists anyways
^

(unless you mean a post-SCal shiv, in which case it's still not allowed because Shadowspec)
put post scal items on the sug dont doc iirc
are they not there already
h
It is... but indirectly 
Here is the reference to "no dev weapons"
Any post-scal content currently is dev weapons only, so practically it reads like "no post-scal content or shoving dev references up their throat"
||crab its fine if i recreate your dadmode base right?||
"no developer items rule" that isnt even a listed rule elsewhere

Did you poke Rover about it?
lol
who has a rover?
who is a Rover
why is a rover
- offtop
so
here's a question I've been meaning to ask for a good while
is there any reason whatsoever for Iron Heart to exist?
it exists because hardcore except no enemy or trap bullshit, i guess??
...okay but like
with all due respect
if you go into Hardcore in the first place you kinda sign up for some bullshit by default


you'll still take a bullshit death from Prime or ML either way
Iron Heart to me feels like just "Hardcore but actually no it's okay dying outside of boss fights is just a slap on the wrist uwu"
and like
no
the whole point of Hardcore is that by doing a run with it, you sign up for whatever bullshit death you take
it's an almost creepily perfect parallel to old Death where boss fights were holy fuck but everything outside of boss fights was a meme
mfw iron heart doesn't even correctly reflect the reference it is from

if it did imagine amount of salty copycat haters
(Steel Soul is actually just Hardcore mode
)
so it's a reference item
with a change that is already just a vanilla mechanic but """""""better"""""""
and which has no actual bearing on the game itself and no new drops at all to compensate for playing bootleg Hardcore
...I think I've gathered the information I needed
I need you to do something though
and that is
can you write a suggestion about moving death AI in boss rush from any difficulty to only death
right now there is zero difference between rev BR and death BR
... bruh
I just realised that br became 3 times worse, oh dear
wat
yes I have that slapped in dev server but I'd rather have the community do it 
dont understand what this means 
...well, I suppose the sugg I was gonna write can wait
time to make BR not super extra mega uber cringe
Adjust the Boss Rush so that each mode only induces a buffed variant of its respective AI, rather than having Death AI run in all modes.
â
BR has always utilized Death AI as its groundwork for how its AI functions in the past, and because Death hasn't changed much in the past it's been fine. However, with the introduction of countless new Death-exclusive AI changes and other adjustments, not only could Death BR reasonably be its own setup, there is now no difference whatsoever in BR between Revengeance Mode and Death Mode. Making an adjustment like this would allow BR to dynamically adjust based on the player's chosen difficulty mode, not a mode they potentially have never played or have very little experience with.
on today's episode of "Of All The Times I Have To Drop What I'm Doing To Write A Sugg", this
thoughts? good to post?
actually
the main factor of destruction is
A. Removal of Adrenaline buff
B. Death-Rev HP equivalence

time to rewrite probably
this would've been
lovely information to have when you first had me write out this meme
whoops I used the wrong word
(how about 2 other modes that don't exist but still suffer even more)?
(that's the main thing I was addressing, ye)
I think that normal and expert could be rev AI
imho everything but death should default to rev ngl
(because of the recent Death AI changes, there isn't a doubt in my mind Normal and Expert suffer like fuck from BR now)
Ye
but not everything death
honestly I'd prefer something that moreso actually adjusts to the difficulty the player is choosing to fight the world on but alas
Normal and Expert don't exist in a lot of dev contexts so what's it matter

mfw this is basically PoH where things turn into ascended difficulty
(except the funny Gravity Globe move that did nothing to make the item powerful)
(because that's how accessory balance works, ladies and gentlemen)
ML lore still isn't worth a damn regardless
because the Gravity Globe isn't worth a damn

I'm not gonna spend an acc slot on an acc which I can outdo with a Gravitation Potion just so I can use a lore that gives me boosts which are outpaced by things earlier in the game and makes me just forcibly slowfall when gravity is normal
You'd need to make it not require me to be grounded to be worth anything, and at that point it's just infinite flight
ML lore never needed to be tied to Grav Globe at all
it could've been turned into something else
Grav globe never needed to exist so I mean
Grav Globe could've been, I dunno, actually given useful effects such as mid-air grav flip
5% DR, 10 defense, 10% damage and crit, 150% minion KB and 15% speed are pretty good though
Imagine making an upside down arena
and if I have a loadout meant for a certain class, the accessory list I've already picked out likely outpaces all of those boosts and then some
never mind the fact that platforms and mounts both don't work when gravity is flipped
that's kinda better than a sniper scope/daedalus emblem
I mean Sniper Scope is cringe either way so like
For some bosses it wouldn't matter much if you did it upside down, like Polter

You know gravity globe was missing smth when the maso ML drop is gravity globe but with actually good gravity and minions
For others it's a death sentence, like DoG
honestly
Maso ML drop is literally Gravity Globe on steroids and it's great
just
I really wish Gravity Globe at least had mid-air flip going for it
Upgraded shortly after but still great
I tried Maso for five seconds and quit so I wouldn't know
the fact that you have to be grounded to flip gravity with the Gravity Globe is honestly the biggest problem with it
facts
a mid-air flip alone would be a pretty mighty buff
enough to at least justify it being a drop from ML, I'd say 
The thing is, mid air flipping is like an infinite flight thing
oh and the maso ml drop gives immunity to chaos state but shh
Gravitation Potions are infinite flight then
and you can farm the shit out of those from the start of the game
Also if you really did want that, Luiafk grav pots exist

Byeah if infinite flight is an issue, lemme tell you, you basically get that in golden chests 
^
So not an excuse, for smth thats even after the final boss
if the Gravity Globe of all things can't have a mid-air flip why can Gravitation Potions
In vanilla at least
they're not even particularly difficult to make 
it's a bunch of herbs which you can farm rather easily and then just having some Kentucky Fried Harpies as you gather up feathers
Waiting for someone to sugg it and have the sugg get 119 starts lmao
Gravity globe could like, give actual gravity control, and perhaps a chance to make hostile projectiles orbit around you then shoot at the enemy
Hueh
Okay what if we scrap the grab flip entirely and just do the orbiting projectiles thing
...no
Cuz that's actually really cool tho
if you're gonna kill Grav Globe then I will actually push for Gravitation Potions to be nuked off the face of the earth
I reiterate:
if the Gravity Globe of all things can't a mid-air flip why can Gravitation Potions
Ask Re-Logic
no, I'm asking you
because you're the one who wants to pull grav flip from Grav Globe

Well as it is Grav globe is useless
when a pre-boss potion is actually infinitely better than the final boss' expert mode drop
so give it the mid-air flip Gravitation Potions have, alongside some other boosts
bam, Gravity Globe is useful
and if we gave it mid air flip it would be supposedly "OP" (At least it would be in Vanilla. Again, supposedly)
you need to remember
- we're not in vanilla's context
b) there's already a pre-boss potion obtainable in any mode that has mid-air flip
blood orbs exist too
that too
so like if Gravitation Potions are better than the Gravity Globe in every respect...
At the same time though, there's the bosses get enraged when upside down thing
that's not pre-boss
I think that's only early hardmode (?)
that's like. SG and the Mechs
and Gravitation Potions still already are the same "infinite flight" clause that you're trying to use to argue against a mid-air flip for Grav Globe
Currently Grav globe is just unmodified from vanilla, where it was designed with the notion that Grav pots are kind of a tedium to obtain. Due to how untrue that is in Calamity, giving the grav globe any sort of gravity flip would be pointless, because the potions exist, and if you want grav flip, just use potions
giving the grav globe any sort of gravity flip would be pointless
so the solution then is to nuke it off the face of the earth
No, the solution is to give it a unique ability that isn't replicated by a simple potion that you had access to years ago
no
I'll tell you what the solution is
gimme a sec
before I do, though:
this also means we can get rid of the Worm Scarf
because its "unique ability" is also replicated by a simple potion that you had access to years ago

alright
here
lemme give ya an example that just so happens to be how I went about it for EE
exhibit A
exhibit B
this is the kind of thing I'd ideally like to push for in main but so far I have yet to come up with a new ML lore effect which is pensive
That distinguishes the two items. I can vibe with it.
ye
not only does it make Gravitation Potions a little less absurd, it gives the Gravity Globe clear advantages and a reason to sacrifice the usage of platforms and mounts for flipped gravity
admittedly, it was...a bit annoying to get the cooldown to work, and it's still not perfect, but the concept is present and was fairly easy to set up all things considered
doesn't hafta be exactly this, but it's something to think about
mildly relevant assertion: Suspicious Looking Tentacle actually shouldn't be an Expert drop and should be a rare drop from ML in any difficulty in the vein of other boss drop pets such as the Seedling and the Eater's Bone
Considering itâs just better wisp, sure
byeah
so, are we going back to the boss rush sug?
why don't you write it 
Nah letâs discuss grav globe for 15 years and never come to a conclusion
that was a lengthy discussion
ends up into nothing
welcome to #suggestions-discussion

well, if you insist...
Welcome to the Calamity Mod Discord lmao
Supposed itâd pair well with the âpls fix BR WoF spawnsâ idea that I had thrown around a couple of times
this'll never happen but here's a potential sugg
Buff the Gravity Globe and move it back to Expert Mode --- and rework ML's lore item to compensate.
â
Even in Normal Mode, the Gravity Globe is still made utterly irrelevant by potions that you can obtain eons before ever fighting ML, and quite frankly of the two Expert drops ML has/had it's the one that fits in moreso with the concept of Expert drops as a mechanic. Buffing the Gravity Globe (e.g. mid-air flip, increased fall/jump speed when gravity is flipped) and moving it back to Expert would make it a relevant drop --- this would also allow for the Moon Lord's lore item to be reworked to perhaps give an effect that doesn't require making more people see Gravity Globe at its worst.
thoughts?
Iâm down. Perhaps there could be an expansion on the ways in which you can buff the player while upside down, but other than that yea, Iâd star it
the way I described it is just the tip of the iceberg
there's a wealth of things you can do with a concept like gravity control if you get creative
What if you could map it to arrow keys and let you set gravity to any one of the four directions?
Eh, nah
that would be
much cooler
but also much more annoying to set up
because the functionality does not exist in vanilla and to override it would require directly editing movement code. a lot
Which I imagine would be quite hellish
Itâs one of those Vanilla code is
sort of things Iâm guessing
I bet you anything someone comes in here 15 minutes from now to protest against Gravity Globe becoming good
âItâs supposed to be trashâ
time to make Brain of Confusion, Bone Glove, and Spore Sac into Normal Mode drops as well then

Or make them better
ye
bone zone
Spore Sac just needs to not interrupt other attacks
Skeletron needs a different Expert drop but I have no clue what
it's something I've been trying to come up with for my own purposes but nothing's come to mind 
Meanwhile Iâm using TerraCustom to create software gore
I have been poked
@hollow idol It's in the rules
I thought that Shadowspec was also banned in the rules but I guess that was deemed redundant?
part 2 coming soon: Sus Tentacle becomes a drop in all difficulties and drops at the same rate as e.g. Eater's Bone, Seedling, Nectar
Speaking of rules
I'm questioning the Deathmode item ban now that it's a much more fleshed out mode
However, we still do not have any "normal" Deathmode items in the mod
When the devs team up against each other
Re: gravity globe and gravity potions blocked by tedium
Uuuuh, dont you get grav potions just exploring and in crates?
Dont see the tedium there
So you have 3 sources of grav potion
If we speaking vanilla, i always had grav potions in reserve, so uh yeah, theres not a lot of excuse there
And again, what balancing was there when in vanilla gravity globe was a drop from the last boss
If the worry was it being "op" then what happened with last prism
120 stars? Huh
@dusty stirrup This suggestion here was successful: https://discordapp.com/channels/225030931008847874/263382359397761025/677624510547230730
Could you change the description of this channel to add something like "Also, post your suggestions here first for review before posting in the #suggestions-voting channel."
Well, to finish the convo, if i wanna be real, gravity globe existed before ML did, so they probably didnt bother changing it when they were doing 1.3, and they never touched it again
Which is odd because they already had an expert drop
Done

Thank you Phup đ
I completely forgot I made that sugg ngl
mhm
which is kinda bringe
and the only pin stating anything about it is near the bottom of the list

m
đ
hmm... been sitting on asking for some changes to the silva armor set bonuses... does anyone have any input? the things im looking at mostly are the random chance dps boosters (magic quadruple damage explosion, true melee quintuple damage) and the effects tied to silva invulnerability for each class...
are you guys okay with me suggesting that the config to buff thorium bosses in rev+ would also buff shadows of abbadon bosses?
also like elements awoken
hmm
that would require some cooperation between the 2 devs
but even thorium took a long time for the compatibility to come
so it's hard to say if a suggestion about it would get anywhere
keep in mind SoA also has its own (albeit post-ML) difficulty mode
EA does too
True Mode would have to be accounted for somehow
that's also true
(it's quite unfinished but still does count towards it)
in the meantime i think ill write up something for the silva armor thing
trying to destroy the post-ml armor jank one step at a time
you also need dev consent and internal names iirc
mfw star scouter is "Prime Scouter"
and the devs may or may not have time to focus on that considering the changes that have already been shown for the newest update
If youâre going to suggest changes to Silva armor, can we discuss the part where you have to kys to reset silva invulnerability?
sure
i mean, i have my ideas for that but a lot of them fall under the specific item suggestion idea
a suggestions guideline-friendly choice may be to allow Silva invulnerability to begin a ~1 minute cooldown (or none at all) when morning comes (outside of boss fights, of course)
ive heard that idea tossed around some
Iâm not sure how strict SIS is, but perhaps if you used is as a proof of concept of an idea and made a defensible claim as to why the idea (maybe not the item) should be implemented
Not to sound like Imm trying to rule bounce
well, i can shoot it out and ask you if it sounds defensible as an example?
ill write it out gimme a second
Canât hurt
so what i was thinking was that there could be this new consumable item that's like... a Silva life fruit. or it can be a silva potion, doesnt really matter. when consumed/drunk, you temporarily lose all the effects of your armor (defense, stats, set bonuses) for... lets say 30 seconds, i think that sounds fair. When the recharge time is over, you slowly regain your stats over the course of another 10 seconds, at which point your revive is restored.
and the whole charging thing might not have to happen as long as it can't really be used practically in a boss fight
like maybe you consume/drink the item, and your life begins draining quickly until you're at 1 life, and you stay at that for like 20 seconds and then your invulnerability recharges and you have to refill all your health all over again
that is not what the suggestion is going to look like btw
point is, item that restores silva invulnerability at a signifigant cost
I personally wouldnât opt to use an item for it because even outside of a combat situation Iâd do a lot of waiting for it to take effect.
It has merit though.
yeah, it might not need to have a time gated thing
it could just... you eat it and bam invulerability back, but if you eat it during a boss fight it like only restores like 50 life so it's not worth it LOL
Perhaps it could restore naturally after 5 minutes if there is not an active event or a boss alive.
that doesnt sound bad either
only issue would be checking to see if either are true, but there are other items that do this
ye i think there are precedents for that in the code
biome blade comes to mind, checking for moon events
and boss zen for bosses
Also "Kills the player if used while a boss is alive" items
yeah that sounds fine honestly
however i think that is beyond the scope of my current plan for this suggestion
namely: random chance dps boosts and silva invulnerability effects related to class specific headpieces
is what im currently going for
In the same vein as the bloodsplosion thing?
yes yes
post moon lord armor sets have a lotta jank from my experience
xeroc i believe still has bonuses for each class despite being rogue now
ohp nevermind
they changed that
thankfully
extreme randomization of DPS isn't the best for when endgame is supposed to be challenging endurance fights
Change Silva Armorâs set bonuses to make them less chance-based.
Examples of âproblematicâ effects:
Silva Helm set bonusâ chance to deal quintuple damage on true melee strikes
Silva Masked Cap set bonusâ chance to cause a quadruple damage explosion
Why change these bonuses?
The issue with the above two random chance damage attacks is that they are not very reliable. Especially in fights like Yharonâs, these set bonuses can cause balance issues, whether you get a lucky break with RNG and deal more damage than you would usually account for, or have a healing orb return to you when you get massive damage, causing you to heal much more life than intended. I think a good compromise would be to have these effects activate when a certain condition is met.
For instance, landing true melee strikes could slowly cause true melee damage to increase, while decreasing when not doing true melee damage. Another example would be Mages only activating their massive explosions on a 1 second cooldown, and only when they are at low mana, while removing the random chance that is required currently.
I think this could break up some of the jank that happens around Silva-tier, and give players some more reliable DPS choices.
hmm, does this feel too long?
@wraith oxide can you give a reason why for the second suggestion?
the first suggestion seems fine
so this won't happen every time i spawn a boss
I personally think it'd just be better to make it so npc's are immune to certain attacks
Because even Drunk Princess can get ruined by some bosses being nearby
^
So I don't a health increase is the answer
pls fix this shit for every NPC
@wraith oxide banner bug is fixed
Update your mod
100 health xD died in an instant
Well
1st can be deleted
Oooh. my bad haha
Because it already is a thing
But yeah, I don't think increasing npc health will fix anything
I'd rather them just be immune to bosses or something
Or to have an anti-butcher thing, where they won't get hurt by high enough damage
Well the point of the suggestion was that it's quite annoying when all of your NPC's die to destroyer
Again
so yes above point would work too
Health increases won't fix that
Because even Drunk Princess, the highest HP of any npc, can get slaughtered by having some boss fights too close to home
Well you get the point
Granted, I've seen the argument made of "well dont have your boss fights so close to home dum dum", but even then it really feels like some bosses just dont care
make them like Oparator level of HP
Operator doesn't
from alchemist NPC
Even have that much health
Maybe it wasn't very well thought through 
it still works
No, it doesn't
I've played Calamity with Alchnpc and I always see that fucking ram chip sitting on the ground after every post-ml boss fight
Operator's weak.
Calamity npcs have increased health because of their importance in lore
^^ They're like, semi-gods or something
Vanilla npcs are not that important
Bandit isn't a powerful character either
Which is why she has default 250
vanilla NPCs are not that important
@obtuse peak Are you just ignoring Hive Mind
Not that important to lore that is
Tinkerer runs the economy but that's a different story

Also, idk about you bruh, but Bloodbath is rad for Slime God and Skeletron
that and Guide being necessary to progress by virtue of doll
I personally find myself rolling more with evil weps than aerialite
isn't an evil wep tho so like
We don't need that, thank you
Altho that's partially laziness
I personally never really use the evil weps half the time
I looked away for one second and something got deleted lol
for the simple reason that there are weapons I find more fun
Also, are you just ignoring their summons
e.g. Turbulance (Turbulance), Air Spinner, probably Wind Blade if I ever gave enough of a fuck to try it
did you chose nerf the luminous striker?
Aerialite weps are just really fun
Since they get summons and Aerialite doesn't
Direct drops are not usually meant to be as strong as crafts
But still usable of course
I mean for mele
Then that's too specific, and it's not in the suggestion either
that said, I can certainly see the utility of e.g. Shaderain Staff
You have to put what you mean, bruh
If you had put "for melee their drops are pointless", then you have a point
Because I barely see reason to use them
okay so
I'm gonna be real here
can we just talk about the fact that Perfect Dark and the Leeching Dagger are statistically and functionally identical to the Vein Burster and the Bloody Rupture respectively
just for a moment
I think he wants more variety
mhm
Also, bruh, are you ignoring literally every other Hive/Perf weapon
and the fact that the luminous striker is OVER POWERED
ALL of them are the same
it hits hard and many times
Blood Bath and shadowdrop differ
^^Prove it's OP
I'd suggest to rewrite the suggestion btw
Luminous Striker, that is
And both are good weapons
...I'm also aware of Dank/Blood Clot Staves and Rot/Tooth Balls
but the subject was melee so I brought up melee 
Ah
@potent veldt post cultist
the weapon i was talking about
I know.
Use it on an on-tier boss, and time how long it takes.
I do have other things to do
I getcha
there's a weapon I said I was gonna work on yesterday but then Fire Emblem happened
just feels weird to me, I guess 

fire emblem
you want to know how?
how about the fact that it's slow firing speed doesn't matter as it hit 8-11 times with most throws that hit
Fire emblem???
Adir
I was having fun playing, okay
There's no reason to say "it's op" over and over again without proving it.
^^^
Adir, it's worth mentioning that balancing any weapon requires testing. If you don't show sufficient testing, 95% of the time you'll go ignored.
hey crabbar
thanks for the tip
ill see if i can make it more broad
probably cut out some fluff too
98% of the time if you word it nicely, 103% if not
Also np :)
ive still got that rebellious SIS attitude
Wait are we still in #suggestions-discussion
I mean is it normal to post non #suggestions-discussion in here?
yes
No
Because if so, you're not supposed to.
ok
Discussion here is supposed to be either of an existing suggestion, or a possible suggestion.
Furthest you can get is in process of discussing concepts about suggestions, and even that is usually discouraged
you mean you can discuss suggests before posting them on #suggestions-voting
That you can do, yes
(it's also in channel desc now)





