#suggestions-discussion
1 messages · Page 795 of 1
Only if it's been over a week since you posted the original, and if the original was not delivered.
not delivered as in...?
didnt hit 90 stars/now 120 stars
but rover said previous suggestions would only require 90...
Yeah
If you're thinking of reposting something now, original would need to be sub-90
oh I see
cuz 1 week ago was before the raise
oh I see what you were trying to say potato
I thought you meant "if it hit 90 stars before the 120 change"
m
While an armor set for rogue at that point would be nice, I don't think rogue is "incredibly difficult" in early hardmode because of a lack of a better armor set. Although Statigel is definitely not as good as Titanium or other options different classes get, I don't think Statigel armor is that bad to where Cryogen is that much more difficult, but I may be wrong. Also Mollusk Armor isn't hard to get at all since Mollusk Husk is easily fishable through Sunken Crates. Still a good suggestion though, Rogue players shouldn't have to stick with Statigel at that point while the other classes can get Titanium or Frost/Forbidden armor.
@mighty knot don't feel like minimodding, but if no mod has mentioned it: If it has been at least a week and a suggestion has not been not reached the star requirements to be delivered, then you may repost it.
And your suggestion... well, I've seen something of the sort a few times.
It's a good suggestion honestly.
Good, good
re: automatic Armageddon: i've thought about this before, maybe you could get one extra bag for nohitting a boss without Armageddon on, so you get a reward for nohitting a boss, and Armageddon still has some use?
Add an alternative version to summoner armors for sentries
Currently the only sentry armors and accessories are the old ones army ones and i think thats a shame.
Calamity already adds more sentries in the later stages of the game like Energy staff or Guidelight of Oblivion so its not out of the question for a sentry playstyle to exist.
One way this could work is that summoner armors has two different variants like how melee and rogue have weapons.
is this a good suggestion?
i mean
eh
not the biggest fan of this but i guess its ok
although maybe change them having completely different armors to just different helmets?
i was thinking that but was unsure if only the helmet gave max minions.
I mean some new summon weapons would be nice. Calamity adds like hundreds of melee weapons and ranged, even rogue. But summoner has like 20~ weapons
Summon weapons take the most time and effort to code
I've been using seabound staff for ever in my playthrough
The devs can’t make them very fast
Yeah thats understandable
the problem with adding more sentry armors is that Calam sentries are already broken as shit
yeah thats true
well sentries kinda have to be super strong because of how power creeped movement is in late game and the fact they have no armors/accessories to support them.
it would require a bunch of balancing if they were to add more sentry slots
20 more start and my suggestion is getting viewed (cuz i posted it at the time of the 90 stars to view it)
@mighty knot i found a problem you keep saying crabs and not clams
also how about make the frost armor add buffs for rogue
it's pre boss and has both melee and ranger buffs and considering rogue is just ranger but instead of shooting bullets arrows or rockets you are throwing melee weapons it's not much of a stretch
i'd prefer to not have more one-size-fits-all armor sets tbh
maybe that's true but i was going in with a bit more of a logical idea in mide
also @frail mantle i don't think a big buff for frost set will be good
i think a small one will be amazing as this armor already have large about of defense
Frost set 
Forbidden set 
Wait, people use the forbidden set?
Yes I do
circlet
not in just yet
but really pls fix this
fix what

frost armor is already indirectly buffed
Saying ''rogues'' are incredibly difficult in early hardmode is an overstatement. @mighty knot
Sure, they might be on the weaker side, but by no means are they unviable.
rogue is compensated by op weapons yes
And as soon as you defeat Cryogen, you can start buying new weapons and ultimately craft the Kelvin Catalyst, which is obscenely strong.
It's almost insane how good Kelvin Catalyst is.
(this is talking about pre-cryogen though)
funny reference up there
Yeah I get it, but even pre-Cryogen Rogue isn't that bad.

Easy to craft, really strong.
Oh, it is? I thought you could get Charred Ore earlier.
In that case, you can farm for Spear of Destiny.
I prefer just snagging prismalline
spear of destiny is exempted for being rare
Or Ichor Spear.
a lot faster and still very effective
Spear of Destiny is rare? How rare?
when do we buff ichor spear and cursed dagger
I have two of them.
0.5%
that's your destiny for getting 2 of them
Then you can farm Sand Elementals and get yourself a Spear of Paleolith.
not sorry for that joke
™️
By the way, Ben.
Eventually©️
One of my suggestions got to 90+ stars (before it got changed to 120).
And sent to devs. When will I know what they voted on the suggestion?
you wait
Do I just scroll up from time to time and manually see what the consensus is?
yes
in like 1 hour
one of my Suggs about the walls in the Abyss got like 160 some stars
My suggestion is about Floating Islands and Space getting more content and not being such a barren wasteland that only serves as an alternate source to get stuff pre-Hardmode.
it has one upvote
yes I have your suggestion in reserve
The only thing you can do with Floating Islands and Space is to summon a boss Post-Moon Lord, which means that it's an ultimately useless place to be in pre-Moon Lord except getting a few Souls of Flight.
be patient, it's not time yet 
there were some concepts for planetoid crap
but it's low priority and for a future update
I think
Also, don't say upvote.
Ben, I love you, but if you make Reddit references..
It's over for you.
okay, it has one voteup
but an easier suggestion that I did do was changing silva armor recipe
silva shit no longer requires cosmilite
instead, it uses gold bars 
or platinum
gold bars are now officially a component of auric armor
I see one of mine is in that reserve too
Also I wanna know how much gold I’ll be needing
One bar of Reddit Gold.
Looks like I’m fighting SCal with Cosmilite armor then 
Tweak the death mode boss changes to readd missing mechanics
Some of the death mode boss changes completely remove phases or mechanics. This means that people who are new to the mod or replaying it after a long time won't experience bosses in their entirety. My assumption is that death mode was designed for experienced players, but that doesn't change the fact that some skilled players might want to play the hardest difficulty right away. This would mean
EoC has a short phase 1
Twins have short first phases
Siren would keep her intro phase and music, but it would be a lot shorter
Duke fishron would keep phase 1
Posting this here for thoughts
I’m not sure what’s with death mode bosses skipping their first phases entirely, so I’m down for this
So they're always at their hardest
If there is concern that these phases aren’t Death enough, make them harder and more unique, such as something to do with EoC’s gaze before he turns into MoC
Half Diamond's argument is that it's too hard
which defeats the point
it's Death Mode
Not saying it's too hard at all lol
Just saying that some parts of the fight are completely skipped
i.e. intro phases and the such
A harder difficulty shouldn't throw parts of the bosses' design out the window
But to keep it challenging, make the first phases only last 5-10% of the health
Or perhaps give those phases something new
Alright, I see
A matter of missing out
^
It’s kind of like, the Eye of Chrulhu is missing the craziness factor of it turning into a mouth if it does that from the get go
You can suggest it I guess, though Fab will directly disagree with you
isn't that like suggesting to add Duke Fishron Phase 3 to the fight in Normal Mode because you're "missing out" on Phase 3 there
you could also make phase 1/2/3 way harder but I don't think fab is supportive of that idea for some reason
Maybe
Except while adding phase 3 to normal will directly screw with players, one could argue that adding easier phase back for death is flavor
yes rev+ eoc has 4 phases and death eoc skips to phase 4 right away
(and honestly I see that kind of flavor as slog so that's really controversial)
The thing about it is, can we make the phases unique while also not varying in difficulty?
The phases would be really short is my point
Then a reasonable question: why add them in first place?
Barely even noticeable, but still there so people get to know all of each bosses' mechanics
As soon as the phase has impact on the flow of the fight (so people are inspired to learn it), it also becomes major enough to want to skip
hard to know a bosses' mechanics if the phase ends in 5 seconds
If I may, if you wanted to see all the boss had to offer, you could simply play revengeance
reminds me of dragon god, yharon
it started sub 3 at 98%, so the first two subs literally were just a waste of time
Well, if Death mode involves adapting to changing attack patterns of equal difficulty, it would be a bit more interesting than “summon a boss in its final form”
It is somewhat lazy move, i agree, but doing 3 fleshed out, fair but difficult phases is much more effortful than focusing on last one
So here is that
disagree with the siren phase in particular. only serves to remove the unique mechanic of choice from that fight by forcing you to reduce siren's hp first, which i've always disliked personally (even tho i kill siren anyway)
otherwise i see where youre coming from for the rest
Reason?
powerful suggestion
Can’t even ping since name is in weird characters
It lasting a few seconds would be a matter of balance. It would ideally last long enough to be noticeable but short enough to not drag out the fight
time to copy id mode
@vast remnant your sug lacks a stated reason
its already dead lol
I killed it
did you mean to send that suggestion twice in one message
ouch
Well, I can see why devs would wanna focus on their upcoming content, so I guess this could wait. But at the same time, having bosses start in their final phase basically means the pattern remains the same for the whole fight (and in the case of the EoC fight, it got kind of boring just because I moved in a loop and won)
Granted EoC is an early game boss, but I figure it could use some spice.
you'll have to repost it with some actual reasoning
yeah i can see the perspective of reintroducing at least the more engaging phases 100%
but like some peeps mentioned some phases really just aren't relevant to a deathmode player to begin with
Well that's assuming deathmode players are people who just finished playing calamity
and in the case of the EoC fight, it got kind of boring just because I moved in a loop and won
It's almost like EoC is an early-game boss and is supposed to be easy
I already acknowledged that
actually, did rev levi ever start spawning with siren or does it still have the siren only bait?
Siren only
lame
@ashen warren pretty sure that every death/rev AI changes that exists are in huge files titled CalamityGlobalAI and CalamityAI
If Death changes were to be flat out different from Rev ones while retaining many phases then it's basically
- Basically twice the size
- Hard to balance gameplay-wise
- Takes disproportionately longer time and effort because it takes the programming of every single boss and their moveset
Are resuggestions fine?
also why infernum takes forever
if it's been at least a week and the suggestion wasn't sent originally
if it's already been sent, don't bother
It already was, but I wanna resuggest it because I think it's a genuinely good one that would fix Cryogen and make him more fair.
Please remove the forced snowstorm during Cryogen fights, or make him and his minions light up more. Fighting them in a forced snowstorm in his current state makes it a whole pain to fight him, because he and (especially) his minions blends in with the particles, meaning you can't see them. This has caused me to get perma-frozen so many times, because I am never able to actually see his little goons.
That makes sense to me. I’ll let off then. It’s kind of a bummer that these fights are static though is all I’m saying
It doesn’t show projectiles. Omniscience does tho
It's not reliable, Hunter Potion isn't a very good potion. Also, the fact that you need to use a potion to make the fight actually fair is..
bonus points with omniscience to be able to see projectiles yes
I think level 1 snow is fine
You know, not fair.
I mean yeah. High difficulties work with the assumption that you’re using potions
level 2 snow can be reserved later in the fight
@ashen warren Here's the thing though.
level 3 snow can cease 
Well I've never had a problem with seeing in cryogen's fight
Potions are optional when you face other bosses. You can beat them without potions, but it's obviously easier with them.
Cryogen however requires that you use Hunter Potion and Omniscience.
Well a warmth potion for cyrogen is pretty much necessary so having another one isn't too much of a big deal.
I didn't use a Warmth Potion vs Cryogen.
I cannot live without warmth for cryogen. My personal experience, though.
I'm pretty sure cryogen is getting some changes next patch
to some of his attacks
But what about the snowstorm?
Not really. Seeing Cryo and his projectiles were seldom a concern as much as having Warmth because chilled
the snowstorm is getting no forseeable changes
But the snowstorm is the only issue.
I still don't see how the snowstorm is an issue
do you turn off storm effects?
They don't light up or anything, they completely blend in with the snowstorm which makes them a pain to see.
I can make the minions emit some blue light if that'll help
And no, I don't. I actually like the snowstorm otherwise because it fits in thematically. But yeah, that would help.
but I don't want to make any drastic change like removing the snowstorm entirely
It's really poor design having the minions not emit any form of light and completely blend in with the snow.
Personally I've never had that problem. What's your zoom like?
You're talking about 2-3 completely invisible minions being able to freeze you.
Cryogen also blends in with the snow, but he's a lesser issue because of his sheer size.
Also, normal zoom.
Making boss stuff emit light is typically the solution
Perforators intensify
it's not poor design, it's clearly seated in the intentional decision to mask the visual aspect of gameplay
that being said, i do generally prefer visibility in bossfights
I still don't see the problem, but I guess giving them a glowmask wouldn't do any harm
this one just happens to have a reason to it, but i do think its better w/o the snow
old green on green on green pbg was a painful nightmare, however
It's poor design because the snowstorm serves to create a situation that you can't do anything about.
Make no mistake by misunderstanding me; the snowstorm itself isn't the issue per se.
The fact that it completely masks the minions is the issue.
it definitely doesn't completely mask the minions. they're quite large chunks of white relative to the visual flurry.
Well you say can’t do anything about, but previously you said requires omniscience potions. Which one is your argument?
it obscures them. that's totally okay from the perspective of design, whether you disagree with the choice or not. i disagree with the choice but acknowledge its merit, even if it isnt appealing to me
@ashen warren The fact that you need two separate potions to even make them visible should be an argument why they're poorly designed.
also their point is that you have to use omniscience, which is effectively not a choice
its a restriction
The thing is it obviously isn't completely impossible to see them. If it's a bit straining then something could be done
A restriction which makes the boss fight extremely difficult due to the smaller minions blending in with the snowstorm.
i think it's a bit overzealous to say, but visual problems are not created equally and i've nagged fab about like half a dozen of them LOL
Which is... the point of the snowstorm.
And no one said omnisense is a necessity
It just helps if you're having trouble seeing them
@ashen warren Which is poor design. Having to fight against invisible enemies isn't fun.
also i will say, you know the exact point of origin of each minion. as long as you know how they travel, you can move around that
you should stop saying that they're invisible, it doesnt support your point at all
But they aren't invisible???
theyre hard to see
You're already handling a big boss, and then it spawns very difficult to see mobs that are near invisible due to the snowstorm. Just because it's intended doesn't mean they're well designed. Having them at least have a blue light to make them stand out would help a lot.
Because you can actually see them coming.
Here's how I see it; if you have trouble surviving a boss, get regen/defense potions
if you're having trouble killing a boss, get damage potions
if you're having trouble seeing a boss, get hunter/omnisense
They blend in. If you’re looking for them, you can find then. If you want a potion to find them for you, do that. If not, you accept an extra challenge, just like every other potion you choose not to use.
If I'm looking for them, then I'll lose focus on Cryogen and his projectiles.
its not really an extra challenge, more of an annoyance
There's a reason why no one ever plays against Cryogen with snowstorm effects on.
Some people are better a finding things, others are better at dodging, and some are better at aiming. Whichever you struggle with, you can use the potions
The minions are quite linear in how they work. Once you glance at them, you know where they are, and can attack them while keeping an eye on Cryogen himself
cryogen's minions already give light
Once you glance them.
but I'll double the brightness
also just gonna say that using omniscience as a counterpoint is not conducive to quality imo. new player won't know about omniscience necessarily and some people just don't like grinding potions. it can be a benefit, but the baseline should consider the lowest common denominator as well imo
Almost everyone I've seen fight cryogen has snowstorm effects on
Can’t see is a repeated exaggeration. The apparitions have a purple tail. They’re not that hard to see.
Almost everyone I've seen fight Cryogen without snowstorm effects on.
It's just that there are no other heavily limiting visuals other than blizzard that people feel uncomfortable with those
I tried to find videos online so I could give an example.
Gungnir, Chippy and several how-to guides fight the boss without snowstorm effects.
can't really say since I usually keep snowstorm effects off
since it wants to kill my laptop
It's not even the snow storm itself I have the issue with. It's annoying, but serves to fit the theme of the fight and you can actually see Cryogen himself.
snowstorm is horrible for bitrate, yeah
His minions, however.
Tbh as youtuber I disabled snowstorm mostly for nohit anyway (but can confirm, bitrate dies)
But in regular play couldn't care less last few times
It's like his minions were made specifically to blend in with the snowstorm, making it so you need Hunter Potion, Omniscience and Warmth just to fight him.
My thing is, if the sky is clear when you spawn him, the snow never really turned into the blizzard effect by the time I kill him.
Using potions is a key part of terraria's bossfight preparation. Using a potion to negate a advantage the boss has, whether it be well-designed or not, is what potions are used for. To give advantages and make it easier to fight the boss.
- The fact that you need 3 potions to even fight him should serve as an argument that Cryogen isn't completely well designed. Buff potions should never have to be a requirement against bosses.
you dont
imo you're struggling to see them way more than most other people, so you should use potions
please stop exaggerating
wondering how to incorporate "aava, king's pet" from ds2 into the dialogue about visibility 
you are killing your own argument
@teal ibex I'm not the one who said Warmth Potion is necessary.
that would be one potion, not three
No one said that, just that it helps a lot
Different potions are necessary for different people in different bossfights
and the person who said that is also incorrect, so its unwise to parrot them
Just like potions help with DoG, but you can still beat him without them
I mean for me when I’m playing mage, mana regen is a must for all bossfights
Doesn’t mean I want devs to overhaul how mana works
this whole discussion would make far more progress if we stopped calling it bad design and started calling it what it is: a visibility issue. if you as a player genuinely can't visually keep up, then that's that. it's worth changing for that reason alone.
I mean
Three.
Omniscience to see the projectiles, that otherwise blend in.
Hunter Potion to see the mobs, that otherwise blend in.
Warmth Potion to ignore Chilled, although I don't feel like Warmth is that much of a requirement.
mana is planned to be overhauled
omniscience highlights mobs
Also, keep in mind that not everyone has perfect 20/20 sight.
im not gonna keep this up lol
omniscience is hunter + spelunker + dangersense + projectile highlights
I don’t blame you
please post the suggestion. i agree it should be changed. please also realize that you can disagree with a decision without it being poorly designed.
That is a good point actually. My friend has trouble finding chlorophyte because of his eyesight.
I already posted the suggestion.
sick, i'll star it and move on with my life 
No player is the same
Can bet there are some who can't run in a line for a minute for whatever reason
Doesn't mean that games should just cease to exist
game journalists phenomenon
it was from almost a week ago and stagnated around 80 stars
oh wait this was for a repost lol
but not yet a week so repost isn't allowed
Yeah, I asked if I could resuggest it because it's a change I really want to see.
In the meantime, there are efforts you can do against it, but I agree it should be changed.
Yeah that’s how resuggs work
Never once have I felt like having a certain buff potion is a requirement in order to fight something. The only reason I won against Cryogen is because I just went into my vanilla Hardmode character who had much stronger weapons so I could effectively just shred Cryogen.
And I've never once had to do that before.
I think the change would be nice, I just see it as more of a boss nerf where it's good but not necessary
well, if you do repost it, i'd make sure to specifically mention those with visual impairment
it will go over far better than diving into the design, which is extremely subjective, clearly
The Cryogen fight, for me, is the single hardest fight I've ever been though.
Not because of the damage or his speed, but simply because of the snowstorm that makes projectiles and enemies just blend in so perfectly.
And I'm one of the few people who actually enjoyed fighting Ocram.
Ocram.
Creative way to go about that, i suppose, would be to reduce blizzard power near cryogen but increase it at high distance
Eye of the storm, p much
Not sure how hard it would be to implement though, with crutches or not
yeah that would be pretty cool. It would force you to stay near in a more natural way.
And if Cryogen ends up being on the weaker side because of blizzard getting nerfed, I wouldn't be opposed to seeing the actual boss being buffed to compensate.
For the record I struggle seeing pbg's stingers with his black background, so I can definitely see what you're talking about
To clarify, it will stay constant on the screen, just based on player's distance from cryo
Otherwise it's like impossible to code
That's not a bad change, honestly.
I don't think the blizzard itself should be changed, but the stuff should glow
I think pbg stingers are WAY more of a sight issue
pretty sure that'd be extremely annoying to code
@copper onyx Yeah definitely. I think that is a large issue, you just have to keep moving and hope.
Who is PBG..?
Plaguebringer goliath
Late-hardmode
The mines are also hard to see at high speeds
Especially since the rest of her projectiles are bright green
Well the only bright green projectiles are the missles but ok
wait what
really
It's all I can ever identify in that fight besides herself and her little bees
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I realized that one suggestion was placed on the list but not sent to dev
so I took it down and move everything back by 1
Why do some of the suggestions have a thumbs up?
And one has a flag?
It’s in the pins
flag menas its happening next update
read pins
in case you don't get it yet, blank is not listed but it means no real consensus
yey second approval
aka either split or no opinion at all

approved != gonna be implemented
a lot of stuff gets approved
It got approved and that's nice enough.
it was rather obvious that is subject to change
I did try and do a suggestion earlier today
with the community
but then Terraria shit itself and only showed 0% boosts to all my stats
I think I should enlist some as L/M/H
I honestly feel like Hallowed Armor should be buffed.
not sure since that's more or less kept into the dev system
hallowed armor does not need a buff
Because Hallowed Armor is so..
I've said it before and I'll say it again
Not bad, but there's little reason to use it over other armor sets that you can get.
hallowed is the go-to armor for mage rn
it's better than Daedalus armor and not quite as good as Chlorophyte, just as it should be
and is between daedalus and chloro for melee/ranger
I swear hallowed was better than chlorophyte. Maybe I was just doing shit calculations.
hallowed mage is better than chloro fsr 
Why is Hallowed better for mage than Daedalus?
because it gives better stats
It is better by stats but chloro crystal is underrated usually
It doesn't.
then I'll nerf daedalus
Hallowed set for mages gives 35 defense and the set bonus is 20% reduces mana usage.
Hallowed is adamantite+ so here you go
39 defense for mages with Daedalus and the set bonus is +5% magic damage. You have a 10% chance absorb physical attacks and projectiles when hit. If you absorb an attack you are healed for 1/2 of that attack's damage.
and you're ignoring the raw stats of the armor
I was just getting to it.
I found that the Daedalus set bonus never did anything
And also you just copycat wiki instead of counting total efficiency
Hallowed: Increases maximum mana by 100
12% increased magic damage and critical strike chance
Daedalus: 13% increased magic damage and 7% increased mage critical strike chance
10% decreased mana usage and +60 max mana
@copper onyx Your suggestion got a lil messed up
hallowed is more mana efficient and has better crit
The thing about the ''max mana'' is that it's not hard to get full mana bar by the time you get to Hardmode.
It's doubled
So that 100 maximum mana becomes unusable, because you can't get 100 more.
and in calamity, hallowed mage has 40 defnese
I hate numbers
So hallowed is slightly better then
And between the two hoods:
hallowed mage vs daedalus mage
40 defense vs 35 defense
19% damage vs 21% damage
19% crit vs 13% crit
100 mana vs 60 mana
-20% mana usage vs -10% mana usage
Daedalus has the weird absorption effect
@distant gyro The max mana is almost not even worth bringing up.
By pure stats, Hallowed wins for all but 2 situations
It's very easy to hit the max cap.
Sigh
Daedalus mage: 35 defense, 16% dmg, 10% crit, 10% mana usage, 60 mana, 5% hp recovered from attacks
Hallowed mage: 40 (?)/35 defense, 19% dmg, 19% crit, 20% mana usage, 100 mana
it's 35
not 39
39 is ranger
39 is ranger defense
Additional 10% to save on mana is no joke
Same goes for 9% crit
hallowed doesn't need a buff beyond the existing defense buff
13+3+5=21 btw
as for the mana cap, you can get up to 450 at that point
That 2 defense does a lot in Rev+ you know
(yes you can get up to 200 mana from gear att to reach the cap)
I've already hit max mana pre-Hardmode without using gear.
the bug pushes it to 150 but bugs don't count because temporary
wait why is Gladiator armor so strong
How do you manage to have 400 mana prehardmode? You had to have been shooting for that.
Because it was trash in vanilla.
21 defense for a pre-boss set?
Vanilla Glad armor is made for vanity tbh
nerfed soon
also who farm hoplites 24/7
@ashen warren Easier than you think.
When you run around picking up stars.
Also might have had my friend also pick up stars and craft crystals for me.
Max mana from mana crystals is 200
Is it not?
It is
Yeah. I meant 200, not 400.
I forgot what the cap was and thought it was 400.
Well 400 is the weird vanilla mana bonus cap
jungle grants more max mana than daedalus btw
Wait what is the overall mana cap?
400/450/500/550/600
It does, I have 280 mana with jungle armor rn
vanilla/1-2-3 consumables+star beam rye
Jungle gives 80, so does diamond robe iirc
Jungle armor is unviable though. I don't see jungle armor being viable and usable when it's made solely from spores and stingers.

jungle is early game
??
It’s low defense but the magic bonuses are S T R O N K
If you're smart, at least make wooden armor.
since when does the power of an armor set depend directly on its ingredients
Wood is tougher than spores.
I used Jungle it was pretty good against Slime God.
D A W G
Ok now that's just trolling
@toxic kettle Iron > Wood.
Quit it lad

Certified bruh moment
Am I wrong though?
This is a video game. It disobeys logix
Therefore yea, you are wrong.
Real-life logics that is, at least
an iron bucket has 1 defense, wood helmet also has 1, pumpkin helmet has 2
welcome to re-logic
I guess it makes sense since it's like the magic power of the jungle is in the armour.
yet all jungle themed craftable weapons are melee
Does it say ''Magical Stinger''?
Well the melee armor is Molten
Magical pumpkin armor
tfw wearing metal armor makes your sword stronger
Because the fact it's the game isn't enough, gotta explain everything
and I think this idea of armors being made of flimsy materials is derailing off the topic of any suggestions
Indeed
Oh yeah
Suggestion: make Jungle Armor grant no defense and sting you constantly, dealing 1 damage per second due to Stingers being imbedded in you.

Did anyone ever talk about DiamondWalker's suggestion?
funny meme sugg haha
Let's talk about you Ben.
We concluded that it will inevitably get denied
yet all jungle themed craftable weapons are melee
but the armor is mage
thank you for giving me my latest and greatest prompt of creativity

Oh no, sis incoming
Jungle magic weapons!?
Oh no wait Mana Rose exists
Oh no, EE idea yoink incoming
spill the sugg, sis
alt gets it
make thorn chakram magic because yes
explode
but in all seriousness that makes no sense
eviscerate
(under my hands)
Wait. Terraria made sense?
nah
cat sword cat sword
Terraria inherently makes no sense
*video games made sense?
If terraria made sense solar armour would burn you
forget Solar Flare
Terraria is a game that exists to make references. Change my mind.
Molten would burn you
I mean, there are a lot of references
If terraria made sense Titanium wouldn’t give you a dodge like seriously what
not much to change your mind on
Titanium armor 

I despise Titanium armor from a balancing standpoint, I really do
that is all
I'm not complaining though that set bonus is crazy
Of all the damaging aura things in Calamity, why none of them are Uranium baffles me
we don't have any uranium themed items
or with all the sulfur stuff, we don't have pyrite/fool's gold
or cinnabar for that matter
fools gold armor sounds like a cool rogue set
I'm sorry but cinnabar only makes me think of pokemon
like, in practice I doubt anyone cares because it's one of the two highest-tier HM ore armors pre-boss and the set bonus is cool as hell
but as someone who's going to have to rebalance bosses at that tier eventually for his own purposes I literally despise the concept of an armor set granting you a free dodge
(if you're curious, and just to make this clear, I have similar feelings towards the Counter Scarf)
clearly, Thomas enjoyed pre nerf scarf
The counter scarf is better though because you actually have to react to the danger. titanium is just free dodge
Counter scarf is worse because it's an accessory
The only thing that makes me tolerate it is the fact that dodge is so unreliable that the players kill themselves trying to dodge into projectiles 

(same goes for eclipse mirror bug)
that's why i stopped using counter scarf
I don’t use it as a dodge. I use it as a dash.
Is the fact that it's unreliable a bug or I am just doing something wrong
More a bug than not
it used to have twice the dash length
And that is why cryolore is the best dash
and half the cooldown time

lole
so yes
Well Counter Scarf existed before Rev did
Because cryo doesn't even take slot, yes
who thought that was a good idea
fab prob
Fab also nerfed it realizing how strong it was
it also used to not have chaos state interactions of course

at least it’s not counter matter
Aight so Calamity history for a moment, if I may
personally I don't like the concept behind Counter Scarf too terribly much, but I can appreciate the state it's in right now
it's in a state where I actually feel semi-comfortable balancing against it and it's a Rev+ item anyway so it's not like I have much room to balance against it 
Titanium armor is just "have a free dash from an equally free armor set" because the condition is something you fill on a regular basis anyway
I hate it
exactly
Counter Scarf existed before Revengeance mode did, and you had to kill Prepare to Die EoC to get it, which had stats I can’t remember off the top of my head, but you basically had to Post Moon Lord to get it. So it used to be super good because you had to go so far out of your way to get it.
so much worse than the other two hm ore armors with special set bonuses
prepare to die was post wof
prepare to cry was post ml
you had to kill wof to get counter scarf
you history a bit wonky
Yeh somethin like that. Yea cuz that’s what Celestial Onion and the other item did
prepare to what now
demon trophy
Yea that’s it
I think I’m in over my head on this one
wof dropped vehemence iirc
Sorry what's this prepare to die/cry stuff?
not scarf
now a meme spawnrate booster
^
wasnt vehemence in cry
it was
WoF dropped Vehemence. EoC dropped Counter Scarf. Yharon dropped Drew’s Wings.
but pretty sure scarf was a ptd eoc drop
wof dropped vehemence, eoc dropped cscarf in die
You can read up about this on the wiki
thats what made the most sense
are these prepare to die/cry things what used to exist before Rev and Death modes?
Yes
yes
yes
well you said kill wof to get scarf
It was basically, everything had way more health and damage that’s it
because wof drops the item to get prepare to die
which is what was required for cscarf
so Master Mode?
oh I see
We don’t talk about Master Mode here.
but I digress, since I don't think this is suggestion related anymore
ahh yeah this is sugg discussion channel
At this point we're just saying stuff
yeeting outta here bye
True. But there is currently not a new sugg to discuss so, unsure what the rules are here
Someone might be trying but dont feel like it because of the current convo
Fair enough
thats just an excuse used, pro tip
?
so i dunno if this has already been susgested yet but
something in changelogs made me think
specifically the recent change to rogue stealth being generatable while moving, specifically an amount that's "decent"
it made me think about rage and true melee, specifically how rage is generated while using true melee. is it kinda pointless to increase the amount of rage gained from true melee to an amount akin to the rogue stealth changes, or has that already been considered and declined
Le shrug
True melee doesn't synergize with rage mainly due to losing the active boost when getting hit
which is odd considering how rage is built w true melee strikes
losing the active boost when getting hit
Wasn't this changed or next update/I'm tripping
it was changed in 1.4.3 iirc smh crabboomer

@copper onyx Interesting suggestion, but please condense the fuck out of it
You do not need that many line skips
idk, i just think it (the true rage+melee thing) is either kinda pointless, or should be buffed to be pretty useful because imo rage is like, basically useless unless you specifically use heart of darkness or draedon's heart which is like 10% of the game if you use those items during their main times lmao
It literally takes up almost all of my monitor in one suggestion
True melee is hard subject
On the one hand, you have 1.5 hours scal fight done by one of the best players solely
On the other hand, plant dies in 8 seconds to budget build even mouse clicker can reproduce 100% of the time
To be fair, a massive chunk of the Scal true melee fight is just the brothers being antisocial
mostly refering to specifically the rage and true melee interaction, namely because i played true melee for a decent amount of time and i got rage all of probably 3 times 
It is literally the whole fight except for hearts being antisocial to something with less than 20-35 blocks range
And there are quite a few less extreme but not less annoying examples like retinazer
i see zero reason to do this suggestion
the point of deathmode is to be a more unique, harder mode
whatever people experience by playing deathmode first, they wouldnt care what stuff rev has because they wouldnt know what it even is. and even if they do care that much they can just turn off deathmode
this is another case of suggestions that try to accommodate for every option/situation for the playerbase. which is typically bad game design.
also it's doubled
It's doubled for whatever reason, and it has more line skips then there are paragraphs
it'sn't
What
Also, yeah, while I enjoy trying to give everyone a healthy experience of everything possible, if you're going death mode, you've given up your right to "aesthetic boss fights"
and ye that line skip is pretty excessive
isnt the main catch of the new death mode bosses is that they have their action from right at the start of the fight?
Yeah
There's legitimate reason as to why this isn't a thing, btw
Such as lessening breathing room, making more of the fight it's difficult phases, and disallowing you chances to build adrenaline
also yeah this amount of line skips is h
h
There's more gray then there is suggestion lol
Wait, that's a thing?
That's.... Really fuckin stupid
I'd just use Purification Powder/Clentaminator for that issue
Thank you redigit
death is already a toggle
/\
Personally I find most of the new Death stuff is 
But me brain say I'm a 🅱️ uss for not using it
@elder estuary put a proper description of the problem, and a proper explanation so that people will empathise why this might be a big problem. You not seeing anything is one thing, "putting config for people with eye problems" is another. Be descriptive or it will be deleted.
"Bad delet" won't cut it.
That image can't be real.
That has to be a bug then
bug or not the whole 'feature' is dumb and should never have been implemented
disable death if you dont like it 
It's only meant to be slightly darker. This was never supposed to happen
er discord pls, sec
image taken from suggestion and enhanced in photoshop
literally a screenshot of ingame
zero reason for this to be a thing
zzz
You know there are ways to boost the light level, right?
do tell
Yea a lot of the game's intended environmental difficulty has turned out to be just silly. It could use tweaks
That it's an obstacle to overcome?
because i haven't found it prehardmode
i have night vision on via nighttime EoC lore btw
and shine potion
literally worthless
breaking dark orbs/crimson hearts to get a light pet helps
Gimme a sec
i have the dark orb light pet equipped
well that's a bug then
bug or not the feature is anti-accessability and overall just dumb; needs a toggle in mod config to outright disable at the very least
why would I want to play calamity on non death mode...
what is the point? it's too easy
actually calamity is balanced around revengeance
yes... rev is too easy after many hours invested; but if i wanted to play blind, i would use a blindfold
and you would want to play calamity on non death mode because you dislike the underground darkness???
it's a toggleable mode
just disable it while mining
so option 1: a mode with zero challenge, option 2: a mode with the challenge I want but also i'm blind
great
oh yes revengeance my favorite 0 challenge mode
Iban plz
but the latest update removed the boss buffs on death 
people literally nohit death mode but you're having issues considering people thinking rev is not challenging.. ok
It's pretty much the same as rev but with some small ai boosts on the bosses, and mostly environmental changes
Ohh, okay
I see the issue
The darkness is unintended, Xeta
It's getting fixed in the next patch
I'm not saying it's not challenging I'm just saying death isn't like super hard compared to rev
Honestly I must be the only who is glad to see the boss buffs and extreme rippers gone. I was one for the trickier boss AI but I'm too scrub for required extended nohits
@hollow shell this still doesn't fix my complaint... i don't want it just nerfed I need it gone; the contrast in my eyes is shot after 20 years of staring at a monitor
(also I'd prefer if this didn't devolve into an argument about difficulty preference)
normal terraria is already pretty dark to me
Well I'm saying the darkness won't occur if you have proper lighting equipment, which you do have
except it still does
That's comin in the next patch
It doesn't work in this update so we're fixin it
the darkness is still there because it's a shader iirc
the lowered light level in the underground is a shader, Rover
it doesn't work like normal light level adjustments or the Abyss
That doesn't mean you can't turn it off

Even when using Night Owl, it is unaffected because shader
if you have certain things equipped
it doesn't change no matter your gear
...I was told that wasn't happening when I asked Ozz about it before 
@hearty yew Clarify
now I'm confused
when I'd asked about making certain equipment null/lessen the underground darkness effect (specifically those from mods outside Calamity e.g. EE, context is spoilers for the moment) I was met with a no and now I'm being greeted with a yes so understandably I don't know what's happening anymore 
I'm on the latest test version
here's very deep undeground without any light acessories or anything
here's with suspicious tentacle + shine
so yes, it's fixed
(tentacle is overkill ngl)
great now do it prehardmode
brub
Retro/Trippy tend to be brighter, but either way this looks functional aside from considering that you have to get to the underworld with nothing but an orb
so you're a cat
anyway what am I here for
hey I didn't do anything
what's happening, actually?

ozz look in the top right corner and click the @ button
i didn't ping u ❤️
it shows you your pings
x 3
Are we all guilty?
no
talkiing about underground darkness stuff
https://media.discordapp.net/attachments/457851493672812549/679036145929158656/unknown.png actually shine only works well too
Ah okay
yeah,... no
Rover has asked me to explain what's happening to underground darkness in the upcoming update
that is way too dark for me
i just need a toggle in mod config to turn off the shader completely... i can barely see vanilla
turn off death when you're undergroudn then
Answer: It's being fixed in multiplayer.
Nothing about the brightness is being changed, or the fact that it depends entirely on post Skeletron items yet makes 1/3 of the underground unplayable.
that's pretty good for shine potion standards actually
It's copy pasted Abyss light mechanics, so it's built to be balanced post Skeletron and later. There is no meaningful way to boost your light level early game.
well that's weird because apparently xeta is seeing only pitch black even with light pets and shine
so basically calamity is dead to me if this doesn't get a toggle off, i don't play non-death mode and i can't play with the darkness added
oh well
and you shouldn't be able to invalidate the difficulty which the darkness brings up at pre-boss either, so imo it's good
Quit being a drama queen
i'm not? quit being ableist
Calamity stops being dead to you the second you disable death
i literally cannot see shit
I don't have any interest in playing rev... haven't in like 2 years
if you can't see then turn it off when you're underground
Calamity is not a for profit organization and doesn't need to make its visual effects compliant with any sort of disability protocol
then turn it on when you're above ground
I think adding darkness underground was a fucking stupid idea
didn't say it does?
Let me make that clear
Isn't the shine + darkness orb combo screenshot visible enough?
Should that be fixed
I could be wrong, but this seems very much to me like, no one likes this change, but Fab likes it, so it stays.
You are exactly correct
I'm pretty sure the underground darkness effect is barely noticable
this one you posted of shine and dark orb
it's extremely noticeable
is too dark for me
the only reason it gets pitch black is because dumb bug
It's too dark for me too
my eyes are fucked and it wasn't an issue i couldn't work around before this change

then turn off death
I'd disable death mode too if I had to fucking equip my abyss gear just to go mine obsidian
if you can't see with it on then turn it off
Time to see for myself in a playthrough I suppose
Brb rushing hellevator
like: This was accounted for in the test version
The Underground gets darker the deeper it gets without any light (only starts to get noticable in the Mid Caverns) [135]
no! i'm not sure what part of I have no interest in playing rev isn't understood
Mid Caverns
god.
turn it off when you need to see
this is clearly ruining some people's enjoyment of the game
i haven't asked to be catered to specifically.. the WHOLE CONCEPT is DUMB and at MINIMUM should have a toggle off for ACCESSABILITY
if not outright removed for... being dumb!
artificial difficulty at its finest
it's not like abyss where at least it's thematically appropriate
Then make a suggestion to that effect and watch as nothing happens
I recommend you do
sigh
Once you have shown that certain things are beyond the control of the community start pulling teeth
I'm having trouble seeing how some ennemies being slightly easier to kill while underground can ruin you whole experience
only reason im still typing in here is i got pinged ¯_(ツ)_/¯
if something is relatable to everyone, makes sense, and has a good reason then 120 is not a big deal
Honestly, this, the lightning, and the lava geysers are the only part of new Death Mode that I don't like.
https://discordapp.com/channels/225030931008847874/263382359397761025/678093805160759325 this suggestion got to 120 in like 1.5 days
Randomly dying with no warning, it's vanilla traps 2.0, flashier this time.
If you don't like dying don't play death mode

its not artificial difficulty, its realism mechanics. its either a keep, remove, or change. asking to toggle mechanics is basically trying to get a compromise of both keeping and removing something while getting the worse ends of both. additionally to that, “just disable death underground” is a fucking stupid excuse. thats like saying “just lower your difficulty level when you get to a certain starcraft mission”, it SHOULD be a proper playthrough throughout and not require constant flip flopping between different modes
ok so what do you suggest we do pixl
when someone has a disability of any kind, a proper playthrough isn't guarenteed
I found the issue with that, seemingly
i cant personally comment on the actual severity of the mechanic itself because i havent touched the mod in months, which i plan to fix this week since im on break. ill see for myself how bad it is since i play on dm all the time anyway, and then go from there
yeah but we shouldn't say "disable death mode lule" to a disabled person and walk away
i dont want to suggest a fix that doesnt necessarily do the fixing
we shouldn't, no
I suppose it is called Death isn't it, although I figured that when the world wanted to kill me it meant it would be hard to survive rather than annoying to play
but it's more reasonable than a demand for the mechanic to be removed on a selfish whim
no it's not
if its an issue with disabilities then that would require disabled toggled that cater towards said disabilities, which depends on the amount of audience that needs said toggle
It reduces ALL the brightness, making it less contrasting, as opposed to reducing radius of lighting things
Not sure why abyss feels fine, but last layer is clearly uncomfortable when at low light level gear, even when everything around is lit
it's disrespectful to people who literally can't help themselves instead of disrespectful to the wishes of an entire community
last layer of abyss just uses the vanilla brain suckler effect
i didnt realize this was a subject of catering to someone that physically cannot deal with the dark mechanic my bad
yeah it is
That's what started this discussion
"I literally cannot see due to death mode darkness effect in caves"
even with appropriate gear
that kinda goes back to the idea of a disability enhancement toggle for those that struggle with said things
another option is to just implement a game brightness slider, but this is terraria we’re talking about
If a mechanic is unfun and worsens the experience of a game, why is it in the game?
Monitor gamma is a thing but I assume that's something Xeta already tried
So, that's how it looks without light gear
fun is subjective
i legit squinted
Note how things that should be bright aren't
such as Lava
And UI stands out
Yeah it's not an extreme Darkness/Blackout effect
it's a full screen dim
...why does the dark mechanic completely overrule light sources
that makes no sense to me
^
because it's a shader
isn't it a blackfadein
A strong light reduction would make more sense for realism
thats basically just saying “yo we’re gonna make game brightness 20% less”
Light is still light but it doesn't penetrate the dark as much
I suppose it's because you can't directly change light level of items without tons of work, but it doesn't justify the filter
i thought it was a “darker areas are darker, light sources matter more”
and not an entire blanket darkness effect
see, that would be bearable
Same
when was this added??
Main.blackLevel or something I think and yes it literally is a shader which just darkens everything arbitrarily
Last update
did noone say anything during testing..?
is that
is that fucking hell
where darkness makes zero sense whatsoever
. . why the fuck is the darkness applied in hell
Of course nobody said anything during testing!
(weird, for me hell stays at normal light)
i think im in hell, minimap says im in hell
Nobody can speak up
this isn't 1.1 or 1.2 where hell had an actual fucking background
standing in/on lava
public override void ModifyLightingBrightness(ref float scale)
{
Player player = Main.LocalPlayer;
if (condition)
{
scale -= 0.05f; // or something close to it
}
}```
buuuuuuuuuuuuuuuuuuuuuuuuuuuuut
context: Mod class
Hell is supposed to stay at normal light btw
Oh good this is happening
okay thank you Thomas I'll report that
daytime with no EoC buff
this is a thing you can do and should accomplish the same effect without making light-granting items useless
something seems really fucked up about your computer
?? why is daytime dark too
that's way darker than day is supposed to be
that makes no sense
not my pc
Thats not even underground
Yeah, the darkness effect doesn't come up for me when I'm in hell or above the ground, so that's really weird.
other person has same issue
exact same issue
on a literally brand new pc
built like 3 days ago
That's multiplayer right?
@unique vector I did. test the Death Mode darkness effect The result was that; after turning death mode on and off excessively, the fade in begins at 750' Caverns in a large world. The max fade in is not a lot considering you get to the lava layers by that time and lava is insanely bright.
Where is the other person?
It looks like you're using other mods than Calamity
Is something affecting that?
no
i need to start a dm playthrough again, this looks pretty stupid
absolutely none of my other mods affect this in any way
Of course the public version turns out to be different because ???
Pixl calm down
i am calm?
This may just even be a mod incompat
Same for Primrose Keepsake, idk how people made it vanish
it shouldn't be dark in hell whatsoever
Well youre saying its stupid and shit
Too many things went wrong and idek why
so something else is being fucky
...which is why i said i need to see this for myself shucks
Aight imma go then
this entire discussion is incredibly heated and escalated way more than it needed to
im not stating it is. im stating it seems from what people are saying
I'll go see if this happens in MP for me as well.
this entire discussion seems to stem from what is at a guess either mp shenanigans or stupid obscure bugs that make no sense
@elder estuary since this is mp, did you try sp and see if its affected by it?
or, possibly, both
Is it sp bug or mp got a role in it
sp doesn't do the daytime darkness but underground is still WAY too dark
which means it needs people looking at it to see if there is a legitimate issue or if theres just something else being fucky
Then MP is affecting it at least to some degree then
which is what ill be doing, just to see the new changes in general
downloaded off mod browser btw
the surface darkness is probably mp then at a guess
does mp accidentally cumulate the darkness effect? or is it something else
I have a paper to write, but I'll say: I don't understand how things like this even get into the game.
@unique vector iirc ye, it's fixed in test
it was yes, the testers had a lot on their plates with such a large update, it's inevitable things would be missed
anywho, if people have complaints about mechanics its best to try and have a discussion about them before actually making suggestions bc ik sometimes people like to outright suggest mechanics to be a config or removed without conferring to other people or the actual dev team beforehand
makes sense
@ashen warren as someone who's done beta shit, people are only human and some really dumb stuff gets missed
pretty ironic they were blind to the whole being blind part tho
i apologize for not being up to date with everything
true, but this doesn't look like one of those things.





