#suggestions-discussion
1 messages · Page 806 of 1
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the only rng part of sub4 is whether he teleports above or below you
Like Duke Fishron
i have difficulty dodging that part
even if i distance myself, he would teleport close to me
sub4 is one of the most dangerous subphases yea
though it's perfectly dodgeable if you pay attention
Yeah pay close attention to whatever is above or below you and try not to fly up/fall down too fast
Never stay still
But being on a platform may be a way of dealing with it in a more controlled manner
I just flew around mostly
the occasionally releasing infernado only happens at the start of the three dash cycle in subphase 4, it's consistent in that regard
should i dash in the direction he dashes in subphase 4? @toxic kettle
i can do that if im far away enough right?
Dashing towards Yharon is generally a good option, but only really if he's close
that would force him to change direction
a simpler and much more consistent method i use for subphase 4 i start off the subphase near the bottom of the arena, fly straight up throughout the whole subphase and always dash opposite direction of where he spawns (with the help of background minimap) and dps yharon down with adren
by the time i hit the ceiling hes down to 10%
why not just have the ability to put the certain melee items into the avil and just switch it to the rogue version without any extra materials
i agree with the messing up vanity parts but i think its mainly because when u have more than one dash item at a time then u are giving a choice for which of the dashes do u want
such as post dog summoner u have the statis belt dash and asgardian aegis for the main dash
i could swear there was smth about melee/rogue switch in Don't document, hmm
I don't remember the exact reasoning behind that, but may be something about identity of classes (similar to rogue/throwing case) and a bit about reforge cheese
Isn’t the point of star cannon to be a powerful weapon at its tier at the cost of having an ammo that is hard to collect? Or if that sounds dumb in context to the suggestion, the reason isn’t written.
I don’t think star cannon’s ammo should be conservable
So I’m thinking about proposing the idea that all melee weapons without a secondary attack gain the option to block with a shield, with varying parry effects
Cause only one weapon has that right now, which makes not too much sense.
What do y’all think?
maybe only with swords that have no right-click
though i feel like melee being able to block attacks would be a bit too strong
maybe
maybe if it had a cooldown and required precise timing? not sure
the block should only apply to the true melee swords
a consistent method reliably get close and get a hit in is something true melee needs
dark souls style r2 is parry 
@ashen warren yharon's dashes are never randomized
they always follow a set pattern
yep
u gotta memorise them
and it does take a long time
i think i only fully memorised whole p1 moveset by my 800th ish attempt
You should think through your sugs, chack the wiki, and bring it up here if you arn't sure if it's a good idea ririls
I just realized something, death cryo isn't a big difficulty spike just because of how hard SG is, and if sg is nerfed, cryogen will have to be a little as well
And I do believe sg is getting nerfed
it is indeed
why would cryo need a nerf if sg is getting a nerf
making sequence breaking possible is a thing Calamity does on purpose
Using right click with a yoyo will spin it around you. Spinning a yoyo around you will deal more damage, and have more knockback, but slower hit speed and lowered range
@ thomas
fighting with a yoyo is kinda lame and all of them are pretty much the same. something like that could add a bit more fun and variety to how you fight with them
even if u write that it will not reach 120 stars
gotta be more specifix
how exactly the spinning works
did you mean: calculating the amount of rotations a yoyo does
one yoyo multiple yoyos how far from u
etc
then that would be even worse than true melee tbh
u cant hit
I'm having trouble reading that suggestion
beating a boss before you're supposed to and then being able to meme on bosses with the gear you get is kind of a given
maybe like 1.5x damage and 1.5x knockback but .75 range and .75 speed on hits per second
.75?
also removing the non linearity of bosses is in the don'ts
.75 range makes too little of a difference
yea
halved
that's terrible tho

also it's slower. it won't hit as fast as a regular yoyo. it's not being held on the enemy
however a swing would probably hurt more
@median marsh suggestions about changing Calamity's non-linear progression approaches aren't allowed
that would be extremely hard to implement
maybe
yeah..
but do you think you'd have more fun with yoyos if they could do that?
I do love when I have to use true melee 2.0
@spice matrix but why
i dont know just flyed throw my head
@ Vinni is already making a Minecraft Calamity mod if thats what youre saying
But h
Also “because it’d be cool” is not a valid reason for suggestions
@karmic stone really a minecraft calamity mod
Ye
not a dev of this mod just a fan
oh thats cool that what i like from this community from one thing people get ideas for new things
calamity wouldn't work at all for minecraft
what the fuck
minecraft isn't really a combat focused game
ngl it’s a bad suggestion
lol
orespawn 
3d worms look disgusting
the 2 games are in literal different programming languages too
galaxy brain suggestion
@fast monolith ^^^
Oh neat
yeah, that's a thing in the new update
Well, that still leaves my other suggestion than
Sparing SCal suggestions aren't allowed
that's a thing?
scal will become an npc
it may happen eventually
will happen when we get her as an npc
also why wulfrum furniture
@fast monolith again, SCal sparing suggestions aren't allowed
I am just surprised that it's an actual "don't", which means people suggested that
It gets suggested a lot
now time to spare yharon 
never
smh my smh read the dont's
it's in the pins of this channel
@delicate marsh I really don't see a point to your suggestion, why not just go fight a slime?
Eventually the weapon will just kill the slime the higher you get in progression.
yep, a chained dummy would be cool
lol grand dad
Those are the only two weapons with absurd kb
my grand dad had like 300kb
it isn't about extremes, but how much you can push enemies away
But why would you need to know that
KB in Terraria is extremely mediocre
unless you are using something that has meme tier levels of kb
tbf for me, knockback is important specially in the beginning
once you start to blow stuff up, yeah, knockback gets sidelined unless events
KB saves lives
So dont see where that mediocre part comes from
Also fucken grandad and shit has so much knockback it actually makes it bad
never got the Grand Dad myself but afaik it is a meme sword
You literally dont use it cuz it shoots stuff so far away it despawns or takes an hour to get back
So if that is the only important knockback then 
It would make it easier to find weapons to deal with the dungeon or events, as knockback makes them much more survivable.
alright
that’s a good reason
edit that into the suggestion
Bruhnga
Alright, finally posted the idea for the block ability for true melee weapons
@open brook the is why this channel, suggestion-discussion, exists.
the block of TRUE melee weapons is a very nice idea
Yep, someone else mentioned that it should be saved for just true melee
But that's it! I mention that as well
what if can block different types of proyectiles?
you may want to put a title on the suggestion just so people don't have to hunt for your idea
depending of the lvl of the swoed
Will do
sword*
It would take quite a lot of work, however it would allow for true melee to be a bit more interesting.
a good title could be Add a parry feature to true melee weapons
basically this: night edge can block...idk,lasers of WoF?
Well, it's not just a parry. The Brand of the Inferno allows you to block as well to absorb more damage naturally
precisely, that sword works what I believe you wish
Well, the Brand of the Inferno can block and parry all projectiles, perhaps some calamity swords could reflect projectiles as well.
it is also one you can use all run due to its boosting property
Yeah, but it deals terrible damage by itself, and relying on that is a bit boring, even though the damage boost is nice
Parry abilities, and I'll add this if I haven't already, on calamity true melee weapons could do some other stuff
perhaps spend Fury to parry?
Change the way Eater of Worlds' healthbars work
Reason: Currently, whenever one fights the eater of worlds, the screen is filled with healthbars headlined with 'vile spit'. It really distracts and irritates the player (me anyway) during the fight and it would be convenient if the healthbars wouldnt pop up. There could be just one healthbar showing all worms health combined.
how is it?
That... would be an interesting mechanic
or the parry makes the sword to absorb damage,so the player recieves like a third part of damage
instead of just reflect proyectiles
The block already does that, the vanilla parry mechanic does this too IIRC
ngl if we could use rage for it that would be a good use for rage too
And make the dark heart useful
I'll add that then
Or rage could amplify the effects.
There could probably be multiple effects, from reflecting projectiles to explosion upon parry, depending on weapon.
That's what I'm suggesting too, yeah
Just... holy crap if it's considered and added, it's gonna be tedious to add in
But it'd be useful, that's for sure
you never know, I tried to suggest to add debuff icons for the Death mode effects and that IS already a thing they got asked to do
That's not too difficult compared to adding a parry/block/practically new mechanic to the entire mod, though.
Maybe it could be done in batches?
hmm
yknow parries would be a great addition to the melee class
but implementing that would be a nightmare
parry this, you filthy casual
there's so many factors to consider
yep, which is why I mentioned all that and a possible fix for it
there are a lot of concepts to consider with a parry system
how it would work for different weapons, what a successful parry would do, if there would be any way to augment the effectiveness or abilities of a parry, etc.
...but, then again, that's very similar to the priority list with, say, adding a new class
perhaps depending on the weapon even the effect of the parry would be different
Which is why it would be a good idea to do it in batches: Pre hm, Hm, and Post ML all in their own seperate updates as a side note with other stuff
I think turq made a parry mechanic of some sort in solstice expansion
again, it's quite akin to adding a new class
you have to consider the various implications of a new class mechanic on the existing playing field --- there'd definitely need to be some way to balance around it, too
so parries are definitely possible; I know dan’s made Casey in terraria which is sort of a parry too
and there would almost certainly need to be some changes to pretty much every boss if it were to work
yeah, i dont really know if it is in calamity's reach to be giving new mechanics to terraria's original classes (at least through mechanics akin to stealth as like... additional properties activated by certain conditions)
doesn't Gael's Greatsword also have the Casey projectile deflection thing
That is a good point... making true melee practically its own class. However, that would split up the absolute boatload of current base melee weapons
changes to every boss? pls no xD I can already see being forced to parry Yharon...
Calamity's boss design at a fundamental level is not made for true melee
it's made for the run n' gun broken bastards of the ranger class, and other projectile-oriented fighting styles
Think about it, though. Base parry in this game can parry projectiles, not much would need to change. You could make a fix by simply adding in true melee accesories to avoid changing every boss
however that can also be attributed to how terraria is designed ngl
mhm
Parries are in general icky
Either you get useless thing (like brand of the inferno that is merely an impractical setup for nuke builds because transferring 5x buff is fair and balanced) or you get to the point where deflection is all you do
part of it is just an inherent design...flaw? of Terraria
if some parry effect weapons gave added invulnerability time, perhaps that can make them more viable
should that minecraft sugma be deleted or?
Terraria bosses are, at a base level, designed primarily with projectile spam from both sides in mind
or a HP shield
Of course, I mentioned that parry effects could be varied per weapon
it's not a noticeable issue in vanilla because the projectiles in vanilla generally do Not A Lot Of Damage™️
... uh, why no one was discussing that weird sugma before?
Time for yeet with no context provided
Calamity takes that issue and amplifies it tenfold with tons of projectile-heavy boss encounters + Rev+ considerably buffing all vanilla fights to match its own boss design
It feels like true melee's probably still just either going to be a "get away from me" tool when dealing with enemies in early game or just high risk, high reward with a big ol' sword.
yeah the biggest problem is
none of terraria's bosses (nor calamity's) are balanced around parries at all
^
perhaps not spending rage but actually gaining rage should be the thing, and having to time the parries with projectiles (which uh lag, but might work)
having the ability to just block projectile damage sounds like it could break projectile-heavy encounters
again, there would need to be quite a few fundamental changes to how Calamity's boss fights are designed for a mechanic like this to work
But there could be new accesories added to fix that issue up, couldn't there?
that way approach tactics spamming parry might work
so to me, i think it's unviable to implement
new accessories? how would that help the situation?
bosses would have to utilize melee attacks much more to keep up to speed with the player utilizing them
increased parry deploy time acc for example
Accessories so far did nothing but break broken weps even more and mildly support bad ones
but yeah, that might just have the tendency of breaking things
So unless they lock unique functions they are not a solution
New accessories to assist with movement, to catch up with those monsters you're mentioning. I personally haven't had an issue catching up to monsters
the mechanic has to be solid without augments
uh NO
MOBILITY CREEP ALERT
sorry caps
but mobility creep is already so bad in terraria rn and cal makes it way worse
teleports behind u
make the enemies come to you 
perhaps a parry effect or accessory could be snapping next to the enemy even (a bit anime-ish but still cool)
that's just the problem with mobility creep
Oh, I gotcha. But what bosses are you thinking about when you say that True melee can't catch up with them?
Scal is the only one I can think of
there are a few exceptions
Retinazer and both calamitas'
the twins, clone, scal, Yharon
Yharon you usually can catch up with... it's just that you will die in process 
Which is where that parry comes in
but bosses are inherently designed to be way more mobile if not the same mobility as you
having them be less mobile literally just makes cheese the arguably best strategy
with Rev being a reference to metal gear rising fighting Yharon in last phase chaining parries while he dashes to you would be quite epic
look at vanilla ML, whos best strategy to win is literally just moving in 1 direction and shooting
Because he's a bullethell to run up to, of course
i think accesories will help with the blocking/parry proyectiles or attacks
exactly, and he's easily expolitable by just running
@tired haven do you think scal is easier than yharon?
well, i told you my thoughts already about mobility improvement accessories
or with Scal can just disable blocking/parrying attacks
SCal is indeed easier for me than Yharon
Depends, but usually not
nohit wise
Definitely not
But, with that parry, you could avoid those projectiles with a well placed block and get buffed with that as well
Nobody breaks even 2k attempts with yharhar and scal is known to be 10k+ roadblock at times
(although arguably it's only because of the length of the fight)
Where it would null the rest of the movement items.
But if the accessories affected only the true melee parry effects, that might work out better
The farther in progression you go, the less you ever see a true melee weapon. Past moon lord, most weapons have a projectile attached to them.
Just like in vanilla tbh
mobility creep is an increasing use of mobility basically, roy
if you don't find the desert accessory, which gives melee weapons a high speed projectile
However, there still are some true melee weapons, which get nulled by the fact that they're not very useful because you can die super quickly
everybody forgot about shortswords
mobility creep is essentially just how the terrarian gains access to more and more mobility options to the point of it being the monopolizing strategy to just go for an evasive playstyle
Yeah? Dog's legendary
thats a flail
yeah, that flail
and it's a true melee flail
Oh yea because I’m gonna fight 100 DoGs to get a true melee weap
Yeah?
@ashen warren you mean knives?
all three of the SE-style Calamity flails are true melee
though its pretty useless compared to other post dog weapons
I mean, the bosses damage and speed go high enough that the evasion strategy is needed.
You sure would because that's an upgrade nonetheless, heh
because of its range
you say that but get in range to any extent with it and CD eats Yharon for breakfast
Remove the tesla aura buff after player death
Reason: During a boss fight, for example, the boss could have low enough health to die to the aura of the already dead player. This thing seems a bit unfair to me and i suggest the aura should leave after the player's death I must be ruining someones fight with this 
The only problem is that how would this work against Scal?
crescent moon isnt true melee
should i always look at the minimap then back into the game screen after yharon teleports each time
also good sugg lulminite
thats gonna be bothersome lol
Cosmic discharge is "true melee" as it has no projectile but it's too long to be consider true melee like grand guardian or such.
thanky :)
But it's still boosted by DoG's lore thing, isn't it?
true melee is technically a subclass tho isn’t it
it is i think
It is boosted, by the lack of better true melee subclass distinction
I thought subclass suggs are don’ts
does the tesla aura not disappear when you die?
it doesnt
because if it doesn't, that's a bug
altho after respawning it does
It disappears when you respawn
So, to put everything we've said in short,
I have a great idea but it'd be hard to actually impliment
hote elementals exist after death too either but I don't know if that's intentional or not

Tbh it's the same case
It's better than my other idea to give Providence a legendary sentry weapon 
lul
Check my last suggestion Lulminite
I think it’s intentional for elementals to linger
They’re separate entities rather than an effect that relies on the player’s lifeforce
I am surprised that sentries remain too when a player dies
It's the one directly above your suggestion about the vile spit
I mean, minions do disappear with your death, and elementals are closer to minions than sentries
Yeah. It'd require minimum some more accesories to actually implement, and at the most would need a whole boss overhaul
I think the only reason minions don’t fall under the separate entity rule is that they is the primary source of damage for summoners
That's still a lot just to make true melee a bit more useful.
Especially given that it’s a subclass
You can't deny that it wouldn't be good, just all the work put behind such an idea would maybe not be completely worth it
There's not much you'd need to do with it I assume
smth weird is happening rn
?
I did the same thing with tesla stunning boss minions
i closed the window while fighting EoW and i hear boss 1 music
Speaking of, it stuns plaguebringers too
i think that might be a calamity extra music bug
i mean all you have to do with that is have the aura check if the player is alive

And give all boss minions independent immunity to Tesla stun effects
@ashen warren Sorry for being super late, but Yharon's dashes are never random afaik
They're always a set pattern
Yep, I can confirm this. It can feel random, but it actually has an exact pattern that is repeated every time you fight it, much like Duke Fishron
Seems like people already told you that, but you didn't edit your suggestion...
I KNOW I'M IN SUGGESTIONS DISCUSSION. READ THE PINS FGS.
ahem
Change the Tooltip of Imbuing Flasks to Include its Buffs to Rogue
Right now, the tooltip just says 'Melee attacks [do whatever].' The buff tooltip specifies that it grants these buffs to Rogue, which it does, so it would be nice to change this for consistency's sake.
ok so what reason should i give for a signal before yharon does a long dash
Yeh, I’d star it
it would be convenient for players that arent keeping track of yharons dashss while hes off screen
Seems good.
I'm pretty sure the buffs tooltips got changed but if the items did not then they should be changed too
roar
you could argue use the mjninap but some players dont use that
did i just give myself a reaspn
reason
yeah
if he is off-screen, then the only cue you can even implement is sound or bg, both of which seem excessive for a simple pattern thing
It can be pretty annoying to have Yharon off screen and than swoop in and hit you faster than you can notice he’s on screen
That is a good point though, his dashes happen often
Esp. Since sometimes it feels like the faster dashes do more damage (I doubt they do tho)
Also @pulsar sonnet Add a reason to your star cannon suggestion
I feel like having a sound cue for Yharon's long dashes would be a lil annoying
Maybe not, there's already a lot of repeated sounds
Does that one https://discordapp.com/channels/225030931008847874/263382359397761025/683356480279150727 count as subclass suggestion btw, rover?
It's a bit unusual but seems to fall into the same field
bg color is the easiest way to signal us
I completely relied on that for most of DoG
/\have fun with Death Mode
im in revengeance
rn
I know. Was joke
Hang on Discord's being really smart and that link isn't working
lemme get on compuner
i gotta try death mode if i have a bigger monitor and a better cpu that doesnt ocassionally lag during bossfights
True melee already is a real subclass isn't it though
DM yharon sp3
screen starts flashing on each dash, blinding player
Best attack tbh
Just that it needs some upgrades?
Maybe that one could be reworked if/after/big if my idea were to be added too
@tired haven LMAO
I think that rule should not ban all suggs about a specific subclass but should specify that it should improve the entire mod in general, which I’d say a parry mechanic would
Just remember that this would be difficult to implement, which would mean that it's addition would require that the devs are in a good mood lol
the sugg channel should basically have a “don’t have big/complex ideas” rule
But if that were a rule then it wouldn't allows people to offer creative ideas that could change the mod
Why not?
Because #bugs-read-pins exists
o h
Also no Crab that doesn't count as a subclass suggestion
for real though
because he's not talking about how they're unviable at a certain point in the game so a weapon should be added to make it possible to do a full playthrough
how does one no hit yharon in DM
He's suggesting a new feature for the whole thing
The thing is that creative ideas that could change the mod tend to be “hard to implement”
when all his charges are at full speed
with immense difficulty
Idk but people do it
people nohit yharon in multiple thousand attempts
someone should make an updated guide for yharon
Yharon is a fight about spacing really
most guides I see are like 1 to 2 years old
Also Stomp, you should just remove that section about using Rage for those true melee features, unless you can provide a good reasoning for that specifically
Someone mentioned it, but aighty
That would gate it from people who play outside revengance mode, wouldn't it?
what do you guys think about having max rage right after respawning so we dont have to charge it ip again to prepare for a bossfight or something
Ririls not matter how hard something may seem, someone will do it
it would make sense too because you rage when you die
Just talk to solo wing shadow
:joy:
that would make gaining rage basically pointless
He got a rev no-hit for p1 and p2 recently on 1.4.3
Personally, I barely ever get full rage without the heart, so giving it another use might make it more fun to use?
I'm not sure, what do you guys think
Death is mode then possible even with defiled as well
if you get free rage whenever you respawn, why even try to gain rage before a boss
just die and respawn
How do people have the patience and time to attempt a nohit thousands of times
I... Don't know
Yeah no. But if we can use rage for more than just a damage buff, and use it to amplify the mechanic, that'd make rage a bit more fun to use... unless that's not a good enough reason for it
I've done it but I don't know why I have the patience
then lets fix it and get full rage upon getting killed by a boss specifically instead of the lesser mobs too
As someone with anger issues it would drive me up walls and I’d destroy my stuff
That's a decent reason but the "I personally find it hard to get full rage without the dark heart" could be added onto a bit, because as that sentence is it kinda seems like evidence against giving it another use
You should specify that it's to give Rage a use for when it's not full
I'll do that, then.
then it'd just be Summon boss>Die to boss>Free rage when you fight the boss
I guess the glory of success and proggessive mindset (if you get further in the fight or learn something it's a win)
Rage is only easy to fill late game, giving it a use while not full allows it to be used more often
fixed flasks @mighty knot
Alright, how's that?
That's good now Stomp, thank you
Yw 😄
I started a death playthrough recently and just beat cryogen and have never gotten close to having rage
?
He’ll still get the satisfaction tho
it's a bug fix anyways and shouldn't have been in there in the first place
@frail mantle how about half full
I would not say that is a bug fix
Unless it was literally intended to show up and the code was wrong
oversights count as bugs
I do not agree
and it was an oversight
like at all
Well you don’t know if it’s a bug or an oversight until you ask
So as far as the player is concerned they’re one and the same
Then the thing should've been added in #bugs-read-pins regardless
I went to #bugs-read-pins to report Calamitas’ brothers being stunned by Tesla aura, and should do the same for plaguebringers
maybe not exactly bugs
but I think anything in this list should go in #bugs-read-pins rather than #suggestions-voting
https://gyazo.com/7f61c10139fbe890ef8ef0e0e6669919
I feel like bugs covers a field of code fuckery and glitches that shouldn't really extend to stuff like lines of text that were missed by the programmers
Balance issues should NOT go in bugs read pins
balance issues shouldn't
but something like forgetting to change flask tooltips?
yes
That's an oversight, it sounds like
change the channel name to #bugs_and_oversights_read_pins
The pins already state what it means tho
it says to though!
Doesn’t mean people do
I would not say that's a bug because there was never an attempt to change the tooltips that failed
If there was a changelog of "Added indication of rogue boosting to flask tooltips", and there was vanilla item appending code to do it that didn't function properly, that'd be a bug
The public couldn't know about the latter bit though
Oh, that makes sense
okay, so maybe not a bug
but definitely an oversight and shouldn't really be suggested to be fixed
it should be reported in the bugs channel
We have a [Low Effort] tag in the dev server for a reason
which most delivered suggestions are given
Ozzatron has explicitly said before that oversights can/should be reported in #bugs-read-pins
okay okay so I thought of this idea
yhaton's fast charge will have a longer delay compared to the slow charges
I'd rather oversights just go in bugs rather than suggestions
because it's something that needs fixing (usually)
so the players can adjust their positions and know if yhaton is going to charge fast
hows that
I have no idea because it really just splits into both and people have been reported them in both channels commonly
and while I do check out suggestions a lot, I think stuff that should be fixed can potentially unecessarily clog the channel rather than stuff that should be suggested
So then let’s make an obvious rule to point to one channel or the other
For oversights
I feel like it's difficult to draw the line between an oversight and a low effort suggestion
Like, that suggestion to add tooltips to the Death Mode items telling you that they grant immunity to environment effects
Would that be an oversight because the devs "forgot" to add the indicators?
At which point oversight stops being an oversight and becomes a suggestion? When majority of the devs didn't initially want to do the same thing?
Yeah that's what I'm wonderin
Then it's really floaty definition
it is a blurry line I guess
but the fact that it was added to the buffs and not the items
for flasks
that definitely pushes it toward oversight rather than suggestion
Well, should there be a rule saying that low effort oversight fixes go to bugs and larger scale fixes go to suggestions?
So it's up for interpretation, then. I guess it'll just have to sort itself out, then?
Flask tooltip was in sug because
A. It really didn't belong anywhere else
B. Tera peer pressured me
lol
(A refering to at the time)
well I think it belongs in #bugs-read-pins
How about just allow both channels while still appropriate instead of trying to enforce some definite channel on each single entry?
it was way blurrier in august than it is now
I feel like we shouldn't try to redirect people from here to bugs if the suggestion isn't very explicitly a bug
like "Sometimes DoG freezes and his head disappears, please fix"
like, you could get away with a pre-sent flag just because you post a bug in sugma and it had to be moderator-filtered one way or another
"My mods are Calamity, AA, Fargo's Souls, Apotheosis, SoA, EE, EA, Enigma, Thorium, Spirit-"
Anyone notice how buggy Spirit is
They're workin on it
Oh, they are? Sick
I honestly got so hooked on Calameme that I never tried any other major content mod for the better part of 3 years how much am I missing out on
yea Spirit is getting revived though that's probably a better conversation for #other-mod-talk
byeah
Cool
Maybe they'll fix the projectile spamming hitboxes they call bosses OKAY I'M DONE
@hollow shell okay,
Thank you
it's a good suggestion though.
is it possible to go over the cap of buffs/debuffs
I was fighting yharon and I noticed my life force potion did not get drunk after I press b because theres too many buffs
from the galaxia, candles, minions and other potions
oh and there should be an option for us to disable the visibility of the buffs under our toolbar because everytime when my cursor touches that, i stopped attacking when im already holding down an attack
Lan's unlimited buffs
So guys, I’ve realized that the navy fishing rod, the one that shocks nearby enemies when it’s used, can literally carry you through pre hm up till the slime god
I wanna put up a suggestion to nerf that damage to the ground, but I dunno if it’s an oversight or just an op item
Already nerfed
Pretty sure that's getting fixed already
Oh, okay good
That (might be) what this indicates:
https://discordapp.com/channels/225030931008847874/369115362186231809/679457759535824918
So it was
The damage timer on it is bugged, it went to the default time of 0 from what I see
it's already fixed, don't worry about it
Sweet
im going to try mod my own weapons
is 10 iron and 4 wood for an iron sword good?
it deals 20 damage
Thanks! @hollow shell
np
besides the Astral Monoliths, are any other materials being added to the Biome-Blades recipe?
no
also remember that you can only add so much
I think there's a 14 item limit?
I think kelvin hit that limit already for example
With Monolith, it's at 12 now
I wanted to add monolith since I gave it some effects in the astral biome
Kelvin already hits the 14-item limit
and Biome Blade's now cutting it pretty close at 12, ye
You can always add additional items to later upgrades, so long as those don’t hit the limit
Actually that’d be cook
If the biome blade steadily increase the number of unique biome effects with each upgrade
Could I suggest making shock grenades (Martian rogue weapon) craftable using Martian Conduit Plating rather than dropping from most martian enemies?
... what?
they already are
Ah, they actually do drop from a lot of enemies
and they are also craftable
They're made from nanites, martian plating and granades from what I remeber.
I'll add the enemies to the wiki
I see
Well they drop very frequently
And it’s more so that they flood the inventories of non rogues
King slime and eoc summon items require altars so
that never made sense to me in the first place
is it that hard to walk a couple hundred blocks to make a summon items?
yeah a lot of alters already spawn on surface level
Yeah but that's not relevant
im going to bed rn,
its midnight
i've made my first terraria mod today,
gonna make more stuff tomorrow.
why here?
cya guys
except mr potato,
i hate potato
forgot about ice age baby
ok bye bye
👋
I mean, why shouldn’t you have to go on an extra trip for a boss summon
If it’s that you haven’t found the corruption yet that’s an easily solvable issue
imagine items as accessories which makes your pets as bosses and they fight for you
You wanna try again with that sentence?
calamity mod bosses = pets that fight for you
Minion accessories..
We have a few of those
We got em for all the Elementals with the Heart of the Elements and its ingredients
and we've also got the Profaned Guardians
and we have the Sons of Yharon (Godly Soul Artifact)
oh
does mechworm count?
(You can also treat the Mechworm from Staff of the Mechworm or Godslayer Armor as a lil Devourer of Gods minion, if you want)
potentially
We've got a mini Calamitas and a mini Plantera in staffs too
Yeah I personally wouldn't count that
tldr minions do that job already in a few aspects
What’s the reasoning?
xd
Ik but like a joke
then xd
Jokes aren’t allowed
^
Uh, as for the multiplayer thing, I don’t see why the extra projectiles would be any more distracting that if they were yours. Also knowing where damage came from would be nice
ooooooooooooooooooof
Take these channels seriously
The sugg stayed
then
Because it was about the subclass as a whole rather than about having a new weapon at a specific tier or smth
and the new mechanic nerf and implement so hard too (¿
Doesn’t mean it can’t be suggested. Just means that the likelihood if it being implemented is low and that if it ever does it’ll be a while
Doesn’t mean it can’t be suggested. Just means that the likelihood if it being implemented is low and that if it ever does it’ll be a while
i was thinking that,if doesn't get implemented i want to make a mod with the unique funtion to add that because why not
Just because it’s hard to do doesn’t mean it won’t be considered for a later date
Currently, there’s plenty of other things the mod needs over a mechanic addition/overhaul for the subclass, but I’m posting it to give them a base idea for what might work
As most suggestions go, if I’m not wrong.
Plus, as a mechanic overhaul and not just a new weapon, it’s technically okay to post, the only issue is that maybe I made it a bit too long
Also, for true melee with a parry mechanic, that means that there’s no need for things like the transformer for when you expect to get hit a lot
Which opens up slots for some unorthodox builds, or maybe open something up for a new accessory, would the mechanic be added
@wise pollen add a reason
done
Thank you
You don't need the double-spacing but it's w/e
if you fight slime god really close to your base/town i agree it can be annoying but i don't play attention to this at all lmao
I'm doing nohits so I just set my spawn to wherever I'm fighting
i have to restart my world every time i die higighrhnig
oof
why restart ur world everytime u die
If you're doing nohits then you can use cheat sheet to delete all of the projectiles while you're dead, which is much faster
That's what i did
deleting them is still faster than just waiting
probably suggested a lot but im hoping that the next calamity update like, adds a lot more summon weapons
summoner class has like, no stuff
next update barely adds anything in terms of new content
(also the most recent update added like half a dozen new summons and three new summon accs so like)
thomas, the summoner class is still FAR behind in terms of items and accs
but that doesn't mean the class is bad
Summoner is a small class, yes, but it's playable
and Summoner not having that much gear throughout the game is in-line with Vanilla 
yeah but like i want more summoner stuff
overdramatized thrower class made by calamity gets a ton of items, but why does summoner, a class already IN terraria, get way less
cause Rogue is a Calamity class and has nothing from Vanilla
Summoner has at least something from vanilla, while Rogue had to be built from the ground up by Calamity, with weapons, accessories, armor, mechanics etc.
summons are also fucking hell to code and sprite
^
oh fair point
you need to make the sprite for the staff itself, the buff icon, the summon itself, and the projectile it fires if any
again, another fair point
ur right, its probably a lot harder to make than other classes
it's hard to push 20 summons in 1 update yea
i just really love summoner gameplay its really fun to mess around with the summoner stuff
last update pushed 9 summons and it took 2 months
but ur right, it probably takes ages to make a bunch of summoning stuff and just not worth the time to make it just as big as every other class
mhm
like, 30 other class weapons or a few summon weapons, theyll take the 30 other things
Calamity does want to make Summoner more playable, it's just that it takes a lot of time
after i kill scal ima go and do a ranger playthrough
right now it's just quality over quantity
all those bullet hell ranger weapons seem pretty interesting
yea
yeah i know altix, thats whats best about the mod
they focus on making every individual weapon have cool shit and sprites and all that instead of just spitting out 200 8 bit poorly balanced items a week
every single feature of the mod is made as good and balanced and fun as possible, and just generally expands on the base game
yharons subphase 4 teleport should be more predictable
does he leave any kind of particles before he teleports like the brimstone elemental?
he has a set pattern of when he teleports
also when he teleports
how
1 dash>teleport>2 dash>teleport>3 dash and infernado>teleport>4 dash>teleport>5 dash>teleport>repeat
always that set pattern
I was talking about where he teleports
it's either above or below you, it's always on the right if he teleported on the left last time and vice versa
if he keeps dashing at you in all directions and suddenly teleport how do i manage to position myself in the right place for the next dashing phase
because im dashing all over the place to dodge him as well
you're supposed to sorta stand still the moment he teleports so you have time to react to where he is after the teleport
what if im always airborne right after he charges at me like 5 times
try to fly on the spot or at least fall slowly when he teleports
he would hit me if i fall lol
then you need to learn how to react to that
Yharon's all about reaction and positioning
he can just teleport below me as I fall
oh yeah another thing about subphase 4 are the flarenados
they make it difficult for you to position yourself
infernado
1 huge infernado
he predicts your moves
so try to get him teleport in a place then dash at the opposite direction
is it possible to just move horizontally during that phase like how you would for EOC's fast dashes?
nah
either you fly up and dash at the opposite direction, or you fall and dash at the opposite direction, easier to dodge his teleport phases
the timing is a little precise but once you get it, it's easy to dodge
thats easier said than done when there is the infernado blocking me so I have to occassionally switch direction into yharon
can i just do the flying up while dashing and falling while dashing technique or does that only work in the older version
until he teleports above you
the newer yharon is more aggressive but doesnt have the 3 shadow clones
i know he is aggressive now but i can't tell since i haven't tried yet
can signus stop firing shit at me after he's already dead
sugg disc
@austere spoke I'm not sure how that would work.
Almost every weapon in the game has projectiles, and tons of them.
If your teammate is a mage, ranged or rogue (and face it, they're 90% of the time one of them) then you'd just be seeing enemies blow up for no reason because of projectiles not being visible anymore.
actually, since things like the actual swords of melee weapons count as projectiles, every single weapon in the game has some sort of projectile
You can lower your settings if FPS drops are really that big of an issue. Calamity is borderline a danmaku mod because the devs are literally incapable of feeling empathy, which is why they made SCal and Yharon.

So projectiles are just gonna be an issue anyways. You're essentially asking for a setting which hides every single attack your teammate makes, which would make it horribly confusing to see enemies just randomly die and take massive amounts of damage for no reason.
Besides, it's not like Terraria (or Calamity for that matter) are games that require top tier computer builds to manage projectiles. If you really get massive FPS drops just from weapons like The Burning Sky, then it's probably your computer that is the problem.
I managed to play Terraria flawlessly about two years ago with a GTX 745 and a Pentium G CPU.
Personally I just like seeing
Multiple phangasms with vanquisher arrows will lag any pc tho
wouldnt disabling weather effects while the OOA is active be a better solution
maybe idk but at the very least do that because getting your eternia crystal destroyed by some lightning is trash
I sometimes lag while fighting bosses
just disable them entirely or something
imagine getting struck by an icicle while dodging like betsy or something
what is the laggiest weapon ingame?
eidolon staff 
stardust staff
Eidolon Staff against any longer worm boss I suppose. Deus already lags so probably against Deus
@bitter drift did that happen to you
when the game actually starts lagging for some people or gets annoying to see is later game when you start fighting things like that sentinels and beyond
like for example the storm weaver summons no minions during its fight meaning if you were to turn off projectile rendering from other players it would not effect you except for its health bar whittling down, presumably while you are already attacking it
i dont think it would cause too much annoyance especially because it is an option not forced upon the player
Well that’s storm weaver, not representative of every boss past it (Brimstone Hearts exist).
Anyway I doubt any more than a few players would be willing to kill the immersion of multiplayer that bad just to make it work, especially when multiplayer is already notoriously bugged in vanilla, never mind Calamity, and barely ever fixed.
@placid moth yes
Imagine fighting a horde protecting a crystal that then gets sniped by the environment instead of the things you are fighting.
Anyway I’d call that an oversight anyway (OOA always gets overseen because who even plays it anymore
)
any summoner that exist
what is ooa
Old One’s Army
Also I never played it as summoner because it was mostly about sentries
lighting strikes?
are you playing with overhaul
No
He’s playing in Death Mode
there are lightnings in death mode?
woah
Death Mode has environmental effects now
That was the major change of the last update. Idk how you missed that except by not looking at changelogs
I installed calamity in the latest version
Oh, so basically:
Boss health and ripper values match Revengeance values, and instead of increased boss difficulty being the primary focus Death is a mix of boss mechanic changes and mother nature tryina commit Terrarian muder
what is ripper value
Rage/Adrenaline are collectively referred to as rippers
Death Mode used to make them more potent
But would increase boss health massively to compensate
GREETINGS, FELLOW SUGGESTORS
I appear today to express my disdain for
a very particular weapon
and suggest a change for it
post golem summoner is a tough spot in calamity, you got 3 summons 2 of them being from vanilla (if you don't know vanilla summons are not aggressive most of the time with low range and often try to chase you while the enemy is dancing in front of them)
and sentries are not really useful by now with the bosses needing much room and have a lot of speed.
i my self have a couple of ideas to try about it:
- add another summoner from PBG or revenger
- have some RIVs for exist summons
- change the AI it self of current vanilla summons
post golem Summoner is really strong though
Spikechad/Hive Pod+OOA gear
and Ravager already has a summon drop
it does?
which is the aforementioned Spikecrag Staff
a mi me vale verga
ok count me out
there's actually 8 summon weapons
i wish i could summon lizahrds to fight for me
Lightning Aura III, Explosive Trap III, Ballista III, Flameburst III, Spikecrag, Sharknado, UFO, Butterflies
me sigue valiendo verga
This is not English

...
imagine not reading the rules
@distant gyro as i said sentries are not at their best and brightest at post golem
Please don't do that again
spam summon balista sentry
sentries are probably the strongest weapons on their tiers tbh
okay?
oops didn't mean to
Spikecrag can annihilate basically any boss with a fat hitbox
ballista 3.0 exists
hive pod took me all the way to signus
providence meme time
see: Prov, Polter, Fishron
and spikecrag destroys even providence
those two suck
flameburst is just a direct downgrade from the ballista
and explosive is a downgrade from the lightning rod
why use them at all
the only sentries in vanilla that exist are lightning and ballista
^
frost hydra bad, lunar portal bad, etc
frost hydra
where's that vid from Oof with Spikechad on Polter getting a meme-tier fast kill time iirc
Rework Charged Dart Blaster to fire normal darts on left-click, and fire some sort of actually charged shot on right-click.
❔
The weapon is called the Charged Dart Blaster yet doesn't charge up anything, and is called the Charged Dart Blaster despite both of its projectiles being more akin to bootleg Shredder shots. Its function doesn't really fit its name at all, and the variety of darts that do exist could use a bit more use aside from Cursed Darts on Destroyer.
on today's episode of "Thomas expresses distaste for a certain weapon and suggests it is reworked"
thoughts?
lunar portal isn't bad though
frost hydra is cool but it's like 50 dps
it's too slow and you can't spam summon it
on today's episode moment
real post-plantera weapon hours
is GL of oblivion good?
yes, I will permanently halt my ranger ML tests until CDB is good
CDB?
it's just a prelude to shredder rn
Cock and Doll Borture
Charged Dart Blaster
god
it is a weapon with the titles of many but the functions of none
it's shredder v.0.1
Sounds good
alrighty
I think they're bootleg shredder shots because shredder borrows charged dart blaster projectile

shredder fires ModContent.ProjectileType<ChargedBlast>() on left click

probably why charged dart blaster crafts into shredder
dart weapons are just underutilized in general
wish there were more of them in calamity
could maybe suggest that but it's probably too specific
Darts are just long bullets
wait shredder uses charged dart blaster as a mat?
yes
Wow
perfect compromise
I was thinking of something else
I was thinking of the magic weapon that is an upgrade to the Musket
But why
Effervescence
...which fucking wep is that again
I legitimately don't remember
the thing that Thunderstorm is an RIV of
wait excuse me
Magic Weapon + Ranged Weapon = Magic Weapon
oh yeah plasma rifle is it?
Bubble Gun + Xenopopper = Effervescence
the fuck I can't remember its name despite it being that simple says a lot about it
Wh
But the Space Gun is at almost the same tier
And it fits so much better
ah yes
Effervescence kinda sucked last time I used it
top 5 most forgettable weapons in video games
Magic Weapon + Magic Weapon + Magic Weapon = Magic/Ranged Hybrid Weapon
Which one's that
Spectre Rifle is ranged
o
Melee = Discount Magic
And Lazinator is a 'magic gun' so
Terraria’s classes are arbitrary so
...but still
anyway this convo isn't really going anywhere
Mana flower invalidated anything that set mage apart
Fair enough
if Magic * 2 + Ranged = Magic/Ranged
then why does Magic + Ranged = Magic
is this just a commentary on how much mage in Calamity needs other weapons to support it
I think mage is doing just fine
I mean
If you wanna talk about a class that needs weapons gets shot
As someone who is playing mage atm the class has far more vanilla weapons in its Calamity arsenal overall then melee or ranged
Also imagine barring someone’s recommended loadout for a tier behind a RIV
are we still talking about void vortex
I am with that last comment yes
aight
mage is just really fucky at pre-scal, from what i remember
but then again i didn't do a mage playthrough for a while and i'm not sure if the vivid clarity rework and the funny abyss doot horn upgrade change things
I forgot about the doot horn entirely
pretty much same for me
it feels too finnicky to me, and having a lower res probably won't help
Prolly because your next boss at that point as DoG, one of the most open bosses in the game, with a weapon meant to be used in closed spaces
Give it to us before polter and it’ll be godly
that or you need to have big brain prediction powers
VC rework and Hadopelagic Echo's introduction make post-Yharon mage a bit less reliant on spending 5 years farming KFC for one of your recommended weps
of where DoG will go
now if only we got an SSV rework
what do you mean razorblade typhoon 2 isn't a well designed item
haha funny sarcasm
So is VC actually good again?
well, i say that, but i have a lot of dumb fun with SSV so fuck me
What are we talking about
pre-scal mage and how it be








