#suggestions-discussion
1 messages · Page 811 of 1
I like the astral infection underground theme
Wait
The modern Astral themes aren't implemented yet
the vanilla changes are there for a reason
I have a feeling this suggestion was made because of the upcoming rod changes
mostly for balance and making it easier to obtain certain items
which is perfectly fine imo
@gray nebula nah it’s not
I’m just saying that i know why some things are nerfed but some people don’t like that I think those changes should be configurable
iirc a config to revert vanilla changes has been sugg'd and rejected by the devs before
I think that’s dumb
Yeah
doesnt make it not dumb but really it's gonna be hard to move them on it
i remember there being a pretty adamant stance on it
although 1 or 2 devs speaking for all of them isn't immediatly the dominant opinion
I’m just hoping someone makes a mod that stops these changes
honestly? yeah id be okay with that
and tbh it's like suggesting configs to disable Death's the-world-wants-to-game-end-you-ness in that it's "i don't like it personally so it should be a config even though there's a good reason they exist"
uh, i disagree
that's a pretty broad blanket statement that makes it look unreasonable to suggest anything about it
I mean Leon
but i think its more valid than death suggs
One is toggleable
i suppose so
The other isn’t
One you can use an item to turn off
the other isnt
The other it’s ride or die
i just feel like some vanilla changes shouldn't be turned off, like Sharknadoes and Cthulhunadoes not vibe checking you the moment they spawn
eh
hard to say for me
id have to sit on the calamity vanilla changes and wonder if we're taking them for granted or not for me to form an opinion on that
because yeah that's an annoying quirk of the tornadoes
but that's not really vanilla's fault because i really didn't see it as much of a problem in vanilla
maybe what i meant is more "blatantly dumb oversights by vanilla shouldn't be turned off-able"
rather than "everything Calamity changes about vanilla should be turned off-able"
even then, i think an argument could be made to have those toggleable as well just because direct modification of the base game isn't favored by a lot of people
i guess so
what about lifesteal? all the nerfs associated with that? that's a much harder question to answer than "should tornadoes being stupid be toggleable"
it's weird
the definition has to be narrowed down abit more
fair point
spore AI should correctly move to the left, that is changed
but that doesn't happen in vanilla because redcode
Pretty sure lifesteal is only affected in rev+ so that's not the one to discuss

also things like adding tooltip to ambiguous stuffs like magic quiver
I don't think that's really something you want reverted for either reason
yeah... i see that
but that's more something that's come up with calamity trying to "fix" vanilla problems
some of those are easy to justify, like magic quiver
but now the question comes
what's the line where you justify being able to revert vanilla changes
exactly
its a hard question to answer
and its why the suggestion posted being so broad kind of makes it null, in a way
because what qualifies for reverting?
tooltip fixes? buffs and nerfs? mechanical changes?
mm
RoD being an especially controversial topic isn't just because it's RoD
it's because calamity does a lot of shit to it
It is indeed very broad
i like the suggestion, i just don't know where the reverting starts and ends
honestly I highly doubt something like this is going to happen
its a tall order, i agree
Does adding vanilla items to NPC shops count
Does adding Calamity items to NPC shops count
Do vanilla item recipes count
Oh I can bet at least 90% changes will stay without a config
not because of my own theoretical stance against it --- I really don't care since I can make changes to the base game myself anyway
but because the question of what should and shouldn't toggleable would take a billion years to figure out
it's a tremendously tall order indeed, which is precisely why I don't see it happening
too much work for too little payoff
i do think some of the vanilla changes added by calamity should be considered for if they're straddling the edge of being a togglable thing
i consider the vanilla weapon buffs and nerfs to be in that category, in my opinion
but a big problem is that a lot of people differ on that
so it's difficult to come to a real consensus
Should "Add an option for this thing in the configs" be a Don't at this point
it is for death things
vanilla weapon buffs and nerfs are done for the sake of the affected weapons being relevant
(and for the sake of Last Prism being anything close to balanced)
like I've said before I'm not a fan of Calamity's sharp post-ML power curve
but also I know exactly why it happens
it's because Calamity has to balance against the best magic weapon in the game, and arguably the best weapon in the game period, by a wide margin
really?
i feel it's a little bit of an exaggeration to say the last prism literally dictated all of post-ml balance
but if we are to go with that
it certainly influenced it, I can almost guarantee you that
im sure it did
Last Prism is absurd
as well as other unbalanced post-ml vanilla items
perhaps not dictated, but it's arguably a large contributor to how your DPS is now commonly expected to double/triple post-ML
bonus points: pair with Nebula armor
yeah
but that's a thing with how terraria's vanilla endgame isn't really balanced with... well... balance in mind
yeah
so does that give calamity grounds to change things because it doesnt work for their mod?
it's hard to say, really
note that vanilla changes also apply to e.g. Gladiator armor and Obsidian armor gaining rogue statistics
and the various other buffs/nerfs to vanilla armor sets
the rogue vanilla armors are a weird case, to be sure
because they affect a class that isn't in vanilla
also, Fire Gauntlet being moved and augmented to be an actual upgrade
and the Terra Blade Problem™️

those are recipe changes, but what's really annoying about those cases is that theyre balanced around the fact that their recipes are changed
thus tying the balance changes and recipe changes together
if you ask me those recipe changes shouldn't have even been added
but i digress
vanilla changes also encompass the following things:
- Town NPCs and the Eternia Crystal becoming immune to all debuffs
- Town NPCs taking augmented damage the same way the player does (I have a personal vendetta against this one)
- Target Dummies only being strikable without bosses alive
- Warmth Potions granting immunity to Chilled, Frozen, and Glacial State
- Flasks affecting rogue weps
- countless stack size increases
- Invisibility Potions granting rogue boosts
- Water/Peace Candle and Battle/Calming Potion buffs
- Heartreach buff for healing projectile grab range (a.k.a. "how the Rare Elemental In A Bottle gets to be relevant at all")
- Mighty Wind yesn't-ing if a boss exists
amongst other things
a lot of these things are things which Calamity then balances around
but nevermind that for now
lets talk about providence
Providence is already getting nerfed next update iirc
I find the cocoon spears a lot more difficult than anti-heal flames
well, that's just a case of circling
but the cocoon flames can FUCK you if you don't pay enough attention to them
i feel like she's too easy to beat, just like polterghast deathmode
Well she stops doing anything else when she spawns them, so you probably should be paying attention to them
“If you dont pay enough attention”
pay attention during a boss fight iirc
OH wait
i remember a recent change
providence's flare attacks instantly yeet out of existence when a cocoon phase happens
so that alleviates things A LOT
homing flames die on cocoon start next update, yes
also her attack pattern's being changed
it's almost like they're trying to bandaid a design flaw with providence's attacks
but anyways
~~haHA ~~
the arms race
point is, although im not too happy with how they fixed that providence problem, it's a solution
so the fight should be way more balanced next update
my solution is unreasonable on the dev's schedule anyways
all that i'd like changed on providence is a nice cancel to your adrenaline meter when you get hit by dem anti-heals
yup
the suggestion was made a while ago, doesn't seem like it's going to reach the mark :(
kind of unnecessary because providence is being patched to fix that problem
its okay repuls we all know that feeling
rip lifesteal meter
@sly crater Just wanna make sure you know about the healing flames, the ones that are good to touch, right?
deathmode doesn't have those btw, albeit it is on the obvious side
that makes sense, i was scratching my head over here with you guys talking about healing flames
Maybe add another way to summon skelly after first kill?
Pain to keep respawning clothier
Even with cheat sheet 
thought: Clothier doll + Souls of Night = Enchanted Clother doll which can spawn Smellytron without killing Clothier
Hmm, what about smth pre WoF or SG?
why would you need skeletron hardmode?


also using it during the day spawns Skeletron but he starts the fight enraged, have fun
So basically Calam adds no way to spawn DG post Smelly
Aright so I've made a suggestion about vortex beater needing a buff so i'll post it here first
** Buff the Vortex beater **
Currently, this weapon is not very good right now, it has about 2.5k-4k average dps on revengeance mode Astrum Deus ( the fight lasted 2 minutes and 11 seconds) and 1.4k-1.6k average dps on revengeance mode Moon Lord ( the fight lasted 2 minutes and 26 seconds).
The dps gears that I’ve used for the Astrum Deus fight was:
-Unreal Vortex Beater
-Hyperius bullets
-Ataxia armor (ranger)
-Aquatic Scourge lore item
-Pho
-Wrath potion
-Rage potion
-Lucky Heart of the Elements
-Lucky Sniper Scope
-Lucky Angel Treads
-Lucky Asgard’s Valor
-Lucky Discordian Wings
-Lucky Destroyer Emblem
-Ranger proficiency level 5
As for the Moon Lord fight, it was the same setup except for the bullets, I’ve used chlorophyte bullet instead of hyperius bullet so I could focus more on dodging his attacks.
As I’ve said previously I think this weapon should definitely get a buff because currently it’s not even worth crafting, I rather save up the vortex frags for the Vortex armor/Celestial Sigil/Galactica Singularities. There’s currently 3 options to buff this weapon so that it could be more viable against Astrum Deus and Moon Lord, the first one could be to buff its base damage from 50 to around 55-60 base damage, the second one could be a mechanic buff, per example reducing the spreads of the bullets will make it so that more bullets can hit Astrum Deus/ Moon Lord giving it more dps in the long run and lastly, making it so that the vortex projectiles from the Vortex Beater fires faster the longer the weapon is being fired could also increase its dps because currently there is an animation of the Vortex Beater speeding up the longer the weapon is being fired but it actually does nothing for now.
Is it fine like this?
uhh I'm pretty sure a 2 and a half minute ML kill is actually really good
unless other shit gets like 1 minute with that setup
its normally double that dps for most weapons
Monsoon and Shroomer both have a faster kill time than Vortex beater depending on how good your aiming is
Anyway should I post it now?
I feel like that bulleted list section could be reformatted to not take up so much space
It'd be at the cost of readability but the sugg wouldn't be as thicc
I will not sacrifice readability for space,sorry
people can still scroll up to the previous suggestion if they want to
Okay
Anyway i'll go on ahead and post it
Sure
yeah 2:26 for rev ml is
quite slow compared to most other weapons at that point
damn thats a long suggma
the implication that Vortex Beater of all things needs to be buffed in this scenario is one I don't like
ML of all bosses should not take anywhere under 2.5 minutes at the shortest, especially in Rev+
he's the final boss of vanilla
and a very important boss fight in Calamity even though he's nowhere near the final boss
The intended fight time is 4 minutes for an average player
according to tester HQ
That looks like a decently optimized build though
if not very
okay, still
2.5 minutes for ML is not "quite slow"
not by a long shot, even with a build like this
if it took 4 minutes with an optimized build like this, there'd be more of an argument
negatoid
VBeater will definitely not be buffed
@woeful ginkgo It would help your suggestion if you included kill times and DPS numbers of other weapons in that tier
especially when now it does better than star sputter of all things
also phantasm
also^2 both stayed within kill time
damn Shroomer lookin strong
bro shroomer got nerfed like 4 times before it became balanced
so... ml is too easy in rev+ or am i misinterpreting
is it that some weapons are too strong against him?
most weapons that are immensely strong are calam weapons that will be nerfed next update, looking at the list
note that this was tested in the version with revived true eyes
yeah ik
now it's just back
but like last time the true eyes existed they became damagable iirc
either way
its whatever
Let me checc changelogs
Noice
The aggression scaling would work similar to Provi and her guardians I’m guessing
there are plenty of other mods for that
not every single QoL thing needs to be in calamity
Also, wouldn’t that like, remove the major mechanic of range
@tranquil basin Your suggestion needs to have a reason written
the major mechanic of ranged is that it's a crutch
yeah, this needs a reason
i updated my suggestion, thanks
I honestly disagree with any ammunition other than basic getting infinite counterparts
Ranger is already barely balanced by the farming for more expensive ammo (which actually isn't that hard apart from triggering people's greediness), and making ammo infinite will just destroy one of the last interactions with ranger management
also luiafk's form of unlimited ammo is just 3996 any ammo in a stack
so removing it would essentially be making what makes ranger unique pointless
yes
and yes, other mods exist for the vey purpose of supplying infinite ammos
even for ammos not from vanilla
if you want to bring up other mods then there's a mod that work
i dont think it add any uniqueness, just adds grind. i dont feel any different while fighting my boss because i had to kill DoG again to get more vanq arrows
not like we are the ones adding unlimited ♿ ammo anyway
you know
you're right, bored
it really isn't something that should diffrentiate ranger from others
Really though if you're playing Calamity then you may as well get another unlimited ammo mod
Obligatory mention that Mana Flower broke Mage by invalidating mana management
thats got a built in nerf
as a ranger you don't need vanquisher arrows at all 
tbh most games with a ranger class have removed the ammo requirement. WoW for example originally had ammo and removed it, Skyrim still has it but its a bit of a different kind of game, PoE never included it in the first place
? but this is terraria?
why r u comparing a terraeia mod to otjer games
i know it's just an example, but
I'm pretty sure Luiafk contains all of the unlimited ammo's for Calamity
unlimited ammo in the form of stacking to a certain amount now
why are you comparing terraria to games that work absolutely nothing like it whatsoever
i thought about luiafk, and i might get it, but it also makes potions infinite, and i think that does break balance
don't use the potions then
well, you could just not use the potions to be fair
it's just stacking though right?
don't stack them to max?
I can't help but say the following:
If we are adding infinite ammo, why not add infinite potions, then infinite blocks, then infinite materials (just get it to drop once)?
A fair lot of survival games do have limited ammo, which is closer to terraria than what you named
you can stack like 30 potions to get any buff anyway
no, if you have more than X it does not consume consumables
true
forgive me if i am incorrect but
yea. i could do that. and if the change doesnt go into calamity then i probably will
is that signus in minecraft?
wha
but that would take an aspect out of the game if every thing was infinite
So this suggestion was an "I want", after all
speaking of minecraft, the arrow system is more or less the same as terraria
you got the wooden arrows, infinite version of wooden arrows, everything else there are no infinite versions of
excluding Infinity enchantment, but it's bound to bows and decreases potential power of a bow
p sure infinity is the infinite version of wooden since it doesn't work on other types but that's outside my knowledge
Having Luiafk is good even if you're not abusing the potions, the arena and skybridge builders are really nice

all suggestions are an "i want"
no?
Negative
Well, okay
some are reasonable
kinda
technically yes
They all do want a thing but it's something that everyone thinks about
if it does get added
but knida no
it's more like, yes all suggestions are yea
but also "I want this for my own sake" befits more of the description
but it kinda make the overall game better if it is a good suggestion
Many suggestions are based on the premise that the mod should genuinely have xyz as a benefit for the players in general
While yes, most if not all suggestions are created in first place due to a person's concern, the goal achieved can be personal (which is the "I want" in context) or it benefits the mod
Altix got it right
Having infinite ammo would be like having a built in max stack + when there's already a 9999 stack mod
if the argument is that calamity is a content mod and not a QoL mod, then i can respect that. if the argument is that ranger somehow inherently should require extra grinding, then i disagree strongly
Thing is, removing the ammo requirement from ranger would remove what makes it unique
Because there’s nothing else that really separates it from other classes in vanilla or calamity
The ammo types and the fact that they’re not infinite (excluding basic ammo types)
Yes it’s more of a grind
But it’s a balance point as much as it is a gameplay one
Well, it's both in that concept, the qol that can be already done by a handful of other mods, and the premise that ranger is p2w
That is just my opinion though, I suppose
I believe that grinding for ammo is in fact the intended unique mechanic for ranged
like mana stars
As clunky and uninteresting as that is, to be fair
i can say it again, having to grind your ammo doesnt make the class feel any more unique, and it doesnt affect the balance. The class is the same with and without grinding I just have to do the extra step to farm out arrow mats
yea that's relogic 
Well, I disagree on that bored
talk about having to grind 2 potions just to make mage viable
there are other ways crab
imo being the main class with ammo is what makes it unique minding RE guns and ice barrage
It has all of Calamity's ammo too
staying still with even less survivability to compensate for those potions isn't the way 
I know it isn’t Bruh
To be fair, at least aureus cells act as crutch to this issue
yes
but that is kind of besides the point
of the ammo suggestion, at least
I can talk about why mage in calamity is a shadow of it’s potential self later
Maybe. I just tried to find a healthy alternative to pull across to the ammo
got those old sprites there
luiafk's solution is pretty elegant tho, whatever ammo, if you have more than 4k does not get consumed. means you dont have to worry about coding specifically for mods or unknown ammo types
Well you can't really always get a perfect solution unless you make your own mod
Lemme bring up a theoretical to kind of show you what prospective I’m coming from, Bored
I won’t try to convince you that it’s the best line of thinking, but this is how I view the ammo requirement thing
So, I think we can all say mana is pretty annoying, because when you run out of it, you can’t cast spells. Why don’t we just remove mana cost? Magic weps don’t need mana anymore
cough sounds like melee to me cough
it would just be spicy melee
Extruding projectiles from the sprite
I think people should be able to play however they want even if class loses that uniqueness but it's not this mod's job to fix it
@hollow galleon no i was just commenting that i like luis solution, not that calamity shoudl do the same thing
Actually, I wonder if you don't enjoy how long the grind of ammo takes, or the very fact that there is a separate thing to bother about compared to other classes
@zealous ridge the mana mechanic in games is genrally used as a DPS limiter, it is supposed to force casters to slow their dps and potentially dump it in specific cases (such as a vulnerable time or to finish the fight) its not meant to be a time sink for grinding
thats the same thing just as a debuff except one also slows
@vagrant sail this will be fixed in next update, no need to suggest
also blindness is way worse than the cavern darkness at its darkest
It’s a time sink when you’re in a battle
yea, the trade off with mana sickness is you dont have to think about slowing your DPS, the sickness does it for you and you get the same resutl, except you cant choose to dump
I know, but it just highly annoys me
That certainly won't help the case
Well suggesting won’t make the update come faster
I'd rather have the darkness be a noticable change rather than a bothersome darker screen
yeah I don't like the a lot of the overworld Death Mode changes, a lot of them are either too strong or very annoying
no offense, it’s just literally a case of update schedules
that suggestion is long already implemented, just wait for the impending update
tl;dr current darkness uses fadein on the whole screen
next update uses blindness darkness (+)
@vagrant sail Already happening
(the transition is also smoother, on top of it working like vanilla lighting now)
My bad guys wasn't aware
then ceases to remove the sugg
epic?
Have fun, good luck
Thanc
^
we fight cal's brothers already anyways
oh
yeah, I was gonna say, her brothers appear in both cal clone and scal
but in thier own fights
why do you have to care?
Good response
thank you
i like the fights personnally

thx for not getting triggred

like most people i know
anyway yeah we've got a very set schedule of new fights upcoming
It's still pinned in #calamity-mod-talk
Just wondering, is there a blood moon every night in deathmode
Boss suggestions have been disallowed for actual years at this point
And no, you're just getting unlucky
i got 3 solar eclipses and blood moons back to back
in vanilla
on thacharacter i spent 4 days on
f
those are baby numbers
@sly crater Just wanna make sure you know about the healing flames, the ones that are good to touch, right?
@hollow shell I'm playing on Death Mode only. There are no "green healing flames". But... I can tell something. There are some "bugged flames". Random flames dealing -200 damage, but supposed to do 200 damage(and it actually DO 200 damage, but dat numbers confuses me). Could it be fixed?
That is not a bug
They are intentionally anti-heals so that they ignore i-frames (and also for uniqueness's sake)
Also if you're playing in Death Mode then you should be expecting post-ML boss fight attacks to be difficult, eh?
it's also for true damage -- no armor calculations, no damage reduction, just raw 200 damage
Nerf igroning i-frames, and buff damage or
Don't nerf ^, but reduce fire rate
Dat would be a bit more balanced
also, this
it's also for true damage -- no armor calculations, no damage reduction, just raw 200 damage
(btw just wanna make sure, were you also referring to the spear cocoon phase or only the anti-healing flame emission one?)
(btw just wanna make sure, were you also referring to the spear cocoon phase or only the anti-healing flame emission one?)
@hollow shell the second one. Spear cocoon phase is well balanced.
any way to fight the perforators on a corrupted world without making another crimson world?
It takes some effort but you can make an artificial Crimson using Evil Island blocks
I dont think so, the only way is waiting till it spawns on crimson island but that takes y e a r s
And ypu cant buy summon from dryad cuz no
That would be a nice suggestion btw
@weary walrus Unfortunately that's not going to happen because of Calamity's poorly documented early history
may I suggest for the dryad to sell crimstone blocks on a corrupted world and vice versa?
Maybe merchant instead?
We do not want to have almost all history sections be inherently incomplete
(I know. I was an advocate for this too. But consensus decided against it)
Make dryad sell teratomas post perfs and bloody worm foods post hive mind
Reason: Currently, the only way to fight hive mind in crimson worlds or perfs in corrupyion worlds is by making an artificial biome using the blocks from the evil islands, however, there are some disadvantages to this:
- It takes a long period of time - i know that its still possible, dont get me wrong, but letting the dryad sell teratomas and bloody worm foods would be much more convenient and the player can fight them on the islands.
- The proccess itself - the collection of the blocks, with all enemies attacking (yea yea calming pots) and later placing all of them on the ground to create the biome is very... how do i say this, boring, tiresome? Im not saying its that bad, but again, it would be better to just have the dryad to sell the items.
3. The island wont look pretty anymore to perfectionists
Hows this?
Ight imma pos- hm?
Reason 3 is pretty weak. A joke I know but still
You could mention the fact that she sells the opposite evil boss's Expert item normally, and this would replace that so you actually do have to go through the effort of getting it as opposed to getting it for "free"
Hmm, so i remove the 3rd point and...?
Ah
I see
Well, there are the other items one would like to get, and yes, its not neccessary. i just dont like how hive mind isnt crossed out in my boss checklist 
No I'm not saying it as a counterargument
Oh
I'm saying that it would make it so players still need to fight Perfs if they want to get Perfs' Expert item
and vice versa
rather than getting both Expert items outta one boss
Well, the boss is in the list prolly cuz people expect youd go through the proccess of evil island demolishing 
An alternative would prolly be to just remove it from the list

how about have a world to have both corrupt and crimson in future updates?
Mmm kinda meh for most people
Altho theres a mod that lets you generate both evils
So i guess ill post it then
Are you gonna make any mention of the Expert items or do you not know how to articulate that argument / do you disagree with it
Im not really sure how to put it right tbh
Thats fair
What would you suggest?
About that latest sug I happen to know when most of the major features were added. 1.1.7 for Provi, sentinels, scal and crags, 1.1.7.2 for brim, 1.1.7.801 for ravager etc
I could try adding it

Yes, that would be nice
I think my argument may be more of a personal thing. I think some players would like to not have to fight both bosses
and yeah that'd be good
Yes, i never actually fight the hive mind in crimson or vice versa too 
But boss checklist is bugging the weird me 
Not saying its an issue or smth
alternatively you can suggest that one can make teratomas with bloody worm food and vice versa
Dryad already sells a lot of crimson items in corruption worlds and vice-versa
and you can't really get any corruption items with crimson ones or vice-versa through crafting
muh mod compatibility I see
very funny, laughed
just wait till you learn about every single other exploding weapon 
overhaul compatibility moment
use feather knives with sky stabber and aerospec armor for your best experience
Isn't the overhaul explosion thing toggleable or am i wrong
all 3 of them release identical feathers so jaja
@unborn mango
- Terraria with Overhaul is lol
- Go to C:\Users%username%\Documents\My games\Terraria\Modloader and find Terrariaoverhaul.json, then set ScreenShakeStrenght to 0.0
I think Kinda Like Overhaul Camera (No Shake) also disables it but not sure
No
It's the sound
Also the explosion is actually doesn't fit the weapon on my idea
That issue is on Overhaul's side
Lol
Ya
I first thought it was an overhaul glitch
So i told mirsario but he said its not an overhaul glitch
But idk
I still don't get why a feather explodes
Shaking screen is a feature
Glaze's feathers explode because thats how the weapon works
all the feathers kinda explode at that point
Ok
explosion
Prettu sure Overhaul does that as well
Ya
It looks like the lighting strike
Decrease your volume
glaze exploding feather is a different projectile iirc
So i thought it was a glitch
On Clam's side?
I ma delte it nvm
You don't suggest to fix bugs/oversights, #bugs-read-pins exists
Plus, not many people play overhaul with Clam, and the weapon needn't be nerfed just for t
Oh ok
yea, normal 
Hm
attacks like the slime staff
Literally not true
only has 7 damage, Seabound has more
Base damage is irrelevant, come back with Skelly kill times or something
@unborn mango h
Ok
It literally sucks than walfurm droid
And it's contact damage
So yes simmular to slime staff
But can fly
Do you have kill times that show it's objectively worse than Seabound+
Idk

is there any difference between clots and dank creepers btw
It's just it feels alot slower at killing enemys
zero
No iirc
ok so basically
Same
the only weapon with difference despite being the same type is shadowdrop and blood bath
I still prefer walfurm droid
its pretty good
So
yeano 2 minutes kill on skelly is good enough
Prefer
🗿
^
High defence enemys get literally 1 damage
Why suggest buffing a weapon because you prefer worse ones
No
Last time I checked Blood Clots have a shorter "range" from the player
Yup
Compared to the Dank minions*
well just ask for its range to be extended
how many stars do you need for the suggestion to be approved
pins
120 for it to be sent to the Developers' server
it can still be rejected then
some even get implemented before they even reach 120 but those are really just oversights
or things that aren't even up for debate
Oh god, flashbacks to when i built the flare gun cannon thingie for ranger and set my entire world on fire including my builds.. Fucking overhaul
Thankfully that was multiplayer so server didnt save it
i will get kill times for slime staff, seabound staff, and blood clots against skeletron
o wait someone already did that
good
They did?
i mean i didnt see an actual test but someone said 2 minutes
Slime Staff would perform terribly against Skelly cuz he's always airborne
so the only real comparison is Seabound vs Blood Clot
I'm pretty sure Blood Clot would perform better
like decently sure
i guess i can go do that
is there an issue with me enabling god mode because i can't be asked to actually try?
Results would probably be more accurate if you didn't do that
because being invincible leads to you doing different movements and having more places to attack from
(i.e. sitting right in Skelly's head as opposed to having it trail behind you)
If you still act like you're not in God Mode that should be fine
Yeah, that's fine
Seabound Staff: 2:59
Blood Clots: 4:39
bee armor, spirit glyph, voltaic jelly, shield of cthulu, frostspark boots
no modifiers
with a summoning potion and well fed
clots are a lot worse at actually staying on skeletron, especially his hands
this was in expert mode
actually im not sure about that blood clot time because boss log could've fucked it up
Oh you weren't timing it?
i was just using boss log's boss time
but i forgot that it's really inconsistent after the first one
so im redoing the blood clot one with an actual timer
Aighty
m
So, alright then
@unborn mango You should add those Skeletron kill times to your suggestion
Fighting him with Seabound takes 3 minutes, fighting him with Blood Clot takes 4:45
I did not expect this
i feel like if the blood clots were a good bit faster, they'd be better
mfw a post-DS summon is better than a post-Perfs summon
because when they were actually on skeletron, they were doing decent damage
when did post-DS summoner become this good--
well, im kind of not suprised
for a few reasons
might not even be that summoner is better, its just that skeletron has changed quite a bit
hes waaaay more mobile than he used to be
that teleport really changes up his movement a lot
he reaches higher velocities more often
i was in expert
oh h s h it
rev skele would've taken too long cus of those teleports and speeds
voltaic jelly is the true winner
wait
yeah nvm
the summon accessories have probably upped summoner's dps more
and higher base damage is now better
hence seabound's clear advantage
on top of them being faster
does Dank Staff have the same issue, then?
since I recall the two summons being functionally identical
on rev the fight must be even worse for clots
yeah if it's a near 2-minute gap on Expert then I worry for the time gap on Rev
i dont play summoner, so maybe there's some secret techniques i don't know about
i was locking them on to one hand at a time
summoner dedicated update when
in all seriousness though, that's a pretty sucky gap between post-ds and post-skelly
with seabound really being your most reliable option
bar a few other weapons
probably phrased badly but aaa
@velvet lynx Reasoning
Pensive
frequently suggested, i believe
honestly there should be summoner helmets too xd
it just makes sence since for example we have like 5 helmets for wulfrum
but only 3 for basically most of hardmode armors
excluding modded sets
This is probably not a calamity mod suggestion
For the summoner helmets
The terraria devs should add those
not the rogue ones though 
Nerf draconic elixirs effect that sets you to full health when godslayer or Silva is triggered.
-
Usually, when you take lethal damage when fighting scal you are on the brink of death. In the past, god Slayer and Silva were like a last stand before death, and it kept the fight intense. Now when you take lethal damage with this potion it doesn't really matter. Usually you can survive for the 45 seconds for it to trigger again, and if you can't, you still get Silva and healing potions. This potion is what makes Scal quite easy when you know what to do during different phases and makes getting low on health irrelevant. This potion removes all intensity and difficulty in the Scal fight.
-
This makes the amount of health you have with auric armor and this potion really blurry. You have the normal amount, godslayer revive every 45 seconds, Silva revive once a life. These all set you to full so you never really know how low you actually are.
-
Usually, having or not having a particular item doesn't increase or decrease your strength by a significant amount. That is not the case with this potion, if you have it, your survivability more than doubles without having to sacrifice anything. It is one of the most busted items in the game. Not to mention the other buffs you get with it and no downside.
-
It limits design space for later post-yharon bosses and armors. Why would you ever use a armor set without the auric armor set bonus with this potion? And all post Yharon bosses would have to be balenced around this one item.
People are supposed to be emotionally involved?
It's intense
Usually when you get close to winning you are super nervous
And this completely removes that
Sure hold on let me cry at the boss to let me kill it real quick
Its not like i want to be nervous during a bossfight
besides if you want that, then just dont use the potion
I find it quite similar to halibut cannon
But this potion is that busted
Because it doesn't say that everyone will use it
And it makes Scal super easy
Another reason Scal is much easier than yharon
I felt no satisfaction from winning with this potion unlike every other time I have beaten scal
draconic has a few issues
Mabey if it set you to half it would be a little balenced
firstly, it's one of those things that monopolizes a certain strategy
when i say that, of course, i mean it makes you rely on your revives
which gets confusing and convoluted real quick
making bootleg auric even more powerful than demonshade
What's bootleg auric
Yharims auric armor is so much more powerful than ours
But this isn't lore discussion
against scal, your health is basically separated into
full hp
full hp godslayer cd
150 godslayer cd
silva inv
post-silva inv
i could go on and deliniate further, but the point is on rev+ at least hp is a blurry concept
furthermore, most post-yharon encounters are made easier without it, so having them is generally a no brainer
its basically a free extra cooldown-locked revive buff
and it is something that will fuck with post-yharon balance when it comes around, so it's most likely gonna have to change to make fights retain any semblance of a real hp bar
of course, i don't know what they have planned for post-yharon
but i do know it's most likely a tricky thing to balance around, if at all
because it massively increases your potential hp pool
I've edited it a lot
note that scal has to do literally oneshot levels of damage for things to be remotely balanced (for a superboss balanced, at least) and even then the fact that the fight is considered easier than yharon by many is evident by the massive out of control power creep this buff grants
i hope i don't sound like im screaming like a baby
but those are my primary concerns with draconic
I've added a fifth reason
well, i don't want the sugg to be bloated now
But I'm not sure if I should keep it because it's about design not playing
I'll work on it but keep the core ideas
mainly the points i think you should hit are
- massive hp pool
- hp becomes convoluted and hard to understand
- limits design space for later balance
- must-have buff that isn't hindered by any downside (easy recipe, constant refilling, no real disadvantages to using it)
I've edited it a bit more, I'm gonna post it
later balance hoohahauhaahauaha
its not like we're already going to need to rebalance scal when drae comes
also balances changesm
also yeah it has no downside but the revive effects dont' have any downsides either,
and also yeah massive hp pool but it's because scal is hard (wack)
I believe there are better ways to makes Scal easier (if you feel like it's nessissary)
i know yall are gonna need to rebalance her
She is going to lose super boss status
but that's just more balancing around a poorly executed mechanic when you could just change how it works
yep
So she's getting changed sometime
and my point about the massive hp pool wasn't just about how it makes her easier
it makes health harder to understand late-game
its basically cooldown managment: the game
i'd yoink the future balance section of this suggestion. auric will probably not exist in its current form in the future. if anything it will probably be moved and scaled, honestly
The only thing they can do is move it
And if they move it they would have to change draconic elixir
but then what will draconic be used for afterwards? the flight time?
yeah, there would have to be a new revive mechanic added if there's gonna be a new armor set around draedon tier
But if they were to not move it then it needs a Nerf, because it would limit design space
either that or draconic just makes silva and godslayer... better for some reason
and auric becomes even more potent than it already is
id say you can remove the "future balance" section i guess
but i think it is still relevant to discuss
because the sugg already takes up enough space, and i prefer more to-the-point suggestions with less words to read
i honestly don't see auric being anything other than the final armorset. i'd expect auric gets pushed later while other armorsets are interlaced in the gaps of progression
this is all speculation anyway though, which is why i think it's unwise to use future content as a point in general
ye, future content is contentious
but i think discussing it at least could be helpful
i don't like suggestions based entirely off of speculative possibilites
but draconic still has enough merit currently to facilitate re-examining
the potential future balance problems are icing, so to speak
because we really don't know what post-yharon balance is at all
well, that's really my problem with it, is that we don't know and therefore we can't evaluate the inherent value of the "future content problem" and it leads to a point that should be minor dominating convos since everybody has a different opinion
i just think it's impractical to include in suggestions as a whole, both for the suggestor themselves and those in the discussions channel
i agree it needs a nerf its stupid how people can first try the boss on death when u get hit over 20 times
but i don't think the inherent flaws of the elixir should be ignored
don't worry, i'm not against the suggestion either. elixir is completely broken. just don't like future content stuff
fair stance to hold
i just think that it should be kept in the back of the community's mind
there don't have to be outrageous suggestions heralding the fact that post yharon weapons should be nerfed "for the sake of post yharon balance"
nor do they have to even mention that in the future something could be problematic
ive just seen a lot of examples of ultimately poor design desisions that are stuck being changed in the middle of an update cycle
resulting in players having to deal with said problems for a good length of time (i think the death darkness buff at lower levels of the caverns is a prudent example)
specially since calamity is a bigger mod than most others on the market, making these gaps even larger
so, ye, understandable hect
i mean, you can't really do much about development cycles, and the death changes are in a very particular place of balance in that it was an agreed upon decision from the devs that they should be tested through public release rather than internally

so i see what you're saying and generally agree that it'd be cool, but it's just not super realistic given the circumstances. it's better to work with what you're given for stuff like this
could work in a mechanically different way, too
rather than a cooldown, perhaps a requirement before it can be used again
heck the cooldown could stay too but something more interesting than just waiting could be added
perhaps taking... around 1000 damage collectively could allow you to use the pot again?
just as an example
could work too
Don't worry I removed the part about how it limits design space
Also changed it to nerf or rework
posted a thingy

looks good to me tbh
make the main request bold to make it easy to see what you want tho
mfw cell phone exist and I never get them legit 
^ same, dps meter is all i need in my life
done
Blood clots stick to enimies
The seastars charge through them
The blood clots have much higher dps
Unless the game changed for 1347th time, blood clots don't stick, that's what dank creepers did
🤔
No
Someone did kill time one skele
Seabound was 3 min
While blood clot was 4min and 45 sec
Oh ok my b, Ive used dank staff and assumed it would be so for both
No...
@zenith hazel
God
do people find this funny
@zenith hazel mind if you smite?
ok
thought I already told you to not randomly post offtopic vids, have a mute @ruby plover
@silk scarab Death Mode lightning is already being toned down next update
Ah ok, Neato
It'll be less frequent and you'll know when it'll strike
Yes Tally Counter.
i say compass and depth meter should be craftable
These two come really naturally to be honest.
I just noticed a lot of people in the suggestion call for removing some of the new death features
Claiming theyre annoying and/or cause stupid deaths
Now suggesting to remove death mode features through a toggle is a don't
Like the darkness in caves being annoying
Or lightning causing stupid deaths.
I just want to say. Its death mode. Thats the point. Being very very hard.
Darkness in caves? Just take torches
Lightning causes stupid deaths? Just dont be outside, go mine or something.
But i think you can still suggest to remove it entirely
But the dark toggle suggestion is good
(in the current version, torches do not solve the darkness in caves. Torches do nothing.
They will do something in the next update)
If you have problem with darkness then just dont play death. The point of death mode is as the name suggest: death. Youre gonna die from a LOT of things.
(Something condescending about how people can't handle a challenge that's actually challenging)
Like
Buff the bosses to shit
People love it
Make literally anything else any harder and a lot of people get pissed really fast
Im not mean it that way. Im saying that calling for lighting or such to be removed because theyre annoying, while theres easy way to avoid such stuff is kinda bad
Just my guess, but people like having the in-between parts of the game where they can cool down
Currently there isn't a way to avoid lightning other than staying under a roof
but thats getting changed next update
Like i said, calling for lightning to be removed because its "causing stupid deaths" when you can easily hide underground and mine or just remodle your house
So they probably dislike some of the death mode changes since they impact you in most areas that you go and aren’t very forgiving/are completely unavoidable
I’d say the solutions just making all the death mode changes toggleable in the config
Lightnings also spawn during stroms, which correct me if im wrong, torrential tear can also deal with it
it can
I'm not entirely sure why this discussion is being had
Both the lightning and the cave darkness are getting nerfed/reworked next update already
Genesis mentioned something about the frequent requests to change the death mode changes
I noticed multiple people in the suggestion channle calling for some of the new death mode features
Cool but like
these convos already happen when those suggestions get posted
You're just bringing it up again while
none of them are here
therefore solving very little
Fair enough, we can take it to another channle or pms
I just don't think it really needs to be talked about
It's already resolved, next update
I know, that isnt my point though. Suggesting to alter the mechanics and give more solutions to deal with them is diffrent than asking for them to be removed or togglable (which can already be solved by temporarily deactivating death mode)
One of my suggs has 134 stars and hasn't been delivered but the one under it has 91 stars and is delivered what
bluecheck =/= delivery
Oh
cmon man you've been here a while
I thought I saw that in the pins what
green check is delivery
Ah
blue check means that it has been suggested before and therefore won't get delivered when it reaches 120
why is water bolt's crafting recipe locked behind a spell tome when it's meant to be used in pre-hardmode
what
It uses a spell tome
I never really understood the other reactions other than star.
And. Well. The exclamarion mark which i assume a dev thinks its an important change ?
no
Because it's a material for a hardmode item and isn't that hard to find pre hardmode
it means it's not checked to be not retarted
I guess it's just so you're not stuck out of Frigidflash or Tears of Heaven
You're intended to get Water Bolt from the Dungeon, but if you miss out you can get it easier later
Also, check the pings, Genesis
It has all the reaction meanings
"Suggestion Reactions Legend"
Ah. Thank you.
I'm gonna unpin the star raise announcements now
cuz it's been like almost a month, I think everyone's got the memo
I expect a rework to demonshade armor because auric tesla is actually better
That's debatable.
It's expected that Auric Tesla would be better in several aspects, though, considering the higher complexity of their recipes
iirc Demonshade allows you to reach much higher DPS but Auric Tesla has better defensive abilities
Demonshade has higher damage and enrage is pretty neat
Demonshade if you want to phil swift everything, auric tesla if you want to be able to survive for more than three seconds
auric tesla also gives more damage to weapons
i pretty sure
as demonshade isnt class specific
Auric doesn't give more damage to weapons
It's demonshade for damage, auric for survivability
^
auric helmets give more damage to certain classes
not significant bonuses as compared to demonshade
if you look range weapons actually do more damage with auric
It may seem like auric bonuses are small, but there are lots of them and they tend to synergize
I wish to believe that demonshade is better than auric at least in offence, but that's simply not true for half the classes
yeah demonshade should probably be buffed
there was probably a suggestion about it before 

chaining suggestionsm
is it possible to suggest that right-clicking a summon weapon would instantly summon as many minions as the player can with the amount of mana they currently have
only works if the player currently does not have a minion so it wouldnt override the targetting mechanic
it would start breaking with any armourset that summons a minion
holy shit sequence that pfps a mood also
i think theres qol that already does that
hey rasp
also that sugg is chained af why does this exist
which qol mod
im not sure but im pretty sure ive played with something along those lines
What did it say, I got a ping, was it just buff demonshade
im fairly sure it was something like that, not that it really matters
Thanks, I was just curious
it was a chained sugg about draconic elixir, did have a neat enough idea but yeah, chained
is that technically a subclass suggestion..,,
lmao i guess
who feels like they've broken a run of a specific class because they used a tool
i see really no reason because why would you use tools for combat purposes anyway?
there are like, SOME examples
they just deal melee damage because tools are melee
but i really don't se the .... po in t
this is just an ungly version of the "calamity should just make vanilla fit into IT" sentiment
because like,,..,,.,.
theres no reason
its for a very niche part of the playerbase and doesnt add like anything to the mod
then again i hear skoores is one that kind of just ignores feedback in sugg discussion
so ill leave it at that

as for the forbidden thing
that would help alleviate it's pretty limited utility, to be sure
but there are a lot more reasons if i recall
that it's not really a good armor set, let alone setbonus, to begin with
at this tier, you're better off using the ore mage sets, spider armor, and Daedalus
as flashy as it is
does holding a tool activate the summon damage penalty?
i believe no, but it wont give any buffs either
^
that was changed somewhat recently or is going to be changed
good
also another feature for forbidden armor could be allowing you to right click to set targets for your minions without holding a summon weapon
hmm
i remember a suggestion a while back made by our friend thomas
where forbidden armor would remove the summon penalty if you were wearing it
sort of like how fearmonger armor currently works
it does
thomas' sug was to add a tooltip that tells you that is a thing
Oh WAIT YEAH

I remember now
the real person who suggested forbidden armor penalty removal is bidoof in 2018
Nice
I think yoyo bags should be able to be crafted with any string colour.
there is only one type of string what are you talking about
Cobwebs are pretty easy to find right?
yeah, strings arent expensive
and the color strings are vanity more than anything
its something i would much rather have implemented into the base game
than le biggest content mod
tis something the vanilla devs can implement
Changing All tools to classless might break some things @supple lodge
yeh but is re-logic really going to listen to us 
you know what would be way cooler and more interesting
instead of moab being Bundle of balloons with some flight at the end
what if it just gave you like 30 jumps to use
might as well make it infinite by some hooks
Tbf sixtuple jump isn't rare idea (I believe I even had a suggestion about similar one in SIS era), but eeh
Very likely won't be a thing since it would stop being wings and thus combining it with tracers and such would be hella powerful combo
Then again slamming and destroying my space bar in order to rise fast enough to dodge doesn’t sound like fun to me
i mean MOAB already isn't craftable into Tracers
o wait you mean equipping them at the same time
forget what i said, i have le stupide grande
Yeah, meant using both
who considers it cheating to accidentally hit an enemy with a tool lol



