#suggestions-discussion
1 messages · Page 813 of 1
decrease boss hp but increase damage?
you nerf the bosses, which would make the easier bosses completely negligible
what bosses and for what reason?
^

ye I don't think BR needs a nerf
it was litterally not at all a challenge
6 minutes boss rush was a dark time in history
You don't have to nerf all bosses hp, just some of them. Like crabulon and providence.
Your saying that as if everyone is experienced, reb
Not everyone can easily get into it compared to those who spent hours if not days perfecting every boss
why does everyone want the Yo-Yo Bag to become part of the fucking Ele Gauntlet
because lol melee
because azathoth is funnier
literally explode kirby
Hey again, what’s with the two part sug
it's literally because lol melee
yeye
Because there is not post-moon lord yoyo accesory.
there is
good
it's called the Yo-Yo Bag
It’s called yoyo bag
the yoyo bag is the accessory
yoyo bag is so good that it's honestly post ml tier
Pretty sure having two yoyos out at once is good
you can't get anymore broken than effectively doubling your dps with 2 yoyos
^
literally over doubles yoyo dps alone, if we disregard iframes
here have 200% dps on funny yoyo
Also somebody update The Oracle recipe to actually make sense please :pensive_rick:
Bag is the reason Terrarian's never gotten its much-needed buff
the yoyo bag can not be upgraded ever until this issue is solved
terrarian is dummy bad item
since it would ultimately bust yoyos, see also: calamity yoyobag b***
“Terrarian is omega cool bc it fires energy yoyos!!!!”
oh god that mod
...which would be nice if it didn’t have immunity frames
Calamity Y*** B** B*****
Ah yes
the forbidden one
okay but like
Yoyo bag buff
the forbidden
Aka lazy
how would we solve this "issue"?
The issue of no post ml yoyo acc?
no, the fact that yoyo bag is broken
I don’t know
the only way to solve the issue is to rework the Yo-Yo Bag entirely to give an actual effect
something unique to the line itself
If we adjust yoyo bag we’ll probably get smited by thousands for “ruining yoyo playthroughs”
but changing vanilla items completely is ech
something unique to the subclass it boosts
something that generally has to do with what yo-yos are used for in real life, mayhaps?

oh no my subclass playthrough!!11!1!!1!1!1!
Gotta follow the happydays way :picardia:
I'm not flexing, you're flexing
well then there's no solution, then? if we don't do anything, its broken, and if we do something, someones gonna get mad
or you know
People wanna feel like gods ig
okay
Pensive rick
something calamity appeals to too much, tbh
Get smited for trying to adjust a game infamous for its questionable design choices
Welcome to the family friendly Terraria community

well, there are valid reasons for not liking some of the things calamity does to vanilla
okay so like
but that's besides the point, the yoyo bag kind of has to be designed around
...this feels like wings but for yo-yos
I can get past legitimate criticisms for vanilla changes but, like
that's because its just power creep
Saying vanilla does it better is a bit 
please don't
I don't want to go down this path
yeah, we dont have to talk about vanilla changes here
yeah okay
Well regardless
the Yoyo Bag doubles your DPS with every yo-yo that isn't programmed horribly (a.k.a. every Calamity yo-yo) and basically every yo-yo ever has to be balanced around it, rather than the other way around
most Hardmode yo-yos absolutely suck without it making it so you either pack it and deal retardedly high damage or don't pack it and just tickle the enemy to death
I say "most Hardmode yo-yos" quite literally
this extends to Calamity's post-ML throws, too
Bag is quite literally a necessity for yo-yo enthusiasts everywhere
for all the wrong reasons
is nerfing vanilla yoyos not an option, to make them more centered around the yoyo bag to be successful (but not broken)?
THAT'S ALREADY THE WHOLE PROBLEM

why am I balancing a bunch of shit around this one item
I should instead be balancing Bag around the rest of its subclass' shit
this is the same issue that goes with wings, where everything else is balanced around them rather than the other way around
so is it calamity's fault that this problem isn't rectified?
or, to restate
is calamity responsible for patching these balance problems?
this is a vanilla issue that dates back to...I think it was 1.2
I mean how do you fix it without getting smited more
you can... not fix it and design around it
both with wings and with Yoyo Bag from 1.3 onward
see the REAL problem with yoyo bag is that it’s an immediate upgrade to yoyo glove
oh yeah, as if Glove alone wasn't busted
you can instantaneously combine it with String and a Counterweight for Bag
One of which offers absolutely no benefits but it looks cool
counterweights 
Counterweights are one of the biggest brain design choices i’ve seen tbh
Yes, here’s an extra projectile that circles around you with a tiny hitbox and is really slow
Counterweights are a cool idea but in their current state they do absolutely nothing in practice
a
I don’t think counterweights work like that either tbh
I’m not a yoyo enthusiast tho so 
the problem with yoyo bag is that it randomly just doubles your dps (if not more because of counterweight) while shit like 25% extra dmg on an accesory is already considered glass cannon
thats the whole gist of it
byeah
like, its as if bows were nerfed to fuck and only were viable by using archer potion
not the best example
it kinda is
archer potion or quiver whatever works
all Hardmode bows get nuked and can only be viable with Magic Quiver
thing is archer is temporary and a potion
have fun
but okay
point is that those type of weapons become shit without smth specific
which is ass design to say the least


Having to balance a bunch of stuff around a single item?
NEVER HEARD THAT BEFO-
considering its a vanilla item that has a MAssive effect on the viability of yoyos
I mean
that doesn't really make it any harder to get a solution goin'
This was a class more or less added because Red was a yoyo enthusiast

the best solution would be to literally just have EE's Bag rework complete with trick system get a promotion to every major good mod ever
but that's probably not happening so let's think of the next best thing
it's a source for red to collab with onedrop lul
Remove yoyos
when half vanilla yoyos have the onedrop mark
Yoyos have potential to be really cool and interesting weapons and ingame they’re literally just a manaless magic missile
- make Bag a normal accessory for yo-yos that just gives damage and range and whatnot + triggers counterweights, rebalancing yo-yos to match
- make Bag later in progression than Glove and make each do something unique that isn't two yo-yos at once meme
- other things maybe? most of my Bag contemplation is just "how can I make trick system better" so like

ooh that might help things
well yeah
but isn't that what we want? for yoyos to be better without the bag?
i know its extra work
but that's what ive been gathering
I dont care much at this point

If someone wants to do all that, go for it
While we're at it can we see what went wrong with yoyos with the eventual goal of softening the melee speed cap
Was something about them breaking if it went any higher iirc?
Yeah
yes
what went wrong with yo-yos is that Red made them a joke
They glitch out
they were literally just a marketing strategy and weren't given much thought past that
it's infuriating
thank you for coming to my TED talk
🛫
Like I said before yoyos can make really interesting weapons and red made them magic missile clones 
And off he goes
🔫 aims at plane
Would it be possible to hard-cap the distance a yoyo projectile can be from the player?
So
What else is wrong
@quick ice I wouldn't describe that as a QoL change
I'd describe it as a consistency change
changed it, thanks for the feedback
yea
it's an optional challenge in which you fight every boss superbuffed
like, it's meant to be the hardest event in the game
Thanks
also aren't those two suggestions in one
It is
@unreal viper Don't have two separate suggestions in one message
Send one of them as a separate message.
Also, elaborate more on each one. They're quite short.
@hollow shell Sure.
Thanks
There we have the first suggestion complaining about the RoD nerf 
I knew we didn't have to wait long
tbf
I don't think we're balancing around using it as a travel option
It's almost entirely boss fight balance
(asking it to be restricted to Rev+ is a bit hhmmn tho yeah)
That's good reasoning, sand
Thanks.
I added the Rev+ thing so that you know that there is a teleportation nerf by hovering over the Revengeance tooltip, instead of finding it out the hard way during a boss fight
Additionally, Rev+ has those really punishing strikes from bosses that justify the nerf.
Add that to your suggestion, that it'll be easier to communicate to the player.
Alternatively, you could ask for it to be added to RoD's tooltip
eh
"To make the change consistent I'd just apply it to all modes honestly.
Normal could use a little more challenge as well tbh
Since, right now, Normal mode has fallen from grace to be called the "easy mode" by many"
- Fab
That does seem like a better idea.
Because expert includes shit that normal doesn’t and the bosses are a decent challenge ig
And in normal most bosses are 
EoC charge ain’t intimidating in that one
Normal wasnt easy mode when the weapons werent memebow tiers of power
But as updates passed stronger and stronger stuff and appeared and uh yeah

@terse sundial Does my suggestion break any rules? Sorry if so, I did read them.
"yharims insignia upgrades into the elemental gauntlet" Well yeah I did mention integrating the Yoyo Bag effect into both of these two
check the frequently suggested category in the suggestions doc in the pins here
those suggestions don't need to be made again
Yeah, adding Yoyo Bag to Elemental Gauntlet is in the Suggestion Don'ts
because of its past frequency and also past rejection
Devs don't want that.
it's a Frequently Suggested
Oh, heck. I didn't expect this to be already suggested.
although it should also say "also a Shouldn't" imo iirc tbh ngl
byeah, things regarding making Yoyo Bag build into Ele Gauntlet line have been sugg'd in the past
all have been rejected for the simple reason of how stupid Bag is even on its own
Ah, kind of a shame. Imo it could fit with a small nerf to its damage output from the counterweights.
the counterweights aren't the problem at all
its the double yoyo, yeah
the problem comes with the fact that the Bag itself literally doubles your DPS with that second throw
Second throw? Not sure what do you mean by that, can you elaborate? :\
why rare item variants cannot be used to make new accessories
Yoyo Glove
Probably because how busted they are. But imo, they should be usable as their regular counterparts in crafting.
Oh right, I almost forgot it makes you throw two Yoyos.
lol
¯_(ツ)_/¯
It would probably be fair-ish if there was an option to integrate the Yoyo bag into another item with the drawback of dealing only 25% damage with the second yoyo
So you could choose what do you want to use: A shittier yoyo or a wasted accessory slot
Honestly, I would as I don't care as much about the damage output
Or 50% if 25% is overkill.
Then again, if the devs think this is not a good idea then they're probably right, they definitely know better /s
So i guess i will make the stupid question
Should we suggest rolling back Chaos state change? And increase instead its damage
I have something else in mind, if you'll give me a moment
I think that locking an item is mildly overstepping on the vanilla modifications
although I suppose some backlash on this was inevitable
We're not locking the item
We nerfed it
I dunno where you got the lock from unless I missed something
I can sorta understand it, but also...
Allow the Rod of Discord to be used under Chaos State while a boss is not alive.
❔
To make the Rod actually even remotely worthwhile as anything that isn't a free boss-fighting teleport.
...there was a major casualty in the making of this nerf and that was the utility RoD possesses as an exploration tool rather than a boss-fighting item
Increase the damage in post moonlord
RoD getting more punishing while a boss is alive is fine
Huge brain would be to make another item that just doesn't work during bosses.
But acts as old RoD
Available as in, able to selfharm
there is literally no necessity to make a second item 
I presume CanUseItem is already used for the existing nerf, it's just a matter of extending that check to see if a boss is alive as well as checking for Chaos State
Yeah I'm kidding, it's already done by cosmolight etc
Wait, why not just increase chaos state damage IN bosses

And return RoD back to what it was
Because people can heal
a brawl is surely brewing
no
Healing cooldowns?

rover pls
rover no
Or add to chaos state also healing reduction
So Chaos State lasts 10 seconds now? I think that's a bit too much.
10 AND cant use it
...holy shit I had an idea
"Several people are typing..."
14 hours
It took 14 hours for a "revert RoD" discussion to start
Honestly a lot longer than expected
like a shorter potion sickness?
yes
Nah.
Exactly
unique Potion Sickness-esque proc
10 seconds isn't a lot of time and you could time your Chaos State so that you don't feel the drawback.
You mean, strategy?
but i think that's the point
Easy strategy.
youve got to use it with that in mind
SCal is hard but not as hard as people make it be...
anywho, unless anyone has any actual objections to the sugg I posted here for feedback, it's going live
well i have objections but theyre about RoD in general
Well uh
so i think its okay to post
I think you should prolly save it till later
considering Berber just posted a RoD sugg
The idea behind the RoD nerf was to make it less of a get-out-of-jail-free card
If you're surviving til Chaos State wears off
Then you're doing exactly what the devs wanted you to when they nerfed it
alrighty
time to save this for a month later because god knows nobody'll shut up about it for the next few weeks once spoiler rule wears off
🛫
But chaos state is already punishing
Eh, I still think it's a rather mild consequence for using Chaos State.
You get hurt and have to heal usually
That's why I would prefer an increased damage and short potion sickness
Increased damage taken means nothing if you don't get hit
Abusing it decreases your odds of getting hit
Punishment is invalidated
hmm
But isnt that the same if you didnt get hit anyway?
Useful for Death/Arma, not for regular players.
You already get hurt by chaos state
I'd rather take a hit than 1/4 of my HP for dodging that hit
if you dont initially have chaos state you dont take damage, right?
but you won't have -25% hp if you used it initially? im lost
the healing penalty and endurance, i understand
but the -25% hp thing assumes you already have chaos state
Yeah you still can use RoD
ye ik
Pass chaos state and dodge again
It is taking the feature of risk/reward
Do you take the sure damage of chaos state or try dodging?
That makes it more exciting
so it isn't the teleport that's really the problem
Now it is a lock and you only have 1 choice
Which actually? Takes pressure off the player
In a way the nerf makes you able to focus more on the fight
Because you dont weight the option
so is the rod lock a good thing or a bad thing? are you just laying out the options here?
It takes options and in a way is better
It streamlines
Play bullet hells
Do you bomb a way of bullets or try dodging through?
It is a resource to take account, in the case of chaos state, your hp and recovery
So that is why I instead propose that if a change is made back, is increasing the HP intake and adding a potion sickness
After all if your body is unstable between dimensions a potion isnt going to pass through right? /excuse
/relogic
I dont make the mod, but it is just logical that taking out features isnt going to be well received by the majority of players, it is taking the toy instead of a mild change
Oh, indeed
Healing besides potions also exists
Including the ridiculous regen, automatic heals, extra lives, etc of the late-game
That actually is relevant for any nerf ever
You're not gonna be concerned with losing a bit of health that you can probably get back before Chaos State even wears off
Well, then should also a regen nerf be added while on chaos state?
Like with Fab alcohols?
Eeh
So
You're suggesting blocking all forms of healing in exchange for a short-range teleport
And damage
The main trouble actually is that you can avoid hits as whole with the rod (or rod spam, or rod tactical offcooldown usage, whatever)
That's also a concern for nohitters, albeit not most important
How exactly is there only one option anyway
The question is the following: how to make 6 seconds freeoutofjail card not that appealing to use constantly
As of rn it breaks quite a few fights
does it really though?
Damage+potion sickness+1hp regen
If titanium with 30 seconds free card did, you can bet
Titanium is 30 secs? Didnt know that
30 seconds cooldown
And was locked? Why?
?
honestly i don't think rod of discord really needs any restriction if there are 0 enemies nearby
You will get told "but enemies can spawn"
Ok so
Titanium has Shadow Dodge buff that allows you to take 1 hit with no damage, with 30 seconds cooldown
well i mean you could be far away from enemies and still have use for rod
On the other hand
Seems kinda weird that an item would suddenly get weaker during boss fights, right?
^yeah
Well yes but actually no
Well, that happens with a lot of stuff
Not to mention the things that outright kill you
blahblah their mighty presense disturbs timespace matter and makes it harder to channel teleport
the boss's presense makes you feel uneasy!
well that's honestly just clunky
can't channel right when you're horrified right?
plus, in hardmode, really exploration has already been done enough
Indeed
It is clunky but that's to prove a point more than anything
like... you search for the early hm hallow and corruption and that's all you'll really need
Yeah, things should get reverted for RoD out of boss as suggested before, and in bosses instead increase damage and add potion sickness and regen negation
i dont like that..
That's too much mechanics for a single penalty ngl
because that's basically just making literally two completely differently functioning items in one
aside from the teleport, which they both share
otherwise, one is for exploration and the other is for dodging, one has penalties one doesnt
can yall guess why rod is the biggest pain for most devs 
its just nonsensical, why have 1 tool that teleports you, but it functions in completely different ways depending on whether or not a boss is alive?
well, it doesnt help that calamity is focused alot more on dodging, while still maintaining the open-ness of terraria's combat
Surely doesn't. RoD is about as ridiculous movement option there as you could imagine
And sadly, the "rare" argument doesn't help, because people just can grind/use other mods to get it. So the general approach rn is to make it more common (the recipe and defiled rune help players to not waste hours), but also weaker option
What I dont get is why make RoD easier to craft and then... this
The "weaker", as it is inherently a nerf, pisses people off
And yes. "More common but less outstanding" item rework
Yeah I mean, it doesn't hurt me that the CD is 10 secs because I get that time is wide enough
But it is just an annoyance for what it usually was both a fast travel and a hp resource dodge item
i was thinking about this as a potential balance change
And it is, yet I believe how it was tackled was ungraceful
i honestly have no idea how to keep it as travelling while also limiting how hard it affects bosses without arbitrary restriction
I just think that regular RoD with the 25% hp and adding sickness/regen1 would be enough...
have chaos state be 6 seconds when initially applied, but have it constantly drain the players life slowly for chaos state's duration
the more enemies that are nearby, the more damage the drain does (maybe around 30 blocks near you) to make it more of an evasive tool than an approach one
<?> how does this sound?
maybe the drain effect only activates when an enemy is alive
There is that one "adapt all bosses so they can slap you for reckless rod usage", but that would mean the win of rod over the design and it will become mandatory
Also uhhhh, why would one approach things with rod?
If it is just a drain again, you can heal it
i mean using rod in something like the dog fight, where you can use it to get closer to the tail for longer while also dodging an attack
might be niche
but it disinsentivises constant usage during boss fights
granted you're close enough to them
It's far more niche than "oh geez god the projectile/boss is gonna hit me, I'm out"
ye fair enough
Aha
it forces you to lay low, so to speak, after rod teleporting
if you don't youll take more drain damage
and if you can't help being close to the boss? well, you're gonna have to deal with it
Hmmmmm
What I thought about right now is adding threats with rod use (like projectiles)
Not sure how annoying that would actually be, but sounds like something a lot more concerning during bosses than exploration, especially if those threats are passive
Basically, you get out of trouble for unpredictable trouble
So Scal is now mushimesama
Still a dick move, sadly
But at least the choice is here
do you think that sugg just posted is an oversight?
i mean, the wiki says it inflicts exo freeze
does magnomaly not already inflict EXF
(and of course repeated use of rod will spawn more stuff, to tickle greedy players)
And hmm, let me test
Huh? But the Exo freeze page doesnt have magnomaly cannon included in the list...
on the dummies, at least, it doesnt look like it's inflicting exo freeze
target.AddBuff(ModContent.BuffType<ExoFreeze>(), 30);
yep it does
bets someone forgot to add it
Then RIP my suggestion 
wait no it's in
all exo weapons should inflict exo freeze
between gale and photo
it might not've been added to the exo freeze page
it's there
no its on the magnomaly page too
"It is inflicted by the Exoblade, Photoviscerator, Subsuming Vortex, Celestus, Cosmic Immaterializer and Apotheosis."
oh uh
well that hasnt been updated
mmyes the description
that list is a dumbo
:)
Yeah that is why my suggestion exists
mmmyes the description that doesn't have half the weapons that inflict it
that's better suited for wikibasic btw
yeah
Someone needs to add to that 
probably isnt really something worth suggesting lmao
Im no Wiki editor tho


if you had to be a Wiki Editor to edit the wiki you'd have more of an argument
While at it please correct the Endogenesis page
what
I got a Ruthless one
probably best modifier sentence thingy
Yes
then you have some other mod that lets you get Ruthless on shit with no KB
does endogenisis lack kb?
as far as I'm aware
Thorium?
considering qol mods make yoyos and spears get legendary
Perhaps messed due to musical affix
w0t

wiki lied to me 
Gonna stab whoever made the endogenesis page
someone probably copied immat page
For not only including scal infobox drop
and didn't edit that tidbit
endogenisis does drop from scal
I only spotted the lack of infoboxes like 2 weeks after its release
Endo is indeed in the drop pool 
ono everything is wrong
Ok i updated the list of weapons that inflict exo freeze...
I still think a brief summary works better than listing all weapons :/
now do that for brimstone flames and on fire
this was my description: It is inflicted by several Auric-tier weapons along with Apotheosis, Drataliornus, and Endogenesis.
also, shouldn't the table be alphabetical by default?
No i wont do that for brimstone flames and on fire, im not a wiki editor 
Ngl, I don't even truly see the point in Deus' lunar fragments not being from the treasure bag
Like with Prov and the non-bag bosses, it makes sense why they have drops that aren't included in a bag
With Deus I don't see the point
okay so real talk when was the last time Sentinel bags were sugg'd
The only reason I can imagine is so you can't Arma 200+ of every fragment in 2 minutes, but bruh, Arma-ing Deus isn't even easy
mfw devs add a mechanic and then make entirely too many exceptions and rules for that same mechanic
where have I seen this before from the same mod 
It also doesn't help that the entire reason why anyone would Arma Deus is those fragments
But the hide RIV bro...,
Hide ain't even worth arma-ing
Quasar I can't get, but again
The entire point of Arma is to mitigate grinding
So why even try to prevent Arma from working for certain things
You're only making things longer than they should be
The only legitimate case I've ever seen for Arma not working is Elysian shield and wings
🤷♀️ honestly, I have no excuse for that right now
The only idea i get is those fragments looking cool outside the bag (yeah that's even more stupid)
heh
If that's the reason, which I hope it isn't, that's dumb
Oh it is
funnee idea:
Make Deus (and postML Aureus) drop Galactica Singularities instead of each fragment
and turn Singularities into grab bag items with one of each fragment in em so you can convert em back and also easy storage
Bags that are also crafting materials?
yes
Yes
Hmmmm
I like this
I'm a little concerned, but sounds cool enough to separate deus from pillars
"I'm just gonna separate the pure atoms of these Galactic Singularities right quick"
I mean you put em together in the first place
You say that while cutting a fish into souls
we literally make homemade singularities in the first place
Terraria doesn't make sense
In all fairness, there is other weirder shit, yeah
I just wanna point that out
lemme just make an ancient blade that belongs to someone else
lemme just create this one-of-a-kind historic item
If this Deus sugg doesn't go through I'll probably take a more detailed shot at it
Well this is an Aureus sugg
post-ml
PostML ye
Farming options ftw
Yeah he prolly should be...
unless his are already in the bag
They are not, last time I checked
Deus drops fragments directly as well
Tbf deus is recent i suppose, because I don't remember him do that either
Which is meaty
nobody's fragments are in the bag
Aight
Fragments are allergic to bags
oh, will do
they rip the fabric
and my ping
thonk

hmm
@narrow sorrel can you provide more context, such as kill times, DPS average, gear used, etc.?
yeah, more stats would help

byeah, there just isn't enough info here for me (or anyone else, for that matter) to draw a solid conclusion from this
Maybe you are good with polter but suck against provi?
i mean, in all fairness
i used a pre-provi weapon to dominate polter, perhaps that might be part of it?
in all fairness I felt the same way a few months ago, heh
lmao nice
but like, i could see some weapons being overclocked against polter but not providence
like, example
gilded proboscis
I found polter harder to nohit than provi at some point
Provi is a pretty bullshit boss to be honest
Crazy, I know
Well, that's how it is supposed to be, hehe
because polter doesn't move nearly as much as providence can, you can just circle polt and get leeching constantly while still doing respectable damage
Polter has like 30 projectiles flying around you at once, obviously its harder to no hit
Especialy phase 3
Make Holy Flames lower the player's damage and slow them down
Reason: The flames are holy, and as such they should be able to 'judge' the player for their sins. A strong negative effect of this could be being 'paralyzed' by the light. Plus the tooltip says you're dissolving from it, and if you're dissolving you wouldn't be able to attack/move as fast.
?


hi feedback when
I don't think a boss debuff should hinder player movement
cryogen
yet there are bosses that do that anyways lul
cryo and destro exist but those are bad
yea movement related debuffs are fuck
you cant move outside of the underworld via recall
btw Horror reduces movement speed and acceleration
^
and basically everything in Rev+ inflicts that
eoc inflicts that
so like meme
idk it could be a rev only thing
So that stacked with horror is pretty much cancer
horror lmao
etf
laudanum moment
idc then
Horror is a Rev+ only debuff but a shitload of stuff inflicts it which means free movement speed reduction
a
if you want provi to slow you down then so be it
Suggestion becoming real PogU
valor aside
i feel dissolving from holy light connotes something else
your defense and damage reduction, perhaps? the longer the debuff is active, the lower your dr and defensive stats become?
what if holy flame flat out destroys your max hp like her lore item

Oceanic Maul moment
Make Holy Flames have a unique ability besides being a DoT
Reason: The flames 'dissolve' you according to the tooltip, and as such, they should be able to negatively affect the player in some way that is akin to dissolving them. An example would be lowering your attack speed/your movement speed, but that is just an example.

so like zombified from maso
ok is this better
spoiler!
oh shit
this is sugma disc you meme
Spoiler tags hello D:
but anyways how is the suggestion now
btw can debuffs have different effects based on difficulty
Glacial State freezes player and memes defense
Horror pulls like 5 non-DoT effects at once
Vulnerability Hex's effects are primarily non-DoT
||GSI now inherits Blackout||
etc.
(Plague similar to GSI)
also Plague slows you down and inherits Darkness
metal
collapso. coronavirus
that's inflicted by PBG, a boss that absolutely demands high mobility and clear view
yeah its gud suggest
ok
Plague inflicts the darkness effect yes
not like pbg already makes the screen and filter impossible to see through
Debuff suggestions always complicate things
the darkness from plague is irrelevant in the fight
If I commit unlazy, stuff like plague and gsi could have custom darkness changes
lol
Instead of inheriting vanilla bools
ben commit unlazy thats ok, feel free to have a life
well yes but like
that requires committing unlazy
and why be unlazy when you can be lazy

but pillars annoying and deserve to existn't
Exactly the statement that i expected someone to make... Well who cares im a fan of the pillars, i like them 🙂
At least calamity makes it so you only have to kill 100 enemies per pillar instead of 150 though it wouldn't be unwelcome to lower that further
To be entirely honest
Pillars being actually relevant after the damn shield is gone sounds neat
for an almost completely immobile target that doesnt/rarely attacks
having more health makes no sense
there's no fight to be prolonged by adding more hp
Well, when it pops in 4 seconds, that's not quite engaging either
would more hp make it more engaging though
you'd just be sitting there for a couple more seconds
Given that you still need to dodge enemies, kinda
I mean, yeah. Mob things suck in terraria, we get it
But still, let's not cut from already thin parts
The main complaint about pillars is those 100 enemies
Not (2)0k hp dummy target
well yeah because the pillar is really the reward for killing the enemies
it's a living fragment container
Kinda, yeah
I guess i'm just sad that the said pillar cannot be a mini-mini-boss for the whole thing
(as most of those already have effects to defend themselves)

Um, all I think of now is Masomode cultist throwing them at you
Kinda want the whole pillars event to be over asap
It's a pretty bad event imo
i too want to experience crawltipedes and corites for an extra 30 seconds
killing each pillar assembles one part of the moon lord at a time
that follows you until all pillars are dead
intense sarcasm
this is a flawless idea
It is bad event, because it is both repetitive and dragging out the thing, while you are required to farm it multiple times
Crawltipedes are like the bane of my very existence
crawltipedes are not the issue of crawltipedes
My aim is
everything else is the issues of crawltipedes
crawltipedes are an issue because being on the ground with the other solar enemies
is hell
exactly
And yeah farming it is super annoying
It would be nice If they dropped more fragments to reduce farming
rarely
legit
like how eclipse enemies rarely drop darksun fragments
corites are fucking constantly flying through m
those fuckers that reflect projectiles
corites lmao
time to suggest postML fragment fishes 
solar pillar just isn’t fun.
more fishing
if i stay on the ground a sroller will hit me for 400 damage and instantly kill me
Oh my,I acc like that idea
i need more fishing
ikr
my favorite part of terraria is
i hate all enemies with the turtle ai
being immobile and rng grinding
Fishing is relaxing even in terraria
they're all stupid and the people who made them must've been on something at the time
The day that the heart crystal would be available to be fished up I'd delete tml for a month
Takes a different pace from the "kill everything and loot aspect"
if you wanna relax just put on lofi beats to study and relax to while fighting scal
sounds relaxing idk bout you
Then fight expert ks on a rope 
fishing heart crystals
then fight ks at all lol
lol
calamity makes him fall on you if you cheese
Revengance and up makes that an even bigger problem
also talking about pillars again
once you beat moon lord
they're 100% pointless
since aureus
actually pillars only need to be killed once at all
because celestial sigil
unless moon lord takes you like 30 attempts
Sigil takes a mighty 20 fragments each type so like lole
More like 4 attempts at best though
Unless you farm deus at least
[[tgc:Celestial Sigil]]
is that a greeting, or a state of being?
Latter

shouldn't the population be 6?
Sounds like 605 tbh
4 pillars. lunatic. moonlord
Hmm, 606 because forgot lunatic
is that how many enemies are in the game
No, that's how many you need to kill to finish
i wish it was longer
Also I forgot about him for that exact reason
lunatic is a neat idea but piss easy
he needs more magic
what if he cycled through elements and each element had multiple attacks of it's own
what if he actually moved instead of being stationary between teleports
i’m not saying summoners need more pain with their AI tracking
but he’s a sitting duck
summoners are using xenoes on cultist so that isn't an issue
ah true
give cultist a yharon/fishron teleporting charge phase because nobody complains about those
man those suck so much why do people nake those
give pillars bullet hell phases cuz no one complain about them
Attempting to trash the pebble will instantly kill you and put it back into your inventory

Man, so pillars will stay the way they are? We'll just have to wait and see...
in a few weeks
pewds style right click out of inventory exists
hey guys back at it again
alright, so I've been thinking about the sandcloak, spectral veil, plagued fuel pack, momentum capacitor... all these things have their own keybinds associated, and are really just... weird considering they're equipment. I think it would be more interesting and less restrictive if these things weren't accessories, but instead tools akin to the Rod of discord, just that they would benefit rogue more i guess. How do you think people would feel about this?
It'd be slightly less convenient to use them
I guess it wouldn't interrupt your weapon firing considering you need to use stealth to use em
so
ah yeah, that's true
it's prolly fine to have em as items
but okay
I personally don’t use them at all because of the key binding.
ye, making them more like tools would open their accessibility i feel
it'd be weird for stuff like cloaks and fuel packs to be used as an item rather than worn
thematically that is
eh, kind of?
i can see where you're coming from
but i think spectral veil and sand cloak could be just as easily flared rather than exactly worn, like having it on your arm and swiping it forward to activate the effect
and plagued fuel pack could just be something you hold on to and it launches you up
make plagued fuel pack a set of wings
it would be reworked a bit of course if that happened
i think even if it doesnt fit as much thematically, it could still work just as well being tools
and no, you wouldn't need stealth to fly normally
dang
that would be dumb

but consuming stealth could give you a considerable speed boost
not a terrible idea
id prefer that there be an actual plague booster or like... plague bee wings
the fuel pack is more like a pseudo dash accessory
although having it be wings would make some sense
~~POST-PBG BEE WINGS UPGRADE
POST-PBG BEE WINGS UPGRADE~~
That
vvvv
I think the whole plague balance should be reworked.
But it seems that’s just me
new update has a hook
@unreal viper check the suggestions donts doc in the pins
a really good one, like stellar
hook suggestions are frequent, especially post ml ones
frequently suggested
||Bobbit hook exists||
it's an update spoiler
48 hour spoiler period
how does it already have a wiki entry if it just was added
because they're ready for it
because the wiki people are fast
^
I've never seen a wiki that fast
I hear some actually have pages ready in advance
cause they're testers
yup, that's how good the Calam wiki is
the Editors usually make the new pages since a good amount of them are testers, and then folks like me just read changelogs and change everything
and do the extra stuff
but anyhow, back to suggs
so yes there's an item in the new update that invalidates that suggestion by miles
and frequently suggested thing
so lole
I wouldn’t say “by miles”
The suggestion calls for more post ml hooks, and only one was added
Still a don’t
that's not what I was referring to, it's the reasoning
what no
"current vanilla and calamity hooks simply cannot keep up with the high movement of the player and bosses post-moon lord."
ah okay
there are hooks that function in unique ways
when yeet hook exists
but does bobbit hook kill bat hook?
it's basically super bat hook
so yes, it good
realistically that's all you need
hooks are utter trash compared to post-ml wings, boots, and mounts
they're useful as a dash that resets flight time
yes but is there a reason to add more now that we have the new one?
hooks are basically only used to reset flight time by that Point
we need an anti grav hook clone
we don't have to touch the ground to reset our flight and it allows us to move foward while hooking
the anti-grav hook is the one that pushes you a certain distance from the hook and gives you control right?
or is that static hook
mhm
static is the one that doesn't pull you and instead you pull and push yourself away
right, thanks
@unreal viper Spoilers: ||https://calamitymod.gamepedia.com/Hooks It exists.||
@hollow shell Thanks.
May wanna remove or reword your sugg
@unreal viper
Is bobbit hook better than bat hook tho
I mean, you cant get bat hook all year round
Unless you use fargos or any other halloween enabling mod but that doesnt count
||bobbit hook is better than bat hook indeed||
I made sure of that
Considering how fast ||bobbit worms|| are I’m not surprised

But still no polterhook :pensive_rick:
Well at this point polterhook would be pretty redundant
||mfw Bobbit Hook subverted all possible expectations and gave Bobbit Worms a purpose||
combat hook
combat hook
now give me my DoG hook that can shoot god-slaying fireballs at enemies or perish
this is an ultimatum (maybe)
would be nice if polter gets a sentry-integrated hook though, forcing people to pull out hooks to do epic damage


Willow you say having a polterhook at the same tier as ||bobbit hook|| would be redundant when you can get 4 hooks at the start of hm from certain biomes that are essentially carbon copies
I suppose more options is nice 
Why not make polterhook different from ||bobbit hook|| with the fact that polter has four of them

Does having multiple hooks even have a purpose outside early HM?
Multiple hooks latching at a time*
i'd say multiple latch is only useful from pre-hm to waffle kill
let alone early hm
Yeah, stretching it a bit
I mean is there anything else notable you can make about a hook

Like the only other “unique” vanilla hook with a gimmick is the web hook and even then it’s shorter than what Yharim’s sword compensates for
Web Hook is neat until it isn't
Also I usually just sell Antigrav as soon as I see it
Static I don’t buy bc I build like a normal person
anywho the real point here is that Static Hook is god
web hook is a meme, it's worse than a slime hook other than amount of hooks
and pretty rare
Virgin Web Hook vs Chad Slime Hook
• Relies on RNG to get, reach is shorter than whatever Yharim’s sword compensates for
• Can be easily gotten by defeating the first boss of the game, provides equally as much utility and reach until you get a better hook

Slime Hook is kingly for early-game, ye
Like
high drop rate, source is easy to summon and easy to fight, has very appreciable stats in all fields














