#suggestions-discussion
1 messages · Page 828 of 1
@fierce grotto why do you capitalize every word
thats 2 people that dont like it
that suggestion
the suggestion isn't one long title
brgu
What should be changed?
Isn’t there something to disable it?
Didn’t he say that like a year ago?
@fierce grotto why do you capitalize every word
@mighty knot What Do You Mean
I thought it was a control option
Why Do You Type Like This
Instead of typing like this
Oh sry it is a habit
Anyway yeah the health bar can be disabled if you don't like it
you can use the other popular healthbar mod instead
Yet Another Boss Health Bar
Ok but i just wanted to put that suggestion
why
if anything the healthbar IS QoL
It literally already exists
Yes "Quality Of Life" is not the correct argument to use at all
the mgr health bar is cool 
Honestly i like the calamity healthbar over "Yet another boss health bar"'s health bar
I always use both
it being smaller and taking up less space I like more
I got a question
calam's health bar is also more useful
but again, thats just me
it gives extra data
I'm assuming you can just delete your sugg now, since you got your answer of it already being able to be disabled
i do not understand a single word of what this suggestion means
What's your question Nick
If you want it to be a more accurate and more agreeable suggestion, detail what you think is wrong with it and what should be changed
^
Is there a place where I can see alll the sprite and re-sprites
(and also you should probably clarify that you mean Calamity's boss health bar.
When I first read it I thought you wanted to disable the player's health bar.
And I was about to recommend the "Unleveled Mod")
Is there a place where I can see alll the sprite and re-sprites
bruh
(Discord lag)
what do you mean by "all sprites"
if you mean the resprites in the upcoming update, some are in the art server, some have been posted here and the rest aren't public yet
oh
all sprites from YuH
Oh ok thanks
In other news:
In the next few days I'm probably gonna move the bluecheck cut-off date forward again. It's about that time
Thinkin of movin to October 1st 2019, although November is also a possibility
can you suggest buffs/nerfs to dev (just dedicated) weapons without the need of their approval or no
Mmm
No idea but something tells me yes
Hey Rover I found you in a YouTube comment
@mint steppe but levi lore 
By the time you get that though, you have access to Wisp in a Bottle
And that doesn’t require the downsides of a lore item
That and you have reduced stats when outside of water
The difference is you need to farm for Wisp :P
you do?
I think that stat loss is minor
oh wow that is stinky
-5% dr
btw rover
can you suggest buffs/nerfs to dev (just dedicated) weapons without the need of their approval or no
Crab says probably
thats not a yes
save svan
Balancing stats isn't really an inherent part of the dedicatee's wishes, and the dedicated items get balanced by testers before release anyways
I think the only time you need to ask them is when the inherent functionality of the item is changed
Buff Svantechnical
Considering that this is a post-scal weapon, it should not be better than lower tier weapons for ranger, with glass cannon gear, it averages out to around 200k dps on scal (oftenly goes below that, and is wonky to use without chloro bullets), while photoviscerator does 250k and is much better on hearts and etc.
should i do without glass cannon gear
already done
m


`- Soma Prime’s damage increased from 600 to 1000.
- Svantechnical’s damage increased from 625 to 720.`
We’ll have to see how that goes
Ok I see buy not a bad idea in a bubble?
Well I mean
Your reason is to have her not be dead on dry land
Levi lore already does that
Reasoning is uh
I kinda see his point tho
To make it so that Levi lore creates a bubble around the siren rather than arbitrarily making it not dry out
I guess as more of an aesthetic thing
Agergo could change his suggestion to that.
good suggestion discussion
Could make Chaotic Pufferfish spawn after Golem in the abyss?
Specifically in the third layer
because on small worlds the amount of Chaotic ore is very limited and no one can craft the full set
Devil Fish.
s'not as much as Puffer but it's something
Also Ravager
tho that
would be hard if you've just beaten Golem and don't have the set yet
That's probably the most profitable way
tho also most RNG-dependant because fishing hehe

Fishing is always RNG dependant smh
post-golem has chaotic spread so i think it balances out
That's very true
also ravager is dumb but i wont talk about it because it wouldn't be very productive
I have a question
ok
What's the point in making SCal drop weapons only in expert mode when you can use her essence to craft em by hand in Normal?
I guess
it may also be an antique from an age when the items and essence both only dropped in expert because fuck you
Maybe
If so then it woulda been kept around because the loot interaction was interesting.
could I suggest that the red Eyes on the Current PBG Get moved over to thhe Plaguebringer Miniboss?
or should I wait until the updates out for that to happen
Wait for the update
are Supernova, Magnomaly Cannon and Photoviscerator supposed to have 0 pre-boss stuff?
i'm speaking about same-type damage too, so no Space Gun for MC
Supernova kinda makes it up with Seafoam Bomb, but MC and Photovis have literally no pre-hm
why would they need pre boss stuff
because they're exo-weapons

but they dont have any pre boss weapon and are still exo weapons
so that means that exo weapons dont need pre boss stuff

no they are litteraly exo weapons
same palette, same themeing, same ingredients
exo weapons arent defined by having a pre boss ingredient or not
exo weapons are defined by:
- having auric tesla bars in their recipe
- being pre-scal
- being the literal pinnacle of your journey, connecting everything together - from pre-boss, through late pre-hm, hardmode and so on
indeed
they dont need to have pre boss items or even pre hm items
they use the exo palette, are at the same tier as the others and are listed as exo weapons
but there are no pre-boss launchers
i'm pretty sure only exoblade is explicitly going for that kind of theme
other weapons just have big crafting trees for the sake of it
if so, then why do most exo-weapons have such built-out crafting trees?
for the sake of it
also if not every exo weapon has pre-boss something in it i wouldn't say it's part of what makes an exo weapon an exo weapon
also magnomaly canon is some weird rocket-launcher/gun hybrid
isnt the definiton for Exo, external?
magnomaly is an exo rocket launcher

also exo means external or outer yes but that's only used in "exoblade" which is draedon's personal sword (drae is an alien) and exo gladius because shortswords follow the same naming pattern
Draedon is a alien? I thought he was a robot? So Alien-Robot
Man i need to start checking the lore again lmao
being an alien and being a robot isnt exclusive
@full wadi no meme suggestions, have a warn
I'm pretty sure this will get bad reception but
I mean
My own concept of a stealth rework:
Instead of gaining stealth while not attacking as it is now, there is a sneaking mode in its place:When you go into sneaking mode, your damage and movement speed is reduced(e.g 25% reduced damage, 15% reduced movement speed), but in turn you gain stealth at constant pace even while attacking;After you have full stealth you will automatically un-sneak and be able to do a stealth strike;You can also un-sneak manually if you so desire.
Currently, the problem with stealth is that it's often not worth to miss 5-6 attacks in order to get enough stealth for a stealth strike;This makes stealth rather under-ultilized.By having this sneaking mode, one can maintain a good dps(albeit reduced) while trying to build up stealth, and it would also make stealth easier to use and more rewarding damage wise.
The thing with reduced movement speed is that it severely nerfs you against fast bosses
I think I prob need to play rogue with the new stealth mechanics before I have a real opinion on the rework
Maybe as an accessory line so you can opt-in. Probably can't suggest anyway due to being a wide-sweeping rework which is now a don't.
yea, true
But again, you could change it to an accessory line. Basically Elysian Guard but the entire game instead of the end.
Well, gonna need more thought put into it if it were to be an accessory so I'll have to leave at that
gonna go to sleep
gnight
can you still hold stealth then chunk out crazy damage with utensil poker?
(The convo before his message was about stealth)
(h)
@blazing dawn that’s going to be added but nobody wants to actually sprite it iirc
It's sprited
lol
Hell, you could had filled one of the two Revengence Bars with Blue if you did have a legit sprite
Thankfully, hearing that it is sprited is good to hear either way
Sugg could be worded a lil better but overall it's fine
I believe the person did not actually look at the chat. Could be wrong though
s'fine
gladiator armor is stronger than aerospec?
Yeah, how is Gladiator stronger?? The whole set totals up to 7 defense and gives throwing boosts... Aerospec gives 17 granted you're using the aerospec Headgear
Gladiator armor:
Helmet now grants 4 defense and increases rogue damage by 3%.
Breastplate now grants 7 defense and increases rogue crit chance by 3%.
Leggings now grant 5 defense and increase rogue projectile velocity by 3%.
When a full set is equipped, it grants the player 5 defense and 5% increased rogue damage and 10% increased rogue velocity.
p. sure Gladiator got hit a bit hard by the widespread rogue nerfs, ye
Buffed gladiator armor??
Aerospec rogue gives 8% rogue damage, 8% crit chance, max stealth of 100, and a defense of 17
Gladiator armor doesn’t give rogue stealth?
80 stealth if I remember correctly
21 defense, 8% damage, 3% crit, 13% velocity compared to 17 defense, 8% damage, 8% crit, stealth and fast fall.
70
Not sure if Gladiator is stronger than Aerospec, but it is certainly on the same level.
Feather rain lul
Just for comparison: obsidan armor gives 15 defense, 8% damage and crit, 3% velocity, immunity to fire blocks, and temporary immunity to lava, and a stealth of 70.
Calam also boosts the drop rate so yikes
I don't think thats a problem if you consider that you can realistically obtain molten armor before killing a single boss
true
Also Diamond Robe and Wizard Hat lasts you the entirety of pre-HM. Really the odd ones out in having oddly powerful pre-boss sets are ranger and summoner
Remember when cavern Skeletons dropped Bones so Necro was pre-boss
@sturdy pelican Wrong mod
Calamity Extra Music is the mod that adds those themes
And, again, the term "quality of life" is being used wrong
god
The word your looking for is "Luxury"
Remove the 200 total HP limit for the goblin army
Reason: it removes some non-linearity from the game for no discernable reason, and also removes some player choice from doing the event whenever they want.
thoughts?
Night want to mention it's vanilla mechanic
(plus dunno if calamity itself needs to change that, but it's fine to suggest ig)
Remove the 200 total HP limit for the goblin army
Reason: This is a vanilla feature that I feel like it removes some non-linearity from the game for no discernable reason, and also removes some player choice from doing the event whenever they want. To add to this the event already has a requirement of needing to break a shadow orb, and for the battle standard I think that since it's an event summon item that can be crafted at any point in the game it should be used at any point in the game.
think this'll work?
imagine you load up your world
first day
goblin army shows up and fucking decks you
all you got is wood armor and a copper broadsword
you need to break a shadow orb
EoC needs only 200+ HP to summon naturally
that's like the only other thing that needs that HP limit
imma put the shadow orb into the sugg too then
Give underutilized modifiers (Quick, Arcane, Violent) buffs throughout the game to incentivize new playstyles
travel at 80 mph with the NEW quick modifier 
All melee weapons become fetid baghnahks with violent 
and fetid baghnahks become the god slaying claws forged in your nightmares
i mean iirc Quick becomes obsolete when you have a dash because it only increases acceleration, not actually max speed
I think most of them just need a rework to become more relevant
Violent would be fine if not for really small pool of affected weapons
Quick is just as worthless as whole system of movement speed stat
Arcane... Maybe a tad weak because like max hp, it doesn't actually replenish the stat required


I never even knew goliath was supposed to be faught underground, i just thought he was unnecessarily hard, thats a good suggestion
@tepid imp tbh i was like that too
he just charged WAYYYY too much xD
Maybe something like a rage boss roar?
I feel like special messages would be weird but idk
tf
Homefield advantage
Yharon enrages if you fly 550 blocks above where you summoned him.
Nowhere anywhere in the game does it tell you this.
Yes, these boss enrages should be told to the player.
I alway thought that was just the low gravity messing me up i didnt even realize that
I agree, but I don't think there should be a message
Maybe a special roar that happens when bosses enrage?
Well, I’m not really for that because in some cases it may not be very clear what the player did
I mean yeah, but realistically how would the message be gotten across? At the start of the fight? The summon item? What if the boss doesn't enrage? What about the RoK?
The summon item could tell you
What about the RoK? That summons 3 bosses
whats rok
Rune of Kos
RoK could say “each Sentinel will enrage if you leave the place where you summoned it”
Or something similar
Maybe the Guide could tell you enrage conditions of bosses at your progression if you select help
That'd give the Guide an actual use other than being worse recipe browser
Does the npc from the sunken sea give tips?
Maybe it could come from them
who actually listens to them tho
no one
Not me lol
Me
a chat message/sound would be a lot clearer
Probably nobody else
to my knowledge vanilla doesn't tell you that leaving the evil biome despawns the evil bosses either
nor fishron enrage
nor plantera enrage
Vanilla doesn’t tell you about enrages or anything of the sort
the tongue is vaguely told through the mysterious debuff
yea but vanilla isnt the best at stuff 
Tbh vanilla also doesn't tell you that Moon Lord's about to yeet you into your own chest cavity in precisely 1 second

Maybe I'm just too big brained but he always catches me off guard while I'm like sneezing or something
Yeah but thats the thing after vanilla, after it happens once its easy to learn not to do it again
the main bosses that bypass all known laws of "if you leave the biome a boss gets angery" are birb and yharon
And DoG
I guess
oh and also polter to an extent
Wait what about Deus
And mechs/alts that liken’t reverse gravity
reverse grav enrage is just a bootleg countermeasure
Does deus enrage when you leave the astral? That would explain why it took me 30 tries
he doesnt
I honestly dont know how I'd beat him without flying all the way to the top
The up/RoD/dow/run strat of justice
I havent even gotten a rod
Oof
Thats probably why im struggling at the game so much
dunno if this is counts as being in ya’ll convo. But nobody remembers desert scourge becoming immune to damage if you exit desert?
I remember that
It still screws me over on occasion
I remember getting a bug when i dropped the summoner at my house and an immune ds just came and wrecked me and my friend
Wowp
It would be better to ask in #bugs-read-pins since they probably have it documented if it’s known
Yeah ill do that my bad
Although I may be able to theorize why that may have happened
Ooh ooh let me hear it
Also yea the bugs list says that it happens and even suggests is as a workaround for when the summon item decides not to work
So it seems they can’t fix it
Mfw nothing says a flying skeleton head becomes instakill instead of despawning
Or that duke goes hyper outside of biome

Also since when does reti instakill
I thought he only went into gatling mode
He what
Shoots faster
he has instakill mode if you have arma active 
Also plantera has an enrage thats just like PBG's
If this is an actual problem its ignoring the problems of the same caliber that vanilla has
vanilla bad 
Kinda true but shush
My think is if PBG has a surface enrage why can you summon it there
You can also spawn plantera on surface
If you get unlucky bulbs
Or near hell, which afaik, also enrages her
Well that at least i can get behind
Just limit where abombination can be used
But the other sugg, as i said, its ignoring the other scenarios
Not really
It’s just asking for us to not have to wiki search every boss to see if it has some sort of enrage we wouldn’t possibly know about otherwise
But its only talking about calam enrages
When vanilla has some enrages that can get the player instakilled or killed very fast
Like how would i know taking too long on skelly would get me killed rather than he just leaving
especially since every boss before that point does just leave
How would i know stepping a little further out of the ocean or reaching space would make duke dash 3x faster
Yeah
And again, all the bosses that do smth out of biome before duke just.... Leave
So this is just "guess you die"
Well plant does also enrage out of biome, which can also screw you over
Prime also gets an instakill mode but you can guess its there if you got instakilled by skeletron before
So yes, these enrages involve potentially killing the player in no time so imo theyre important too
Of course they are
Nobody ever made this clam boss exclusive
This is an overarching issue
I mean
If its supposed to be a sugg for vanilla enrages too he should have given one as an example
Because as of rn it sounds like he only has problems with the calam enrages
He was talking more about enrages that are less commonly known
How are you so sure about that
Take the Goliath Vs. Plantera thing for example
Most of the bulbs you find will be where you’re supposed to fight her, so when you leave and she hates you and you die, you know not to do that
But since Goliath can be summoned anywhere in the jungle, you might summon her on the surface, fail to her enraged form, and think she’s just a busted boss when in reality she’s enraged
You already said that, and we are agreed that can be a thing but is entirely different from the sugg
But that doesnt answer how do you know that he means less known enrages which apparently are only calam enrages
Also by your logic
If you use a gravity potion and see twins instantly switch phases and shoot faster, you know you dont have to do that
Gravity potion is not something you dont use without being aware
Vanilla enrages are very drastic and sudden, and somewhat obvious when they happen
Yes, some of them literally instakill you
Or kill you before you realize
Plantera's doesnt seem so obvious to me
She turns yellow doesnt she?
Just imagine youre running around trying to not get killed and outta nowhere, speed boost
she doesn't turn yellow, that's the job of ichor
You dont know you reached surface
Because her theme is blasting in that moment
And surface starts a lil below the ground
Anyway, i feel like this isnt going anywhere so im gonna go
We could tag the person who made the sugg and ask them to generalize it to all boss enrages. That’s not hard to do
You could
I think I will
@earnest raptor we were having a discussion about your suggestion, and we think it should also apply to strictly vanilla boss enrages like Plantera’s surface enrage or Skeletron/Skele Prime’s Dungeon Guardian phases
And we think the suggestion would be stronger if it mentioned them.
no
Pretty sure that would be a don’t

Isn’t there literally that one inferno mode or whatever
In progress
Also add this difficulty because it would be nice
infernum is unofficial but it's made for cal and made by cal devs
if yet another mode harder than dmode will be added ill fucking eat my chair
because n o
imagine trying to nohit bosses in that mode 

"Hard gamemodes annoy me"
"Make a harder gamemode"
xD
🤮
I feel like there are plenty of ways to make it harder already.
@ashen warren First off, please check pins and read the suggestion don't doc.
Second, if you really want a challenge then just do self-imposed challenges, like nohits.
And third, if "Right now it seems making the game harder just makes it more annoying" is your reason for this suggestion, then why do you even want a harder difficulty mode in the first place if it's annoying to you?
Then reword it to be more clear.
that doesn't stop the sug from being categorized as a "more difficulty modes" sugs does it
welp, if this conversation goes downhill we always have the secret wep 
Implementing an entire new gamemode isn't exactly easy
nop
"You can just steal code"
Unless you do nothing but flat stat boosts
Buffs but no changes in behavior? If you want that kind of challenge, you could simply weaken yourself my doing stuff like no buffs challenges or whatever.
even if you steal yourself
That's just Master Mode 
yea that's basically master mode 2
Sir/madam, coding does not work like that, and I do believe you have no idea how complicate it is to actually code, much less balance the new mode itself.
I would wish for not a difficulty mode, but a world modifier.
you should repin don't doc to the top of the pins btw @quiet abyss 
Like Defiled Rune, than doesn't exactly makes things harder, but adds gimmick to your playthrough.
it's single-handedly the most important pin in here so it has to be made clear
wait
you specifically mention Armageddon and Defiled as annoying gamemodes, but then say you want something like Armageddon and Defiled?
Well, not even just the coding
AAAAAAH HAH HAH HAH HAH
The balancing that goes into a new mode is kinda crazy
^ What Dom says
Then play other mods
play masochist >:D
It simply is not worth implementing even through just the sheer amount of time and effort required to do so alone.
play masodeath mode
but you say you want something that adds gimmicks, but that's not what Rev and Death are
.>
Well, assuming it did get to the dev server, I'm sorry, but I'm 99.999% sure it would be denied. It's simply too much work.
^
Masochist mode is most versatile difficulty mode in modded, it's definitely worth to try it.
also something something Infernum
It would require at least a whole update
I will personally eviscerate whoever mixes clam and maso
and theres one comin up in 2 days already soooo
I don't think enough people want it for it to be worth programing.
Then just leave it be
Even if people want it we wouldn't do it.
It's not worth it considering our workload.
Anyways, we all made our point.
you say Trashbox understands what you mean, but he said he doesn't want something like rev or death, but rather something like Defiled and Arma, which only add gimmicks
I'll just delete the sugg now.
The convo's already over, Leon, let's just wrap it up.
aight
Mb I disappeared. I think it could be worded better but that’s nit-picky. Overall I approve of this message
I dont think deleting was neccesary but w/e
It violated the rules.
You can't suggest new modes.
This was not deductible from your message.
Aight fair then
@sturdy pelican Wrong mod
Calamity Extra Music is the mod that adds those themes
And, again, the term "quality of life" is being used wrong
my bad i was half-baked
I feel like removing the 200 hp limit would just lead to the goblin army spawning way before people are ready for this fight. Plus, the limit really doesn't make the the game any less non-linear, you can easily break a shadow orb and get 200 hp before fighting any bosses.
Not everything must be non-linear.
True.
@honest light it is fixed
for next update which is april 1st
also the bugs channel is right below here wh
amazing
also for future reference if you make a sug like that, specify whats the issue
and use the bugs channel
oh yeah that ^
I removed the suggestion because stuff like that goes in #bugs-read-pins with appropriate report
they aren't really a threat by that point
if you're farming for souls you probably have the gear to nuke them
more a nuisance honestly
you literally just went about them needing a hm buff
if you’re in multiple biomes the conditional immunity can be a pain but there are definitely some mixed messages
@hexed ore ^^^
watch the standart requirement being hardcoded or smth
old goblin standart intensifies
I feel
You feel?
this is still under frequently suggested right
I believe so(?)
yeah
why does anyone care
if not, then it should be
people saying dead chat are trying to use telepathic energy to attract people back to the room for a new conversation
this isn't new
^
might as well make it official
All it really does is piss people off
Especially if there is indeed a conv going on
youd be suprised
I'm guilty to doing it multiple times
One guy used to do it like, after 1 minute of inactivity
it's like having a conversation irl
you're in the middle of a sentence
and then they just get up and leave
and don't come back for like an hour
you dont say dead chat when they get up adn leave irl do you?
Your mistake was thinking people were logical about how they going about dead chat XDing
I mean even if the chat is really dead who cares
Even if it is, it's really just fluff that ultimately doesn't do anything
Like if you’re pea brain enough to dead chat xd you’re pea brain enough to do it at the wrong time
it kinda seems like making a termite's nest out of an anthill
I mean, it's not like it would be ban on sight

But it has indeed happened and should be addressed imo
I think if you prohibit that then people would do it more frequently
just to be assholes

@tame isle Placeable Calamity bars are a Don't
If they do it frequently they would be muted and would be unable to
they're under frequently suggested
those people would end up banned for being assholes in other ways if not that way tbh
^
If you're actively attempting to break the rules because "lol funny", you won't last long
Why do people do that though
because lol funny
That is indeed a Don't but I dunno if it should stay that way
considering since the Don't was written there have been 3 bars made placeable
so now it is even more of a consistency argument
Well it’s a don’t because the devs know people want it
And it doesn’t need to be suggested
It doesn’t mean they won’t do it
It's like
been a while
The last delivered placeable bars suggestions was a full year ago (not counting bluechecks)
Tbf
Doesn't sound like it'd be too hard to implement
One sprite maybe?
That could be a recolor of another placed bar?
Then the code required to make it a semi-solid
aug but it was in a conversation and wasn't pinned
Oh ffs it's not even a sheet
It's literally just one 8x8 sprite

if you want it implemented just submit the art iirc 
If sprites existed and the other devs don't object I'd be fine implementing the bars
Not like they require testing
You say that, but then you try to place them and it crashes the game 
That's not really how it works
We already have a working example of the code we'd need for the bar
Maybe less.
it's just whatever time it takes to align 64 pixels and look good iirc
Spriters be like 
spriters, more like Rover
i mean one of the placed bar showing the entire sprite sheet
if you know what i mean 

shadowspec and cosmilite bars will have that disclaimer too

and auric tesla bars
make the cryonic slimes inflict chilled on contact damage and shoot fast spikes that inflict the same debuff as the slime god's core contact damage attack (idk what it's called) (based on expert)
on higher difficulties the spike travels faster does more damage and increase in damage as it take speed and the debuff lasts longer.
on normal this chance won't exist.
why: so there is this semi-big frozen slime with spikes all over it's body yet it doesn't do anything with them? i mean he doesn't even do a lot of body damage compare other mobs from his tier
Distorted?
i think so, slime god's core inflict it
the vortex debuff?
Why
@night cradle yes
why this debuff? well it's more the ore it gives you
What
wait, this was removed wasn't it?
no that's not how it works
the gravity thing from dae armor was removed, yes
daedalus grav was removed half a year ago
ok NVM
i feel like a moron
but i still want it to be spiked, so is it fine to suggest that?
Yeah if you have decent reasoning
i said that it has spikes all over it's body, and for something to have spikes it doesn't use isn't making much sense to me
i mean at least use them from damage
but he doesn't even hit that hard :/
yes it is????
Check the Pins
where did you get the idea that it wasn't?
You mean this?
that wasn't a list
yeah this is a table of contents
that's a table of contents
That’s a guideline
You can't suggest anything for the mod either 
i'll show myself out
I've made that mistake myself dw
what do you guys think of yharon battle having red lightning in it
Wrong channel?
I think he’s asking about opinions on whether or not Yharon should have red lightning attacks or something for a sugg
In that case, to me it sounds like more screen clutter 
Yharon does already have a ton of attacks
Then again all of Yharon’s current attacks are just fire
Which I guess figures because dragon
Red lightning is more something that birb would have
Birb is a failed clone of Yharon... so where did it come from if not from Yharon?
it comes from Birb being a failed clone, i'd assume
Dragon lore: Yharon's filled with gas that he sets alight with an internal "spark plug" to shoot fire
Birb lacks the gas but the mutations grow the fuck out of the spark plug
so it just uses that to attack instead
Seems legit
is that what it's beak is?
Some non-fire attacks for Yharon would be neat tho ngl
introducing Yharons new attack: gun
Has a buff for the Teardrop Cleaver ever been brought up?
It's got lower DPS than the Depth Crusher (obtainable before any bosses defeated) and it requires the third boss in progression to get it.
consider: Temporal Sadness
(not trying to invalidate your suggestion, i just thought you should remember that it's a part of the Cleaver, i have no clue how well it actually does even with TS)
lasts for 1 second, sword has a swing speed of 23
if the debuff lasted for 10 seconds or longer and/or the sword fired a beam that inflicted the debuff, I could see it being used as a tandem with summoner
but as it is it's completely worthless as a true melee weapon at the point it's acquirable
that's true
I'd like it if the debuff lasted longer tbh
Hot take
Games should be balanced around the lowest available difficulty (outside of explicitly easier-than-normal ones)
This makes the harder difficulties actually harder by effectively forcing the use of underpowered weapons
I dunno how that forces the use of underpowered weapons
Teardrop just sticks out as something majorly underpowered. I know that when I first beat EoC in Calamity I was excited to see it dropped this cool-looking new sword to go with the Counter Scarf, but the stats are just so underwhelming compared to easily-available pre-boss weapons that Teardrop isn't a worthwhile pick for future fights.
For comparison, Wulfrum Blade has 12 base damage and 19 UT, teardrop has 18 base damage and 23 UT. Wulfrum Blade is literally the weakest broadsword added in Calamity, and Teardrop is probably second place.
there is something that determinates if a suggesstion is going to be in the game? or the number of stars just means the approval of the players?
After 120 stars, it gets sent to the dev server
iirc
And the devs look at it, and determine if gets approved
Stars just signify public approval, checkmark means it got delivered and seen by the devs, thumbs up means the devs liked the idea
but none of em guarantee that the suggestion will get in the game
If there's a checkered flag reaction, that means it is in the game or will be in the next update
I don't think it's really worth discussing
yeab
Asking the devs to rebalance the entire game definitely falls under the Don't
Was probably worded wrong
What I meant was everything was underpowered
Sounded better in my head
we're just gonna end up with the same balance tho
there's no difference between testing weapons against easier bosses with lower average kill times (because easy mode) and testing weapons against harder bosses with higher kill times (because hard mode)

unless you're suggesting we keep the same average killtimes we have for higher difficulties for normal /expert testing in which case its just going to make every fight longer in both difficulties
Idk
I guess what I mean is
It makes more sense to me to balance around normal
Idk if that's already the case
And if not I doubt it will be
Just my thoughts on the matter
I’d like to point to the whole Slime God in normal difficulty argument from a few days ago.
Basically some parts of the Slime God’s properties, such as inflicting Distorted, exist even in normal mode, and arguably shouldn’t.
I don’t really wanna go into too much detail on it so I don’t have a 5 paragraph essay response, but the situation could validate Squid’s point to some extent
that doesn't really validate his point tho
It is an argument, though
Something of an argument
Normal Mode doesn't get enough attention from testers, so some stuff can wind up being hard because you don't see the difficulty progression when you only play Rev
I mean yes maybe some normal mode bossfights could be made easier yes, but that doesn't mean that we should balance the weapons around normal mode
that's 2 different suggestions
and I only agree with the first one 
To be fair, I think most of the reason Rev is used as the balancing point is because it’s the difficulty the most people play
yeah exactly
and because there's not any real reason to balance it around normal difficulty because it would end up with a similar balance
(basically the same if the testers do their job correctly)
and there aren't any outstanding places where normal could be imbalanced anyways
Squid thinks balance should center around the lowest difficulty so as to ensure the buildup of difficulty as the player goes up in mode makes sense (especially given that those that do play Calamity in normal may very well be numerous and simply not exist in this server and therefore not be represented)
because really it's pretty easy
that's weird tho
in normals the bosses have less hp
so that means that the bossfights are indeed easier
why would balancing it around normal make a difference
because like it's still gonna be normal = easy and rev = harder
I’m just trying to see all perspectives here. It’s kind of how I operate
We really don't need to keep talking about this . _.
s'fine
I contributed to it slightly
I’m sorry. I like to talk about shit on an existential level and I forget some are unproductive and/or banned by Rover
You mean a more elaborate one than the one in Vanilla Changes right
something planned but never executed
Small suggestion, perhaps some incentive to use a reforge that isn't just Menacing? The nerfs (and slight buff to Warding late-game) is decent, but there's never really that large of a reason to avoid Menacing. Maybe a slight nerf to the effectiveness of having 7 identical reforges or something is in order?
I just think that there shouldn't be one reforge [type] you're basically forced to use because the others have been nerfed or aren't great
small
problem is base game has bad reforges
like I can’t see a reason why anyone would use violent
unless you made violent apply for every class and did things like rogue speed, ranger movement, or mage mana usage changing
Ok, what if they added new reforges if* possible
you can use Lucky reforge
even arcane, if it got a buff, would probably still suck
more mana isn’t as good as more damage in most cases
quick - affects nothing past your vanilla speed cap
arcane - affects nothing past your vanilla mana cap
violent - affects nothing past your calamity melee speed cap
there's a certain balance where Lucky is better vs where Menacing is better
but you gotta do math
lucky is an investment not guaranteed to be staple and so is warding
that's what makes menacing such a good modifier
it's free +4% damage no matter the circumstance
Is it possible to make new modifiers that change different stats, or are modifiers such as the above set in stone (i.e. can only effect those different stats, so you cannot create new ones that may change something like mining speed)?
Joost and Thorium did
We could add one for Rogue Stealth
you took the words right out of my mouth lmao
it's possible to make new modifiers for accessories in much the same way it's possible to make new modifiers for weaponry
more stealth wouldn't be the one to go for I'd think it'd be stealth speed
gain stealth fastr
except spam stealth strikes died
I’d use it tbh
DGS no longer gives meme-tier stealth regen standing still iirc
anywho, I personally would love to see a special reforge or two relevant to rogue
All right, what about modifiers that effect cast time (for all weapons, rather than just Melee speed), Summon minion speed (if possible? Will that cause bugs?), some rogue stuff
Magic Quiver type benefits? Not sure
that’s the only one that doesn’t have a system like mana or stealth
Maybe ammo reservation chance
summoner reforge
Menacing is good merely because killing stuff faster is a focus
Shaft it, and Lucky will have to be nerfed again. Then at some point violent will take a stab. But arcane and quick and warding would remain somewhat passive choices
the fuck
less chance of using up ammo?
could be good
maybe increases speed guns could be fired?
might be op tho
would that be
maybe they give like half a summon slot at max
warding is what i consider the true melee modifer since they're the only ones getting hit enough to worry about their def
half a summon slot
minion speed is hot shit because there is not a variable specifically for what you're seeking
True melee modifier is usually violent, because le funny dmg increase
Altho warding hits the nail here more often, yes
minion knockback is useless against bosses, and scales with progression anyway due to proficiency
extraupdates exist but it causes the minions to break above all else
minion kb isn’t good enough to warrant a reforge

minion speed would be chad if such a stat actually existed
HMM
minion kb is just like movement speed jaja
ah yes
well yeah the faster you hit something the further they get hit
how about minion movement speed
Player sees the funny big stat, and it ends up doing nothing
boom now your minions can keep up with yharon
Minion speed is impossible to code
funny big number = good
fuck
minion movement speed, as was just stated, would be chad if such a stat actually existed
extraupdates also make projectiles shoot faster
I would do it myself if it wouldn't literally give me an aneurysm to set up
meaning something like wulfrum droids go sonic fuck
I’m guessing minion attack speed doesnt exist either
Additional slots would be busted, anything else would be useless. Minions can't catch a break
minion attack speed is a similar case
reduced immunity frames for mobs being hit by *minions? Applies a debuff?
both movement speed and attack speed of minions are from extraupdates
minion hitrate is also hardcoded per minion
minion slots don’t have to be op
Well, it may be possible with a lot of crutches but one would spend ages to make it work properly in vanilla/mod and mod compat will be 100% dead
they could be useless too
then how the fuck did they do the thing with Hote
you can change it, but it's hard to do that dynamically without wanting to die
Okay so if we were to have a class-specific reforge, perhaps:
Ranged - x% reduced ammo consumption
Mage - x% reduced mana consumption (rather than extra mana total)
Summoner - honestly no idea what
Different minions most likely
the problem is that it affects different minions differently and even boosting it by 1 causes everything to go die
let me explain this in the best way I can
Summoner isn't allowed a class specific reforge ok
why not 1/3rd or half a minion slot at max reforge
all we can do is minion knockback but it won't fuckin be useful
Because slots again
explain
you can set a variable called usesLocalNPCImmunity in a a projectile's SetDefaults method
you then set a variable called localNPHitCooldown alongside it (by default, set it to 10 for minimum funnies)
7 accesory slots
you can dynamically increase this by a certain amount for all minions if you want
BUT
we should probably divide the slot gain even betweeb that amount
if you don't set the cooldown, it defaults to -2 iirc
if you do, you risk messing up the existing delicate balance of that localNPCHitCooldown variable
but that's irrelevant for minions
onion
1/3rd gives 2 extra minion slots
minions shouldn't have a negative cooldown
ye
onion is post ml so you can put menacing
you generally set minions and other projectiles to 10 since that's the standard immunity time
for the last slot
but if a minion sets it lower and then you try to increase that as part of a special effect...

ok so maybe let's not have a Summoner-specific reforge because Summoner doesn't have that many stats
ok so lets say 1/3 minion slot per reforge
so w/ 6 slots it’s either 4 new minion slots or 2 new minion slots
(friendly reminder that anything that gives slots without taking accessories/armor benefits off-class summoning more because of minion specifics and diminishing stacking taken to an absolute)
if it’s 1/2 or 1/3rd
summoner is so fuckin
reminder that a post-plantera accessory in vanilla gives +1 minion slot
and I still believe summoner proficiency should be % of slots, not actual x of them
I love Summoner but it's not very well optimise-able
how would % of slots work exactly
well when the % is = or > 1 you get another one
So how about we just not bother with summoner due to either being too strong(slots), useless(knockback), or unfeasible(minion speed/hitcount)
Add the (current amount * x%) of slots
So if you have 10 slots and 10% you get 1 slot
ohh makes sense
wait that could be the reforge
If you have 2 slots like any fellow non summoner you get 0.2 and forget about that idea
so it becomes exponentially stronger late game and doesn’t encourage off class summoning so much
What about sentries? Could they get buffed firerate for example?
ah yes
sentry slot boost for reforge
Sentries are like summons in terms of being hard to tweak ai of
what did we just establish about most crucial summon statistics
spikechad shooting 1000 spikes in a fraction of a second

ah, figures
yeah that's a great idea
petition to nerf spikecrag guy and cryo guy
no
they are not different internally for the purposes of this assessment
summoner already is ech
Yeah, ok. Hmm
here's the main issue with most summoner ideas:
most statistics associated with Summoner are specifically programmed from summon to summon
and are asinine to adjust from a third-party location without some real tomfuckery or direct access to the programming of said summons
ok Relogic, please completely remake Summoner so it's usable in terms of coding for 1.4 thanks
don't get me wrong --- I'd love to see a minion speed stat, a minion attack/fire rate stat, a minion competency stat
Aight so class specific modifiers like melee has:
Ranger gets ammo consumption reduction
Mage gets mana usage reduction, mana might end up being good for both summoner and mage depending on how update fucks with things
Rogue gets stealth generation boosts
Summoner gets nothing because whatever it is is either too strong, useless, or unfeasible.
Mage already has class reforge
but it just isn't feasible without a community-wide effort to get such a functionality put into Terraria/TML itself
minion slots but % wise or fractions of a slot are both good ideas imo
Arcane as aforementioned struggles to benefit players in late-game, though because mana cap time
Ranger one would be deemed mildly pointless, and so will be rogue.
Unless either are overtuned to hell, ofc
Arcane can give mana and less mana usage/regen
real talk:
gaining stealth faster can't be useless
why does Arcane suck
I'm very hesitant to make slots an accessory modifier because out of nowhere summoner is getting more slots which might fuck with balance too much.
or, more accurately, why does nobody do anything to make it not suck
mana caps at 400
I mean lots of accessories give slots
and armors
When stealth itself is deemed useless, stealth regen can be
that's why arcane has such a fast fall off point
Mana caps and potions healing fixed amounts are what is killing Arcane.
like you hear at least a couple discussions in here about how Arcane is the biggest meme-tier reforge
nothing tops brisk iirc
stealth is useless mostly bc it doesn’t regen fast enough to account for lost damage
but I've never seen anyone actually try to improve it
Which are a lie because Quick can't be topped
okay fine
second biggest meme-tier reforge category
movement speed buffs take the cake
it is time for Violent shackle
I've thought about making Quick boost flight time or horizontal wing speed or something
who uses violent lol
or maybe jump boosts
True memees
violent is useful at specific points in the game
If mana was uncapped and potion's restored percentages instead of flat amounts, then Arcane could see use on high mana builds.
and only if you're using true mrlrr
Quick and friends becoming general-purpose mobility reforges would be something I'd be cool with seeing
Potions restoring % based amounts would be interesting, actually. I like the sound of it
if you're true melee, you might use violent
early phm, mid phm, early hm, post plant pre golen
notice those are all the points in the game where claws are useful
is true melee a meme class or do people actually want to do it besides embracing the meme
True melee uses either Violent or Warding depending on what they're about to kill, personally I rolled with Warding the entire run until the end when I was already at softcap from buffs.
True melee is actually really fun with Fungal Symbiote, that being said don't play it specifically because of DoG.
and scal
DoG himself is a long as fuck fight and the only thing after him is Cosmic Discharge, 1% drop.
so true melee is meme/cbt class then
And doppel cal. And twins. And yharon. And a bunch of other bosses
twins actually do come near
Yeah, and you die
Yharon is fun with Cosmic Discharge but again, fucking DoG.
Retinazer p2 flies away
spark how did you beat the mechs with true melee
For Retinazer I abused Fetid with Fungal
Everything else, I ran up with Fetid and melted it faster than it melted me.
what did people think of yharon battle having red lightning in it
no
yharon*
Making reti fly in the trail of shrooms ig
or maybe update the tornadoes to resemble the sulphurous sea tornado
Yeah trail shrooms are also how I dealt with clone.
that being said I did manage that fight without fungal almost 2 years ago but so much have changed including 1tick fetid death
We won't be able to change the mid-fight tornados to those, because of how their segments behave (splitting off and disappearing individually)
The border tornadoes could be changed, but if we do that would just look inconsistent with the rest of Yharon's fight
so players get openings?
maybe update the mid-fight tornadoes
have them appear from top to bottom then disappear top to bottom
Yeah, also standard nadoes are much easier to read with the current appearence, if a bit jank.
or do the openings in the tornadoes need to be there
Honestly the border tornadoes should always be a different color from Yharon’s othee nadoes
The openings absolutely need to be in the giant tornadoes
or you'd be completely fucked
they flash a greenish color when you get too close
I thought they color shifted from orange to green. They should stay green
That's not true, wased
They cycle through the rainbow
or, they just cycle through colors (may not be the full rainbow. It's hard to tell with the screen shader)
Their color doesn't have to do with how close you are
It would be nice if they stayed as the changed color so you could always differentiate them
You know exactly what the hitbox on nadoes look like currently, with the trailer like one it'd be more ambiguous. Considering Yharon's whole thing is that you need to learn the patterns and what not, having easy to read nadoes is best.
Also... the fact that the instakill border tornadoes wave around is really obnoxious. Is that just me?
You'll know in a whole 3 days
2 days iirc
border nadoes changed to lightning storms to line up with bumblefucks lightning
Bumblefuck has red electricity surrounding both it and its feathers
ok











