#suggestions-discussion
1 messages · Page 835 of 1
Nerf Death Mode Necromancers
I keep dying to these guys the second they spawn because they have massive damage and have so much accuracy that its impossible to dodge them, as the bolt they shoot just appears on top of you instantly. Tuning down the accuracy would make it fair, and tuning down the damage would be nice since they take down a quarter of my health in one hit.
second, involves new design and discussion among devs?
sulph world gen falls under that too
what doesn't fall under discussion among devs?
Nerf X because it kills Y in 30 seconds
okay
I mean yeah
everything that isn't just the funny QoL fixes or "nerf XYZ because it takes .2 nanoseconds to mutilate LC" or "buff XYZ because it takes 5 years to scratch King Slime" is bound to induce discussion among devs
i agree that the suggestion could be broadened out a bit
in fact, finding several bugs on release kinda stressed Dom out a bit that he went on break for a few days
@radiant meadow
Has anyone ever suggested for a test version of Calamity where new content is added for the public to test for bugs?
again, I think the biggest thing holding back these worldgen suggs we've seen a good few of involve the fact that writing worldgen is absolutely horrible
and there aren't really many ways to make it easier
That would be kinda hard to manage, I feel
absolutely thomas
Okay so I guess breaking it down a whole lot to what I would like to see from the biome, I just kind of made it into a few 'building block' parts. Again, I understand it is NOT as simple as this, but hopefully it helps visualize things a bit
You have the ocean generating over the edge of the map, filling the area with water. You have the block of land defined as the Sulphurous Sea replacing Dirt and Stone with Sulphurous Sand and Sulphurous Sandstone. And then you have the drop-off leading towards the Abyss with underwater shelves and cliff faces
and also considering how much we care about spoilers and big update surprises, it wouldn't really work to have a public test version
(also are you gonna repost your sugg, White?)
Oh yeah sorry
dakota, that works a bit better i think
the general shape is outlined, but the content could be made to be less specific
like, for instance
"over the passing updates, give some extra tweaks to sulphur sea generation"
i don't think that's... necessecarily disagreeable?
but, idk, feel free to counter lmao
I'm hoping so. Because the left feels like a more specific version of the right
Make Planty Mush only mineable by Pickaxe Axe+, and make it unable to be mined by bombs/dynamite:
Fathom Swarmer armor is very powerful when you are able to get it pre-mech, and the wiki claims that Planty Mush is indeed mineable by Pickaxe Axe, which leads me to believe it being able to be mined by mythril tier pickaxes is unintentional.
Yeah you could include both like that, as a visualizer for the general theme your talking about
You could include some of your points like the sand on top the sandstone and those underground sandstone spikes as more specific not-entirely-necessary changes
Maybe also the smoother terrain noise transitions
iunno
Also the first point is already true, Quanta..
I think
Fathom swarmer is getting tier shifted wegud
Oh, I guess Planty Mush's mining req got removed
reminder to never use planty mush as a tier locking item
Maybe cuz you can fish it up pre-Mech?
you can fish up Planty Mush at any time
also, something else I wanted to mention earlier
because it's the collective junk catch of the Sulf Sea
about the world gen
a lot of the stuff is based on stuff hidden where 99.99% of player's won't see
like complaining about the rectangular bottom of the abyss
unless you use map reveal
and then point out all the flaws
the suggestion isn't about that anyways though
~~also Fathom Swarmer is like sorta the HM Abyss armor set now maybe which means I can harass someone into making a second HM Abyss set summon hahaue
/s...?~~
But it does include smoothening out the bottom of the Sea's sandstone
@cosmic void You should edit that into your previous suggestion instead of posting a new suggestion
I meant like this area
I can try, wasn't sure how to edit a second image into my prior post though
I'll try pasting the link and removing the second suggestion
the only reason people would go down there into the circled areas is because of the incidental sword shrine
yes
okay but what if there was a reason to go down there
i see your point either way, ben
and, yeah, it could come off as nitpicky
Got it all fixed up, thanks for bringing it to my attention
then you're asking for too much.
bruh
although it already is kinda asking for too much
Aight
So your recent one can be deleted?
Aighty, cool
Thanks!
Thanks for listening to all the feedback
Sure thing
sigh... i won't argue anymore, ben, i don't want to start something
but i hold my stance, for now
I mean, I'm done arguing too.
excellent
but I still strongly disagree with the suggestion
so we have reached an agreement
and that isn't going to change
I can't stop it from getting sent
but hey, you can argue against it
:)
b o s s s uggestio n
@keen reef Boss suggestions aren't allowed

sory
Rules and "Don't"s in pins of #suggestions-voting
ok
stygian weaver moment
in any case, byeah ben, i agree to disagree
if the sugg gets sent, i won't tell you to vote a certain way, just don't smite me

Could the same sort of shape used to generate this be placed at the bottom of the Abyss, then? Something similar?
I know it's not the most graceful either, but it looks smoother than a square
if I'll be honest, I have no idea how world gen works
soon™️ possibly maybe
bumblebirbpet
Reasoning isn't great but it's hard to come up with a reason to add a pet anyhow
s'fine
tbf, that's true of most vanity things
just need to bribe someone to add more frames
but given you can't really make a combat reason for vanity things it ain't too important 
it's upside down because I'm not the most graceful with rotation code
fliip
because the underlying/implied reason amounts to the fact that Calamity lacks an appreciable amount of vanity content despite the immense expanse of its content as of late in particular
i cant even tell what that is :br:
at one point, I got it to consistently shoot upside down so I said fuck it and flipped it in photoshop
Dynamo Stem Cells
Has anyone suggested that they should make the depth light level a configurable thing
Accessory that shoots those when you shoot
Suggesting configs for Death Mode features is a Don't
Oh its dmode only?
Yes
Didnt know lol ok
if it gets enough stars, I could bribe Iban to add more frames and make an item/buff
Suggesting configs for Death Mode features is a Don't
@hollow shell
Rip, the light level always makes my eyes want to go commit die
There are plenty of ways to counter it
Night owl and shine potion
Okay, small question, has a changelog page for the wiki ever been suggested?
yes
That will unfortunately never happen due to Calamity's poorly documented early history
Thanks Rover
np
@ YuH
I mean, I'm fine with it because it's one less thing to remember when wiki editing

I would definitely like if we could have version history pages and sections
and I even contemplated doing it all myself a few times
At this point though that may be way more effort than it's worth
i know YuH started a changelog doc with all the versions he has but i have no clue how far he got
I mean, better late than never, right?
Not really
Having something incomplete on the wiki is
not good
just having the history stop at some point
for really no reason
an unfortunate truth of Calamity's earlier days
cuz #changelogs began at some random update between Cal 1.2 and Cal 1.3
it'd take a lot of work to actually iron out which changes happened before that point
and on which updates specifically
(Again, I'm personally in support of it and I think it'd be okay if we just generalized anything we didn't know the past history of to "Pre-1.2.5.7" or whatever
but the consensus was that's a bad idea.. I guess)
(honestly that'd be fine if you ask me)
Me too
I'd be pro-"whatever let's just do a pre-1.2.5.7" too
but I mean, if it's too much work then it's too much work
A Changelog would be really nice, even if the entire history isn't there
Heck, if a changelog started NOW I wouldn't mind it
Part of the problem is that it'd just be an unbelievable undertaking (if we were to document from 1.2.5.7.fuck onwards)
and still a decently huge undertaking if we were to start now
Because it involves editing adding a new section to literally every page on the wiki
(it'd also perhaps ease the strain of making 100% changelogs)
Why if I get hit when adrenaline is fully charged it gets reset to zero?
When did it the old way get charged and why?
(and would additionally simplify the process of distributing them because hey, here they are on the wiki!)
It got changed when Adrenaline Burn-Out was removed
When you got hit just then, while the bar was full, you took half damage from the attack
as compensation
yeah Adrenaline got a lot of changes
i was wondering why my full adren died so much
Didn't Rage go away while using if you got hit?
it's very much the nohit bar now even when full, although you're given an alternate potential reward for nohitting that long in the form of reduced damage from your next hit
I mean, it's a lot of work for sure
rage's whole mechanic is getting hit
but the more we wait, the more work it is
unless
That still happens Aqua and suggs have been made to get that removed
cuz it doesn't make sense and it's annoying
Oh it STILL happens?
no
Did they finally remove it
that got removed along with the Adrenaline changes
Oh thank god, I was about to say that I never noticed it-
Oh thank god I'm just forgetful

Rage is actually worth a flying fuck now
Rage still kinda sucks but it sucks less now that true melee, the class it seems to be built for, can actually use it.
Rage buff is moreso a buff to True Melee than anything else
Rage tbh should get a buff or something, as it is useless unless you have the Heart of Darkness
(which makes me even more conflicted on the treatment of true melee, but that's a topic for another time and sugg)
or using True Melee*
Kinda wish it was reworked to being the extended-combat counterpart to Adrenaline but whatever.
Tbh, if Heart of Darkness was a permanent Consumable and was slightly nerfed (less Rage overtime and rage getting halved after the Absolute Rage buff goes away), then it would be a completely welcome change honestly
Okay, so to finish what I was suggesting, do I put it in suggestion anyway although there's a good chance it will never be done or do I not even bother?
Then Rage would have an actual purpose rather then True Melee or equipping Heart of Darkness until it's full then taking it off
i just forgot draedons heart existed as a whole
I rarely see it used at all
draedon's heart is a pretty good acc tbh
I have only once actually used Rage in my entire Pre-hardmode portion of an actual run, and that was when I was farming a boss for money
tbf, SuperHot take of the day:
Rage would be better if true melee wasn't treated as another funny subclass but rather what melee is supposed to be
because at a fundamental level "true melee" is what melee was supposed to be to begin with, before all these funny projectile memes
thank you for coming to my talk
Can we get a buff to True Melee hits rage generation, its like 1 rage point per true melee hit atm which is kinda insulting. Is it supposed to be 1% of the true melee hit's damage or?
ted talk
rage would be better if true melee didn't have a random interaction with it and instead all of its interactions were all-class
that too
Yeah
I always thought rage and adren always contradicted eachother
ark
holds down v
they do, doge
Adren is the consistently-useful one and the one that I hate balancing against

Nohit DAD mode True Melee SCAL is where rage is completely useless 
i mean you can build rage prior to the fight right
Getting hit for X% of your max health gives you X% rage.
When rage reaches 100%, you can press K to hulk out, getting a damage boost. The damage boost doesn't go away when you take damage, in fact taking damage still gives you rage like normal.
Continuously dealing damage while Rage is active fuels your fury, earning you Rage Points while you burn them. Being willing to facetank with balls to the wall aggression is rewarded with a longer DPS spike, where the pain of every hit turns into more wrath.
While not in combat for more than 4 seconds, Rage decays to zero. Heart of Darkness stops this effect, and instead makes Rage naturally build over time.


That makes it genuinely useful
Rage currently is not a meaningful factor in balance
It hasn't been for years
That's how irrelevant it is
Adrenaline has been a meaningful factor in balance for years
Because it's illegal in internal DPS tests, they are all done ripperless
testing ripperless is really just testing Adrenaline-less
if you want to rework rage like that
ye
feel free ig
and yes, ben, I do
That's my current working design
I haven't made any changes in that direction
But I want to hear feedback
If anyone's got any
I want rage to feel useful
This does sound very cool and useful, and distinct from Adren
I very much appreciate this concept
Adrenaline is about not getting hit. Rage is about getting hit.
I'm wondering how HoD would work with this system?
Did you read what I said?
You kinda seem to imply that you'd be hulked out forever
"Rage dissipates while not in combat, unless you have HoD equipped"
then it grows slowly like HoD currently does
...also, idle thought:
Rage boosters would do what they currently do, which is boost the maximum damage boost of rage
Fits thematically, still retains the original spirit of current rage, still favors true melee like it should, is actually relevant, and gives a boost to tanky builds. I like it.
Oh, you just meant Rage in general
I thought you meant Rage fading after you have it activated
nvm
also yes, it's supposed to give a boost to tanky builds
@ add
would anyone kill me if I were to sugg for giving Stress Pills some sort of special interaction with Adrenaline
May I make a suggestion to your suggestion about a suggestion? Heart of Darkness should be a consumable perma upgrade, like how the Revengeance Rage/Adrenaline buffs are, considering how rare it is and by the time you get it you will likely be done with Wall of Flesh, entering Hardmode.
(and potentially nerfing Adrenaline again in the process)
I'd say no
stress pills is the phm stat stick
but draedon's heart would inherit this function
laud has horror immunity though
HoD is the "sit on this until DH" item
Laudanum gives Horror immune tho
so it's not bad
Stress Pills are just literally funny stat stick
stress pills giving something adren related would be interesting
or you could also make HoD an Hardmode exclusive
(would also be a nice parallel to HoD giving a special Rage interaction)
maybe shave off the timer to charge
getting hit loses only 50% of current adrenaline instead of all of it
laud can be changed to no longer give immunity
winky face
ooo, that works
but horror gives buffs
that's stress pills' unique effect
instead of negative effects
Yeah that'd be sick
lots of things inflict horror in rev+ so that actually has quite a bit of use
lots of bosses especially
And make it so Laud doesn't jsut give a bunch of passive stat boosts
because that's.. boring
I wouldn't mind doing these changes to laud and stress pills, right now
i wouldn't either
I'd be very happy if that happened
It's just a joke item till it can be upgraded post-moonlord
So yeah, this is def neat

rage rework is a little too much for me to handle
also to reinforce that rage is for tank builds
the "X% health --> X% rage" would be "X% health incoming damage before mitigation"
this also means that being overkilled and revived by god slayer / perma concoction / etc. gives you rage for the full hit, not just whatever it took to finish you off
Just a random lurker chiming in: that rage rework idea of yours seems awesome
mm, tldr
stress pills makes a hit make you lose 50% of your adren rather than 100%
laud stat boosts are moved to the horror debuff for some cool you're actually not immune interaction
ya?
and heart of darkness gets a bit of changes with rage rework
Or "(X Health x 0.5Max HP) = X Rage"
yeah that sounds good
Oh yeah that Stress Pills change is way more significant than what I was thinkin
and cool too
obviously, the stat boosts would be shafted or lessened on stress pills
So the more HP you got the more Rage you get, for t a n k s
i would shaft them down to like
2 defense + 5% movement speed
and that's it
no damage at all
ye
The Movement Speed isn't even noticable when you get the Hermes boots
Yeah Laudanum historically is a healing potion, basically
an unfortunate truth of how Terraria's movement speed variables work
ok so it should have some interaction with horror and life regen
thomas: you laugh but
i also have planned changes for MS reforges
It should just increase Movement speed drastically, so there is faster acceleration instead of no boost at all
Current effects are "Boosts your damage by 6%, defense by 6, and max movement speed and acceleration by 5%"
Could replace one of those with life regen
increasing max move speed cap, including boots, wings, fall speed, everything
cut the damage and defense, replace with +1 life regen at all times, tripled to +3 life regen during horror
Making stun locks easier to get out of i guess
and the movement speed boost is also massively increased during horror
basically like panic necklace
but it stacks w/ panic necklace if you also have that
Hm
Giant Shell
i also have planned changes for MS reforges
increasing max move speed cap, including boots, wings, fall speed, everything

Wondering if too similar to Panic Necklace but that should be good anyway
I want them to be viable alternatives to warding for the defensive minded person
cuz it also indirectly provides Horror immunity, which is good
This would contrast Rage and Adrenaline even more
I love so many things about this
^
"dodge better" and "tank better" are just the ideals for adrenaline and rage
oh my gosh this all sounds amazing
Can we get a TLDR for so far?
Don't worry it'll all be in #changelogs 
neat
You can
alright, let me write it up
Wouldn't this also mean that DH gets changed too?
perhaps
To be the All Around for the 3 accessories
Yeah
But dang why is it so expensive to craft you can get the accessories pre-EoC but upgrade them what, post-DoG?
@upbeat scroll TL;DR
- stress pills become an adrenaline focused acc
- laudanum becomes a horror focused acc
- rage gets fully reworked so it's about turning pain into revenge (putting the "revenge" in revengeance). it rewards tanky builds and being willing to take hits as an opposite to how adrenaline rewards dodging perfectly
- heart of darkness works a little bit differently
- DH still combines all 3 into the ultra ripper accessory
Neat
sounds pretty neat
If we do get a birb pet
Can we get an RIV of it that's modeled after the previous sprite
pet RIV?
That sounds pretty epic ngl
riv pet?
I think this is the best day I've had in sugma disc in a long while
pff
lol
Yeah a RIV PET of the old Bumblebirb sprite would be neat
Because I'm gonna miss that cute thing :<
insert eggman quote from sa2 fandub here
yeeeeees.
riv?
rare item variant
ah
Change how the sun spirit staff works, move it to a later point in progression, or change the Frost Blossom staff to be more distinct from Sun spirit.
All three of these points are solution to the same problem: Frost blossom and Sun spirit are very, very similar. They have a very similar beam attack, both float over your head, and have exactly the same damage value, however frost blossom can be considered better due to it's explosion effect. This makes both these weapons somewhat boring, and causes the sun spirit staff to be obsolete.
Any of the above solutions could make both these weapons fill their own niche, rather than stepping on each other's toes due to their similarities.
how dis look
That seems fine
I mean, Frostburn > Fire
they both don't inflict debuffs
So it only makes sense for the Fire variant to be weaker
They are based off of the element overall
but like theyre basically the same weapon
we need to eventually combine that
they won't be combined
the 2nd exo weapon could've been an elemental spirit
not Sun Spirit
not those two
RIV pet
What the hell is the og one
Cinder Blossom
ah
oh lol I wasn't answering you Shucks
it was a theoretical birb pet
the one in #suggestions-voting right now
the RIV would also be a birb pet but it'd be classic bumblebirb
ah well thats like one step too soon lmao
And also this is proven many ways in vanilla:
Frost Armor > Molten Armor
Frostburn Debuff > On Fire Debuff
Flower of Frost > Flower of Fire (I think that's the exact name)
Frostburn Arrows > Fire Arrows
So it would only make sense for the Frost Blossom to be better in some way.
okay
Two of the four examples you mentioned are later in the game
Frostburn is also mostly HM-exclusive
with the exception of the arrow
frostburn arrows are just lol
(in vanilla)
Oh yeah
any suggestions to spice up sun spirit then?
The only real examples of them being better at the same point in progression would be the Arrows.
mr. sun spirit would probably need a custom projectile
Isn't it through walls?
...mfw only 4 things in vanilla induce Frostburn

sun spirit could shoot beams from higher up and inflict a quick burn debuff
heck, it could shoot beams from the sky on to enemies
so like they strike from the sky?
yeah, its a sun spirit anyways
but is it an angry sun spirit
sun god could be changed too, i guess
sun god should reflect these changes too
Maybe the Sun Spirit could be weaker but shoot through walls, and the Frost Blossom could be stronger yet not shoot through walls.
Or the other way around
sirius and saros possession could also be played around with a bit to reflect that
Sun Spirit could have noticably better damage but its sky-beams don't go through tiles, making it only useful above-ground :P
an easier solution would be changing frost blossom to be more interesting
^
sirius and saros were more annoying to balance
And make them have a chance to inflict their respective debuffs too-
then they can stay as they are
okay but Saros I blame on Dom
Sirius and Saros exist at tiers that are inherently more annoying to balance
for flat damage 
a

Also there could be upgrades to the Frost Blossom Staff too, just because "oh hey it's a different variant but useless endgame- OH, just after a boss pretty much"
there are already plans for upgrades
Oh then neat
I'm just too lazy to code
Everything gets upgrades: the mod
also where's the sulphurous upgrade to the aquashard shotgun hUH
Calamity is already everything gets upgrades: the mod
freakin' Boomstick and Diamond Staff never needed upgrades but here we are
^
I always forget those are reqs for those two weapons
Literally I feel like the Miasma is THE ANTIDESTROYER WEAPON
do they really need those in their recipe?
Aquamarine Staff is a good meme
^
it's the Sunken Sea mage wep but lol you need this already obscenely powerful staff to make it
it just makes them needlessly harder to obtain in the set
and it is as such even more obscenely powerful than the staff used to make it
It's just so good for it's stage in the game
Does a staff need another staff of a rare gem when the only separation is a grenade-alergic worm?
No. Probably not.
But let's do it anyways
similar reasoning for Boomstick into Aquashard
those two could probably be nixed from their respective recipes
aquamarine staff is weird
does it need it?
Make Aquamarine require Amephyst Staff to craft, fixed 
Diamond Staff is like dummy thicc due to taking 15 diamonds and Aquamarine is thus even more dummy thicc
Boomstack is horrible to get because FUCK the Jungle pre-boss
Imagine findind enough diamonds
pre boss jungle
mmm
Literally I only found enough diamonds bECAUSE OF PLANETOIDS PLEASe ADD MORE-
why would they think of making summoner go to the jungle pre boss
for a staff meant to fight..
ds
summoner?
also people keep yelling at me about a Belladonna Spirit Staff buff but I literally haven't tested the weapon yet myself so I can't confirm or deny it being due for a buff
although that may change today
maybe.
thats a different thing :echhh:
I mean
i mean
I heard that belladonna were aggressive ai bitches
it should be on tier with other jungle weapons
so
Also I've used the Aquashard and it's great
anywho that's a subject for another time and sugg
it costs more materials than most jungle weapons actually
point here is that Aquashard and Aquamarine are needlessly tedious to obtain
ye
doesnt the flarestorm cannon or smth like that also need a boomboom
should I make a sugg for it or can I just yell at you or Dom to do it
Firestorm also takes Boomstick for reasons I cannot comprehend

dont put materials of further tiers on early weapons cuz linearity is wack dammit
linearity stinks
Firestorm is utterly useless lmao
Jungle is like
best explored after defeating a few bosses
^ Post EoC/Crabulon
since early on you do not have the gear necessary to live for more than 5 seconds
I did but that's because I've played this game for oh god counting every version that's like 40k hours
i only feel comfortable going there with demonite/crimtane
I'd actually argue somewhere around post-EoW/BoC because that's about the point where you're recommended to fight QB usually, yeah
exploration of Jungle usually comes coupled with a desire to wipe Queen Bee off the face of the planet
or for mages to make jungle armor^
that too
but even then, mage does not get sufficient gear for not eating the fat die until a good few bosses in
exploration of Jungle usually comes coupled with a desire to wipe Queen Bee off the face of the planet
Well you have the planetoids which is what is most usually preferred as you can have an actual open arena instead of an enclosed area that you have to manually mine out without dying from bees
and with the risk of killing the larvae while making the arena, with planetoids you can just go in, break it, hop out, and on to your arena
Death Mode queen bee is usually around when I fight Skeletron
In regards to bosses late in pre-hardmode, Slime God really needs to be buffed, it's wayyy too easy and can be killed with pre-Crabulon gear.
(2-4 minutes)
qb really shouldn't enrage on the surface
why did you make planetoids in the sky to summon her
then punish the player for using them to summon her
even if she is enraged it's not too difficult of a fight
it's much easier than underground because you have the freedom of the whole world compared to a super small hive
the jungle has open space
not a lot of it
^
Well you have the planetoids which is what is most usually preferred as you can have an actual open arena
and by open space sure it has some
Enraged doesn't even make a difference really
It should be the same no matter what
but not a whole lot
I prefer raged as it practices me for dealing with Destroyer's bullet hell in hardmode
and brimstone elemental
so i assume it enrages to balance out having an open arena and not have it too easy, rather than to punish the player for surface fighting
I mean look at this, there is a larvae above my pre-existing arena used for slime god like wth, there def should be some balance here
I feel like enraged Queen Bee should either be removed or buffed, as it doesn't really make a difference, i practically no hit her in an open arena and fighting her underground i can't no hit
to be fair no-hitting QB is just jumping some times and running in a direction
because she is a pre hm boss
EoC is a phm boss yet at that point of the game it's almost impossible to nohit
you will always get hit at least once because of the inconsistency of the dashes directions
but if you get better gear it's possible
EoC is another pre hm walking sim
no?
what dashes are you talking about
It's really not
rev or expert?
I do
This is majorly talking about those 3 modes
the Expert ones
because there;s the vanilla expert ones and the rev dashes
yeah that's the walking sim part
Expert dashes are hard-countered by Hermes boots, rev dashes are countered by just having good jumps
the Revengeance ones are easy to dodge, just jump, but the expert one is inconsistent and even with hermes or the angry dog mount you can be hit
btw Frostspark is technically pre-EoC, so if Hermes isn't enough than Frostspark is certainly enough
Beating it's easy, no hitting it with gear usually fighting it normally with is almost impossible (hermes, double jump, other accessories)
Has anyone suggested preventing the fire geysers in deathmode hell from spawning on top of blocks right above lava?
I think that's intentionally
don't think so?
there to make hell more difficult
lava geysers coming out of lava is acceptable
lava geysers coming out of ice blocks is upsetting
probably send a screenshot to explain better
Fire geysers out of lava is intentional, I'm not sure them going through blocks is. Might be a bug
they're literally starting on blocks right above lava
Right above lava, as no space in between the block and lava?
Thats probably just due to how lava geysers spawn, not sure if that should be happening but for now put your bridge up much higher than where it is now so that it spawns where it should.
ech. It's already been at this height since I started at the spawn point. I'll just deal with the geyser for now since they can't spawn when wof is alive I think
I wasn't planning on changing anything, but I was hoping future playthroughs wouldn't feature the bizarrity of fire geysers coming out of my ice blocks
The geyser probably chooses where to spawn by picking some lava then choosing the nearest full block, however in your screen shot the nearest full block is blocked by ice so it just goes up one more.
well I guess it's up to the devs if this one's a bug or a feature. I just wish there was an accessory that set the damage to less, since there's no way to predict them.
at least with lightning there are warnings
and sharknadoes are only by the ocean
@upbeat scroll i nohit eoc, its definitely possible
in fact my rev nohit has me with a permanent chilled debuff and basically no arena
Huh, weird
maybe sun spirit staff should be a minion flamethrower!
Oh no
Not the first variant, maybe the 2nd, but not the first
that would be too good lol
Sun spirit staff further in progression? It's already bad, it'd be even worse later game
Maybe frost blossom staff could require victory shards to make it harder to obtain?
@tawny wasp reason?
Very blunt
Would be cool with an eidolon wyrm summon or pet
that's not a reason
doesn't Calamity vanities add that
Idk
that too
what if we took the mummy set or lamia set or both and turned them into early hardmode rogue sets
No
They're vanity sets, and very specific at that
Anyway early hardmode rogue sets aren't really necessary due to Cryogen being a total joke
I dont really see how that relates to frozen lasers being fucking annoying as hell
Calamity's Vanities does add an Eidolon Wyrm pet
Removing Destroyer's frost lasers was suggested recently and it's almost at 120 stars
because they don't fit at all, thematically
"The air is getting colder around you" is Prime's quote
Yeah
@tawny wasp That's a Don't actually.
Go download the Calamity Vanities mod, it has an Eidolon Wyrm pet.
Can't wait for Prime to shoot frozen stuff at me 
If anything make PRIME have Frost Lasers
I just suggest that each destroyer eye has a different color and depend of the colour the type of laser
I dont think they should be removed, but heavily nerfed. If you get hit by a frozen laser its usually guaranteed death on higher difficulties due to getting stunlocked unless you use a RoD so I'm all for a frozen laser nerf
But Destroyer fires lasers based on health
Ice golems have the same problem
But, the destroyer shoot a exaggerated of lasers
shittiest miniboss in the game
Warmth potions exist
If you want to spice up the Destroyer, maybe make it so when you are touching the ground the Destroyer will speed at you, like how the Solar Pillar enemies hate when you fly,
You could include more reason for why your solution would be a good one, Avocado
edited into your sugg
Because it is a worm boss
And if he freeze you and hit you with the head
the thing is, Warmth potions remove any kind of threat the frost lasers pose
@hollow shell do you need calamity for it? Cuz calamity wont load for me
You are instantly death
either you get absolutely destroyed by the frost lasers, or they barely hurt you
@toxic kettle but in the first run you don't expect that
Wdym it shoots "a exaggerated of lasers"
You technically don't, I think?
But I don't think you'll get much use out of it without using Cheat Sheet
And it's going to be a unfair death
Ok
I took like 9 damage from a frost laser once, that's nothing in comparison to the 280 I took from Destroyer's head
If frost lasers stay they should like inflict chilled, not glacial state
Imagine a boss that has a chance to insta kill you if you got hit
Stun mechanics do not belong in boss fights
DoG head
Like 10%chance
in death mode dog head is instakill
RNG insta-kills would be pure cancer and everybody would hate it
still what
Nvm
aight
I remember when you could only be hit 10 times by death mode scal
The hit cap or what its called
@elfin shadow Your message should only include one distinct suggestion in it
You can remove the bit about redesigning Yharon because suggesting resprites based on quality is a Don't
and Yharon does have a resprite in the works already
Making your sugg just be focused on changing the main menu's background is fine, if you provide some more reason behind it
The yharon phase 2 theme is so good
ready
Thanks
If you could add more reason for why Calamity menu background would be a good idea, that'd be nice
well, the butterflies shoot homing projectiles, they calamitaminis dont
entropys vigil is just extremely OP right now because of hallowed rune
summoner can reach around 20k dps on an appropriately sized target immediately after beating calamitas
the ranged projectiles don't home i believe, which is why they need an increase in my opinion
they do home unless they lost the ability to in the most recent update which I dont see why they would remove it
but maybe that its just that entropy'ss vigil is just really good
@digital saddle already fixed for the next update
^
I swear to god
entropy's vigil and resurrection butterfly shouldn't exist
or maybe take up more minion slots
entropy's vigil def feels stronger than it should, i killed Astrum Aureus in about 10 seconds so I didn't really even need to dodge
Entropy's vigil, more like bootleg time stop
if you're using hallowed rune, that's why
hallowed rune is bugged atm
and vigil exploits that bug
wait what's the bug
in multiplayer, make lore items drop in treasure bag; right now, only one drops
y/n
it causes way more stars to drop than it should
entropy's vigil is very good against cultist even without hallowed rune
Lore items should be clientside currently, right?
was messing around with it earlier
right now only one lore item drops
no matter how many players fought
drops should be clientside iirc
i thought it spawned a bunch of starts because of the flamethrower attack
It appears as one on each player's screen but can each player pick up their own one?
no
Like Treasure Bags drop one per each player, and each player can only see theirs
only one person gets it
Hmmm
sometimes one drops for each player, sometimes only one drops, and sometimes none drop at all
Lore drops for each individual's though?
wait what the hell
Lore items totally have clientside drops
I'm reading it in the source right now
Can you name any lore items that you know for sure do not drop per each player?
Lemme check his
I was looking at Cryogen
it's just really buggy
sometimes none drop
sometimes all drop
sometimes 1 drops
Well after the first kill they don't drop ever again
but I'm sure you knew that
yea
What version are you even on
Yeah King Slime is also configured to drop for each player
the latest
"latest" doesn't help
hmmm
Numbers please
That isn't a version
Okay
Source code tells me all lore items drop per player.
Nah it's fine
I can definitely make lore come from bags on expert+.
I assume he downloaded the new version and just started a playthrough
(yes please)
insta die
(no joke I like that idea)
Then make an scal trophy suggestion
Request in #sprites_needed
Along with any other boss missing a trophy
Oh right, I can do that.
You're the suggestions boy
Give me a full list of bosses without trophies
That's the sort of thing I'd expect a wiki admin to know offhand
Epic. Thanks.
(arguably SCal's brothers but they don't count really)
(You could also argue that Siren and Levi should have separate trophies like Ret and Spaz)
they don't need to drop trophies
siren and levi could get separate trophies
just need to bug the sprooters for anahita rework and shit
cal bros have trophies for the same reason santank has trophy
You could include these in the request:
The bases
https://gamepedia.cursecdn.com/terraria_gamepedia/d/d5/Weapon_Rack.png?version=99890278032a7aad419a749492f2c809
e.g. for completeness, scal bros, gss, giant clam, nuclear terror etc. would probably have trophies
(Yes, they're the same as Weapon Rack)
but that's not important for right now
that's for completeness and polish
done, rover
(item version too)
those projectiles are slow as shit though

Polterghast also has ~200+ damage on all projectiles, outside Normal Mode
Providence does as well for the majority of her attacks
@silent linden
Well idk maybe it's just cause i haven't gotten used to his attacks yet, but his shots also seem to have a LOT more homing than polterghast and providence
There is indeed a lot of homing with Old Duke
Yes they home but they won't catch up to you if you run away
But I also have to account for old duke being smart
I mean it's a post-ML boss, dealing a lot of damage is to be expected
^^
And it's supposed to punish you for not being smart
also considering your defense and higher health
I feel like you'd have to have a brain the size of a house to be smart enough to deal with all that
(He is meant to be fought immediately before DoG, putting him in the final 4 bosses of the mod)
I think you should just learn the fight a bit
Considering it is brand new, it's expected that everybody's gonna be flailing around a bit going into it
I beat him, it felt like a very fair boss fight but it took a few tries because you really have to think while fighting him
No guide pages for him yet
It just seems like you have to account for way too many things at once
It's to prepare you for Yharon 
i've killed yharon in past runs though XD
How long ago
Okay yeah the fight prolly hasn't changed much then
I'm just not used to a boss charging at where you're going to be rather than where you are, you spend so much time getting used to bosses charging at your current location that it just seems mean
you can still bait old duke dodges, just requires a different approach
how different
pretty different?
like it seems like you'd have to stop moving right as he charges
which leaves you open to projectiles
could also change directions via a dash right as he charges
tried that
unless you mean something different from what i'm understanding
i'll have to try it again, but I don't have a freaking bloodworm!
you're moving one way, he charges, you dash another way
that could be your issue
You can kinda "dash down" if you use the Jellybean mount
which I know a lot of people use for Yharon
yeye
i'll kill this boomer one way or another
There are already Boss Rush-exclusive changes
particularly to make bosses more agile
so they can keep up with a post-Yharon player
There are some unique boss AI changes too
like Providence being able to do the Crystal attack and Laser attack regardless of biome
A
Plus impleminting new features even further beyond the ones we have will cause problems, and it will not be intuitive
(also any player who wasn't playing Death Mode will have to deal with all the Death AI changes)
(and any player who was playing Expert will have to deal with all the Revengeance AND Death AI changes)
is it just me or does old duke make you unable to fly completely while at lower health
wrong chat?
you can still fly
Are you talking in a Defiled Rune/Ravager P2/Icarus' Folly kind of way? Wing disabling?
Or like an area denial kind of way?
I died because I was completely unable to jump or fly.
It may or may not be due to the vortex
well just before that happened my wing flight time ended abruptly
There was no vortex nearby
Hmm, then nothing else could do so
There isn't any specific mechanic to kill flight time iirc
I'm beginning to think my terraria is cursed... my friend says he sees random destroyer tails, deviantt kills herself randomly
multiplayer
yes i know multiplayer is janky
Yeah that's just how multiplayer be lol
Worm segments all over the place
so it's just multiplayer
the bane of functioning game design
i'll have to let him know that
Most likely
Could be as trivial as your friend being near vortex and the movement restriction coming to both because funny syncs
i'll move to another chat now
aight
Are you sure you don't have DR on? Sometimes I forget to turn it off
Adrenaline nukes bosses, but rage needs a rework
rage rework was talked about earlier
but the stress pills and laud reworks are done
Have you heard of punctuation
@toxic kettle NO
I can see
rage is rarely used unless you have the heart of darkness
h
h
Darkness pots from alch npc exist
Alch is alch
Clam is clam
Also is it ok for this last sugg to exist when
Or what happens
How is your Discord that dark
Technically we don't have any rules or standards for posting similar suggestions to other recent suggestions
Super dark mode
How did you get that screen mode?
he's on mobile
I think u click dark theme like 10 times or smth
no
Add that feature to ios god
now they gotta add a super light theme
heh
blends right in
Aight anyway
suggestions
I'm questioning Jevin Kames's sugg
because
Adrenaline is already pretty frickin significant
(and Rage may or may not be getting reworked already, starting today)
yeah was gonna say that
adrenaline does a lot actually
the bit he says about rage is exactly what ozzatron was talking about earlier
if you click light theme 10 times like you do with dark, instead of creating super dark mode it turns on your flashlight
And your screen turns completely white
That is actually real, I enjoy
Aaanyway, mildly offtop now
on mobile or pc
Also isn't sunken sea supposed to be just early game content or
Post Polter?
I listed sulphurous lol

Sunken sea is postDS and postWoF
I mean i admit sunken could have more content..? but i really dont see a need for it
There should be post-ML content there
Agreed. But not sure about dev plans on that tbh
At least I feel there should be
If any biome are in need of content, I'd much rather we focus on Astral, Snow, and World Evils
I mean snow, astral and evil all have bosses
sunken sea doesn't have any real planned content afaik
acid rain was our focus for the time being
Sunken sea is the chill mostly early game biome
sunken sea definitely needs more imo
Clams are a miniboss
A sunken sea actual boss would be a cool addition
They all have bosses, but thats it. World Evil vanishes after pre-HM and snow literally only has Cryogen. Astral is visited like, 3 times at varying points in HM.
Sunken Sea was chill but then the Sea Serpents attacked
world evil is literally the main focus of pre mech hm
i think that was changed
Snow has an important crafting material only obtained there
eleum?
World evil literally eats the world in hardmode
sea serpents have way to much hp for a pre h mode enemy
you need souls for literally everything
it still amuses me how 3 out of 5 custom biomes in calamity are water related
Sunken (and astral) having postML content will make that stage of the game less of a bossrush, which could be really cool
Sea serpents are hardmode
sunken to post ML seems like a fat gap
as of now mollusk armor is the only hardmode thing it has i can think of
er
clam crusher
speaking of which
Also the entire sunken buff?
Shellfish staff smh
did they nerf that armor yet?
Alright, then the world evils vanish right after start of HM. I honestly never stayed there for more than like, 10 minutes after gimping Perfs and King Slime 10 times.
And the fishing items?
use ks to farm souls right?
Yeah
thanks
Yeah you need to fish in the sunken sea for the revivify potion
ks is also good for gel farming, for your flamethrowers
Revivify potion 
Also Angler quests and other potion fish are caught there
So there is actual stuff that happens there if you fish
Abyss boss has been confirmed to not happen
Sunken Sea needs more than just a mini-boss smh
Would be too confined
Abyss would be the perfect place to have a vertical WoF kind of fight, but abyss boss apparently isn't going to happen because devs either couldn't settle on a concept or whatever they did settle on just didn't work out.
Sunken sea boss would be worse
What
In terms of "confined and awkward"
Sunken sea is more open than the dungeon which has two bosses
oh yeah
And I mean confined as in like there's loads of islands in your way
ceaseless void AND poltergheist
we need some sunken sea love man
great biome
great potential
but it just lacks the treatment
Also eidolon wyrm isn't even meant to be fought it's just the abyss version of dungeon guardian
@mental violet Boss suggestions aren't allowed so you can remove that part
Gotcha.


