#suggestions-discussion
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star cannon in calamity can crit too
Star Cannon normally cannot crit
Ohh. Is that since previous update, ben?
what do you guys think of suggesting a weaker ceaseless hunger potion
maybe late hardmode available
I don't remember when I did it
Another cool fact is that star ammo dmg is -1
but it's been a thing for a few updates
I wanna see an upgrade to the coin gun

with meld blobs and fragments everywhere frmo pillars, i usually end up just using luiafk loot magnet
Coin gun has it even worse than star cannon as far as ammo goes
because its so easy to miss some
star cannon + coin gun đł
ben no
must require a star and a coin to use
is plat coin gun actually good
pay to win
the Lucky Star Cannon
Coin gun has it even worse than star cannon as far as ammo goes
except money is very very easy to get in rev+
The bling flinger
Micro transaction gun?
speaking of which
Plat coin gun has more dps than sdmg
I'd agree with you, Landkon
sugg to make the price of minishark higher y/n
But you won't afford it
you lose a good chunk of your money if you die though lol
just do arma defiled eow/boc
except you need to use gold or plat for Coin Gun to be a worthwhile investment
and get like 5 plat or more a kill
gold is arguably the best choice for Coin Gun
Spending 10 plat/s be like
does appreciable damage but won't literally eat your wallet for breakfast
That's why i feel like an upgrade for a cool concept would be nice
I honestly prefer Coin Gun being unique
of course don't forget automatically converting coins
when you get more money
In vanilla you have to stay on silver, calamity may be able to move to gold, ye
and it fires 10/s?
Each coin has 200 damage. So thatâs 2000 dps
lol
oh god
that might be good for vanilla
But that's 10 plat coins per second
dont remember
so let's see
Definitely strong in vanilla, but a bit too expensive to be worthwhile
not fantastic for calamity
Coin Gun's useTime & useAnimation are 8
what's the damage for a gold coin
time to bust out the unlimited plat coin
this means it fires on average 7.5 coins per second
You can use rapid reforge for 6 usetime
7.5 plat per second 
- crits, ranger bonuses, weapon modifier, etc
iirc at least
100 damage for gold coin
now fight scal with coin gun
Agile makes it 7 for sure
coin minigun
No thanks
consumes halibut cannons as ammo
LOL
Yes
Yes please
it just instakills everything on screen
I mean, is it hard to code the coin gun then?
tbh i would somewhat like a coin gun upgrade, since it's such a unique weapon
probably would be a bitch to balance though
Compared to other guns
it's not hard to make a new kind of ammo
Who knows tbh, aside from vanilla devs
that and it's a bad idea waiting to happen
maybe a coin gun upgrade would have like double damage with the ability to toggle specific levels of coins to fire
Increase the drop rates of blood orbs, or increase the chance of catching Xerocodiles
- Right now it is extremely tedious to farm out a meaningful amount of blood orbs for potions (even more so for combination potions like Yharim's stimulants and cadance potions) or bloodstone cores because of their low drop rate (10% from enemies without bloodflare armor) and the only other method of fishing for Xerocodiles also having a low chance to catch (6.67% or close to 1/15) even with high tier fishing poles and the supreme bait tackle box.
- The drop rate of blood orbs or the chance of catching Xerocodiles should be increased as right now farming out blood orbs doesn't add anything meaningful to gameplay other than just more mindless farming (especially before the player has access to zerg potions) and the alternative of grinding herbs and fish to craft the potions is not much better.
Thoughts?
it's not hard to make a new kind of ammo
It's hard to farm adult eidolons
isnt farming blood orbs in death mode very very easy to do
Blood coins 
afaik there's no change to drop rates in death
but like there's just so many enemies during blood moons
they drain your life while firing
an upgrade to the coin gun that uses stacks of 999 plat coins as ammo
Internet died again cool.
before we get a coin gun upgrade though
we should make the cutlass actually good first
No, it should be like this
the coins represent the tiers of damage
like: copper coin is shit tier damage
But we can upgrade the gun during the playtrough
anyways, you can set new ammo types pretty easily
GRealm has a similar idea to that
although its a seperate crafting line and doesnt include the coin gun
But we can upgrade the gun during the playtrough
Not too much because it would be a pain to balance, but 1-2 upgrades would be fine
There was ore/bar gun idea like 2 years ago so yknow
i feel like the elephant gun type stuff doesnt really work
does anyone else agree
i think thorium has an ore gun
what does elephant gun do again?
I've never used the elephant gun
i never bothered with those guns
Who has ever used it?
speedrunners
It has one
I mean using only blood orb
That won't happen
It's an extremely powerful potion
For balancing purposes
Back to getting rekt by Yharon a thousand times then
Ok whoever suggested that stealth should be activated and then last a certain amount of time like adren
thatâs... not how stealth works
When did necroplasm become unhittable?
Potion of Omniscience requires 20 blood orbs while all components of it need a net value of 30 blood orbs. Is this intended to encourage us to use more blood orbs?
are you shooting at the wrong one?
I'll rewrite my answer
Did polterghast recieve some changes recently?
not afaik
https://youtu.be/0kyw3Yc0NJc?t=4205
on that frame you see the polterghast and its clone
Both can be hit
So... I got back into it! Over time, all bosses received some kind of change, so I gave them all another try.
No-hit document: https://docs.google.com/document/d/1y8eSOFCE1Yikp9SlNkXrJUVH3FBPe4aEuxUKjUpwAFc/edit?usp=sharing
I have a playlist that contains a separate clip for...
@vocal wing you can't kill the Poulter clone
Yeah that was changed
When?
Don't ever refer to yt in future unless dated later than last update, stuff tends to be changed
After 1.4.3.1
oh sorry
why do people still give their own example of "first trying" a boss
it depends on so many factors
most of the time inaccurate
I think it would be better to give examples of killing a boss consistently despite taking damage. Thereâs too many factors in a first fight.
isn't FS' job to be a tank-like Summon armor
doesn't feel like it to me
it gives less summon slots and damage in exchange for survivability yes
it's being moved to post clone
I didn't realize planty mush was a pre mech material, so that's an oversight on my part
summoner deserves better defenses in general
the class has lower effective range than melee
Meh tbh
debatable
also tbh i feel like FS should only give one summon slot, it gives the player as many slots as the daedalus summon set and twice as much damage
also, I can give throwing bricks a chance to be retrieved
i always run out of them before the first night
Well, daedalus is early hm
and it takes like 5 to kill a blue slime
like, i know that FS is meant to be better than Daedalus, but it giving 50% increased makes it seem like a "slots for damage" type of set, something which it isn't currently
it gives almost twice the damage bonus of Spider armor with only one slot less
I'd rather compare that to spooky then, which has only 57% dmg despite being full glass post-plantera set
Which is... a bit concerning, yes
in any case, still nerf :/
yea
reaver summon is 
@digital saddle throwing bricks are craftable tho
ye
3 bricks*
i'm not saying they are good definitively trash
gave them a 50% chance to be recovered
FS armor gets perks underwater on top of its stats too
an idea i have is to make them always stealth strike for the you can't get them back
So itâs 62% damage and 57 defense underwater
its such a pain in the ass to make an arena
amalgam needs to be changed ye
fathom swarmer underwater bonuses are meant to be used for abyss exploration
because i used it in a ranger playthrough about a year back
how about calamity will add something that allows you to be submerged at all times
and it was really good
is there a reason calamity removes every true lava immunity?
fish bowl 
xD
it's a config option, hail
yeah im not against it im just wodnering why]
i'm pretty sure obsidian skin still gives true lava immunity
No it doesnât
Lethal lava still inflicts damage
maybe if there was a lava abyss equivalent
but there isnt a lot of reason to spend your time in lava post hellstone
giant bucket
accessory
allow you to be submerged at all times
made from 10 Iron ingots at an anvil with water
combo with victide armor, amalgam and other water related buffs
down side: you will drown if you don't breath in water
a lava scourge boss would actually be epic
if there was some lava ocean on the right side of hell
why would you be wearing victide armor that late in the game
bruh this is pre boss
then why would you say amalgam
Are you saying like a fishbowl but it provides underwater bonuses? Thatâs a bit much.
đ¤
because you can combo it with it
but amalgam ain't pre-boss
you don't understand me at all huh
i wish reaver armor stayed relevant longer
its so easy to skip perennial and just rush golem
it can be comboed with stuff like the amalgam and the victide armor
doesn't mean you have to wear them
hydrothermic is good wym
i just stick with the vanilla armors
the booster needs a buff
useful up to moon lord
(beetle, shroomite, spectre, spooky)
cries in rogue
melee ranger mage summoner
umbraphile
better
đ¤
so should i suggest it?
so reaver is very skippable
i don't get hydrothermic
simply because i don't want to waste my bars
on something that'll be replaced in about 1-2 bosses
@misty fractal you might have to give a better reason than just âfighting plantera every time is too muchâ. The grind counts for something.
i sold 7000 of them after grinding 100 platerras for the blossom flux
didn't get it
well, thats actually a good point
you could also suggest that she drops more, to make the fighting her less grindy
sounds good too..:'v
actually let me edit my suggestion real quick
allow some way to submerge yourself in water without always standing in a liquid tile
Items like the amalgam and the victide set are weak or not reaching their true potential Solley for the reason that you need to find a water tile and be in it for the full effect to take place adding a way (like an accessory consumable or any other way) to get submerged quickly without much preparation will make these Item's reward much more beneficial for the player.
Eh
Water exploration items are meant to stay underwater. Stuff like deep diver
Like, i don't really have anything to say against that, but the idea seems to cut on design/strategies
@bitter drift shouldn't this go in #suggestions-voting
i really wanna suggest making the hotline fishing hook obtainable pre-hm
cause i really don't understand why it's a hm only hook
Suggestions are previewed in this channel
from you jumpped to that
Soul slurper
slurper pole yes
i knew, just don't get why hotline fishing hook is post-wof
that's how terraria is
Thatâs for vanilla
ye
Hot line is from the base game. Inferno potion is considered hard mode for vanilla terraria
any way crab let me tell you a story, i in my first world of calamity did the only way to submerged yourself in water in the game it took me a lot of time and with little reward
it was for the Yharon fight
after i beaten Yharon i realized that vertical height is much more important then length
it is
In that case in particular it would boil down to "will amalgam + anything else + that accessory be better than cotbg and Co."
If yes, then people will switch one to another
If not, then nothing changed
i feel like amalgam and CotBG should be on the same level
can you really call it a strategy? just flood the world for the effect to take place?
so people can pick an choose which one they prefer
instead of one being better than the other
It's just like any excessive arena design, indeed a strategy
Doesn't make it any less obsolete but yknow
maybe you could make the amalgam bonuses always active
there is a difference between making a platform above the sans to kill DS and literally flood your world with the infinite water trick
although that might be a little unbalanced
You could still flood the jungle without having to take up a whole accessory slot for a Yharon fight.
Bottomless water bucket exists
i didn't use any slots to flood the world
Platform for ds is not excessive arena design
i flood the world to use an accessory
and beside it was a long time ago
i don't think it was in
But what Iâm saying is that your suggestion idea falls along the line of taking up a slot for underwater bonuses
and debuffs as well :/
in fact fighting Yharon in the abyss sounds like a better idea then flooding my world
You need to be in the jungle to summon him
lizard bricks exist
@small quiver Asking for cosmetics for nohits in every boss is a bit much. That would be a new set for nearly 40 bosses.
saying that bosses in arma arent rewarding
bosses in arma litterally drop more loot
to comment on the fathom swarmer sugg
fathom swarmer does less overall dps than spider due to the lost minion
fathom swarmer is getting tier shifted anyways
iâve tested it multiple times, it has about 20% less dps than spider
closer to 10% when submerged
20% damage for double the defense seems a bit strong in my opinion
but it's still going to be moved to post-clone
where it might still outclass spooky
Spooky armor by comparison gives an additional summon when compared to full fathom
And spooky does more damage overall
Uh
Except when submerged, which is partially negligible
yeah but what i'm saying is the armors should not be this close in terms of damage
why
spooky and FS are 6% apart
why would we switch that
am i really the only person that finds rev+ golem to be pretty hard
that's like a total rebalance 
yea
That kind of a progression swap seems entirely unnecessary.
^
and that wouldn't work
because the game is hardcoded
to not allow power cells to be used
till plantera is dead
didnt they already change that
meaning they'd have to craft the old power cell every time
hailfall, it can't be changed
Thatâs too hard to even implement
Power cells are still hardcoded
vanilla features are ridiculously hardocded into the game
golem is harder than plant anyways imo
i know from experience
Youâd have to go and mess with vanilla code
why though
consider
đ
[[Old Power Cell]]
yeah i considered that
Just leave it behind golem. No need for extra requirements for low%
^
@rugged belfry Tall gates and trapdoors are like that in that they are both useful but obscure. Having essentially functional copies of those doesnât really add much. Also, the âIâll keep this short and sweetâ counts as excess text. You should remove it if you plan on leaving your suggestion up.
So I've been thinking of asking for an ability to change the damage, defense, and attack speed of bosses in the Config? Do y'all think its good enough. My reason is that fighting bosses with purely altered health can get boring and it can also make re-fighting bosses a bit more fun
@copper orchid Wdym, doesn't really add much?
re-adding old content (including sprites) is a don't iirc
I mean that they still exist in the game and work just the same. A new addition to an already obscure item such as the tall gate would require a new sprite
How often have you used, say, trapped chests?
@unique vector
@viscid dagger Seems like a bit much for a config option. It would have to be post-Scal to ensure that players arenât trying to reduce boss stats for an easy fight. Even then, a mechanic that would allow for boss configuration sounds excessive on top of what we already have
Yeah that's true
My reason was that we already had health, so why not the whole package. Saying it now doesn't sound good lmao
It was an idea. At least you tried to consult people before putting something like that up
Perhaps instead of a config, a new mode to double all their stats?
That could be cool
New modes are off-limits for suggestions
Ah, sorry didnt know (just thought to suggest a change to what was said)
i'm pretty sure resprites are off-limits as well
so the birb suggestion might be disregarded
pixl afk so lole @ashen warren do the do iirc

i hope they change LEVIATHAN
bruh
ig terry's also afk, @cyan lagoon ya around to do the do?
@topaz pagoda they changed it because it didn't fit the mod iirc
crine
ruined it
that's subjective

old birb wasn't really a good sprite compared to modern Calamity sprites
ping pong
certified bruh
I suggested a pet item that was old Birb a while back
do the do, pickle iirc
what happened?
new birb is edgy
new birb actually looks like what it's supposed to be instead of a fat chicken nugget with wings
it's supposed to be
I would rather choose a remake of the chubby birb
read up, the sugg about birb falls under a don't
o yes thats true
Add more powerful versions of Dynamite with a larger radius.
â Especially on higher difficulties, it is impossible to deny that building large-scale arenas isn't just a luxury, it's a necessity. However, it is painful to do in certain places compared to others; specifically, the Dungeon, the Underworld, and the Underground Jungle. Why? Because there's a ton of blocks you just need to get out of the way. It's well-known that for bosses such as Polterghast, the bigger the arena, the better the fight will go, and for Providence, an arena running the span of the underworld is virtually necessary to survive. Therefore, it only makes sense to add a building tool that would make it considerably less painful and slow to create the arenas for these higher-tier bosses on higher difficulties.
Thoughts?
too bad your opinion about birb doesnt matter 
kinda a long explanation
hmm
i like it
Explosions are wack
by Post-ML you have the DCU which helps mining out large areas but i see where you're coming from
@topaz pagoda please follow the do's and dont's for suggestions next time, requesting to revert to bumble's old sprite is not allowed
Some reference to old Birb would be nice tbh
I like the idea of a controlled explosion. Like you place certain blocks and connect them. Once they are connected, everything inside the block ring gets mined up based on max pickaxe power in inventory. Seems too complex to suggest though.
plus we dont make content solely from adhering to people's opinions
why is suggestions a thing if above is stated
constantly proclaiming your hate for the new sprite does not in any way put you in a good light nor does it persuade us to listen to more
key word 'solely'
^
btw, how long does it take for a 120 star sugg to get reviewed by the mods?
eventuallyâ˘ď¸
once sent, 48 hours
ava; got any thoughts on my sugg?
we do take community suggestions, just not when they stem from unreasonable requests or silly reasons
i think adding a bigger dynamite is a little bit unnecessary
it would fit better if you made a tool that did the same thing
the devs have things to focus on, and if you want something in the mod you should have a good reason they'd use their time on said thing instead of other planned content
would feel more unique and not just another "bomb but bigger"
well that kinda
maybe give explosives a higher use time?
goes into mortar rounds
mortar rounds are basically the destruction version of the clentaminator
lower use time makes it faster
Howabout Old Birb pet instead
true, but those are post-ML
you might as well be asking for an astrageldon pet
That seems like a nostalgia based question
^
Not really a valid reason to add new content
so maybe for something like this instead of adding something new we could just give explosives a lower usetime
and maybe auto-use
if they don't have that
requesting old content to be put back in any way when it was removed for specific reason, especially when it comes to sprites or entities is a no-no
^
just amazing
whenever something is straight up axed from the mod, there's usually a good reason for it
that was before we banned it iirc
yeah
astrageldon slime got shot because bad
yuh donated for it very quickly
and we cant exactly reject a request after we already accepted it
Add more early to midgame tools based on the idea of large-scale excavation.
â Especially on higher difficulties, it is impossible to deny that building large-scale arenas isn't just a luxury, it's a necessity. However, it is painful to do in certain places compared to others; specifically, the Dungeon, the Underworld, and the Underground Jungle. It's well-known that for bosses such as Polterghast, the bigger the arena, the better the fight will go, and for Providence, an arena running the span of the underworld is virtually necessary to survive. Therefore, it only makes sense to add building tools that would make it considerably less painful and slow to create the arenas for these higher-tier bosses on higher difficulties.
Think that's any better?
can't you just use DCU for polter
that too
key words; early to mid-game
we're talking about calamity not luiafk
but i know everyone doesn't use luiafk
byeah
you say "early to mid-game" and then go on to talk about provi and polter
so it would be nice to see something like this
yeah, lemme edit it some more
btw, maybe there should be a way to place background walls quicker?
you don't really need any big areas in early game
i still have ptsd after i've spent 5 days making a dungeon arena for CV and polter
wall of flesh is why I made the sugg tbh
5 days
because making the arena for him is murder on death mode
peace candles zen pots
i never make an arena for wof
the other buffs
I think that another way to look at it from the perspective of Luiafk is that QoL already exists in the form of separate mods. Not really a top priority for calamity.
just water walking potion and pray for no geysers
it's not about fighting monsters
'no geysers'; yeah those things pop up every two seconds
it's about using 8 stacks of walls per one 10-block high line
Iâd at least mine out obsidian structures.
Add more early to midgame tools based on the idea of large-scale excavation.
â Especially on higher difficulties, it is impossible to deny that building large-scale arenas isn't just a luxury, it's a necessity. However, it is painful to do in certain places compared to others; specifically, the Dungeon, the Underworld, and the Underground Jungle. The biggest offender, especially on Death Mode, is the Wall of Flesh; you're going to be at the very least clearing out a large area in the underworld, even if you're not building an arena for him. Between obsidian and hellstone buildings, and mountains of ash, if you do not do this, it is very difficult to navigate Hell quickly enough to not get hit by the WoF. As a result, it's by far the most painful arena to make, because you're also making it before you get access to Hardmode resources. Therefore, tools like this would really help.
Final revision. Think it's good enough to post?
I've made a world with proper end game arenas xP Just need to touch things up and I can have it be a world download
yeah, i think it's good
It also functions as a old ones Army farm, and an invasion farm.
wrong chat talli?
you don't really need any big areas in early game
is this the point where I remind you of the absolute slog that is making a WoF arena on every playthrough
or setting up that 5-mile-wide Plantera arena the game demands you to have and then use almost none of until PBG
or re-making that Underworld arena but bigger and more usable later on for Providence and Signus
or literally obliterating the Brimstone Crag to make an arena for the Brimbo that lives there
or any of the other various meme-tier arena requirements that Calamity bosses tend to have
plantera and Wof are early game yep
WoF is the last pre-Hardmode boss and is a necessary fight at that
by calamity standards; yes, WoF is early-game
not early enough 
I think mid to late game demolitionist could do something.
maybe you could craft some stuff with the explosive powder he sells?
i mean explosives
cuz you can already make bullets and such
if you walk one direction you beat it
or maybe reduce mortar round damage, but make it available earlier
it's a simple boss
it is, but that doesn't mean making it so you can walk in one direction is easy
now that i think about it, the demolitionist does say something along the lines of "God Slayer Dynamite. Now wouldn't that be cool?"
you don't realize how much of a godsend Cheat Sheet's paint tool is until you realize the amount of arenabuilding you have to do for Rev+ WoF in any other scenario
yeah

or dungeon arena walls
i never bother manually making an arena for Waffle, i just CS paint tool until i have a gude arena
okay but like by the time you fight Ceaseless and Polter you have Unsafe Dungeon Walls and DCU + Blossom Pick + tons of block placement stuff
by WoF, you have nothing to put up with lava and constant enemy spawns...except for a Gelpick and some explosives
yeah, and it still takes like 4 hours if you want to make a decent arena
WoF be like
sure, you can just make an obsidian brick bridge
but that still makes it a very...awkward fight because of how WoF's vertical movement works
? not sure i get it
if you want something even remotely consistent, which you very much do for Rev+, you have to take the time to clear out enormous chungus amounts of space
and set up the rows of Ash Blocks accordingly
i always do a bridge, even on death and it works wonders
only clearing out like 20 blocks up
so tl;dr WoF's vertical position depends on where Ash Blocks can be located in the immediate vertical space
Mm, there is no difference if you use ash blocks or anything else
Mining potion and archaic powder do exist, but enemy spawn rate is awful.
just do a second bridge using ash like 30 blocks above 
The only matter is if you use 1 block thick floor or 2+
anywho, point is, you have to spend a ton of extra time setting that up if you want the fight to be consistent
Well, dirt and ash have the respective flowers growing on them. So building a bridge out of that makes those grow excessively
and even with just an obsidian brick/platform bridge...you still have the horrendously high spawn rates in Hell
those spawn rates alone make things infinitely worse than they need to be
bonus points: WoF is a required boss
so you have to go through this absolute slog every playthrough
no ifs, ands, or butts
I don't think the spawnrates are the main source of the problem, but more the amount of time you need to clear out the terrain which allows the enemies to spawn in
If there was a more efficient way to create a suitable WoF arena I feel like this wouldn't be as much of an issue
dunno about buts but your butt is indeed there
but yeah, I agree with the overall point
honestly a lot of this just boils down to WoF as a boss not really being designed well at a fundamental level, but that's a topic for another time and place
Maybe add an accessory that lowers spawn rate in the underworld for post Skeletron, when you would naturally do that kind of fight. Mining equipment is available as a vanilla armor, vanilla potion, and calamity accessory. You canât use those, though, because enemies spawn like crazy (and the mining armor is rare) and you have to equip yourself to deal with those
Calming potion accessory, indeed
please yes
Preparations for WoF could be at least a bit faster than they are, in the means of terraforming
or that, yeah
would also give a chance to make more of a use for Demonic Bone Ash
couple that with like Calming Potions and Bones, and you have an accessory that makes setting up for WoF not quite as inherently horrible
play summoner and then spawnrate doesn't exist
tbh the thing about calamity is that it really heavily emphasizes mobility/being a glass cannon
except mobility requires large areas to move around in
well yes but imagine summoner when you can play the class that steals everything from everyone else and looks cool enough doing it to where people don't care
that's also a thing for vanilla, not only calamity
Purgatory buff: not quite in hell. Lowers spawn rates drastically in underworld. Requires demonic ash and bones. Probably not gonna suggest this myself.
having decent amounts of mobility options, a good arena and etc. makes fights way easier than they seem to be at first
Vanilla also allowed you to take a tankier approach, and while that kind of exists in Calamity it is very heavily discouraged due to everything's high damage, invuln frame changes, and rev I think has a pretty prevalent defense reducing debuff. Not too sure on all the effects of Horror.
i thought i clicked on the enter the gungeon server and thought dodge roll was now taking suggestions for the game and got confused until i remembered what server i was in
Def reduced by 15, movement stats reduced by 15%, dark vision. @sleek wadi
ultimus cleaver shouldn't be true melee imo, and also roxcalibur shoots so like no
and ultimus being true melee is stupid yea
id rather none
Make rox's right click true melee tho
by your logic everything should be try melee
That argument to my logic would work, if the roxcalibur didn't work exactly like the ultimus cleaver
if it shoots, not true melee. ultimus being true melee is stupid and should be removed
even if the donor agrees the devs can still deny it
m
If it shoots, kill it not true melee
Pew pew pew isn't exactly melee
If you want to pewpewpew
Ranger is a option
sounds painful
and liked bandit is the rogue npc, adding her without the rogue class would be kinda useless
Codewise you can say that hooks are also projectiles
Codewise you can say that pets are also projectiles
Codewise you can say that minions are also projectiles
Wtf
Codewise you can say that sentries are also projectiles
Minions and sentries are piercing projectiles
I mean, they all are
(also yoyos aren't true melee because they are literally ranged projectiles)
A string is a visual regardless
And come on, you can't say that you're melee while defeating enemy afar
You need to do close combat
Yoyos true melee are yoyos without string
...?

But actually, yoyos with 0 distance of string should be true melee?
You would hit the enemy before the yoyo does...
Most yoyo fits inside the player sprite
That small is the hitbox?
i just don't get why they aren't, sure u might argue "u're beating them with range"
but look at flays
flails*
flails are true melee, so why aren't yoyos
How far can yoyo reach while how far can flail reach?
cause thrown flails are harder to use than yoyos, whip flails are actually connected to you and both feel like they'd actually be affected by how strong the player character is
also iirc flails will become true meleen't eventually
Yoyos can reach up to 45 blocks rn when flails are mostly limited at 30
(and flails will get yeeted soon too yes)
but all yoyos that can reach 45 blocks aren't true melee
cause they unleash projectiles
i'm talking 'bout yoyos like hel-fire
you saw what i said, right
ohhh
ÂŻ_(ă)_/ÂŻ
rip true melee run for good then
imagine trying to beat moonlord with true melee weapons when there's no flail to use
what weapon
lemme find the video
Sixth video of my brand new True Melee playthrough boss fights, in one of biggest (in my opinion the biggest) Terraria content mods for today, Calamity.
This episode will highlight late hardmode bosses: Duke Fishron, Ravager, Lunatic Cultist, Moon Lord, and also one(two) pos...
but all yoyos that can reach 45 blocks aren't true melee cause they unleash projectiles
Oracle
Its a dev item, its designed how they want it to be @charred gyro
isn't Shadow no longer on the dev team
idk shouldnt it just be the best armor
or is he just hibernating in the form of another dev and i'm a fool
I'm just gonna delete the MDGA message because it isnt necessary
all they need to do is add the double revive
Demonshade is broken as summoner
oh yea
And the active ability is also dope
Demonshade is supposed to the be the glass cannon armor while Auric Tesla is your survivability booster.
Just equip tesla when u're about to die
thats such a hassle though
i just thought for an endgame armor set you shouldnt have to compromise
Auric is busted tbh
auric's prob getting a nerf i think
This sugg falls on a don't so like h
Auric Tesla gets pushed back to whoever the final boss is IIRC, do not quote me on that.
So when Draedon gets added it'll be pushed back to him
isn't draedon going to be before yharon?
from pins in cal mod talk
@charred gyro yeah that's the whole point of it
it's supposed to be a glass cannon alternative to the survivability of auric tesla
Sandstone we are talking about that smh

If any part of Auric Tesla is getting the nerf hammer, it'll probably be Draconic Elixir considering how damn good it makes those revives
Sometimes it kinda doubles dmg too so.
iirc Auric shit will be post-Yharhar and Exo shit will be post-Draedon
and Shadowspec shit will be gated behind whatever boss is latest in progression when new bosses decide to exist
imo the recent streams and videos video barely fits, but still, fits just enough
Use calming potions and peace candles defrosted?
Battle potion+Zerg potion+30x spawn rate from cheat sheet+Water candle
The greatest solution to obtaining rare items
Uh just wall off your arena from jungle so enemies there dont get to you?
(with a chaos candle, during a death mode blood moon)
Oh yes
Honestly, just summon the boss already so you get boss zen, then deal with the rest of the enemies
I dont get the recent streams part
because the times that ham got his streams there they were calamity
and pixls stream was as well
oh nevermind, I misread what rasp said
@north ocean Why is this suggestion better than just fixing the problem using blocks to wall off jungle/using calming pots and peace candles whenever you're getting ready to fight?
also that sugg is 3 sentences long and contains 4 "damn"s
also i laffed very much at the recent video so basically its fine keep it
@crude geode walling off the jungle still doesnt fix the problem during other times when it isnt in the jungle and theres projectiles that go through walls if i box myself in
dodge the projectiles ez
Like
wall of flesh fire imps
zen potion + tranquility candle completly stops enemy spawns iirc
and also the demons and lava slimes and bats that are out to get me as soon as i open up the box
we're not talking about boxing yourself in
i wrote it just in case you mention it or someone else does
We're talking about walling off the jungle using blocks so tortoises can't land on you, and we're talking about peace/calming buffs to help stop enemy spawns if you're trying to fight a boss.
If you're getting high enough spawns to where demons, bats, and lava slimes are swarming you, that's your own fault, not calamity.
This would be where I make a smart-ass remark about "I was inconvenienced plz fix" suggestions
But I'm trying to work on not doing that
kk
i never run into that problem bc i just stick the nurse in a nearby house
alternatively if your arena's far away (like brimstone crags), make a teleporter to there and use the summon immediatly when you teleport
combining that with the mod setting that decreases spawn rates when a town npc is nearby would give you p much the same effect right

@trim echo Xeroc is a planned boss
These no point for ur suggestion
Sure it might not be billions
That suggestion is a don't, no suggestions that take extreme effort.
i want more power
But xeroc is practically nigh omnipotent and very hard,also no boss requests iirc
post-SCal content is the last thing Calamity needs right now
What is that suggestion
Exactly ^^
âI want more powerâ is barely substance for a serious suggestion
You will get more power once xeroc and noxus come out,until then you have to be patient
Will I be able to go super saiyan
anywho yeah @trim echo your sugg breaks like 5 rules and fails to realize why no new bosses aside from Old Duke have come up in a while
yharim will come way before xeroc
if you want more power then code it yourself
Well,he is gonna be very powerful ain't he? And he is post scal
Calam doesnât really seem the mid for integer limits anyway
@ashen warren
Bruh
that works
That and he asked for a "nigh omnipotent" boss fight
Which Xeroc is arguably nigh omni
Not really a good comparison
Not to mention the sugg breaks the no suggestion document
Bruh, I have Xeroc's armor, he won't stand a chance
........oh lord
Ok
ok.
ok.
ok
... I don't think you get how this works
but that doesn't excuse the fact that your sugg is pretty stank

Itâs bad
Pre-hardmode, you get Yharim's stimulants. Does that make you as strong as Yharim even though you don't even have to have killed slime king by that point?
I'm just staring at this sugg with an eternal look of "I want to nuke this thing but I have insufficient power to do so"
Same logic
oh god I thought you said starring
heavens no
Why we need more power, to nuke that suggestion 
have some faith in me
The fact that 3 people have starred it is concerning

2*
I mean, one is the default star from SuggBot
Even still
the bot doesn't count yeah
so it's just 2 peeps starring
One of the people who starred has a questionable name 
they do
the fact that neither of the other two were the original poster is what concerns me
What even? I guess that sugg has been made by a Xtreme gamr... Also we are getting bosses and content already
check #calamity-mod-talk
Pins
Breaks like 2 suggestion rules too lmao
this sugg breaks quite a few more iirc
This suggestion needs to be thrown into ceaseless void's open maw
what is this shit
Itâs extreme gamr shit

legend has it if you break all of the suggestion rules with one suggestion you free the suggestion god from its slumber
Working on it
<><><>
@queen delta since terry is ded
are we about to get SDOMG 2
Space type story? Do they want space to be expanded?? Its already a pretty small biome
they want xtreme gamr content
That's a suggestion don't
xtreme gamrs in chat đ
do you guys reckon I can get banned for my sugg
no
Doubt
i mean
not really
^
if you're trying, bans are basically free lmao
Alternatively, just ask for a ban and we'll give it to ya

you don't get banned for a suggestion unless you're being immensely dumb
But yeah read the suggestion don'ts doc next time when you suggest something
The achilles heel to most *discord users is the fact that they never check the pins
they don't have to be calamity discord users
it's just that people here happen to never read the fucking pins
can i get one (1) person to ping me
okay i def shouldnt miss future pings thanks
gameing
gamer moment
cold post of a suggestion here
Reduce the Speed of Deathmode Astrum Deusâ main worm, but grant some ability to the other worms (Left up to the Devs).
Reasoning: Currently, Astrum Deus in Deathmode requires some way to increase fall speed in order to avoid getting pelted with lasers while moving down. However, since this is pre-ml and before Normality Relocator, the playerâs best option is to bring a Slimy Saddle to use when falling, which is very unintuitive. Reducing the speed of Astrum Deus would help make this more intuitive and better known to the player.
While Astrum Deusâ main worm is a big challenge and a hurdle, the other worms in Astrum Deusâ fight donât really pose much of a threat outside the occasional, easily dodged charge at you and the mines they spit out. They donât even really feel like a part of the fight, so giving them some type of ability would help alleviate this problem.
Thoughts?
huh
could be useful but i feel like deus is a balanced fight at my opinion
just extra hard
beside most of the time it is the lasers that come from deus's body that hurt you not his body
idk really
I'm hit mostly by the lasers he shoots directly at me while trying to ram me, and or the lasers he shot on the descent when trying to fly up to avoid him immediately ramming me
I love that notebook idea
i wonder how many times "Add a mod for that only contains calamity's QoL changes" has been suggested
2
really? pretty sure it's been far more than 2
auric ranger weps need a nerf, does anyone agree?
and yes the add a mod for the QoL changes has suggested at least 5 times
it definitely feels like more than 2
maybe different wording
idk auric ranger weps feel fine to me
photo is strong but not overpowered
i think there's been a handful of those requests but more specific
auric ranger weps need a nerf, does anyone agree?
@grim tusk
Nerf or adjust Auric tier weapons
Ok so theres rnGale which has low damage but can spike up to 350k thanks to the tornados: https://cdn.discordapp.com/attachments/512925739486674954/697522511801352222/Terraria__May_the_blocks_be_with_you_2020-04-08_14-02-18_Trim_Trim_Trim.mp4 here you can see that it has lower than average dps but when the tornados hit...
Then there is Photoviscerator, a flamethrower weapon that can reach up to 310k on Scal, compared to other classes weapons such as Celestus which can reach 200k-250k, Summoner that can reach 250k with Godly Soul artifact, Cosmic immaterializer and mechworm if mechworm feels like it, and Mage that reaches 200k with sub vortex (but feels fair since sub vortex is homing). So slightly reducing its damage could be fine for consistency
And then its the most overbuffed rocket launcher: Magnomaly cannon
This bad boy is more OP than the pre-nerf Gale, all of this is because the rocket's auras stack, making the auras not stack, limiting them or reducing their damage could work. See this to have an idea of how busted it is https://youtu.be/eNqFpi-JTNE
And mage also got a new OP toy: Haedoplagic Echo
Take a look: https://youtu.be/hMAzwGI_9xE (Not my vid, but from someone else of the nohit community) the reason this weapon is so busted are its special characteristic of ignoring I-frames and spawning more projectiles on enemy hits
Gale is still viable?
the concept of so many things reaching 200k+ terrifies me because the nohit DPS guideline for SCal is 170k
the dps guideline does not matter as much, but the going under minimum length will almost guarantee a DQ nohit
i assume it's against a dummy?
no its on Scal herself
best numbers are testing against scal herself
I sent vids for the weps, except photo
oh you did not see the magnomaly vid
that thing can reach more than twice photo's dps in certain situations
okay, but it's overbuffed
photo never got any buffs or nerfs afaik and it's always been top tier
oh and I did not mention that mage is busted too (Haedoplagic echo)
https://youtu.be/hMAzwGI_9xE, not my vid but from someone else in the nohit community
i seem to remember trying both gale and photo on scal
i had a much easier time with gale
but things might have changed since then
Is there more concrete proof for Haedopelagic Echo then that one video?
Sorry for being skeptical, but the 364 hp and the lack of a shown setup makes me question it a bit
As well as the halo around the playerâs head being weird to me
that is new wep, saro's possesion
but the reason hadopelagic is so op is that it ignores i-frames
[[hadopelagic echo]]
This was done with nohit gear, so Iâd advise doing it with normal gear first
^^^^
The only video that shows the gear setup is Magnomaly Cannon, which shows Eldritch Soul Artifact and Reaper Tooth Necklace
Here, did not kill her but here you can see that I changed gear to a regular one
wtf is that damage
You also have four of the drunk princess' drinks on, without any alcohol poisoning
and I forgot healing potions :lul:
that's almost summoner level
try drat out
Fab's vodka doesnt count as drunk princess drink for some reason
Unless one of those status effects is alcohol poisoning and the wiki is lying to me
I'm actually not sure how alcohol poisoning works
Fab's vodka doesnt count as drunk princess drink for some reason
@grim tusk
wiki says 3 or more, if it hasnt been lowered they are fine
time to read the source code ig
besides those are mild drunk princess drinks anyways
it should say more than three if that was the case
not like everclear or anything
and I didnt use rampart of deities armor pierce
nvm she does
it's more than three, fixing the wiki now
alright ty, was very confused there
also auric tier is intentionally strong, nohit guidelines should probably be updated since all auric tier weapons were recently rebalanced
a year ago those guidelines would fit
not now though
they are a lot stronger now
@thin talon you need a reason
I mean you're still using RTN + both effigies so I wouldn't say that dps is too suprising
that dps isnt suprising at this point
oracle can get similar results
its the standard now tbh
uh we need numbers and reason for that @thin talon
and thats with good aim too
but at least you can see that it has about as twice dps than sub vortex
Subsuming Vortex is also meant to deal with crowds of enemies, not really single target bosses
well yea
That's because Subsuming Vortex is homing and Hadopelagic Echo you have to use well
Of course Subsuming Vortex does worse for dps
sub does kinda need a buff
its pretty underwhelming compared to almost every other auric weapon
does anyone even use sub vortex?
Yes, for homing
SSV has homing, therefore less initial damage
buff to legendary weapons to scale damage with progress again because they are really fun to use but u dont get to use them for long before they are to weak
u're only ever using exo weapons for scal tho
not allowed to be suggested @thin talon
even with homing, scal's big so hitting her isn't hard
read the pins please
that's how legendary weapons used to be and yeah, pins
"Please don't suggest removed content to be reintroduced"
so like, atleast give sub vortex a slight buff
they were changed for a reason
I deleted the suggestion. Next time, come back with numbers and proof that legendary weapons need a buff, but they should not be made too powerful for its tier or scales with progression
what's the point in removing content though
sub needs a small buff ye and drat needs to be messed with again
sorry, not talking about this legendary discussion
was referring to most recent sugg
If they don't contribute anything but redundancy or bloat, then they should be removed, yeah
the point in removing content is cleaning up unnecesary shit
it honestly feels more like a consistency thing too
it's damage just feels low for when u get it
since before, the doubles were because rogue didnt have much
rogue didn't have much but now it's an interesting and defined class
but now it ends up being awkward since if you're crafting quickly you end up crafting the wrong variant of a weapon
Briny Baron is really good for singletarget
let it CONSUME the melee variants so that they can become good
i agree that some of the melee versions of rogue weapons are unnecessary, like kelvin catalyst
It's good against cultist and ML
you say consistency yet celestus is rogue only
KC has an excuse of being a patron item tho
The melee/rogue variant thing is just a remnant of back when rogue weps were throwing
it just a half done thing that isnt needed
but some things like fallen paladin's hammer should remain melee and rogue imo
melee already has weapons similar to fallen paladin's that are pure melee iirc
gotta agree tho i feel like there shouldn't be rogue/melee variant weapons
because stealth strikes are what make these weapons able to stand out, not "haha throwing melee weapon go brrr"
then keep it melee and not rogue
if the problem is that a material starts off as melee
fair enough
the only thing that needs balancing still is the stealth mechanic if u ask me
Yeah, if its predecessor is melee, keep the melee variant only, and if it was rogue, make it rogue only, etc
seems like the best solution
yeah i kinda worded that part badly
basically just get rid of the redundant variants of these weapons
they're two separate classes, they don't need to mingle like this any more
the mingling does also seem to lead people into the assumption that they should be more interchangable too














