#suggestions-discussion
1 messages · Page 852 of 1
As such, there is a large amount of luck involved in the fight, because you are often put in situations where dodging is simply unfeasible
A solution to this would be to make the cannon/laser and prime have a delay between their shots, as in unable to shoot at the same time, and shoot following a precise pattern (for example head laser-hand cannon-head cannon-hand laser)
As well as to make the Prime Cannon, the Prime Laser and the Prime Head unable to deal contact damage during the first phase
Yeah that'd be a good idea
When you have multiple separate AIs going on at the same time, you want them to be synced up with each other
If you give them all free reign, it's just unfair
Indeed, and that's what happens with ol' Prime
With those changes theoretically applied, you'd get a boss that is still mobile, tanky and frantic, but not plain unfair anymore as there'd be a clearer pattern and not too many damaging entities at the same time
So, with that in mind, i'll make a suggestion tomorrow explaining those issues, as well as those possible solutions
Surely there's bound to be more suggestions about Prime even if this one falls flat, considering how widely disliked it is
By the way, how do you make bold text with discord? 
** on both sides
* for italicized iirc
np
@paper hinge #changelogs moment
7 - Made Tier 1 and 2 Acid Rain less grindy. - Done ✅

Does anyone else think there should be hardmode ore helmets for rouge and summoner?
eh, i guess
I figured it must have.
the issue mentioned above also applies to regular skeletron, to a lesser degree
his hands will often lag behind then rush in
at an unreasonable speed, especially considering phm mobility
I've done a draft for the suggestion. Mind you, it's quite lengthy, but i'd like some opinions on it
I can copy-paste it here, right? 
Yeah
I'll prune it a bit
yeah
i dont think suggs are even allowed to be separated into multiple posts in the sugg channel
Gotta make your arguments more concise
and/or get rid of some stuff you don't think is major
they can
oh interesting
does anyone know what bumblebirb has been renamed to?
The poll is still active
ah
seperate suggs can be fixed by just removing the emotes
Yeah
on the first one*
The bot even has a function to remove the reactions automatically if they're posted within like a minute of each other
(but again, don't get used to that, cuz that won't apply when we get the new system going)
Nice, Tylrod
That's an improvement over the last time you tried suggesting that

(who suggested a DoG buff?)
because compared to yharon and scal he is suprisingly easy and just simple
yes, but he is literally the third to last boss
and you'd expect it to be more difficult
Depends on who you ask
If I can say one thing about the difficulty of DoG's fight
it is inconsistent
Not as in it relies too much on RNG or whatever, I'm talkin more about how certain players can have a cakewalk and certain players can get fucked
but generally when you look at DoG compared to yharon or scal he looks pretty simple to understand, with like only 2 phases and lasers
Well Yharon does have a lot more attacks than DoG
im not sure if "it's glass" is substantial enough
not all glass makes a shattering sound
huh
@bronze mauve
?
what sound are you talking about in particular though?
Glass blocks I assume
the sound the toxic flask makes when u break it i think
i cant think of any more examples
glass breaking sound?
but its reused a lot
Doesn't it already make that sound
maybe add that to your sugg then
Yeah, also when you right-click bottles iirc
and give the current sound too
Almost done pruning 
The thing is I coulda sworn glass blocks already make that sound?
feel free to test it yourself then
it makes the same sound as dirt block breaking
What kinda glass you making
dirt glas bro,,,,,,,,,
Tryin to think about what Terraria YouTube videos would contain glass breaking
i thought glass already had a sound as well
godd just test it yourself i dont have recording software
uh ok
could try terraria window tutorials
glass does make a sound
a glasslike sound
at least, glass walls do
it's hard to find videos of people actually breaking glass blocks
I'm not sure if mining glass blocks makes the glassy sound
But I'm sure that it does when actually broken
oh the game crashed
lol
Epic?
video will be a couple more seconds then
gotta love the channel descending into whether glass makes glass sound
ill try to dig up a recording software
I mean yeah it doesn't make the sound when you hit the block
but
it does make it when you break the block
so this sounds
kinda
unnecessary?
wait what the fuck
for me it only plays normal break sound
lemme see if its my drill
Alright, i've finally pruned it enough
Improve rev+ Skeleton Prime's fight to make it fairer
It is known that Prime is a tricky boss fight
for its tier; however much of this difficulty is brought
by certain issues. Here are some examples, along with
suggestions for solving said issues.
First, Prime's limbs suffer from a rubberbanding issue, as in
they might lag behind when the head moves around, only to catch up later
by moving at very high speed. This often leads to cheap hits due to
having almost no time to react to the retracting limb.
It could be solved by forcing the limbs to stay at a maximum distance from
the head and/or making them return more slowly, without shooting
from offscreen as well.
Second, the laser and cannon can shoot from point blank. This is an issue
because of their ''spread'' attacks, often done at the same time,
which make dodging unreliable, even when not considering the
other three parts. Thus it would be better if
The Cannon and the Laser were to have a min distance from the player
(8-10 blocks' width?) before shooting, giving the player
a chance to react.
Third, this fight is too chaotic for its tier.
In your average fight you have several threats: five boss entities which
mostly act on their own accord, two (or three) of which can simultaneously
shoot spreads of projectiles while they all flail around.
This is too much to handle; all this chaos gives the fight an
element of luck, which is unacceptable. To solve this,
one could reduce the amount of hitboxes flailing around by
removing contact damage from the laser,cannon and head
(1st phase only for the head)
The fight would still be challenging, posing threats to players at any
distance, but now reasonably so.
Last, the boss has a habit of coming at you in an
unpredictable way when spawned, which often results in cheap shots
right away. This could be solved by making it unable to damage
or be damaged for a few seconds after spawning.
Oh
Boy, this is thicc
What's with all the line breaks
It's a draft, i'll fix it later
ok
i mostly agree with the first and last points
the second part is kind of invalidated by the fact that you shouldn't stand near something you know shoots projectiles at you
though it is an issue due to the first point
Ah, seems like you changed the reasoning for the third one
That's much simpler than reworking the AIs to sync with each other, but I don't think it'd solve as much at that. They'd still all be acting independently
@snow hull custom double jumps are a pain in the ass to code
the skeleprime fight is kinda based around eliminating the most threatening arms to simplify the fight
that's why statigel and sulphurous armor both use vanilla double jumps
Aren't mechs getting changed next patch anyways
just destroyer iirc
If I can say one thing about the difficulty of DoG's fight
it is inconsistentNot as in it relies too much on RNG or whatever, I'm talkin more about how certain players can have a cakewalk and certain players can get fucked
It is up to expert, at least. In rev+, destroying the limbs is necessary to progress the fight
Well if you take something like Sisters of Battle or Brothers Oro & Mato, from Hollow Knight
Their AIs are all synced up with each other. You can never get unfairly dicked over because each of their AIs acknowledges the other and acts accordingly
i was more referring to the order in which you destroy the limbs
this is something I've noticed quite a bit, primarily when comparing people who've already fought him (even just once!) to those who are fighting him for the first time
Laser walls usually aren't people's issue
It's the behavior of DoG himself
bein too fast or whatever I guess?
DoG is a fuck the first time around because of how heavily he's balanced and rebalanced around veteran players
but the thing is, he's also so inherently simple that a veteran player can usually adapt to it after just a few fights
I adapt by using rod unless it's an easy dodge
his behavior is incredibly simple to read yet he's also obscenely fast even with Calamity's greatly empowered mobility tools at that stage

i mostly get hit by laser walls when i think the laser that's inside my platform won't hit me then it does
The head gains the cannon and laser's attacks when destroyed, and those are definitely the most dangerous two
I believe we discussed this a day or two ago
the main thing is that DoG is...well
he's very aggressive, yes
though i do agree that the laser and cannon probably shouldn't have hitboxes
So their threats are never eliminated, the only thing that gets removed are the hitboxes from the arms themselves
but he lost a lot of potential difficulty and existing difficulty when he lost the ability to consistently head into his blue sky subphase
Vice
yeah
(in later stages of each phase, blue sky subphase practically ceases existence for constant aggression, which makes DoG extremely easy to read once you're used to purple subphase)
So, how should i change the suggestion according to you?
I think DoG's core design philosophy, being an endurance fight, is not something that fits that late into the game.
Aside from laser walls, dog is mostly about controlling his movement
(SCal is way more of an endurance fight than DoG)
idk i've stated my opinion on your second point, which you're free to do with as you wish
my personal feelings on it...well, I already stated them before
Well yes, i can see where you're coming from
the big thing bears repeating, though: constant aggression does not a good boss make
In fact, you're quite right in saying that it'd become somewhat moot once the first and third issues get fixed
DoG's entire behavior pattern revolves around constant aggression after the first 25% or so of each phase
So i'll remove the second point.
I still think scal should charge you during her bullet hells
would definitely make the sugg less of an eyefull as well
I'll also add a footnote on how the rubberbanding also affects ol' bony skeletron's arms
How so?
That could be a neat Death Mode change, Hail
your sugg is quite bulky, so removing the second point would help condense it
(Thats also because of the line break issue)
Yes, will do that
that as well
It just feels weird to me that she kinda sits there for a lot of it
Also will fix the line breaks
Why does the waterbolt do less damage then the flare bolt?
That being said, when is the server most active? I'll post it at that time.
Water Bolt can hit a mighty 10 times in total, don't forget
whatever time it was 3 or 4 hours ago in my experience
and ricochet a notable 5 times off of tiles (4 bounces + final hit to break)
Uhh I guess mid-afternoon EST?
Most people here are in the Americas I think
just take your current time and subtract 3 or 4 hours lol
(10:37PM here right now)
Est gang it is then
(also do you mean 4AM?)
Yeh
that's what my sleep schedule looks like tbh
Bruh, quarantine fucks up sleep schedules even harder
quarantine moment
Yeah I can't say I didn't go to sleep at 7AM a few days ago

sad but true
how can i sleep when there are so many wombat videos in my feed
anyways didnt mean to get off topic lol
I'll fix the line breaks, post in once again here to see how it copes with discord and go to sleep
Alright, let's see how this computes
Improve rev+ Skeleton Prime's fight to make it fairer
It is known that Prime is a tricky boss fight for its tier; however much
of this difficulty is brought by certain issues. Here are some examples
along with suggestions for solving said issues.
First, Prime's limbs suffer from a rubberbanding issue, as in they can
lag behind when the head moves around, only to catch up later by moving
at a very high speed. This often leads to cheap hits due to having almost
no time to react to the retracting limb. It could be solved by forcing the
limbs to stay at a maximum distance from the head and/or making them return
more slowly, without shooting from offscreen as well.
Second, this fight is too chaotic for its tier. In your average fight you
have several threats: five boss entities which mostly act on their own,
two (or three) of which can simultaneously shoot spreads of projectiles
while they all flail around. This is too much to handle; all this chaos
gives the fight an element of luck, which is unacceptable. To solve this,
one could reduce the amount of hitboxes flailing around by removing contact
damage from the laser,cannon and head (1st phase only for the head).
The fight would still be challenging, posing threats to players at any
distance, but now reasonably so.
Third and last, the boss has a habit of coming at you in an unpredictable
way when spawned, which often results in cheap shots right off the bat.
This could be solved by making it unable to damage or be damaged for a few
seconds after spawning.
On a sidenote, the rubberband-hands issue also happens with regular Skeletron.
Yeah, gonna fix this
...Notepad 
Ah
in Notepad each one would all be one long line
When I do suggs I just put em in a private Discord channel
Alrighty, good idea
I've got a whole Discord server for private testing/notetaking screwery
I use pastebin for basic text editor w/ line wrap
ayy
Apart from that it's all good
ah wait
"laser,cannon and head
(1st phase only for the head). The"
Alright, i've deleted that one. Let's see this one
Improve rev+ Skeleton Prime's fight to make it fairer
It is known that Prime is a tricky boss fight for its tier; however much of this difficulty is brought by certain issues. Here are some examples along with suggestions for solving said issues.
First, Prime's limbs suffer from a rubberbanding issue, as in they can lag behind when the head moves around, only to catch up later by moving at a very high speed. This often leads to cheap hits due to having almost no time to react to the retracting limb. It could be solved by giving the limbs a maximum distance from the head and/or making them return more slowly, without the laser/cannon shooting from offscreen.
Second, this fight is too chaotic for its tier. In your average fight you have several threats: five boss entities which mostly act on their own, two (or three) of which can simultaneously shoot spreads of projectiles while they all flail around. This is too much to handle; all this chaos gives the fight an element of luck, which is unacceptable. To solve this, one could reduce the amount of hitboxes flailing around by removing contact damage from the laser,cannon and head (1st phase only for the head). The fight would still be challenging, posing a threat to players at any distance, but now reasonably so.
Third and last, the boss has a habit of coming at you in an unpredictable manner when spawned, which often results in cheap shots right off the bat. This could be solved by making it unable to damage or be damaged for a few seconds after spawning.
On a sidenote, the rubberband-hands issue also happens with regular Skeletron, leading to a similar issue.
Still got those two line breaks
Uggghhhh i'm too tired for this
lol
There ya go
23, actually
Aight
Thanks for your patience 😄
Well yes
Cannot be said for many others...
Gnight, sleep well 👋
I've got an idea, how about giving the gravity globe the effects of the gravity normalizer pot?
I think it could work because of the fact that it's an item that's supposed to let you have full control over gravity
That would definitely make it more useful
Not sure how much ML's lore item buffs it
Give the Gravity Globe the effects of Gravity Normalizer potions.
I think that this would be a buff that would give the Gravity Globe more of an effective use in battle, and the fact that the Gravity Globe is an item that should give the player full control over gravity itself.
Seems good
Reason's a lil smol but it's all there
You could bring up the lore item but iunno your stance on it, if it'd work towards or against your argument
@ashen warren That's already a thing
I know I realized it literally as I posted it lol
(what prompted the suggestion)
A hetique stream ngl
aight
he got a sandstorm first night and im like HmmMMmmm, thats kinda stupid, and here we are
did some1 ghost ping me
:/
also it turns out the glass sound doesnt play ONLY if you destroy it in one hit
if u mine with copper pick it plays
So perhaps the issue is that onyx drill is ignoring specific block sounds
Oh was he using Onyx drill the whole time?
I remember reading SOMETHING about him using a drill, and a typical drill shouldn't be overriding block sounds
sorry, i didn't look at when the most recent suggestion was sent, I assumed nobody had discussed it.
I did the ghost ping
Sorry if my suggestion has been suggested before.
Add some form of upgraded form of the Staff of Regrowth.
❔ On higher difficulties, potions are not optional; they are essentially required. However, due to the sheer amount of potions you're inevitably going to need, farming potion ingredients/plants quickly becomes a chore. Therefore, adding something to cut down on the grind would be welcome.
(While yes, stuffed fish and blood orbs are a thing, stuffed fish are fish; farming for them essentially turns a waiting game into a grindfest, which is arguably even worse. Blood orbs are sweet, but until you get bloodflare armor, good luck getting them in large enough quantities to make up the difference.)
Thing
Oh? Why not?
Wasn't switching vanilla items to Rogue or whatever an explicit don't?
Also @rapid pivot fish. Get stuffed fish.
Oh sorry.
My bad.
I saw someone of status a while ago talking about that they wanted it that way.
Blood orbs help with potions
But never saw an official suggestion.
While stuffed fish are great, replacing a tedious waiting game with a tedious grinding game (especially without fishing rods that catch more than one fish at a time) really isn't ideal.
And blood orbs certainly do help.. but, you don't exactly get a ton of them until much later on.
Yeah; way later on.
I do wish blood orbs were used to make a sort of "refillable potion" instead of being the potion recipe alternative when blood moons are super RNG in there blood orb payout even with spawnrate boosts.
I've grinded blood moons with chaos pots from Reduced Grinding; you only get so many.
Also again sorry Ben. I saw someone who had a couple of roles before talking about how they thought that the knives and a few other melee weapons should be rouge, but never saw a suggestion for it so figured they must have forgotten or it was already in the pipeline.
Add some form of upgraded form of the Staff of Regrowth.
❔ On higher difficulties, potions are not optional; they are essentially required. However, due to the sheer amount of potions you're inevitably going to need, farming potion ingredients/plants quickly becomes a chore. Therefore, adding something to cut down on the grind would be welcome.
(While yes, stuffed fish and blood orbs are a thing, stuffed fish are fish; farming for them essentially turns a waiting game into a grindfest, which is arguably even worse. Blood orbs are sweet, but until you get bloodflare armor, good luck getting them in large enough quantities to make up the difference.)
Better?
ok
Upgraded staff of regrowth? I wonder how that'll work
ill edit
Also sounds like a bug ngl
tbh by 'upgrade' i was kinda thinking 'drops more herbs if you break them with it'
m
you might wanna clarify that?
When I hear Staff of Regrowth the first thing I think of is grass block placement, funnily enough
but that may be just me
Doesn't the normal staff already basically do that?
Yeah that's what I'm saying
Didn't we have a convo about this one a while back?
Or was that with someone else and just a coincidence
Either way, glad to see something come out of it
I think it might be alchnpc that allows you to quickbuff elixir
Do that
Just curious
How long does it take for suggestions to get sent off after the 120th star?
When someone gets around to it
Must have missed that when I read them.
wait when i try it with alch npc on the draconic elixir won't drink
even with the alch charm
does it drink when it's in the piggy w/ alch charm?
no
it did before though
it doesn't drink out of either
when i tried it with a new character the debuff worked
the new characher only has celestial tracers and auric armour on though
well i tried taking off all my accessories and it still didn't work
might want to continue testing, see if you can find a cause
basically, if a behavior happens without any other mod, that's when you report it as a bug
alright i found a cause
i think
The issue seems to come from the piggybank but I'm pretty sure it didn't work once
What do the checkmarks under the suggestions mean?
Ty
yw
let the brimstone crag lore item give you immunity or highly weaken the debuff "searing lava".
why?: because searing lava blocks the player from getting more important loot that currently exist in the crags, the charred ore for example is at many times berried in lava and can not be gotten by digging around to it, another thing to add is that there are chests in the crags that their houses are berried in the lava lake of the brimstone crag forcing you to forget about these chests at large.
maybe drop the first point of the reasoning, cause it sounds like you don't really go back to the Crags so you don't really need Searing Lava immunity after that
is that better?
ok
you do, charred ore exists
yea but i meant aside from Charred shit
Bold to assume fighting Martian Saucers was ever fun
Also as soon as the four turrets/cannons are dead, the deathray does like 500 damage

I'm actually glad that you can cheese them that way
If the deathray went through blocks, the Martian Saucer would probably be the strongest event miniboss by far
It locks onto your position and then sweeps towards you
i mean shouldnt it be the strongest event miniboss if its the last one
wait pillars
nvm
Pillars aren't a real miniboss anyway
I'm fine with a miniboss being hard, but the constant threat of taking 500 damage from one attack seems a bit unfair to me
That's like Yharon-tier damage
Also you're gonna be fighting the Saucer multiple times
Martian madness design is... madness. As stated in the name
Stuff kills you with overly ease but you can cheese it even harder than everything else
(not that I don't want that fixed, just saying)
Sometimes, the event is even initiated without you wanting to fight it
Now you're stuck with it and get killed by Martian Saucers over and over again
Fun
i mean, half the other invasions are natural too
At least other event enemies don't twohit you 
Except Twohit moons but those don't just happen randomly
Being 3-4 hit by pirates is enough tbh
Pirates 
300 damage with post-ML gear
Now using blocks as a shield against the Saucer's attacks makes it too easy, but if you make them go through blocks it would be way too hard imo
Like you make one mistake and you get chopped in half
I mean you could make certain attacks go through blocks
Like the rockets or the lasers
If you wanna make the deathray go through blocks you gotta heavily nerf the damage it does as it occurs way more frequently and does way more damage than Moon Lord's deathray
Which is a threat later in progression
Also, remember that while fighting the saucer, be it inside or outside of a protective building, you can still be attacked by the other numerous enemies, namely the one that flies through blocks and explodes near you
The fact that you can't just run away from the saucer but it instead locks onto your position like Golem's head makes it a lot harder
Imagine actually having to pay attention
I mean I like the idea of making the Saucer less cheesable, it's just not that easy to do as, if you don't cheese it, it does so much damage
Imagine just bopping Golem and then getting destroyed by some weird spaceship
Perforators already drop a pet though
also you should provide a reason
also wouldn't that count as a SIS
hmh
Meatboy is a ref and sugs that are refs violate the #suggestions-voting ToS
Why wasnt bumblefuck a option on poll
im sorry

lmao
I think yhawrong conveys what we actually feel when fighting him
We feel like that there's something wrong about us because it can't be that he's so fucking hard to beat
I was surprised "Bumblebird" wasn't an option
Should Cloneamitas be renamed too? It's no longer a huge secret that it's not the real deal, and it doesn't seem like it's pretending to be the original, especially with the upcoming humanoid resprite.
wait is that illegal?
bumblefuck
is it?
Judging by the number of people suggesting a Bumblebirb rename, probably not
but the curse word, at least not bumblefuck
@radiant meadow i know that, that wasn't what i meant by early game whatsoever
@honest hill you're not intended to explore the sunken sea pre desert scourge
@radiant meadow
mhm
who wouldn't want to find sunken treasure chests amr
those don't feel unique
you can get them at the oceans, and across the rest of the world
wanted something that you couldn't get elsewhere, like abyss weapons for example
As for the abyss, there is a good amount of different items you can get from abyss chests, and it's not rare that people have to go all the way down to layer 3 to get what they want post-Skeletron
If you fill the layer 3 chests with different items, there might not be enough chests left for the regular abyss items
If you put stronger and better items into layer 3 chests, you also have to lock them behind progression
that's exactly why i said biome chests
The thing is those chests already have their place in the dungeon
having to go down to layer 3 because of your bad luck with abyss chests, or a small world which isn't reccomended, is just generally bad all around
maybe more scoria ore in layer 3
im pretty sure the loot is not garunteed, or is it?
sciria ore in layer 3 would make sense, despite that reducing how much there is overall
would feel much emptier in layer 2 but that isn't as bad as bad luck
biome chests in layer 3 may or may not work out
another thing is all other biome chests include a unique item
cuz dungeon chest weapons have crafting recipes so more than 1 may be useful for some players in multiplayer
I see where your going FloRyan, and I think yes it would be crazy and extremely difficult for the player if the deathray went through blocks (my NPC's don't want to wiped out again). However, maybe there could be an alternative? The saucer could use a hook to grab you if it is in a certain proximity (e.g. fleshy wall). Maybe it could also have a dash attack?
If something reaches 120, Does someone tell a dev?
no
if your sugg reaches 120 stars you wait until it's sent to the dev server and then you hope that it'll be implemented
Please remember that suggestion delivery is not automated. Be patient. We are not robots. Delivery will happen in time.
because it defeats the point of having a rogue weapon if you can do the same exact thing with melee
The sole reason theres two is because of classes
also, variants are apprently very hard to balance due to different damage scaling between the two calsses
the reason why melee/rogue doubles existed in the first place seems to have been because rogue didn’t have many options
but now that rogues been expanded, those double weapons seem redundant
does anyone else agree that adren should charge at same rate always
to me, it doesnt seem like something that should change throughout the game
maybe 30 seconds without taking a hit
tbh when it shortens it sorta fits w the bossfights being more intense
if you can manage to get it, then I think it’s deserved dps
getting adren and mechworm actually attacking then skipping like 3 yharon subphases is kinda ebic
like.. not getting hit during yharon especially is definitely something to be rewarded
angery fluff
dragoon
Now this suggestion should be fine.
Imagine paying $50 for a virtual item
-This post was made by The Poor People Gang
Just infiltrate your way into dev
I'm afraid I can't
time to say it again, change to X doesn’t necessarily mean X’s counterpart should be changed in the same way
hm
Grant fountains the ability to temporarily change the biome.
❔ Fishing is something rather tedious. It's slow, grindy, and you can't do anything else while you're doing it. On top of that, you have to either travel to one of many fishing ponds, or put down enough blocks to change the biome manually in one pond; blocks that aren't safe and will probably infect the biome you put them in. This change would fix those problems, and retain most of the hazards associated with fishing in dangerous areas.
Thoughts?
Biome for the purposes of fishing
Aw rib
Nah, the mob spawns would have to remain; i feel part of the challenge of fishing is that you have to be in a dangerous place to get it.
But like, I mean
That's luiafk tier laziness ngl
Maybe, but it's also fishing; something that's inherently slow and really really boring.
besides; fountains are post-plant.
thats a good reason
3DS 
Ah, my mistake.
Ye
3DS version is
Honestly hilariously different from all the others now
It's like staring into a different era at this point
I mean it's from 2011
I will just say that while quality of life changes like the ones I keep seeing here would be nice to have, for a majority of them, there's probably some or other reason why the devs didn't include them in the first place, and there are many other quality of life mods out there to be used with the big mods like Calamity.
Fargo's mod makes fountains change biomes already.
<- big dumb
Alright, i'll post the suggestion i have drafted yesterday
Give it a look, would y'all? 


@supple lodge use the world gen previewer mod to disable it
ah who am I kidding? it's fucking skoores.,.
I don't feel like Skeletron loot is that important because of how important Skeletron already is
You could consider everything you find in the Dungeon to be "Skeletron loot"
@ashen warren while yes, the fight is chaotic on higher difficulties.. it's kinda trivialized by the circle trick.
The hands also move fast, yeah, but by that point, you have access to the Rod of Discord.
a boss shouldn't require you to use RoD to be dodged effectively
consider: no attack should necessitate RoD
Besides, clothier's wrath is new
Fair enough, but still; circle trick.
I just recently fought Skelly Prime, melee, death mode. Mobility and a decent arena is the key.
The circling doesn't prevent the boss from occasionally doing some cheeky high-speed, highly random attack which is pretty much down to luck to avoid properly.
No, but this is why you use dash accessories like the Counter Scarf/SoC.
Besides, the arms go down relatively fast in my experience.
At that point you're better off using cryogen lore, but it hardly means anything if the boss doesn't give you time to react
prime is a bit over the top yeah
Let me tell you, nohitting it is a straight nightmare many will be happy to tell you about
Mostly due to the issues i presented
i think prime took me just under 200 tries to nohit
(Another DoG sugg to add to the list)
Maybe so, but nohitting is an optional playstyle for people who want to be challenged; i'm not sure that the mod should be designed around it.
Also just curious, what hammer?
The one dropped by polter, forgot the name.
Of course, but a boss should not have unpredictable, chaotic patterns that can often still hit you no matter what.
.. Ghoulish Gouger?
Yeah. (Crap, is it an axe?)
It's a scythe
what's this about using worldgen previewer to disable planetoids?
Ohhhhhh
i feel like prime's main issue is he's kind of been brute forced into being a hard boss by giving him ridiculous acceleration and projectile spam
its also hard to balance 4 hands attacking at once
Give it to Vanilla boss design to be a recipe for disaster 
On the other hand, bosses like the Twins are just fine, it's Prime that is specifically overtuned
that's cause vanilla prime is lol
Vanilla HM bosses are often big
s
I dont know how much vanilla boss tweaking is possible. But they could try making his fight more complicated and less of a spam fiesta
Maybe 2 of his arms can be aggressive at a time, the other 2 gaining heavy DR
And they work together to try and attack you
So maybe prime saw can sweep the screen and prime vice could try to snipe you by quickly jutting out and trying to grab you, for example
Indeed, the hands should be more individually fleshed out, and not attacking all at the same time
Currently the saw and the vice are literally just the other two arms without ranged attacks and more prone to flailing
skeletron has pitiful dexterity tbh
Guess he mostly leveled strength and endurance

i think the slingshot design kinda sucks
i would like if the velocity of his arms were tied to his head
to help reduce the slingshot effect
It's hardly intentional design
@somber imp Is the only reason for that because you want to listen to the music?
(Even though YouTube and Music Boxes both exist?)
but again, its hard to know for someone like me how much vanilla tweaking is possible for a mod
the same issue is present with skeletron, and it's due to the arms drifting around to do other stuff only to realize they're not close to the head and yeet themselves
Calamity devs have made plenty of difficult but fair bosses though, i'm sure figuring out how to fix an overtuned vanilla boss wouldn't be hard
imo his fight is just kinda a letdown in vanilla and while calamity tries to make it harder, the core design of the boss just isnt that great
Couldn't agree more
Unfortunately, 120 votes are needed to forward the suggestion, which i don't see happening
That's always just been how Skeletron Prime has been. You should really just need to anticipate it and position yourself below the boss, in a way where you can dash out of the way of the arms.
Anticipating it isn't a thing when the laser spreads are random, and five separate entities can attack you at once, y'know
I'll still star because the spawn hit is a really good point and goes for literally every boss
Even if it was, this is a boss that is at the same tier as the Twins or the Scourge
Out of the couple hundreds of nohit tries i did, most of them ended when the limbs or the head suddenly decided it'd be awesome to slingshot onto the player
Of course, you could dodge from the left or right while being below it
But oops, the prime cannon was flailing around, and if it didn't hit you in melee then it shot you at point blank
Taken singularly, they wouldn't be that much of an issue
The problem arises when you get four (five, technically) entities attacking you at the same time with no chance to properly escape due to their ridiculous acceleration and rubberbanding
Hell, almost no other fight has that many simultaneous threats
And when there are, they work together in order to avoid being overwhelming
There was a suggestion abput different DOG phases if you scroll up kinda far and i think a good phase woild be him vircling atound you and firing a ton of lasers. So you either get hit by the lasers or fly through his body and get hit by that (normality relocator could be turned off in this part, like in the calamity fight
And how would one reliably counter such an attack, without any random element involved?
hmm
maybe like maso destroyer, the lasers could be firing in a specific pattern
in that fight the lasers always come from a hexagon pattern
Or maybe they could come in a circling motion
Think of Sans' last blaster attack
that's decent
Hardmode upgrade to the Thorns potion that afflicts you with Horny

Meme suggestions? Bruh 
just make sure he dont type it in suggestions]
and we good
but skeletron prime needs to be nerfed
Nerfed might not be the right term though
More like giving it actual patterns that can be reliably avoided without any luck involved
tbh the 4 arms thing should just be in deathmode
Eh, consider that in DM the head shoots lasers and missiles right off the bat
its too hard to balance with 4 arms
So you have three parts that shoot projectiles (and the lasers are random in their spread) and two parts that flail
bruh
All the while the boss loves to rubberband around
And the three parts aforementioned have contact damage as well

It's simply too much stuff happening for an early HM boss
It kinda is already though, if anything there should be more distinct phases
phase 2 projectiles arms can now damage you and become vulnerable
Doesn't sound like a bad idea
phase 3 delete probes and head can now damage you
Head can already damage you though, and if you're referring to the spinning around attack
or make him have reasonable cooldown on probes
It's a bit too unpredictable for it to do contact dmg
yes but the head doesnt do the damage the stupid probes do
Oh boy, the probes 
those things need to be removed from skeletron prime
The only thing those would need is some kind of cooldown imo
cooldown or removed
Right click with your summon weapon. It's a vanilla feature
for specifically the Cysts you can just use the Marked Magnum
it's a slog to kill a Cyst with it but it works
Can you delete the sugg now thanks
Guess mine is gonna get buried right away by this
I found rev and death prime painful but doable
Of course it's doable, this however is a matter of fairness
Maybe it six arms in revengeance
8 in death
Wait, in eternity + rev does he have 16 arms?
or does he have 12?
12
boc but instead of creepers it spawns skeletron arms
prime with more arms would be pretty complicated
this boss would be even more of a mess, given that each arm is independent of each other
in other words: look at expert mode plantera with her tentacles and you've got the issue
apologies if I sound aggresive in any way
someone should make that a mod
brain of cthulhu 2: electric boogaloo
skeletron edition
brain of cthulhu 3 : mecanical madness
skeletron prime, except his arms also have 4 arms each
The reason Ranger doesn't have any Pre Hm accs is mostly because it's already a really good class at that point without any
Pre Hm Ranger is fun
Star Cannon 
i mean
i dont see that as a good reason for them not to get some accessories
at the very least they should get something in early hardmode
instead of nothing until sniper scope
im asking for the class to be better fleshed out
it has a lot of cool weapons, but its lacking in terms of accessories
i mean Magic Quiver or whatever the shit it's called exists, Ranger does have a few accessories pre-Sniper Scope
the balance of the class has nothing to do with that really
also first accessories are magic quiver and ranger emblem
it also does kinda have something to do with balance
and i mean
A LOT to do
since class accessories are meant to make your weapons better
unless they'd be purely cosmetical, which they wouldn't be, that'd be unnecessary buffing
balance can be readjusted
and i think people are a little overdramatic when they say ranger is op
most of its truly stupid weapons have been nerfed
I mean, the only two actually nerfed ranger weps were naenalus and phantasm
Everything else just jumped on bandwagon of mildly op and comfortable stuff
tbh, ranger not having as many specific accessories isn't necessarily a bad thing
it means they can use more accessories that benefit classes equally, like the Bundle of Balloons, or the Counter Scarf
ya, but then what?
we have 3 movement accessories and what will be the other 2
life jelly? giant shell?
Shark tooth necklace 
4th movement accessory in prehm is nothing to joke about either
tbh up to this day I feel like merely killing ammo dmg will bring this class to mostly balanced state, aside from certain outliers
wings are a no no with BOB
Well, let's see: first three are bob, boots and SoC, then 4th is frog leg or green balloon
SoC? you mean counter scarf?
or magic carpet or even smelly wings. All the creativity
Perhaps. I prefer soc more personally
what is SoC again?
shield of cthulu
Slime of Cthulhu
but smelly wings be like: i'm gonna end this man's whole movement speed
maybe we call shield of cthulhu ShoC?
why?
soul of cryogen exist
What is confused with soc, again? Shield of Cthulhu is original one, after all
cryo lore?
soul of cryogen
soul of cryo
Ya ThAt SeEmS aBoUt RiGhT
or cryo soul
soul of crying
cuz it's useless
It's a powerhouse that also happens to be mediocre wings. You ain't prove to me they are useless
so would you give up your wings for a damage boost?
Sometimes yes
There are fights where top-notch wings aren't a requirement
Sure convenient if for free but not as relevant as more dmg
Have done it before and will continue doing
Maybe, ig
How vague
@crisp mesa please add a reason to your suggestion
I have an idea on what it might be but it isn't so obvious to others
ok there we go
yeah didnt know that yet but fixed it as soon as possible
@visual zealot pretty sure that got fixed
what
i added the reason
Dan, you mention yoyos?
Reread your whole sugg please
i like yoyos
potions are not yoyos
wait
@wooden wedge ima check the mods browser and update if it’s there but
Bruh
i mean, it is used for deific amulet and the abyssal diving gear
my brain just deathed wait
RIP
LOL
bruh
Here is an image
@visual zealot I meant next update
Also why is it 10 mb
which is tomorrow
aight cool thanks Dan
"potions that increase potion length"
Ah ok
Might as well cancel that suggestion, Crusade 
what does the grey ! mean
check the pins
Did it
oh ok
(It won't be useful info for much longer but better to know it now than to not know it)
"Potion of E x t e n d"
can't you just get the jellyfish necklace from statues?
ye
You can
but finding the statues is not guaranteed
Still, you can very easily farm jellyfishes in the ocean with a defiled rune
You get a crapton of 'em this way right quick

and zerg potions exist along with the chaos candle
rune is rev only
Well you better do that pre-Plant or post-Levi or else you're drowning in "???"s
and yes that
Ah, right
is white string not good enough?
Nyeh, i dunno about you but i find myself swarmed by jellyfishes everytime i exist in the ocean 
Making potions with white strings would be a real pain though
Unless those were somehow stackable
10 rainbow strings, 50 blood orbs
:br:
why would something you drink elongate your yoyo's string
Why would something you drink create a literal ring of fire?
Or make you magically not consume the bullet you just shot? 
Yeah, it's best not to question terraria logic too much
magic ✨

potion that increases yo-yo range

I have. very mixed feelings regarding this
on one hand, it'd be extremely useful for earlier-game throws since range is kinda pitiful until you start getting into HM throws
on the other hand...it'd become useless later in the game because yo-yos start reaching as far as your screen can go
Skeleton Merchant yoyos viable when
never
we don't talk about the Skelemerch throws
or Chik for that matter
especially Chik.
Chik just.
is.
it tries so hard to be relevant being a relatively decent pick
until you realized both hel-fire and amarok just edge it out in stats
I mean, to its credit
it is a nice pick if you really don't feel comfortable farming the Underworld or Snow biomes with pre-HM throws
counterweights are a joke
see, the depressing thing about Chik is
it needs Yo-Yo Glove+ to be good
except because of Format:C and Gradient, you get the thing that makes Chik viable...at precisely the point you no longer need Chik
isn't Chik better than format c and gradient?
uh
or am I just dumb
I could've sworn Format:C and Gradient are better
lemme check
if Chik is better I'm gonna fuckin' laugh
... /proceeds to burst into hysterical laughter
I retract my previous statement
Chik is actually better than Format:C and Gradient 
which really makes no sense because all you need to do is find some Crystal Shards and Souls of Light for Chik while Format:C and Gradient require finding a Skeleton Merchant
but w/e
ah really?
ya,
aright
don't give a buff to tutorial bosses
if u want to
DS is apparently supposed to be an easy boss
well it's too easy in my opinion
but you can get infinite money and kill it without armor
yes
I have brought this up multiple times in the past
i feel like DS was the OG farming boss
hm
...except by the time you've killed KS you're already almost overprepared for DS and can very reasonably take on the Underground Desert at least to a point.
bonus points: Stormlion Mandibles are now a 100% drop rate before DS is dead.

xD Ya ThAt SeEmS aBoUt RiGhT
yet Desert Scourge is easier than King Slime
so there is no reason to not fight it first
Desert Scourge gets ran over by grenades, King Slime gets ran over by the complex task of walking in one direction
and then you free amidias and get to buy his summon
DS get destroyed by a platform
But the worst part it that it is guaranteed hitless everytime
So you can just turn on Armageddon mode
desert scourge gives so much payoff for farming cause of the fishing drops
and infinte money
It also lets you skip game progression much easier
since you can go straight to fishing in Sulpheric Sea
or regular ocean and get reaver shark and skip early and mid pre-hm
have you ever spared a thought for defiled players
We don't balance around defiled though?
nah it is an intended difficulty
No it isn't
it is
bruh
its just that too few people play it
so people easily forget about it
defiled is a mistake
it's not an intended difficulty mode to play normally with
???
we aren't balancing around defiled, the end 
exactly
because defiled isn't really a regular mode
i feel like with it not boosting rivs or legendaries it has no reason to exist other than for the pleasure of masochistic defiled nohitters
it boosts a ton of other drop rates though
the pleasure is more important
Honestly it kinda feels like a reject rn (not as much as iron heart tho)
well calamity adds a lot of crafting recipes for stuff like ankh shield components
;
and you have buffed water candle and battle potion
and zerg after a certain point
Lots of weird specific stuff in it, and so many exceptions with a weird way of boosting droprates
What if we had an option to completely remove the pillar event but make cultist extremely strong?
Lunar Fragments/Meld Bars: "Are we a joke to you?"
He could drop those stuff
or actually not drop that stuff for balancing purposes and just deconstruct luminite bars into them
Eh
I wouldn't say it deserves that
Also that'd make that portion of the game even more of a boss rush than it already is
Just from Plant to Prov you have
Boss (Plant), boss (Areus), new biome (Temple), boss (Golem), new enemy wave (Plague), boss (PBG), boss (Duke), event (Martians), boss (Ravager), boss (Cultist), event (Pillars) and boss (Dues) simultaneously, boss (ML), new enemy wave (Profaned enemies), boss (Guardians), boss (Prov)
And that's probably not even all of it
I think we need all the gaps between bosses we can get
You're forgetting OOA
post ML is completely boss rush aside from getting endo/nightmare fuel and darksun
plus 2 minute mining expeditions for uelibloom and auric
Well don't forget Acid Rain T3
Also Abyss
that too
pillar event is meme but completely removing it isn't the way to go about it
it just needs to be made not retarded
pillars can't be made too long because the enemies are annoying but not too short because then it's just breezing past
if you die, all pillar shields resume full strength
That could kinda be interesting, if the enemy req was heavily decreased
You gotta get a good kill streak, instead of constantly throwing yourself into the fray and getting a few kills before dying and throwing yourself in again
though that would make the stardust and vortex pillars even easier than solar and nebula
decrease it to 200
because those pillar's enemies are already pretty nonthreatening
you also forgot Siren and Levi on the list Squid
where solar kills you in in 3 hits
make star cells and alien hornets phase through tiles
and nebula has the anoying af nebula floaters that prevent you of moving a lot, but then there are evolution beasts and predictors which hit like a truck if you are not careful
What if the count went up continually over time
So the longer you left them the more enemies you have to kill
You could argue that that punishes killing Dues on-tier
But at the same time it gives you access to his drops
So I think it's an ok risk/reward scenario
idk if punishing the player for how they choose to progress is the best idea
Star cells yes easiest enemy on Stardust pillar (and didnt they already pass through walls sometimes?), hornets, dude wtf make other enemies of the vortex pillar more of a threat, hornets already are the most threatning enemy there
The job is more tedious
But you have more powerful gear to do it with
that punishes people who want to take their time
which I don't think is a good idea
people already don't like crimson and corruption spreading too far when they take their time
Fair
@raven shell can you provide any sort of statistics that lend themselves to an argument on why mage should be buffed
do boss kill times with a glass build and then an average build
one with defensive accs and such
which weps are you using specifically? lemme take a look









