#suggestions-discussion
1 messages · Page 856 of 1
but even if that wasn't the case, i'd say yharon's still a harder fight than scal
main issue being that scal is less overwhelming than yharon is in almost every way
EXACTLY YHARON IS HARDER
Thats why i think revives need to die
To make scal harder
what if scal just disabled some revives during the fight then
that'd be a cool addition
Good idea
instead of just outright killing all revives
Actually good idea
Give Endothermic Energy and Nightmare Fuel a chance to drop from their respective events other minibosses after the Devourer of Gods has been defeated:
A Similar mechanic happens in the Solar Eclipse after Yharon has been defeated where Solar Eclipse enemies drop Darksun Fragments after Yharon Phase 1 and a Mothron have been defeated, and adding an effect to the Frost and Pumpkin Moons where any miniboss would drop these fragments (Even in a lower quantity) would be a nice QoL change to reduce the grinding required to get Nightmare Fuel and Endothermic Energy
Thoughts on this suggestion?
kran: it's not needed
except for like once in multi
pumpkins and frost queens drop so much endothermic energy and nightmare fuel
and since they're insanely common during the events
it's practically unneccesary to pray for other mobs to drop it
muh, at least you can get endothermic energy and nightmare full in really vast quantities in a single night if your good enough
it seemed like they nerfed the spent fuel container
alright
also like if you two, thuns and pancake, want to you can just take what I said and make it a sugg
i'm bad with words
besides, gotta eat soon
lmao no point in suggesting if it doesnt get stars
you haven't sugged anything yet
Im not a fan of not being able to make weapon suggestions for two reasons:
I don’t think mage weapons are diverse enough, a lot of the weapons are just “shoot projectile xd”
Which is fine I guess but I want weapons specifically suited for different specific scenarios
Another thing I think melee gets a bit too much love in this mod specifically in hardmode and post moonlord
but I mean if you really try your best and make the sugg really good it might get 120 stars
just give it a try
and see how it goes
I’ll make a new material (life alloy, core of clam, essence cores and singularities specifically) and they all make a lot of melee weapons disproportionate too mage and other weapons
Especially the core of calamity
you can actually make a weapon suggestion
it just can't be too specific, as in recipes, names, functions, etc.
Maybe specific but its besides the point
Oh what about a suggestion based around making more weapons that include specific items in the recipe?
we need a magic sword
Spider armor should definitely be mentioned in that last sug
making new weapons with specific materials?
@dry grotto Nobody would use armageddon untill way after they can go into corruption and make one in a demon altar
i know the mod isn't and won't be balanced around DAD playthroughs, but having armageddon from the start would more easily facilitate that
plus using arma for free money against KS and DS
I like the old sprite for the Elysian wings looks better than the new one
which one
The one from like 2017
this one?
Yes

🤣
those just look like budget solar wings
that's a don't iirc
well suggesting to reuse the old one is a don't ye
Ok
Bruh
that sprite is eyeburn
The new elysian wings are at least ok
Granted I do think they need a redo but like

eh, i dislike current elysian more than the old ones
Tastes 
but yeah, tastes
@covert siren they wouldn't have to make one if it was in the bag tho

also, like i said in the suggestion, why's every other craftable demon altar difficulty-increase in the bag
spoiler?
@peak oyster no chain sugging
@peak oyster please do not make any posts in #suggestions-voting if you're chain suggesting or simply agreeing with a previous suggestion
thats what this channel is for
@peak oyster you can't just second a suggestion
I think I should just not use that channel anymore :/
i will be promptly deleting your suggestion
mfw "fix minion AI" is a sugg
I'll go home
with very few specifics on what the fuck has to be fixed
Remember to read the pins and that Suggs need to stand on their own
like
They are either overly aggressive or cant navigate the terrain.
that's cool!
what the fuck does that actually indicate needs to be changed
it's entirely too vague to stand without examples and suggestions on how to fix things
I know it'll probably be a little while until Calamity makes the jump to 1.4 but isn't that update already improving the AI?
yeah
that's not how summon AI works
summon AI is individually written for each minion type with Cal (probably) to ensure that each one can be edited easily
the minions attack the spot
Shit small brain moment
@vague karma you can already click an enemy with a summon wep to make summons target it
right-clicking an enemy with a summon wep targets them yes
yeh im pretty sure a lot of minion AI in calamity is based off of an AI set made from scratch
(granted half the Calamity summon roster early-game can't respect or acknowledge targeting in my experience but w/e)
might be wrong on that tho
||Ava do i have to take your status seriously or am i being a dumbass?||
anyway i still am out of the loop on a lot of the new things ever since sunken sea so i cant approve suggestions rn 
wym by that
yea im already regretting my horrible choices
also, pinging and DMing is smth im wayyy too scared to do so lol
am i the only one who finds eleum about 100 times more annoying to farm than cinder
there's only a couple enemys that drop essence of eleum and even with that it's still a chance of having them drop it
it's like essence of cinder except with cinder there's not a lot of other enemies that spawn in the sky
hmm, i have an idea for a suggestion 
so add the core of calamity to the life alloy recipe then?
I feel like Life Alloys' recipe are pretty fine as of current
the bigger issue here is that Life Alloy is on the same tier as Scoria Bars and is used for a grand total of nothing particularly relevant on-tier
I kinda get it that it's a mix of all of the bars, but for the sake of both Core of Calamity and this item being unique materials I feel they shouldn't be incorporated into each other
Would also make some recipes messy tbh
Also yeah Thomas, pretty much
Adding yoyo bag too the elemental gauntlet is frequently suggested but what about a higher tier yoyo bag for post ml/late hardmode? Or two yoyobags for both stages
Or a third one for endgame
can we not request to add old content back into the game
@pulsar notch
@pulsar notch please revise your suggestion or delete it, otherwise i will delete it myself
Alright
@ashen warren why would you delete yours?
Don't delete it
I just said what I was thinking about the idea, others may find it actually good for the mod
I have no idea how to hit return and make a paragraph on Desktop so i deleted my suggestion and ill just post it when im done typing it in another program. My suggestion was going to be "Give Amidias more purpose during Hardmode/Post ML instead of him selling only boss summons and early game weapons. "
shift + return
OH... thank you!
np
Obviously it probably shouldn't be called Bumblebirb but I don't hate the idea of weaker variants of the boss appearing in the jungle around that point in the game
that has the same effect as making draconic swarmers randomly spawn
I forgot. How many stars for a suggestion to be approved?
Add Sniper Scope to the Elemental Quiver recipe.
Reason: Currently, the Elemental Quiver uses only the Daedalus Emblem and the Magic Quiver. Because of this, EleQuiver inherits the bonus bow damage and arrow speed.
This seems unfair. The ultimate ranger accessory favors bows over other types of weapons. (yes, I know it's a quiver. honestly I believe that should be changed too). Adding the Sniper Scope would help smoothe this out, potentially also giving guns additional bullet speed or decreased spread. Furthermore, that'd also expand the EleQuiver crafting tree, which as of this moment is very lacking.
thoughts?
isn't sniper scope in daedalus's emblem tho
your suggestion needs 120 stars to be sent to the dev server
doesn't mean it's been approved
it's been approved if there's a 👍 under it
btw, when are annual sent-suggs reviews?
i've sent a sugg about infinite gel and rockets and it got sent, and I belive it hadn't been reviewed yet
also i see no objections or constructive criticism, sugg sent to #suggestions-voting
sniper scope isn't used in daedalus anymore
but
it is used in halley's inferno
also piggy cage is done so y'all can shut up now

time to suggest Flak Crab cage
👍
bru
wouldn't we have to add bags for like

let's be real, Calamity critter cages were the only sugg to ever be valid and now they've happened
every miniboss then
...I think this is the single strangest sugg I've ever seen
why Biome Mimics
why a Treasure Bag
why not just make items have separate chances to drop rather than being picked one at a time (which you can very well do)
(in fact I might do that myself at some point)
why not do...basically anything else
there's no reason for an entity that is by no means a boss to have a Treasure Bag
make life alloy more challenging to obtain
Okay, but why?
What reason is there to make them more difficult to obtain?
Adult Eidolon Wyrm doesn’t even have a treasure bag so ye, why Biome Mimics?
minibosses dont have bags, so why should a regular enemy have them
No miniboss has a treasure bag
like, they're just rare enemies
I’m p sure Biome Mimics are mini-bosses, since their stats are close enough to the Ice Golem and Sand Babe
they dont have a boss healthbar which legally defines them as not a miniboss
It’s just that Minibosses are exclusively for events in Vanilla terraria
and they make the health thing pop up
life alloy already uses cores of calamity as well in most of its recipes
oh they do?
theres no real need to double the requirement lol
spew your thoughts onto the screen
I feel something needs to be.. tweaked about Death Mode Astrum Deus.
like, speed-wise
faster, slower?
better / worse acceleration?
gooderer or not gooderer turning speed?
here's the thing; on the one hand, he's so blindingly fast that unless you use asphalt and all the movement accessories in the world, you will die in three nanoseconds
but if you do use asphalt and just walk backwards with all those accessories, he will tip like a cow
ah, more consistent speed
no, not quite; speed remains the same
however; the problem is that it's way too hard to reach the speed you need to hit to fight it
but when you do reach that speed, he immediately dies
...hm
which i don't think is a good way to handle a death mode fight
maybe his speed is reduced, but if you go over a certain speed he speeds up more
like, yharon has certain mechanics like ethat
either way; I think the fight needs a dramatic rework
like, has anyone here fought death deus?
i feel like it's one of those things where you need to experience it to immediately get it
it's not that it's too hard, nor too easy, it's just.. weird and frustrating
If you’re gonna suggest a Deus rework, point out the flaws you see and leave it at that
A'ight.
Rework the Astrum Deus fight on higher difficulties.
❔ Astrum Deus is a very.. polarizing fight on death mode, and that is mostly owing to its speed. On the one hand, yes, death mode fights are supposed to be hard; and Deus is hard, because it's so absurdly fast that without proper prep, it is impossible to go faster than it, and unlike Yharon, it's not something you can really dodge by being agile because it wasn't designed with the idea that you could never go faster than it. However, all that changes if you actually do go through the trouble of getting all the accessories you need to be faster than it, and if you make an asphalt skybridge. If you do that, suddenly, Deus ceases to be hard in any way and tips like a cow, even on death mode. This doesn't really seem like what a fight on death mode should be; it's either impossible, or so mind-numbingly easy it shouldn't be mentioned. I'm not sure how the devs would fix it, but I still think it needs a solution.
TLDR; Astrum Deus needs to be reworked because a death mode fight shouldn't be either nigh impossible or a cakewalk by virtue of you building a really really long platform.
Thoughts?
Formats good, reasoning looks good though I can’t confirm it’s true since I’ve never fought Deathmode Deus
Yeah, I’d say post it
Just fought Deus as melee on death.
Impossible until you grab all the world's mobility accessories and run on asphalt, and start moving backwards; in which case you will never die.
I can see how thats true
Deus is definitely a fight that's either very hard or extremely easy because you're literally just hitting him from out of his threat range
maybe tone down the speed and make him fire projectiles
deus needs a full on rework honestly
i feel at least, that he's kind of non-functional as a boss
and when i say that, i mean he's clunky
like... really clunky
the worm spam makes lag a big problem even on high end computers
and on top of that, it isn't really that interesting to dodge deus
tbh my biggest problem is that fighting him is less a measure of skill, and more a measure of how many speed buffs you have
absolutely
a lot of bosses suffer this problem in calamity
theyre movement vibe checks
maybe, but it's certainly the most prominent with deus
it is very prominent with deus, yes
because it's not like with yharon or fishron, where the idea is already that you cannot ever go faster than them
(we dont have to talk about the other bosses)
deus is, first and foremost, really fast if you let him burrow in the ground
and or be offscreen
so flying up is like the best way to dodge his worms
the main worm has stupid motion tracking which makes it really easy for you to be zero to deathed
the main worm needs way better ai
because right now it literally just follows you
i mean, AS did that too for a while
but now he has a circle movement ability, and his turning radius makes him take a while to get back on track with you
deus is far more mobile
and monolithic, it seems
far less dynamic
so, my wishlist for a better deus would be a more interesting main worm, less smol worm spam, less projectile spam, and drones made into a more interesting part of the fight
pretty much
honestly i should just make docs for every cal boss lmao
plus there's the combination of two other little factors
- it's constantly chasing you, therefore you're screwed if you run out of places to run to
2.it leaves behind oodles of mines to screw you over if you cover the same area twice
on the one hand, this is a royal pain to deal with if you're actually doing the fight without cheesing it
on the other, if you do cheese it, it's a total non-issue
In fact the worm just following you makes things easier to cheese
At least. I’d think
Because he just lines himself up for super potent piercing weapons
Would be nice if they had coordinated attacks tbh
Instead of just trying to go directly towards you
I feel like the concept of multiple worm enemies at once is being gravely underused atm
Like, the little worms doing formations or something?
Yes
maybe a more interesting version of meatshielding than, y'know
'lol invincible sometimes'
The little worms connecting head to tail into a ball and spinning at you 
My experience probably doesn't count too much as I'm still a noob to this mod (Going through my first expert mode run rn aaa), but this fight did look like one of the most exciting ones pre-moon lord and ended up being pure cheese or die
horrid
maybe the main worm could use the other worms as missiles
al; the death mode + rev adjustments to the fight basically are 'it goes faster and hits harder'
Astreum Deus could be made very interesting and one of the best fights in the mod if the AI got reworked properly, imo
I'm not sure if it's intended, but I basically teleported back home to an arena I had there every time I summoned Deus just to align and separate the little worms from the big ones
They're very easy to cheese yes
Indeed
mostly because the mod is so fkn big in scope that its hard to focus on the bosses that need it
yeah, there's a lot of untapped potential with Cal bosses
On the other hand, even without being an AI coder, making "organized" worm movement seems hard
its hard to focus on the bosses that need it
Like, worms by themselves are kind of individual
It'd be worth the pain
Flying enemies, for example, seem far easier to make group patterns for
like, yall know thorium? it isn't even really adding brand new bosses or progression paths anymore, its just improving on the older parts of the mod and making them new
I jest, of course, but there's something to be said about an overfocus on certain entities within Cal development process
Worms are either dig n ram or wait for some condition to ram you
You could easily change the worm AI itself, they can still keep the following entities
Making organized worm patterns seems like it would make the fight more fun though, if that could ever happen
I know fab likes worm enemies alot but I didn't see him use them for much yet (DoG is the closest one right now)
But looking for the right patterns for it would be the real challenge
Deus is very cool, to be fair
But, once you're past the wow factor, you realize he's kinda lame
Is it just for Skeletron or other bosses too?
@bronze mauve that's on boss checklist's end
This is probably an issue with some bosses
different bosses have different despawn ranges, yes
wait
the message
but the despawning
Astrum Deus for sure doesn't despawn no matter how far you travel
🤔
Queen Bee doesn't either iirc
he was almost dead too
yeah i don't understand the despawn thing
can we not use "gay" to describe something that's lame
i swore we fixed it in the previous update
skeletron short despawn range is vanilla iirc
hello
about that deus thing earlier
permission to post a short doc i made about it? or nah?
Imagine pre-HM teleporting
yeah amirite
lol!!!!!!!!!!!!!
idk i feel like you should get the impression that hes just going to despawn sometimes
is it consistent?
alrighty
fair enough i suppose
it does seem like more of an oversight thing ig
but idk if you already approached bugs channel before this
Eh it's not really a bug
I imagine Skeletron just has a relatively short despawn distance cuz they weren't expecting you to teleport off-screen during the fight
ye its not really a bug
I guess, yeah
but oversights go to bugs too, i thought
But I mean... Doesn't Queen Bee literally charge through the map to get to you if you teleport away?
ye
some bosses like Destroyer don't have any despawn distance
will follow you to the ends of the earth

Then try not teleporting during the last phase 🤔
I mean teleporters aren't available pre HM
its bed stuff
so maybe there's a bug or an oversight with them
Magic Mirror + setting bed
its not a teleporter
Budget pre-hardmode teleport system
lol yeah
oh I thought it was
i was about to get pranked by his head spin so i teleported
hey rove
did you see my msg about the doc i created
if i shan't post here that is okay
I didn't
What's the doc of
just a lil thing abt the previous deus discussion
Oh yeah that thing, what does the doc have in it? 👀
its just a rough sketch thing, and if its better for another time that's cool
its like an outline for a potential rework
but rover is the Final Desider
tm
hey Rover, sorry if you've already answered this multiple times but has it been decided for sure that your suggestion rework will happen?
Yeah it will happen and it's currently in the works
It's more bot-heavy so Amber's working on that
also note, im not posting it in sugg
And uhhh ehhh
You can post it in this channel but depending on its specificity it may not be worth discussing too heavily
lmao
ye its fine, i was just wondering if if anyone had anything else to say bout it
for those who dont want to read, basically its just kind of make deus more like mantis lords
but ye, i most likely wouldnt post this in any sort of sugg because 1. docs and 2. perhaps too specific
but the concept sounds nice to me
suggesting specifics when it comes to large things is 
ye
You might be able to summarize this in a way that is suggestible
oh yeah
and of course you need to provide reasons for why you think the fight should operate in this way
i mean sure, its certainly rephrasable
and yeah, ofc reasonings
but i can collect those in this doc too
something like: Make deus worms more in-sync with the main worm, and give the main worm more interesting movement
stuff like that
Having the small worms spawn in batches throughout the fight is also a part of it
but that has been suggested before (and approved)
ye
hence why i most likely wouldnt include that
i dont want to make the suggestion too big
oc not
Otherwise people won't read it
b'yeah, keep it short and sweet about the movement changes and I'd say it's a good idea
this is more a collection of ideas than anything else
like... maybe i could include the doc as a supplement to the main suggestion
but that's not required or anything
i wouldnt make a boss suggestion like that
you mean with the phase outlines?
even if they're just ideas for a rework, it doesnt really solve things because it can bring up its own issues
yeah
yeah, i agree
theres far more to it than just asking it be changed to this or that
its better to outline the issues you think the current mechanics have and then bring forth possible generalized solutions to them
instead of promoting a new idea outright
ye, that's what i haven't formatted yet
for me its easier to make bigger ideas like that and reverse-engineer from there into something that the devs can digest without it being just dumb
byeah, the doc wouldn't be the suggestion's content, really
the actual sugg would be more generalized
big ideas are really easily misinterpreted
and thats why the more specific a sugg gets, the less likely that the devs will want to implement it, or even do it right if they wanted to implement it
you need to find happy mediums here to make it the most productive
@bronze mauve maybe dont cheese?

I just dont feel like most bosses should despawn because of distancing
It's a weird detail, but it's also just as weird for someone like Skeletron to just leave because you went too far away
Especially when he doesn't even have a specific biome he demands you be in
that's what you get for teleport cheese lol
Either that or hydra thing
On what
Devourer of gods i get up to 400k, on yahron phase one 250-300k dps
While my meele friend struggles to get 50k and my range friend gets roughly 150K
You dont have gear from other mods?
@lost agate Nope, just a mod which offers combined potions from vanilla and calamity, lite alchemist npcmod
Well holy shit
In the public update?
So did they change i frames and not check if it became op?
Also Spikecrag staff dropped from Ravager is way to strong for it being obtained so early
yeah
Vroh
isn’t staff of the mechworm literally the biggest meme in existence against yharon in a bad way
Not mechworm, the hydra thing
(you should edit your sugg to be more clear btw naixor)
Actually if its already done, maybe dont bother
how in the world is endo hydra good lul it feels like a worse sirius
They changed it this update
endo hydra and gamma heart work the same way right?
Fixed i frames, weapon had its power increased tenfold
Basicallly like 10 other weapons had this same thing happen so idk how that went unnoticed
Well i out damage ranged and meele classes as a summonor with no effort
Belladonna Spirit Staff is also way to strong , one of the first summonor weapons
Tbh I think they deserve to be too good
At least for a while
They've had basically nothing all this time
Weren't even taken too seriously until this latest update
I say let them have their moment being busted for a couple updates
i was not cheesing skeletron i just like being alive
I fixed i frames and nerfed the damage by like 70% ish
it's just still too strong for some reason
😳
blood stone doesn't have wings yet (n o t l i k e y o u n e e d i t)
mm tracers
Even tho I'm not entirely against it, I can certainly say people would not like that
Not being able to RoD during laser walls
It's not like RoD trivializes laser walls entirely. It still has a 10 second cooldown
I don't see this to be really necessary
Yeah, but it makes it way easier than it should be to avoid and considering it would only happen in death mode where it’s supposed to be hard I think it makes sense
but prep is supposed to make things easy, otherwise we gotta nerf potions too. and the RoD is pretty fine as it is right now
RoD makes basically every attack easier to dodge, there is a reason this thing has been the target for so many nerfs.
but you can only use it once every 10 seconds
...And also really hard to nerf while minimizing backlash because of how easy it makes dodging.
cant disagree with that
@obtuse stirrup
If it were up to me RoD would have never been usable during bossfights from the start, but I don't work at re-logic and making such a change in my own mod, if I had one, would be incredibly controversial.
but crabbar dev thingy
The only person who can decide if crabbar gets a dev item is crabbar
You're not allowed to suggest dev items for other people
Also a don't
@elfin shadow Can you add a reason to your suggestion please
Tbh some bosses being able to inflict Chaos State would be a neat mechanic
Boss rush config of permanent chaos state when
CrabBar isn't even a dev

And permanent chaos state can be easily replicated by not using the associated items
that's not a great argument imo, the accessory curse can be replicated by just not using the last 2 slots by that measure
the boss rush curses are huge memes
the dash curse can be replicated by disabling dash accessory visibility
What's the point of him being there if he's invisible 
@tidal wadi Rogue damage is lower on melee/rogue variant weapons because rogue equipment grants greater bonuses than melee equipment in those areas
Each class's DPS with those weapons is about the same
Ahh, never played rogue before, thanks for clearing that up
yw
if you haven't played... nvm
I plan on playing Rogue in my revengeance playthrough
isn't grand dad a dedicated item
@pearl haven Specific item suggestion and meme suggestion
and this seems specific
(no it's just an RIV)
and no reason
This suggestion is very very not allowed
@pearl haven reason when
(sorry iunno why I thought it referenced THE LORDE, I guess I got it confused with Grand Dad)
Mfw grandad already has a 7 on it
I dont mean the weapon stats
no amount of reason can save this sugg
but yeah Grand Dad is already a meme reference to Grand Dad and features a "7" in the tooltip
weapon stats isn't the only thing barring an SIS
yeah, ik
There's no need for this and also it breaks the SIS rule, very easily
also the sprite
dafaq is SIS
it has a 7 on it
IK
specific item sugg
please
I see y'all are professional boomers
I'm 15
nah

not being able to take a joke
Joke suggestions have been disallowed for literally years at this point
really?
Yes
yes
why not 8 Grand Son
still a meme sugg
Dropped By a lunar pillar
stop.
Ever since the initial sugg rework in, what, 2018?
The one that added Stars
9 G R A N D D A U G H T E R
if you don't wanna stop we can just ping a mod
m
and they can force you to stop
I'd prefer if you didn't
just
meme
just take memes to the subreddit
Devourer Of Gods Has Awoken!
@vocal grotto
Yeah the subreddit will accept your memes with open arms
@wooden wedge @hollow shell were slain...
The 'SIS' rule?
specific item suggestion
Ah.
this is, certainly, a bruh moment
Test 1: 2 people pinged mod due to small meme
I give calamity item suggests A big F
(well only one person pinged a mod)
why are you not taking us seriously?
lol
Prolly cuz he’s cringy and self centered af
I concur with Heartbeat
incorrect
This is a bruh moment
yall cant take one small joke
aight we can just drop the convo please
this isn't the place for jokes and memes though
you were already told to stop
Joke suggs are disallowed (and SIS suggs are also disallowed)
so, they gone now
should be the end of the story.
Gentlemen, I give this place a rating of Salt and overreaction
Dom's been pinged 4 times today, 
Please read the rules before you post another suggestion, Haxor.
no.

yes
(and the proper reaction to somebody trying to defend meme suggs which have been banned for two years)
^
Same here
Am I the only one who calls the Brimstone Monsters Death Moons?
no
Arent they craftable already
wh
welp, there go his messages
so gl
I informed Brav of this, so might wanna ping him mayb
wew
you should, because your being alive is at risk
😔

🧂
Damn, mods be slackin
@zenith hazel
Fuck, forgot the ping in here
the guy just got warned by pixl
bruh look in gen talk rover
Alright

Bruh
What did Haxor suggest, exactly?
Meme sugg about unrelated things that you shouldnt worry about
Ah.
If you really want to see you can scroll up though
His sugg got deleted.
Anyone else think that Shadowflame needs something to make it more.. i'unno, distinct?
Like, at this point, it's a relatively uncommon-ish 'lol basically worse cursed flames' thing.
.
holy fuck I just had
an idea
okay it's big brain time
what if Shadowflame mildly obstructed player visibility while active
or made the world a fair bit darker
Yeah, but the Horror already does that.
unless you ultrabuffed the DoT at the same time there's no point
tbh my issue with it is that like
because every other possible effect is done and better by some other debuff
isn't there an argument to be made that spazamatasm is easier on death/rev by virtue of it not having cursed flames
higher DoT compared to CI does mean it's actually deadly to players
smaller hp pool and such
eh, true, and I suppose players have way less DR then
but what about during the boss rush?
DoT debuff damage entirely bypasses defense and DR
opening you up to ret lazers
making you more vulnerable to other attacks
Shadowflame is a hella deadly debuff last I checked
It is when you fight twins for the first time, but on the boss rush?
When DR is much higher?
DoTs bypassing defence and DR are exactly why I think they should play around with making them sources of damage and such
rip my dot rework suggestion
byeah shadowflame is deadly to players
if it blinded enemies that might be neat
Shadowflame DoT is just as powerful as God Slayer Inferno, apparently
make them not see the player so well
(minus the defense reduction)
still; think there's an argument to be made that Twins should have cursed flames in the boss rush rather than shadowflame?
or, hell, maybe both
aggro reduction I 'spose
I think there's an argument to be made that there was no necessity to change the cursed flames attack in the first place
but any suggestions to make bosses different in any fashion generally never happens so whatever
so mostly a mp thing
¯_(ツ)_/¯
it makes summoner have more thematic and actual strength with the curse thing though
Well reduced aggro does have an effect in single player
.. for some enemies
Fighter AI enemies will ignore you if it's low enough
since if you say, have a melee player and a summon player, the shadowflame pulls aggro off the summoner and the melee player will be using things that pull aggro
but tanking is heavily disincentivised anyway so jdhdth
btw @elfin shadow I pinged you earlier, just wanna make sure you saw it
tanking is for people that wanna have fun
and Calamity is strictly a no fun allowed zone

I mean
Make Spasmatizm have Cursed Flames, rather than Shadowflame, attacks during the Boss Rush.
❔ When you fight the Twins the first time, Shadowflame's effects are way more notable than Cursed Flames. However, by the time you're fighting in the boss rush, you have something you didn't have the first time around; DR. As Cursed Flames heavily debuffs DR, this change would open you up to the other twin's attacks, which are going to hit harder than a simple -30/sec debuff.
Tanking is disincentivized cuz it's an inherently less skillful strat than dodging
oh, is that why Rage is useless and solely exists to give a boost to an effective nonexistent subcategory of melee weapons?

Kinda
Cuz like who gets hit enough to max it out without dying
is that why endgame opponents can still 3- or 4-shot you with maximum tank moments
It is possible to build rage without dying as a typical build... AGAINST YHARON 2
is that why Calamity leans so heavily towards a glass cannon lifestyle that it physically hurts to try to balance with anything else in mind
Yes?
...Although if there was somehow a way to make tanking more skillful that'd be great.
🥺
Actually the way invuln frames used to be handled might have allowed for slightly more skillful tanking. Current invuln frames only apply to a specific attack IIRC, but if they were general then intentionally taking weaker hits to survive bigger ones could have been a legitimate thing.
what about something like the brand of the inferno? give melee something else to do than just slashing lol
tbh i don't think this is the place for a rant
it's having an actual strategy when faced with a situation of unavoidable damage
that in fact does not count as dodging
Dodging and being cool is the fun part
idk, planting my ass in the ground and just muscling through shit is pretty fun
You're talking to the dude who always goes straight for the tanking/heavyweight character/strat when possible, I find it a whole lot more appealing that being mr. dodgey flashy ninja man
(pfp checks out)
Although, giving Brand of the Inferno's shield effect to say, an accessory sounds real cool.
The only time tanks don't die is when it's add
(who also has a guide on tanking in calamity)
With some way to make it exclusive to dashes, or at least limit dashes anyway. Can't have players becoming too hard to kill if they had both a shield and dash. Now the timing comes from blocking instead of smashing A/D on reflex.
but shield bash is nice too
m
I was thinking that part of the problem with allowing tanking in some capacity is preventing people from having both tank capabilities and dodge capabilities
because then it gets too easy
Being able to avoid all of the hits you'd normally avoid, except the punishment is less severe
Yeah I was thinking if Brand of the Inferno's shielding became an accessory it'd have to somehow be exclusive with typical dashes.
Is there any reason why the fathom swarmer armor, which is a direct upgrade to spider armor, has 1 less minion slot?
If not then that's definitely a suggestion worth making
I'm pretty sure +52% damage and +2 minion slots is better than +28% damage and +3 slots
^
Fair 'nuff
plus over double defense
I've never played summoner before now and just saw the two on the wiki (almost to that stage in my current run).
Don't forget all the aquatic buffs
👌
Do you guys think that teleporters should work when the temple door is opened? I mean the jungle temple is accessible early hardmode. I think the mechanics in vanilla terraria where teleporters don't work near lizhard blocks is kinda useless in the calamity.
I agree, Sonarchee. atm it's just assigned to Plantera, right?
yes
re: armyidiot’s nerfed teleporters, maybe a 2-3 second period of staying completely still while the magic mirror sound plays before the tele works or would it need to be longer than that? I feel like implementation would be hell to mess with a vanilla block’s mechanics
alright, i didnt know
I feel like we ought to get more creative if we are to do teleporter nerfs
Because yes, we did disable them for endgame bosses in the past and undisabled them to allow greater freedom
And if you wanna compare to the Nurse, she used to be (practically) disabled in Rev too, but now that's been replaced with an extreme price bump
An idea would be to not entirely disable them, but to have them give some kind of debuff if you activate them while moving?
maybe just disable pressure plates so its not an automatic activation
hmm ive been thinking about potion stacking lately
like drinking potions of the same type will just increase the duration instead of reset it
is it a good idea? or is it game breaking?
Will there be exceptions with this? Because such an idea would be broken
i mean if you die it will all be lost anyways
you mean like
chugging two two-minute potions in a row gives you the effect for four minutes
yeah
Duration huh? I thought you're talking about the buff itself Sonar
yeah duration
seems interesting but should maybe have caps for each potion
yeah i guess
just so you cant stack like 20 of the same kind and not worry about it for like 6 hours
granted, still the threat of death, but playing cautiously is enough to save that
yeah but you could stack so that you won't have to worry about drinking a potion midfight in SCal
yea stacking 20 potions would basically just be like rebuffing every time the buff runs out
true
idk it was just that mechanic of potions kinda drew me away from potions a bit, I use them but not really for boss fights cuz i know that I will run out mid fight, but when I use the B key some of the potions still have a long way to run out and some of the potions already ran out.
yeah i guess that is most peoples biggest gripe about potions
differing lengths so when you rebuff a bunch of potions get wasted or you have to wait for the rest to die out to not waste them
also totality breakers is feels weaker than spent fuel container which doesn't make any sense since spent fuel container is used to craft totality breakers
Spent Fuel Container just got massively nerfed this update iirc
really? I updated it and couldn't tell the difference, and it still feels weaker than totality breakers. But that might just be me
hm
the spent fuel container was unbalanced
but good thing it was nerfed
it was dealing a damage per single tick in which terraria has 60 tps (ticks per second)
I mean considering half of the stuff said in cal talk is stuff that #help-advice-read-pins was made for 
so spent fuel has been nerfed down to acceptable levels?
have they fixed entropy's vigil yet?
yes
I think polter needs a massive buff
The boss is nothing more than an arena check imo
And if you have a decent arena, he's a billion times easier than Providence or yharon or old duke
that's what it's meant to be
provi, dog, yharon and scal on-tier should be the hardest bosses in postml
so do every boss that i listed
So what makes polter different if they all have a lot of content behind them?
Polter is optional
But u need to kill dog/yharon/prov to get to scal
Also, like u said, it's an arena build type of boss. Like wof
Atleast he's still somewhat difficult (do agree tho he needs to fire more projectiles imo)
you don't need anything from Prov to fight SCal iirc
yes
yes to what
yes
oh ok
u need to
how else u going to get phase 2 of yharon?
u need uelibloom to craft the ring, for uelibloom u need to kill providence
people always seem to forget that
Providence optional
DSR isn't necessary 
Who?
dark sun ring
Thanks
then yeh i guess that would make prov optional if u don't need the ring for yharon to get to p2
you just need to kill a Mothron in a Solar Eclipse after "defeating" Yharon P1
is there no other way? cause if so, then i'd say plantera is also a must for the min %
🤔
if you need Ecto for Cores you can just fight Ravager but outside of that afaik there's no way to get Ectoplasm
wiki doesn't say anything about Plantera being mandatory for Phantoplasm though
the thing is
u need to kill plantera for the dungeon to change
and maybe it's a mistake with the coding for phantoplasm, but the spirits don't spawn unless it's an empowered dungeon

leaving those 2 super rare enemies to be the only way to get phantoplasm
the phantom spirits
the ones that drop phantoplasm in a normal dungeon setting
and since u can't get phantoplasm, u can't make auric bars
no auric bars, no scal
u can see for yourself if u don't believe me
doesnt polter still spawn the spirits that drop phantoplasm
wiki says they only spawn post-ML from strong enemies
even if plantera isn't killed
why would you need Polter
possible? possible. min%
they spawn often enough in the jungle
or maybe don't have a crapload of mods so they can spawn 
dungeon spirits spawn from enemies with over 100 health, which is every Dungeon enemy in Expert and above, and the way wiki states it Phantom Spirits seem to spawn the same way
dungeon spirits only spawn post plantera tho
even if enemies have more than 100 health
yes but we're not talking about Dungeon Spirits
seems like phantom spirits and dungeon spirits inherit the same rules tho
leon,, again, like i said, if u don't believe me, test it out yourself
low% is all theoretical anyway, i don't think anybody's made huge progress on an actual run
well then you're basically done lol
ye
i'm still thinking 'bout the route tho
since i can't fight providence
so i'm thinking which bosses to fight first
Oof did a low% run and he didn't have to fight Plant
people have killed dog with last prism before
from dog you can use executioner's on yharon and then you're basically good to go
he probably farmed those mobs that do drop phanto, leon
but that doesn't change what i'm saying that their spawn rate should be increased 
yes but in yharon low% you have to fight him with lunar gear
like the only 2 optional bosses seem to be the profaned guardians and providence
true
just checked with Dom and he can confirm that Plantera isn't necessary for Phantom Spirits spawning
i'm doing scal since i don't have the sanity to do a 200% hp yharon 
well they don't spawn for me leon
no clue why that happens but the code for the Spirits say they don't require Plant dead
Just because they don't spawn for you doesn't mean that they can't spawn at all
@tawdry parrot thats a dont
have u tested it tho?
I don't fucking need to
i'll check one more time myself
It's in the source code
i'll even use war potion
you're asking a guy that is looking at the source code, the thing that decides the way the spirits spawn, if he's tested it
The requires are, as follows: The enemy killed must be in the dungeon, the ML must be killed, the enemy cannot be a phantom/dungeon spirit, and it must be able to drop coins (likely as a measure to make sure passive enemies don't spawn spirits), and it must have > 1000 HP
i'm still going to test it
i like to see things for myself
instead of trusting others blindly

Blindly?
if (npc.lifeMax > 1000 && npc.type != 288 &&
npc.type != ModContent.NPCType<PhantomSpirit>() &&
npc.type != ModContent.NPCType<PhantomSpiritS>() &&
npc.type != ModContent.NPCType<PhantomSpiritM>() &&
npc.type != ModContent.NPCType<PhantomSpiritL>() &&
npc.value > 0f && npc.HasPlayerTarget &&
NPC.downedMoonlord &&
Main.player[npc.target].ZoneDungeon)
{
int maxValue = Main.expertMode ? 4 : 6;
if (Main.rand.NextBool(maxValue) && Main.wallDungeon[Main.tile[(int)npc.Center.X / 16, (int)npc.Center.Y / 16].wall])
{
int randomType = Main.rand.Next(4);
switch (randomType)
{
case 0:
randomType = ModContent.NPCType<PhantomSpirit>();
break;
case 1:
randomType = ModContent.NPCType<PhantomSpiritS>();
break;
case 2:
randomType = ModContent.NPCType<PhantomSpiritM>();
break;
case 3:
randomType = ModContent.NPCType<PhantomSpiritL>();
break;
default:
break;
}
NPC.NewNPC((int)npc.Center.X, (int)npc.Center.Y, randomType, 0, 0f, 0f, 0f, 0f, 255);
}
}
you're aware you're talking to a dev, right
i am fully aware leon
but like i said, i'd like to SEE it for myself, not just from source
but within my game itself
and and and and and
you know what, i'm just gonna leave this convo before i fucking implode, this is clearly not going anywhere
i know why the code is written like that but still loool
I'd prefer a list for the spirits be made
But critiquing the code isn't he point here
yeah yeah i know ;p
i always forget how those x ? y : z things work 
have to think about it for a minute
i wasn't even critiquing the code
if x, return y, otherwise return z
i wasn't even critiquing the code
I'm not referring to you, Bee
and and and and and
@warped tide
anyway
i tested it and seems like i was just unlucky
so ye, i do am sorry for causing the whole convo to escalate
as long as you're owning up :)
anyway, looking at the code i can see that u can only get phantoplasm through eidolists 
might've been why i had bad luck

if (NPC.downedMoonlord)
{
if (CalamityMod.dungeonEnemyBuffList.Contains(npc.type))
{
npc.lifeMax = (int)(npc.lifeMax * 2.5);
npc.damage += 150;
npc.life = npc.lifeMax;
npc.defDamage = npc.damage;
}
}
Guys do you have any tips for revengerance Skeletron?
circle around him
I dont do enough damage
Flare Bolt
not the right channel for this
What is the channel?
Ty
any plans to buff swordsplosion btw?
ty


(nerf coming btw*)
watch me
if a tester tells you something will be buffed/nerfed, i can tell you with absolute certainty that it is, in fact, getting buffed/nerfed


The dev and the tester must then play a game of rock paper scissors to determine who is lying.
(no it's not getting a nerf either, coming from a tester)
i was just pulling a funny
(A tester can't change the numbers, only the devs can 😎)
But anyway. I'll stop before the memes get too out of hand
well it should get a buff if u ask me, the damage it deals is already insanely low 
3k dps vs doggo against mirror blade's 15K
why are you testing swordsplosion against doggo








