#suggestions-discussion
1 messages · Page 880 of 1
your first and greatest mistake was assuming there's any correct way to use Caustic Croaker Staff
elemental axes do quite few damage, is it bcs of balancing with profaned soul artifact
lololololol
your first and greatest mistake was assuming there's any correct way to use Caustic Croaker Staff
when did i said that
how do you use Caustic Croaker Staff properly
how, i never found out how to use it correctly but i knew there was a better option
just didnt found out and asked
but that's just it
the only correct way to use it is to not use it
lol

havn't used it in a while
used like 13 on providence and it was doing at best 4k or 3k
Doesnt the hotbar also kinda block your ability to click in that area of the screen?
it depends where you put it
i have mine next to my hotbar
so it's more area i can't click
I see
a locked hotbar
has no impact on your curser
i like mine locks
locked*
locking the hotbar is basically like locking the movment of the meters
i think it's a viable comparison
and as i said if you want to have the meters in a different area you can't click there
which is inconvenient
Oh
If locked hotbar doesnt get in the way then yeah i can see where youre coming from
Altho i would recommend you reword the header a bit
Something like "Make it so the bars dont get in the way of clicking when moving them is disabled"
Byeah lmao
Looks good to me
ty <3
I think it sounds good!
Alright
¯_(ツ)_/¯
but adding more content won't fix the issue tho
^
bosses in pre hm are most similar in stats
summoner is pretty fine in prehm
so it makes sense that you can do it all with 3 summons
it seems pretty balanced to me
for context i had a crim world
so i never used the vile feeder thingy
people keep saying is op
Well, its already on voting so worst comes to worst it doesnt get that many stars if people disagree
lol
i just don't know how that would be implimented
it's basically just asking for more content
which cool
but i mean that's ocming anyways?
coming*
DM players be like lol
wait so every time you die to him he becomes longer?
yeeeeeaaaaahhhh idk
h
seems like a lot of work
isnt dog like at the limit almost already
Maybe
rip
this suggestion kinda totally ignores everything
i feel like a calam alternative to stardust drag or an ml killer would be cool
no more worm summons
although
i just meant somthing of that level
godspawn helix is decent for moon lord
true
staff of the bugworm 2: revenge of the mechfuck
XD
Kinky

they used UUID which for the longest time, mechworm did not use
mechworm uses UUID now and it's a lot less buggy
the dog sugg sounds sorta thematic but very hard to implement
yeah
and if it just added one segment you probably wouldn't notice
why not just add dog phase two or somthing
like a dog rematch sorta thing
but i don't really think that's necessary either
but it'd be better
sounds annoying to code ye
@junior cliff @onyx river btw tome of manipulation comes from Joost mod not luiafk
it does give me an idea tho
a boss that starts out slightly weaker than you'd expect
but gets stronger every time you take damage
mmmmmmmmmmmm idk
although that would be incredibly hard to balance
seems a lil annoying for starter players
also that yeah
only a little
not like it'd make DoG even worse for starting players than he already is, no

lol
That pre-HM summons sugg looks wack
worm AI 
Didn't they add a ton of new pre-Hardmode summons recently
If anything it's not a problem of variety, but more a problem of viability
what the sugg is saying is that despite all the prehm summons, you only actually need 3
its saying the others are all irrelevant
Yeah that doesn't warrant asking for even more weapons tho
^
I'd rather suggest making some others actually useful
mfw most of the pre-HM summons are very useful
y'all be sleeping on Frost Blossom 
super early, dummy easy to make, does good damage and is easy to work with
yeah i like cinder blossom too
Now I haven't played summoner, I can only take into account what others say
is there still that bug where cinder blossom aims its projectiles as though they ignored gravity despite the fact that they dont?
Apparently the sugg was true enough to be approved

it’s ok we make mistakes in approval
I can delete if it bothers you that much
it doesn't bother me
like it's not like it bothers me i'm just not gonna vote 4 it
lol
Yeah thats understandable
oh yeah
I think Dom made Cinder Blossom projectiles have a delay before falling?
the only way in which it bothers me is that it burrys my suggestion ;-; (this is only jok)
I talked to him about it in EE server after realizing that it sucked because it aimed without gravity in mind despite being affected by it
I think that conversation also got Frost Blossom nerfed but 'tis a necessary sacrifice for Cinder Blossom to be usable because it couldn't hit anything that qualifies as a regular enemy at the time of me using it
lol
I was just confused about how the reasoning implied that most summons are too weak, yet the sugg itself asked for "more variation", which, looking at the headline, means "more summoner weapons". Seeing how just recently a ton of new ones were added, asking for even more seems a tad disrespectful towards the devs
the suggestion is valid, the reason is very close-minded
I’d much prefer if the guy actually edited his suggestion before it was approved
even though he was already pinged here ech
The only prehardmode summon weapon I didn't like was the necreostyte one. So yeah I guess it isn't really a good suggestion
I never got SoN so I dunno how good it is
but like e.g. Stormjaw Staff is hella good for when you get it
rips apart DS in seconds
necrocyte is good for the time between skele and abyss/turning DS into money meat
doesnt necrocystes get stuck a lot
old hermit crab being stuck on blocks be like

Hermit crab still gets stuck
thats why I never use it
and trust me I know, I'm doing a summoner run right now
Dunno if changing the name of a vanilla element is a good idea
agreed, and changing it for a lore reason isn't that good of a reason either
cries in lore
Yeah I spose I can see how changing it's name from vannila would be a bit confusing
The reason is definitely there
I just dont know if its convenient
Buuuut the suggestion is valid so....
There we go
But moon lord is Cthulu's brother
Vanilla lore is weird
Vannila lore has too many conniptions
Byeah I feel like "lore reasons" is a decently enough of a valid reason, since there are definitly alot of people interested in it and care about it.
vanilla lore was made a long time after the game
which isn't how you do lore
because it's shit
Calam's too basically
isn't calamities lore like
intertwined with the game
and not just added in like a forum post after?
But it still wasnt part of the game when it started
So its not because it was done later, otherwise calam's lore would be total shit too
Its just badly made
BUUuuut anyway thats beyond the point
It’s why calalore been / being reworked at least
The tale of a ruined land
lmao i was arguing about this with my friend the other day, there are multiple conflicting signs that moon lord is cthulhu and also that he's cthulhu's brother
so god knows who cthulhu actually is
Well he can be both at the same time
You alcoholic
I feel like a similar suggestion was sent but in regards to stuff like hadal stew
it was
Well there was bloodfin too
God
Hadal Stew and Bloodfins having a lower priority than water bottles 
When you have a full stack of healing pots and the game prioritizes the mushroom you accidentally weeded earlier

that do be how vanilla works
it's not how it works
No
it's prioritiezed by inventory placement
^
top left to bottom right
But it prioritizes the one closer to the hotbar
Well to be fair the game just considers that a normal player would rather eat dirt that have a side effect on his potion which some people might
which is why I always have a dedicated healing potion slot
right below my 1 slot on the hotbar
well the game fills your inventory in order, which is the logical way to do things
it prioritizes better healing pots iirc
but
due to how hadal stew and bloodfin are coded
they are prioritized as if they healed 0 health
ben chad being here gonna fix it 
it's kinda complicated

ah
so either it doesn't work as intended or it's prioritized last
I do also belive that the game heals you for the lowest amount that completely heals you(if it should)
Hey that was my suggestion)/
Yeah I supposed it could be something related to how those are coded. In the suggestion I put that, if there's any way to fix it, it should be fixed
Terraria prioritizing from left to right was a while ago, it was changed to prioritizing the better healing potion instead later
So a bloodfin in your hotbar won't be consumed if there's a single mushroom in your inventory
solution: make mushroom not heal anything
goob, can't you do that with boots?
@wanton hamlet
to have the custom dash color
I don’t think
i remember it doing so, try it out :v
i know
is there a precedent set by other dashes?
i'm fairly certain that no dashes can be colored atm, like from master ninja gear or the shields
but i could be wrong
afaik the only particles that can be colored are the hermes boots+ sprint, and the particles that come out when you summon your mount
I don't think you can make tabi dash particles red with a red dye either
yeah, no dashes can be dyed iirc
@wanton hamlet read above!
because, like, you can't actually equip them both at once (not even in a vanity slot), and the vanity is pretty sweet
I see
doesn't PSC already work as a purely vanity PSA pre-SCal
It does, but uh
you can't equip them both at the same time, not even if the crystal's in vanity
so if you like the look you're SOL
hmm
probably ask Amber about it first but otherwise i don't think there'd be a problem with it
like
Doesn't it feel weird that you can't even use your reward for beating Provi as vanity if you're using the artifact for anything else?
would they mind if I pinged 'em?
i don't think so, after all being pinged is better than someone suggesting something about your dev/donor item that you might not want
(sorry if the ping wasn't appreciated)
Sorry.
either way ye, all my sugg would be is to make the pre-SCal crystal act as a copy of the profaned soul artifact in addition to the vanity, since if you already use the artifact for other reasons, you're in the weird position of "earned a reward you can't technically use even for vanity til you beat SCal"
Equip psc in vanity and then equipping psa afterwards works iirc
Objections to Unexampled's suggestion?
We gotta go through these suggs and idk if anything about these were brought up
I mean
aside from the bugs that would bring i don’t think any part of it breaks any rules
I agree, however, if it gets sent, that's for the devs to decide
and what happens if it just gets too long and you can't dodge?
its a suggestion, just feels kinda uneccessarry, like dog already nearly instagibs you if he hits you with his head, and 2 head hits with like 20 seconds is always death
did we talk abt it w the suggestor?
no idea
Not sure
like how many times do people get hit by the head in one fight, and would it be enough to actually be noticable?
@still estuary
hm
How noticeable would 1 segment be anyway lol
yeah
yeah i just checked, dog has 100 body segments, you'd have to add like 25+ segments per head hit for it to even be noticable, and even then i still don't think it'd be that noticable
and he does have a line that already implies he tastes you
And I'm pretty sure the devs straight up can't add more segments to DoG lmao
also wait, each segment counts as a separate NPC— terraria’s NPC cap already would limit this
If you died too many times he would literally fail to spawn
i assumed the segments were added on a per-fight basis and not over all fights
they would add up over time, if i wasn't clear in my post
ok yeah that sounds like it would end terribly
yeah
Also if it's for depth and lore, well, we're a very small terrarian, not a god, I don't think DoG would gain much from consuming us anyway
like my first time fighting dog took me like 30 attempts and i got hit by the head 2 or 3 times each fight at least
aight
Also lore does not make for good gameplay sometimes
seems reason enough to not accept, let alone all the coding that would have to be done to get it to work
would you be fine with us deleting it?
yup
oh true
if you all want to, feel free
bot will yeet it in time
Alright, how about Sans' post (lol)
thanks for reaching out btw
Of course, I'm just trying to get suggs out and you should be here for the convo (although I'm not the one who pinged you)
I feel like magic has some pre-HM accs already in the form of what vanilla provides tbh
I guess so, but one of the best ones is Travelling Merchant luck
at least you can craft it in hardmode
Yes but this sugg is about pre hardmode
true
Honestly just giving magnet a pre-hm crafting recipe would be enough for mage imo
Then what else is there, the shackle item that's pretty alright and mana flower which is QoL and trash
Melee also gets practically nothing pre-hm. You get feral claws that's pretty alright, amidias spark which is tanking meme, and strings for yoyo funnies. It's not exclusive to mage and ranger, it's just that summoner and rogue both get a lot, because they always have a ton of accessories.
Yeah it's more about a bloat of those two classes
But the sugg can't be "remove accessories for rogue and summoner" lol
bloat absolutely exists
So I still think it's a valid sugg
Yeah, the wording on it being specific to mage and ranged bothers me a bit but that might just be me wanting melee to also not have like 2 accessories pre-hm.
Addressing all 3 could be a bit long winded, and if the sugg gets through and the dev teams sees it and agrees, I doubt they would forget melee also exists
Plus Melee has the pre-hm bonus of having 16 quadrillion weapons
v true, also melee has 400 googleplex weapons no matter where you are
I think so ye
ye
And then this newest one, was there a convo about this?
yepyep
yea
i think so, said it wasn't possible
Yep
weak reasoning too
Can't really have a strong one
I maintain that pre-hardmode mage is weird
There aren't a lot of options
But the ones you do get are obtainable early on and last stupidly long
Yeah it really is weird
This has been your daily dose of "What the fuck is happening in suggestions chat™️"
I mean
Meteor Armor/Space Gun and arguably Jungle Armor are theoretically pre-boss and can carry you all the way past WoF
As is Water Bolt if you're lucky enough
And since if you managed to grind for Jungle Armor you definitely have a Mana Flower by now
It's theoretically possible to go the entire mode without changing any more than your mobility
And that's just vanilla, idk what Calamity adds to that
can i mentiom
best vanilla mage damage bonus comes from phm items
wizard hat and robe, meteor legs
Wew
i mean technically true but also oof my defense
but like, thats the point of mage
is that they explode easily but kick your ass before they do
and mana flower which is QoL and trash
if I had a buck for every time people called Mana Flower trash because they're stubborn about "muh DPS hindered by Mana Sickness waaaaah" without realizing what late-game weps do to your mana even discounting the Prism Trio™️ I'd have a spare college fund off of it

late-game magic weapons eat through your mana for breakfast and you will lose more DPS by waiting for it to regen than you will from just taking Mana Sickness and working with it
use mana regen or astral injection though
ive never understood this, mana sickness decreases by 5% every second so you're literally only losing significant dps for like 3 secs, its not that bad
yeah but it also is better than mana potions
because mana potions are BAD and STINKY.
the Mana Sickness debuff from Astral Injections lasts about as long as the boosted mana regen
so you basically just paid 5 health to...honestly, accomplish absolutely nothing except consciously lower your DPS for a moment
you can just press quick mana instead of dedicating an acc slot to press quick mana for you
Mana Flower grants both increased mana efficiency and the ability for channeled magic weapons to function
who wants to press quick mana every 3 seconds tho
yeah i was about to mention its probably decent for channeled weapons
also isn't it only like 7%
channeled weapons are a meme in general that doesn't flow with the rest of mage well
i didn't even use it i just fished it and immediately slammed it into a fargo enchantment
I totally forgot it existed but Sparkling Empress is a beam wep as well
sunken crates are totally a fucking meme btw, you can get all of giant clams drops without killing him once
beam weapons could be okay but channeled weapons honestly don't really fit in
[[tgc:Last Prism]]
channeled weapon btw
except maybe the pearl/amadias thing
yes

i'm aware
CBC's entire gimmick involves channeling
i'm saying prism sticks out like a sore fucking thumb in terms of balance issues and how it feels for the rest of mage
cbc is a channeling, but it's a one-off gimmick channeling rather than "haha funny prism go brrr"
either way, discounting prism-type weapons, many later-game magic weapons especially will eat your entire mana meter as a light snack
and then yell at you asking why you didn't give them breakfast in bed that morning
with those it's less of a "haha i can't keep my weapon at full power constantly" though
because you can stop firing and stand still for half a sec and mana regen does the do
now run that by me again but this time remembering what Calamity's primary focus is
and remembering why rogue stealth was virtually useless for the longest time (and some things like Shiny Stone still are)

okay but like you still assert that standing still is a good way to regen mana quickly
and I agree with you
you literally only have to stand still for at most a second with mana regen pots
base mana regen is garbage, yes
it only takes a fraction of a second for a boss to dash into you and combo you to death

most bosses aren't a constant unyielding rush of attacks that doesn't ever stop though
yeah you usually get a ton of moments to stop for at least a second except maybe scal
if you wanna say no clam boss has any space that can be used as downtime for up to a second then i'll just say you're wrong
even so
by taking the time to stand still, you're messing up any potential movement pattern you could've had otherwise
having a consistent movement pattern is everything against Calamity bosses, particularly in the later stages of the game
coupling that with high-maintenance mage weps, you have to do it constantly to avoid just chugging a potion and proccing Mana Sickness
given that almost all Calamity bosses encourage staying fast and on the move, it seems counterintuitive to use a strategy that requires breaking pattern countless times to regen mana
i mean, if you know the boss well you can easily make a pattern that inclues downtime for mana regen
that's part of a high skill play rather than "chug potion, go in circle"
ech
bosses should not be designed as an endless barrage with no room to breathe and no time to capitalize on for non-meta strategies
and for the most part they aren't
either way, the Mana Flower has its own merits
it assists those who aren't necessarily skilled enough with the bosses to make such strategies by allowing them to focus a bit less on their mana and more on dodging and damaging opponents
with the downside being that DPS tends to be lower and you need a supply of Mana Potions to chug down or you'll last about as long as a fire-breathing dragon on thin Arctic ice
you get constant/consistent damage in exchange for lower damage
tl;dr mana flower low skill mana regen pot big brain
pretty much, although I still think that doesn't mean the Mana Flower should just be dismissed as useless
it's meta and i don't like that because it discourages skill
I mean
mana regen pots are talked about just as much, from what I've seen
I think the big thing with Mana Regeneration Potions
is this
fuck this recipe
particularly Fallen Stars 
fallen stars are the only issue there
Fallen Stars are like really annoying to keep a large supply of earlier in the game
Mana Regeneration Potions last for 7 minutes which is more than enough time for a boss fight, sure
...but Fallen Stars are garbage to farm
and it's a 1:1 ratio too so you gotta get like a bunch of them in order to have an appreciable supply of MR Potions
those are Fallen Stars that would be better attributed towards e.g. Mana Crystals, Magic Power Potions, Enchanted Nightcrawlers, Harvest Staff, Sunplate Blocks, etc.
so I imagine part of the reason Mana Flower becomes favorable is because it doesn't require nearly as much to make work
and accomplishes more or less the same thing; more consistent/constant damage
which is the primary desire of anyone playing mage who knows that their mana meter takes 5 Fargo years to recharge on its own because it's old and frail just from how long it's been in the game

hello there 
What is this about
mana flower bad vs mana flower good
mage
why mana flower is meta and i don't like that in short
from a purely objective standpoint it favors lower skill chug mana potions over higher skill finding opportune moments in boss fights to recharge mana with regen pots
Technically it does reduce mana usage but it's a negligible amount especially early game
I mean, theres not really any oportune moments where you regen mana imo
You just wait when it runs out
mana regen pots give you hella regen if you stand still and aren't firing
like, you can get full mana in 0-1.5s from personal experience
A very niche use then
most bosses have moments where you can capitalize on mana regen to do the do
Your standing still mana regen works while moving
So standing still while using mana regen doesn't make it regen too much faster

yeah base mana regen stinks
imagine if base mana regen wasn't garbage

you have a mod don't you
are you, like, challenging me?
Yes
are you challenging me to make mage great again
Yes
mhm
Anyway uh
I think the actual question here is, what sugg even sparked this convo
it is a mystery
likewise
Bye

Talk about suggs or begone
Isn't the intended use for that to provide an exceptional challenge though? And it's a setting that's hidden in mod config, which most multiplayer groups probably don't look through extensively
if you wanted more multiplayer boss hp use that
I get what you're saying, but the default health pool feels really low
we don't need to change the mechanic if a solution is already there
Like we melted through SCal, DoG, and Yharon first try with two people dead for most of the fight. Maybe I should alter my suggestion to "make lategame bosses better account for a high number of players"?
Hold up a sec, they reduce the health for bosses on multiplayer?
For two players, health is multiplied by 0.9.
For three players, health is multiplied by 0.75.
For four players, health is multiplied by 0.625.
For five players, health is multiplied by 0.54.
For six players, health is multiplied by 0.48.
For seven or more players, health is multiplied by 0.45.```
That makes literally no sense, they should be harder, like in vanilla.
Imagine if Supreme Calamitas just started at 60% health
Why would they be easier?!
That was the multiplayer experience, it was such a huge letdown
This is a big problem, I wanna be able to fight difficult raid bosses, not 20 second fights.
On multiplayer
if you want it to be harder you can do 2 things
buff the HP, which you can do
or do it on singleplayer
Im pretty sure the hp multiplication happens after the scaling
So no, youre not fighting a 45% scal
like in multiplayer bosses are always going to be easier
Well i can see where theyre coming from
Every single boss is several orders of magnitude harder with less than 3 people, because not only do they start at 60-75% health effectively, they also have to kill all three of you at the same time. Properly set up teleporters or wormhole potions make almost every boss in the game a cake walk, even when none of us have a snowball's chance in hell of soloing them
because not only do they start at 60-75% health effectively
It took me fifteen tries to kill (clone) calamitas by myself, once. We rolled her 8 times back to back because we wanted the chaos stones, and only had like three deaths across that whole thing.
Yeah MP makes bosses a lot easier if we speak about how you deal with them
boss multiplayer HP scaling doesn't decrease their HP
In calamity it literally does
it doesn't
See my copy-paste above
The first paragraph says the multiplication happens after the scaling
So would a boss with 10k health have 25k or 22.5k health for 3 people?
and you brought up calamitas earlier
18k
bosses are easier after you beat them the first time
Which is definitely not less than with one player but yes its a pretty big reduce
Yeah i can see where youre going, just wanted to make clear you wont get a boss with less hp than in one player
Oh I knew that
Alright
But the amount their health increases by per player just gets...kinda sad
SO yeah reason, is there, looks valid, so imma approve it rq
But that doesnt fix the problem
the problem was that they wanted more boss HP
People shouldnt need the config to not snooze on the fight
^
"If the game doesnt work fix it yourself" is the message im getting
what I'm trying to say is that the solution is given to you by the game already
and that it's up to the player to utilize that tool
We could use that
Its not meant to be a solution sand
Your argument kind of against the whole point of suggestions
it was designed as a challenge not a solution
We could've used that, in our playthrough. If we knew that those bosses were going to be complete pushovers without it
Also what aya said
But it kind of nixes the whole point of increasing their health if we approach a boss on the normal settings, expect it to be hard, and then finish it in 30 seconds thinking..."wait, that's it?"
I mean yeah that's just multiplayer terraria
doesn't better multiplayer rectify some of these issues, aka no respawning for instance
Yeah if its highly underwhelming thats a problem
also does the +hp% config work on multiplayer
since everything is designed around singleplayer everything is gonna be a pushover
yes
It may be MP but it should still be a decent deal
Other mods shouldn’t be the solution for problems in calamity
Multiplayer terraria is always easier than singleplayer terraria, I know that
calamity has that HP+% thing though
But calamity actively reduces the difficulty of MP bosses even further
which isn't another mod

its not a calamity problem though, its a multiplayer problem
Calamity fiddles with it
It's actually a calamity problem, calamity reduces the multiplayer boss health gain
Its definitely a calam problem
I was talking about the point you brought up with better multiplayer them
By a LOT
there is literally nothing wrong with using other mods to rectify problems
well you're right, there isn't, and in future playthroughs I'll probably use that
Eeeexcept we are on the suggestion chat
i really don't understand this insistence to have all problems solved by a single mod, even if the issues may or may not stem directly from that mod
i understand
This is not a vanilla problem
Using other mods to fix vanilla problems is understandable
But this a calam problem not vanilla
Because calam nerfs MP scaling
But coming out of a really underwhelming revengeance playthrough, fighting SCal/DoG/Yharon/Providence for the first time, and not even experiencing a challenge compared to any of the bosses in our vanilla 4 man playthrough, as well as completely annihilating the bosses that did give us problems in vanilla...that's the mod creating problems, not a vanilla problem to be addressed with mods
well feel free to star the suggestion, i see the reasoning
but if it doesn't go through you have your alternative solution regardless
Well yeah
Yeah, which I'm happy to have
But its still a problem nonetheless
Though I'm unlikely to do another calamity MP playthrough until yharim releases, if/when that happens
I haven’t personally fought Cragmaw Mire, but if it has to be fought underwater that’s a big 
I'm happy, my Amidias suggestion from yesterday made it to 132
Nice
But Cragmaw is...frustrating, yeah. Especially given how laggy acid rain tends to be
And how far down he tends to spawn
Could you specify which bloodflare armor?
range
I mean...don’t the souls have actual faces and dog’s projectiles not look like that at all?
@civic merlin confirm pls
what?
What bloodflare armor are you speaking of
Btw, is the threshold for suggestions to make it through still 120, because there's a bunch at 120+ stars from the past few days that haven't been checked
Idk how that all works under the hood
Delivery is human
Yeah
Ah okay, didn't know it was done by devs, though mods could do so
Nah only devs can
Since its ported over to dev server
Anyway, before i go, is the cragmaw sugg good to go then?
Looks fine to me
Ye
Hella
@lost agate Horned helm, ranged variant. I didnt even know that other helmets dont have that feature lol
Yeah they dont
Ok so it is that one
And i assume the projectile youre talking about from DOG are the fireballs
yeah
for sure
well
theyre supposed to be phantoplasm
so the concept needs to be changed
unless theyre willing to stretch it
Personally it feels like such a minor detail, and it only can happen every 30 seconds.
The sugg still looks valid so imma approve and let it for voting
A minor detail of the two being similar. There is a pretty decent difference between a God Slayer Fireball and a Bloodflare Soul. I can understand the difference in being hit and not being hit, but to me, personally, in my opinion, the difference between them doesn't seem that small.
anyways
@warped pollen Lore is already getting like. Reworked in the background iirc
Oh, thanks for telling me
Also, like I said in #lore-discussion , that would just cause mroe confusion
Then you'd also have to cover adults, and why you never see them
Yeah
So really it'd just be a pain in the butt, and a harder explaination than people overstating stories of monsters and stuff
ye
Does anyone know what the changes are to pumpkin moon/frost moon post-dog are? It's not specified anywhere in like mod progression/DoG's pages.
i think its just damage/health inflating
Probably asking for a potential sugg
^
i hope it involves making the moons more interesting seeing as that area of the game is pretty content starved outside of "kill these bosses ok do it again"
It's 6x health for frost, 7.5x for pumpkin moon, and flat 200 damage increase.
Also, according to wiki, Ice Queens and Pumpkings both have more difficult AI, but that feels barely noticeable amongst the major damage and hp buffs.
i didn't notice but tbh i haven't done vanilla moons in years
yea ik, but compared to other calam ores, it was a lot less common
I’m not sure if that’s the case or if it’s anecdotal
^
[[uelibloom]]
i do agree that it is slightly rarer, but i don't think ore gen needs to be buffed seeing as you can easily get bloom slimes to spawn with chaos/battle/water/zerg etc
same
you might be looking in the wrong place too
Thoughts?
looks good
seems fine to me
gonna let it simmer for a bit if you have any edits you wanna make before i approve
There. Just made a small change to the title to make it a bit more clear on what I'm talking about. I think I'm fine with it now.
So, I feel that Relic of Resistance should be drastically nerfed, as you can skip the scal bullet hells, and the brimstone monsters despawn when they hit the shield.
relic of resilience is already taken care of
no problem

the emotes may still be named after birb, however what they show is birb, not The Dragonfolly
~~time to resprite the emotes
~~
Point.
F
hdflr resprite when
I think it's best if they're left alone tbh.
the emotes are for birb not dragonfolly yeah
@obsidian oasis can you clarify what you mean by you don’t feel like it’s common? where were you looking?
the jungle
new emotes honestly
so how much did you get competed to other ores?
bc your reasoning is v anecdotal
well after crafting armour and a couple weapons, it took like 5 mins to find a single vein
with spelunker pot?
yes
It won't be much of a Tribute to Birb if the Emotes got renamed? Now would they
it won’t make sense because the emotes refer to bumblebirb
is dragonfolly emote since it’s dragonfolly
are birb emotes because they’re birb
^^^
@quick bluff someone suggested similarly actually!
I looked through the voting, I didn't see it. That's good to hear!
Glad I'm not the first to think of it
looking for it
https://discordapp.com/channels/225030931008847874/263382359397761025/703111642002620428 it won’t be a bluecheck unfortunately since it never got off the ground
I'm new to the server, so I'm not too familiar with how the suggestions work, though I'm guessing that means it's a no on that front?
There are already spawn rate boosters that make things easier, and the vanilla ones are buffed in calamity
I don't see how this is necessary
Is using a zen potion + calming potion not enough?
hey did you hear about the chaos candle
and the tranquility candle
you can place multiple down
how big is the area?
:/
what are you even doing
carry one around
use minions..
like it's not a big issue
summon a minion with the one slot you start with
what
Use sentries
Wha are you even doin
ngl a chaos candle upgrade would be great

what tier is the chaos candle?
post-plantera
okay
Maybe a post-moon lord or post-provi candle tier
would be great
zerg pot is..
post plant
Ooh, the next tier could be the calamity candle and the silence candle
and then the horde potion
can you make your suggestion a little more concise? it’s currently a little hard to read @hushed stirrup
exactly why I’m asking them to edit it to make it more readable
it’s very run-on and hard to grasp the “why”
fuck, I’ve become an English tutor
Why would you ask that after approving though,.,.,.
Are we
Talking about the same sugg
the one I just approved I’m like “this one is pog”
it’s ok
@void kelp i gtg so ill re-write it tomorrow
that’s alright!
aren't counter scarf dust particles dyed through the boot slot or something?
i believe someone said this earlier, and it was confirmed that it was false
just checked it, yeah the sugg OP said it doesnt work
It only changes the running particles iirc
the rain one is actually pretty cool
Thanks
and it would add a death mode dynamic to the fight with lihgtning
Yeah
is statis' belt of curses dash affected by boot dyes?
because counter scarf dust does have some sort of shader code
so if it doesn't work, then the dust might not be dye friendly
Wait does Storm Weaver not already do that?
Last time I checked, no. I could be wrong, but I don't remember it raining.
The wiki says it starts to rain once Storm Weaver is summoned except during the boss rush
woops
~~belt of curses
~~ afaik dashes aren't affected by dyes, including master ninja gear and its upgrades
fuck, you know what I mean
what does the suggestion about summoner mean?
basically, atm summoned minions' dmg is decreased by 25% if you are holding a non-summoner weapon. this sugg wants to flip it on its head and make it so that if you have a minion out, then when you are attacking with a non-summoner weapon, that weapons damage is decreased by 25% instead. presumably to give more incentive to stick to your class, since non-summoners often use summons for extra damage while attacking, so 25% less dmg doesnt matter that much to them
also feels like its the 15th suggestion in the same vein this month but its not a bad one by any means
this is the 2nd afaik
also yeah, its a pretty good idea considering non-summoners just want extra damage, they dont care about the damage loss
it's not an acessory
Oof
I forgot, sorry..
But still, maybe there should be an option to toggle off those momentum preservation effects and the 10% increase in fall damage?
Maybe by right clicking the Normality Relocator, you can turn off those effects?
I say reduce damage by 25%, both minion or otherwise, when holding a non summon weapon
Fixes any problems imo
no
Elaborate
The nerf is supposed to prevent other classes for getting a summon for free damage
not cripple summoners even more who are already subject to the AI of it's summons
I mostly play summon
If we flip the nerf—where it prevents summons from getting extra damage—it’s just turning the problem around
Summons have an advantage now
no because you still have a 10% buff when holding a summon wand
pluss you invalidate one of the benefits of summoner which is that you can(mostly focus on dodging
Let me rephrase
If we nerf non summon damage
Then a summoner can have their summons + a weapon for extra damage
said dmg has a debuff tho, and the summoners are losing on the 10% buff they're supposed to be getting
In certain cases this extra weapon can deal more damage than the 10% without it
I’ll have to test though. I have no basis for this claim
It’s just an idea
a weapon that has 25% less dmg and is not supported by any gear, can go over 10% dmg that is already being buffed by everything you have?
then why not debuff it by 90%? that should be enough right?
Sure
tho tbh, I'd prefer if they get rid of this debuff and just find another way to balance things. as it is, there's no multiclass support
Should there be?
well there are multiclass armors
that was before, they got split into 2 now
I think a simple solution would be to have this effect only work in revengeance mode
The damage Debuff
That way, new players can explore content and multi class
Buff The Amalgam to better compete with the other post-DoG accessories
Reason: For being obtained after DoG, it's currently very weak compared to the other accessories you can get and isn't really worth using. Unless you're flooding your entire arena in water or lava, the only good bonus is the 15% damage increase, and most people won't go through filling their entire arena with water or lava just to make this one accessory good. The fungal clump minion is kinda just there and doesn't keep up with Yharon at all, the brimstone fireballs that randomly drop from the sky are unlikely to hit anything and even if they do the damage isn't that noticeable, confusing enemies when struck really doesn't seem useful at that point, and while the poisonous seawater can actually do some pretty good damage when it does hit, it's very close ranged. For comparison, the seawater has less range than Murasama, so unless you're using Purified Jam, it's not that good. In comparison to other post-DoG accessories like Rampart of Deities, Core of the Blood God, or The Sponge, The Amalgam seems to be the weakest, and I think it deserves some kind of buff to compete with the other accessories and be a worthy option.
But specialize when they’re looking for a challenge
Bee movie script lookin ass 😳
ok cool
Jus kidding it’s a good sugg
it was before
it's still in the pins tho
I mean the new channel is entirely dedicated for this
but now any suggestion in #suggestions-posting is there because it's being discussed and hasn't been reviewed yet
when it gets aproved it goes in #suggestions-voting
you can do both, nothing wrong w that
The idea was to switch the process from posting in discussion then voting to posting then voting
also posting them in here first instead of sugg posting first means your sugg is more likely to be buried
true
Ill talk to the mods about that pin
Anyway, I like this sugg
You debunk everything about the Amalgam
Add an option to toggle off some Normality Relocator's momentum preservation and 10% fall speed increase
The Normality Relocator was supposed to be an upgrade to the RoD by providing four new features: Ability to use it through keybind, 10% increase in flight time and fall speed, and the momentum preservation effect after teleport.
All of these are good indeed, but sometimes the momentum and the 10% fall speed decrease can be unbeneficial, particularly in some boss fights (Providence and SCal).
Adding an option to deactivate them could be nice (perhaps by right clicking on the item while in the inventory)?
bruh
we were just talkin about posting suggs in #suggestions-posting directly
Let’s discuss it here though
ye
Imo I think it’s the players job to account for the fall speed
^
i belife pressing space right after negates it too
I think so
Either way, I feel there’s a limit to how many items should have toggles for convenience
Bruh?
Lmao
Internet?

I'm gonna consult it first here. If it's stupid, imma delete it
You posted it twice tho 
We’re three people out of hundreds more so just put it in channel and ur Gucci
Ah fair enough
Maybe people will like it
Alright
I don't really think the fall speed is much of an issue though, like others said you can just press space and get rid of it iirc
Word
While that is a work around, I don't think it invalidates the sugg tbf, so unless others disagree, I'll put it up
Kinda late, but I agree about the Amalgam one in everything
Kinda offtopic too, but why was Rampart of Deities not in the class setups Pre SCal?
isn't it a blue checkmark tho? I recall this discution already happening before
Which one?
The amalgam one
From what I've seen in the sugg channels, none of them have been delivered and were after November 1st, but I could have missed one
let me check again
Okay the most recent sugg to buff amalgam that got delivered was this, which is before november
My bad then
Wiki suggestions aren’t allowed here are they?
just ask a mod for the wiki contributor role
Alright

nerf exoblade.
Its pre scal and does 5000 damage which is way too much, while nanoblack reaper being post scal only does 800 damage.
Exoblade was already nerfed multiple times in the past???
I don't see anything wrong with it
maybe buff nanoblack reaper
please don't meme in this channel, thanks
Void of Calamity 
Reposted my suggestion so its better understandable
You could've edited the previous one
True
at least delete the old one if you can
Hey guys
Just beat skeletron, and went to the abyss
But i can't mine the block of which a house is made in there containing a chest, while the guide says you are supposed to loot it after killing skeletron
you dont need to mine into the houses
Amd there are a bunch of chests there, which require a key, don't know which one is that and how to get it
they have entrances
what pickaxe are you using
That one dosen't have one
key is shadow key from dungeon, same one you use for underworld chests
The aerialite pickaxe
even when you can mine abyss gravel its rlly slow
Oh, that key looked a bit wooden, but ig it might be cuz of the greem colour in the abyss
It was a black block, i could mine the sulphurous sand block around it
So, do those non house chests contain decent loot?
in the abyss?
Need something for the slime god, it's impossible for me to hit the core after beating its two guards
Yeah, in the abyss
what class
also i think we should move channels
Was trying the bee gun
this doesn't really belong here
Fun fact: Calamity and Thorium are already compatible. I'd just be asking to extend Thorium's progression if Calamity exists in your enabled Mod List, and just balance out the compatibility.
@onyx river
isn't that a 'don't', actually?
Yes you can technically use them together, that was not the point, asking for more is in fact a don't
isn't mod compatibility stuff with thorium under frequently suggested
Maybe just the latter, then.
Use the Alternative crafting ingredients page, if you want to see exactly what's contained in each recipe group. @ashen warren
Why should they work together, they are meant to be played separatly
do u guys think that bazooka/magnum/hydra deserve a rework
i dont think the current form really works
hmm never use them so maybe
what exactly is the problem with them
the ammo is very limited
because when ammo wasn't limited other people complained muh too powerful !!1








