#suggestions-discussion
1 messages · Page 909 of 1
Spear is for consistency
consistency being the issue here, it's 'consistent' for every chest item to have a crafting recipe, but is that necessarily a good thing?
I just don’t see it as being needed, and it being less unique because of that.
It would be like if you could craft the gear from shadow orbs/crimson hearts.
But for those, the orbs/hearts are easily found, and have a more limited drop pool
And you can just buy the drops (of the other evil)
Yes of the other evil. Not the one you have, which has weapons you might be using around that tier. It’s really. It’s not really enjoyable to find a weapon randomly, only to know you could have just crafted it easily with some iron or something. Makes it less unique.
yeah but isn't it removed from chests in 1.4
I can't remember
Just wait a while
It could take almost a year to have vanilla fix this problem.
A year isn't that long
The thing is, each evil has a counterpart weapon of the same class, so there are weapons of the same tier and class that you can just buy after breaking an orb
This analogy is going off the rails.
The suggestion is valid, I’m just going to have a problem with the spear.
Also, the orb/heart drops can be obtained from fishing crates iirc
perfect solution, remove all the crafting recipes and make everything obtainable from crates
seeing as scourge already solves fishing
that's not a joke btw if that comes off as one
I actually did consider that before posting my suggestion
@rose latch Also, the problem is that, currently, Enchanted Boomer is needed for Melee/Rogue to upgrade their boomerangs, and is a problem right now. Having a solution a (realistically) unknowably long time in the future doesn’t fix the problem that Calamity currently has.
@crude geode Out of curiosity, what's your opinion on wand of sparking. I ask because those are also found in wood chests similarly to spear, but do have a crafting recipe added by calamity
Wait, nvm, I'm dumb, that's a material
Said it yourself
If it’s a problem calamity adds, then it’s a problem calamity needs to solve. If it’s a vanilla problem, then calamity isn’t obligated to really address it.
For example, Calamity doesn’t deal with a whole lot of building and doing it quickly because it’s a vanilla problem. You can get cheat sheet if you wanna copy paste stuff.
For this though, Calamity makes it a problem by making enchanted boomerang necessary for stuff later on.
I have amended my suggestion to only reference stuff used in a calamity recipe
(Ty for helping ease my annoyance, definitely good by me now
)
However, I now point to items such as the radar that are not used in a calamity recipe, and have an alternative method of acquisition (wooden fishing crates) which calamity adds a recipe to. /s
Some people don’t like fishing, ig
I feel similarly, but the recipe is in already and makes my life easier, so I doubt you could make a really good reasoned argument to remove that content
well, at least 1.4 will add a recipe for enchanted boomerang
its weird that there were already alternatives for chest items to be gotten through fishing, and that calamity makes fishing extremely easy to get started, and there's still another recipe for those items regardless
Wait, calamity makes fishing easier?
Hmm, maybe I no longer need to go to the lengths I do to avoid any fishing
Yeah cuz DS drops a ton of fishing equipment
instead of needing to go through 50000 Angler quests to get them
Ahh, I thought the mechanics had changed maybe
ds drops everything you need for nearly max fishing set up, all angler pieces, all accessories, potions, i think you can get bait from the merchant?, all you need is a better rod that you can get from evil ore or getting lucky with the travelling merchant
I’m pretty sure DS no longer drops like, every single fishing thing
still drops a lot of it but not all
Ahh, I thought the mechanics had changed maybe
calamity makes some rods cast multiple lines
DS drops everything, you just need souls of night/light for Ultimate Acc now, iirc
ah
yep
Anyways, does anyone know if Calamity changes anything about how traveling merchant works?
besides selling frost barrier not that i know of
Cosmolight spam might work
The day naturally changing doesn't cause a refresh on the shop, so I don't see any reason why cosmolight would do anything besides make him sell frost barrier by making it a full moon.
Cosmolight also doesn't reset angler quest, so I see even less of a chance of that working.
I think inventories are set on spawn
ye
Fun Fact that may or may not relate to a suggestion I'm plotting
Handheld Tank's component from Traveling Merchant is roughly rarer than Omniblade's, despite Katana being rarer than Tiger Skin, due to the fact you need the right skin and more than one can't appear.
Oof, I didn't buy tiger skin when he brought it and I'm in a ranged playthrough
There.
pretty good; gonna let it simmer before validating
gatligator is easy, you can farm it from the trashers
10% chance
but the rest of the sugg is fine
oh wait im stupid
please ignore me
Yes.
imagine being literate
~~imagine not proving your own dumb estimates by painstakingly doing math for 30 minutes
~~
Travelling Merchant inventory code is nightmarish to try and calculate
There's a reason why we don't have any chance numbers on the page
Yeah, it's all just maybe and rough and whatnot.
I did my best with what the terraria wiki gave me
i think it proves the point well enough with these estimates
indeed
yeah
or we could just wait until 1.4 calamity is a thing
^
rather than implement it then have to remove it
@bitter trench wait for TML to be on 1.4
also backporting 1.4 content to 1.3 isn;t allowed
iirc
Messing with vanilla code to try to find a way to do this is rather unnecessary when it will happen naturally when Calamity updates to 1.4
Rover with the big brain plays
so it's technically allowed by TML ig, but that begs the question of "why calamity" and "why not wait for 1.4"
Agreed
Who wants master mode when you have revengeance/death?
True
because you'd just be wasting time given 1.4 support for tML will come in a few months tops
I doubt it's even more than 2 months away, people are full hype mode
lmao
granted it's not a 1:1 recreation
but fuck you it's close enough to the real deal
both cause nothing but more frustrations out of boss fighting

No it’s not, it’s not integrated into the game, so it’s not close enough 
I just hope you guys are not forced to really intergreat master mode
they will not be touching master mode in calamity
according to the q&a, fab is planning on making an addon that deals with master mode, but the main mod will completely ignore it
ye; main calamity stuff is going to disregard mmode
mastermode but every meme mode and serious mode at maximum difficulty x100
Yes
ya but the other items still don’t necessarily have that
me over here looking at my idea every 5 seconds seeing if it was approved even tho I should probably be focusing on desert exploration in mm for that stupid sea conch
There’s also some gear that is so rare yet needed that Calamity adds recipes/alternate obtaining methods for them. This would be Celestial Magnet for Sigil of Calamitas/Celestial Cuffs at 1.2%, and Gatligator for Clock Gatlignum at 1%
@rose latch Part of the sugg.
that suggestion would probably be good
I'd say playing on expert first playthrough if you don't have much experience is fine
but that idea could sure work
(oh, hey Shucks)
Sugg seems fine. Would make entering calamity smoother.
only gripe would be that the DR from Rev+ is getting applied to everything next update, so that part doesn't really apply, but seems fine otherwise.
Hp and defense is probably still lower
hey guys, should the desert scourge have reactions to being in the oasis biome or in desert rain? because the only reason it's on a rampage is that it has no water and food
(maybe only rev+)
Oasis, maybe? but it's a 1.4 thing
can you spawn desert scourge in the sunken sea as well? just wondering
From what I've heard, no
And if this is leading where I think it is, there was a discussion about sunken sea desert scourge yesterday
^
a sunken sea desert scourge would be cool
and we're already seeing different boss variants added with night time provi
it was like an hour of "desert scourge in the sunken sea would be cool because uhhhhhh" and arguments about lore
If you need more reasoning, then here https://discordapp.com/channels/225030931008847874/465195069406707722/697305950775935036
cant wait for nighttime provi to be eol daytime and it drops an insta kill weapon
waiting for the (unreal) lore on provi being a counterpart to EoL
isnt she already a ml counterpart
...what?
cant wait for nighttime provi to be eol daytime and it drops an insta kill weapon
@violet dagger lol
isnt she already a ml counterpart
@violet dagger ...i think she is
very vaguely
no.
great then whats eol counterpart gonna be enraged dog
byeah how is it ml counterpart?
imean moon lord can be summoned both day and night and have no changes....
Lore says so, then again it's been reworked
crystal attack is easier than double lasers dont change my mind
Eh, I guess you can say that ml is just as moon related.
sun lady vs moon lord
agreed
providence wins for being b u l l e t h e l l b u t e a s y
let’s get back on topic to suggestions
offtopic.
Anyways uh yeah, variant bosses should really not be a thing tbh.
Provi has a variant bc like. EoL and creating a mirror to that.
I never understodd why it wasn't the other way
Tbh, sometimes someone might not find out about the variant until reading an external source
^^^
off topic, gseal.
back to revengeance description again lol
tbf it would help a lot of people but maybe it should say "only do revengeance if you are decently experienced in terraria"
since lets say you did 1 normal mode playthrough and then went to calam and it said "this is the mode you are meant to play on"
that wouldn't work
but then again the person should know what they're doing
(I don't think a majority of people play calamity after 1 single vanilla normal mode playthrough)
"do you enjoy going through hell?"
that should be master modes description
revengeance should be "master mode but improved"
no, because that implies it was made in response to master mode
^
I was just joking around with that
the devs are ignoring master mode for now
if the tooltip is to add anything it should be for the sake of clarity
although gold trophies for bosses in calam would be sweet
Fabsol does not intend on touching master mode for main calamity content so
Joking and memeing should be kept to a minimum in sugg discussion.
calamity is notorious for wall of text items
Tiny yharon following you around
so adding as small as possible to it should be a good idea
Activates Revengeance Mode, can only be used in expert mode.
Activates rage. When rage is maxed press V to activate rage mode.
You gain rage whenever you take damage or hit an enemy with a true melee weapon.
Activates adrenaline. When adrenaline is maxed press B to activate adrenaline mode.
You gain adrenaline whenever a boss is alive. Getting hit drops adrenaline back to 0.
All enemies drop 50% more cash.
All enemies gain a new damage reduction stat, which can be reduced by applying various debuffs to them.
The amount of this damage reduction stat varies based on enemy type.
Makes certain enemies immune to life steal and nerfs the effectiveness of life steal.
Increases enemy damage by 25% and spawn rates by 15%.
Nerfs the effectiveness of the Titanium Armor set bonus.
Makes life regen scale with your current HP, the higher your HP the lower your life regen (this is not based on max HP).
Reduces maximum asphalt run speed by 33%.
Increases Nurse healing price.
Allows certain enemies to inflict the Horror and Marked debuffs.
Before you have killed your first boss you take 20% less damage from everything.
Changes ALL boss AIs and some enemy AIs in vanilla and the Calamity Mod.
DO NOT USE IF A BOSS IS ALIVE!
Can be toggled on and off.
that's the description^^^
so adding stuff to it should definitely be minimized
m ye.
the trivia even says it has the longest tooltip in the mod
its nothing compared to souls from fargo but that's getting offtopic
for some reason I really hate fargo's soul mod
I feel like I should express the fact that this description could
honestly be condensed quite bit
"Nerfs the effectiveness of the Titanium Armor set bonus" could be removed...
definitely useful to condense
like "nerfs certain armor bonuses"
do not use if boss is alive could also be removed
since unlike iron heart
it doesnt perma kill u
i mean, not really
i feel like we would get many bug reports if people tried to use it during boss fights and died
if you think you're emart and that line wasn't there, then pros could just toggle on rev right before the boss died and get all the sweet rev loot
until they don't, and die
changing the tooltip wouldn't change the functionality
at which point people would be angry
lul item
there's a lot of uneccessary stuff in there
the dr line will probs be removed
since dr is getting applied to all modes
mhm
You can honestly say "Unlocks Rage/Adrenaline", and have the tooltips for them be on hover
over the adren/rage bars, I mean
the enemies drop 50% more cash could also be removed
allow me to just
``Enables/disables Revengeance Mode if Expert Mode is active; does nothing otherwise.
You die if a boss is alive when you use this.
This is the mode Calamity is intended to be played with; however, you may play on harder or easier modes if you wish.
Grants two new statistics: Rage (activate with V) and Adrenaline (activate with B).
Rage is built when taking damage or performing true melee strikes.
Adrenaline is built whenever a boss is alive; getting hit costs all of your adrenaline (but mitigates damage taken heavily if it is at full).
All enemies drop 50% more money, deal 25% more damage, and spawn 15% more frequently.
Asphalt run speed is reduced by one-third, and the Nurse's healing cost is increased.
Nerfs the effectiveness of [Shadow Dodge/Holy Protection] and life steal, including making certain enemies immune to the latter.
Makes life regen scale with your current health; the higher your health, the lower your life regen.
Allows certain enemies to inflict the Horror and Marked debuffs.
Reduces ALL damage you take by 20% until you have killed your first boss.
All vanilla and Calamity boss AIs, and some vanilla/Calamity enemy AIs, become more dangerous to deal with.
Grants new drops to most bosses and a select few normal enemies.``
wasn't someone compiling all the changelog data to put on the wiki? i remember it being discussed a month or two ago
I was going to joke about that, ye, but YuH keeps it private iirc
hmm why not
excellent
the new longest tool tip goes to.....
(next update changes and 1.4 assertions are both accounted for)
THE SPONGE
lol
50% increased mining speed and you emit light
10% increased damage reduction and increased life regen
Poison, Freeze, Chill, Frostburn, and Venom immunity
Honey life regen with no speed penalty, +20 max life and mana
Most bee/hornet enemies and projectiles do 75% damage to you
120% increased jump speed and 12% increased movement speed
Standing still boosts life and mana regen
Increased defense and damage reduction when submerged in liquid
Increased movement speed when submerged in liquid
Enemies take damage when they hit you
Taking a hit will make you move very fast for a short time
You emit mushroom spore and spark explosion when you are hit
Enemy attacks will have part of their damage absorbed and used to heal you
Provides cold protection in Death Mode
"The effects of Rev mode are listed below" can probably go
(Putting that in the chat really doesn't help. People already know it's big.)
added a line break in place of "the effects of blahblahblah" and also pointed out new drops
because yes contrary to popular belief some items are only available in Revengeance Mode
honestly fargos soul mod is even more broken than calamity
we really changed the topic from "this should be added to rev tool tip" to "lets talk about how long some tooltips are and how we can shorten them"
I have entirely too much understanding of how to shorten a tooltip without sacrificing grammar or explanatory things
don't ask how. I just do
making long tooltips is what we call "shortening a gamer's patience"
half of the time I dont even read it I'm just like aight idc im using this idc what it does
mm like the lore items
nice one thomas
I have another partial suggestion
also wiki suggs aren't for here iirc
in prehardmode, calamity should add fog and a looming visage of the Leviathan when the player goes into the ocean, like 1/5 chance of it happening
I dunno, the vanilla boss page thing was a suggestion
why
why not the lore says so
why not isn't a good reason
Gameplay takes priority over lore
it could add foreshadowing
"because lore" also isn't exactly a good reason
^
Lore isn't the greatest reason, since lore's based on gameplay, not the other way
(I apparently run on lore, so...)
Can we add some form of “Because lore” on the donts doc
"because lore" only works for so many things befoore you have to just start saying no outright
^
while I am of the opinion that Calamity has a long-standing issue involving the inability to connect gameplay with lore, I don't think it's healthy to justify everything with it in the hopes that it changes
because lore basically falls under “itd be cool” reasoning
for a background foreshadowing you'd need a really good reason
the key is to make sure there's a good way for it to work in a gameplay sense
the best lore-based additions ingame are those which benefit both sides of the coin; story and gameplay
both are equally important aspects in a scenario like that of Calamity and thus both need to be given equal love and care
if something is cool to play with but makes no sense story-wise, it creates just the latest entry in a long list of things in Cal that are dissonant between in-game and out-of-game
if something is accurate to the lore but absolutely garbage to deal with in-game, you end up with an attempt to tell a story...at the expense of the player's enjoyment, which should never be a thing you settle for
^^^
This is why a ”Sunken Sea variant” of DS doesn’t work.
this is the balancing act you sign up for when you give an extensive game, be it a modification or not, an equally extensive story
Ty for the latest learning lesson Thomas 
hahayes
I wouldn't have know that Jungle Dragon Yharon's AI was going to change until I joined Discord
yeah and the wiki would've been updated
so I don't get this part
(I really should get myself a wiki contributor role at some point,.,)
the reason why there isn’t changelogs on the wiki is because of the fact that like
there’s a lot of ambiguous history
anyways
literally yuh is working on it and once it’s done it’ll likely be added to the wik
a lot of the stuff in Calamity's early days still remains undocumented
but right now? No, because it’s that poorly documented yeah
with a changelog on the wiki you'd have to go through all the DoG changes which themselves is a ton and thats only one boss
while we're lucky enough to have 100% changelogs and the more recent changelog docs with more recent updates
it’s a process to get history from waaay back
a lot of the early updates were completely undocumented, the earliest ones even predating the Discord server as a whole let alone the changelogs channel
yuh’s been working on it for months now and he’s been working on weapons
most likely
yeah his process I’ve seen is basically like
public statements => looking in each and every mod versions for changes too
basically, YuH is a god, and it's going to take a veeery long time for any sort of definitive changelogs to appear on the wiki
step uno: get mod version
step uno is the toughest
must be very slow
you'd be hard-fucking-pressed to find people with the most ancient versions especially
bc they don't even exist anywhere properly
YuH deserves much love for what he does
he does, really
cataloguing the history of a mod as extensive as Calamity is a lot tougher than one might believe
YuH CD when,.,.
he has to be active
especially when, as mentioned, the most ancient versions happened before the Discord server ever did
so glhf getting anything on all that garbage
You're busy
anyways, back on topic, y’all
SO ANYWAY
is shucks’s suggestion good?
ye
it is indeed gameing
probably
are you gonna sugg your whole thingy thomas?
the big revision of rev item
do I look delusional enough to do that?
...
actually, don't answer that, because the answer's yes
but like I'm still not doing it
I would compress it into a linked document tbh
Yes.
rev item
I have like 3 dev contacts I can yell at about Revengeance item tooltip smh
why would I run the slot machine of making it a sugg
to get public opinion smh
okay fine

If it doesn't make it you can then go directly to the Higher Ups.
I don't really think it's needed at this point
since the tooltip has like 3 years being like that lol
and I'm sure they have something better to replace it
if they had something better it would've happened by now
replacing a tooltip is one of the easiest things you can do to a modded item that you have the code for

but when it's already short as hell how do you make it shorter 
Revengeance item tooltip
considering it doesn't waste wording
yeah each feature is like 3 words
and yet the tooltip manages to be massive
that takes up half of a discord fullscreen.
yep
That's why you can give an example of a simplified tooltip
yes
“Make game harder lol”
like I'm about to do as a suggestion so that it can die 3 stars before the requirement 
well not shit sherock
that takes up half of a discord fullscreen.
why does it matter if it's on discord? discord has differences in text compared to terraria,.,,./,.
it's even bigger chungus in-game
It's just an example.,,.,
honestly the only problem is that if it gets useful information removed then you have to open wiki
I'm honestly not a fan of jumping between wiki and ingame
but that's why thomas revised it, so that it's shorter but keeps all the epic info
I made it a point to keep in all the useful information while also making it not the size of the Empress' thighs
wut
...yes, that
don't think too hard about it 
😔
the point is, is this suggestion good or do I need to change it before I fuck off to return to dying over 1.4 bullshit
master mode damage values 
master mode is fun and balanced and I don’t regret getting too far to turn it off at ALL
i abused hoiking for the first time ever because of mm pirates
master mode is the one time I just straight-up refuse to believe an entity in vanilla exists
it's fine i think
consider that I am the same person who blew a fucking gasket on whips a week ago and believes Queen Slime is beyond saving 
Who would win, scarlet devil or one (1) rolling cactus
byeah
if sugg is good then I am going to fuck off for now as I still have entirely too many 1.4 memes to plan for
like perfecting the inevitable sugg to make Titan Arm double as a golf club or personally gutting the whip subclass to make it a melee subclass and not funny BDSM summoner way to play
Grand dad golf club when lol
FORE (he yells as an NPC looks up and sees a donut™️ travelling at them at Mach 12)
Grand dad boops the snoot of eidolon worms
Any gophers to smash?
What is the point of Nullification Pistol/Molecular Manipulator? They both feel so pointless rn, and I'm tempted to make a suggestion about making them do more. Possibly giving more effects or something.
Just bc shrinking expanding NPCs doesn't really matter, and neither does the knockback bit when you're close to fighting DoG.
meme weapon
it's as viable as titan arm and/or grand dad
serves a purpose but not for combat
I think Nullification Pistol is used on NPCs? in order to enlarge them or smth
I might be mistaking things
yes you can null guide for this https://cdn.discordapp.com/attachments/225030931008847874/536783835162083351/unknown.png
ye
Ah shit, that is the image i've seen before
ig makes sense
yea
wait I never thought of using platforms as door dividers
that's kinda big brain ngl
i used it in one of my builds as i couldnt fit doors in, but i dint really like it
ikr
Regarding Thomas's sugg: I feel like the tooltip should be even smaller. Something like
Enables/disables Revengeance Mode if Expert Mode is active; does nothing otherwise.
You die if a boss is alive when you use this.
This is the mode Calamity is intended to be played with; however, you may play on harder or easier modes if you wish.
Makes the game harder, but unlocks new items and mechanics as a reward.
"Do you enjoy going through hell?"
That would be even more compact. The reason I'm briging this up is: vanilla doesn't tell you even a single thing about Expert. It just says "Far greater Difficulty & Loot". Calamity also shouldn't. If people want to know what is changed in rev, they can discover for themselves or look on the wiki.
@placid cloak Changelog data will never be available on the wiki due to calamity's poorly documented history. #changelogs is the best source of historical info.
@ yuh
Vanilla is not really a good example for everything tho and i don't think it's a good choice to completely block people from knowing what changes, and the wiki isn't an excuse, although i do agree that the block of text is maybe a bit too fat
that's a valid argument
Espescially not explaining how new mechanics like adren and rage work is a bit tough for new players
Asphalt run speed is reduced by one-third, and the Nurse's healing cost is increased. Nerfs the effectiveness of [Shadow Dodge/Holy Protection] and life steal, including making certain enemies immune to the latter.
this shouldn't be in there tho
too specific
I feel like the suggestion’s fine as is tbfh
You forget that The Sponge is in the game, as well as Stat and Proficiency meters
the stat meter's tooltip isn't big now (after they made it change with the held weapon)
I agree that all the little specific changes should go but also tbf i don't see why it would be a problem for this item to have a bigtooltip, not like you're gonna look at it every 3 sec
^
The problem with big tooltips are players with low res screens (of which I'm not one)
byeah
It’s looked at once in the entire game, at the start when you don’t know what it does and are new
You don’t really look at it on subsequent playthroughs, you just click twice and then trash
It’s looked at once in the entire game, at the start when you don’t know what it does and are new
I agree, I was just saying that If you're changing it, then might as well take out unnecessary bits
is it that bad?
I dunno, I play at 4K
Why did you bold then?
Ehhh, it’s kinda necessary for vanilla players coming in and suddenly realizing their op armor/lifesteal memes aren’t viable anymore
there's a reason a lot of the stuff is specified
I know some people are gonna get mad at me for saying it, go right ahead
but a lot of people playing Calamity for the first time, more often than not, tend to lack critical thinking skills and/or the ability to put 2 and 2 together to make 4
they'll go into Rev, immediately wonder why their epic lifesteal items no longer function properly, and proceed to scream in bugs chat or straight-up stop playing
if this stuff isn't explained
I'd love to be able to shorten that damned tooltip further, but
we'd like to avoid as many "bug reports" as humanly possible
A lot of people lack critical thinking skills in general
well yes
that's the point I'm making here
in short, if that information isn't provided to the player, it's just going to create more problems than it fixes
better to keep it and sacrifice some screenspace than to remove it and induce an onslaught of uninformed people complaining that their Spectre armor, Titanium/Hallowed armor, Vamp Knives, or Asphalt is "bugged"
I know it isn't the ideal scenario, but it's the scenario we have to play our hand around
if I'm honest, I haven't seen people complaining about the tooltip
because it provides the information it needs to
by giving the player the majority of the big information right off the bat, you avoid a lot of the inevitable frustrations that come with not giving them that information
I mean it's not that bad, it's literally just something you look at once at the start of a playthrough
lifesteal works almost as it does in Vanilla if you play in Rev tho
where it's different is in Death
Rev adds a cooldown for lifesteal and makes certain enemies immune to it
Rev increases the cooldown* iirc
you could change the tooltip to
"This mode disables or nerfs several cheesy tactics and mechanics.
This includes but is not limited to: Lifesteal, Nurse during bossfights, Asphalt (and a bunch of other stuff)."
oh yeah cooldown exists globally
In Normal Mode the maximum is 80, in Expert Mode the maximum is 70, in Revengeance Mode the maximum is 40, and in Death Mode the maximum is 30. The variable increases by 0.5 every frame in all difficulties except Normal Mode, in which it increases by 0.6 instead.
Rev just sort of makes it a lot more strict
and just list like 8 or 9 things
lifesteal is a vanilla bool, yes
Indeed
mhm
(For lifesteal specifically I'd appreciate some on-screen meter to indicate the cooldown, tho I spose it's not too necessary considering it's short-term enough to probably 'get a feel for'... probably)
I've tested vampire knives and spectre armor in rev, and none of those hit a cooldown
vampire knives worked at all times, stealing about 1-2 hp per knife, and spectre healed about 40 (depending on the weapon) every .5 seconds or so
so
about the OOA rogue weapon
Interesting
That could be implemented in calam as a rogue weapon somehow now that throwing is non existent
yeah
there is a suggestion for old ones army rogue weapons
We were thinking that the drop from Betsy would be a small suicide Kobold, and this could be the Ogre drop
Anyways I forgot that tmodloader will keep throwing
yea i think tMod ended up not keeping Throwing after all
isn't tmod intended to just be a way to load mods
it doesn't really add anything on its own aside from vanities
ye that's the tMod devs' reasoning for not keeping Throwing
thorium and other mods with built up throwing will have to figure that out
but those are other mods
Remove Delicious Meat from the game or give it a unique buff
Why?: It doesn't offer any variance to other food items. Most notably, it's a reskin of Bacon, but far cheaper. With that in mind, there's nothing stopping you from buying the meat when you'll likely be loaded with money at that point and don't need to afford that much due to it's 30 minute buff time.
fair
Probably so
I was gonna change it in 1.4
ye
probably won't even be medium
because you can like
buy it
Small boost would be good
hadal stew probably would give small or medium boost due to its other bonuses
baguette I'll figure out later
baguette
since when was there a baguette in the game
since someone donated
Donor items exist,.
mfw someone uses their $50 a month to put baguette in the game

but it actually looks like a really good item
oh yeah
how much does it cost
the delicious meat
because the name makes it sound like a medium
and if it costs between 75 silver and 2 gold that's also a good price for a purchasable medium
I saw server suggestions is a don't but didn't see that a suggestion of that nature was one, only arbitrary stuff like meme channels etc so hope that it isn't
server suggestions aren't a don't though

Was about to do that lol
only server sugg don't is adding a memes channel
byeah server suggs are allowed otherwise Yhadios and wedragud would never exist, there's just one Don't related to server suggs
That's what I assumed it was yeah
My problem with this is:
A: Channel Bloat
B: Unnecessarily Complicated
Also, when we send suggestions to dev/calamwiki/mod corner, we categorize them
so there isn't a need to do that early on
makes sense
yea i don't think there'd really be a benefit, there aren't really enough suggs every day for it to be necessary, i feel
The idea was around the assumption suggestions are going to come piling in once the 1.4 update comes out
thats what the star count raise was for
Right, and there were quite a few people saying things like "Good luck finding suggestions that reach that amount" and things like that afterwards
So the idea being that if it's easier to sift through new suggestions for voting, popular ones would reach the goal more easily
Perhaps to counter channel bloat, combine QoL and Settings Suggs into one and then just keep Sugg posting as one channel
suggestions having 3 dedicated channels is already a lot
adding even more would be aeeoaeeae
and if the suggestions were to be separated and if that would actually lead to more stars, the star count would be raised even more
star count is high because we dont want to get flooded by suggestions
- if a sugg has gone unnoticed, it can be reposted in a week
so the "buried" argument kinda fails there
Yeah I come from servers where lots of channels and organization is a good thing but I can udnerstand it being frowned upon
Though I don't think raising star count in relation to a change like this would be a bad thing either. If it's easier to get votes, the goalpost should be raised too
Yeah fair
If the general consensus is there's already more than enough channels for suggestions, mine would be counterproductive in general then.
Should I just delete than then or will it be automatic?
bot autodeletes suggs in 24 hours, but you can delete it and that would help the channel be less cluttered
👌
channel gets nowhere near 100 suggs a week
I can get the actual numbers rq
Do that
146 suggestions in 2 weeks, during May
always add a reason to your suggestions!
nice one
(Thanks) 
How many got to dev?
and always add a reason to your suggestions! - RoverXdrive, :FeelsStrongMan:
True Demik
42 sent to dev in the last 2 weeks
55.5% of those 146 went to dev
This was before the 170 raising
I tell you man, Amber. She's started a Sugg Revolution with this bot, and everyone else
PogU
(so, about 81 went to dev in 2 weeks, pre-raise)
you can just post it directly in posting
yea posting it directly in posting is probably a good idea so it doesn't get drowned out by discussions
^
Is there anything wrong with Abs0lut3Z3r0's, Thomas', or MrAsianMan's suggs?
i think absolutezero's isn't very good
I’m going to approve what I think are fine
I don’t think astral bars not being in acc recipes is an issue.
nothing wrong w them
It's valid anyway
Any feedback f my sugg?
Seems fine, although not backed by any "real-world" testing
It's not a don't
YET
i interpreted it as a “make it an accessory material” sugma tbf
might be both ways
@jade quartz Boss suggestions aren't allowed
make sure you read the suggestion don'ts document in the pins before making suggestions
Didnt see it, thanks
Izzy's suggestion is really well argued and detailed, I completely agree with it.
rogue accessory rework time, apparently
Might wanna mention what causes the boost to cease
Sure thing.
(dying and leaving the world iIrc)
An accessory shouldn't make you attack lots of enemies before facing a boss to get the full potential of the acc
why shouldn;t it?
takes time to do unless you have some god farm or smth
It's fairly annoying to do.
^
I'll put the reasoning after that sentance.
I think the problem is that the difference between a freshly spawned in character's raider's talisman and a fully upgraded raider's talisman is so polarizing, and takes a long time to actually complete.
Imma go to bed.
GN
I think the raiders talisman would be kind of annoying if you like just hopped into the world and want to fight a boss or if you died and just want to fight it again
150 crits is pretty dumb to get fast unless you have a crit build
But I wouldn't actually know how to rework it, 100 crits?
Like what do you actually want from it
probably to be something that always works instead of being some crap you have to set up after every death/world load
Good day, once again. I had read suggestion rules, but I am not completely sure, would it be ok to post suggestion, which is related to 1.4 vanilla item balancing issues...
no
no
1.4 suggestions are a don't
you can suggest once calamity is on 1.4
Ok. When I'll just wait, until Calamity would be on 1.4 proper...
this is kinda specific and doesn't seem to have a reason other than "would be cool"
@little vector You need a reason, your body text is just (mostly unnecessary) elaboration
also is my bloodstained glove buff suggestion fine
edited the post slightly, sorry @hollow shell
Alright, that's pretty much the reason I expected.
Also, Terra knife does exist. https://calamitymod.gamepedia.com/Terra_Shiv
yeah but it's more of an equivalent to the terra blade, I was thinking a shortsword version of the terra edge
I see, that could be made more clear
(and you ought to provide a reason for that as well, beyond "it'd be cool too")
^
this is basically the extent of my reasoning, I suppose theres no definitive reason to add it besides the fact that I think it would be a nice weapon
idk about adding another terra shortsword when melee already has 5 terra weapons while every other class gets like one or two
Yeah that reason you charted out is fine, I get it
And uhh, if you don't have a reason for why a Terra Edge equivalent shortsword should be added, then it prolly shouldn't be in the suggestion
again, I couldn't think of a great reason for there being a terra- variant besides "all the other swords have one" so I took it out but at least a true variant would make sense
just 4?
yoyo's the only real subclass.
ye
actually, true melee
the other ones are basically extensions of melee
There's 6 weapon types and an "Other" type
You don't call books a subclass of magic, so you don't call spears a subclass of melee.
Depends on who you ask.
wait how are there 6 subclasses
True Rover
not true subclasses
broadswords, shortswords, whips, spears what am i missing
yoyos
yoyos and flails
there's like 2 "true" subclasses in melee and the others aren't really sub classes
boomerangs as well
whips are basically useless without minions
(not to be confused with 1.4 summoner whips)
^^^
wait theres whips in calam
i thought flails were a subclass of whips turns out i was wrong all along
oh those
"Other" is for thrown melee weapons that aren't boomerangs, like Empyrean Knives right
I was thinking like summoner type whips not nebulash and cosmic discharge type
There are no summoner whips in Calamity
We be talkin about Nebulash and Cosmic Discharge as "whips" right now
BSDM subclass is weird.
they're more flails than whips
BDSM*
Shit
And yknow we're definitely adding summoner whips
Ye, not surprised at that
whole new weapon type
Gotta fill out those Post-ML tiers and flesh out all the Pre-HM & HM ore tiers and some bosses and whatnot
Igneous Exaltation and other certain weapons already encourage summoner in calamity to get closer to enemies, so whips just add to that.
ye its not really neccessary to add whips to calam because summoner is already good off the bat there
but it'd be cool to try
m
m
m
Whips will need more range though
Summoner is only ahead of Rogue in terms of weaponry numbers, really
also yes what ben said
definitely
Firecracker has extreme difficulty hitting the twins
The more the merrier, especially if we do some unique stuff with the whips
you 100% aren't going to be hitting scal with any vanilla whips
ye but with range
SCal honestly stays fairly close to you during certain phases, so I wouldn't be surprised if they did actually reach.
it would be hard to hit tho in the charges
because scal charges are like 5x the speed of eoc charges and you can barely hit those
hard to hit with melee ish anything in charges
this is offtopic and future content, so I'm dropping it now
I don't know if what I suggested was suggested before so I just suggested it
Ye the problem is future content suggs are a don't
suggestions about 1.4 content aren't allowed until Calamity is actually on 1.4
ahh yeah sorry
fixed
gonna just take that for later if it isnt a thing added when its updated
Imagine if I read things
Thanks! Suggestion upvoted

the night’s stabber parallel suggestion feels a helluva lot like a SIS
kinda, but also, like, it's not a bad idea
i think it would be cool if sentry summoner was expanded on early game and post moonlord as it only really works with tier 3 tavernkeep armor and hive pod currently
although i guess it could fall under the same reasoning of "there's no exo version of x so why not make it" so i guess it would depend on whether or not it's legitimate oversight
theres no like accesories or armor that expand on it so after providence you cant afford to still be using tavernkeep armor and the vanilla accesories
no i used them for providence with around 5 energy staff sentries but i struggled to incorporate it for polterghast or later bosses due to the lack of defense and good accesories, the weapons are cool tho which is why it sucks your confined to only use 1-2 of them
carrion drops from old duke
yeah but you can only have one unless you sacrifice accesory slot which at that point you can just get like 4 minions instead which out dmg it by a ton
i feel like this is:
Any suggestions involving making a specific subclass (weapon type) more viable at certain point(s) in the game.
It is exactly that, GTX.
sentries are kind of a meme because right now you either balance it around only being able to use 1 and make it fairly dull as a subclass or balance it around being able to use multiple and then meme on anyone that doesn't want to go full sentries
The biggest problem i have rn is that arguably the best armor for summonner pre-ml rn is an hybrid armor between two classes where you would expect a pure summonner armor to be better, because it does only that
what are the 2 classes?
melee and summonning
pre ml valhalla knight+hive pod can shred any boss easier than any other setup
I think the problem rn is that calam really wants to expand more on sentries to make them relevant at every point in the game but it can't because it would have to modify heavily vanilla summonner armor and it's a think calamity devs doesn't want to do
subclass suggestion 
Well i mean it's technically not suggesting to make a specific subclass more viable
at least it's not a subclass suggestion that's reason is "because subclass playthroughs"
but yeah, it's 
is it still a don't?
I think it could fall into the too big of a change don't, but it's not specifically a don't itself
I’m not trying to make a specific subclass better, I’m trying to get all weapon types more represented. Sorry if that falls into making a certain subclass better, I didn’t mean my suggestion that way
Nah it doesn't fall into that don't
it's just that imaginating new weps for several subclasses and balancing them would be a ton of work for the devs
it's better than most subclass-related suggestions
^
it really is
mainly because it cares about all under-repped subclasses equally
which basically no other subclass sugg does
Oh sorry I’m not experienced with coding so I didn’t realize it would be a lot of work
programming likely wouldn't be an issue
Tbf it's mainly the balancing part
Oh
testing
is
a fuck
I do want this to be a thing, it's just
balancing is a cruel, greedy mistress
eats up a ton of time and effort
Yeah that makes sense. I didn’t think about the balancing portion of it
I still really appreciate this suggestion for not singling out any specific subclass or suggesting something in a specific spot
it's just "make the various subclasses of weapons matter a bit more" and I really like that vibe
Yeah I didn’t want to attempt to force a specific thing/progression change, and I definitely didn’t want to be like “MoRe FLaiLs BecAUsE FlAIls ArE EpIC”

Thats a dont please check the donts doc in the pins
okie
“every sword in the game”
@hollow idol how would that even... no they wouldn’t all even fit in your inventory
Well sug is invalid so uh yeah probs should delete it
done and did it
thats what i was implying
Oh sry

makes sense not to add a zenith upgrade - but is it being added to the exoblade recipe?
It would be weird to have normal swords-> wtf Zenith is ->normal sword
1.4 related suggestions are a dont, please refer to the pinned google doc
@ebon rain
Also i'm pretty sure it has already been discussed by the devs
(I think this is already planned anyway)
ye
They said no 1.4 suggestions
ok sry i will delete
@sand umbra I think your suggestion is good, but I think instead of condensing it, they could put it on a lore item of someway
like only legendary items have their own lore
The revegance tool tips
who dares to disturb me from my slumber
if it's in voting then nobody can change it
should've done that yesterday then.,,/.,/.
also looks like the regnerative ravager might become a thing
" Ravager given a new phase and reworked slightly"
Well i don't think so, new phase doesn't mean regen and it seems too big of a chage to be worded as reworked slightly imo
key word: "might"
It definitely will be interesting to see the boss reworks
and astrum deus rework better include removing his 7 gajillion tape worms
that was my first thought when i saw that in changelogs, but that sugg hasn't even gone to devs yet
so it's probably just something that the devs came up with on their own
don’t forget— rover is a dev
that's true, but i feel like considering the time frame in which the sugg was made and the changelog was made, and also bc this can hardly be considered minor (imo) then i don't think so
unless coding that sort of thing doesn't take very long, idk
tbh fab works pretty fast so who knows
eh, whatever it is i'm sure it's gonna be very epic
am I able to post suggestions for revengeance/death mode changes to Empress of Light and/or Queen Slime?
no
ok good to know
no 1.4 suggestions until calamity is on 1.4
alright thanks for letting me know
Why not discuss some changes to be made FOR 1.4 before it is updated to that version?
because it's a lot of work ALREADY
Because you'll just discuss stuff that has prolly already been planned by the devs
and ^
would a mechanic be too big of a change for it to happen?
Depends, but usually yes
depends
a map marker showing where a boss died
iirc something along those lines has been suggested a bunch, at least showing where drops are or something like that
It's not that useful
bruh i lost siren and leviathan lore because of it
killed leviathan off screen and now its gone
then just have the lore items show up on the map
a marker of the boss bag or the lore item would be more useful
i was talking about showing drops btw
yeah
but u might as well just have a marker where the boss died
cause then u could find the ground drops
I don't think it'll be too much of a stretch, you might suggest it
ok
bruh moment
love it when the new line hotkey doesnt work
so i have to wait 10 mins


Was leviathan off screen as in off the map? Cause a marker wouldnt help with that
bosses that're off the map still show their icons
Not after they're dead
they werent off the map
'why not' is not a good reason
@mighty schooner That's a Don't, under frequently suggested
if you want more pets, go download Calamity's Vanities
yes an eidolon wyrm pet is in calamity's vanities
Most of the time suggestions to add items for consistency aren't really specific item suggestions because they usually don't suggest to add a specific function, recipe, and sprite or anything, so I'd say it shouldn't go under the "No specific item suggestions" category
also i'm not sure how consistency isn't a valid reason
please go into detail as to why you think it’s invalid, yeah
It would not go under the specific items category, it would be separate.
Yeah I guess I kinda contradicted myself with giving a suggestion that was against ones without much of a reason and while doing that, not giving enough of a reason 
Ill delete it
Here's a question: was there ever a non-mod/non-dev/non-Rover "meta-suggestion" that was actually implemented?
depends on what a meta suggestion means
suggestion about suggestions
Hm
That SIS ban sugg was by a mod
I was about to mention terry’s but then remembered he was dev at the time of making the sugg
Terry's is the one that comes closest
Usually if there's a "suggestion" for adding something to the Don'ts or doing something else, it's smaller scale and can be implemented just by discussing it in this chat
does this count
I mean tbf it's pretty normal that the mods and devs know better than anybody else what should and shouldn't be suggable
does this count
kinda does, yeah, but it isn't "legally binding"
I'm not sure if the SIS suggestion would've gotten implemented if it was suggested by a whitename
Because Terry's been around for a while he had a good reputation, so his word was more trusted
I have complete confidence it would've happened
Well yeah but now withe the new system this is way less relevant
the fact that a huge vote happened over it and the team was (iirc) in favor of it
Well, maybe
leads me to believe that the "who" of the scenario wouldn't really have made too much a difference
if any suggestion about sugg channels counts, there was one made by this nerd called Providab or something dumb like that about renaming suggestions to suggestions_read_pins (before sugg system was reworked)
The bad SISs would get filtered out by #suggestions-posting but if they were still allowed then most would still be getting through
Nah i didn't mean that SIS doesn't matter anymore i meant the whitename thing
ye
pretty sure a repeater is just a bow with a different sprite
I don't think we need more bows that are just shaped differently
gotcha.
And well, you could consider the line between wands, tomes, and staves to be pretty blurry, too
... Bows and repeaters are totally just the same thing tho
Well tbf there is no real specific subclass in mage in terms of how the weapons work
I guess mage makes up for it by having a lot of its weapons be quite different in function anyhow
a ton of tiny subclasses
mage subclasses suck
mage doesn't really have subclasses tbh
mage subclasses are more or less entirely defined by visuals
because mage weapons are so unique even amongst each other
it's not like with most other classes, where the different subclasses have at least some unique mechanics for each subclass (swing type for melee, how the minion moves, how the projectile acts for mage)
bows and repeaters are the same thing reeeeeeee
repeaters just look cooler
give me crossbows, Redigit
or Fabsol or whoever wants to make my life awesome
give me crossbows. crossbows are love, crossbows are life
the difference between repeaters and bows is basically the same as the difference between mage subclasses, yea
Crossbows could be neat
Like bow sniper rifles
Tbh, does ranged need it’s fifth subclass? Between bows, guns, rocket launchers, and flamethrowers it already has a lot.
Charged bow shots?
that's just what a bow should do 
Terraria bows be like "haha funny arrows go brrrrr"
but like what if I (or anyone, really) did the funny and added drawback mechanic to bows
and some bows had special effects on full drawback
so make stealth strikes for bows
So basically you want bows, as a subclass, to have a pullback mechanic? So you could maybe replace how dratoliornus winds up with it just being the pulled back shots?
im assuming it would be like charge shots
Probably.
I think that sounds sick, and would differentiate them from guns a bit more.
and the crossbows could act as auto shoot bows
Terraria overhaul mod adds a draw mechanic to bows iirc, it was quite interesting to use
Also on the topic of adding new subclasses, is that a thing calamity would ever do?
I mean it added new thro-- ER, I MEAN rogue subclasses
so the possibility is certainly there
It made flamethrowers and rocket lauchers more legitimate subclasses.
rogue subclasses exist ye
flasks, spiky balls, boomerangs/disks, random shit you throw, spears
idfk what a throwing brick counts as
and as mentioned, flamethrowers and launchers were hardly subclasses at all before Calamity existed
Calamity made flamethrowers a full-on subclass complete with Shroomite helmet and gave launchers a lot more love
7 launchers in vanilla, with one of them originally being post ml and useless(No I don't count nail gun and stynger, those are unique and weird)
Weren't the rogue subclasses basically throwing subclasses though?
Actually, flasks might be new
I think
bombs are definitely a newcomer to the throwing/rogue subclass roster
^
Grenades
Most rogue classes are new, as almost none of them had any support from vanilla.
Like, less than 5 weapons does not make a subclass.
Javelins have a vanilla variant of javelins, boomerangs are from melee, daggers have a vanilla variant of throwing knives, spiky balls have a vanilla variant of spiky balls, bombs have grenades
ye but there were only like, one or two weapons
Though all the other category are new mechanics
kinda like how there were only a handful of launchers and flamethrowers
^
Boomerangs are really only the subclass you could say that already existed.
Saying that javelins, daggers, spiky balls, and bombs are what inspired the subclasses is true, but it doesn't mean that they were originally subclasses. They were just shit thrown at the wall, essentially.
Yee I know, I was more of asking if subclasses with new mechanics would be added
Though I know the devs have probably been busy fleshing out existing subclasses
Ehhhh it's unlikely.
Most classes have enough subclasses, the only one you can maybe say needs more support is Summoner.
and even then we can see devs adding to it
now there’s summons that shoot enemies, summons that charge enemies, summons that take a more active role to use, summons that act as a player-centered sentry
Yes
One thing I might like to see is more of those certain summon types get more support
if the dev qna proves correct, the main thing is coding them bc iban churns out sprites like there’s no tomorrow
there was so much good stuff in the ama
a lot of stuff that will definitely be left up to us to balance out
devs and community together make a great team
@nova star that would be a specific item suggestion
literally suggesting a 1.4 item
also churning out spritez now slower because I want more quality instead of quantity
yeah
please read the suggestion guidelines document before you make suggestions
there's 2 jousting lances that basically work the same way you described
Ok gotcha
the lack of prehardmode repeaters and post moonlord repeaters are definitely something







