#suggestions-discussion
1 messages · Page 921 of 1
@patent stone have a warn.
have a mute
thanks merk
do you really have to ask that
?
That was the fasted Warn/Mute I've seen
thank you merk and spider
i'll log it
wow

o nvm merk is on it
bruh.
^
Ban.
banned for mute evasion indeed



Wait how
huh
anyway moving on
Muted and spoke
uh
they left and rejoined
Ah
that's how
suggestion discussion yes yes
they seemed cool
they really didn't but ok
^
back to suggestions talk!
bye
Currently loving how aggressive Thomas is going against the current sentinels
i mean the sentinels do need a ton of work
if you prefer good wing time over good run speed, an alternative is to use angel treads+normal wings instead of tracers
signus barely does anything
influx's suggestion is fine or na
cv is basically who has the fastest weapon
the sentinels could do with being their own bosses, would make giving them a treasure bag better
and weaver is essentially circling around W O R M for like 2 minutes
indeed, they feel like minibosses atm bc they don't have a treasure bag and are also a bit ez
Imo, Signus is the best designed sentinel currently, just needs a bit of tweaking to fully work
Yeah
SW is just 'run away' and CV is just 'shoot everything all the time'
so AI buff is bueno
yup
for signus i feel all he needs is a faster rate of fire and to be more aggresive
tbh for the DoG fight they could probs be an easier version but maybe not necessary
Ehhhh dog fight sentinels are already easy enough
doggo sentinels are fine imo
u dont need 3 boss fights merged into 1 giant boss fight in the middle of another boss fight
@hollow shell update the suggestion
also for some reason when i reach eater of worlds on boss rush
i kill it but the projectiles are still being thrown at me
and the next boss isn't spawning
any ideas on that
sir this is sugg discussion
?
yeah
but im also asking him a question
am i not allowed to ask him a question
XD
because he knows the mod better than like 99 percent of us?
are you sure about that
I thought he wasn't the bug guy
I thought he was the sugg guy
alright
read the pins there first pls k thx
tho uhh it's just "Excelsus" not "Zealous Excelsus". Zealous is the modifier prefix you got on it
sand, some people don't even read Server Names before joining, so I won't expect them to read the pins, that requires too many braincells
I pinged him
ye it doesnt need to be immediately yeeted
ok
if it doesnt get changed bot is going to void it
the lighthack change one is good to go imo
@ashen warren real quick, "Zealous Excelsus" is just "Excelsus"
Apart from that, anyone got feedback before I approve it?
it looks good to me
no qualms from me

lmao
make holy flames when applied to enemies be like that debuff u get when providence decides you took a hike 
holy flames forces bosses to be near you 

was my suggestion posted?
rover said he was gonna approve it
and it isn't in posting anymore
but i dont see it in voting
^
Damn
I was waiting for you to fix Excelsus's name and the kill-time slipped past
rip
Yknow what this is fine
Cuz you can redo the suggestion with kill times and/or DPS numbers included
(Which is something your sugg shoulda had cuz it's a balance suggestion)
m, sorry for letting it die unintentionally
and, not tellin you about kill times earlier
cya
sand is pumping these out
just hitting random on the wiki and writing suggs kekw
yeah looks solid
it's also weird that living dew is harder to make than its instant upgrade
since it requires gypsy powder
if the hardmode materials were just moved to the honey dew, it'd fix the instant upgrade issue
no more bad accessories 
so in other words, making the black belt/ninja gear do a dodge like counter scarf or something?
Maybe.
Just something the player can activate.
Keep in mind, black belt is not a dash.
It's also a pointless acc.
this is true, i forgot about that
and yeah literally no point in using it until MNG
Mng is the same tier.
ye
so even more funny immediate upgrades
actually MNG is the latest-progression item in ninja belt right?
yeah
haha immediate upgrade go brrr
along with cores of eleum
rover already made solid plans for reworks to a lot of these boring/weird accessories
but are they happening 
yeah
already made sprites for some reworks
sick
I need to make more iirc
didn't spoil anything apart from the fact that stuff I happening and rover already revealed that earlier
IHS pressed enter too fast.
has the same 10
me when i has the same 10

vanilla balance amirite
the land of immediate upgrades
Make mng require smth like scoria 
paladin sheild
Make ninja belt post-cultist.
more like calamity and vanilla had the same idea
mng requiring scoria and ninja belt requiring meld blobs would help
they'd still be pretty close but at least not instant
What if you killed golem first? 
before what
or tabi could be crafted with cloth and mech souls
Before plantera.
but why
Golem ez.
i mean you can't really account for sequence breaks in balancing
in death? no
nerf sponge please it makes king slime a joke
Nerf amalgam.
Nerf Asgardian aegis it insta kills eoc
Amalgam is actually kinda insane underwater.
Nerf seafoam bomb it destroys desert scourge
Honestly, yeah.
Underwater arenas are meta.
Since so many accs give random buffs underwater.
today I learned there's a sugg limit
when u actually hit the sugg limit
There used to be. Around 3.
That was before the rework so it's less of an issue, but it is still stuff we gotta decide to approve and stuff that will go into #suggestions-voting
thats alot of suggs
5 suggs per person per day
Is Influx's suggestion aight?
seems fine
^
looks good
yee
yea
How is Spotify's?
sounds good
yes
Two suggestions in a row that don’t realize that the game isn’t a boss rush and farming is good sometimes? Just because there’s a boss in between items doesn’t mean that they aren’t slightly later in progression
yea
Ah right
@unreal viper Living Dew and Honey Dew are getting separated further next update
iirc Living is being moved to PreHM
nice
the moment u start a game u instantly use terminus
I'll edit my sugg accordingly.
aighty
you kill boss, prepare for next boss and gear up
is ambrotial ampule also being moved in progression
there isn't a boss between living dew and honey dew/MNG and ninja belt though
that's the issue
i assume those are the suggs you're referring to
bc honey dew is upgraded very quickly
bosses are the progression milestones of terraria
if there's no bosses between two items, they're on the same tier
upgrades should happen across progression, otherwise the prerequisite is obsolete
I don't think Ampoule is being moved
i feel like ambrosial should be a post cultist item like absorber
but then the poison and bee effects would be useless
Yeah there's no reason to move it there
Ampoule is primarily exploration and mining based
and that pretty much stops once you've reached Cultist
Right, right. We should remove everything but the bosses and have every boss drop all of the optimal gear at its tier. Sorry, I forgot.
? don't know why you're being passive aggressive
gear can be acquired after a boss without being dropped by the boss
to incentivize exploration/farming
(which suggestions are you talking about, by the way)
The two ninja gear ones yeah
And, what's wrong with them?
the black belt one is kinda undebatable since you literally get both of the drops from the same enemy at the same time
in progression*
Bone lee can end up dropping only one or none
and then you'll just keep farming
Indeed
But there is very little time where you'd have only one of the two
Chances are, you'll just keep farming till you get both
because they don't have much value on their own, they're much better if you combine them
Either way you won’t spend a lot of time in the hardmode dungeon and if the accessory only has use as a material it’s effectively a material
bone lee dropped both for me one time
Yeah that can happen
as for the ninja belt one, you'll need cores of eleum anyways and purified gel/frog leg are very likely to be gotten far before you can craft ninja belt
Usually
so it's literally just get mng->upgrade it
This is not a garunteed thing
that's why i said very likely
most people kill slime god, so purified gel is almost certain
and frog leg is just fishing
which can happen at any point in progression
Or bug net swinging in the Jungle
^
i feel like frigid bulwark should also be moved in progression
We may or may not be outright removing Frigid Bulwark
because 1.4 added an item that is just that.
lol
would you buff frozen shield to what frigid had or keep it as is
Are the two any different
Either way the reason there’s immediate upgrades of vanilla items is probably because they didn’t want to remove and replace the vanilla items
"The shell becomes more powerful when below 15% life"
This is the only unique thing about Frigid apart from the Death temperature stuff (the latter of which will be added to Frozen anyway)
none of the suggs are saying to remove or replace the items though
just to move them around in progression so that they can be used as something other than materials
honestly you can probably just give that effect to Frozen Shield and then blammo
i was going to say would you move over the power boost under 15% life to frozen
you now have a coupon good for one (1) item removal
Yeah the death mode effect could just be moved to the frozen shield and you're good
i guess there are not alot of ice related materials between plantera and DoG
to move frigid up in progression
I guess we could add an Ice Queen material or something
or a permafrost one
yeah maybe, a post-Golem or post-ML Perma ware
or well, post-Frost Moon could work too, he already has those
yeah
and maybe instead of buying them you could craft them
to be consistent with frigid bulwark
you could add like an enhanced frost core from ice queen
similar to sand shark
Perhaps
like the ice mimic drops like frostbrand upgrades into absolute zero
ice bow upgrades into eternal blizzard
and possibly a new weapon themed around the flower of frost
@radiant tinsel Re-ping. Wouldn't the box outline always be off-screen?
Yeah true. didnt think about that. should i delete?
If you can't think of any other solutions, I guess you can
indeed i know pbg
Should I put such things here?
Read the rules about suggestions.
Right. 😐
Had idea about if Calamity and another mod were used at the same time, related to mechanical things and viral corruption, but never mind.
cross mod content in the form of combining is a no
Ah...
Inter-mod stuff would be between the modders themselves or via a third party mod
living dew should be moved to prehardmode
it being in hardmode makes no sense since it gets immediately upgraded into honey dew
oh wait that's upcoming
Next update, Altix


god alt
shut up i know what im doing
glad to see beta testers having open lines of communication
Anyways
I do feel like a lot of this is getting excessive
First we had Void of Calamity
Then Mana Jelly, Life Jelly, First Shadowflame, Gehenna, etc
When it all can come down to one thing
which is another instant upgrade
It's literally crafting fodder for sake of crafting fodder
Same for the boots line of whatever
ive done so many crafting trees and then not used the item, it is actually kind of fun for me somehow
buff every HotE component when
You can easily compact them into one suggestions talking about how individual accessories' individual effects should be stronger than what it is when combined, imo
Instead of spreading it out forever
i think acessory buffs are more important when they cant be upgraded into a better version
like most expert drops or the amalgam
though amalgam is already reworked
@unreal viper since you've done like 5 of these for the past week
theres more than that alt, atleast 4 more in voting
oh god
I can replace my suggs if you'd like.
nice
@unreal viper living dew is getting changed next update
@unkempt bolt can't exactly move mng down in progression as it is because it's immediately post plant when bone lees spawn
crafting recipie
even without minmaxing biomes
I'll erase sugg.
@bronze aspen separating the wings effect from seraph tracers on a whim (like through visibility) is quite difficult actually due to how wings are coded
I'm not sure it'd really be possible
would it be possible to add a recipe to "disassemble" the tracers
get the angel treads back out of them
yes
celestial shoes
i’ll edit that
Do both of Thomas's CV suggestions look good?
Ye, think so
^
Agreed
then what's wrong with the first?
^ indeed
I also kinda like the suggestion where the healthbar will change color whenever a boss is in a vulnerable or invulnerable state
Yes, i know thomas didn't make that one
i dont see anything wrong with either of the cv suggs
same
Sounds like it'd be a neat lil touch
yeah that's what i thought
i got the idea when i watched sm644me's shroom nohit
and they had edited it in after beating scal
Probably shouldn't overwrite boss music tho
ah yeah true
like if you challenge SCal again for more drops
yeah so basically just make it override any non-boss music
i like this idea quite a bit
i had the thought a while back to incorporate the three interludes into the game at their intended progression points, until i saw the don't about that
but i think this fits it as well
Oh damn, that'd be nice
since it's already in the mod but doesn't properly play ingame, except with the music box
it also plays as title theme tho, which is my only concern
because then if you left the game, it would continue to play
but idk ¯_(ツ)_/¯
I don't think that's an issue
That tale of a cruel world suggestion is actually a pretty neat idea tbh.
TBH that's probably a good thing if you quit to menu right after SCal and the music isn't interrupted
So where does tale of a cruel world even play currently?
title screen
@lavish bridge There’s usually ways to prevent boss summoners such as Hive Cysts or Siren Lures, with Biome Lore.
and there are various mods that add natural boss spawning.
I'll be taking this as they have a mod in such nature active.
Which would invalidate those solutions a tad bit.
The vanilla bosses spawn naturally during the day and at night depending on what you have defeated, I enjoy this feature however If me or a friend of mine is grinding and farming, a boss will give everything the Boss Zen Debuff which would prevent from anyone farming and having to wait till the boss is defeated
Ah, are you in death mode?
Death?
^
If so you can instead suggest a config to enable/disable that if it doesn't exist already.
Rather than this.
Isn't there a don't for death feature configs?
It gets weird with this sugg.
Think it's recent
Bc while death configs are a don’t, this isn’t a Deathmode feature.
From here, seems like it's from the death feature
Also, there are ways to prevent the spawn
Leaving the biome before the boss spawns, for instance
^
Either way, I dont see a objective to such a suggestion, its a feature that changes the base game, last time i played with Calamity, Boss Zen wasnt a thing and now that Im replaying it, it gets really annoying time to time.
Except guess it's kinda problematic for night bosses, unless underground
And i just feel like it shouldve been a toggle to begin with seeing how many other features have gotten a toggle option
Cosmolight iIrc.
Hmm.
Not sure how that went
It hasn’t really reached the requirement.
then ill just hope itll make the changes.
Someone has told me this already, but I would just like to completely remove it because grinding mobs takes much slower
In singleplayer?
also in the Frost Legion theres a boss that spawns (im not sure if its Calamity boss or other mod) which completely pauses the event before we kill that boss.
Non Dedicated Multiplayer
Wouldn't remove it since its purpose is for enemies to not be an annoyance during boss fights
Overall, just having the option to toggle a mechanic like this would give players more choice in their gameplay.
^
I was just about to mention, the whole reason why it was added was due to preference for some players, however I and many others dont mind the mobs but infact would rather enjoy the more spawns
*for grinding
For grinding that is.
so adding something like that without a toggle just doesnt make alot of sense seeing how it is preference.
Most people tbh don’t prefer having random mobs interrupt their boss fights. Grinding? Yes. Boss fights? No.
A legit boss fight shouldn't have 100 enemies also swarming you at once.
It'd be infuriating if you got DoG to 2% then got knocked into its head by a wyvern
^
Indeed.
again, thats preference, it was a feature that was added throughout the development of Calamity and coming back to it I was surprised how they didnt add a toggle option for it.
Yeah, may wanna include it's for grinding convenience though.
^
Because the only instance it'd be helpful is grinding in mp
Ye.
I have mentioned its for grinding purposes in multiplayer
Maybe I should reword it to make it clear?
Reword if you can.
Otherwise an arguement can be made about where you are grinding to begin with.
^
Since not a ton of places exist where mobs drop something cool.
The main problem I see is the 'it can be very annoying how every second theres a boss that spawns naturally'
Since that's death
(Where a boss can spawn naturally anyway.)
And remove grinding for a specific item in that case actually.
People also grind for materials and whatnot.
When you just straight-up forget about base game mechanics because of death
Vanilla changes are a thing too.
My brain just ceases to exist rn
When grinding/farming in multiplayer for a certain drop from mobs.
Again, not every biome has that one cool item.
Biggest example of this truly being the case would be the Snow/Ice biome.
So we can say you are for example, grinding for Amarok or Ice Sickle, Cryogen pops in to say hi.
This isn't always the case; Essence and Souls exist.
What other mods are affecting bosses spawning in? If you can even specify that, if it’s not just Death Mode.
Tbh, I just never had an issue with regular spawns whilst fighting a boss ever throughout my time in Terraria, vanilla and modded. And seeing how this is a feature that many players craved just makes it a bit annoying that now I also gotta deal with it. Now that its a non toggleable option in Calamity means that I now have to have this unwanted feature within my gameplay.
That's uh.
Im not sure if other mods affect bosses naturally spawning
The 5th time you've made that point yes.
^
Check your modlist and SS it for us.
I dont want to disable boss naturally spawning. My issue is purely just with having the debuff constantly activating every time a boss spawns in.
Yes, we get that.
But right now, we need to make sure it's not another mod causing bosses to spawn.
Because I'm pretty sure once you defeat said boss they can't naturally spawn.
There we are, thanks for the confirmation, I didn't want to look at the death page one more time today.
(Np
)
Realistically, I don’t see any problem with how naturally spawning bosses occur in Calamity itself.
Providing some examples would help, really.
Such as Hive Cysts spawning while farming so and so
Realistically, I don’t see any problem with how naturally spawning bosses occur in Calamity itself.
The only requirement for a boss to naturally spawn in death is to have 300+ HP.
This provides a massive damage to early game players.
Death Mode is already a massive headache for early game players,
True. 
Ill just make a list for the mods:
Thorium
No More Tombs
Auto Trash
Crafty's Critters
Lan's Unlimited Buff Slots
Smart Doors
Summoners Association
AlchemistNPC Lite
Calamity (+ music)
Elements Awoken (+music)
Upgraded Assessories
VeinMiner
Infinity - Endless Items
Thorium + Calamity Convergence
Legendaries+
Bpss Cursor
Spirit Mod
Wing Slot
Which Mod Is This From?
Yet Another Boss Health Bar
Fargo's Souls
Fargo's Mutant
Magic Storage
Boss Checklist
Recipe Browser
Ahhh, does that provide weird natural boss spawning?
Yes.
Read the pins in #other-mod-talk and go to 5/12/20.

Causes all this weird stuff to happen.
Wonderful 
So now I'm unsure if this issue is being caused by "natural" death spawns, which seems unlikely to begin with, or a ton of big mods being combined.
But... there isnt an issue....?
How do you know?
Wouldn't it be better if the bosses didn't spawn at all?
^
Like i said, i enjoy the boss naturally spawns. I do not enjoy the Boss Zen Debuff cos its a feature I never wanted to have when replaying Calamity
I dont understand why you guys are making 90% of your points. Having an option, a choice of a mechanic from Calamity that was added for preference, would make the gameplay for certain players better.
We're providing criticism that is necessary to accept otherwise your suggestion won't make it to voting.
We're literally here to help you improve your suggestion as a whole. 
this is giving me a headache
It’s entirely unnecessary for a large majority of players, and we’re seeing if there’s an alternate solution for you.
The only reason a boss spawns in Calamity is Bc
A) you nuked it’s spawn
B) Deathmode said it was your turn to die
If you nuked it’s spawn, you can nuke the boss. If Deathmode said you die, you arma and respawn in seconds.
It was something players wanted in their modded gameplay, not calamity specifically, but Calamity decided to add this feature and make it not toggleable.
Calamity added it because people wanted to not have Wyverns and other mobs interrupt their fights. It’s a glaring vanilla problem, similar to the busted nature of RoD and lifesteal.
^
If you want your suggestion to become a reality, listen to us and update your suggestion where needed.
Im sorry but isnt that just really rude? Like I understand youre trying to help with my suggestion, but what youre constantly mention is completely the wrong point. But now i gotta kiss your feet in order to get my suggestion to be even considered? Ill make this point for the final time. I understand why its a thing, what I dont understand is that why its not something we can turn off? If it was a seperate mod by itself, it makes sense, integrating it in one of, if not the biggest and most used mods to make it a feature that isnt an "option"? I dont get it. Im willing to make changes to my suggestions if it makes sense, Like i made it more clear that its a problem in grinding on multiplayer.
there was a suggestion a while ago about making boss zen local, so only the players close to the boss are affected
lemme see how it did
it was accepted
(Not what this suggestion wants)
Please provide specific examples of when this happens, Rusty.
the pin about not taking comments personally is gone, weird
i personally don't see a problem with the suggestion tbh
Whenever I have spawnrates increased in grinding and farming spots.
Me neither, i dont get why these two are trying to find a way to object it?
the suggestion is good yeah, but the way it is said can be improved
Its a suggestion to have a toggle for a mechanic that is forced within the Calamity mod.
There are alot of toggle options for Calamity that it changes, I dont see why this cannot be one.
for example, maybe remove the last paragraph. it's saying something else (boss zen be should gone after first boss kill)
I don’t currently see when this problem would occur without other mods causing bosses to spawn.
Whenever I have spawnrates increased in grinding and farming spots.
What bosses? What areas?
Vanilla bosses, all around the world.
Mechanical bosses, pre hardmode bosses. At night and during the day
They dont spawn often, but when using increase spawnrate means, they spawn often enough to be annoying to have the debuff
etc with zerg potions
I had to read that whole paragraph to understand that you don't understand we're trying to help you.
Mechanical bosses don’t spawn after you’ve defeated them. King Slime is the only pre-hm boss who can randomly spawn after you’ve defeated him.
^
I understand, but what youve been suggesting all this time is to do with the bosses naturally spawning, which i dont have an issue with.
the thing is, how are you supposed to grind if bosses keep popping up? especially without boss zen?
By using things that prevent bosses from showing up
^
Ocean Lore, Underworld Lore, Evil Biome Lore, etc.
yeah, am asking him lol. cuz he says he's fine with bosses popping up every second
So, with Calamity only, bosses do not spawn naturally apart from King Slime?
Only in Deathmode, and there’s a fair warning so you can get out of the biome.
AS spawns naturally too iirc
Also, mech bosses and EoC
I havent seen that warning pop up, I dont think im in deathmode then
Those too.
Yeah, it's another mod then.
Actually, what boss in particular keeps spawning?
So, that means that bosses spawning in naturally shouldnt be the focus here seeing how its from another mod?
Wait, you got eternity mode?
all the vanilla bosses, King Slime, Eye, Brain, Mechanical bosses, Betsy, etc
all
Yeah i do
That's it
but again, guys, this has nothing to do with bosses spawning in naturally.
because its a different mod
and Im fine with it.
._.
except it entirely does.
^
That mod is what causes bosses to naturally spawn. Not calamity.
Calamity just introduces boss zen.
The sugg is based on bosses continually being spawned, which isn't normal
^
read the title of the suggestion
please
tell me
is it about bosses spawning in naturally?
It involves it yes.
It's in the reason
Because they are the reason you're having this issue to begin with.
The fact that another mod’s naturally spawning bosses have boss zen isn’t calamity’s problem.
Oh its not? but Calamity adds the boss zen
it kinda is because calamity is what adds boss zen
and didnt make it a toggle?
If you change the reason a bit, it'd prolly be valid
The main problem is that bosses don't continually spawn in calamity
Which is a large part of the reason
Ill reword it
wait
but i mentioned how its other mods that causes bosses to naturally spawn
but having this debuff that is added by Calamity
makes it annoying to grind
And calamity doesn't take other mods into account
Calamity doesn’t balance around other mods, and it tries to exist on it’s own. Calamity, by itself, has no reason to add a toggle.
But it changes the base game?
eg, it should have a toggle
seeing how they have added a toggle option for various of other features
imagine if all these features didnt have a toggle
Make that part of the reasoning then
but it gives the players the option to disable certain features they dont want.
Boss Zen Debuff doesnt have the option to be disabled
eg, I would like that to be the case, make an option for it
Ill reword it
Just get rid of the parts involving other mods, since it's irrelevant
reworded, does it make more sense?
Better, yes
^
'Every feature that Calamity has added'
I'd change that to smth like 'Calamity has added toggles for some features...'
Np

Nice, should be good to leave for moderators/Rover
Yeah looks better, thank you for complying. 
(That was quick, epsi)
Suggestion idea: buff murasama by 2 damage.
I support that
haha meme sugg go brr
how ya doing muramasa
+2 dmg
aight now do it to murasama
no
every dmg helps against yharon
iirc murasama is getting reworked next update anyway
or at least it's getting a rework, not too sure when
~~that rework better include +2dmg ~~
it won't
didn't ark of the cosmos get a 2 damage buff?
1
lol
what is the point
that 1 dmg is going to make scal fight take .0001 seconds less time
that +2 damage murasama buff would make Yharon take an even smaller fraction less time

it is not as sad as the muramasa buff because it is actually viable
it is one of the best weapons on scal
draedon comes out and aotc gets moved down a tier
aotc: 
it technically won't be moved
also who said it would be moved down?
it'll go from post-Yharon to post-Yharon
someone made that broad assumption
since it's technically not an "exo weapon"
bc of color schemes or smth
it requires tesla bars wdym
yharim's gamer mouse requires tesla bars and isn't exo
someone already did
140- added yharims gamer mouse. -done
which is why it's in game
good
byeah AotC actually uses exo palette so it'll be moved to post-Draedon
the Oracle and Ataraxia don't, so they won't be
dragon pow also most likely will be moved down
is that why the devs said they want to make an exo yoyo?
exo gun when
dragon pow will remain pre-draedon yes
Oracle isn't exo?
ah, ty
exo is more rainbow-y or something, right? auric is same color as the bars, which is to say very gold
will auric tesla armor be post yharon then?
yea
so new armor set post draedon
so there will be a new armor
exo armor
well, i'm pretty sure it will be according to what the devs have said
please dont say it'll be that unoriginal
i'm not a dev myself so take what i say with a pinch of ass juice 
now lets stop getting off topic
yeah
just saw the tale of a cruel world sugg
yeah, this channel turned into #speculation
that seems nice
it does, yea
and it isn't breaking any don't since ToaCW is already in the music mod
meme sugg
i did not think of it as a meme sugg
I don't think it is
a meme sugg is more like MaKe SCal mOvE iN a HeArT sHaPe
or buff murasama by 2 damage
ee's sugg is not meme, it's just unnecessary
its just a consistency change
well cultist assassin has the exact ai as chaos elementals
ok i will delete my suggestion that i did not post

If you’re gonna do meme suggestions at least make them crestive like make the sponge absorb water
I do not know if an announcement covered this, but if and when tmodloader is compatible with 1.4, how would using journey mode affect the calamity mod and things like death mode... since there is a god mode in it?
kind of a moot point since clam won't be compatible until a few months after tml is compatible, and tml won't be compatible for a long time
tml prolly won't be updated till 1.4.1 comes out
and all bugs of that update are fixed
also, revengeance and death prolly won't be usable in journey mode
(the items, i mean)
it would probably be adjustable via the difficulty slider instead
cause you already can't use them in normal mode
No, I think these modes won't even be toggleable by journey characters at all
considering the pre-emptive features these items already have
do you mean you cannot play rev if you are in journey?
i feel like you just have to disable the ability to move the slider when in rev
or yeah, the slider might be updated for rev and death
anyway, not much point in discussing it now
also a dont
that too lol
journey mode calamity be like I found out how yharim cloned clamitas, he put them in the research menu but then it glitched out and he got a weaker boss

Haguri's sugg seems fine
and it's gonna die
@void kelp spider, spider, spider, spider, spider, spider,

would a suggestion of "expand subclasses so that the quantity of all weapon types is comparable" fall under the "too big of a suggestion" don't?
probably yea
Iirc there's a "don't suggest subclass stuff" don't anyways
it'd also most likely fall under the "make subclasses more viable for a full run" don't
"make subclasses viable" don't only applies if you ask for a certain subclass
i.e. "expand on bombs cuz they're lacking in pre-hm"
well if you ask for them all to be viable it falls under the don't 
atleast that's what happened when one person sugged something similar and rover i think? said "i mean, you're asking for all subclasses, so this isn't a don't technically"
but still, that don't kinda cucks itself
the don't is mainly just "calamity doesn't need to try to make sure you can do subclass runs"
its reasoning is a) subclass only runs are a self-imposed challenge and b) you should have variety when choosing weapons
but, by not expanding subclasses, they remove variety when choosing weapons
no it's only A
"Subclass-only runs are self-imposed challenges, and Calamity should not cater to them. Suggestions to make a class as a whole more fleshed out in a given tier are okay, but for subclass suggestions there are almost always many other options for the same class that you could be using to reduce your struggle, but you chose not to use them."
but it's mostly about the reasoning, i feel, if you manage to make the reason more than just haha subclass run go brrr it'll be okay
oh, i guess i misread the "there's always many other options" thing
still, i'll try to make a sugg out of this
Expanding on all subclasses throughout the whole game?
i mean, it is a big sugg
but when you think about it there's less than one would think (even though it's still a lot)
a point could be made for more weapon variation for subtypes like flamethrowers
yeah in fact that sounds like Rogue Update part 2: Everything edition
We still have more weapons planned for Summoner but iirc they won't be put all in one update
and my main point is that with certain classes you do end up being almost forced into a subclass anyway, not because you want to but because over half of your options is the same type of weapon
You mean, for a tier?
most of melee's playthrough is sword > sword > sword but short > sword > yoyo?!?!?? > sword > sword
indeed, melee is the big funny
while there's exceptions, just the sheer amount of swords for example makes it so most of the time your weapon of choice is a sword
not because haha funny subclass only run, but because that's your only option
i feel the same thing applies to rogue boomerangs, although to a lesser extent
also, i'm not sure if this is a good reason, or a valid one at all, but this'd help when more weapons with big crafting trees get added, as it'll be easier to keep consistency
also, as i said, these are exceptions
if over half (?) of your choice pool is swords, then logically most of the good options will also be swords
since there's more of them it's more likely one will be really good
I'm new to the calamity mod, does anyone else feel like summoners being forced to hold their minion summoner weapon and have the penalty for not holing their weapon a bit over the top?
That was for balancing purposes
So you can't have the full power of the minions and still significant direct power from your weapons
unlike vanilla, calamity makes summoner a class, not a subclass
in the base game you atleast get to wield whips and actually have the ability to defend yourself, so far, in pre hardmode it feels like just minions doesn't do hardly anything
You gotta focus on the one class (whilst using the classless debuff weapons)
We'll get whips soon, don't worry
vanilla is 1.4
Once tMod and Calamity updates to 1.4
calamity is not (yet)
Also
There was an idea a while back, I can't remember if it was made into a suggestion or not,
but it was to change the damage type / class of certain swords along with respriting and renaming them (and likely changing the use style too)
so that there isn't such an over-representation of swords, but there is still the same amount of content in the mod
Fabsol dislikes the argument of "sword bloat" because removing swords removes options from the player
but if the swords were converted into other classes, the player would still have them as options during other classes, and they'd be more valuable as options there due to the relative lack of other weapons
that'd be interesting
that sounds very good actually
also, on a side note, is it me or do devs really not like sentries?
Sentries are in one of the weirdest spots subclass-wise
i've seen like 3 suggs about making sentries good instead of either useless or broken (cuz valhalla), all 3 got past the vote requirement and all 3 got denied
they were about adding sentry slots to armors and nerfing sentries to compensate, balancing them around having out multiple at a time
They were hardly acknowledged in vanilla at all until the OOA update
but since everybody hates doing OOA they still don't feel like they have much focus
So in practice most players are limited to one sentry slot at a time and we kinda balance around that, but then the OOA armors come in and say "haha remember us?" and fuck that up and out
Sentries are difficult to balance really, especially in hm, Bc funny OOA armors exists.
Similar to yoyo balancing with yo-yo bag.
yeah, but nerfing sentries and adding sentry slots would solve that, or so it seems to me
since ooa armors will buff the sentries still, but not by that much when compared to other armors
There was a sugg abt doing that iirc
(what's the third one, I only see 2)
well, i said around 3
so maybe it's just 2
but still, is it the difficulty of balancing or something?
because outside of that i see literally no flaw
you'd probs have to rebalance all of summoner if that happened
would you?
i mean, let's say sentries would be balanced around having the exact amount your armor would give you, and having less-then-average DPS when placed optimally
I'll just leave the balancing to the devs
they would either be an additional source of damage, useful but still not as crucial as your minions if you do a normal build, or slightly more powerful than minions if you were to go on a full-on sentry build with all OOA accs etc. (for which you'd have to forsake minion slots, because you have limited accessory slots)
also there's a relatively small amount of sentries in the game, vanilla and calamity combined
imo it could be like 2 subclasses if worked on
u could either go for sentries or normal summoner
that could definitely add variety and spice up playthroughs
funny thing is calamity has more sentries than vanilla summoner class as a whole most likely
and that's exactly what i'm talking about
ooa is 12
Calamity has 9
unless we reduce it to 4 since they can be counted as upgrades
anyways sentries could def use some balancing out
eh nah they're all similar but they're still different items
currently u just get a sentry to help u out while main summons do all the work
I guess that doesn't do it many favors in making the loadout feel varietous
(yet it still includes a sentry in cosmic immaterializer recipe)
wait it does
yes
No exo-sentry so, why not
that one that u use like a magic weapon
energy staff is used in cosmic immat
energy summons funny profaned shooty boi
no [[Cosmic_Immaterializer]]
wiki says energy goes into immaterializer
It does
yes
I'm sayin you don't use Energy like a magic wep
ah
midnight sun beacon is also used like a magic weapon
i mean, you could say imp staff is like a magic weapon, because this goddAMN THING WON'T SHOOT
I found myself spamming them in the yharon fight
and you have to resummon it
until I found out that saros possesion is a thing
but still, nerfing sentries and adding sentry slots to summoner armor would create an additional way of playstyle
either:
- use them as a side, having them help out slightly but not being a major impact
- focus on sentries, making your fight be more about luring the opponent into specific areas instead of dodging everywhere
I hate sand's earliest sugg has 20 minutes before it's yeeted
and it seems valid
@hollow shell
I see
.. I guess there's not much point in askin for feedback considering I Hate Sand isn't currently here
yeah, he's offline
How about the Extorter suggestion, is that good?
Seems alright
I haven't used that acc, so I wouldn't know, but seems valid if it's actually that complex
(I suggested adding the current effect to Extorter's buff tooltip
but uhh, not only did that not happen, but Extorter doesn't have a buff)
(iirc a sprite was publicly requested like 3 months ago and it never got made)
(actually no that's wrong it did get made by both me and Iban)
(Mine was just this, and Iban never officially submitted his.)
https://cdn.discordapp.com/attachments/583478640679845889/678684842547740682/EtherealExtorter.png
so what you're telling me is that a buff wasn't made because they can't settle on an icon for it?
Never thought this would be a concern
It happens sometimes
@tawny gyro
"If we do decided to add more sentry summon slot things we’d really have to give those a long look
Which is admittedly probably for the better, but right now
Not worth the trouble"
"Improving sentry gameplay is very low on our priorities list and would require horrific amounts of balancing"
~ Mrrp and Ozza
Add a separate, post-DoG summon that summons DoG phase 2
The recent change to make the Sentinels phase even less significant, I imagine, was made to make retrying DoG less tedious, and the older change to remove it from subsequent fights was made to do the same for grinding. But there are people out there who might want to take on the Sentinel phase again, be it for the extra challenge or simply the satisfaction of a lore-accurate fight.
I propose having the normal summon always have the Sentinels phase, and add an alternate one that's only obtainable post-DoG and starts the fight in phase 2, not only catering to the aforementioned people who want the Sentinels phase, but also making grinding even easier for those who don't by providing a way to skip the equally short and pointless first phase.
Post-DoG, sentinels phase doesn't exist already
That's
What I said, yea
Oh, ye, misread
Seems like an aight suggestion but you should probably save it till after the update releases, due to the future content rule
(btw, since the 20th of april, there's not much point in posting suggs in this channel first)
What happened on april 20th
#suggestions-posting channel
sugg system rework
im gonna assume somebody has already suggested an expansion to the marnite set
this reminds me of how new I am to this discord
Not recently, Punny
If ever
wow! kinda shocking considering its a super cool set
the obliterator is lowkey unbalanced and the look of it is cool
the other tools are not that notable but there certainly is a niche for marnite armor
what would be the point of marnite armor?
summoner
ah
(I was thinkin Ranged personally cuz of PreHM underrepresentation, but we are getting early-PreHM ranged armor soon don't tell anybody)
there'll also be fossil armor once 1.4 comes
Summoner is equally underrepresented though, you're right
There are the Calamity armor helmets but fuck those
and yeah Fossil is comin
whoopsies
somebody hit Enter too early
yeah
every damn time
oddly enough, i was thinking about marnite while i was falling asleep and i was too tired to make the suggestion
and that would also be a bad suggestion practice
ik, which is why i waited until after work and classes
classes this far into summer?
summer classes to skip a year
uhh you prolly ought to expand your sugg a bit further Punny
That's not an expansion of reasoning, Punny
spear trades off no spikes for a higher damage and marnite bayonet is a gun
You could maybe turn it into reasoning that you feel that area of the game could use more armors
but it really doesn't
looking at the stats is also proves it wrong
For a specific class, maybe, but not in general
lets add another freaking rouge armor set prehardmode /s
why tho
satire
^
sea prism armor that is getting added will obviously be rogue
sea prism?
prismatic armor or whatever is being added in the next update
yeah
lol
it should make prismatic lacewings spawn faster lol
oh crap it might be an early hm rogue armor
god please no
possibly
prismatic lacewings will probably be craftable in calam
just like truffle worms
desert prowler will be early melee
i think
bc it sounds melee
unless its rogue

For DoG fight, Remove the Sentinels phase entirely, and add fade-in, fade-out attacks featuring each sentinel
You know the boring, time consuming Sentinels you fight during the Devourer of Gods fight? Yeah ofc you do Insteaf of making them a boss from itself, give the Second Phase more shine with attacks that would disturb the player's movement or keep an eye out more than just the Devourer's head.
Still working on it
really sniped me
its good i was gonna wait until the update released lol
save that sugg for a future update
I should
bc of the recent changelog
Should i asd anything more to the suggestion?
i'll credit you too Quanta bc i can

but the only thing i did was threaten to steal it lul
i think if the three sentinels were in p2, but only one was active at a given point in a cycle that'd be nice
not in their full form, but in a limited version that attacked less frequently
Yeah,
it'd get rid of the issue of sentinels just being pointless and annoying since they're incredibly easy
I had the idea of all 3 lingering around with DoG, and occasionally one of them would charge the player and use a viarity of attacks
Like the crystal from Providence
Well actually thats a bad example
Something like Vanilla Golem's head
Just moving around attacking the player
It would make p2 doggo not just "watch head lole"
It would work differently while laser phase is happening ofc




