#suggestions-discussion

1 messages · Page 945 of 1

dapper coral
hearty yew
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the inherent problem here is that we already have several weapons whose stealth strikes are too strong and had to be specifically nerfed multiple times

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anyway

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if the author is here or anyone finds the author, @ or DM me. I've already rewritten stealth twice, if it still sucks I need to know how to fix it because clearly I failed the first two times.

hollow shell
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Two most major features from the forum post, and yeah they're kind problems that have existed since Stealth's convention

  • "Stealth regeneration doesn't depend on whether you are walking or standing so you are free to move as fast as you want and still able to do stealth strikes."
  • "Stealth dodge: in full stealth you are invulnerable to first projectile or enemy contact (also works immediately after stealth strike). The dodge reveals you from stealth. This is a compensation to not working agro mechanic which doesn't really do any noticeable effect in the original mod."
  1. You can't stand still in boss fights.
  2. Aggro does nothing.
distant gyro
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also holy crap that mod sounds broken

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you can get stealth to build up hard enough to the point of 1 dodge per second

hollow shell
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That is, if you're not attacking
which is still really OP

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basically makes you into the Ghost Sniper tank from Bubble Tanks 2
eh? anyone?

distant gyro
hollow shell
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I had the Decoy idea suggestion a while back to potentially fix both of those issues
but, it was thrown out. Too hard to code.

distant gyro
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i thought stealth strikes could've just been flashier

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tbh

hearty yew
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so yes it's ridiculously broken

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alright

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ignoring that dodge thing entirely

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that's WHY we added the mirror line

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anyway, yes, sure, I can just unify stealth regeneration so movement speed doesn't matter at all

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I'll throw out all my careful math on the subject

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Clearly nobody noticed that dark gods makes you regenerate stealth at the same speed while moving after waiting only forty frames

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😒

hollow shell
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(Brought this up when I delivered Decoys. DGS is 2/3 of the way through the game.)

hearty yew
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I specifically made that accessory do that because post ML I don't expect anyone to ever stand still ever

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People still won't be satisfied even if I make it full speed while moving

earnest vine
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I feel like stealth is one of those great ideas for a mechanic, but that is just really hard to implement correctly and you seem to never get it right

hearty yew
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pretty sure at least

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I bet I could not even list it on the changelog and people wouldn't notice

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Because nobody's actually patient enough to wait for the meter to fill

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Why are you playing rogue if you have an itchy trigger finger anyway

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Actually this would be the perfect opportunity to allow super charging stealth while standing still, so if you do bother to stand still the strikes are significantly more powerful

distant gyro
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throwing done right is kinda impossible ngl

hollow shell
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Well stealth isn't inherent to throwing

distant gyro
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any mechanic added seem to be a mistake and if there are no mechanics at all it's immediately uninteresting

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see: exhaustion and techniques from thorium

hearty yew
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and ya wonder why relogic canned it

hollow shell
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We could have easily just not done stealth and throwing would be identical to any other class. There'd be less headaches but it would make some people sad

earnest vine
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I think its possible but the solution is to be creative and find an interesting solution to the problem, otherwise its hard to get it right imo

hearty yew
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nobody agrees on what the problem description is

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that's my understanding

heady lichen
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I'd say maybe stealth upgrades with progression?

hollow shell
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That does happen. Items buff it, reducing recharge rate and whatnot

heady lichen
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Like permanent consumables dropped by bosses

distant gyro
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i think they meant consumables

hollow shell
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What would that solve

heady lichen
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like adrenaline and rage

hollow shell
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You're already going to be wearing the Rogue accessories anyway

heady lichen
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it would make it viable lategame while not breaking it earlygame

earnest vine
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im gonna think about this for a while. maybe I can come up with something ¯_(ツ)_/¯

heady lichen
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The problem with lategame stealth is that bosses simply don't let you stay still for 3 seconds

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so having a consumable that makes stealth charge faster while moving wouldn't be bad

hollow shell
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(That's why Dark God's Sheath reduces the time to less than 1 second, as Ozz mentioned earlier)

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(You get that accessory before Moon Lord)

sand umbra
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that's a problem early-game too though--

heady lichen
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and in that time yharon would've already taken half your life points

hollow shell
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Okay you're exaggerating now

heady lichen
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maybe I am, I don't know

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I just feel like stealth is impossible to work with post ML

hollow shell
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Never played Rogue?

heady lichen
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I have

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the risk doesn't compensate for the reward

violet spire
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i cant say ive played around with it much but im not a fan of the idea of a mechanic being based on standing still in fights that are so focused on constantly moving and dodging

heady lichen
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the risk is standing still for a second

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the reward is having the exact same dps as spamming

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give or take 20%

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I really tried to make a full stealth rogue work

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But bosses past providence just kinda say no to that

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Maybe DoG gives you a bit of time

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but that's where it ends

earnest vine
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hmm. maybe there could be a penalty to spamming, I know this may be a bit of a crazy idea but perhaps stealth could be normally at the middle, (with value 0) and if you stay still and dont shoot, it will increase and work just like normal stealth, but if you are spamming (or holding) it goes down to negative values, that reduce DPS.

sand umbra
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man I love exhaustion

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great mechanic

heady lichen
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exhaustion sure was a mechanic

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that nobody liked or cared about

sand umbra
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yeah

distant gyro
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Thomas, that sounds like a tired man's opinion CompleteFailure

sand umbra
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and--

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.

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alt

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pls.

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I mean I'm proud of that but also why

heady lichen
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rule numero uno of game design

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don't make players just feel bad

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reward them for playing well

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don't just punish them for playing like anyone else would

earnest vine
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(what would be your definition of "playing well"?)

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((in this case))

heady lichen
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dodging, timing heals, aiming

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knowing when to stand still

dry latch
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implement a graze mechanic

heady lichen
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the problem is

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the time to stand still is non-existent

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stand still for a moment and yharons on your ass, or scals projectiles already killed you

earnest vine
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then maybe standing still isnt the solution.

heady lichen
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and moving to slowly charge stealth is just a straight nerf to dps

distant gyro
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at the endish point in the game moving gives more stealth than standing

heady lichen
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fair enough, but the reward isn't too high

distant gyro
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ignore "full silent" for now CompleteFailure

hearty yew
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@heady lichen you're absolutely correct

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you've hit the nail on the head

distant gyro
hearty yew
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skill can't give you a meaningful advantage in damage output

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that's the kicker -- not that the risk is bad, but the reward can't be good

hollow shell
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(The more I hear about these extensive complaints on Terraria & Calamity game design and content, it just makes me wish this was Hollow Knight instead. I bring it up a lot because god it is a much tighter and better thought out gameplay experience.
Almost makes you forget that Terraria is also supposed to be a building sandbox game and maybe we shouldn't be focusing this hard on combat?)

hearty yew
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calamity's game design simply doesn't allow it.

heady lichen
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the thing is calamity is a mod built for combat

pale glacier
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LMFAOOOO

heady lichen
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or moreso built for combat

sand umbra
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Calamity's combat is its foundation, its bosses its bread and butter

heady lichen
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building is mainly just something you do to show off, or postgame

sand umbra
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if you take that away it has virtually nothing upon which to stand

pale glacier
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retweet what Thomas said

heady lichen
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yep

hearty yew
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the way we have it set up is that stealth strikes cannot ever be broken, i.e. worth using. The risk is always paid off with... You guessed it, appropriate on tier DPS.

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Aka nothing. You might as well play ranger.

heady lichen
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^

hearty yew
heady lichen
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Stealth definetely needs a rework

hearty yew
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No, it really fucking doesn't

heady lichen
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right now it's just something to use when clearing huge mob clusters

hearty yew
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That's my point

heady lichen
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oh

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mb

hearty yew
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You have the problem description

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Which is: Rules of the game dictate that stealth cannot be satisfying

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How do I fix that

hollow shell
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We've been nerfing stealth strikes but maybe they were fine being OP, is the thing?

hearty yew
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Yes

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ANY stealth strike that's actually worth it, gets blasted instantly

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Can confirm, it's happened in testing a lot recently

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OD drops viable on yharon? Sent straight to hell

hollow shell
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You wanna bring this up to the testers?

hearty yew
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That sort of thing

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No

distant gyro
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if something has too much dps it instantly gets blasted

hearty yew
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I can't change the rules of balance

distant gyro
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we know this

hollow shell
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I think you can

hearty yew
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The problem isn't that "stealth sucks" -- the problem is that it's not only engineered to suck, it's required to suck.

dry latch
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maybe we should balance rogue dps using stealth strikes instead of not using stealth strikes. kinda like how ranger is balanced using optimal ammo

hearty yew
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Gotta go to the root cause

heady lichen
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huh

vocal grotto
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I feel like testing in general is kind of a "is this OK for the boss" instead of "is the performance of this thing good relative to the difficulty required to get it" at times

hearty yew
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bud that's always what testing is

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Testing has nothing to do with the items or with player satisfaction

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The overall mission of calamity testing efforts is "zero overpowered options exist for any boss"

distant gyro
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the peak of the shithole is that not every stealth strike is made equally

dry latch
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so not using stealth strikes would be akin to using the unlimited ammo pouches

foggy plover
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wai are we

distant gyro
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so if you math it out you have to do it for every. single. weapon.

foggy plover
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not supposed to go off player satisfaction?

distant gyro
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which is the snippet up there with throwing bricks dps

hearty yew
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we don't really care if an item feels bad to use

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unless it's like, objectively awful

pale glacier
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shortswords

heady lichen
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lmao imagine shortsword

distant gyro
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which takes 2 minutes each to calculate at a surface level, imagine

earnest vine
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Maybe. just maybe, stealth could change other stats of the weapons. not damage or crit chance, but rather speed, velocity, fire rate, affected by how much stealth you have

hearty yew
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oh btw it doesn't actually change crit chance

hollow shell
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How would that help (speed and fire rate), stealth is consumed on use

hearty yew
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due to limitations of terraias game engine

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we found that out a few weeks ago

robust lava
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But then no one would care about Stealth because all they care about is dps

hearty yew
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had to write a custom workaround for it, coming next version

heady lichen
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nice

hearty yew
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yeah it drove fab and I crazy when we found it

heady lichen
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but honestly stealth should just be more rewarding

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to actually give you more dps than spam

hearty yew
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fun fact holding a high crit chance weapon makes all other stuff crit. This is why summons couldn't crit until 1.4.

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Fun fact #2: this behavior still isn't fixed in 1.4

heady lichen
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instead of just "oh, I almost got hit by yharon, but at least I did less than average dps"

hearty yew
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they just gave summons a separate crit meter to bypass the issue

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We fixed it in 10 minutes

dry latch
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oh right fab mentioned that. it's like that borderlands 2 bug

hearty yew
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yes

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exactly

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Anyway sock it's theoretically possible to spend hundreds of hours of development making all stealth strikes fun and testing them over and over and over to fine tune their damage output to be worth the risk

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Theoretically

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But I still think it's not worth it because stealth is fundamentally fucked

heady lichen
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that's what I was saying about a rework

hearty yew
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You know why it took forever for certain rogue weapons to get stealth strikes, because those weapons fucking suck and nobody cares about them

earnest vine
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yeah like I said before. its one of those great ideas that just dont work with the game.

hearty yew
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Yet we can't just remove them

heady lichen
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Let me think

hearty yew
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We were trapped slaving away at adding dozens of stealth strikes nobody would ever, ever use

hollow shell
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(Did someone said, removing weapons?)

unreal viper
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Why not remove weps?

hearty yew
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(Take a wild guess who said it, the same person who always does)

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idk, give me some reasons

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take some guesses you'll probably get it right

unreal viper
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Uh.

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Fabsol doesn't want them removed?

heady lichen
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Tbh I'm not the smartest but I'll see if I can think of anything new, as cocky as that sounds

hearty yew
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No sarcasm. You'll probably get it

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That's one of em

hollow shell
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at the risk of sounding inflammatory and insensitive:
"muh options"?

unreal viper
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Cause spriting hard.

hearty yew
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Nope, not that one

unreal viper
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K.

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Hmm.

hearty yew
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the other one is mostly "baby rage from the community"

unreal viper
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Oh.

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I wouldn't care.

hearty yew
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We removed like, two swords once

heady lichen
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easy enough for you to say @unreal viper

hearty yew
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It had quite some backlash even though most people didn't know they existed

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Lmao

robust lava
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Most likely baby rage from the vocal minority

hearty yew
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^

heady lichen
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Every weapon has a fan

hearty yew
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As it always is

hollow shell
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(correction, we have only ever removed 1 sword)

frail mantle
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it's like when Astrageldon was removed

hearty yew
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(what was that other thing we removed)

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(okay fuck you it was a spear)

frail mantle
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people only cared about it after it was gone

sand umbra
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Heart Rapier is dying

hearty yew
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yes

sand umbra
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and I don't think anyone cares about it even now that it is being killed

robust lava
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People complain about Calamity having too many bosses that are similar to vanilla, but complained when a slime boss was replaced with a unique one HDfailure

hearty yew
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`github: 1 new commit to HEART_RAPIER_FUCKING_DIES

HEART RAPIER FUCKING DIES`

sand umbra
heady lichen
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glorious

earnest vine
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lol

unreal viper
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How am I supposed to cheese biome mimics now?

wooden wedge
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use any other weapon

sand umbra
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with any of the 500 other options viable for doing so

hollow shell
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I would have mad respect for Fab if we removed a bunch of fucking one-off weapons that nobody uses

unreal viper
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ye

sand umbra
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examples pls?

unreal viper
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And if you removed reaver armor.

hollow shell
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Ancient Crusher (Evil Smasher), Crystal Blade, Holiday Halberd, Fulguration Halberd

unreal viper
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I hate reaver.

hollow shell
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all melee weapons

sand umbra
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thanos snap half the swords in the mod out of existence

pale glacier
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All true melee weapons*

heady lichen
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I was thinking @hearty yew maybe stealth could be reworked into something that interacts with dashes and maybe consistent hits? idk just throwing shit out there stealth is hard to implement in these sortsa games

hollow shell
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Crystal isn't True

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nor is Holiday

heady lichen
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god that suggestion sounds dumb

hearty yew
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actually

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ACTUALLY

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IT'S REALLY NOT

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though it sounds silly

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making players have to constantly dash like an idiot to get stealth bonuses would be interesting

heady lichen
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holy fuck

unreal viper
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Hmm.

heady lichen
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I did a smart

earnest vine
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lol

hearty yew
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that's a trade-off

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if anything

wooden wedge
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stealth dies at scal

dry latch
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then people will complain about not being able to dash at scal

sand umbra
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something I was entertaining a long time ago was rogue stealth except it worked like Vortex stealth

and then I stopped doing that for a variety of reasons, the main one being that I was not prepared to account for everything

hearty yew
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I don't really want to mandate equipping a dash accessory though.

heady lichen
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Maybe give rogue armor a mini-dash?

unreal viper
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I remember on the thorium server, there was an idea about a ninja clash focusing on dashing through enemeis for i-frames.

heady lichen
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When no other dashes are equipped

hearty yew
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maybe do the opposite of standing still.

unreal viper
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Ye.

hearty yew
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stealth scales with moving.

heady lichen
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That would be amazing

earnest vine
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yeah

heady lichen
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Moving is fun

hearty yew
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meaning it naturally scales with dashing

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rename to evasion

heady lichen
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i did a good

sand umbra
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tax evasion

earnest vine
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buuut not scale with speed

unreal viper
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That sounds hella cool.

heady lichen
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tbh that sounds incredible

earnest vine
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yeah

unreal viper
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Inner tube stealth.

heady lichen
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moving is a lot more fun than standing still and praying

dry latch
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burden breaker

hearty yew
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no it does scale with movement speed. up to a cap, gan

heady lichen
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burden breaker doesn't work in bosses

unreal viper
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I think if people really prep that mjuch.

earnest vine
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I knew someone could come up with something

unreal viper
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And manage to land a hit.

hearty yew
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the movement speed cap scales up with your armor

heady lichen
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Holy hell it's all coming together

unreal viper
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Yes!

hearty yew
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anyway the point here is that we stop fucking with reducing stealth regen rate and this and that, you always get stealth at a constant rate while not attacking, but moving fast makes stealth regenerate even faster, and standing still ramps up the damage bonus

pale glacier
dry latch
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so would rogue get speed bonuses or just evasion regen bonuses?

hearty yew
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If you want the full bonus you gotta stop and aim

heady lichen
pale glacier
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Its happening

sand umbra
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I am 100% down for this

dry latch
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those two gloves would finally make sense

hearty yew
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This will probably require nerfing stealth's current damage ramping

heady lichen
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YES I DID AN ACTUAL SMART THING

earnest vine
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lol

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gg

hearty yew
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But it would be compensated for by the damage boost from bothering to stand still to shoot

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You don't have to be still for long, just long enough to aim for 0.2 seconds and throw

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And you also don't even have to do that. It just helps a lot

hollow shell
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I don't have much hope that this will work out, like every single other stealth rework idea, but I'll trust you Ozz

dry latch
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maybe crit damage from standing still, to imitate focusing on aiming

earnest vine
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^ yeah

hearty yew
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rover: it's worth trying, if the system sucks

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lol

unreal viper
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What's the issue with reworks?

hollow shell
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They never happened.

hearty yew
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Uh, what do you mean

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I definitely redid the way stealth worked to stop eclipse mirror spam

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That was a rework. I had to very carefully redo DGS and EM

hollow shell
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Fair enough, but people are still complaining about stealth

robust lava
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What form would stealth strikes take in this system? Would they have to be nerfed?

hearty yew
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no they'd all do exactly the same shit

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not worth redoing those, nobody wants to touch them

robust lava
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Fair enough

hollow shell
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I'll see how this goes, maybe it will be fine
(But I won't get hyped)

heady lichen
hearty yew
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hype is the primary ingredient of disappointment

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but really, this does sound better than what we have now

earnest vine
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even if people still complain, its still an improvement

robust lava
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As you said, it's worth giving it a try

hearty yew
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a mechanical improvement that offers gameplay depth is worth it even if everyone complains and says it didn't help

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oh here's another thing to note. nobody likes partial stealth strikes, so I could probably just remove those entirely.

dry latch
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thank you for the hard work as always. it might not be much, but I appreciate all you guys do

hearty yew
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I'd take a vote on that if I knew how

hollow shell
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Funny you should say that

sand umbra
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I mean...

hearty yew
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"are partial stealth strikes worth it"

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is a very different vote

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basically, you know how rogue damage ramps up as stealth builds so you can slap things with a slightly stronger attack with partially filled stealth

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I don't think anyone gives a crap about that

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I think people would much rather be able to partially charge stealth and then go back to attacking

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Though I'd like that to be put up to a strawpoll or similar

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I don't want to assume what people want. I don't play rogue. I've played every other class but rogue, but never rogue

hollow shell
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Partial stealth strikes pretty much only happen accidentally and I tried to avoid them, because the full stealth boosts are noticeably higher than even 99% partial

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in my experience.

hearty yew
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yeah they're basically a punishment

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which is not what anyone wants

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any system that annoys the player for playing normally is probably bad

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which includes this

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if you say "oh fuck gotta move and go back to attacking again" or you happen to click at the wrong time, you shouldn't lose everything

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maybe I should rename stealth to focus

foggy plover
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its only good with debuff stealth strikes

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like scourge of the seas

sand umbra
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rogue focus...I like it

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has a nice ring to it

hearty yew
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I was considering evasion but that's when it scaled with movement speed or provided defensive bonuses, both of which are likely a very bad idea

foggy plover
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imma be honest, I kind of dont understand the "cant reward the player for playing better" when a good amount of glass cannon gear exists already in calam (as well as like, drat and polaris parrotfish)

hearty yew
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because the only thing you're allowed to be rewarded for is dodging

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I think that's the only thing that can be consistently put on a sliding scale of performance vs risk and we explicitly ignore it in all testing, apparently it's deemed acceptable for it to be overpowered

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In this case I'd prefer stealth was a more widely accessible mechanic because everyone who plays the class is going to want to use it

tawny garden
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the only thing you're allowed to be rewarded for is dodging
This isn't relevant here rn, but
Rage rewards you for dodging into projectiles/enemies

hollow shell
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(And everybody hates rage because it doesn't reward you enough for doing that
because the rewards for dodging are far greater)

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(such as not dying)

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(... and Adrenaline)

robust lava
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I think of Rage more like "Aw I got hit, but at least I'm getting Rage from it" rather than "I'm going to get hit to build Rage", especially since Adrenaline is better

sand umbra
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Adrenalne echmega

tawny garden
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no, Rage is more like "that bar at the top is annoying, how do I hide it"

sand umbra
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the mechanic that rewards you more than you need to be for playing the way the game is meant to be played

robust lava
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Terraria isn't meant to be played no hit, nor is Calamity

sand umbra
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you say that but you have no idea how hard Calamity encourages a glass cannon lifestyle

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Calamity is not Terraria

heady lichen
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coughs in dimensional soul artifact and reaper tooth necklace

sand umbra
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doesn't matter if it's a mod or not, the way it's supposed to be played is immensely different from the way Terraria is meant to be played

heady lichen
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Calamity is very much so built for glass cannons and no hit

sand umbra
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Calamity has multiple accs and an entire mechanic designed to reward dodging

robust lava
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Calamity definitely gives you strong benefits to a no hit playstyle

sand umbra
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tanking isn't viable. it just isn't

robust lava
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I'm not saying you should be taking 20 hits per fight, just a few here and there

hollow shell
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I'd like to see an item that is the literal opposite of RTN

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Double defense but halved damage
along those lines

sand umbra
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and I'm saying that taking like 3 or 4 hits in a fight is just

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death

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and Rover, I'd love an item like that too

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just the polar opposite of RTN

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but like it'll never happen

robust lava
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But because dealing damage is fun, no one would use it

sand umbra
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no, that's not why

hollow shell
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I don't think people would be opposed to at least trying the safe option if a boss is giving them a lot of shit

sand umbra
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the reason why is because, iirc, Fab does not like facetanking at all

heady lichen
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maybe in multiplayer

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but multiplayer is kinda broken anyways

foggy plover
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something like that would be like

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inherently more powerful than rtn

sand umbra
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except defensive options in Cal tend to be nerfed like hell

hollow shell
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How about doubling your defense and fucking thirding your damage

sand umbra
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because we can't have the player taking a reasonable amount of damage per hit

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that's illegal

foggy plover
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you can facetank

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the entire game

hollow shell
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Yeah you'll just die

foggy plover
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it is 100% viable

sand umbra
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except no other tanking is

foggy plover
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yup pretty much

heady lichen
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lmao true melee has joined the chat

hollow shell
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(define "facetanking")
(cuz I can't imagine being in a DPS contest with any boss and winning)

sand umbra
#

the only defensive setup that matters is the one where it's all you have so you take like no damage and it takes fifteen Fargo years to do the boss fight

foggy plover
#

standing completely still

#

and not dying at all

robust lava
#

Camper playthrough HDfailure

foggy plover
#

ye basically

sand umbra
#

literally the whole goddamn gimmick of Camper is encouraging this sort of defensive setup

hollow shell
#

That's facetanking?
I thought it was just flying into the enemy swinging your sword without caring about getting hit

foggy plover
#

that is also facetanking

#

more emphasis on the face tho

hollow shell
#

Okay cool thanks for the earlier definition

sand umbra
#

no, that's called trying to tank and then remembering that reasonable facetank loadouts aren't viable

unreal viper
#

Camper is kinda bad for facetanking.

foggy plover
#

camper is godly for facetanking

sand umbra
#

if you're taking more than one (1) damage from anything you're doing it wrong

foggy plover
#

nope

#

thats where people go wrong

heady lichen
#

camper is good for facetanking thicc bois

#

like polter

foggy plover
#

because regen is fuckin stupid

#

and doesnt cap off if you are standing still apparently

sand umbra
#

exaggeration to prove a point

foggy plover
#

tho I think that is getting changed

sand umbra
#

if you invest all your stuff into defensive stats, you're gonna have regen out the ass

#

so you can take small damage and just outheal it

foggy plover
#

ye basically, with that already being viable adding an accessory to make it like 1.5x more effective with doubled defense would be

#

insane

sand umbra
#

this is effectively why the logical extreme tank loadout is viable, but a normal tank loadout is not

#

because a normal tank loadout doesn't have the tools to outheal the damage it takes

#

especially late-game where the damage you take is perpetually in the hundreds

foggy plover
#

unless you use like

#

golden proboscis

#

or something with a lot of lifesteal like that

sand umbra
#

Proboscis no longer heals off DoG body

#

perish

unreal viper
#

Can confirm.

#

Trying to tank as mage did nothing for me

sand umbra
#

the only class that can viably tank is melee

unreal viper
#

All warding and defensive accs.

#

You need meme builds.

sand umbra
#

except melee doesn't need to because melee isn't in the Calamity dictionary

#

melee in the Calamity dictionary is just a ranged class that somehow takes even fewer IQ points than the -2 IQ points that Ranger requires

#

except for when it's still a melee class we swear guys it's worth getting up close

unreal viper
#

It is sometimes.

sand umbra
#

(read: it's not, you will die trying to play Berserker as it would be played anywhere else)

steep crown
#

Yeah, Melee is just Ranged, but you can maybe hit stuff close to you

#

Vanilla kinda has this problem towards the endgame, but Calamity just takes it up to 11

sand umbra
#

I won't deny it's a problem rooted in late-game vanilla, of course

#

but Calamity takes this issue and spikes it tenfold because now it's everywhere and on everything

unreal viper
#

The thing is, the only way to make melee work is designing the bosses to work with it.

#

True melee works for pre Hardmode vanilla bosses.

#

Cause they’re designed with it in mind.

steep crown
#

Post-Mechs it basically just turns into Bagnad or nothing

sand umbra
#

melee meant somethin' back in the day

unreal viper
#

Like the bee spawning phase, skeletrons headspin.

weak field
#

And then there's scal who is literally almost impossible with true melee

hollow shell
#

Alright I think the conversation has been devolving for a while.
Somebody formulate a suggestion out of one of these several topics (except stealth cuz we already got two of those) or save your opinions for another time

unreal viper
#

They give you fair chances.

#

Cool

sand umbra
#

ah

#

this has been a. rather long conversation

#

my apologies

#

someday I'll be able to not go on hour-long tangents about these topics that I feel strongly about.

#

someday.

#

there is one thing I've been considering pitching which stems from something I'm doing

#

and which is actually fairly relevant to the conversation, all things considered

#

lemme draft up a way to explain this that doesn't take 55 years

hollow shell
#

We got "Add an item (or items) which are the opposite of Reaper Tooth Necklace; boosted defense and cut damage"
or "Remove some sword projectiles or make them more noticeably weaker than True melee"
or uhh, other stuff

sand umbra
#

I've got something a bit more impactful in mind, actually

hollow shell
#

aight

sand umbra
#

if there's any way I can make this more clear please tell me

hollow shell
#

Turn them all into "Separate" DR?

sand umbra
#

more or less, yeah

hollow shell
#

Question
Mathematically
would this not result in a very similar effect to the current diminishing returns system?

sand umbra
#

well yes but actually no

wooden wedge
#

multiplication is less confusing than the current system,,,

hollow shell
#

if you have 10% DR and then get another 10% DR
That second one is only 9% DR

sand umbra
#

the first one isn't even 10% DR

#

the diminishing returns system in place currently makes it so that nothing gives the DR bonus it promises

#

which is straight-up misleading and can only confuse the player rather than helping them

#

having it all be multiplicative means it's much easier for the average player to comprehend it and it's arguably much easier to manage

#

mathematically speaking, it wouldn't be tremendously different, no
but it is more understandable and easier to work with for everybody involved

hollow shell
#

I suppose the problem then would be that 100% DR might become possible?
Lemme check

sand umbra
#

impossible

hollow shell
#

Literally impossible or do you just think it's unlikely

foggy plover
#

wouldnt dr softcap be kept anyways

sand umbra
#

the DR softcap wouldn't need to exist

#

because multiplicative effects still means that the total reduction of damage you get decreases the more effects you have

wooden wedge
#

I forget, is 100% achievable by multiplication at all or does it have to be a stupidly high number

hollow shell
#

So... diminishing returns
but, different

sand umbra
#

multiplicative DR accomplishes a similar thing as the current system in the long run, yes, but it is simpler, more understandable, and easier to manage

#

everybody wins

hollow shell
#

(The funny calculus is that the current system is what you were suggesting if every instance of DR was a cumulative collection of infinitesimals)

#

(iirc)

dapper coral
#

wait, how does diminishing returns work right now? i never really understood that

hollow shell
sand umbra
#

you won't understand it unless you specifically go out of your way to research it

hollow shell
#

with the small "dr" being your DR stat value

tawny garden
#

that's a don't, no?

hollow shell
#

Que?

sand umbra
#

what don't am I breaking

#

please, enlighten me, Philo

tawny garden
#

(ah, no, it's not readding a removed feature, I'm an idiot)

sand umbra
frail mantle
sand umbra
#

anywho yeah uh

#

the current system, while certainly effective, is not easily understood by players and makes it so that nothing gives the DR it promises in its tooltip

hollow shell
#

And your system would at least make it so the first DR thing you equip is accurate

#

and only that HDfailure

sand umbra
#

well yes but actually no

wooden wedge
#

and that's why you would explain ingame that the effect is multiplicative?

sand umbra
#

yeah. it's easy to explain a multiplicative effect in-game

#

the current system...not so much

wooden wedge
#

you learn multiplication in elementary school

sand umbra
#

byeah

hollow shell
#

To be fair, you have to have a very high IQ to understand Calamity's current DR scaling system,

sand umbra
#

Rover please--

hollow shell
#

ok

tawny garden
#

do you?

sand umbra
#

(yes)

weak field
#

I know it exist, I know stack dr will not give you what the stats says, and that's it HDfailure

wooden wedge
#

it's not stated ingame what the DR scaling is even, right?

sand umbra
#

correct

hollow shell
#

Wait a second

#

hold
a phone

weak field
#

Nothing ingame said that DR scaling exist...?

sand umbra
#

I am currently holding my phone

#

now what

tawny garden
#

I don't remember anything like that

hollow shell
#

Will this change even solve this issue: " the current system often means that any DR-increasing items don't actually give the damage reduction they claim to, which can greatly confuse newer players as to why their defensive gear doesn't feel like it's doing much."

Would an all-multiplicative system not just result in the DR you receive still conforming to the current graph curve, except in a more incremental manner?

sand umbra
#

simple solution:

#

X% increased damage reduction
becomes
Reduces damage taken by X%; this effect is multiplicative

#

can literally be explained in the tooltip

weak field
#

Or add a meter above the defense icon that tells you your current effective DR

sand umbra
#

you don't even need a special book or sheet or anything

#

it's super simple and the average player will understand it

hollow shell
#

to my knowledge of Calculus (which admittedly should be higher than it is)
You're asking for this:

#

Where each horizontal bar-graph style line is a new DR gain
and the curve is the current system

sand umbra
#

okay. and how pray tell is this not what I've been explaining to you for the past like 15 minutes

hollow shell
#

I'm specifically pointing to this line in your reason where you say the current system is confusing
"which can greatly confuse newer players as to why their defensive gear doesn't feel like it's doing much"

sand umbra
#

ah

#

should I change that line, then?

#

because you can just. say that :v

hollow shell
#

(I did, that's what I told you to hold the phone for earlier)

sand umbra
#

(o. I see)

hollow shell
#

And yeah, because this would still weaken higher DR in the same exact manner as current

sand umbra
#

anywho I changed it now

should I also mention the proposed change to DR tooltips?

hollow shell
#

Probably

sand umbra
#

alright, lemme slap that in there rq

dapper coral
#

so basically you're proposing that DR still be diminishing but in an easier way for players to understand?

sand umbra
#

hmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm
yeah that's pretty much what I'm saying

dapper coral
#

aight i can get behind that

hollow shell
#

I don't know why I am apparently as opposed to this suggestion as I am
but in some ways it's a bit more confusing, and the graph on the wiki page will still be accurate, but it will not always apply
In fact, I don't think it'll ever 100%ly accurately apply? But it's still the closest thing you can get to a general informant for what your actual DR currently is?

tawny garden
#

I don't think it will follow the current graph

hollow shell
#

It will, it needs to

#

... iirc, that's how math works, given the current formula

sand umbra
#

how is simple multiplication expressed in-game that requires looking at your item's tooltip for about a second, probably less, to understand more confusing than a formula that requires looking at the wiki for about a minute to understand

weak field
#

Just add an icon above the defense counter to display your current effective DR like thorium HDfailure

tawny garden
#

well, if you have a 10% DR and a 45% DR acc, then currently the effective DR would be ~0.354%

#

why the fuck can I not multiply

#

and with Thomas' system, you would have 0.505% effective DR with a 10% DR acc and a 45% DR acc

#

and actually a DR icon is something that I wanted

pale glacier
#

You mean 35.4 and 50.5%?

tawny garden
#

but the Stat Meter exists

hollow shell
#

In the proposed system you need to take each instance of DR applied to you into account and apply them one after another
In the current system you plug the added up DR stat numbers into that formula

#

My brain is imploding

tawny garden
#

the thing you're missing is that this ain't calculus

hollow shell
#

In some ways it is

#

(Pre-Calculus at least)

tawny garden
#

and the DR contributions aren't tending towards 0

sand umbra
#

no it isn't

#

not in the slightest

#

everything about the proposed multiplicative system involves stuff that you learn in elementary school

#

percentages of percentages is not a high-level concept

#

not by a long shot

tawny garden
#

(oh and btw, infinitesimals aren't used in modern calculus)
(they were used, but that was about 150 years ago)

hollow shell
#

(I know, just thought it was the simplest way to explain)

tawny garden
sand umbra
#

(what the fuck even is an infinitesimal. I've literally never heard this term and I took AP Calc in high school)

hollow shell
#

alright, yeah
If you know your current DR then the new system will make it easier to determine what the DR gain will be on the next DR you apply to yourself

sand umbra
#

((some research later I found it's literally just a fancy word for a Really Fucking Small™️ number))

tawny garden
#

((an infinitesimal is a weird idea of there being a number between 0 and the smallest real number))

#

((i don't like it))

hollow shell
#

((yeah pretty much))

clever canopy
#

I like the suggestion but I’m gonna take a look at the DR page to see what the highest DR possible is with each system, as I think that will greatly affect whether the devs accept it

sand umbra
#

((wack))

hollow shell
#

((that's why it got phased out, cuz it was counterintuitive))

#

Theoretically you could achieve 100% DR with Thomas's system if you had one item which gave you a flat 100% DR
but if you have any increment below that then it's now impossible to achieve full 100%

sand umbra
#

purely theoretically, yes

tawny garden
#

104% DR was great

hollow shell
#

There is no "highest amount" in either system

clever canopy
#

With enough regen even 90% DR would be enough to facetanking anything

unreal viper
#

That idea for a new system seems kinda weird.

clever canopy
#

Not to forget invincibility frames too, which can already more than half the damage you take facetanking

unreal viper
#

Large amounts of dr from one acc and would also be more impactful than smaller amounts of dr from multiple sources, not by much tho.

clever canopy
#

There aren’t really any large DR accessories though

hollow shell
#

indeed, you'd get more DR out of a +20% DR boost than two +10% DR boosts, or worse, one 10% DR boost and two 5% DR boosts

unreal viper
#

I don’t really have any major problems with it.

tawny garden
#

there is the beetle armor
(if it wasn't nerfed)

sand umbra
#

and the few that do exist are themselves very situational
so you can either go for a bigger, more niche boost or a smaller but more applicable total boost

#

this is a form of nuance that doesn't exist with the current system and indeed doesn't exist in Terraria at all normally

#

because no DR nerf gets to the heart of the issue

#

all DR effects in Terraria are additive

hollow shell
#

Not true

sand umbra
#

...okay

hollow shell
#

There are Separate DR boosts already

sand umbra
#

lemme rephrase

#

most DR effects in Terraria are additive

#

there are a select few exceptions

hollow shell
sand umbra
#

but generally DR effects just add an amount to player.endurance and call it a day

clever canopy
#

Beetle armor is nerfed to 10% per beetle active, and they only activate after 3 seconds of not being hit so are pretty negligible for facetanking

hollow shell
#

Fun fact

tawny garden
#

I'm not melee, so me don't cares

unreal viper
#

Good for tanking tho.

hollow shell
unreal viper
#

The biggest dr boosts are generally.

#

Unless an acc gets dr from separate thing, like asgardian aegis.

#

Which gets dr from being underwater and from a buff.

zealous ridge
#

tanking in calamity?

#

lmao

#

its been an all or nothing deal for as long as DR has EXISTED in vanilla

hollow shell
#

... yeah speaking of which
This was meant to improve tanking, wasn't it?

zealous ridge
#

make it more consistent

#

not really improve it

#

in some ways it's a nerf

#

because stacking DR up the ass doesnt mean you're invincible anymore

hollow shell
#

(are you talking about Thomas's sugg?)

unreal viper
#

Uh

zealous ridge
#

tes

#

yes?

#

what would i be talking about

hollow shell
#

afaik the DR values can only be higher in Thomas's system than the current system

#

The current system is a new minimum of DR values if you happen to equip a fuckload of small DR boosts, in Thomas's system

unreal viper
#

Stacking dr doesn’t make you invincible already, cause scaling.

zealous ridge
#

scaling, you mean the uh

#

soft cap, is it?

hollow shell
#

Not a soft cap anymore.

unreal viper
#

Very clean formula.

hollow shell
#

(small "dr" being the DR stat you have)

zealous ridge
#

what

hollow shell
#

Is this news to you

zealous ridge
#

no i knew something like this was in the game

hollow shell
#

This is what Thomas's system is replacing

zealous ridge
#

what is small dr

#

oh you mean the physical size

hollow shell
#

Your DR stat.

#

If you have an item which gives 10% DR, another which gives 5% DR, and another with 2% DR
that small "dr" is equal to 0.17 (aka 17%)

#

(and your effective DR is ~0.145, aka 14.5%)

zealous ridge
#

i suppose this is news to me

#

because that's uh

#

thats confusing?

sand umbra
#

welcome to Calamity DR system

zealous ridge
#

effective dr is what is used for calculations, no?

#

the dr stat is just what the number shows

hollow shell
#

For damage calculations, yes

#

In Thomas's system
your effective DR will be 16.21%

sand umbra
#

wait what the fuck

#

I looked on the wiki and

hollow shell
#

Binding of Isaac

zealous ridge
#

alright i guess i was talking on vanilla's terms

sand umbra
#

fuckin' Gungeon DPS cap hours up in here

hollow shell
#

It's false by default so dw

zealous ridge
#

vanilla really doesnt have these calculations

#

but yeah, i remember that cal had stuff like this

hollow shell
#

Vanilla doesn't because it doesn't have many DR sources

#

when you add as many as Cal does, you gotta stop 100% DR from becoming possible

#

(among other reasons)

sand umbra
#

what do you mean "false by default"
only the extra DR config is false by default

#

this isn't a config

tawny garden
sand umbra
#

this is a base mechanic that I see no way for any normal player to ever know about reasonably

#

when did this happen and who was responsible for it

hollow shell
#

Oh I see, I have misread

#

Also, Fabsol of course

tawny garden
zealous ridge
#

haha yes

sand umbra
#

tbf I figured as such but I wanted to confirm

tawny garden
#

I really wanna ping him now

#

and ask "why?"

zealous ridge
#

well, i guess one thing that multiplicitive DR has over... this is that its waaay fuckin easier to understand

sand umbra
#

but like this is literally Gungeon's DPS cap with extra steps

zealous ridge
#

at least from what ive seen here

tawny garden
#

he's like red
adding obscure mechanics

zealous ridge
#

HAH

sinful steeple
#

Tbf dps caps exist so you can't nuke bosses but Calamity bosses are still nukable

#

It's only a softcap

hollow shell
#

(I have noticed parallels between Fabsol and Red but I would never want to say that to his face)

sand umbra
#

(I could probably draw said parallels but I don't want to be banned on the spot)

sinful steeple
#

It's illegal to say that until 1.4 tML drops and Fabsol adds his face as a cloud

sand umbra
#

(I have a clean slate here...somehow. I'd rather keep it that way as long as I can CompleteFailure)

zealous ridge
#

i mean yall just realizing this

tawny garden
#

so fab if you're reading this

sinful steeple
#

Fabsol would probably just give you the stink eye or smth not ban you

zealous ridge
#

or is this just something we acknowledging now

#

fabsol is past banning people for dissenting opinions

hollow shell
#

I knew this time-based DR system existed

clever canopy
#

Did some maths and looking at accessories alone (I'll factor in potions in a sec) the highest DR loadout is:

Rampart of deities - 20% below 15% life
The sponge - 15% when submerged
Bloody worm scarf - 10%
Blazing core - 10%
Asgardian aegis - 10% while submerged
For the last two accessories there's a choice of hallowed rune, corrupt/crimson flasks, archaic powder or affliction, which all provide 7% in varying circumstances.

In vanilla this would be 79% DR

Under the current system this would be 44.13% DR

Under Thomas' suggestion this would equal 57.13% DR

hollow shell
#

Thanks Chief

tawny garden
#

I knew this time-based DR system existed
you have access to the dev server, come on

hollow shell
#

(there are plenty of things I don't know about)

sand umbra
#

the average player would never know it exists though

tawny garden
#

or did he add it without saying anything?

sand umbra
#

which is something I assessed with my sugg and why the sugg exists at all

sinful steeple
#

I mean to be fair I don't think it's a bad thing, imagine Gungeon without the dps cap

hollow shell
#

He did talk about it, and how he was inspired by Isaac to do it

sinful steeple
#

Bosses would be super short

#

Wait Isaac has that feature? Since when

hollow shell
#

Hush boss, iirc

sinful steeple
#

All the bosses in that game are like made of glass

#

Oh that one

#

Yeah makes sense

hollow shell
#

There do seem to be a ridiculous amount of factors affecting boss kill times and weapon viability now, eh...?

sand umbra
#

okay but Gungeon is also

#

entirely luck-based

#

Isaac is too, I think

hollow shell
#

Yes

tawny garden
#

I mean
even red had the decency of including his luck system to the changelog

#

ffs

sand umbra
#

Terraria is very much not as luck-based, not at all

zealous ridge
#

Torch luck was not mentioned at all as far as i remember

hollow shell
#

Indeed
Gungeon/Isaac and Terraria have very different gameplay flows

tawny garden
#

Torch luck was not mentioned at all as far as i remember
he mentioned it in discord somewhere iirc

sand umbra
#

why are there so many factors trying to force equal viability for everything

#

why?

#

that's not how you give everything a purpose

hollow shell
#

In Isaac you can become megaballs overpowered in one run, and a weak pea-spitter in another
And you can't do anything about that within a run (aside from re-rolling some items)

sand umbra
#

byeah

hollow shell
#

In Terraria (Calamity) you have access to every item in the game in every playthrough

sand umbra
#

they're entirely RNG-based games

#

Terraria gives you a notable degree of control over what you get

zealous ridge
#

well its because there are some people that take making everything viable way too seriously

sand umbra
#

the way you make everything viable...is to let it come naturally

#

you don't try to force it

#

because then it's not genuine

#

and ultimately, all the measures Calamity takes don't solve the problem

hollow shell
#

I'm not sure what you mean by letting it come naturally

zealous ridge
#

well. yeah, that kind of sounds a bit woo-woo

sand umbra
#

er. perhaps that's not the best way to explain it

#

I'm not certain how to word it. echhyperventilate

#

but like

#

you can't force it

hollow shell
#

What does "forcing it" mean

#

what is "genuine"

sand umbra
#

there shouldn't need to be a dozen mechanics that try to force equal power level for everything

#

if a weapon is OP or UP, change the weapon itself

#

don't bend the game to that weapon's will

hollow shell
#

Okay

#

That's understandable

zealous ridge
#

i think an excellent example are the changes true melee has gotten over several updates

sand umbra
#

balance the item around the game, not the game around the item

zealous ridge
#

soaring potion, eye bosses accelerating slower when you're holding true melee

#

that imo, is forcing viability in bad ways

hollow shell
#

Soaring Potion is fine, but that 'holding weapon' thing does seem pretty band-aid

sand umbra
#

mhm

zealous ridge
#

i hate it so much

sand umbra
#

it's a band-aid solution and doesn't get to the heart of the issue

zealous ridge
#

instead of nerfing bosses when holding some weapon maybe give true melee actual fucking approach options

#

for example

#

i know that example is thrown around a lot though

hollow shell
#

(oh I thought you were gonna give an example of an approach option)

zealous ridge
#

oh well

#

i mean

#

i dont really have anything right now

hollow shell
#

m

clever canopy
#

I've done more math including all I can find on DR on the wiki and these are the results (I cba typing out all the constituents just know that the circumstances in which all these DR boosts are active are very specific):

with vanilla system - 149% DR
with current system - 59.84% DR
with the suggested system - 79.45% DR

Also in my last message I made the mistake of listing the damage taken for Thomas' system rather than the damage reduction, will edit to correct

hollow shell
#

ah

zealous ridge
#

thats a 20% difference it looks like

#

wait was the previous math wrong or is it different?

tawny garden
#

did you take into account that some DR boosts are additive and some are multiplicative?

clever canopy
#

The math was right I just listed the damage taken multiplier rather than the damage reduction

zealous ridge
#

ah, i see

#

alright

clever canopy
#

I listed 42.87 when it should have been 57.13

unreal viper
#

So more dr overall

hollow shell
#

yeah

zealous ridge
#

thank you for the help chief

hollow shell
#

Which makes sense

#

and ye thanks

unreal viper
#

Order really matters w the new idea tho.

zealous ridge
#

i think its easier to explain

unreal viper
#

It is.

zealous ridge
#

than current, it just adds out to more overall

clever canopy
#

No worries I've always enjoyed playing as a tank so this sorta stuff is enjoyable to me lol

zealous ridge
#

amazing

unreal viper
#

Nerd tank setups are fun.

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I guess somethings would have to be nerfed in the new system, ie all 50% contact dr things

clever canopy
#

Order really matters w the new idea tho.
@unreal viper Actually not at all, if you have a worm scarf (10%) and a hallowed rune (7%) that would be wither 0.9x0.93 or 0.93x0.9, which are both the same

unreal viper
#

Oh

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That’s how it would workw

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Got it

clever canopy
#

When I was playing as a tank in my last playthrough I never paid any attention to DR as defence was always more effective (and I mean always), with this change it would allow an alternate way to play as a tank

unreal viper
#

Wait noa

hollow shell
#

DR becomes more and more relevant as you go through the game, I thought?

unreal viper
#

Thomas said it works in a way that order matters.

hollow shell
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Because attacks start dealing like 700 damage
so 10% DR is -70 damage

unreal viper
#

Ye?

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I guess so.

clever canopy
#

DR is honestly more useful for any class other than melee

unreal viper
#

Thing do absurd damage.

clever canopy
#

but DR happens after defence

unreal viper
#

Ye.

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Kinda odd.

clever canopy
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So if you have 200+ defence that 700 damage shot is only 550

unreal viper
#

What if we just stole thorium’s dr u I.

clever canopy
#

Also other than scal nothing goes that high in damage

unreal viper
#

You can know your dr at all times.

hollow shell
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(It'd be nice if Thorium made that into its own mod)

clever canopy
#

This seems like a good time to remind people that the deep diver is possibly the best accessory for a tank

buoyant scarab
#

There should be a Yharim boss right

hollow shell
#

It's coming

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In the future.

buoyant scarab
#

Oh ok

craggy urchin
#

Make boss buffs later in progression more significant

Currently, bosses which get buffed later in progression, such as Calamitas post-Providence, are incredibly easy. The bosses are simply not able to pose a threat because their attacks are balanced around the player having all the gear they would normally possess during the original fights, but they are very simple to avoid with everything you have access to post-buff.

In terms of changes to fix this, adding attacks would be an effective way to mix up these fights. If that's too much of a commitment, even small changes such as speeding up some of their attacks would make a big difference

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ok I made my earlier suggestion apply to more bosses, anything I should fix before posting?

heady storm
#

Oh so kind of like the Giant Clam once you enter hardmode?

rose latch
#

don't the bosses already get faster and stuff

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or is that just in br

heady storm
#

Just in Boss Rush? I don't remember myself.

rose latch
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I rarely ever fight the buffed versions so I can't remember

heady storm
#

I didn't notice a change in Ravager for sure though.

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Besides health and damage go wheeee.

dapper coral
#

the buff post-provi is solely stat bloat

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no AI changes

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iirc

tawny garden
#

yes

sinful steeple
#

Yeah

tawny garden
#

and calamitas' stat bloat isn't even enough to impose a challenge

hollow shell
#

(fyi Cin2Win, it's safe to put suggestions into #suggestions-posting straight away. That's why we have the approval process)

golden narwhal
#

Did provi respond to ping?

tawny garden
#

I guess no

hollow shell
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Nope

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He was online today, just never bothered I guess.

golden narwhal
#

Rip

hollow shell
tawny garden
#

meh
I guess

dapper coral
#

yeah, i think some indicator would be nice

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i think a specific sound for the debuff could be useful as well since it's really subtle unless you see your hp/debuff bar

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but this is fine for a visual indicator

hollow shell
#

Aight

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@midnight totem I can't help but feel like your suggestion is still overly specific and weak in the reasoning, suffering from "idea before the reason", or more likely, "it'd be cool"
((btw I have your suggestion saved, if it gets deleted and you want to repost it, let me know))

#

(also you mention that it'd be a "welcome addition to the Plantera-Golem progression" when that area is packed with Calamity bosses currently)

dapper coral
#

hardmode is packed with bosses, yeah

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you got 6 straight off the rip with mechs + mech-alts

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then these 7

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LC and Deus then ML

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there isn't really a suitable place to put another boss in here imo

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also wasn't there a sugg somewhat recently about adding another Slime God? except it was hallowed

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i don't think it went through because weak reasoning, but this seems to be maybe common?

hollow shell
#

If there was, it likely didn't make it past posting

#

due to borderline boss sugg and most likely weak reasoning

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@fickle cedar Your suggestion is also quite specific and could use more reasoning. You only have one sentence of actual reason in your reason, which is literally just "I feel there is a lack"
((I have your suggestion saved, if it gets deleted and you want to repost it, let me know))

dapper coral
#

aren't literally the biggest ranger/mage accessories post-dog?

#

elemental quiver and ethereal something-or-other?

hollow shell
#

Yes but only one each.

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Which is boring

dapper coral
#

true

hollow shell
#

Greater variety would allow for more build set-up possibilities

dapper coral
#

tbf there's a lack of ranger/mage accessories added by cal in general

#

that's fair

hollow shell
#

indeed

dapper coral
#

but elemental quiver affects all ranged weapons except a select few, right?
i feel like the sugg is phrased in a way that makes it seem like there is nothing for gun/rocket users when in actuality it's just one accessory for the whole class

hollow shell
#

Yeah, I think he's mistaken in thinking that Quiver only affects bows

#

It affects all ranged weapons

tawny garden
#

tbf there's a lack of ranger/mage accessories added by cal in general
also aren't a lot of ranger/mage weapons

dapper coral
#

which is a big misnomer

hollow shell
#

Correction Philo
There are a lot of melee weapons*

tawny garden
#

this

hollow shell
#

There is a decent (even still above necessary) amount of ranger/mage

tawny garden
#

summoning

dapper coral
#

i feel there's a significant variety of ranger/mage weapons to use

#

also look at what i found (by me 3 months ago)

Suggestion: change the name and crafting materials for elemental quiver. The name Quiver is misleading because it provides boosts to all ranger subclasses, not just bow users. Also, to this end, the crafting recipe should change to include an accessory from each subclass, not just a bow accessory, so that bonuses are provided equally across all subclasses and not just bows.

tawny garden
#

did it reach the req?

dapper coral
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didn't get delivered to dev in the end though

#

nop

tawny garden
dapper coral
#

can i repost it? i always forget what the deal is with that

zealous ridge
#

i dont at all like the idea of keeping the quiver thing around

dapper coral
#

wdym by quiver thing

zealous ridge
#

the fact that its a quiver mostly

#

it needs a quiver in the recipe iirc

dapper coral
#

magic quiver yeah

zealous ridge
#

and magic quiver has some crafts in vanilla now

dapper coral
#

yeah i disagree that it's a quiver

zealous ridge
#

artemis emblem having dumb celestial stone effects is also unnessecary

hollow shell
#

As long as it's been over a week and your sugg didn't reach the req, you can repost.

zealous ridge
#

how about instead we get something like sniper/recon scope (recon is 1.4 so that might be a thing later idk)

dapper coral
#

and that's regardless of whether it was in voting or not right? epic

hollow shell
#

yeah

sage granite
#

Rover, Was my PBG suggestion not agreed to be worth voting or do I need to repost it ?

hollow shell
#

(you were there, lol)

#

You are able to repost it
although I do think the suggestion could be changed to instead be that PBG can spawn Plaguebringers in Phase 2 (i.e. all the time) in Death Mode

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because it'd be weird to have Rev PBG start in Phase 2, and then Death PBG has the full fight again

sage granite
#

You've a fair point

#

I'll tinker with it, Yes I was around but I didn't see it all from work then totally forgot about it till now

hollow shell
#

aight

sage granite
#

Thanks for that

hollow shell
#

np

dapper coral
#

alright, i fixed some of the ideas in the sugg and reformatted it

hollow shell
#

Looks good 👍

dapper coral
sage granite
#

I hope that makes sense

hollow shell
#

Looks good Cata
Though you do say "since the minion adds about thing to worry about"

clever canopy
#

I kinda prefer the idea of having a separate accessory for bows and guns, maybe with a combination in the endgame

sage granite
#

Thanks autocorrect

hollow shell
#

heh

sage granite
#

Fixed

hollow shell
#

Honestly I'd be fine with the Ranger accessories being separate and staying separate

sage granite
#

Was ment to be "Another"

hollow shell
#

Would make for more interesting loadout choices (as mentioned before)

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and 👍

sage granite
#

Guns in ranger do seem to draw the short straw

clever canopy
#

I can get behind that, I do like the idea of each class having sub-classes (e.g. sentry summoner vs minion summoner, true melee vs projectiles vs yoyos)

sage granite
#

If I'm correct that only the bow gets a ranger potion buff but guns do not

hollow shell
#

Indeed

sinful steeple
#

This is oppression DoGCri

sage granite
#

Guns have rights too

#

Or something like that

sinful steeple
#

Honestly wasn't the archer pot added when there were like only three guns in the entire game so a gun pot would be stupid

#

But now it's not like that

sage granite
#

Arrows get the cosmic treatment.....Bullets do not

sinful steeple
#

They also got the bloodstone treatment only until I assume Rust and Dust

dapper coral
#

bows are very bueno strong in cal

#

guns are sad

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only ace's high to save them

real steppe
#

Regarding that circular thingy when fighting Providence, I guess simply removing the orange tint (or making it more orange, you're getting toasted after all) when you're too far away will do

hexed spade
#

someone clicked enter too fast

sinful steeple
#

Oof

hollow shell
sinful steeple
#

Happens to the best of us

rose latch
#

yes

sinful steeple
#

Would probably be too easy to get for true meme

#

Because if 5 damage on true melee hit is 10 rage you get double the damage you deal in range which really adds up

hollow shell
#

(this is why you don't include exact numbers in your suggestions)
@ashen warren

#

Just say that it boosts the amount of rage True melee gets per hit

#

instead of givin values

radiant meadow
#

splitting up elemental quiver into more than one accessory sounds like a bad idea imo

hollow shell
#

Why's that?

radiant meadow
#

because it's supposed to be ranger's ultimate acc of a sort. The other classes also only have one of these. Eclipse's Mirror is an outlier.

hollow shell
#

(Part of the argument is that all-encompassing ultimate accessories aren't very interesting)

radiant meadow
#

and none of the other said accessories in that group deal with any subclass shenanigans unless you count next update's true melee damage boost

#

It doesn't say that at all though.

hollow shell
#

I'd be fine with this change to Elemental Quiver sparking a similar change for other classes

dapper coral
#

whose are you talking about?

#

mine or Londons?

radiant meadow
#

yours

dapper coral
#

ah

hollow shell
#

Yeah Demik I spose you could add that argument to your Option 1

#

if you want

radiant meadow
#

That's why I specifically was talking about quiver.

dapper coral
#

(Part of the argument is that all-encompassing ultimate accessories aren't very interesting)
this argument?

hollow shell
#

Yeah that

radiant meadow
#

and well

#

I don't see how splitting up an accessory into different subclasses would make it more interesting

dapper coral
#

i suppose there's more potential for different effects

#

and class specificity

radiant meadow
#

and it would limit player options

hollow shell
#

That way it's not just a one-and-done craft and equip, then you can use whatever weps you want
You can actually think about the loadout you want and the weapon types you wanna use

radiant meadow
#

because not all ranger weapons fall into categories

#

like starmada

#

this would basically be a starmada nerf because nothing would work with it

#

it's not a rocket, gun, bow, or flamethrower

hollow shell
#

They could give general ranger stat boosts along with their specific weapon-based effects

#

and then buff Starmada HDfailure

radiant meadow
#

why would I buff something that doesn't need to be buffed.

#

just don't change quiver :)

hollow shell
#

Sad

dapper coral
#

hmm

#

wait, isn't starmada excluded from elemental quiver splitting effect anyways?

#

bc dust hell or something

#

maybe that was norfleet

hollow shell
#

That is indeed on Norfleet's page

radiant meadow
#

that was for balance reasons

#

but yes, it's norfleet

#

the holdout projectile for starmada is blacklisted though

#

because splitting holdout weapons is funny

hollow shell
#

(we could implement an accessory which affects all the wacky unclassed ranged weapons, specifically)

radiant meadow
#

that would be

#

very unnecessary

hollow shell
#

But what about Starmada, Ben?

#

What about poor poor Starmada?

radiant meadow
#

we leave it as is

#

with just quiver

#

and it all works out

hollow shell
#

aight cool

#

Don't star the sugg HyperFailure

radiant meadow
#

Reject the suggestion :D

dapper coral
#

no pls

radiant meadow
#

it just seems like too much work with little pay off

dapper coral
#

either way it would be a fair amount of work, yes

radiant meadow
#

changing the sprite and renaming it is fine.

#

but magic quiver should stay in the recipe imo