#suggestions-discussion
1 messages · Page 951 of 1
I found him hard enough before
So yeah moving the bloom stone to plantera is a very good change
jfc we need other mods in these channels
Either that or we gotta extend the sugg kill time
I have all three dead suggs saved
petition to lengthen sugg kill time to 48 hours
I was thinking just 36 but 48 might be fine
48 effectively gives any sugg two full days to be noticed which should be more than enough
rn, this whole "sugg dies before it can be validated" thing happens way too often

speaking about suggestions I just created a suggestion 😛
"because the devs/testers cant keep a perfect wiki/discord changelog, lets make them make another one"
surely the 3rd time's the charm
surely they wont forget to list every single change
https://calamitymod.gamepedia.com/1.4.5.001 oops spilled my changelog
wouldn't that be still recorded in some way within github though? or through internal programming?
and also like
imagine keeping up a compelte changelog that goes all the way back to 1.0
yes its recorded, but putting it in this "ingame" changelog wouldnt be automatic
and also like :Hage: imagine keeping up a compelte changelog that goes all the way back to 1.0
which won't even exist for a hella long time because pain
older versions of calamity are basically lost
@ yuh
I know that there's some missing information, mainly coming from the v1.3 update
YuH only goes back so far
p sure yuh has the first version of calam
YuH is a god among humans, but it will still take him a veeeery long time
look at the wiki theres a page about 1.0
yeah there are pages on the wiki about the eldest versions of Calamity
yeah so the earlier versions should be covered
as always, immense props to YuH for making the impossible possible
it's mainly the ones following 1.2
because I couldn't find anything surround v1.3 in the wiki
someone made a video on the first version of calam 
They're still working on the wiki changelog pages
also there is a source of versions via https://github.com/MountainDrew8/CalamityMod/releases
we do things when we do things, at wiki
and changelogs are one of those things that will be done a veeery long time from now
I didn't realize that a huge update just dropped
because they are so massive
right but those versions should already be covered in the wiki
wiki changelogs are extremely recent
also I'm still very early in the game personally, but i've been watching calamity videos as a reference/guide but there were changes made between then and now which I've been trying to contextualize
They only just started working on the changelogs for the wiki, so I feel this sugg might need to wait until they've got those in order before thinking about anything in game?
that I also didn't realize, I thought the changelog pages were around for a while
history stuff will mostly be on the backseat
especially when big updates come out
and uh, there is a hell of a lot of stuff to do before the changelogs are finished
Indeed, changelog pages are a recent project
the major updates like acid rain, astral/boss rush update(the one that replaced the slime) and big number updates like 1.2, 1.3, 1.4 should be the priority
imo
smaller updates dont really matter as much
anyway, point is that changelogs don't exist in a nearly-close-to-full capacity anywhere
so there's no way that they're coming to ingame anytime soon
that's fair then
mainly it was that I didn't realize how recent the changelog project was / thought that it might've been useful to have that as a reference in game too if the lack of the wiki info came from difficulty in official sourcing
jfc we need other mods in these channels
Either that or we gotta extend the sugg kill time
sugg manager role?
(or new mod apps)
not that it was just a recent project that is in the works
(as in, the ones that are already active)
they aren't active
fair enough
you may as well delete it now, then
or save it for like a year's time
(i mean the ones that are currently being decided right now, Philo)
yeah i'll go over and delete it
Aero Stone should be overall the better of the two.
because it's a boss drop?
bc if so, say that
rare boss drop
yeah that
for the full thing
He does kinda say that yeah
kind of, yeah
i'd prefer a more explicit statement with that, though
maybe that's just me
specificity is bad, clarity is not
did piano post the source or
I can't really tell
wdym

👀
idk i cant rly tell 
Sorry I was checkin the "compare" boxes and seeing that it wasn't detecting any changes
the "source" there only has a file called README
Better should delete to be safe
so, no

Do we think @ancient echo 's suggestion was fine?
Change ground-type summon ai
All boss arenas somehow consist of platforms, considering this, melee-type ground summons are unable to target enemies on lower levels of arenas, and often get stuck in nooks and crannies. By changing the ai of these type of summon to be platform friendly they can be made more viable. A way to solve these summons getting stuck might be to draw all of the summons to the players/mouse position on a right click through platforms(and perhaps blocks if they are out of a certain range). Lastly, another change might be to allow summon weapons to repeatedly summon the last slot like most vanilla weapons.
I told them to edit it to clarify that they talk about stuff like the hermit crab
oh oops
You can repost that whenever you want, Sigil
Oh wait
Gotta ask Dan
@junior tendon
I'll yeet the sugg for now
Template's missing from the wiki page, I'll add it
wazit before he awnsers
huh
There was a suggestion about giving ||Final Dawn|| a melee variant
Lemme repost here for context
||The Final Dawn should have a melee variant.||
||The Final Dawn has two non-stealth attacks: You can throw the scythe by pressing up and attack, while using only attack swings the scythe like a melee weapon.
With the way the weapon works and the fact that many rogue weapons have melee variants, The Final Dawn, in my opinion, deserves a melee variant. As for its stealth strikes, it can be integrated into using "Interact" button, taking the role of stealth strikes. Those attacks could definitely be rebalanced for the melee variant though.||
yeah uh no. Yharon already has enough melee drops
Alright
wait is that not the actual calamitymod github repo?
Definitely isn't, Piano
oh
It just lists all the tMod files and has mostly empty readmes
I chose rogue for this because Yharon has like... one rogue drop
(which is lame btw, to me at least)
What is it again?
so I went with something unique
I think it's a spear or smth
Infernal Spear, yes
Infernal Spear byeah
which just throws a homing projectile
mmm homie
my heart and soul went into making this thing
and I am glad that it got a lot of positive response
||Final Dawn|| is pretty epic yeah
Again, really sorry, it was very cool btw
if it had a melee variant then uh- that would kinda take from its uniqueness
This sounds fine
i don't see why not
pretty sure your weapon is like
in most top 3 favorite weaposn from the new update
alongside ||phaseslayer and andromeda||if i had to guess
unless putting spawns near ||the Astral Monolith which may not be in the same place every time|| is kinda funky
I mean, it has 4 attacks and the non stealth ones look p cool
those other two weps are also amazing byeah Iban
looks like ||gigantic slashes|| are the new trend

the hand drawn vfx are poggers
I mean, its your item, so...
Tfw ||Final Dawn's|| yeet attack won't break hooks when you're latched and using that attack

bobbit hook is already broken tbh
I coded it so I can EASILY fix that
since I actually had to write up hook-killing code for something
imma send that to the devs :v
I think Forsaken's sugg should just be "||Make it obvious that you need a drop from an Atlas to summon Astrum Deus||", cause the sugg's reasoning just says that you can't know how to summon him without using the Wiki
because you're mostly sugging a gimmick, without a (imo) good enough reason to have that gimmick
I mean, If you go to the ||Beacon||, Chances are you will kill an Atlas with the increased spawnrates, And I think they have a 100% chance to drop the heart
||The problem is that the hearts have no tooltip and the altar has no hover-over icon (afaik, feel free to correct me), so how would you know to plop em in the altar||
draws a connection between the two
it kinda doesn't for me, maybe you should elaborate more
Alright epic they do have a tooltip
||Also used at the Astral Beacon||
I'll add to the wiki
I mean, Its like if you started seeing Bee's near one tree in your backyard, much more than anywhere else, You'd assume they have a hive there or something
- it still kind of doesn't solve the problem that there's no way to know how to summon the boss
- but if I don't go outside I won't see the bees, so like
how would the people know that the ||monolith|| helps you?
I mean you only need to kill one ||Atlas|| to find out you need to use the ||hearts|| at the ||Beacon||
Cuz, it's in the tooltip
Its a Giant Pillar, Why would it be there if not to be used somehow?
it's a 100% drop chance. One ||Atlas||.
Kinda like how hovering over the Golem Altar shows the power cell
ye or like powercells it shows a picture of the heart
Not sure
||or you could just make it say "Astral Beacon" so that you know thats what it actually is||
which would probably be a lot simpler way to go about this all
||I don't think it's too unclear what the "astral beacon" is. It's a big-ass twisty tree with a fancy looking furniture tile on top of it||
ive seen a lot of people in the spoiler channel that are very confused about what it is
reminder that the fact that Atlases never fucking spawn when you want to find one is why their spawn rate was, iirc, tripled post-LC for a while
it already does that
oh it does? huh i havent played the update yet
i wonder why people are so confused about it then
Their spawnrates are still boosted post-LC pre-ML
Isn't it Pre-Deus?
Yeah you're right, mb
real quick do we think Cipher's sugg is fine?
https://discordapp.com/channels/225030931008847874/699359022364491868/739559322849378374
seems good ye
anywho yeah sugg seems good
Cool
sure
Was @burnt beacon 's sugg fine?
Add some more aggro-increasing effects on melee armours/helmets
There are not many armours with this function, and it helps out a bit in multiplayer when playing with a melee and a less tanky class like a mage. This is perhaps not necessary in pre-HM where classes are less distinct in stats but starting from hardmode it would be nice if melee armours and helmets increased aggro to have melee characters be able to fill out their tankier role a little easier.
looks fine
ye, looks good
yea
aight
You can repost that whenever you want, Frazzle
aaand how was @hasty linden 's sugg?
Add a calming potion to the calamity starting bag
when starting a new world and trying to explore caves and such, you always are getting 1 shot by mobs like black slimes and skeletons. if a calming potion was added to starter bag then that first cave trip wont be as awful and painful.

uhh
you even recognized y ourself its a joke sugg
yeah
calming potion sugg seems fine
but i think it would be pretty cool in tbe game
Angler Voodoo Doll: absolute yes but as its own mod
ok ill work on it😉
joke suggestions aren't allowed
i have the stuff
what is it with people suggesting things that'd be better off as their own mods as of late
it wouldnt be too hard to code this as your own mod if you really want it that badly
it was serious but also kinda a joke
ah yes
ok ill remove it
you don't know how to code
yeah i do
so you suggest for other people to do it in a major mod
alright I take that back then
you do you
i can do java python c# html c++ css javascripte
😂
anyways gtg
C yah
i be gaming
I wonder if suggesting Iron Heart to respawn players at full health, with the exchange of no nurse healing at all, is a valid sugg
Well that stops being an issue once Hardmode starts
Pardon?
Hermit's box
Hermit's something something Box
hermit's box of one hundred medicines makes you respawn at full health if you use it while its in your hotbar
yeah
its dropped by wof
(permanently)
Oh yea
@mint steppe What exactly are you suggesting?
The Cell Phone gives you the exact time already
Though, how about a bit of reward for Iron Heart?
Defiled boosts rare (?) drops, Arma sextuples treasure bags on kill
Iron Heart is indeed a pure challenge atm
The time icon change base it day or night.
is english not your first language?
if not, you should run your sugg by someone else for them to help you with the grammar of it
Yeah, I'm wondering what's a good reward for something in between those other two challenges
what about making iron heart boost legendary drops instead?
moore treasurebags
oh yeah iron heart was reworked
what does it do now
we need more
Iron Heart is easier than Arma tho
stack them moore
we dont need more treasure bags until more bosses are added
Can you make your sugg's reasoning a bit clearer, agergo?
Something like, even though Cell Phone gives the exact time, it'd still be nice to have the icon change so you can see at a glance (and for anybody who doesn't have the Terraria day/night cycle times memorized)
Maybe swap them around instead? Iron Heart triples treasure bags and Arma significantly boosts legendary item drops
that sounds interesting
Lemme brew a sugg after doing some stuff
which would still fit
as long as you dont say the effects i think its fine, it was revealed that it was changed quite a while before the update came out
you should probably spoiler anyways
just to be safe
what has changed so much about it?
Alrighty, I wonder if suggesting exactly what I said earlier counts as too specific
does its till permakill you?
check the wiki page, it was updated to show its effects
[[Iron Heart]]
Now that I think about it
Raising legendary drop rate on arma can be totally cheesed for almost everything but Yharim's Crystal
Since all legs aside from that drop on bags
Make them not drop from bags.
Well, that would be too much of a work just to give Iron Heart a reward, no? Though I'm not against it
Funny where you drew the line on "too much work"
Moving them out of the bags and into the boss would be CTRL-X CTRL-V
Though, would these be counted as specific as a sugg?
"Iron Heart triples treasure bags and Arma significantly boosts legendary item drops"
Good
to just buy bags
This is not a problem
alchnpc should never be used as a basis for balance changes in calamity
Yes
same with every other mod but alchnpc specifically is worse
?
y that made no sense
I'll write my sugg in here first so that it doesn't look weird when it's up in posting
ok
just give it a mechanic that detects if the boss was butchered and never drop the rare/legendary
indeed
I do think the way you framed that seemed specific, Feedza
Not sure how to convert it into something more general
"give iron heart the treasure bag boost effect from arma, and arma instead increases legendary item droprates" would probably be better
Prolly, maybe.
Hmm, I kinda intended the bags from IH to be 3, but I guess by that point it could be specific
It would be, yes
||Give Iron Heart treasure bag boost reward from Armageddon, and give Armageddon a legendary droprate boost as a reward in exchange.||
||Currently, Iron Heart serves purely as a challenge, with no tangible rewards in store. This change would simply make Iron Heart at least worth to be looked upon, now that it's reworked and is an actually interesting challenge.
Armageddon having a legendary droprate boost as a reward would fit Armageddon as the true challenge: No-hitting bosses. This change needs to come with a change in how Legendary items drop: Make them all drop from the boss themselves instead of their bags to avoid players cheesing the legendary drop boost with Treasure Bags.||
||give Armageddon a legendary** etc||
You should give reason as to why ||Arma should boost Legendaries||
Alright, I can brew that in a sec, lemme just go do smth
ok
Yharim's Crystal ain't a Legendary
It sure isn't.
You can repost that whenever you want, Frazzle
so i need to repost my sugg in #suggestions-posting ?
Yeah
aight
It accidentally got yeeted
lol
I'll remove the crystal bit then
Not Rev+
also, I think this is worth posting already, Feedza
huh
there's no point posting it here, #suggestions-posting exists exactly for that
he was posting it here to make sure it didnt have typos before sending it iirc
also feedza you should make a private discord to write up suggs
it helps a lot
There we go, edited it
There we go, edited it
yeah, but nobody sees it
if you post it, then everybody will
||"would fit Armageddon as the true challenge"||
okay but why though
aight
Just want it elaborated why ||Legendary drops would fit the Arma challenge better||
nohitting is the final test of mastery on bosses, having legendaries drop from completely mastering bosses (eg, nohitting) would be an actually good reward imo
i agree
That's a bit better yeah

Okay adjusted the reason for arma
you know a sugg is good when you agree with it without suffering from the issue yourself
Hopefully it's good enough for rover now

good enough for rover now
@hollow shell you've created a bureaucracy
I don't know if that's what that means
close enough
Oh also, is Iron Heart still tied to the world?
this
I assume they kept it in the wiki because there's no solid info on that yet
Anyway I just had the realization that Defiled Rune could probably have the Treasure Bag boosts and Iron Heart could be the boosted drop rates of rare common enemy drops
due to the challenges they both present
Iron Heart's ||disabling of healing|| makes farming enemies in the wild for a prolonged period of time much harder, whereas Defiled's occasional crits and wing time disabling have little effect on enemy farming
I assume they kept it in the wiki because there's no solid info on that yet
no, cause I don't have access to source and couldn't be bothered to check via normal means
That's.... actually a good idea, yes, since Iron Heart will affect all damage sources, no? And defiled only really matters in bosses
Mhm
It's world-tied.
good,I don't have to edit yet
You could include a preface for it with "Change the rewards of the extra difficulty modes:" or something along those lines
Yep, since I'll be including defiled now
or "Restructure"/"Shift" or w/e
Alrighty, reworked my sugg to include defiled
Coolio
You could elaborate on why Iron Heart and Defiled work specifically for enemy farming and for boss fights respectively, like I mentioned earlier
Oh yeah
Iron Heart makes it harder to be alive for long periods of time (such as when farming), because your health gets chipped away at with no easy way to recover
And Defiled's mobility-fucking especially applies during boss fights, but isn't much of an issue when farming
It might be not as well made as yours, but it's something 
Yeah, rover had the brilliant idea to make it have defiled reward instead
Which my feeble mind didn't think of
Alright this sugg seems fine now
(still see a few edits I can do but I won't be a stickler)
u gonna figure a workaround for prehm?
Ehh hm
Shouldn't propose anything specific. He could just say "Defiled's effects may need to be adjusted a bit so it's more detrimental against Pre-HM bosses"
Not for us to decide rn ¯_(ツ)_/¯
Whoops, discord was drunk
👍
I somehow reposted the sugg
Very nice now Feedza
e p i c gamer time
@cobalt pewter your four-line "title" would be split mid-way because you have a newline character in the middle of it
||- Defiled Rune: Now multiplies Treasure Bags dropped from bosses.
- Iron Heart: Now boosts rare item drop chances and enemies drop 50% more cash.
- Armageddon: Now significantly boosts Legendary item drop chances.||
would be on a separate line
That might be okay?
and it'll be in the reasoning
The top line is still a summary of his sugg
and the || markup would be fucked
aight well that is true
cause the parser treats them as two separate strings
Alrighty, I'll add the effects in the first line of contents
btw I feel like only the Iron Heart line and reasoning need to be spoiled out, everything else can be open
Ah okay
👍 👍
Has there been any talk about making the music boxes activatable via mechanisms?
Yes
Our programmers have attempted to get it working multiple times and couldn't do it
That sucks
Somehow the creators of Thorium did it because their music boxes can be activated automatically
m.
Maybe we gotta ask em
thoughts on what i just posted, does it already exist or whats the deal
luiafk has an item like this
Yeah luiafk has this exact item
hmm
yeah the money collector is quite dank, but the problem with it is that it doesnt allow npcs that require money to move in to move in at all
like the bandit
I feel the devs would not add it to calamity because they have also not added other items that exist in seperate mods
luiafk has an item like this
it doesn’t need it but it would be convenient
probably wont get accepted but just wanted some thoughts
So, just to be clear, this item would only transfer picked up coins to the piggy bank and not just all coins, similar to the void vault?
I suppose that would be handy for the NPC thing you mentioned, but I don't know if it's entirely necessary seeing as LuiAFK already has an item very similar to it. If you need an NPC to move in, just take the money collector out of your inventory.
doesn't this count as an SI sugg
no
the description is, the sugg isn't
ah
apologies. it seems...a little on the specific side, that's all
you could likely just remove the tidbit about it being a WoF drop and it'd be fine from there
im confused as to why that's an important clarification
seems like it would have little impact otherwise
i think it's supposed to be for the purposes of summoning npcs such as the merchant and bandit who depend on having money in the inventory
uhhhhhhh is this where i ask for a nerf?
for a weapon?
yes?
it depends on what you want to nerf, and how you want the devs to go about doing it
And also what difficulty you were on when dps testing
aye, just remember to include some on-tier boss kill times in Rev to gauge how strong it is
^
i found out that the craftable Eow staff is wayyy too broken in the sense that in killed skeletron in like 40 seconds
yup
fun fact: eoc means eye of cthulhu in most contexts in terraria
Ik I may be wrong but isn't 40 s around dps guidelines?
were you on normal, expert, or rev+?
rev
dps guidelines for nohits aren't accurate to how long the boss should last normally
Huh
they just mean how long a boss should last at least with max damage output gear
fixed
was the vile feeder buffed in the update? i dont remember it being able to kill skeletron that fast
pretty sure a staff you get literally 3 bosses earlier shouldnt be this good
the average boss kill time for sans 1 in Rev is 2:30
Damn
jesus chirstmas christ
so yea, 40 sec is pretty meme tier fast
i dont think so
are you timing it with a stopwatch or just going off of guesses?
I remember hearing someone say that they killer her with it
thats actually pretty broken
@radiant meadow is vile feeder already getting nerfed/fixed next update?
im pretty sure thats like the same killtime herrings gets on skeletron
no kidding for a staff you get on Eow
Sounds like the next relic or ruin
vile feeder is fixed next update
that woud be nice
guess its on-tier for her too
which means she was doing stupid fast charges
y know cuz i couldnt find a beehive
anyway hope that gets fixed
buh bye
it is fixed next update, yes
like.. a lot
or any at all for that matter
luiafk sort of adds that
also Luiafk already gives you endless bullets if you have four stacks of them
That would kinda nulify ranger's niche
yeah but fargos doesnt have for cal bullets afaik
Guys, what do you think about an endless musket puch or quiver for each type of bullet/arrow
read the conversation above
The reason there's endless for musket balls and arrows is because they're the most basic ammos with no effects
The rest you're supposed to try and conserve (ranger's niche)
Ye, other mods exist if you want
lol what is this sugg
Yes
ngl there should be a dont for suggesting things that other mods already have such as infinite ammo
that would severely limit suggestions as a whole
maybe a dont against infinite ammo
thats more reasonable
i could see a don't for things that other mods have when it's that mod's entire purpose
like adding veinmining to calamity, just as an example
Slab of Meat's sugg could be yeeted any minute hour now, be wary
ill save it
@vivid kestrel you gotta have a more substantial reason than "it'd be cool"
I edited it.
Oo I like that sugg, Cjac
it's now better
Idea: Make the Murasama usable after Yharon P1 instead of P2.
Why? Well, as of right now, there's not much to use it on, other than Supreme Calamitas, which it's really hard to use on.
Didn’t SCal true melee get changed in the most recent update?
Idk.
But that doesn't change really anything about this sugg, considering she's almost always out of Murasama's range.
she has lower acceleration if you are holding a true melee weapon
^
Oh.
Still would give it more use than 1 boss.
It's not like it's crafted with Auric Bars.
I don’t really see the logic behind that reasoning? Like, you only have boss rush to use shadow spec weapons on.
Hell, it used to be a Rev DoG drop.
Doesn’t make them bad.
also it's really like that at the endgame
Still. I'm pretty sure there's better things to use than Murasama for True Melee.
this logic could be applied to literally every auric weapon
^
i don't think there are better true melee option for scal actually
Except they don't really have shit range.
lionheart gives that DR but you don't really use it as a weapon
not against scal at least
you use a weapon for one (1) bossfight and throw it into garbage
and not just auric, all pre-yharon p1 or p2
okay but your logic is that it can only be used for one boss
which is applied to all auric weapons
if your argument is that it's too weak, and that's why it should be available earlier, state that more clearly
It's too hard to hit with.
And it's not commonly suggested for True Melee. Iirc people suggest other weapons.
i've never heard anyone suggest anything but murasama and lionheart for true melee scal
not that anyone seriously attempts true melee scal
CrabBar did
im pretty sure he used a cheese strat
and succeeded
ein's the only one i know of who did an actual true melee scal
Imagine Celestial Starboard for True Melee SCal.
but it's not a viable strategy by any means, and isn't what 99% of people are gonna do
thus shouldn't be factored into a suggestion
woow, that was 2 years ago
It's too hard to hit with.
mfw melee is not used to being in melee range of enemies
ah i wasn't aware he did it legit after
Most bosses shoot projectiles directly from the front, which always faces you. So Melee is much less viable than ranged classes.
At least True Melee.
ah he didn't do it legit after
makes sense
if you wanna make a suggestion about making murasama more usable against scal, then do that
Maybe a consistent Range?
I would personally try it against SCal in the latest update, so that you have actual proof that it’s still bad.
im not sure the actual hitbox changes
Time to check.
It doesn't. But it's confusing as fuck with that visual.
That "True Melee slows SCal" is bullshit. She ain't slowing at all.
they definitely accelerate slower, i tested it myself
I'm literally trying it now. She certainly isn't slower.
The obvious question would be if your mod is up to date.
she accelerates so much slower you can literally make her go from one side to the other side during p1 rapidfire
Still doesn't disprove what I'm experiening.
I'm using Murasama. She's too far out of reach even with Brimrose.
what is your Murasama doing, if I may ask
Swinging. SCal is too fast to get close.
ok 
What?
what I mean is do its slashes look like Arkhalis But Red And Larger
The mod is definitely up to date. I'm definitely using Murasama.
She's not enraged.
why does it show the older gif for me
Does it actually?
it shows the older gif if you click on it
Bruh.
for me at least
Shows up to date for me.
But yeah. It's up to date and she's too fast.
she definitely accelerates slower with a true melee weapon out
Not when I tried.
you can suggest that if you can think of valid reasoning
Make Supreme Calamitas Move Slower when a True Melee Weapon is out.
Why? Well, currently she moves so fast so that she's always out of range for True Melee to hit consistently, and it would help more than just lowering her acceleration.
might wanna go a bit more in depth on why making her move slower vs accelerating slower would make her easier to hit
isn't this already a thing? or is it for some other boss
true melee only makes certain bosses accelerate slower
it doesn't actually lower their speed
the ones that come to mind are twins and both calamitas'
Changed the wording.
idk suggestion seems valid
just make sure you separate the title and the reasoning in the actual suggestion, and get rid of Idea:
might also help to clarify in the title that it's moving slower instead of accelerating slower, because they're very similar terms that could just seem like you don't know what you're talking about
It clarifies moving slower.
in the reasoning yeah
a potential issue i could see is that it could be abused pretty easily, a summoner could just hold a true melee weapon for a slower boss while still dealing damage
yeah i see that
but im saying make it "move slower instead of just accelerating slower"
because it's something that's easy to get confused about
Changed the wording more.
should be fine
Ok.
part of the reason she and others accelerate slower vs moving slower is that a true melee weapon could be used to just slow a boss on demand
Also new Yharon makes it
to go true melee
He often locks his distance with you
Which makes approaching him pretty hard
so if you're in a tight spot and need a breather, you could just hold a true melee weapon for an easier time
not to mention true melee weapons don't actually exist anymore
true melee is now just a subtype of melee damage that most melee weapons can deal
Yeah
so the concept of "true melee weapons" is more or less abandoned
^
Good.
Well now melee weapons have a separate true melee listed damage if they'd count as one
And they really made things support true melee
So I don't think it's really abandoned
Though it's definitely not viable late game
i've made suggestions concerning true melee exclusive weapons before, i've been assured they are no longer unique or considered
they're just melee weapons unable to deal ranged damage
most melee weapons can deal melee damage and true melee damage, "true melee weapons" can just only deal true melee damage
it's a bit confusing byeah
Yeah, that's actually what true melee should be imo
but yeah potential balance issues could definitely arise from this sugg
cus like i said, nothing to stop you from abusing it for a slower scal while you wait for potion sickness or something
Eh.
I feel like that'd be better as an accessory that also nerfs your damage output aside from true melee dmg
SIS.
So what do you all think of the idea of having an upgrade to the Elemental Blaster?
is there a way to easily unsummon minions?
summoning micromanagement is hell if not
Yeah right click the buff and it will go away
in which case no
i know, but that is tiny and in the middle of the worst place possible
its also always next to potions due to being a fresh buff
a single misclick could screw you over
old one's army post BoC, aka earliest possible, is a nightmare without an unsummon bind
the only summon that can effectively deal with the horde is the hermit crab, which cant fly or go through platforms. Its near useless against the etherian wyverns as well, so micromanaging is necessary to get them in the air
so many summons are way more viable if they can hit aerial targets
the damn squirrel is better than a lot of later summons
i already posted a sugg for this that got 280 stars just so you know
can you link it?
I feel like bloody worm scarf should only need normal anvil or tinkerer workshop to craft
Since both ingredients are pre-HM
this is different, Bluenebula
yours is asking to resummon summons upon death
this one is asking to dismiss them easily during a fight
no worries
i could have sworn i posted my other one
It's a hardmode accessory for balancing reasons and so that Bloody Worm Tooth isn't an instant upgrade
That's fair
(also, Amalgamated Brain)
Is it okay to edit suggestions after you post them?
Yes
(not recommended to overhaul em if they've existed for a while, but if it's shortly after you post then yeah that's fine)
Well, since I did just post it before rewriting it
yeye
Sugg looks good now
Do we think Feedza's modifier sugg is valid
https://discordapp.com/channels/225030931008847874/699359022364491868/739703707155038309
Cool
How about Feedza's ||Caustic Staff|| suggestion
https://discordapp.com/channels/225030931008847874/699359022364491868/739712714498375691
yes yes yes
I saw that in spoilers
||bruh that thing is broken||
not sure if that needs spoilers or not
speaking of debuff weapons
I don't think permission is necessarily necessary cuz it's balance-based?
Eh I will anyway
@languid wyvern Are you okay with the suggestion mentioned above?
if i'm using a non-magic class, is it better to upgrade to ultra liquidator or stick with everglade spray due to the longer ichor effect
wrong channel
i mean all of the things he said were kinda the point
like you could make it later in progression and harder to get but i like the option of having an end all be all solution for summoners to have with debuffs
@hollow shell
Yeah but like the problem is it's just 1 summon slot
Anybody can use it
4 slots like kindle staff?
aight fat suggestion time: make each slot taken by the staff give a new debuff
That would be kinda neat
ye that could work
||buff tooltip even says a mini jungle dragon||
That's actually interesting yes
Oh, make it work like endogenesis?
for like the sirius or saros?
I was thinking it could work if it inflicted its own unique debuff that did defense & DR deduction and a bit of DoT
So that way you still have a reason to use the debuff-inflicting weapons, cuz now they'd stack
because if thats just for normal summons there are major issues with that
so like list goes on fire, cursed inferno, venom, ichor, and marked
i can see it very, very easily running into the buff limit
Obviously it wouldn't take up a buff slot for each one Blue
more summon slots u put in the better the debuff
(unless you mean the enemy's buff slots)
oh
and no i was talking about the player buff slots
did he mean like inflicting debuffs?
y
yeah
well thats a lot less distressing
aight actually here's my final stance: first slot taken:on fire, poison. second slot: venom, cursed inferno. third slot: ichor: marked for death.
i don't want it to eat up too many slots
imagine summoners having to deal with not being able to use buffs or light pets or mounts
Slight issue
or just make the process of getting it HARDER* lmao
damn bro i didn't know that
or 4
i think its 5
(All Exo weapons max it out instantly and this is an issue that has yet to be corrected)
kinda throws a monkey wrench in the plan
s'why I was thinking one single custom debuff could work
I guess making it a brand new, unique debuff that combines all of them would be nice, and make the minion apply it with 3 slots used
Like what rover said
yeah
wait even better idea right here
single custom debuff that encompasses all of the ones it use to have but it gets better the more minion slots you put in
Sounds neato
(You could prolly just DM a dev to get it changed if you want, considering it's your item, lol)
Sugg process would be more official tho
kekw well i thought devs were gonna change it regardless because of balance issues
but i did wait like a year and paid like 25 bucks so i think i understand why they wouldn't
Well some people noticed it in #calamity-update-talk, and I was the one posting the sugg, but yeah, I've done this twice already

yeah the price for making it is waaay too low imo
i wanted it to be some pre mech boss nights edge level material gathering but they kinda made it cheap asf for the utility
Yeah, I guess the progression was out of your scope for the design?
m
Expensive recipe isn't the best way to balance a weapon, cuz it just means that the player gets it anyway but they spend more time doing it
idk i guess i didn't make enough of a point of it being hard to obtain
i disagree you wouldn't say the nights edge is unbalanced
things that are worthwhile in terraria are paid for in time and effort
I guess making the array of buffs a single one that gets stronger with the amount of slots used would be a win-win for everyone
(I haven't seriously used Night's Edge against a boss in a long long time)
yeah but it's still the best prehardmode sword
(I haven't seriously used a vanilla sword against a boss in a loooooong time)
So, uh, I guess imma yeet my sugg or something?
im thinking making it harder to get and making ichor locked behind a second slot and MARKED FOR DEATH *locked behind a third slot with the first slot having venom and cursed inferno
so only 4 buff slots total or 3 if i decide to take away cursed inferno
i had no clue there was an enemy buff slot limit lmao
Ichor locked behind second and third slots? 
whachumean
unghh but rover's idea seems so streamlined
just one buff slot but they get better as you add minions
Yeah I wouldn't mind that either
y'know what i'll do that but make it just about the same effect as the other idea
like level one would be smol damage over time smol dr reduction and smol defense reduction and then once you get to slot 3 it'll be as potent as normal ichor and marked for death as well as cursed inferno and venom on your enemy at the same time and then the cap is level 4 where it becomes a better version of those buffs so high dot high dr reduction and high defense reduction
final idea
tf is the sugg
'suggestion', this one https://discordapp.com/channels/225030931008847874/699359022364491868/739712714498375691
Fabsol is just online
i can't dm him kekw
Or you can ask Brav
Oh there's contacts for them already
@sand umbra I feel like your sugg's top line could be flipped around, considering buffing/reworking the accessory is your first priority and moving it to Plant is kind of an afterthought
cool
Do we think Thomas's sugg is good for approval?
https://discordapp.com/channels/225030931008847874/699359022364491868/739733895741964318
its valid
It is indeed
but im assuming its smth like destroyer emode telegraph
what
it has a circle made of dust showing where its going to circle
well yes but that circle only really shows up once it starts the attack
so like I don't see the benefit of that on a charge attack 
what is the telegraph for charge anyways
like, cool, you know where it's gonna charge
you've already spent most of your time acknowledging where it will charge
anywho I need to pick a new sugg from my list
I shall return
cool
¯_(ツ)_/¯
How's Bat Mox's suggestion?
https://discordapp.com/channels/225030931008847874/699359022364491868/739899059409649764
I like it
Cool
(I'll get a bit of a jump on some of these)
How's TheForsakenOne's?
https://discordapp.com/channels/225030931008847874/699359022364491868/739911086874296350
It's valid ig
?
This isn't the place for that, unless you want to suggest smth regarding a ravager nerf
I've been contemplating suggesting a change to what the Abyss Shrine has, assuming that hasn't been changed/isn't know to be changing anytime soon. Thoughts?
There are no plans to change the Abyss shrine afaik
Where would Terminus go?
For the reasoning: Yharon Phase 2 always drops a Terminus on death, afaik.
Oh, it was? Ah.
Well, that solves my issue with the Abyss Shrine then. Felt useless.
It's cool
(Yep, the drop code is simply commented out)
I'm still like just barely post-Eye in my Arma run, sorry.
Coupled with a fix to small worlds sometimes generating without a shrine
I made a Medium world for a run that I beat the day of the update dropping that had no Desert, Mushroom, or Granite shrines.
Twas a good change, glad Terminus finally has that full Abyss focus
Aye! I love the atmosphere of the place, especially the depths. I'm happy it matters to go down there, now. (Also happy I won't have to keep trashing like 20 Terminuses from 20 Yharon kills.)
Indeed
@subtle slate you need a reason for your sugg and proper formatting
yeah your need your main idea at the top on a separate line (shift+enter) and have the rest of your sugg be elaboration and (especially) reasoning
@deep hornet No meme suggestions
Ah okay I'll delete that then for now
Gotcha
how detailed does it need to be? my idea could fill up an entire screen if I wanted it to.
i have an idea than i want to suggest, but after read the rules...i will just say: F O O D S...
Preferably keep it concise Draco, but having a lot of reasoning is usually a good thing
welp most of my idea is in the other-mod-talk if someone wants to see it...i've think it would be great but it will be harder to put in the mod...
m your suggestion is way too specific to post (as is, at least)
so, thanks for doin so in another channel
ok..i've think i will keep the idea for a while until it doesnt look like a spaggetti...
(Fun Fact: Fabsol sees my idea as a Copypasta wall because i post all my idea in the general talk quikly because he was there and i want to he see my idea)
@river needle You need a reason for your suggestion (in the same message)
Just gonna tell you up front that it's most likely not gonna happen
ik, i tried to make another paragraph but it just sent the message instead
i´ve think i would be banned xd
Shift+Enter
ok thanks
np
Also there's no point in adding an acc slot post scal until there's more bosses
welp thanks
Even then it's unlikely that there will be another slot boost by then
a) it's 7 accessories assuming expert+
b) accessory sots are funky af and they don't go above 7
Well wing slot managed to add one for wings only
I don't really see another point of a post-scal accessory slot as at that point in the game you've already condensed all of your accessories so much assuming that you've Expert+ which is recommended and is how the mod is balanced 
And cheat sheet allows you to add up to 6 more
@river needle In Expert+ you have 7 slots after killing Moon Lord
just because you can add slots doesn't mean that they work as good as the others
terraria really doesn't like accessory slots more than 7
True
If anything, more accs might be condensed even more post scal when new bosses are added
why does terraria not like slots more than 7?
My guess is HUD scaling with non-1080p resolutions and just overall spaghetti code
nah i actually dont know, does it cause errors in the code or cause bugs or what?
oh
I wouldn't know I haven't messed with adding more accessory slots with tmodloader 
If we were Re-Logic and working with vanilla code, we could probably add an 8th slot
Yeah HUD scaling could be fricked
But we aren't.
The 7th slot that Celestial Onion grants you was already built into Terraria
I already have troubles looking at the 7th slot on my screen
We just activated it and that was that
If we wanna make an 8th, we'd need to program a whole new slot ourselves using tMod code
Yeah that seems like a massive pain to do especially if you wanted to add Vanity slots and dyes to that also
I mean they could take the route cheat sheet takes and add the accessory slot to the left of the dye slots, without a vanity/dye slot of their own





