#suggestions-discussion
1 messages · Page 953 of 1
yea
or tarragon immunity
it's more like Abyssal Madness or Brimflame Frenzy, ye
so the meter would be like rage/adrenaline where you activate it via a keybind
and the attack is more like stealth where it's a different attack for a bit
no just the set bonus activation key
byeah it's like Abyssal Madness or Brimflame Frenzy
you have a debuff that tells you if it's on coooldown and another that tells you how long you have left on it
i'd be down for it
now that Wulfrum armor actually requires doing stuff to get it, I figure it's only fair that it becomes a little more interesting
indeed
it's a shame that wulfrum is only restricted to earlygame though, so this effect wouldn't really exist in later game
but this would be a cool addition
So, that's a yes on the suggestion?
very much a yes
yessir
aight
Is HBDeus's ||Monstrous Knives|| suggestion valid?
https://discordapp.com/channels/225030931008847874/699359022364491868/740181187871375370
mmmmmm idk to be honest
lifesteal isn't really meant to be good in early game
as shown by most lifesteal items in pre-hm
also ||they're literally pre-boss Vampire Knives||
@white canyon Can you provide some evidence of ||Monstrous Knives'|| lifesteal being underpowered for the tier?
sised’s suggestion valid btw?
yes
We are waiting on a ping
for him to edit his top line
Cuz it's worded weirdly
(if he doesn't return in time then it can just be approved anyway)
also
@still cliff Presumably Life Crystals have Bones in the recipe to allow you to 'catch up' on your missing hearts easier when you're at the point where you should be having a respectable amount to survive
Finding them underground should still be the main (and in this case for most of pre-HM, only) means of acquiring them. The intended way.
Going to the planetoids is also a great way.
Also
@paper torrent Your suggestion isn't formatted properly. You need your main idea at the top on a separate line (shift+enter) with the reasoning below.
(make sure you have separate spoiler tags for the top and bottom, or the bot will mess it up)
You should also expand on your reasoning more, it's very small
The last two sentences of the ||Monstrous Knives|| suggestion are a bit too accusatory for my taste, not exactly rule breaking, but it kind of makes it sound like we're doing something wrong.
I agree Ben.
Agreed too
Im divided in that suggestion - imo maybe buff its damage a little, not the lifesteal, because I think that the weapon is pretty bad early game
the lifesteal is based on the damage dealt
so if you buff the damage, you indirectly buff the lifesteal
Make the lifesteal percent lower ig
forgot to mention that they specified it do low damage https://gyazo.com/a4c5f6d06d063025329198ad37d0d8c0
doesn't that 2 damage become a lot more endgame?
Probably not enough to be better than Empyrean or Illustrious Knives
no like with the buff he is trying to pass
90% 2 damage
how much can two damage become endgame?
like
and crits
Probably like 12
4 or 5 at most
nah
up to 10-ish on crits
calamity mod
At the end of the game you do not have 10x damage boosts
even Calamity's asinine post-ML power curve doesn't get that absurd
still enough to heal you full if it was 90%
don't Monstrous Knives also follow the lifesteal cooldown rules
Feel free to go in-game and test
aight
they do
cooldown rules?
but empyrean knives also have much longer range
and yharon and scal have dr
and defense
If you do too much lifesteal in a short period of time, the game doesn't let you lifesteal for a moment
mhm
It's an obscure vanilla feature
If you do too much lifesteal in a short period of time, the game doesn't let you lifesteal for a moment
is that a calamity thing?
Nope
it's a vanilla feature that is made more apparent by Calamity
you never notice it in vanilla because you never quite reach it in vanilla
except with like
Razorpine + Hood
which by the by is beyond disgusting
so calamity buffs it
???
it's a vanilla feature that is made more apparently by Calamity
Vanilla has 2 lifesteal weapons
Lifesteal is supposedly nerfed
Vanilla has 2 lifesteal weapons
two?
Just two
calamity also makes vamp knives and spectre hood affect the cooldown more
Vampire Knives and Spectre Armor w/ Hood
ah
Life Drain doesn't do lifesteal, it gives you a buff.
that isn't a weapon
lowkey Life Drain is lifesteal done right
I forgot to do something I wanted to do regarding life drain
oh well
I can do it tomorrow
wow, okay
Eh nah I wouldn't encroach on its unique function
[[tgc:Life Drain]]
this thing
yes
I wanted to make cryo, brimmy, cal, and possibly levi/aureus not immune to the life drain debuff
funny debuff immunities
Yes.
It's easy to make a boss vulnerable to a debuff
Funny how they work.
it's just never done for...reasons
Did I make a sugg about generally making stuff vulnerable to debuufs
I don't remember the exact reasoning off the top of my head but I do know there was a reason for everybody being immune to everything relevant at their tier
Removing the immunities in general?
...and that I thought that reasoning, whatever it was, was dumb
idk man
I doubt you'll change Fab's stance on the issue
I’m trying to get my friends into calamity but I’m only just in hard mode so what would you describe calamity
Not quite the right channel, panda
i really really hate any change to vanilla
that isn't toggleable
hey rover
did that one suggestion vote about making calamity mod changes make it?
since i cant find it
discord search
... what?
oh my didn't think i will make it to voting
Not yet. 
so happy
Gotta make 16 alt accounts, brb
Would it be okay if I suggested that the minion penalty be removed from demonshade again? @hollow shell
unless it never reached voting
Would it be okay if I suggested that the minion penalty be removed from demonshade again?
@pale glacier they hate multiclassing, so that might not even bat an eye
Demonshade should not have the summon Debuff
Worth another shot
Ah
I think your sugg might have died, Heisenberg?
I have it saved
Remove the minion penalty from the Demonshade armor
Up against all the set bonuses that auric tesla armors give, demon shade feels kinda lackluster. Making this change will help it feel more powerful imo as it is supposed to be the final armor in the game(so far). A lot of people just skip the demonshade and stick with Auric armor, and this would give them a reason to craft this armor set.
My sugg about changing extra diff rewards haven't even reached 100 yet
it won't make me happy

therefore, it won't make everyone happy
it won't make me happy
toggleable
Unless they make Demonshade the summon Set, and Each of the other bosses gives the different other class sets, It should not have the debuff. If every player is expected to use it, it shouldn't be unnecessarily weak for 80% of players
the game is the same ben
having to implement it would be a massive hassle
just more for everyone
it's more trouble than it's worth imo
ah i see
The more features you make toggleable, the less of a definitive Calamity experience there is
Balancing becomes more difficult as well
emmm, not really
a lot of calamity toggleable changes for now
are default by devs
and a good number aren't for good reason
weapon balance changes will never be togglable
If you make the vanilla item buffs & nerfs toggleable
then Daedalus Memebow and Holy Crap Arrows decimate everything again
well you see
terraria
is a sandbox game
there are many ways to approach the game
ignore the "cheaty" ones if you wish
Play on Normal if you want to decimate everything 
Wait, I thought you were just talking about the Set bonus
I decided to update the suggestion with better words Rover, and yea it did kinda die off earlier
that is just kinda disrespectful ngl...
Disabling the minion debuff while the armor is on will just not work
Sorry bro
if it was a joke no worries
Even summoners will just use another weapon
yes
Well that's kinda the point of armors like fearmonger
I might be remembering that name wrong
Nah you got it.
Demonshade is kinda just a strong damage endgame armor, doesn’t need multiclass imo.
I'd say that Current Demonshade armor seems to be under the philosophy that each Endgame boss gives the armor for a different class.
The current setup seems to be
Dreadon: ranged
Scal: Summon
yharim: Melee
Noxus: Mage
Xeroc: Rogue
But if they decide to do a strict progression rather than fight choose who you fight from the 5, then things become a little more murky
am i allowed to some what "ask" people to vote for my suggestion?
That is definitely not how it's going to work Forsaken, but you kinda have the right idea
like in calamity chat
Please don't, Alexaa
I might have the classes wrong
aight
I'm just shooting in the dark from what I see
All the end-game bosses will not be parallel
We ain't gonna make it so Rogue's gotta wait till post-BR for their armor, while Rangers get it way early
Also, to clarify, Heisen
Are the "people" in your suggestion summoner players, or all players?
i think when talking about the terraria experience, in any class
we are talking about everyone
Could you clarify what "Will not be parallel" Means? Can't say I've heard the term used to describe bosses before
Alright
I don't feel like that's the strongest case for your suggestion
Cuz you're suggesting a specific variety of buff seemingly for the sake of "it's a buff" without giving much reason for why that buff in specific should be used
Also, it's not an official term, I just thought it'd be intuitive rn.
The mech bosses are parallel, you can choose which one to fight, in any order.
LC and Moon Lord are not parallel, you need to fight one before the other.

heisenberg
Yo
we can get the summoner penelty all removed
No
if you we get it to be toggleable
No
Nah
ffs
I’d like the old one

But removing it would be broken
^
Fun fact
Balance changes are made, so that the game is balanced
Fun fact sometimes they don't work
So we have a direct Progression. From what I see, It'll be Dreadon-->Scal-->Yharim--->Noxus--->Xeroc
That's why testing is a neverending endeavor
Edited
Hm
yeah there
so
No, the armors made available by each boss will not be class-specific
Sad
Do you think they'll be like auric with different headsets for all classes?
Gonna make me sugg reworks for them huh?
I do agree with Hein, its weird that an Armor meant for all classes is so Blantantly Better for summoners
Noxus should be the egg at phase one to make it like hatch and then the fight starts
(this is getting a bit off-topic)
Yeah.
I concur
Demonshade need change. There, Discussion over
Sombody make another suggestion so we can talk about that
I think we should have an option of a bar to make the summon damage penalty
I've got a better idea
Do we think Oof's suggestion is valid?
https://discordapp.com/channels/225030931008847874/699359022364491868/740248183636230195
sure
Yee
ye
fine with it i guess
Alright then
might not even have to be a config imo
No
It should
Its a config type of change
Is annoying for farming imo
eh
Config is a bit of a weird place to put it, I'll agree
i could see it being an alternative dog summoning item
I haven't fought new DoG yet so I can't really say how Sentinels phase feels rn
Neither I
Hell, MoR has entire Sprites in its config, Its hardly the weirdest thing you can use it for
not a good example honestly
I crash at desert scourge pc memory go kaboom
i dont like config options unless its truly justifiable
i dont think this is really a config thing
Then what would it be?
like i said
craft a different dog summoning item that includes the sentinel phases
Currently there's nothing that gives immunity to SCal's debuff right? (forgot the name of it)
sort of like a draedon's remote esque challenge
That seems unnecessary
well in that vein i would say draedon's remote is unnessecary
You either don't like it, and so you are glad it was removed, or you like it, so you enable the config
Draedon's Remote is unnecessary
Quite so.
But, we're keeping it because of future plans iirc
Making people craft a completely different item for a personal choice Isn't good
i dont get that
but alright
that is literally what draedon's remote is, thats literally what starcore is
Starcore is non-consumable
Its meant so that you don't have to go kill Atalases
You don't craft it for a slightly different deus
And Dreadons remote is also 
Speaking of configs, and Forsaken
Is Forsaken's Death-Mode-all-mode toggle sugg valid?
https://discordapp.com/channels/225030931008847874/699359022364491868/740252180623130714
I think people were fine with it
Yes
aight then
How's IHS's ||summon penalty|| suggestion?
https://discordapp.com/channels/225030931008847874/699359022364491868/740252569854672956
@mortal bison 1.4 suggestions are not allowed. Future content.
Wait until Calamity and tMod update to 1.4 before making suggestions about it
Ahhhh ok that's fair
I felt as if it was something that would need to be discussed and thought community decision would be worth it
Perhaps so, but it'd be better discussed once we're able to do something about it, and see how it is in practice
That's fair. I just think that needing npcs wouldn't work with calamity biomes so it would kinda make them useless. I understand why no suggestioms for future though
Have a great day dude
You too
Anyway
Vijsek's sugg seems reasonable
Not the first time it's been brought up.
Is that a better suggestion?
Yeah that seems valid
Community gives more flight time
Eh, when you get drews wings that barely matters
Maybe if you go for celestial tracers but with scal you aren't going to be moving sideways much
And drews wings have plenty flight time
I thought you wanted it buffed for like early post moon lord
"pre-scal"
Nah,
But like
as in, immediately before
Once you get heart there's like no point in the community
Yharon is the last boss it scales by
Yeah that's my point
Even prescal when it stops scaling is still beaten all around by the heart
Then just say buff the community?
I wanted to clarify mainly pre scal when it should be at its best
It is at its best
But even at its best its worse than the heart
So then it should just get an overall buff then?
It is a pretty good point of contrast that a pre-ML accessory performs better post-Yharon than an accessory that scales
You could keep it as an example Precision even if it's not the 100% focus
That was it. Maybe jump speed added too since post moonlord you need it
The suggestion is confusing though
Like maybe when you past providence it gets jump speed added?
The pre-scal tidbit in the header makes it sound like it scales after scal
Ill edit it to make it clearer if you want
Maybe rover can reword it for me. I'm not amazing at english
Lol
Not that I'm foreign. Just autistic
hm
You could change 'pre-SCal' to 'post-Yharon' if the concern is the implication that it has an SCal scale
Fixed
It just sucks a 1% drop from a boss is worse than an accessory you can pick up just fighting a few elementals
I wouldn't say that HotE is objectively easier to get or less deserving of power than The Community
in general
HotE has a lot of god damn ingredients from all the corners of the world
But I do think that after Yharon, HotE should not be stronger than the scaling accessory
Nah, that rare elemental can be hard to get but yeah you understand my point completely
And as I said maybe a new scaling should be 20% jump boost since as I mentioned is pretty important
Like post prov or somewhere
I would have explained the stats more in detail but there are way too many to discuss about them
So imo just look at them and leave it up to yourself to think about it
I do think it would improve your point if they were included in the suggestion
Sorry, I felt that it would take up too much space
I could rewrite it to explain it more to see how big it ends up?
Hrm, I am looking at the stats and it seems like the only significant lead HotE has over Community
is the jump speed
Damage is about the same, defense is exactly the same.
HotE has better Max Mana and mana usage, and slightly better DR (and much better jump speed).
Community has better Max HP, crit chance, movement speed, life regen, melee speed, and minion KB (the best stat).
Speaking of The Community, would Draedon and SCal count towards its scaling later on? Just asking
SCal probably will once she gets demoted from Superboss status
I don't know if that'll happen in the Draedon update or Yharim update (prolly the latter)
I don't find minion knockback that important against bosses that can't really get knockedbsck
Yes of course
Won't know til there are more bosses tbh
minion KB is a joke :P
Mmmkay
but, all those other stats it does have a lead on
Maybe some endgame accs can slightly boost crit chance of minions?
Idk, maybe Community can give an additional 2% after beating Yharon or smth
Plus that +0.5 damage is a pain at post-yharon because that's still 0.5% damage
Just throwing shit around
That you're missing out on
+0.5% is so minuscule
Plus life regen is pretty useless against bosses like Yharon or scal when your main healing is potions
0.5% is still like 10-15k dps you're missing out on
Which is pretty significant in some areas
Like I don't want it to get a huge buff. But I think it deserves to slightly beat out HotE in most areas
Because it is a legendary
Iirc community regen only serves to counteract dot, without negative regen it does nothing I think
And getting drunk sets regen to the weakest setting regardless of progression
Plus as I mentioned jump speed is pretty important and with the community having stats that aren't amazingly helpful minion knockback. It feels odd to not use HotE instead
So would this just be solved by adding jump speed to the community?
Like I just want it buffed enough to the point of if you have it you might as well use it. But if you don't you don't really need it over hote
I'm down with replacing minion knockback on community
@radiant meadow that and maybe an extra 1-2% on that damage
Not only it affects only minions, it also is quite miniscule
9.5 on community vs hote 10 is eh
Just make it go over slightly more
Then it'd be pretty balanced
That max life is pretty good on it
And the -15% dot ain't bad either
But it just feels lacking in more important stats compared to hote
Does anyone actually use hote with the elementals on?
Summoner maybe
Maybe
But post-yharon no because they don't really do much damage them
Then
So yeah, get rid of minion knockback and replace it with jump speed, buff the damage by 1% or 2% maybe crit chance to 6% or 7% because 4 is underwhelming
Then fixed honestly
SCal probably will once she gets demoted from Superboss status
I don't know if that'll happen in the Draedon update or Yharim update (prolly the latter)
Last I heard she isn't a superboss
What does superboss even mean lmao? If it means that she's the last boss then yea she is
Why would SCal be extra? Isn't she a part of the lore too?
Once Yharim comes out, he will be the final boss, SCal will become a normal boss below him, and Noxus & Xeroc will be the extra superbosses
(which is a bit more elegant than current)
Hmm I guess I get what you mean
Wait who's yharim and noxus and xeroc? Is it in the lore?
Yeah
I know of Yharim and Xeroc but I'm gonna have to google Noxus
Yharim is the central lore dude, big evil tyrant guy, who fucked up the world and pretty much every weird thing you see is because of him in some way
Noxus is Cthulhu Satan, and Xeroc is God
Yharim, the Jungle Tyrant
Why the fuck is there like 50 jungle bosses
Or Jungle Tyrant, Yharim to be similar with Yharon, but idk
It's just Yharim's title ig?
Idk
Once Yharim comes out, he will be the final boss, SCal will become a normal boss below him, and Noxus & Xeroc will be the extra superbosses
I don't get why people would call them extra superbosses, I mean they are a part of the lore and they will be in the game so calling them extra seems weird
Jungle is important in Terraria and it's important in Calamity too
No but like we have plantera, plaguebringer goliath, yharon, i think there was one more
Was jungle important? I'm probably dumb as shit right now
Well you got Queen Bee, Plantera, and Golem in vanilla
And in both pre-HM and HM it's a central spot for gettin materials
I guess Merk is wrong
Queen bee and dragonfolly
Yeah I don't know what Merk is referring to
Oh yeah Golem technically is part of jungle
Well Aureus got a boost in its jump
As it will roughly follow your altitude
In 1.4.5
This kinda feels too specific
And yes
Maybe that's just me
The point #3 is enough imo
Which I would agree
This is also the same case with brimmy, calclone and rav post provi
ah ok
Anyway
How's IHS's ||summon penalty|| sugg?
https://discordapp.com/channels/225030931008847874/699359022364491868/740252569854672956
sounds good. ||make summoner x rogue great again||
||really tho. the punishment should be moved to the other classes using free summons instead of summoners using non summon weps||
non-summon class armor should reduce summon damage instead of non-summon weapons
aight welp
many approvals
We were waiting on sised but I don't think he's coming in the next 3 hours before his sugg gets yoten
so, it's fine
Also I disagree with the Life Crystal sugg but figured it was valid. They were pinged and didn't bother editing anything so w/e
(I gotta be more lenient with the approvals so that less suggs die)
You should probably have an "instead of" in your top line, Feedza
so people don't think you're adding another condition for the penalty to be enacted, on top of the existing one, somehow
I kinda added that at first, but I assume the way my sugg works, it can be combined with the current system
So it's still pretty punishing for summoners to multiclass, but it'd be even more punishing for non-summoners
could say something like ", and the current held-weapon damage penalty would be reduced or removed."
(I think so at least. Might not be an issue)
I guess I'll focus on synergizing the concept with the current system instead of going on a limbo

the problem with not supporting multiclassing is that multiclass armor exist
Yes, and I should mention that global armor won't trigger this at all
And yes, shit like Omega Blue exists
There we go, changed the sugg a lil bit
Alright
I initially wanted it to disable penalty when the full armor is equipped, but there are some weirdos who mix and match armors, so I just ended up with headpieces, which usually are the most class-focused out of the three pieces
an extreme alternative to my suggestion is that summons wouldn't be able to be spawned when you don't use summon armor headpieces
Anything wrong with these three suggs?
Feedza's Skele, Jirou's summon acc, and Joshua's On Fire?
https://discordapp.com/channels/225030931008847874/699359022364491868/740254700276023369
(Ping the user if you have feedback on any)
i'd say a summon slot acc pre-DS would be a bit too strong and might end up making the Voltaic Jelly feel less strong
Yeah they seem fine
You got anything for them to edit/add to their sugg @frail mantle or do you just disagree entirely?
i just disagree
People generally disagreed and didn't like his tone, and lack of stats/comparisons.
He was pinged but I guess he just ignored it
ic
@white canyon Reminder that you got pinged about your suggestion
(you can repost it with the specified improvements whenever you wish)
while we wait for him ig
How're Lucien's Viper sugg and Forsaken's Astral Armor sugg?
#suggestions-posting message
they're fine, i'd say
wasn't the meld rework's entire purpose to make it not a lunar fragment?
Technically the meld rework isn't totally finished but... yes
yea so it shouldn't go into galactica singularity
@ashen warren see above
it won't be free from the lunar fragment chains by the community until it stops dropping from pillar enemies :BackPain:
...
summoner
yeah summoner dies
but thats the same for a lot of other sets
meld isnt the rogue lunar fragment, but its a separate set that also gives rogue an armor set for early post ml
A strange role, it has
Meld was supposed to be yet another calamity ore-mor set and it somehow got to where it is now because the ore was never coded
A strange history, it's had
Kinda makes you question the set's purpose as a whole, when its items are all remnants from the beginning of the mod
Also, important:
Forsaken's Astral Armor sugg is the first sugg to require 240 stars.
First one after the raise that is
indeed
(I'll start approving Thomas's material suggs in the morning. They're a bigger deal so the more people present the better)

Honestly, Astral Armor needs to be earlier, not later
so as i was saying that monstrous knives needs a buff because its healing is pathetic, i did some testing on desert scourge as he is a worm so he has a larger hit box, and it took me around 19 seconds to recover 50 HP. which is low on my opinion. also one more thing that, it is very bad against enemies with smaller hit box ( unless you are very close to them ) as knives spread out and not all knives hit the target, which in return we recover far less HP. Using this for boss fights is a death wish, as the knives have limited range, you have to stay near the boss in order to recover HP, and in difficulty like death mode, this will easily get you killed, it is better do dodge and deal Damage then risking your life for a mere amount of HP. hopefully this helps.
@hollow shell
I agree with Astral being moved because Lunar armors(and empyrean for rogue) are basically the only armors viable at that point
heck, I think its the only tier in the game that doesnt have a calamity multiclass set or an armor with multiple helmets
Yes, it's the only one
while astrum aureus' attack pool is certainly limited
he definitely has attacks other than jumping and shooting lasers
he has the homing crystals and aureus spawns
both of which add something important to the fight
I do think he deserves a second set of attacks imo
Maybe have him change up slightly
Its basically the same thing through the entire fight
Tfw the sugg I posted and haven't been submitted for voting yet ended up in #changelogs

Its basically the same thing through the entire fight
I mean, he has more changes throughout the fight than some other bosses stares at AS
eh I think astrum aureus could use the ooa ogre stomp kind of attack
could make his stomp a little more impactful and follow the title of his theme
:o I missed rover going over my suggestion
I know it's just a move to voting but still
happy dance
#suggestions-posting message this suggestion valid?
it doesn't really have any reasoning aside from "home defense purposes"
“Additional sentry options” could be a better way to phrase it
well the ||Pulse Turret Remote already summons the sentry that defends the lab||
- Changing how the hellblasts work: instead of brimmy shooting a curved line of them towards the player, she would shoot them from sides of the screen. They will still gain speed as they travel.
- Adding something similar Profaned Guardians' main guardian attack to Brimmy as she chases the player
Would these be too specific for a brimmy rework sugg?
My intention is to shift the power on the hellblast phase to the chase one
simple sugg so my brain doesn't stop working trying to defend it. I just woke up 
thomas youve been dispensing these things like crazy
pretty cool regardless, im fine with it
You misspelt Solstice in the header Kristaps
hellkite hasnt had its recipe change since its conception if i recall
chozo I have a whole damn list of these things to draw from
the recent old content page has helped with this
I have a rather long list of suggs I wanna try and push
whether or not I will be successful...remains to be seen for many of them 
interesting focus on materials recently
ye, been getting a lot of the recipe- and material-focused ones outta the way
just like compile them and then don't put them through voting and ask rover to append the good ones to his own compilation of suggestions to make the mod better


you make a valid argument
i have fixed the spelling error

just send my oc weapon ideas straight to fabsol
I just want shadowspec toilet
sending all of these kinda inconsequential small fixes one by one doesn't sound like the best idea idk

no memes
Kk
also you already have Auric Toilet
which im very mad about by the way
which is sorta the pinnacle of modded furniture
you give them a hand and they take the whole arm
yeah my godly aura manages to convince rulebreakers to stop without even needing mod perms
also, on the topic of toilets, the only other modded toilets that make sense are the botanic toilet, cosmilite toilet and silva toilet
no
because it doesn't make sense that you use chairs to craft a toilet
oh yeah on that note can I bribe someone to make Bloodstone furniture
but still. chairs turned into a toilet
alter ra
good luck thomas
that doesn't make sense
but before bloodstone furniture gets made the set itself needs a resprite
Why are you obsessed with fucking toilets when there's so much more stuff that the mod would benefit from?
and idk it kind makes sense
just cuz a hole through the chair
at least terra toilet is crafted from a regular toilet and not a chair
and ok wow haha funny sprites get resprited multiple times
let it stay as it is, it looks fine in its current state 
doesn't stop people from redoing them more
vruh
auric toilet existing is enough to cause this
they brought this upon themselves

this is probably common knowledge but what do the colors on the suggestions mean?
In voting you mean?
ye

ok sorry

In the vein of Thomas making very specific suggestions, is there any reason why the Rusty Chest is crafted differently from pretty much every other chest?
who knows
you're welcome to suggest that it becomes more like other chests in terms of its crafting recipe
I was ready
problem with invisibility potions
Stealth invisibility has a toggle, but not the potions
technically if you can't see your character your stealth regen should be massive considering the skills it takes to dodge while concealed
it doesn't because it causes broken balance if you're "too good" with it
but if you remove invisibility potion's invisibility then that removes the whole point of the potion, to make you invisible
Personally stealth is still kinda gimmicky even with the new modifiers
but if you remove invisibility potion's invisibility then that removes the whole point of the potion, to make you invisible
@distant gyro That's why I'm not asking for it to be removed, but to have a toggle to let the player decide
Also you're right that in vanilla that's the whole point, but calamity gives invisibility rogue buffs
yeah that still counts as removal in one mean
maybe, just maybe
you can adjust the amount of how invisible you are with invisibility pots
and your increased stealth regen varies accordingly
how's that for a suggestion
that is true 
invis pot is only for rogue, truffle worm, and assassinating people in multiplayer
nothing else
Well with mods like luiafk and fargo's you get infinite buffs if you have enough potions
you can toggle invis with luiafk
idk abt fargo
Isn't it like... an indicator?
?
Not many other potions have an indicator other than the buffs at the top left
In fact this removes an indicator for rogue stealth as well
Again, Calamity doesn't necessarily need to cater to other mods for simple things like infinite potions
I'm not saying it does, it's annoying with calamity on it's own
Ah yes, stealth bar exists 🤦♂️
I'm an idiot
The other mods just increase the amount that it's annoying
Well out of 3 conditions in the sugg where you considered invis/shadow pots are annoying, only one is relevant
Even then, it's designed like that
You can't even really defend it from a balance perspective because you can literally counter it by putting a sticker on the middle of your monitor (like I have now)
You dodge harder, but in exchange, you got some additional buffs
...what
I mean
You do you
But
What
lol
If it's stupid and it works it's not stupid
If it's stupid and it works, it still looks stupid, but it works
No, something that works can also be stupid
Those are personal stuff
It's an expression
The point of calam's invis potion is that you dodge harder for rogue bonuses
Though I'd be more focused on the bigger things
what kinda potion has a demerit
Yeah, calamity isn't balanced around irl stuff 
Again, you can't defend it from a balance perspective as I've countered the only gameplay downside with a piece of paper
Booze is also a potion
and rogue stealth invi has a toggle cuz people realized that it's useless
heck, it's not just useless, it's detrimental
and it doesn't even make you invi unless you stop attacking, which is likely to happen when you try to build stealth
Again, we should be looking at the bigger thing: Stealth. No one wants to be invisible because stealth strikes are garbage almost throughout the playthru
that's a seperate problem tho. no one wants to be invisible period
I've found stealth strikes usefull in events tho
That's quite generalized tho. Considering if stealth is worth being invisible for, people would definitely go for stealth a lot more
Currently it's uh
Dogshit
To be blunt
No like
If stealth boosted your damage by 300% you would accept the invisibility drawback
For the most part
Although 300% is a hopless proposition
No one wants to go invisible right now because building stealth is almost never worth it
Aside from a couple weapons maybe
i think what the sugg is saying is nobody wants to be invisible period because it's annoying and detracts from your vanity stuff
like I said, stealth is viable for events. cuz you're likely to have walls to hide from lol
^
and makes it hard to dodge which is counterable in a pretty easy way
(the sticker)
Idk, just, don't drink the potions?
they provide a buff that the author clearly wants though
and you can get said buff even without being invisible (just keep attacking)
and you can get said buff even without being invisible (just keep attacking)
@dry latch That only applies to stealth invisibility, not the invisibility from pots
wait really? I'm pretty sure I've already disabled stealth invi
so is Cataclysm's sugg good
Again, formatting issues
wasn't there already a wep for that?
Poof
so now: are my suggs from yesterday good so I can bully someone into approving them
Anyway rover is still ded
your suggestions from yesterday are good
hmmm... I like calcium pots tho
Yeah your suggs are fine
Now that I think about it, if you made calcium made with bones, you're essentially locking the potion behind skelly
At which point the potion would be mostly irrelevant
Not talking about that
BoB is better yeah
there are no other wings to talk about post-Skeletron
There are only 2 bosses post skeletron
i use skyline wings 
None of which essentially requiring fall-dmg tier jumps
none of the bosses prior to Skeletron require "fall-dmg tier jumps"
what is your point
again, there are multiple tools to increase your fall damage resistance to the point that it basically doesn't matter pre-HM anyway
Bounding Potions make all your problems begone
anywho I'm not having this argument again
the sugg's focus isn't Calcium Potions
can we stop making it about them

but it's a side effect
Yeah please stop derailing suggestions by bringing up unrelated things, like when my suggestion is a QoL invisibility change and you start complaining that stealth needs reworked, it's not helpful or relevant
the issue of Calcium Potions can be solved by the devs if and when they actually get there
true. so long as it's valid, it should have a chance at voting
Fire Gauntlet is post-Golem because it's actually an objective upgrade over Mechanical Glove in Cal
design philosophy dictates that mechanical glove being immediately upgradeable into fire gauntlet is bad because the latter invalidates the former (at least in calamity; in vanilla it's even worse because you upgrade something to get something worse)
this is why
- lazinator got moved to post-mechs (laser rifle)
- hell burst got moved to post-prime (crystal vile shard)
- crystal flare staff got moved to post-plantera (frost staff)
- clock gatlignum got moved to post-golem (venus magnum)
- barracuda gun got moved to post-golem (piranha gun)
etc you get the idea
In vanilla, it was more of a choice imo, as Fire Gauntlet trades 2% of melee damage and speed with fire effect, which is dogshit in vanilla for me, so it's usually a downgrade even
@covert siren
hi Rover 
hullo
Heyo rover
"The Fire Gauntlet's melee speed and damage have been increased from 10% to 14%. Its recipe also has been changed, now requiring an additional 5 Scoria Bars to craft."
https://calamitymod.gamepedia.com/Vanilla_changes
Byeah, fire gauntlet is actually better in calam as it's +4% instead of -2% from mech glove
I was confused as well
fire gauntlet stacks with mech glove
Oh
im not as adamant about this idea to have it be a suggestion yet but i wanted to pitch it out there
does anyone else wish that the heart of the elements only needed the summon weapons of all the related elementals to craft and not the aero/cryo/bloom stones?
idk about you guys but the non summon stones seem to take way way longer to grind then the summon ones
and people usually only want the heart because you get 5 elements to fight for you, not the extra buffs like flower boots effect
when i go for HotE it's for the boosts
The stats you get by turning the Elementals off are good too
There was a sugg about it yesterday, they compete with The Community even in endgame
it's an alright filler accessory if you have an open slot and nothing better to use
i use it because i wanna be summoner without being summoner on every non summon class playthrough i do
i just always find it a pain to grind for the items that arent the summon stones
taking them away would make a mid-late hardmode accessory early hardmode which might be seen as OP but
Mechanical glove is still post mechs, so it's not as soon as you can just farm wof
Considering there's a demand for both, maybe suggest that the accessory get split into 2 accessories?
this might be because i got unlucky and had to fight like 13 plaguebringer goliaths for one bloom stone but
it's a 10% drop chance
so that's not super unlucky
at 13 kills with a 10% drop chance, there's roughly a 25% chance you won't get the bloom stone
(probability is funny)
1 - ((1 - p)^n)
pp lots of pp
funy
Wait what's that formula for
The chance you don't get an item after a certain number of attempts
Now what is n
I think?
Ohh
p is probability of it dropping after one kill
n is the number of rolls?
and yeah probability is cool and all but then there's also how long it takes to kill a single plaguebringer goliath when youre at that specific point in the game
I got it wrong, it's the chance you do get the item after a certain number of attempts
(Hote isn't locked by pbg because of the bloom stone)
especially if you mess up and die any point during those attempts
Ancient Manipulator, aye?
it didnt seem that powerful to me to be essentially a moon lord accessory but eh i dont make the game
also with pre plaguebringer weapons it definitely does not take only 2 minutes to kill a plaguebringer goliath
HotE is viable at SCal
i keep forgetting which items need which forges
man this would be a nightmare without magic storage
so many crafting stations
That's why Drae's Forge smushes so many together
draedon's forge is the ultimate station, yes. which makes it ideal for the millions of materials that you obtain in endgame 
"ultimate crafting station"
-doesnt function as a work bench iirc

it does now
good
and did for a while
wait, it didn't? that's mildly hilarious
you can make all the most complicated bullshit in the world including Draedon's personal blade and bootlegged Yharim armor
im still laughing at the SoA flarium stuff where u need 3 different stations, flarium workbench to make the anvil, and then anvil to make the forge, dont ask why its weird

alchemy station makes sense though, i think
It is the most powerful weapon, obviously.
but yes, no biome blade for you
anyway
IN ANY EVENT
Thomas's material suggs
Are they aight
https://discordapp.com/channels/225030931008847874/699359022364491868/740316619468832891
yes
i'd say so
yes
Yes
Cool
time to mass star

I think before #suggestions-posting happened I starred about 40-50% of the suggs
and now I'm starring ~95%
draedon's forge has had a work bench function for like well over a year now
if not longer
There's not much effort on that last sugg tbh
please come up with an actual reason, if you're going to suggest something
not exactly a meme sugg bit it definitely has meme reasoning
indeed
isn't that a vanilla item?
is it?
Renaming a vanilla item seems pointless
so it is
i think it is
i always thought it was modded
huh.
Mandible Claws are added by Cal
alright, well then that's definitely pointless
I guess they got it confused with the Claws or the Bow
because of how rare it is
Mandible Blade is a 1.3 item introduced with the underground desert
yes very rare
mm, so cal adds the claws and the bow
yes
I think its only relevance in Cal is to make the Red Sun
@heady rain there's no point in changing a vanilla item, but if you want to suggest the same thing for the Bow or Claws with proper, non-just-because-funny reasoning, then go ahead
Burnt Sienna exists in the same place and has healing.
Pun suggestions have gotten through before
(Portabulb being one)
But this is a vanilla item
More substance would be better for the suggestion
don't you change vanilla items already?
not the names
Rename Calamity Mod to CalaMod 
wait, Portabulb once was "Portable bulb"?
alright time to clean up suggposting: is IHS's sugg alright? https://discordapp.com/channels/225030931008847874/699359022364491868/740329365514092574
yes nerf
Astral Injection requires spamming quick buff at the cost of life
if you would like to suggest a nerf for the Astral Injection then go ahead
but yeah it uses life
which is a fair trade imo
[[Astral Injection]]
Astral Injection requires spamming quick buff at the cost of life
do you know how crazy life regen at that stage of the game
you don't really need to use the wiki bot in this context if you're bringing it up for yourself
or at least the stage where the player is risking it
then you can suggest it be nerfed.
time to push for Astral Injections instantly killing you when used in rapid succession

(I don't think it's that outlandish to link to the wiki page for the item currently being discussed, Ben)
i thought injection is a sleeper agent
My stance is that wiki bot should be used if someone is asking about something.
and nobody was asking.
no sane person uses it until they do
Mana Regen pots are indeed stronk
Outlandish or not, I still believe wiki bot should be restricted to wiki lookup when necessary
alrighty, how bout this one? https://discordapp.com/channels/225030931008847874/699359022364491868/740355497328377978
byeah you can't play the class without mana regen
Boosting minion movement speed isn't really possible but everything else is fine
I'd love more summon weapons that deal actual damage
More summoner support weps
like borealis bomber and such
(which is uhh, it'll come, with 1.4)
that sugg is kinda 2 in 1
oh, their suggestion is referring to increasing player movement speed and minion damage, not minion movement speed
which is confusing
from the header
or whatever its called
at least the header makes it feel as though it's 2 in 1
I think they forgot what their suggestion was mid-suggest
They say minion up above, and player below
lol
@dense fiber ?
it's a bit 2-in-1, but i think they both go towards expanding summoner class
i think they just didn't put player in the heading
the one that summons homing meteorites from your cursor
the title could be clearer
the hydrothermic melee helm sugg is a repost
I already approved it a few weeks ago, and it hasn't changed.
Indeed it is
ah, in that case i'll just get rid of it
it just stagnated at 155 stars
no
er
no I mean
wait
you can approve it
forgot the system for a sec 
Hydrothermic/Ataxia was always meant to be for mages anyways right?
sshh philo
lol
Originally yes Krast but not anymore







