#suggestions-discussion
1 messages · Page 972 of 1
where's the message
so its both designed to suck, and does in practice
(even though I disagree entirely and I love stealth personally)

Honestly, isn't it odd that a supposedly harder method of damaging is designed to be worse than spamming?
Like
stealth is a good idea on paper but the issue is summed up very well by this message
what
I think it should be better than the normal throw but not by much
given the context of Terraria's horrendously oversimplified combat system, stealth is not only designed to suck, but it is required to
like 5-10% better
I think it should be significantly better
^
Or at the very least, make spam-throwing significantly worse for Rogue
"It's required to suck"
'scuse me lemme get my unsee juice
its really not that hard to use rn
That way it has a different gameplay dynamic to three other classes
Summoner doesn't really do spam
Ah yes
I mean it kinda does for support weps but that's not the focus
byeah, I love the idea of charging up and aiming well to achieve a higher dps on one throw rather than spamming
But anyway, I really wanna do rogue in my own mod with a lot more focus and reward on stealth
With rogue, optimal stealth strikes should make the fight go noticeably faster than other classes
and spamming should be noticeably slower (but probably not painfully so)
Instead of both being roughly the same
To kinda spite on calam's
because that's fucking boring

rn it depends entirely on the weapon
now you could either change all the weapons, or change the system
and that brings us to the problem
a shame that even if it did statistically gain more DPS than spamming your weapon by a sizable margin, still nobody would use it because it requires you doing something that is entirely impractical and in fact borders on "directly discouraged" in the context stealth exists in
Honestly tho, I can get phat stealth strikes against dog because standing still is completely feasible there
At least on a skybridge

ngl I completely ignore standing still as a mechanic
Dan Yami gave me the good wisdom about how none of the melee weapons in SoA have any homing, and I haven't really stopped thinking about that
Separate issue though
like I disregard it entirely when speaking about stealth
Dan Yami gave me the good wisdom about how none of the melee weapons in SoA have any homing, and I haven't really stopped thinking about that
Separate issue though
@hollow shell Verdict melts Equinox Worms tho, fr

That's not SoA lol
Wait fuck
wrong mod 
but yes, im sure if the pay off is good enough a lot of people would use it
which then loops back to the balancing problem
in any event
the problem of standing still producing higher damage output being entirely impractical is mitigated by the later accessories and the fact that stealth as of a few updates is now also capable of building, albeit at a slower rate, while moving
however
this brings us to the other fundamental problem with stealth
if you are going to tell your player to stop spamming their weapon for a decent length of time, you had better have an impressive display on speed dial for when they're ready to use it
this is the other thing that stealth lacks
not only are multiple stealth strikes entirely underwhelming in practice, but the damage performed by a stealth strike in the majority of cases will consistently fail to keep up with the DPS you would get in the same amount of time by spamming the weapon
theres much better than that, but yes its a good one
rn theres a lot that are actually worth using
like very much worth using
which I stated earlier, you are gonna either have to make all the stealth strikes like that, or change the system entirely
The Final Dawn's alt stealth would be mega fun to use if yeeting into shit wouldn't be so risky
and changing a fuck ton of stealth strikes is not gonna be fun for devs
Also the way weapons with melee and rogue variant is kinda weird to me as well
those are a whole seperate beast
That stripped a good chunk of variety stealth rogue could've had
appropriate segway into--
wait a minute I can't post my hybrid weps doc here because it'd never be allowed as a suggestion
fuck
KEK
ive had thoughts for hybrid solutions
it is super specific and for good reason
I mean, if it's for the system as a whole, wouldn't that be fine?
Or is it a specific item?
tl;dr I made a doc recently which overhauls the concept of hybrid weps
I just say fuck hybrids and split them between melee and rogue lol
including assessing every hybrid wep dedicateds notwithstanding and presenting a few new concepts
spoiler alert: boomerangs almost all become rogue-specific and the Pwnagehammer line becomes what I should've made it to begin with
byeah for the suggestions part of this discussion what ideas do we actually have for "fixing" stealth
any idea which one could present has almost undoubtedly been presented within the past month
I think I did submit some rough and dumb ideas for making stealth earlier in the game more rewarding
This one ig
which is precisely why I didn't want to get into this conversation: at this point, any suggestions regarding stealth are not only further driving home a point already made quite clear, perhaps too much so, but would be more or less stating nothing but information the devs already possessed or concepts they'd already seen and acknowledged
tbh I kind of just wanted ideas/thoughts for fixing it that I could bring up with ozza
because I think he wants to work on it at some point
Ozza had his own full stealth rework idea the other day
literally the message I linked is within a long conversation where Ozz himself talks about a rework idea for stealth that presumably would make it viable
ye I think I was there iirc
another question about deus:
is it intended that he can attack you while he still has protection, it's p unfair that he can do tons of dmg to you while u cant do anything to him
just asking since I might sugg some changes to deus that could make him a bit better
that's so you can't absolutely shred him while he's bundled up, same thing for destroyer
no but it lasts way after he uncoils
That's intended with most worms yes
no but it lasts way after he uncoils
@violet dagger it's just an oversight in the length of Deus and the default protection duration
its not way, its like 4 seconds at most from what ive seen
ye
And yes, I do notice it being slightly longer
its that specific time because he takes ages to uncoil sometimes
i just find it unfair that he gets to attack you while u cant attack him
I'd personally rework the protection altogether
Instead of 99.9999999% DR
The worms would just be invul and cannot deal contact dmg
like DoG?
In a sense yes
ye
honestly dont know why its not like that already
Leaving the head and tail vulnerable during this state is fine too
So basically p1 dog
also my main thing I want to see about deus is making the mines and lasers more spaced out (mainly the mines for me) since sometimes i get to where there's an undodgable line of them and then u just get sniped by him for something out of your control
you can rod through them
but if we're assuming the player doesnt have rod(which they should) then it can be a problem just being walled like that
Get Deus off the screen, iirc he moves faster while so, hence making the mines more spaced out
that depends on how fast deus is moving, because he shoots them from each segment one after another
yea ^
so it can sort of be manipulated
I'll keep that in mind
in my later fights i saw that i was getting less of that
I just beat him so these are just some changes imo that would improve him
I personally prefer this less chaotic Deus over the previous, literal mess one
The fight is just a lot more coherent and fun now
I like how in the second phase it makes you pay attention to both
I legitimately have no clue what I'm doing in previous patches
I just fly around, drop down with slime mount, slap dps, rinse and repeat
and what the ais decide to do
new one makes you pay attention
which a boss fight should
and it's fun most importantly
same with new ravager
except old one didnt require much attention
the only issue I have with new Deus is that he's invulnerable too long after the split
he takes like no damage until 10 seconds after the split
^
that's a problem i have
also I'd prefer a config for the spawn animation since it's cool but I dont want to watch it each time, most of the time i want to just do the boss
Or have it play only the first three or five times you do the boss
and afterward it's just instant
I find the spawn animation oddly calming
So I usually don't mind it playing a lot
It could be gone faster after Deus is killed tho
@cobalt pewter Tags are dynamic.
If it just listed a plaintext username (or worse, nickname) that's subject to change in the future
While the tags sometimes fail to load they will always be up to date when they load
(to answer your 3rd point)
Hmm
I do think it would be fine to display both their current plaintext name and tag them
that should be fine
I guess I'll ditch the 3rd point
There
I don't mind having both yes
It just ticks me off when, like, everything is @invalid-user in mobile
Like ffs
Yeaaah
On PC you can at least copy the ID number that shows up into search and use that
but on mobile you got no such luck
Yeah, big sad moment right there
@distant gyro If you can respond and/or edit in time (if not that's fine too):
What do you mean by your third point in the Ravager leg spark sugg? I'm not sure I understand the comparison to the head. And when you say that he can "lose this attack (almost) immediately", I don't know if you're referring to the fact that the attack stops becoming active mid-way through the fight, or if you mean that the devs can easily remove the attack.
i stated earlier that he stops doing the attack when the second phase hits
this is not the same for his head attack
aight
That can be a little clearer
like "Ravager can lose this attack (almost) immediately due to the fact that it stops occurring once the second phase arrives,"
it's like if i need to re-explain that the spark only sticks to the floor only in my second point
aight that's better, thanks
idk if someone else mentioned this already but you can easily search for your suggestions by searching for messages posted in the voting channel containing your user id
@gray nebula that's new to me, but another point kinda explains why: mobile is a massive bag of fuck
Oh also not everyone would even know what a User ID is
Allowing search by the username stamped on the sugg would be slightly more intuitive
Allowing search by the username stamped on the sugg would be slightly more intuitive
that's not really possible to do, as mentions don't work in embeds
there is an embed field that allows you to have a username (and even the pfp!) stamped onto the message, but markup on that field, sadly, isn't parsed at all, so you can't have clickable mentions in that field
discord is kinda restrictive there
Feedza's sugg was the first one that was approved by the bot

epic
3 words
And is also implemented within several other mods
Like luiafk
And ceaseless void potion 
@obtuse torrent specific item suggestions aren't allowed

It's not a specific item suggestion tho
Plus there's ceaseless void potion which acts just like an item magnet
oh we do? whats it called?
Plus there's ceaseless void potion which acts just like an item magnet
Ceaseless Hunger Potion
(Also one coming a decade later with vanilla)
was looking for that exact thing 
just wear the statigel armor to become statis 
Soon™️
just wear the statigel armor to become statis :okay:
@gray nebula fair enough, but it was just an example 😔
also theres calamity vanities with ltos of stuff like that so maybe they have what youre searching for?
oh yes the mod part made by the same guy who researched like a billion old calam version for wiki
Well, I fought nighttime providence recently and I liked the idea of getting a cool vanity thing by doing a hard challenge, so I had this idea of getting a vanity set to look like a cool lore character after beating a lot of end game bosses (to farm for treasure bags)
But idk if it's a great idea, it's just an idea I had haha
Night time provi dye already exist
Exactly, as I said, the providence dye is what led me to this idea haha
@strong jacinth respond to suggestions in here, not #suggestions-posting
apoligies
no worries
someone delete

ty
was there a suggestion to make the Wulfrum fliers less annoying?
Calamity Vanity Mod
:echsad:
@shell grotto

ngl that could be a good deathmode indicator
aside from them not getting buffed
maybe the silver part could be a darker color
heat & cold accesories stats only appear when you are on Death
a better one would be something that is buffed by death
a.k.a. nothing
so thats an indicator of Death Mode.
That's too subtle
maybe the silver part could be a darker color
whoa, you've lowballed yourself and started to write a specific thing
Reasoning could probably be as simple as another way to distinguish the modes for user convenience/interface.
wasnt there supposed to be on screen indicators but it got cancelled bc coding it was 
didnt know the dmg was not changed anymore, my b, even so I still think it would not be too much to ask for a helpful full-uptime indicator
but I fully understand if not, i'm just saying it could help
hate to make it sound like, you know, a trap, but the whole point of the beehive is to easily break and screw you over
(although "screw you over" was an overstatement, it doesn't really do that)
its more like fuck you up when doing boss fights near the jungle
1.4 fixed this iirc
I did QB in the forest 
So it won't break from Faraway
there has been a lot of suggestions related to SG
even though SG is a pushover when you are prepared?
@shell grotto Your suggestion still says Rage and Adren are stronger in Death. You should edit that out.
yep, will do now. thanks.
Thank you
I remember there being some argument about Kristaps's Fearmonger sugg. Is it alright, does it need editing?
What should I add/change to mine
you wouldn't even be able to use fragments pre-cultist
@void marsh You could/should also mention Fearmonger's damage output in your suggestion, to show that it's outright better than summoner godslayer
(though I still disagree cuz GS has a revive and other effects)
aside from maybe making super healing potions
Oh yeah I forgot about ancient manipulator
hey the tooltip is a reference to the funny game
@ashen warren That's a Specific Item Suggestion, that isn't allowed
So you need to donate?
Yes
you could see it like that
Sure then
if you want it in-game, yes
can't donate for post scal stuff though
Hmmm
You can ask for an upgrade to RTN in these channels, as long as you don't go into the specifics
What about pre SCaL?
though do note that the devs have some restrictions on donator content and might not approve every donator item idea you have
that's allowed but what rover said ^
aighty
Do you think a suggestion about Astrum Deus dropping meld blobs would be good
Could be fine
hm, iirc that was sugged and 🚫ed
but you can try again
hm, Kristaps' sugg is weirdly worded
you could remove that "please" from the title
sorry about the weirdly worded suggestion. i didn't know how else to word it
and i will remove that
and it's "defense", not "defence"
suggs should be worded like demands
formal and polite demands, yet still demands
That's a dialect thing, Philo
really?
Ye
I would personally add a comparison to God Slayer armor too, as that's on the same tier but there's not much reason for Summoner to go for it instead
i honestly think that comparing it to auric tesla is better, because if the defence is better than auric tesla summoner, then there is no doubt that it will also be better than the god slayer summoner armour
also, the reason why i was writing that suggestion is because Fearmonger is a viable armour set against SCal
and for a set that is right after DoG, that shouldn't make sense
m, that would be another good thing to include in the sugg
i am pretty sure that i included that by comparing fearmonger to auric tesla, which is the go-to armour set for SCal
It is vaguely implied, not stated
It could/should be stated
Hang on, your sugg's about to go through
nice
nerf the defence of the Fearmonger armour set
why am i asking? well, compare the defence of the Fearmonger armour set to that of the Auric Tesla armour (with the summoner helmet) and you will see that the Fearmonger armour set gives more defence. also, on top of that, the Fearmonger armour set also adds the ability to regen faster as long as your summons are dealing damage the armour set gives an 11% damage bonus with another 40% summon damage bonus on top of all of this
here now you can repost it with more edits 
thanks
and i copied it from you because when i switch channels, it lags a bit
nerf the Fearmonger armour set
why am i asking? compare the damage bonuses the Fearmonger armour set gives to the damage bonuses the God Slayer armour gives (with summoner helmet) . you will see that the Fearmonger armour set gives a +11% damage bonus as well as a +40% summon damage bonus. however, the God Slayer armour gives +10% damage from the chest piece, +10% damage from the leggings and +65% summon damage as a set bonus. you will see that the damage bonuses are closely similar and you need to remember that the Fearmonger armour set is supposed to be a tank option for the summoner class, where you are supposed to take more hits at the cost of dealing significantly less damage. also, because of these stats, the Fearmonger armour set is more viable against SCal, but it is available right after DoG. therefore, the armour set could be nerfed by either reducing the damage bonuses given by the Fearmonger armour set, or keeping the stats, but changing the recipe to include a post Yharon Phase 2 ingredient
Ah, just noticed you don't have a period/full stop between the life regen sentence and the damage sentence
In my opinion (you don't necessarily have to do it) you could generalize your argument to just be nerfing the set in general
iirc it was designed to be a tank armor, so if anything the damage output should be nerfed, to make other summoner sets around/after that tier better for damage but worse for survivability compared to Fearmonger
i actually haven't thought about fearmonger being a tank option for summoners, because summoners tend to stay as far away from things that hurt as possible, whilst also staying close enough for the summons to be able to target an enemy or boss
Yeah
The reason why it has all the defense and life regen and Buffed Moon resistance and debuff immunities
is cuz it's a tank armor
that makes more sense
:(
no
You're gonna need to explain what you mean better, and give a big good reason for it
@wooden pecan stop
incredible publicity stunt
oh he said it in every channel he's gotta get warned
Ah, so they're not just doing it in bugs 
@wooden wedge kill
they left
who
lol
kirby except he left
wait rover u talkin to me?
no
thank ye
Your sugg seems fine groove
@hollow shell scroll up and look at what i changed my suggestion to
and tell me if this is far better than what i originally wrote
ah I see
I didn't realize they were so close actually
for the stats i wrote for the GS armour set, i looked at the individual pieces of the armour whilst also looking at the set bonus you get when wearing the full set with the horned helm (the summoner helm)
You could re-add that it's a viable armor for SCal due to its tankiness, as a reason for why the damage aspect should be significantly reduced
this would actually give a reason for the Fearmonger armour set to be as good as it is right now, because simply looking at those stats screams SCal stats
not to mention that the fearmonger chest piece gives +100 health
(cuz 51% Fear vs 85% GS actually sounds like a fair balance on its own)
yeah
i changed it slightly
i removed the specification to nerf the damage exactly, so that i can say that the armour could be nerfed by either decreasing the damage bonuses, or by making the armour set post Yharon phase 2
ah yes, Wrath of the Ancients, or known by me "forbidden sun for pre-golem", its actually a good idea making it a summoner weapon, since it shoots spark at a determined place.
Why Forbidden Sun?
idk, i call it like that because idk 
ok
Forbidden Sun is slow but acts as a Inferno Fork but with bigger hitbox.
Deals good damage too.
looks good
@ashen warren #bugs-read-pins
Mod interactions 
Labs are already quite broken
We do indeed have a bugs channel
Also calamity doesn’t need to dominate over more mods
But also, mod conflicts are 
im trying to play with calamity, EA, AA, spirit, and redemption and world gen is ass
suggs to fix smth bc you played with multiple big content mods with overlapping structures should be a dont tbh
Jesus Christ you're asking for trouble
Just throw in Enigma too while you're at it
no ew
Qwerty's
these 5 are fine any more my pc will die
For the fearmonger nerf sugg.
Calamity Yoyo bag buffed 
You might wanna mention the minion slot difference.
empress' den would spawn in the ocean from all those structures 
is that better?
Yes, thank you.
Rename Torch God’s Favor to Calamitas’ Favor
future content sugg
Also that just seems like unnecessarily changing something in vanilla
That doesn't even make sense also from any way I look at it
it would make more sense to add the torch god as a secret pre hardmode boss as a nod to the item
@glossy ruin if you keep this sugg like this you don’t have a chance at getting stars. Consider rewording it to be less aggressive at the very least.
Well the time's running out on it with the ❗ so it's just going to get yeeted
is this my time to shine
is this my time to create literally that exact sugg but with no emotion and cold, hard facts

You could
first, it would be best for you plan the suggestion out to get it as good as possible
then see if it is worth posting or not
well, slime god is getting toned down a bit in the hotfix
so it would be in your benefit to wait
and see how it is afterward
this better be included with the resprite 
the resprite isn't getting added this hotfix most likely
yeah cuz the spriter's still gotta do the minions and stuff
it's animated already
Make the sugg in chunks.
but there's still the minions and projectiles
and the blight slimes should get touched up as well
it is likely that the sprite will be updated in the 1.4.6 calamity update
im glad its getting resprited since it had that sprite since like when the wiki was made
which is like january 2017
i do remember those old videos were sg was just a really weird blue and purple slime that had 2 phases
and in that time DoG was resprited
more than once
much more than once
too many times to count
let's see then
he had that weird looking sprite
then he went to one that looks like a wayyy better purple destroyer
then he went to an improvement of that that looks nothing like mr stormbow destroys me
and then he went to an improved version of that
that's not including p2
Let's not talk about DoG resprites
Yeah try to avoid bashing sprites please, people spend time making them.
SSV sugg is good if we think it's far enough from the removed features don't
Is it far enough? Honestly I’m a fan of such idea.
can i ask about the progress of old suggestions? or do i just have to be patient and wait like a good boy
be patient, ye
the 'progress', like how much devs are working on them?
SSV sugg is good if we think it's far enough from the removed features don't
it's a rework, not a removal
yeah
That's arguable.
Yeah Mason there's nothing concrete on that, so, you'll just have to wait and hope it shows up in #changelogs or in-game
a lot of suggs with a 👍 just get stuck
yeah, wait like a good boi
darn
I have 5 suggs that were approved by the devs, but neither of them were implemented
they do get quite a few suggestions so they have my sympathy
Whom’s?
the top one
Ah
Nah, I'm gonna keep it around
(read #suggestions-posting, please)
to see if the bot ever updates
and gets rid of it
It could just be a really slow refresh rate, but if it never deletes it then that's a bug that Amber's gotta fix
10 moar stars are needed for my epic suggestion to make it in.
don't
It must make it
.
Don't bring up your sugg's star count
(this is said in the pins)
-Please do not advertise your suggestion
Yessirs.
Should the dark spark have its nerfs partially reverted? As in, its stronger than it is now but still NOWHERE near as strong as it was pre-nerf.
Reason being is that it's damage is pretty unreliable even with max charge and the fact that you have to hit every beam to get decent amounts of damage
In fact, based on dps tests, the dark spark was almost bottom of the barrel among all weapons of the same tier
Additionally, the dark spark is really expensive to craft, requiring 20 ruinous souls and 10 dark plasma to build
Maybe the devs should also reduce its crafting costs at the VERY LEAST to justify its weakness
If you can provide some DPS and kill time info, with relation to other weapons on the same tier, then you could make a suggestion with those as evidence yeah
You can post your sugg here or in #suggestions-posting first
Preferably the latter just to cut out the middle-man
I thought it was better to take it here first though?
i think its best to put the general idea of the sugg you want here before so you can know beforehand if something won't work about it in posting
alright i like the dps tests of this sugg
Well I already put in
Honestly I think this is convincing enough
But maybe I'd do buffed calamitas since that's a decent benchmark for all weapons on its tier
Or doggo
Dark spark is really good for dog
If i can kill it that is. However, I'd have to go auric tesla armor this to make it safe AND reliable testing
How about 1st phase only?
No potion buffs either
Considering I didn't use potion buffs to test the dps values
the dps values wont matter, you are using infinite pierce on a worm its gonna work a lot better than the other stuff compared to a dummy
I might edit it, since I just tried the dark spark against DoG. It isn't all that special frankly and I will say that in my edited post.
thats not the answer
you gotta have the reason on a separate line
and elaborate more
((also that was a joke, as indicated by strikethrough))
what even is this sugg?
idk
well they haven't been pinged yet,,,,
well they saw my msg
can't you use worldgen previewer to skip arsenal worldgen?
you can use it to skip any worldgen iirc
you gotta have the reason on a separate line
how tf do i make a separate line
shift + enter
shift+enter
there
you can use the bold and cursive text options.
(** on bold, * on cursive)
that's not needed
done
but helps when reading the text
I feel like plaguenades need a less harsh crafting recipe
It requires a ridiculous amount of grinding to make a full stack, even with alch NPC and luiafk
Has it already been suggested for stealth to build up immediately instead of a small second delay? It came to my head and thought it might be good
Alright
This kinda removes the downside of rogue then, being you can wait for a bit to power up your attack
not really a downside since you can just choose not to but eh
I felt stealth strikes were barely used for bosses since you couldn't slow your movement, so with an immediate buildup, it'd be easier to incorporate them with your choice without it being obviously not viable. Especially the really fast fights in post moonlord
isn't it supposed to not be viable

If it built up immediately, it wouldn't be special and would only be useless if you mindlessly spammed
I may have not used stealth to its full potential but I guess I never seemed to make it work. The time lost building it instead of attacking doesn't match in the damage I could have done
Why the current system isn't great
It's special to an extent I would say, the strikes performed deal pretty good damage high above regular attacking.
I know it's probably been complained about in the past so I figured that mechanic change could be a start
It could help in some situations, tho one of the first things that pop into my head is slow rogue weapons, where the stealth strike would essentially act like a primary attack
doesnt 1 second delay reinforce the idea of stealth, when the player starts to become, stealthy
not even 1 second, about 0.3 second
It does and that's probably why it's there. Though, with accessories reinforcing the idea of stealth giving it abilities and such, I thought it might need a more immediate buildup since the period in between attacks usually is pretty small for bosses that you need to keep damage on
Hol up
it is pretty immediate if you have good modifier on accessories
By 'buildup after a attack' do you mean after each attack or after a period of attacking did I word that right
pre HM kinda sucks for stealth strike
Like when you attack with a rogue weapon and there's a little small period that it isn't building
Maybe not available preHM but more of a late accessory that makes it an immediate buildup at least
Since earlier bosses are slower and allow you to
Ok, uh, example: cosmic kunai
Would it charge up after each throw or a bit after you stop attacking, because the former would be, well ...
I mean to begin building up
Like slower when moving or faster when standing still but it starts immediately and, well obviously still gets consumed
Ok, think I got it
So yeah if you kept on spamming you wouldn't get stealth benefit but, if you choose to actually just let go of the mouse it starts immediately without an interval
I might edit my suggestion to be slightly more specific actually
Yea, personally feel that'd be coming from some sort of acc since it gets rid of the 'charging up' function (and makes the stealth meter obsolete)
Yeah a late accessory, post-moonlord probably
Just to make stealth useable for the boss fights
Yea, that sounds less op


I feel like ravager's homing nukes should explode on contact with you
Instead of just passing through you
Well, by that I mean passing through and dealing contact damage
Since most other explosive attacks in the game explode on contact
So it's bizarre how ravager is an exception
Sugg it then
yeah, the nukes are annoying as hell. They often persist like 30 seconds after Ravager is dead, and it's aggravating
I found that awkward tbh
glad the stupid stone walls are breakable now
Would this veer too far into modifying vanilla stuff?
Calamity isn't big on modifying vanilla stuff past like. numbers
and sometimes debuffs
Pearlwood Bow is an outlier shush
What do I do when I have multiple suggestions for the same topic
Make them separately?
Since I have 2 suggestions in regards to Ravager's homing nukes:
- Make them explode on contact with you
- Add some kind of visual indicator to the sprite when they are about to explode when expiring
Really, the latter one is more important IMO
Since it adds an unpredictable nature to the fight, of the bad kind
The unpredictability of the phase 2 stomps is good, but suddenly having a nuke you thought you dodged explode randomly is not
(Unpredictability of stomps?)
The time ravager spends in the air before he stomps seems random
Forcing you to react on the spot
Which is fine since there's still a clear tell for when he's going to stomp
Don't the nukes slow down before exploding?
He either spends a short time or lingers for a while (former is timed, latter unsure), byea
If they do, I feel silly for not noticing
But the first idea about them exploding in contact with you still stands
Since, you know, they're missiles
ravager stomps work similarly to mimics iirc
where he'll descend much faster if you're on the same x axis as him
assuming you're below obv
changing the crimson rod to do summoner damage is a bad idea because it's not a sentry really, it sits there and has to manually moved by the player to effectively damage enemies only underneath it, other sentries have targeting functions and capabilities, it'd be like saying a magic weapon should be summoning because it's projectile lingers in the air for a little while doing damage. It also would make the great secondary damage the nimbus rod and crimson rod have on enemies when you're playing any class null because of summon damage penalties
i mean spikecrag staff is just
upside down nimbus
and yeah obviously moving it to summoner would mean other classes can't use it
same as moving any weapon to any class
The line between a lingering projectile and a sentry is less straight than my spine
minions linger forever
to my knowledge, there's nothing else in the game that doesn't dissipate
Sentries actually last only a minute apparently
2 minutes
nimbus lasts for one
if i had no prior knowledge of the nimbus and i had only seen it, and someone asked me whether it was a sentry or a magic weapon
i'd probably say sentry
Crimson and Nimbus are definitely in a wacky spot as they are currently
I won't contest that
but I will contest the concept that it is Calamity's responsibility to change them
they're much less out of place as a sentry than a magic weapon
There are a lot of weapons that are hard to tell whether or not they're sentries which I mean is fair but this also makes the sugg a bit awkward because there's other weapons that work like them
whether they're less out of place as sentries or not, I'd hardly say it's Calamity's repsonsibility specifically to be changing them
it's really weird because, they'd fit as sentries, but should they be sentries? they dont react to enemies like minions do and they last half the time of all other sentries you can obtain, and at the point of the game they're at there are just better sentries
to make them a summon weapon would need a lot more changing to them than just damage type so that they aren't outclassed by other summon weapons
i mean there's like
two sentries available at that tier
and one of them is orthocera staff
so i wouldn't exactly say it'd be facing stiff competition lol
you'd also have to overwrite their disappearance code in the AI
Which isn't exactly hard ig
@cyan warren if you would like you might wanna add the nimbus rod to that as they are the same thing
it's a bit buggy atm, just the kinks of it
(I'm quite late but)
@little stag Prolly should explain the issues that fragile larva bring at the moment, in your suggestion
I'm sure many people are already aware, but it'd be good to spell out the situation for those unaware and to help convince people more
(also don't call em "bee hives", better to call them "bee larva" or "Queen Bee larva".
'Bee Hive' refers to the whole structure)
Directly assuming those two other ones right behind are fine, how's this sugg? https://discordapp.com/channels/225030931008847874/699359022364491868/744271974787710987
I don't see any problems with it
God discord mobile can just commit delete fr
I can't click the link properly for 5 ducking times
It's groove time's sugg in that case.
((I don't have problems with links on mobile, what's all this fuss about?))
Valid, but I'm not sure what to feel about WotA being a sentry
about the crimson rod thingy
why not add a sentry version instead of replacing it?
there's some weapons that can be rouge & melee
They were already pinged to include Nimbus as an example, but that could also be a potential thing.
@cyan warren This. ^
@heady storm let me know if your exclamation gets removed again, attempted a fix + added a debug line as a safety net
epic, turns out discord permissions are indeed a fuck
Yeah they are pretty epic to work with.
oh, I could rant about these for a long time
ok

ima delete the suggestion then
@raven moon and @heady storm I think every weapon that works like the crimson rod should be changed. However, I wanted to know peoples opinions on crimson rod before suggesting the others (nimbus and such) as well
And you may also need to justify why it would be something for Calamity to change, since it could be seen as invading on Vanilla for little reason
@cyan warren ↑
here's an idea; Death Mode lightning strikes supercharge Wulfrum drones in a radius.
Because it seems weird that a lightning strike wouldn't supercharge a robot, but a stationary pylon would.
Hell, the supercharged drones are even the same color as lightning strikes.
hm
You'll overload them, and worse, get them to commit boom

I think that the change should be made to vanilla as well. However, I have never had any luck in my attempts at communicating this idea to anyone who works on the game
It’s more likely that I’ll get results here as opposed to the base game, even though I think it should be changed In the base game as well
Also I just saw @fleet wigeon s suggestion of having a version of both of them and I do think it’s a good idea, however crimson rod drops from demon hearts, so that would mean you could get the mage version instead if the crimson version and be kinda screwed. It could work though if crimson rod was craft able
Also I’ve stated my reason previously
Hold on I’ll find them
Crimson rod acts more like a sentry than a magic weapon
and what exactly defines a magic weapon?
and you also need to address crimson rod being used in the Carnage Ray recipe
(and possibly vilethorn in night's ray)
the only good definition for a magic weapon is "a weapon with magic damagetype"
but that isn't really helpful here
I mean what would you describe as a sentry? I’d say it’s something you cast out that damages enemies on its own for a bit before disappearing and having to be replaced. Crimson rod fits that description, as do some of the others
I personally like support weapons in other classes where you can just place down projectiles
As stated previously, those should be as well. However if crimson rod can’t be changed, I won’t try to change the others
I want to see people’s opinion on crimson rod as a sentry before I go and try to make the others one as well
I like the concept, but I ask again
to what end is it Calamity's business to be changing this
rather than, say, a mod that focuses on vanilla changes or, God forbid, its own mod
(also you'd have to change how the clouds on each one works because currently there's a hardcap of one for Crimson and two for Nimbus, and I'm pretty sure the code for that is jammed into ItemCheck somewhere so lole)
As stated previously, I do think it should be a vanilla change. However, I’ve had no success previously and think I’ll have better luck here since I can be heard more easily
And yea the clouds should be changed so it’s affected by sentry bonuses
rather than, say, a mod that focuses on vanilla changes
do I need to add this change to my own mod then

no, the implication was that it's already in my plans
But yeah, I don't think Calamity needs to do this
sort of
sentries generally have npc targetting
Of course it doesn’t need to do this
okay yeah it is, took me a second to remember. e
crimson rod and friends does not
@sand umbra 
What? Differences in weapons?!? In my summoner class!?!?
illegal
that could be said about mage 
I’m not
calamity summons can have a lot of differences tbh
But I mean crimson rod acts more like a sentry than it does a mage weapon
most magic guns act more like ranged weapons without ammo than mage weapons
crimson rod falls into the same type of mage weap that wrath of the ancients, magnet sphere and nimbus rod falls into
except you never defined what a mage weapon deos
but nobody complains about those
magic weapons are so great because you can do basically anything with them and as long as you're not defeating the purpose of having other classes it's fine
most magic guns act more like ranged weapons without ammo than mage weapons
@sand umbra laser rifle
Crimson, Shaderain, and Nimbus would need sizable reworks to be workable as summon weps
of these, only one is added by Calamity and thus able to be changed easily
summon doesnt need sentries at those points in the game outside of nimbus rod
that and sentries are completely inviable until post-EoW/BoC anyway
use queen spider staff of course
big brain
caustic croaker does work against crabulon
WotA has always been a little strange
i can also see wota actually dropping from something in the granite biome and not the dungeon
it would get replaced immediately by hive pod tbh

wtfrick drop sources making sense? in MY Terraria mod?
you'd use it against siren and levi, brcause dreadmine would be better for aureus anyway
unacceptable
you're only saying that because of the internal names 🤫
tooltip also says granite energy pulse iirc 
byeah the flavor text literally says "Casts a granite energy pulse"
they're basically irrelevant...,....
wtf flavor text is the most relevant thing there is
said someone who spam fixed stealth strike grammar errors
how will I live without my epic references in flavor text
Sentries might be not too good at that point in the game. Mage has few weapons at that point in vanilla, and crimson rod can help with that. However, I’ve had several ideas to try and counteract this, such as wand of sparking getting a version for each torch, but that’s a separate thing.
Wand of Sparking isn't even crafted with a torch 
I know
it's a Wooden Chest wep
[[Vanilla item recipes#Weapons]] 
Or a jungle one that inflicts poison
why is it actually crafted with a torch in Cal that's not how this was supposed to go

anywho giving it a variant for each torch type sounds. really wacky
especially given there'd really be no functional difference between most of them
ye, they'll all be equally useless
ok but 1.4 Sparking lowkey really good for when you're supposed to get it
Until you get to hardmode and craft the ichor or cursed flames variant
And yea
Which was another concept
Not in Vanilla it sounds like that’s what I said it’s not
/hastily scribbles down notes
yes this is definitely about the Crimson and Nimbus Rods suggestion mhm
Fargo summon variants don't count
Yes I know
more sentries mod 
What notes were you scribbling
oh, nothing, just, ah
some notes to look off of later
I agree with crimson rod sugg.
Hey I’m not a mod maker I’m a mod player. If you want ideas just ask and credit lol. Ichor/cursed flames/something for hallow/ wand of would be cool
don't worry about it
We do be making mods to compete against Calamity
Brb I’m going to continue this conversation shortly

Mark down your reasons
Tell me all the reasons why crimson rod shouldn’t be a sentry and when I’m back present them to me if possible.
i think that ground has already been covered
Pretty sure ben has echoed a good reason earlier
just scroll up
Those clouds don't have a native NPC targeting
They just rain down stuff
So if we're gonna make them a sentry we're gonna write extra code
And devs don't like that
byeah, the main thing of it is that the clouds lack a native NPC targeting functionality
and there's a hardcap to the number of clouds
both of these things would require a notable amount of work to correct
more extra code to adjust iframes in favor of not cucking

okay but at least adjusting i frames is easy
They don’t need targeting, they could work exactly the same. They wouldn’t be as good as the other sentries, but that’s what you expect for an item you can get without killing anything
yeah
Why do they require targeting? Is it an official thing or like a community thing? Just to veryfy
the cloud rods don't have a targeting system at all
They have to have targeting to be a sentry
Uh
A sentry must have targetting, it's the code limit
Wrath of the ancients' projectiles home, but the thing itself doesn't target
Lightning aura?
Yea lol
It targets anything and everything that comes into contact with the aura
The cloud on the other hand does not have targeting
Crimson rod targets anything that goes under it
not really
it just fires projectiles down
regardless if there are enemies under it or not
By that logic lightning aura doesn’t target it just puts up a field regardless of if there are enemies under it or not
well, yes
i'm sure it only deals the damage when enemies are in the field
in the actual DD2 game
and here
Lightning aura just makes an aura
the Lightning Aura only uses up its energy when there are enemies in it
It doesn’t target anything.
it targets things in its field
And crimson rod targets enemies under it
how..?
it doesn't
Same way lightning aura targets anything in it
it just fires projectiles straight down
if it were to target per se, it would only shoot drops when enemies are near it
Lightning aura just places a field lol
yes
i think LA does have a target system
the field created by Lightning aura persists at all times
Lightning aura is coded to target everything in it because it's a fucking sentry
it only starts damaging when enemies are in the field
Crimson rod does not because it's not a sentry
Crimson rod does not target stuff because it's a projectile creating other projectile
it only starts damaging when enemies are in the field
the code doesn't check whether there are enemies in the field
Lightning aura target stuff because it is a projectile dealing damage
Does the cloud itself deal damage?
Oh it doesn’t check when it’s in the field
So it’s always dealing damage
Like crimson rod
Yes
That’s how it works
Also
Landline
Mine
Land mine also doesn’t target enemies
Crimson rod not being a sentry because it doesn’t target isn’t a valid reason as lightning aura and land mine are both considered sentries and neither target
Aren't they just sentries so that they work with the crossover stuff
And crossover stuff bad :/
Yes
ballista rod would like to know your location
Crossover stuff ugh, none of them is good beside aerial ban

And maybe ballista rod
Change lightning aura and landmine into mage weapons 
ballista rod is very strong for sommoner
Did you forget ballista rod is one of the best pvp items in the game
Aerial ban is pretty good in vanilla
uh
Huh? sentries and summons don't target players
no
Not really
summoner interacts with ooa once
300 contact damage
OOA is as dumb as it can be
Can be placed on any block
You're better off with rainbow crystal staff
Infinite range
And players don't need to even bother for them
For pvp
youre talking about rainbow crystal staff
I mean terraria isn’t a pvp game regardless
Rainbow crystal staff, more like only viable pvp summoner staff
yes
It's devastating if used right though
But like even with wings as soon as you land that’s 600 instant damage for a double spam click
150 damage, placed anywhere almost instantly
Is this relevant?
The ballista rod deals contact damage
No?
It’s really not actually
Cool
We were talking about crimson rod
Anyways
Any other reasons why
Aside from it not targeting since we’ve established that’s invalid
someone said that ooa sentries werent relevant, and i cant tolorate incorrect opinions on the internet
Yea saying they aren’t relevant is pretty not smart
(then again ballista rod is literally the only ooa sentry thats good)
Considering it’s where 90% of the summons are
Lightning aura was good before the nerf
And flameburst has aoe
youre talking vanilla
Until some dumbass decides to nerf it to not damage dungeon guardian
in calamity, most of that doesnt matter
Yea
so you end up with ballista rod being literally the only ooa sentry worth using
OOA weapons (not summons) are uh, pretty bad
because orthocera shell and hive pod exits
brand of the inferno is 50000000 iq
Yea
scarlet devil be doing infinite damage
Phoenix bow thing is ugh, the most pathetic phoenix I've seen in video games
So it’s awesome in calamity
Tome of infinite cheese is good against destroyer and only destroyer 
poseidon exists
are we discussing suggs or shitting on ooa?
idk
yes
I recommend the former
Suggestions
Oh ok
Yes Sir
how bout both
are we discussing suggs or shitting on ooa?
@radiant meadow I'd love to spend the night doing the latter
But yes, let's focus on suggs
We can discuss the old ones army later
For now
Are there any other reasons why you think crimson rod isn’t a sentry?
Or shouldn’t be
you still haven't addressed what makes a mage weapon and why crimson rod doesn't fit the bill
and you also still haven't addressed what to do with carnage ray recipe
Put the bloodbath or something in it.
Yea bloodbath would work
And mage weapons are weird when it comes to classification however mage weapons don’t really shoot out something that does damage on its own for a minute and then disappears later. That’s what sentries do
The entire idea also coincides with the pink slime armor which is another discussion
Sentries don't disappear
they do
pink slime armor?

