#suggestions-discussion
1 messages · Page 1019 of 1
So you just make all lore items accessory tier but with downsides 3 times as large as DSA
wouldnt it be easier to just remove all the lore boosts and lore items in general
lazy I know but easiest solution
well no keep lore items because lore™️
not the lore item itself
my solution was removing the stat boosts BUT you give them cool aesthetic effects
lore can stay in the bestiary I guess
mmmmmm bestiary
it's either remove the boosts or make some of them interesting aka the cooler option
oh true theres the bestiary coming
the thing is beastiary wouldn't have yharim's perspective
It would be nice to have an objective-POV bestiary and Yharim-POV lore items
For maximum lore
cuz we could use some more lore in the game, we got a lot of it not in the game
some of them are also handy for farming certain areas without getting bosses on you
it could add more nuance as you see the facts and how yharim views it
deeper immersion, better writing, all that
there are those draedon logs which you can interact to show a pop up on the screen with texts right?
yeah you guys could maybe do something like that
for lores
what would yharim lore say 
"I'm dead. Good job."
poggers!!!

it's I, the edgy teenager man
Uh yeah I guess we could make lore items be pop-up windows
iunno if that's really necessary
It's yharim's will
"I'm dead. Good job."
SIKE yharim 2
like a lore book lets say
because replacing the tiny stat boosts by visuals is cool but then it would kinda kill the spawn remover ones which are useful and cool
@gray nebula limit the suggs to boss suggs then ig
Boss lores*
i was wrong
Doesn't Corruption / Crimson lore
That drops from BoC, it's "The Crimson"
got confused by the colors
So yeah, exclusively to biome lores, just limiting the sugg to boss lores are ight
yzea

i wonder why sulphur sea lore doesn't prevent as spawns
Heck, you can even make lores like "The Mechanical Bosses", "Dragonfolly", "Profaned Guardians", or "Sentinels of the Devourer" include into the sugg
Since they do like
Nothing
Indeed

Dragonfolly is quite weird in that case
You could prolly make arguments for any of the other ones
dragonfolly lore:
bumblefuck
remove twins, dest and prime lores and just keep the mechs one
tbh yea
i kinda like the twins lore to have some way of aggro manipulating
"Profaned Guardians" lore gives fireball effect (Purely Visual™) when dashing
Boom
Inflicted with debuff: "Depression"
'You dont really feel like fighting bosses today'
duke is weird because its the most "just turn it off when you're not in [abyss]"
not really anything interesting about that
there has to be an active tradeoff
maybe hostile sharknados spawn rarely around you
You must consume Glowing Mushrooms every X minutes or you start to starve
ah
ok jsut for confirmation
dog lore is annoying to balance around and stuff right
i remember it being mentionned a lot
Pretty sure it was mentioned in #changelogs recently
Ask testers ¯_(ツ)_/¯
About dog lore
Its damage taken boost was decreased, alongside DSA and VoC
At the exchange of the snapping of rtn + cotbg

Well, just cotbg in particular
Byech
[cough]
Either remove gameplay effects from boss lore items or make them more significant.
Why : Currently, the majority of boss lore items are either
-Straight up useless Like the Golem lore being stupidly unuseable or the destroyer lore that gives an unnoticeable boost to your mining speed
-Straight up boosts If you dont count all the straight up boost ones like the grab range ones, theres still the EoC lore that you just have to disable at day to avoid the downside, orDesert Scourge lore giving you a -2.5% damage nerf when most weapons at that tier dont even reach enough damage for the nerf to matter at all
-End up being broken with obscure combos and cause balancing headaches (DoG lore)
And so we end up with most of them being incredibly forgettable unimpactful stat tradeoffs (Compare that to Dimensional soul artifact for example which is a lot more useful).
Fix this by either changing the stat boosts to be more interesting than just minuscule stat boosts (see : calamitas clone lore, or slime god lore), or removing their gameplay effects and replacing them with cool visual effects instead (Worm lores giving trails when dashing, or lighning effects for SW for example). Of course, the rare interesting effects could simply be transfered to toggleable items like ball and chain or accessories. (Slime god lore could for example be turned into slippery boots or something of the sort)
awesome formatting god
or something
dog lore would be good if scal wasn't a pain to true melee
Good
"lightning" instead of "lighning"

it's pre-game 5 defense is like using the sponge 
oh oops
Suggestion looks good though
ok replaced AS lore by DS lore
cant find other examples of useless lore items because most of them are really just insignificant
and also all these conditional boosts and if the condition isnt met you gain a nerf are stupid
destroyer lore
litterally just disable the lore when not submerged to win
look at duke fishron downside too 
yeah exactly the downside can just be prevented entirely
(also you mention the lores which can become straight-up boosts, when there are several which just are boosts like any of the grab range increasing ones, or QB & Brimmy & Aureus & Deus & Old Duke.
iunno if you wanna mention them but they're there)
the grab range ones are straight up boosts but like uh
they dont even try to pretend to be tradeoffs at least
and its grab range so not really as impactful i guess
those ones are totally fine
Those other 5 I mentioned are boosts under certain conditions
so I guess their balance is classic lore item balance, taking up inventory space
having to sit on items less and less as you get further in the game is a nice benefit
The grab range ones are nyech
ok yeah welp edited it a bit more
("+2.5% damage nerf" is an interesting way of wording that)
You can post in #suggestions-posting whenever you want btw, that is meant to be the still-active-editing channel
ohhhhhhhhhhhhhhhhhhhhhh right i forgot
it increases the total precents of nerf your damage will recieve


sugg a bit too long for my liking but i guess thats how it be when you actually need to provide exemples 
Don't worry
Formatting 
"Always assume that your readers are dumb and have an attention span of a teaspoon"
This thing prevents me from making straight up docs

reddit tl;dr moment
The longest sugg I vividly remember making was about changing extra diff rewards (irrelevant now that they won't have rewards anyways)
Even then, it was needed because I mentioned arma, defiled and iron heart, and I needed to explain each of them
convert boss lore into accessories but boost their gimmicks significantly 
i.e. SG lore
It's an option but naw I'd prefer not
They'd lose their unique inventory aspect
Yeah that would just make them another modded boss drop accessory thing
i feel like lores
need better win loss so its worth using
like ravager is an ex
of a usable lore
it has 10% damage
great
1/2 flighttime
really depends
in some cases this is detrimental
yeah rav is interesting and cool but like its a rare case

lots are just boring as fuck
versus moon lord and dragonfolly its hard now cuz 1/2 flight, but then bosses vs plaguebringer goliath where u mainly running and jumping
is more usable
like goddamn dog lore is really just discount DSA but less disadvantageous but true melee
Here, an idea to Destroyer lore
"Replace your held pickaxe with a buffed version of Shroomite Digging Claw"

or 20
That's boring, just stat changes
Let me guess the true reasoning behind this sugg
So iban can sprite the visual effects

Yes
Arkhalis-like drilling equipment that corresponds to held pickaxe's power, but has batshit speed
yes
vrooom
nah
yah
just give it veinminer but on all blocks upon use

you use it once and it mines your entire world
mining one piece of ur house
perfection
just really speedy speed that speeds so fast you speed speed
so uh
dont veinmine the entire world
Mining speed:0.0000000000001
no, just speed no old crystal crusher
like 1.4.1 bone pickaxe + mining armor and and ancient chisel

that level of speed but the mining power increases with your pickaxe
how about range
smol

+3 or something
+17 is gud
anyway
this is slander
if i wanted to sprite cool effects i would have done it without asking
😎
and also the suggested visual effects are more so i can push the work onto dom who has been making some REALLY SWAG visual effects with code recently
But overhaul does that too
And it might conflict with them
Although we're conflicting with overhaul already
calamity cares about overhaul even less than it cares about other major content mods iirc
@heady temple Where?
correct
Which tModLoader logo?
sounds like the main menu screen
the main menu one
but you should specify that in the sugg ig
@hollow shell the main menu one
Cuz there's also the one in the top bar (and arguably the one in Steam library)
among several within the program itself
When you open the game
Aight that could be a lil clearer
(iirc the Calamity texture pack does change that logo but I don't remember if it says Calamity or just a resprited Terraria)
ctp logo is just resprited vanilla
okay cool, now that bit is clearer
backgrounds are def replaceable since ctp does it iirc so that's not an issue
idk about that
That's what he's asking
but i'm sure that ctp changes the title screen backgrounds, period
Well yeah of course it does
It just resprites the background images
They're the same ones that appear in-game
ah
Proper custom main menu support is coming with tML 1.4
aight here's the logo in CTP
Oh wow
Actually, now that i think about it, it would be cool if the background was replaced with some artworks
For example this one
Sorry for bad quality
What about creating a competition
i mean, devs can figure out how they're gonna choose art if the sugg gets approved/implemented
Well, yeah
yeah let's not be specific
(also, could be a config setting to counteract the compat problem with overhaul)
(or just fuck overhaul, don't play with several content mods)
(2nd option is better)
most likely boss rush doing too much damage
also master mode prepping
It would need to be a config option if you want to have it or not
cause some people will probably want to have the origional menu and backdrops
the early fabsol gets the worm 
👀 💦
Well I beat the game with a few friends with det breaker on at all times
(I knew people would think it's crying)
We did use cheat sheet for an extra slot though
(nah is sweat)
ehhh
at least that's what I heard
Or maybe make it work in vanity
byeah it taking up an acc slot is deliberate
@tawny garden
I know, but it’s just excessive at that point
fair
Plus after that we can say do it with rptn and determination breaker for ultimate one hit run lol
(outside of, just cheating in SCal Lore)
yeah
We don’t talk about that
we prefer not having more difficulty items than we already do regardless
or use cheat sheet and give 1+ acc slot, and equip it
wait
I think giving items with 100% dodge chance with a given cooldown
would make the item either broken or bad, no middle ground
maybe i'm wrong and im too lazy to defend my argument, but that's how i see it for now
Hm
That's basically titanium armor in a nutshell
Yeah
And titanium is considered to be pretty overpowered
Hallowed now whatever, it’ll always be titanium in our hearts.
indeed
The idea of it working in vanity is the one that would probably work best
#suggestions-posting message i dont see any problem with this one..
would it be possible
Yes
for the problem with right click crystal crusher
to be made faster
or is it set that way
O
and cannot be made faster
P sure the pickaxe speed could be faster
Thought that was fixed
It's suggesting a new game mode when it really is sort of a "niche" thing/item to use, and that's in the suggestion don'ts doc and also based on Brav's comment as well as to why it was ! #suggestions-discussion message
ah i see... i didnt catch that
That's not the reason. The difficulty mode already exists, just in a different item format, so this isn't an "extreme amount of time and effort" issue.
@zenith hazel
I never said it was?
with our plans for det breaker (& defiled rune + armageddon to an extent), I'm not 100% sure with going forward with more difficulty items
of course we're not gonna reveal what the plans are but still
There is indeed like a 0% chance of this sugg getting implemented
it's gonna get invalidated on the spot by some miracle it gets sent to dev
of course we're not gonna reveal what the plans are but still
so we can just delete the sugg tbf
write that down write that down 
Prolly should delete, considering it really cannot be implemented
we already mentioned having plans for det breaker, this isn't news
Is van pixels suggestion even possible?
It is physically possible yes
Overhaul already replaces the Terraria logo, for instance
I accidentally stumbled on a long-term plan recently. Not saying what it was but I'm stoked that my mind thinks in a similar way to the devs.
but hammer is a bit weird thing tho, because it works in a circular pattern when using smort cursor, regardless the setting, even with the fastest tool speed (1) it still takes a while to remove a bunch of walls
Does the pattern have anything to do with the speed
i dont really know, but i think yea,
maybe the solution is make it can break multiple walls in 1 tick
has there been any suggestion to remove cal's anti-butcher mechanics?

awesome
@heady temple if you want a different title screen download the calamity texture pack
that way people can have it both ways
read the above
its already been said
and besides that says TERRARIA not CALAMITY
𝓌ₑₗₗ ᵢₜ ₛₐᵧₛ ₜₘₒ𝒹ₗₒₐ𝒹ₑᵣ ₐ𝒸ₜᵤₐₗₗᵧ
uh, okay?
wait for the devs to react to it ig
definitely agree with the Crab buff
Tho maybe it would make obtaining shroomite bars too trivial?
You need to play 1 plat for the crafting station and having it drop directly from crab nullifies that
Crab would need to be megabuffed in order to allow it to drop Shroomite
https://discordapp.com/channels/225030931008847874/699359022364491868/772112326446153808
just fight her away from the NPCs..?
Pretty sure the projectiles can travel decently far before vanishing
Last time I remembered my NPCs got killed by scal, I was fighting her in a large world jungle, while NPCs are near the middle
they do
i mean, i fight her mostly in a position my NPCs wont get hurt, mostly about 300 block-ish away from them
so i never had this issue myself
i fought her on ocean side and she killed npcs from other side of map
huh, didnt know they travel that far
A workaround is to install that one mod that makes your NPCs invincible
Can't recall the exact name
Npcs don’t die
I love that mod it is so useful especially early game
Was my hammer suggestion removed from voting?
I can't find it in my mentions anymore
discord is wack
suggestions won't show up in mentions because of bot thingies
you can search for your ID and that should work iirc
Grrr. That would explain it. This is my first bot Sugg. ID searching?
if you turn on developer mode in your settings you can right-click on yourself to copy your user ID
at which point you can go to sugg voting, search for in:#suggestion-voting and then your ID, and then all your suggs that you have made should show up there
You don't need the mentions:
It's cause, as you could see, the mentions don't mention you
Byeah mentions actually look like this: @tawny garden
I feel like this should be mentioned somewhere
@ Rover
Byea
Buff Yharon phase 2 or nerf phase 1 At the moment, yharon phase 1 is way harder than phase 2 and it makes phase 2 feel way less important. If phase one was easier than phase 2, then phase 2 would feel like the real challenge.
good sugg?
could elaborate a bit more tbh
and you should post it in #suggestions-posting
i wanna make sure its good before that
@west jackal elaborate more on why/how phase 1's attacks are harder than phase 2's
ok
i did it i just dont know the name of the spinning attack
couldnt find it on wiki
It's just called 'da bullet hell phase'
And tbh, I feel like you can specify the issue to "he performs an attack near immediately after ending a bh in p1" since all of his p1 attacks are in p2, as well as the bhs
its way easier
the thing about the bullet hells in p2 is that i barely see them
usually only once or twice
while p1 he does them often
I'm p sure that's due to the power of melt and how short the subphases are compared to p1
well still
He should perform them the same amount if not more than p1 if he can get through his cycles
idk what it is then
it takes me loads of tries for phase one then only once or twice for phase 2
Seems to be "attack after bh is harder in p1" and "doesn't perform as many bhs in p2"
Could prolly specify it to that in your sugg
i did do that
O yea, just found it
The attacks in phase 1 are much harder in general than phase 1. During phase 1 yharon uses his attack where he spins in a circle and shoots all the projectiles at you. This attack is difficult because of all the projectiles
Could remove this area, since the first part isn't necessarily true and what is true about it is covered a line later, and the spin could just be called the "bullet hell phase" to save some explanation
i changed it up a bit to make it a little easier to read
Could also add why the bhs don't happen as often in p2, because they should
i think he only does them after you do a certain ammount of damage right?
No, they're just part of each subphases cycle
its because yharon p2 has many subphases then
oops
just
one sec
i just removed that line cause its not really about the difficulty of the attacks anymore
@heady temple Just some insider information: Mod menu themes is a planned feature for TML 1.4.
So we already know this is a thing we're doing, we're just waiting for 1.4 to implement it
Oh, thats great to hear.
phase 2 should probably be harder since you have darksun gear
silva armor, voltaic climax, ultima, empyreans, the ring, very substantial upgrades
I mean, it should probably be harder since it's a phase 2 
but is it harder than phase 1 enough compared to the upgrades you get between them
2nd phase is harder
ok
But for context what mode was it in
Oh, oof, might need to add a comparison between the attacks after bhs in p1 and p2, since exclamation still exists
I think that’s just cause there are no mods lol
And the other attacks are easy enough
Except the dashes
But that’s for both phases
There's the comparison (if needed); yharon does dashes right after his bhs in p1 as opposed to p2, which makes p1 more difficult
(also add a comparison to p2, where he doesn't dash after his bhs)
Uh, thats a don't, and there's no reason @ashen warren
i writing the reason
i pressed enter by accident
also the terrain generation for the Sea usually looks terrible
rarely have i seen it generate properly
Modding biomes is hard
Uhh, I think its a "Don't."
It's improved next update anyway.
yeah
i hope it gets improved
It will be next update.
yeah, and the next update addresses the issue anyways
I've noticed smth
joke suggs and suggs with poor reasoning aren't in the doc
they're in mrrp's pin, yes, but the doc is supposed to cover everything
@hollow shell hewwo.
minor overlook then Philo, but that can be fixed
The doc isn't supposed to cover everything but I could include them
I do have poor reasoning in the doc though
I do have poor reasoning in the suggestion though
ah, it is in the doc, right
I somehow missed it
byeah ty
Is my suggestion good yet or
i think later phase doesnt always mean harder
Not necessarily, but the game treats yharon p2 like it should be and they should tbh, otherwise there's the question of why that phase exists
there's about half as much content between the yharon phases as there is between DoG and yharon p1
compared to the difficulty spike between the yharon phases (non-existant) and DoG and yharon p1 (noticeable)
but there's really no room to work with unless you also make scal harder so 
SCAL shouldnt be harder
its supposed to be a hard boss
but its not supposed to be nearly impossible
i think phase 2 and phase 1 are fine as they are so no need to change it
...I don't think it was a suggestion
Especially how there is a lack of pre-scal rogue weapons
summoners be like
^
although
Also items crafted with shadowspec are a big no no @winged linden
yeah
mhm
so auric tesla
those are dev weapons
you could edit the suggestion to be a pre scal post yharon two
yeah
thing with summoners is that some weapons are viable for a long time
like mechworm
that's not necessarily a good thing and is changing soon.




i thought phase 2 was harder
for some reason
probably because it was so different to phase 1
and felt unnatural
Idk after rust and dust it’s probably cause phase one changed the most
They don’t like changing vanilla things much
Hm
uh wot
Imo changing ammo damage is a good nerf
time to rebalance a whole class
But it won’t change ammo progression much
Isn't the whole tradeoff of Chlorophyte autoaim at the cost of ammo damage?
Bruhd
The trade off is homing shit does 80% damage in calamity.
The bullet damage is minor at best
Frankly; the removal of ammo damage would change very little and wouldn't be a magical "fix" to the class
But I get that it’s used as a balancing method
What Ian said
Massively changing a class doesn’t really guarantee a complete fix, and is a lot of work.
This would take a bit of work to do
The problem stems from Ranger having ammo selection at all
Ammo damage is one of the reasons ranger is overpowered
forcing the player to use that specific ammo in order to not suffer
there might be a little contradiction there
to the point of so much work that it'd just not be practical to implement
Being able to swap between ammo based on the situation is what makes Ranger strong
I dont think the fact that ranger has different ammo damage values is bad, I think its that some of them are too high or low for how good the effect is.
basically what chill said, how will you rebalance a whole class? It's just, infeasible
^
To get the effect you're looking for, you'd have to remove ammo in it's entirety
Huh?
what do you mean by "too high"? Do you mean like holy fire bullets being that strong and they have explosive effect?
I’m pretty sure yeah
basically just
Such as chlorophyte bullets are brain dead and allow you to not aim, and don’t have low enough damage to compensate for that ability.
chloro bullets are too good
yet still provide a good damage boost
so yea ^
besides a lot of weapons rely on ammo damage
like p90
p90 is it’s own problem tbh
Hm
yea p90 is wack
It'd be a lot easier to just nerf overpowered ammo instead of reworking the class
Like, homing weapons in other classes deal a lot less damage to compensate for their brain dead function. But chlorophyte is a huge exception.
slap on a 15/20% reduced damage to chloro bullets and call it a day
but that already exists iirc
slap another 20% reduction on it
Half?
Yes
or change Chloro bullets themselves to not be literally the best source of homing damage in the entire game
Half
Chloro needs a dumb nerf for its dumb feature
Or make Chloro Bullets REALLY REALLY SLOW
reduce chloro homing
or reduce the strength of their homing
thats what I meant
reduce chloro homing
that has been sugged before iirc
At least have to aim within like 30 degrees of the target, not just the side of the screen.
Where is the reduce Chloro homing sugg
Inb4 a massive patch comes to Calamity removing 80% of all homing from the game, now you have to manually control summons
I'm sure it'd piss a lot of people off
manually control summons could be a blessing ngl
Maybe there should be a summon that is manually controlled
yeah, actually
Flamesteed ring 
THAT IS NOT A MECHA
I hear actually having to do something other than walk in summoner
Please god make it
Flying knife but summoner
give the cursor a vacuum effect that sucks in summoner/summoner projectiles
make them more like pikmin and less like magic missile
hm?
This is pretty far off topic from the current suggestion of (essentially) rebalance the ranged class
Maybe we sugg the manually controlled summon?
Imma just
@zenith hazel is oof's sugg fine, or does it need smth else
yea sure

I feel like a good point for how aggressive chloro bullets should be is scorpio
wdym
I don't really understand what this suggestion is asking for
Same
@ashen lark can you elaborate?
@serene fox fixing the godawfulness that is normal/expert calamity
...but how
I don't have experience on literally
either of those modes
but try and make your suggestion more clear
rn It's difficult to tell what exactly it is you're asking for
Yea... I killed polter with elemental weapons whilst it being my first run on my first game on my pc.
Just fix stuff
Its unbalanced
Compared to vanilla at least
"just fix it" isn't very helpful
Mod balanced around rev
Perhaps even making it boring
Mod balanced around rev
@cobalt pewter tbh thats a problem
Suggesting to fix it is iffy, since it requires rebalancing the stats of every weapon
"just fix it" isn't very helpful
@serene fox make a lot of buffs/nerfs to make it in line with vanilla content. Don't make everything op just because you can yknow. Adding 2 new modes doesn't make up for the mistakes imo.
Suggesting to fix it is iffy, since it requires rebalancing the stats of every weapon
@golden narwhal not every but most. Or make the changes to bosses. Either way it will prob take a lot of work
Exactly
Although its prob worth it. Rn normal and expert is a joke
Read above
I did read above
I dont get if they mean too hard or too easy, though im guessing too easy

I dont even play well and can kill polter easily in those modes.
The ammount of sheer upgrades you do creates unbalance
Perhaps bosses need an ai change to compensate
Either way I've made it very generic so that the devs can decide what they should do to fix it
yeah but you've made it a bit too generic
to the point where we can't understand what you want
other than
Eh. I will say why after I post next sugg
Armageddon is getting changed?
I'm pretty sure it actually is a no-hit mode
it is the no-hit mode yeah
if you watched levi's vid you got the point of it entirely wrong
That would explain it
wtf is happening
Yes
suggestions are happening
that's what I'm trying to figure out
@ashen lark that arma sugg seems unecessary to me.
I understand 4% of the actual sugg
are a dif community
4% is a lot tbh
basically they want a new difficulty mode purely for nohitters
but why, man
how did u understand it
but that's basically arma already
what brain power did u use
a difficulty mode for no-hitters kinda breaks the point on no-hitting
what is the arma sugg asking for again?
@serene fox mods attempting to leave no-hit community behind i belive based on new vid. Scrapping a lot of things for fairer fights that are much easier to no-hit iirc.
make armageddon a no-hit mode
So my sugg is to make the armagedon use the old and ig current version ais
That's not what levi was saying
ok but if you have Armageddon have AI changes that destroys the point
^
and besides I'm like 99% sure all of the changes coming in the next patch are great
and you're making it sound like fairer fights are bad :wot
they already spend countless hours doing HM and post HM bosses
its a challenge
they are willing to take
and u dont need to pile shit
on top of it
Nohitting should revolve around the mod, not the other way around
ye
no hitting revolves around the community, its a challenge for them, not for fabsol to make another difficulty that is virtually impossible to any normal playe
and you're making it sound like fairer fights are bad :wot
@golden narwhal yea, they aren't. However I feel like scrapping the ais when you can just make a nohit centered item make those ais reappear
without grinding and practicing for thousands of hours
what you're saying doesn't actually make any sense
they're simply being made more fair and fun to fight against
armageddon having AI changes would literally destroy the point on no-hitting anyway
since you would be fighting a different boss
^
no hitting revolves around the community, its a challenge for them, not for fabsol to make another difficulty that is virtually impossible to any normal playe
@river glen not really, just repurposing an item. The new mode would prob only contain the relic I said about, which could literally be a retexture. So not much work at all.
but ai changes
what relics?
armageddon having AI changes would literally destroy the point on no-hitting anyway
@dull comet not adding, just using the current ones built around nohit.
unless u over prep shit
ok but it still changes the AI gameplay wise
since it'd still be different than without armageddon
yes
the current ais and aggressiveness of certain bosses are incredibly difficult and bordering on unfair
what relics?
@serene fox I said something about brimstone relics iirc. Basically retextures of the master mode stuff
I still don't understand
closer to 1.4
Ok, just a quick thought: wouldn't this be a don't, as it is a whole new difficulty
the current ais and aggressiveness of certain bosses are incredibly difficult and bordering on unfair
@serene fox ye. So put them in a special optional challenge. No big reward for beating like master mode.
BRUH
I've got a question on whether or not something would be a SIS
so a gamemode
it takes ~900 attempts for Scal
But why is this better than removing them
so why make it harder
Would a fast-travel network between Draedon labs count as a SIS?
u only play expert on stream
depends
don't be overly specific with the item and you should be fine
Ok, just a quick thought: wouldn't this be a don't, as it is a whole new difficulty
@golden narwhal idk. No real changes except making something already in the game permanently be in the game without entering the new no-hit era kinda thing
IDK
dude the ais arent built around nohitting, there's just a lot of effects made specifically to stop nohit cheeses or to do things like make the world size arenas nohitters use less cheesy
maybe play death for once
there is no new no-hit era
and see how hard no hitting is
Why is creating a whole new diffficulty mode with new items that keeps AI that is consensually bad better than removing the AI and keeping things the way they are
because expert no hitting isnt that hard
bosses are being tone downed because they're rather overtuned in the current update
let's just say if a certain pandemic decided to copy it for the curve
that's all it is
But why is this better than removing them
@golden narwhal because some people like a challenge
that challenge
is deah defiled
death*
its already hard enough
we dont need more
There wouldn't be a no-hit community if people didn't like it
we won't enjoy borderline impossible bosses like pbg in her current state
FTW and master mode is in 1.4
You haven't delved into the nohit community (afaik)
We don't like unfair stuff
@ashen lark what dif do u play on stream
having fair bosses where every attack is dodgeable is called good game design
expert on rev
Less challenging = not as much of a challenge
@ashen lark what dif do u play on stream
@river glen I've played all by now.
why u playing expert
unfair =/= better challenge
Except normal proper
can we just exclaim this please because yes 
why u playing expert
@river glen I've played expert, normal, death and rev
go on arma then
I think the suggestion itself is just redundant.
if u want another challenge
I will eventually
they're asking for a difficulty mode that makes bosses unfair and overly difficult
not exactly redundant but
they're asking for a difficulty mode that makes bosses and unfair overly difficult
@serene fox no...
That's a don't either way then.
I'm asking for basically:
Armagedon bosses to not be touched by new changes
Armagedon to give a retextured item from 1.4/ upcoming item on each boss.
the current state of certain cal bosses are unfair and overly difficult
So future content is involved, remove that since that's also a don't.
so that's what you're asking for
So future content is involved, remove that since that's also a don't.
@heady storm not really. Its a bad explanation.
from 1.4/ upcoming item on each boss.
Care to elaborate then?
I once again invoke the why despite knowing the answer
there is no answer to why
hmmm interesting
at least, not a good answer
Care to elaborate then?
@heady storm basically different versions of relics similar to things from 1.4. Just supposedly made of different materials
So a lab pylon it seems, also a don't for future content. @hot zephyr
...it's not future content
Just because it functions similarly to a pylon doesn't mean it is
you can edit messages
Good job disc on bugging edit
Mmmmm.

ngl, fast travel between draedon labs would be really cool

Forgot to post earlier and now its bugged
but pylons kinda make that obsolete
I mean, not necessarily, robot
If they're similar to something, they'd be closer to Stagways
They're not Pylons because pylons require NPCs and Happiness
Easy. Make a secret draedon biome that does nothing and then add a draedon pylon
Hmmm
Ig
I don't really see how helpful this would be
I do ig.
especially with pylons coming soon
it would just be extra free pylons
which in of itself could be kinda unbalanced
It's early-game fast travel; and to biomes that won't have pylons
Nor do they really function like pylons, if anything they're closer to teleporters
Prehm teleporters
but pylons are teleporters too, are they not?
Only if they work only in the biome
(that is needed if they don't want to become a tremor 3,4,5,6 etc
![]()
why is there a tremor comparison in this suggestion
In function? Kinda. But they require NPCs and happiness
From what I seen here, you're rewarded for exploring by making exploring around explored areas less CBT
but then couldn't it just make pylons kinda obsolete?
Not really
Edit
not edited
iirc it's a repost
Edit
not edited
@serene fox its a bug
Pylons have the advantage in being able to be moved
Not really imo, Pylons make Happiness a lot more manageable since you can access your NPCs from further away easier
Tons of bugs on disc recently for me
While tps in labs would cover mostly underground
ok so again
My fave was when for a month all pfp were dragged at the edges basically
what exactly is your suggestion asking for?
what exactly is your suggestion asking for?
@serene fox balancing
so basically
Balancing that should be in place long ago
your suggestion is "balance the mod"
^
not balance, rebalance
5432, I'd suggest slowing down on the suggestion creation. You've thrown out like five of them in the past hour. Give each suggestion a few hours to sit in your head so you can optimize it
Spamming suggs would only hurt yours and others'
They've thrown two, it just feels like 17 
your suggestion is "balance the mod"
@serene fox no. Death and rev to some extent is balanced for its purpose. Vanilla and expert is not
Not only that, they're borderline unreadable. Spend a bit drafting them out first to be easy to interpret
do you have anything to backup those claims?
Especially against prov
(as if I've ever played on normal)
normal mode 
I wish we had metrics on how many players prefer which mode
normal mode no-hit when, brue
in 2 fargo years
nohit nimwit
I think it's be like a <5%/20%/60%/15% split between normal, expert, rev, and death
give or take yeah I'd say that's about where the playerbase stands
because real shit who plays Normal calamity
do you have anything to backup those claims?
@serene fox you can beat DOG with a pretty basic sky bridge. With a post ml weapon crafted 5m after ml is defeated, only post ml gear and without much effort in expert. Now think about that in normal.
since when was normal mode actually balanced anyway
even in vanilla normal mode isn't balanced
that sounds about like vanilla normal mode
Calamity is balanced around Revengeance; spending time balancing a mode that a teeny tiny fraction of people actually use seems like a huge waste of time by an already small & busy dev team
Next. Prov does like 300 damage to normal/expert players. Whilst dog does like 100...
there isn't really anything that completely wrong about clam being balanced around rev
it's like how most mods are balanced around expert
at least on expert below
did you fight night provi lmao
even in vanilla normal mode isn't balanced
@dull comet it actually is tho.
when a mod adds a difficulty level, you can expect it to be balanced around that difficulty
What numbers are you reading boy
night cocoon stars do 300
you fought night provi didnt you
insert :wot
did you fight her during night
god
also, no it really isn't

god
me when
the

nightttime provi
at least on expert below
@serene fox its the flames prob. No immunity
ok but
flames dont count :sadcat:
Nope
how then







