#suggestions-discussion
1 messages · Page 1123 of 1
Alr
agreed philo
no one said it was full of cheap hits
but there are a few situations where you might get hit by attacks of questionable fairness, especially if you're new and you're not quite aware of how the boss works yet
The point i think was to fully neutralize the possibility of being trolled rather than leave a small chance
^
ah
When exiting a bullet hell, she often goes into the hellblast mode, and shoots them in an awkward position, which causes the bullets to cross the screen in a fraction of a second, which you cannot react to. Bullets A potential solution would be making her unable to shoot projectiles for half a second when exiting a bullet hell.Deaths at 1% due to a stray projectile are also infamous, making all of her projectiles fade out when at 1%, instead of only the brimstone monsters would solve this issue.
how is this
sounds gud
Seems good
the word Bullets is weird there
you have a stray Bullets in the middle but other than that it's fine
byeah
Edited then
coolio
I also fixed the Bullets
!wiki Desert Prowler armor
Dis be a decent example ig
It gives flat dmg (but probably not enough because it's balanced with funny Minishark in mind)
funny minishark + flash rounds early game combo with that armor
That case is probably the most common for ranged play
Minishark isn't an example it's a counterpoint
thats what i tried to say, that its hardly a counterpoint when its a very specific case
High firerate stuff might fuck up with flat dmg bonuses
Like Belladonna and Minishark
the list of weapons relying on low hitrate to compensate their damage is p small
you would just need to take in to account those 2 or 3 weapons on the whole game
to make a substantial improve to the other 40 early game weapons
p90 with a flat damage boost 
thats already a thing, its called shark necklace, and it gives a whopping 5 arpen
meta gonna become throwing on early game ranger armor for a small boost to your p90 to get some extra damage against pbg
plus p90 is getting reworked to not being funny
no more funni bullet hose 
p90 with mortar rounds is 
iirc mortar rounds have 60 base damage, so 69 damage for p90 
DID I HEAR THE FUNNY NUMBER?
funny belladona
flat damage bonuses earlygame are the most broken thing
funny any weapon with many bullet low damage
like
before Desert Prowler got changed to no longer boost ammo damage, Desert Prowler + Minishark (bullet type mattered none) was highkey kinda broken
Yeah
relevant
excerpt from a conversation I had with other people in this channel at the time
Do you play Slay the Spire?
Because I have a really good analogy for why this is broken
no
oh
but tl;dr flat damage bonuses are generally not the greatest idea because they buff the fuck out of stuff that has high fire rate/lots of projectiles but low base damage
^^^^^^
meanwhile, all the slow weapons, which are generally also the more interesting ones, get basically nothing out of it
yeah\
Would it be possible to make an armor set that gives percentage bonuses to fast weapons, and REALLY BIG flat bonuses to slow weapons?
yes
I don't think that's practical because that's just a percentage bonus with extra steps
cough The Bee cough
but it is possible
I was also going to mention The Bee
p. sure Bee was a percentage bonus
it still was based off of use speed
ah, I see
while fast weapons get left in the dust
who cares about fast weapons
lesser of two evils imo because slow weapons generally end up more interesting than fast ones. there's a reason I don't like the Megashark upgrade line
Same
in short, flat bonuses are a recipe for a balancing disaster and Desert Prowler's original incarnation is semi-living proof of that
Semi-living?
i'd rather oneshot enemies slowly than bullet hose them to death quickly
cripple moab sniper vs elite defender sniper
just have both with cripple moab set to strong and elite defender set to first
cripple moab sniper vs elite defender sniper
the difference is that Cripple MOAB and Elite Defender are both viable and widely used, for different reasons
in Terraria, at least in a modded context, nobody uses slow weapons, because why use the slow weapon that requires at least one brain cell to utilize when the fast hitscan weapon with 20 projectiles per tick is sitting right there and takes -2 IQ to use
I'm aware
I really wish this wasn't the case but it is
I was just thinking of slow attack speed vs fast attack speed
because the slow weapons make me feel like i'm smart when i do epic midair oneshot enemy kill
that's pretty pog, yeah
Here's an idea for how to make fast weapons use brain:
Inaccuracy
Chloro
byeah inaccuracy is a meme mechanic
because Chlorophyte Bullets fucking invalidate all forms of it
(that and inaccuracy isn't the most intelligence-requiring mechanic in and of itself)
(so even if Chloro Bullets didn't exist I'd still shoot down your point because there are better ways to make a weapon require any amount of brainpower to use)
while i do enjoy overwhelming enemies with sheer projectile amount from time to time with things like p90 or funny knife time stop man weapon, generally i much prefer the slow, hard-hitting weapons
especially when it's a slow, hard hitting javelin
Stellar Knife is fun to me because it's not an immediate attack
i just find javelins more fun than all the other rogue subclasses for some reason
you actually need to think about where you're throwing your knives
and it opens up a decent few different types of strategy for using it because of how it works
it's why Stellar Knife is one of my favorite rogue weapons despite its fantastical speed
there is a much higher skill ceiling for it than for any other rogue weapon of its speed caliber
literally doing the Dio knife throw thing vs Siren by throwing out a shitton of them before killing the ??? and watching them all attack at once is fun

That's one way to describe it
just make all weapons require brainpower by reworking attack system
ez
I enjoy them as long as they dont oneshot stuff vehemence
But yea aiming should feel rewarding and indeed do more damage
Brainded instant homing weapon spam is pretty dumb
1.5 Supernova: 
if vehemence had something like a chargeup before shooting during which you weren't able to turn around, forcing you to predict where your enemies are going and aim accordingly, i'd probably like it more
getting reworked anyways
but right now it's just a hitscan oneshot weapon and is being reworked anyway to not be oneshot

Iirc its homing would accerate overtime, after a few seconds it’ll hit rather than instant such as chlorophyte
It’ll prob be like if stellar knives and wave pounder had a child
Imagine taking longer to kill a boss and not develop better reflexes
This post was made by aiming gang
Homing + Stealth Strikes let's fucking go
@sand umbra we just talked about it would be necesary to just take in to account for those weapons
that have really fast projectiles
you take in to account those 3 or 4 weapons, then you benefit the other 50 early game weapons that usually deal more than 5 damage to enemies
no need to overexplain it, but only early prehm weapons suffer from this inconvenience, it wouldnt be either a bother to fix that
i dont know why at least 5 people here are like "boom, minishark and belladona exists, suggestion not a great idea"
ill add it to the post anyways for future debate
okay so
- Belladonna wasn't even my example
- Minishark is the easiest way for me to explain why flat damage increases are incredibly powerful: they innately favor fast or projectile-heavy weaponry, which in Calamity also conveniently happens to include some of the best options you can take for any situation. further early-game examples of these kinds of weapons (i.e. those which could overbenefit from flat bonuses due to their fundamental function) include Mandible/Mycelial Claws, Mycoroot, Sky Glaze, Plasma Rod, Stormjaw Staff, Sparkling Empress, Hyphae Rod, Mana Rose, etc.
- making exceptions for fast weapons or slow weapons to receive lower or higher flat bonuses respectively turns it into percentage bonuses with like 10 extra unnecessary steps, which (as a mod developer who tests, re-tests, and re-re-tests every weapon he makes) seems like nothing but a balance headache waiting to happen
- making exceptions for fast weapons or slow weapons to receive lower or higher flat bonuses respectively turns it into percentage bonuses with like 10 extra unnecessary steps,
what, why? how? this straight doesnt make any sense
it would be as easy as: is the weapon high hit based? yes -> set the flat weapon bonus to a lower degree
i dont even know why would you say that its just like percentage bonuses, percentage bonuses dont provide damage to any kind of weapon, thats the issue im displaying, and thats the issue im trying to solve with this, this is nowhere similar to what you just said, let alone the "10 extra steps" part
The point is that percentage damage bonuses provide a greater bonus to slower high damage weapons than they do to faster low damage weapons
So making a new system which tries to do exactly that is comparable to percentage damage bonuses
Same with modifiers too Rover.
(modifiers are percentage damage bonuses)
except the point doesnt apply to early game armor, thats the whole point of the suggestion
yeah, but they have some preferences too.
that because your weapon damage is 1 to 20, the damage bonuses are virtually nothing
high fire rate ones?
Indeed
whats your point with that?
So
flat damage bonuses disproportionately benefit fast damage weapons
hence the issue
the issue is nonexistent when you just take in to account fast using weapons, i stated that at least 4 times by now, and even included it in the suggestion. its that melee wepon fast based? increase the flat damage by 1 like desert prowler armor instead of 3.
even a flat damage increase by one is going to be much better than the current system
But percentage-based boosts already have the lesser boosting of low-damage weapons built into them
However, it is nigh impossible to make the balance between the slow weapons and fast weapons perfect
... why would it be impossible to make a check of "is using x weapon, then increase by 1 instead of 3" ?
It's not the implementation that's impossible
it's the balancing
yeah, it does the same, except it doesnt, because it doesnt increase the damage by 1 in every single other weapon
That would require A LOT OF ifs
And I mean a LOT of if statements
the problem displayed is that even with a damage of 20, a supposed high damage based weapon, a 3% damage increase is still going to increase the damage output by one
only like 3 thousand 
and what would the armor description even look like
there's an option to not reply ping
And would result in specific conditional balancing which is not ideal, because it's confusing to the in-game player
They see that their armor grants +3 flat damage
"Oh cool! I'll use that with this really fast low-damage weapon and get a big boost!"
Then they go to use it and find that it doesn't work, and nowhere is that stated
Unless we want a really clunky in-game list of all the exception cases
bro,
"increases magic damage by +3"
"if the weapon shoots fast it increases it by +1"
Okay but there is not a distinct line between what is a fast weapon and what is a normal weapon
also there'll still be a major difference between P90 and minishark
Is Space Gun a "fast" weapon? What about Hyphae Rod with its slow speed but multiple projectiles?
How do you define "shoots fast"?
What about Boomstick and other multiple projectile weapons
"increases magic damage by +3"
"if the weapon hits fast increases it by +1"
this is literally just prioritising semantics to a useless feature at this point
the things that are fast is usually just their usetime stat
Indeed, we could make it be based on usetime
but again, multiple projectiles kinda mess things up
or, usetime is the thing that determines fast
"people will not fully know if its going to be affected by the armor" it literally doesnt matter because the setbonus will give higher damage than the current system you understand it or not
it will just be better even if you just are oblivious if the current weapon is being affected by
what i consider a very flawed system is to have a 1+ damage increase on a base 4 damage weapon and also a 1+ damage increase on a 20 base damage weapon
and with this change, its being adressed, even if its at the expense of "but some people wont know what weapons are being affected"
But "some people won't know what weapons are being affected" is being a jerk to those people
what no, they just wont fully know the full extent of the setbonus, they will just notice a increase
how much increase? check the wiki
the same way you check the wiki to see how much the omega blue buff damage gives because its not specifically stated in game
or, multiude of other things
the same way for example, luxors gift doesnt affect certain weapons because it would otherwise be too broken
its the exact same scenario
i can see the damage situation of early game being fixed partially by the rework they are doing with some armors, like the ore ones allegedly, supposedly
but i just want the others to be fixed too
...I left to take a bath and apparently missed a complete set of points against my explanation
okay
wet
alright. what did I miss. what explaining do I have to do
Prolly best to read it yourself
lets make this simple to keep the chat clean
im just going to resume it and you just say what do you think
setbonus applies a +5 flat damage for the respective damage type of the armor
if the weapon is a hit fast weapon, then the flat damage gets reduced to a +1 flat damage increase
this has been done similarly before with luxors gift
even thought the player doesnt exactly know what categorises as a fast weapon, it still solves the problem its aiming to solve, which is that a base 4 damage weapon gets a +1 damage increase from early prehm armor, and a 20 damage weapon gets a +1 damage increase
...when you put it that way, I feel like there's a much easier solution to this problem
and that is to ask for the damage modifiers early-game to be increased significantly so that slower stuff actually gets a notable increase
now, I don't think a suggestion like that would get very far, because it insinuates even more grand-scale rebalancing work on top of the amount already slated to be in 1.5
Hrm
how would be marking every single weapon that needs a percentage buff to make a check and apply it, rather than: its fast? yes-> +1
Okay, the real solution is to convert all stats into floats instead of integers
i think that you are not making any sense with what you said
also, no, i dont think it would take grand balancing work. as i said: its fast hit? yes - > mark it for +1 damage instead
(me or tommy boy?
Cuz I think what I just said is pretty legit)
...I want to scream
most damage-boosting equipment gives a percentage-based bonus
suggest that that percentage-based bonus be increased, which in turn causes slower/higher base damage stuff to receive more of a bonus while keeping fast/lower base damage weapons more or less as they are currently
I physically cannot make this any simpler than it already is. please
But that eventually goes away, like at the end of PreHM?
well, yeah, sure , it would be better, but it will also be ten times more complicated to make and balance, i dont even know why you even described it as a "easier solution" when its a much, much more convoluted solution
Nah nah Thomas is not saying to apply this to the armor thing you're talking about
He's coming up with his own thing
this isn't even my own thing this is literally just saying to increase the % buffs from armor
the ones that already exist
yeah, except you would need to increase it to 20% more damage
to make it matter to that 20 base damage weapon
(when you said "damage modifiers" earlier I thought you meant reforges)
and it would be busted
thats precisely why i suggested to use flat numbers
so you dont have to rise the percentage to 20
What Thomas is doing is buffing slow weapons
What you are doing is nerfing fast weapons
I'm going to lose my mind
Also is ViralMelon's sugg fine
percentages are not this fucking complicated
yes I like Melon's sugg let's talk about it more before I start yelling marginally louder than usual
true eyes suck
Why is raising the percentage to 20% more complicated than implementing your exception-based flat damage system?
its not more complicated
its more problematic
because once you get 50 damage, it gets busted
Marginally louder?
Yeah but it's an early-game armor
except you need to go trough every single weapon check to make sure its buffing it in a balanced way, instead of just saying: it fast weapon? yes? okay, +1 damage
You'd need to wear a shitty armor set with good damage
i.e. Glass cannon
to get the most out of it with higher damage weapons
plot twist: I only made that suggestion to interrupt this unending percentages conversation
and it didn't even work
I want it to be interrupted please this is actually getting me frustrated
However, things that are more intuitive to humans are less "intuitive" to computers
what are you trying to mean with this
THANK YOU
Anyways
ViralMelon sugg pog
The title could be a bit clearer because I thought you were suggesting that "In Revengeanace or higher, the True Eyes of Cthulhu behave differently, sticking closer together and always having their attacks synced such that they all do the same attack at the same time." this become a thing
I suppose "unique" is the key word I shoulda taken into account
honestly something like this true eye sugg probably is already a thing but who cares
I want to talk about why true eyes are garbage instead of having to have a half hour discussion explaining second-grade mathematics and how they apply to making the balancing of the start of the game marginally better
thomas, you may have the very cool tag, but you are the opposite of cool not maintaining a civilized conversation without being exalted on a channel about discussion
if you dont want to "get mad" just, stop talking.
You placed the sugg
So the burden of proof is on you
(You're equally at fault, you know)
Why am I using debate terms at this point
what the hell just happened here
Pissing contest
what are you even saying with this, im not loosing my cool, or being mad at anyone, im just here to discuss my suggestion man
p̷̈͝i̸̔͒s̷͖̄s̵̍͆
Do not ask
it is very accurate tho
drvcx sugg is pretty good
viral melon sugg also good
(subjectively)
if anyone has a better idea on solving the problem the current game has about early prehm armor, by all means, please, post it in the suggestions posting channel, however, dont just say "my formulae is better than yours and im done talking"
we are here to make the mod, and the game better.
The latter is objectively good
It's because of really fast weapons, and how drvcx's workaround for the fast weapons is not great, to say the least
There's a reason Desert Prowler got nerfed
oh
but it got nerfed to a now good state, right?
i forgot about those ones
or is it still bad and problematic?
I thought we stopped talking about this?
so did i
honestly I'd say it's the only solution if the devs ever go ahead with this suggestion
the good, definitive solution would of course rework every single prehm armor so they provide substantial damage increase no matter the weapon they use
like the newer set bonuses
but of course, thats not for a single suggestion
nah it works as a singular suggestion
...alright. I'm trying really hard to not blow a gasket here, so lemme explain this one final time as simply and effectively as I can.
If you have a 10% damage bonus applied to two weapons, one with 4 base damage and one with 20 base damage, the 4 base damage weapon receives no bonus even with rounding while the 20 base damage weapon receives +2 base damage. If you double that percentage bonus to 20%, the 4 base damage weapon still receives no bonus unless you round the result upwards, whereas the 20 base damage weapon receives a +4 base damage.
Notice how fast weapons get much less than slow weapons innately despite no exceptions being implemented. This is how percentage bonuses work. Now, since most early-game armors give pitiful-at-best damage bonuses, my recommendation would be to increase the damage % bonuses that these armors give to be larger, which would innately buff slow/high base damage weapons while keeping fast/low base damage weapons perfectly intact balancing wise, as well as seeming much more impressive to people starting out the game.
I am not going to explain this further or a second time. I am instead going to walk calmly away from this conversation while I can keep a level head, and the lot of you will instead move on to complain about True Eyes to the extent that I would in my absence. Thank you, and good night. 🛫
See ya soon Thomas
+X% damage. +Y% additional damage if base damage below Z.
so just melding the two ideas, i see?
literally a cutoff so you're only giving damage bonuses to weapons that need the extra to get past rounding
My previous statement was one of good faith
i thought we already talked about how making a 20%+ increase in magic damage wulfrum armor would be what i would guess not the ideal state of being, since wizard hat gave 15% and was the defacto glass cannon solution. do you want to give that flatline to every single prehm armor?
YES
Because of the low base damage of early weapons
Also we should just stop
Let the sugg go into voting
well, its surely an alterantive, but im unaware to the interactions it would make with the rest of the game
no, ill just make another suggestion with this variation
The last thing I will say is that you said "whooping" when you meant "whopping"
I'm out
i guess increase the damage increase the wizard hat gives to, 25%?
Its actually 15%
thats why i said its 15%
and then people will use pre boss armor up to moon lord for damage
glass cannon like always
this might surprise you
but moon lord level armor already increases your weapon damage by 20+%
you would just be getting the same damage, but with virtually zero defense, and without any possible setbonus you could have
yeah that was an exaggeration
the point was pre boss armor would give you more bonuses than later stage armor
which makes absolutely no sense
no, it wouldnt
it would upset early balance around where they cut off the changes
there's only 1 pre-boss armor set that can rival nebula armor stats without the boosters.
for comparation, adamantite armor gives 22% damage
and thats just the damage increase
wizard hat, gypsy robe and meteor leggins.
not even counting the setbonus, critical and defense stats
right, so if wulfrum gives 20% bonus so it's not useless, and the latter half of prehm armors do not because their bonus is reasonable for the weapon tier, do you think that would be a good thing?
side note: do we really need three suggestions in #suggestions-posting talking about the exact same problem
because it pushes other suggestions up?
uhh
why would you not want different approaches to a problem exactly?
i was typing mine before !drvcx; wanted to make sure i worded it correctly before smashing enter
settle on one and suggest that
the three of them are very different
suggestions referencing other suggestions yeah
i didnt referenced my previous suggestion if youre talking about mine
as i said, the three suggestions take totally different approaches to the problem
they arent similar at all besides the point that they want to solve the same problem
or you could just not be specific and say “fix this problem”
with reasoning as to why
wha
instead of telling them how
thats not how a suggestion works
since a specific sugg is also a don’t
you need to suggest how you want to make the change
pretty sure its a requeriment
you cant just say "fix this lmao"
a specific sugg would be "increase this armor's value by X amount"
a non-specific sugg would be "this armor's value is too low and should be increased"
you could say like
“fix early game armor” or whatever
reasoning: (reasoning)
some ways of doing this could be but are not limited to: making it increase flat damage, making them give higher bonuses to lower damage weapons, or raising percent values in general
bam suggestion bloat reduced by like 3 messages
as i said, all the choices you made are very different and polarising
ya know, that's a good idea, you should make a suggestion like that
someone can be on board for flat numbers, but totally not for percentages
then, how would you tell whats the popular choice?
that kinda defies the point of the popularity choices in suggestions
if at all
of course its up to the devs, but the people decide which one arrives at them
the star isn’t for “do you want this, this, or this”
it’s for “do you like this idea”
the star is for marking the popularity of the idea
what if i don't like the idea because it's too broad and lacks focus?
then don’t star it
and what if i like an idea because it is well-defined with a clear focus?
that’s not measuring the suggestion at that point that’s just measuring the writing skills of the suggestor
what
how does your writing skills have anything to do with the fact that your idea includes three very different choices
that impact the game all very differently
i’m talking about what burgerman is saying
i think we are talking about the same thing
what a coincidence, i'm talking about what you're saying psychic
i was hoping to lead into "well just don't star the suggs if they get to voting" but i guess i don't get to insert it quite as smoothly as i wanted
you can continue your point
no, no, my point is if you don't like the suggs don't star them. there's nothing wrong with them, and if there is, they'll get exclaimed
i'm at my point
yeah but then 3 suggestions saying the same thing push all other suggestions up for next to no reason
why would you star essentially the same thing 3 times
except they dont say the same thing
well you see, they go about the solution very differently
as i said, the only correlation is that they try to solve the same problem
also, if the stars are split so much, that’s just lowering the chances they even get to the devs
and then the whole problem is ignored
it would be different if they were all just "fix early damage bonuses, idk how lol", but they're not
this is an inefficient way of doing it as a whole
are you aware you can vote on more than one suggestion?
yes
man, you literally said earlier
the star isn’t for “do you want this, this, or this”
and are you aware that suggestions push other suggestions up
that is indeed what i said
if you bring awareness to the dev team, im sure they will be aware of the problem
if they are not already aware
why bring that quote up though it directly contradicts you
because it doesnt
also, we are not talking about suggestions anymore at this point
i dont want to talk about stars or votes here
do you want to talk about my suggestion?
already brought up my complaints
it’s clear this discussion is just going in circles now so i’ll stop
Isn’t Yharon sprite update already coming 
^
And sugg sprites are kinda illegal
due to effort
actua;ly, nah, but they are resaticted
It's very hard to get a sprite sugg approved
K
Ah, the suggestion has been split?
I'm kind of an hour late I guess
Wait there's a whole three suggestions about this now?
That's kind of... overkill
This is definitely going to cause a Spoiler Effect, none of these are gonna reach the dev server 😔
They buried eye sugg

@magic verge @edgy sundial see above.
😔
i will be just contempt with the fact that three suggestions over a problem will reach better awareness to the dev team than one
even if said unified suggestion reached one hundred votes, it still wouldnt be guaranteed to be implemented
(you mean "content")
so im satisfied with just raising awareness, i dont intend them to fix it with one suggestion
yes, i probably mean that
contempt is a very negative hatred :P
language is hard
this doesn't really work when 2 of the suggestions are by the same person and the only one from a different person was posted literally 5 minutes after the previous one
The problem with having multiple suggestions about the same topic, all of which never reach the dev server
is that the devs never officially see any of them
but you're a dev 🤠
checkmate
Whereas if you have one which does reach the dev server
The devs see it
even if it's not encompassing all possible solutions
so, the suggestion gets automatically voided if it doesnt reach the star threshold?
is that the implication?
voided as in, never reach the devs
Do you know how the star system works?
It shouldn't be too different from what you remember
if it gets to 100, it gets marked
200 now
if it gets marked again in another suggestion
expansion.
Sugg reaches 200 stars
Gets delivered to a special channel in the dev server, where the devs then officially vote on it
And the result of that vote is applied to the sugg here
If you post 3 very similar suggestions
People are going to divide their star votes, only applying them to the one they most agree with
And causing the possibility that none will get shown in the dev server
200 huh
Yeah
We try to keep it at about a 20% delivery rate of all suggs posted
And 200 is that number currently.
@edgy sundial , do you want to merge the suggestion into a cohesive post?
its going to be a long one, though
wait isnt chain suggs not allowed too
chain suggs are when one sugg directly refers to another existing one
not particularly; i rather like my idea since it's not just upping flat or percentage damage, but an attempt at correcting for how those approaches usually fail
well its kinda like this but w/e
which i don't think these are doing
They are considered bad suggestion practice-ses.
they're addressing the same idea, but they're not directly saying "look at this sugg" so it's fine
sure, ill just merge mine then
i started typing mine before !drvcx started typing his most recent, as far as i can tell; i just took longer to hit enter
chaining suggestions is a bad suggestion practice
checked the doc.
and uhh, its a don't too since Note 2 says it.
But they aren't chaining per se
This is a grey area
yeah its weird
They never say "contrary to the other suggs posted" or anything like that
yeah that.
my understanding is that the "reference other suggestions" thing generally means that if your suggestion needs another suggestion to make sense, or if you directly reference another suggestion, then that's a bad
None of them break any don’ts as far as I can tell, but it still is bad practice since none of them are gonna reach dev, because the votes are gonna be split.
True
yeah
Also I don't think that's possible.
yeet sugg?
There's a reason it's weird and you have to hold up to use the alt fire
(tbf it's more general bya)
Channeled weapons literally don't work with right click
Terraria being an amazing game as always
in deed
@pine inlet tldr pretty sure that suggestion is not possible by Terraria's limitations
did it need to be yeeted while we waited for clarification?
does true eyes of cthulhu still do contact damage
if yes i'm suggesting to remove that shit
tried checking the wiki?
Yes
and no it's been gone for a long while now iirc
thinkie
at least in rev+
funny moment
anyone got comments on this sugg
||i may or may not implement the solar eclipse overhaul thing ||
||depends if i can find someone to help with the coding shit||
I would say that SE overhaul sounds stupid but the sky's the limit if a weather event has a progress bar
also it's way better to contract the title
there's no need to clarify what buffs the moon events because it's only buffed once, endgame buff eclipse is often called "Darksun Eclipse"
Some of these solutions are asking for a lot tbh.
I would say the last one counts as a GSR sug
(I thus coin grand scale rework as GSR)
everything else has already been done to death but doesn't necessarily break any rules so there's no need to call out on it
Yeah
@warm scarab ^
I bet devs already know that anyway so yeah
HamburgerBoi not reference your own mod every 3 seconds challenge
bot's down, notified amber
ig it's back up?
hopefully™️
Has a mind of its own.
hote is dumb overall and shouldn't do that on the first place lmao
for demonshade, the minion is getting a resprite to look more like the armor next update and is probably getting good(er)
the demon can be disabled with the cosmic plushie or some sht like that
ye
byeah hote is an exception
you can't disable chlorophyte leaf crystal, stardust guardian, or insert all the <calamity summon armor adds here>
(Kinda weird to me that you can only disable the Red Devil minion with the Cosmic Pludhie)
(too many calamity summon armor adds)
hote shouldn't toggle the waifus on the first place tbh, i feel it's a bad example
It makes it boring stat stick because no one bothers to use it that way anymore
cosmic plushie thing is an easter egg
clearly devs have tie to demons because they like to make references around them
then almost all late game accessory setups will require you to look like the aforementioned Cryogen ripoff.
This also pretty uhhh
Pretty sure sponge isn't pretty good
"don't let the demons steal your nose"
Sponge is better than amalgam 

Perhaps. But even so, I feel like this would be trivially easy to implement. Though I will admit, I know next to nothing about programming, developing, etc., so maybe it's horrifically difficult to make a sprite not appear when you click a button. I really don't know. But it's just a suggestion.
This is all unneeded
Yeah remove that
i can delete that part then i just added it because i didn't know how to end it
sponge good wdym
who doesn't?
It just makes you look not confident
just cut off the 3rd part
And is unnecessary
sponge is not good, thats why its getting a massive buff on the next update
I used The Sponge
attempted comedy doesn't always work on suggestions when they make it a text wall
and all the on water accesories are getting permanent

Because ig I had to fill my last acc slot with smth
the best getaway is making those comments nonchalantly
i have used sponge as a filler yes
And I already used everything that is better
People be complaining about visuals of shadow / cadance potions all the time
imagine visuals
Just delete that one gore from the game files
i considered talking about potions too but i figured those might be a little too niche than actual equipment
i feel like the sugg could be trimmed down a ton
delete all the gores from game files for unnecessity :/
like move on to the point faster
Those pots have been brought up as separate suggs all the time
pot moment
i found it difficult to find a medium between overexplaining and not giving enough examples
im worried that if i trim it down itll seem like im saying something with no reasons ya know
Nah dw
alright ill see what i can do
It's already better btw
my favorite strategy for suggestions is overwhelming the reader with one reason after another to make people inclined to be persuaded
messy but works

no, but no examples, no segues, no unnecessary comments
just get into your next point
and repeat until done
being a textwall doesn't correspond to not getting stars
ye lol
24 images
69 images
aight i edited it down a bit


pog
i agree with ur suggestion some ppl play Terraria cuz u don't need an rtx-3090 but when u get 100 particles around at all time (Soul of Eternity Fargo's Mod) is a great example since you get all Terraria buffs and all summons always around you which will bring u down to a Blue screen.
ok now sugg bot's down again
suggesting that soe is actually even obtainable in a normal playthrough
but yeah you're right, I have a couple friends with lower end pcs and they die when we play late game modded
will notify amber again
why put soe as an example for anything when it got all the toggles so your pc does not implode
and yeah, it is obtainable in a normal playthrough, it is not hard XD
h o w
there are post ml bosses that drop a bunch of the essences
i look at that crafting tree and I experience secondhand suffering for people that actually try to get it
you are exaggerating it too much, it is not hard at all, but anyways, offtopic #other-mod-talk for this minimo
look at [[Excelsus/Crafting tree]] 
not as big, not as "hard" tho
sugg bot is back

i dont want to make a proper suggestion, but rogue stealth is so unviable
it's getting better in 1.5
new formula and stuff
so dw it's already being addressed
mmm
tis a big update indeed
if there aint a summmary video on launch idk what im meant to do
There very likely will be.
the wiki will also have a huge ass changelog
no
sad!
@real stream too specific
Not too specific
The numbers were just example
But it does need reasoning
as there is none currently.
doesn't gaels do this
It actually does yes
Its right-click has a chance to deflect projs https://calamitymod.fandom.com/wiki/Gael's_Greatsword
I know and I love that feature
hmm
will the greatsword parry be effected by the reflection/dodge rework?
I actually hadn't thought about that
You going to add reasoning to your suggestion, Creeperevan?
As in, why that should be in the mod?
Edited
Hrm
Some edits are still required to make it fit the typical sugg format (like making the title line a sentence rather than what looks like a name) but I get what you're asking for
"Add more weapons capable of deflecting projectiles" maybe?
(And you could bring up Gael's as an example if you want)
still a tad too specific
said weapon would most likely be rarer in progression, and have a set amount of damage
this part specifically
eh
because its a specific item
Mostly from the way it was worded
He could have phrased it in a way that was less SIS-like
not that specific to invalidate it
@bitter mango Demonshade and it’s minion are already resprited next update.
respriting doesn't change the fact that it can't be toggled : P
You can toggle it with cosmie plusie
yes it can

It does change the fact that it actually looks better with the armor set, which is part of your argument.
I use it as an example of why someone would want to toggle it, but obviously even if it objectively looks "good" someone might just not want a summoned minion for appearance purposes
lol just get an extremely difficult to acquire item that takes up your entire pet slot and still has to be out to have the effect to toggle a different visual effect, simple
I thought you wouldnt take my statement seriously
intent doesn't translate well over text sorry
and im sure there are people that would unironically use that as a reason why it's fine
I have stared so many wulfrum/ phm armor suggestions, please, you're supposed to wait 7 days before suggesting something that's already been suggested
that's not really a rule or anything though
why can I not even find the 7 days thing in pins?
I swear that's were I saw it
or is it on a rules doc?
iirc the location is weird
also these two were told to combine their suggestions so it didn’t flood voting/waste votes but one of them said no I like my idea
i found this: "Feel free to repost in a weeks time if you feel timing was the issue."
is there a reason for why the game still shows "the jungle grows restless' after mechs?
since plant is available pre mechs
Hardcoded shit prolly
ah
Prolly possible to overwrite but not worth the effort
oki
Annoying, but not exceedingly difficult. Main problem is that it'd require IL Editing
so yes sugg or no sugg?
damn
will prolly get stuck in approval hell
fun
you and I have wildly different definitions of "fun", I see...
i was being sarcastic :)
no you werent
probably because plantera is intended after mechs
lemmi tell you something
you can just open the bag with a hardcore character you just made
and get the plushie


someone is gonna feel obligated to fill this now with a completely wierd sugg


h
i got my ss im am content
@tawny garden clean sugg posting gone 
already ruined the clean posting 
got an idea for a suggestion
m
i infact do not
im currently trying to kill dog a couple more times cause you need cosmilite bars for a lot of stuff
the armor alone is going to necessitate 2 more kills just for that
and thats not counting accessories
prty sure a sugg like that was asked
which accessories even need Cosmilite
let me finish
and i made a math showing how its really not that big of a deal kekw
don't they all use ASE aside from tracers
problem with farming dog is that its fucking dog
5 for most accesories that need cosmolight
5 cosmolights!?!?!
cosmilite, woopsie
instakill head in death mode can lead to some extremely cheap deaths
thats already changed
ive seen it in the changelog, i know
thing is, dog is tangible the moment it spawns in, meaning it can also ram you instantly when the fight starts or the phase changes upon spawning
even if it wasnt death mode, that is still an extremely painful and cheap hit
wait really?
yeah insta kill head is a gimmick that will be used for master mode whenever 1.4 tmod is a thing
on that, due to how dog spawns, you can camp the tail of it in both forms when it spawns for an easy 20-30% damage on its health, easily cutting out a huge portion of the intended fight

i dont think you can hit the tail when it spawns on p2 can you?
DoG takes no damage for a good bit of time after he spawns
you can't
the tail is invulnerable when spawning and when exiting a portal
#suggestions-discussion message is somewhere around the middle of the convo about how farming DoG and managing your cosmilite isnt as annoying
its not like you need every cosmilite thing
yeah DoG doesn't take or deal any damage for a few seconds after spawning (or after doing his portal warp) in order to prevent cheap hits
and youd prolly kill dog only twice or thrice
i can tell you right now in the 140+ deaths ive taken so far, thats not true
(and eventually™️ theres gonna be cosmilite ore but we cant use that in this arguement obv)
after teleporting and spawning in, dog is able to hit you
okay well I thought it was the case judging from the immense amount of research I've done but I guess it got changed
yeah ive only killed it once and i need to kill it at least twice more
I have no idea why it would've gotten changed because there's no conceivable way that's an improvement to the fight, but I guess it did
idk either
because I know this was a thing for the longest time
but the point does stand, that dog can easily cheap hit you on spawning in
well using your cosmilite correctly just makes killing DoG the second time 2x easier, especially in the current patch where the curve is pretty high
when i notice a portal spawning in ive taken to running as far away from it as i can that way it doesnt burst out and wreck me
i know good cosmilite management, ive played this game for a hella long time
also dog cheap hitting is also something that got fixed i think? im not sure about that
you still need to kill dog at least 2-3 times depending on luck
2 or 3 isnt that much tbh
in death mode it sure as hell is
i played death mode myself, it really wasnt
first kill on it took over 100+ attempts for me
depends if you want to farm DoG or not
1 is atleast for 1 cosmilite weapon and the forge
its not a thing of wanting to farm an item or something from dog
2-3 is for the armor if you want and some other weapons.
you need cosmilite, and more than it drops for 1 kill for the armor, which is needed for auric tesla
it still isnt really that big of a deal to kill DoG once or twice more after you get some next tier gier
yeah
say that to the 40+ deaths ive accumulated so far after killing it once
i mean
to me it wasnt a problem
and i died a fuckton
and im sure theres people out there that die in less, because they get better
its not really a problem
98% of my deaths to dog have been to the head
believe me when i say its not a matter of skill
and thats already changed
its a very rare life where i die to something other than the head
so, whats your sugg idea even? to change the insta kill head?
You can see where he spawns before he doee
about 50 deaths so far have been cheap kills upon spawning
the "cheap shots" that DoG sometimes does isnt that common even to be annoying iirc
If you're close enough to get spawncamped then you need to move away from it
^
Its there for several seconds and isn't hard to see
listen man youve gotta be close enough to actually hit it
not really?
most classes has well enough good range by then
lotta weapons have limits to their range
which ones? true melee?
Only true melee would seem to really suffer from it?
And idk why you'd need to get close to dog when he spawns (or when he does a tp)
If you're using weapons that make the fight harder don't complain that you're finding it harder
prty sure only true melee, or medium range (like flamethrowers) would suffer from a range issue
and maybe summoners, just maybe
because sirius exists iirc
I don't recall having an issue using flamethrowers, every class but true melee shouldnt need to be close enough to spawncamped
Flammensniper
f l a m e t h r o w e r s

read: Halley's is the antithesis of "medium range" what are you on
I mean you could use Blood Boiler I guess but why would you do that Blood Boiler is trash in comparison and is also like a tier and a half earlier
DoG is easy enough to use off tier weapons on I found
But I never encountered him spawncamping no matter what I was using
that still doesn't answer my question of why you would use Blood Boiler of all things
the best way to fight DoG with a flamethrower is to camp him out with Halley's 
I used pristine fury, much better than the blood boiler
Think I forgot Halley existed
oh yeah that thing exists
I genuinely forget Pristine Fury exists most of the time
and I mean it's a legendary so of course it works
(also it seems like it has better range than Blood Boiler by a mile just at a cursory glance)
Also you can make lingering fire with Pristine Fury so that's epic
Mage can just live off brimflame and spectre up until Nebula
Rogue does fine with Umbraphile all the way to ML
Yeah rogue already kinda has umbraphile and mage has well brimflame and spectre so this seems kinda eh to me
pML suffers more from lack of unique, single class armors rather than HM
still, other classes have a post golem armor and these 2 dont, its weird imo
Late hardmode is already cluttered with enough armors we don’t need more
this would only pretty much work if hydro was made to be actually unique ig
maybe making hydrotermic a class only armor and adding another armor for other class might work
the fact 3 classes have a specific armor isnt enough to warrant these two aswell imo
otherwise
same logic applies to pre boss
and maybe post skeletron too
and other locations
its really not a good reason imo
it applies everywhere except for directly after moon lord
no classes get a unique armor post-polterghasr or post-DoG 
in the entire post provi to scal, theres only 1 class specific armor yes
and there should be a bit more
but not every class needs to have 1 at every tier
otherwise there’s no point in the all class ones yeah
At the very least you CAN see the projectiles as the moons are translucent
And i didn't see you mentioning that
Yes i may be late 
Imagine being 5 hours late couldnt be me
Look man my brain is slippig after 4 hours straight of watching anime
that’s misfortunate
You have an obligation to die, sir
Brimflame is only nohitters, Hydro and spectre have advantages over each other and reaver is just busted
brimflame lasts til demonshade lmao
brimeme
i used it outside of nohits up until golem th
Did u use frenzy tho?
ye
But yea most people dont touch brimflame
specially cuz reaver exists and spectre’s lifesteal
eh I'm gonna touch Brimflame armor soon
They might need more transparency though
or just layer the projectiles on top of the moons
Agree
you could probably add a consistency argument somewhere but yeah good sugg
@safe oasis This is an extremely unlikely idea and something that's been suggested before
tl;dr there's no point in doing this when an average user can just @ staff if they really need their nick changed
it is him
a mod
While it can be argued that the mods don't mind the ping, the issue is when a user is too scared or shy to ping said moderator
yeah no
not happeing
Someone could very easily change their discord username directly if they wanted to troll by using an inappropriate name.
this is the part where we can a) change the nickname so nobody sees their real tag, and b) ask them to change their real name too
Also a mod can just change someone's name to smth that works if their username is bruh
Damn, demik fast
You'd be surprised, tho the other counter points feel more valid
What problems does preventing nicknames actually cause?
If anything, the inverse is true. Letting people change their nicks freely is a cause for disaster.
inconvenience at most
i explained the problems in the sugg
i should prob rephrase to inconvenience yeah
This is just a terrible idea
i've seen people literally too scared to DM mod mail to report a user, imagine that except pinging a mod just to change a nickname
...apparently searching nickname in #suggestions-voting yields no results
That's so much different
what happened to the other one
nobody suggested it before
Actually reporting a user is way more "scary" than a nickname change
I think
it's definitely been talked about here before
I mean, here's the thing
For a troll nickname to work, the person has to post a message or be top on user list
Both are easy to spot
maybe it got deleted before it got sent
It's been suggested before.
Especially if the user you're reporting is a regular, or the subject matter of reporting is disgusting
94 results in discussion
You can't compare those two scenarios, because they're not alike.
didn't lead to a sugg
eah
that kinda lead to a sugg
i was gonna sugg it right after sending that then forgot
so here it is now
If you were here in the days leading up to Acid Rain and the fallout afterwards you'd 100% agree with my stance, Psychic.
uh when was that
it was chaotic in general channels
oh so april fools
not sure what you expected
Or simply discord names far more effective in x100 the servers
are you saying preventing nick names solves that?
tbf I encouraged him to do that
It reduces it
Eases moderator pain.
It's not preventative but it lessens the burden of moderating this place.
what pain though, it doesn't look like they're doing much about it
also, if a username is inappropriate, mods can change the nick to smth appropriate
just because you don't see something happen doesn't mean it's not happening
fair
just make warned role not have the ability lol
if you give everyone nick perms, they won't be able to do that anymore
m
Even then, it's still more work.
It also makes recognizing people a headache, as people are freely changing their nicks.
For example, joke suggestions. Most of the time I barely see them, but they still exist, and mods still have to deal with them. Same happens with problematic users who nickname themselves.
the reason you don't see a lot of them is because we change them as soon as those people join the server
because we actually have the ability to do so
It's the old saying "Give em an inch, and they'll take a mile". Give the userbase a pinch of power and they'll abuse it.
that's only really for the first week though
kinda like a power rush
No, lol.
if they have that by default it becomes average
people who join later won't have that "power rush"
but they will still do stupid shit
Under a "free-nick" Calamain
- moderator work increases exponentially
but - you can do the nick thing without PM
The ends don't justify the means.
the terraria server has a system for this
but I don't see it happening here
(Terrarian role)
hng



