#suggestions-discussion
1 messages · Page 1141 of 1
second
y'all might Spoiler Effect yourselves, or confuse voters
yeah
Also nah Elephant's sugg also mentions Arcane
Oh
I think Arcane has been brought up for a good amount of times by now, but the amount of consecutive suggestions about it is a lil concerning
flashbacks to the chaos named 8 fucking consecutive Abyss suggs pioneered by yours truly ft. Demik

(first time you posted this you got 131 stars, second time 167)
(So if these trends are correct, this one will pass) 
(hopefully)

I won't die on this hill until Phaseslayer got something like this
I know I seen the changelogs for held projectile true melees (in fact it's partially the inspiration for the sugg)
But doing Phaseslayer specifically this way (instead of just dmg bonus from melee speed) would signify the relationship between the potential melee speed integration and how its damage scaling to rotation works
So if I did suggs abt moving YoYo bag in progression, where would you guys want it?
I was actually thinking of moving all yoyo bag materials higher up in progression
I.E make yoyo string post preforaters or hive mind
You don't necessarily need to specify in your suggestion
where Yoyo Bag would get moved to
Well I just think it'd be good to have like a general idea
In fact it'd probably be better if you don't specify
Cuz people could agree with the idea of moving it further, but disagree with the area that you say it should get moved to
Ok, i was thinking personally that it'd be post plantera, crafted with perenial bars, but I'll just say to move it up
Prolly give examples, would that be bad?
Not sure why the other materials need a change
Moving yoyo bag itself later while keeping its material intact would be just fine
I guess you could make an argument for this, but I just feel like counter-weights are a (somewhat not really but kinda) complex mechanic to have available at the start of the game.
string should not be post-anything
and iirc counterweights are still awful on account of hitting nothing due to how they work
The only one of the yo-yo bag materials I think should be moved are the counter-weights.
the only worthwhile component of the bag is the glove
and the glove is fucking stupid
Ok, but they're still there
Don't diss yoyo string like that man, melee needs extra range where it can get it
Melee isn't meant to have big range?
you know as well as I do that string is worthless past the early stages of the game
At least not a sustainable, long range
Flail range isn't sustainable, for instance
ye ik, but That doesn't mean it's NOT viable.
While yoyos are locked on your cursor
yo-yos aren't melee weapons no matter what the base game insists
ah yes yo-yo accessories kind of the only thing making most of them slightly worthwhile just because of yoyo glove
would be interesting to move Yoyo glove to a later progression point though to make it so you don't have it for a fair majority of the game really
on a phone call so you're gonna have to give me a second
they kinda are
Yoyo Glove effect also needs a rebalance imo
Actually fuck it I'll repost one of my older suggs as well
also you don't need to ping me with each reply
feedza. I am going to slap you
we've been over this
ok sorry
đł
hahaha
Over what
you JUST did the fucking Phaseslayer sugg and we already have a perfectly serviceable yo-yo related sugg here
Akchually
The phaseslayer one is technically the 2nd repost
Of exactly the same sugg
But ig ye

my yoyo suggs is perfectly servicable 
whether it's a repost or not is irrelevant
my point is that there's a perfectly good sugg about yo-yos right here and you're like "hmm yes let me make a new sugg that overshadows the one most recently posted. that is a good long-term decision"
it's not technically overshadowing, in fact the purposes of the suggs might be vastly different
but ok

so anyway now that I'm off the phone and can explain
string is irrelevant past pre-Hardmode because starting around early Hardmode your yo-yos have large enough range to where string doesn't matter
counterweights are worthless even with their recent buffs because the entire problem with them is that their range is shit and they don't do nearly enough damage to justify the amount of trouble you have to go to to use them
the glove on the other hand is a straight multiplier to the amount of times you hit things and thus your damage output and no matter where you move it to it is disgustingly overpowered
even if you make it sit out of the bag for several tiers it is still going to be a must-have option
Glove is dumb and Glove is the main reason Bag is dumb
Yoyo Glove is A LITERAL "DOUBLE DAMAGE"
YES
The fact that all, and I mean a l l HM+ yoyos are balanced ON the accessory instead of otherwise
and every single yo-yo obtainable starting in Hardmode is balanced around that double damage
instead of the other way around
and with all due respect I don't think the devs are going to have a very high opinion of someone requesting to rebalance basically an entire weapon type for one sugg
yeah
Unless there are some madlad testers who can suffer through testing the entirety of HM+ yoyos
It might fall under the subclass rule?
My Yoyo Glove sugg was fine?
But this is technically making a subclass weaker, not stronger
It never got anything
Well I mean, my suggs was never abt the viability of YoYo glove, just that it should be moved in progression
I understand that it's broken
But I don't really think it'd make sense to have an Item that's made into another accessory right of the bat
like ya know... muramasa
that is true
That's a common issue with vanilla stuff ig
And also Handgun is another example
Direct upgrades on the same tier that aren't even meant to be sidegrades
They just
Bruh
Cough cough muramasa cough cough
firey great sword
Excaliber
Sun stone
Golem eye
A bunch of other stuff i don't wanna mention
it's insane how little room to breath vanilla gives to... basically everything.
The only things that are safe are items that don't have upgrades
That's where calamity excels cus it actually spaces out the upgrades so they aren't just instant, like the entire crystalline line is a great example of this, you get a good chunk of time to use each weapon, and you never really feel like you HAVE to start preparing for the next upgrade.
nvm
Moving yo yo bag in progression doesnât really solve the fact that every yo yo has to be balanced around having two copies, at least to me.
maybe, but it alleviates the problem until a proper balance is found
Like temporary solution
You have the overpowered option for less of the game :P
Progression skipping exists
Well
No that doesn't really matter
Cuz it means Yoyo Bag has hold over less yoyos in progression
You aren't going to use it with a pre-Plant yoyo if it's made into a post-Plant acc
As discussed earlier, Yoyo Glove is actually the culprit in the Yoyo Bag's broken-ness
That would only delay the inevitable, unfortunately
Changing yoyo glove to be not as op is an option, but no one would realistically test all HM+ yoyos for the change
Rework Yoyo Glove to be the yoyo equivalent of an emblem, completely scrapping dual yoyos 
Changed yo-yo bag to give you 150% more damage instead of giving you dual yo-yos - Done
Maybe if yoyo glove halved the distance you could have the yoyo from you
That just makes yo-yos bad
Also why would a yo-yo bag crafted with string halve your distance
By that i mean that is incredibly stupid
Because 2 yoyos
For a certain quantity of string, splitting it in 2 means each length is half as long
Its not gonna solve how broken yoyos are with the glove it just makes life a lot harder when using yoyos
And halving is a gigantic nerf
Okay maybe not halving
Reducing the length in general is also bad
But giving it a decent downside to make up for ~double damage
Would do something about it being so mindblowingly broken
Yo-yos are kinda balanced around the double damage though
If itâs balanced it doesnât really make it broken
Yeh
I think the point is making singular yoyos viable so it isnt a must with using yoyo goobe
Glove*
And there's not that many things you could nerf it with except maybe reduced damage
Can't do time of having yoyos out because of the ones that last infinite
If you reduce the damage the bag gives you youâll have to buff the yo-yos to compensate
And the issue is unless yoyo glove/bag changes somehow
Making single yoyos good
Means yoyo+bag is twice as good
So you'd still use bag
Yo-yo bag isnât even âbrokenâ tbh. Yea itâs a bit absurd that an early hardmode accessory is good until endgame but all things considered yo-yo bag is fine and doesnât really need changes
Just feels weird that an accessory that powerful that early has 0 downside and requires an entire class of weapons to be balanced around it existing
it's not fine
literally every yo-yo in the game is balanced around that accessory
not the other way around
it's not even that it's good until endgame it's that you must use it until endgame
because any yo-yo you can get once you can get Glove, and therefore Bag, is shit without them
...why am I getting upset over this I stopped trying to have this conversation with people a while back
that and I've long since expanded my thinking beyond a single weapon type
You see, your mistake is that these conversations are inevitable
And where did that bring you
Back to yoyos
:deathevasion:
I can't fucking escape it
it all comes back to this one stupid accessory that nobody actually wants to rework
and I don't think it's gonna get reworked within Cal, or at least certainly not from a suggestion, because it essentially means rebalancing a sizable chunk of the melee weapon roster on both sides of the coin (vanilla and Calamity)
oh yeah definitely
think about it. every single yo-yo starting from when you can get the Glove is normally balanced around you using the Glove. that's how vanilla does it, and Calamity just sticks with it
now I don't remember the exact number off the top of my head because I haven't had to have these conversations in a long while but if I had to wager a guesstimate I'd say about two dozen weapons? would have to be changed to account for the rework to this one accessory
I know that's child's play compared to the eldritch horror that is rebalancing the entire post-ML segment of the game but it's still a disproportionately large amount of work that'd be necessary to be able to rework one acc (technically two but Glove and Bag are basically the same fucking thing)
hi Demik
if it were to happen, it is certain not to happen for 1.5 because tester death
and yes i would tend to agree that a yoyo bag rework, while not illegal by sugg rules, would be considered on the chonky side should it get to dev, further reducing its chances
henlo thomas, long time no see
...what the fuck I was actually close? okay then
yeah that's 26 distinct weapons that'd have to be individually rebalanced to not necessarily need whatever the new Glove/Bag is
so basically: if it does happen, it probably ain't happenin' for a decently long while
and glhf getting it to happen with a sugg
basically if you want any hope of a rework happening, save it for after big man drae lmao
yeah
There are still 7 and a half more months into 2021
at the very least, save it for after the big man drops and we can fuck up the exo mechs
as you're probably much more likely to get a favorable outcome after 1.5 is all said and done and the testers have had some time to just. be
đ
about the class specific reforges
what could a reforge do for summoners
they only have one unique stat
and that's minion slots
as far as I'm aware
and aren't they trying to cut down on minion slot stacking
minion knockback
worse than arcane
H
đ€«
Maybe something that increases attack speed or something
Or speed, yeah
Maybe a bit of armor penetration
Depending on the minion type
Perhaps minion aggression or smth
Lucky will give that
What
Ooo
do minions work on some kind of speed stat though
2%/4% and 1 armor Pen on top
dont they in 1.4?
in 1.3 maybe not
but in 1.4 it could be a possible thing idk
I'm not too familiar with 1.4
Me neither 
prty sure whips can increase summons attack speed or whatever
Nah just the whips themselves
Yih
Or maybe since the update will be out when 1.4 tmod comes out i think
Whip speed
Or whip range
So a summoner version of violent
whips shouldnt get more good things
Yeh i guess
and im prty sure most of the team arent too keen on whips so its likely there wont be much whip content
id say thats highly unlikely
I am aware
but i personally would not mind

Increased summon damage towards targeted enemies is an option (the thing with right click on summon staff)
But donât whips do that already? What would be the point then?
I know 1.4 isnât out
We should allow sentries to gain the buff then
Technically these 2 are sorta different
True
the more they can make whips less of a "this is summoner" and more of a "this is support" the better
But whips are a 1.4 thing and Iâm pretty sure the devs are waiting on 1.4 tmod to lessen the amount of bugs and fixes.
But yes
My issue with sentries is that theyâre stationary and yes thatâs basically what a sentry is.
But their damage is really good
Especially the energy staff or profaned sentry
Homing beams
Best thing ever
Sentry takes summon damage
So I doubt my proposition would be somehow not as good on sentries
The problem with sentries is that youâre not stay in one spot
Theyâre only best with slow bosses, events, pillars, etc.
Why doesnât the sun spirit give off a little light?
Itâs a sun spirit
Like bruh
Iâm not asking for a lot of light for this summon. Itâs early game so that would be op
pretty sure they don't
speed does nothing
speed only applies on how fast you can use the weapon, not how fast the minion is
What if Yo-Yo glove gave you an extra yo-yo, but it deals 30-50% less dmg?
It'd still be useful, and ye it'd require lots of balencing
But It's a solution I think would work
Also, why are all the Yo-Yo's balenced around Yo-yo glove in the first place?
Like Who actually thought that was a good idea?
(IK it wasn't anyone on Cal dev team cus you guys aren't that stupid)
But for real who the fuck thought to balence an entire weapon sub-class around ONE ACCESSORY?
sentries too
Not all
Just most
still, that's NOT good
I know
Well, you can still use the yo-yos without the glove. It helps, but it isn't a requirement, like you play with other weapons, accesories do help, like auto-swinging for meele weapons, but you can go through the game without it.
ye, but it doesn't change the fact that most Yo-yos are balanced around the accessory, it may not be a necessary part, but neither are weapons technically.
Now, do I like the fact that yo-yos have so little accesories? No, I really don't. But I'm not sure how to expand them in a interesting way.
Yep, that's the thing, you can beat the game in many ways, be it without yo-yos, magic weapons, summons, etc... The only that limits you is what you want to use.
That doesn't immediately solve the problem though
Just cause I DON'T want to use it doesn't mean it's not strong
People will use an accessory if it benefits them greatly.
I know
Which YoYo bag does
yep
Now imagine the game without the bag, it would be a total pain, right? So that's why it exists, silly reason I know, but that's how that goes.
Devs: We want yo-yos in terraria.
- adds the yo-yos *
Devs: Now, how do we make them more worthwhile? - adds the accessories *
That's the thing, the weapons should not be based around the accessory! The accessory should be based around weapons, if YoYos were too weak, then make them stronger and then add accesories. No other class does this kind of thing because they're able to stand on their own. Accessories are supposed to give a small boost, not make or break the class.
mana flower
yeah haha
But don't get me wrong fishyboi, I agree with you that yo-yos need a bit more love, I was just trying to explain what was the thought process behind them, as I see it.
That one isn't as defining as you think, it's really just mana flower (spamm) or mana regen (burst dmg)
I guess so
because you have to take for granted people WILL use it because it LITERALLY DOUBLES YOUR DAMAGE USING SAID SUBCLASS
and, yes, it was someone on cal dev team because that's a thing that applies to cal yoyo's, not vanilla's
why was that done instead of changing yoyo bag?
That's another question
people don't like yoyos?
It's been forever since I've used a yoyo
As an actual serious part of my loadout
The 1.4 flails are way more fun, too
I like them fine, to be honest.
haha I agree.
I mean, ye, but YoYos are literally balanced around the glove, so if you don't use it, YoYo= bad, and if you do YoYo=good. I'm asking why anyone on Terraria dev team even thought it was a remotely good idea to have such an OP item, and then to balance YoYos around said OP item so the item isn't as OP is it may have originally been.
who wants to do a shit ton of play testing
you'll have to do the shit ton of play testing nerfing yoyos or nerfing the acc, so that's not a reason to do or not to do
But Cal team weren't the ones to originally add the feature, they had to balance around it otherwise vanilla yoyos would be fucked.
you missed the point of vanilla yoyos not minding glove but whatever
also turn off ping replies god
Perhaps, and I do believe we'll get a YoYo bag rework one day, but they'd have to do both actually. They'd have to rework the dmg numbers on all YoYos (vanilla or modded) , then they'd have to test the acc. and the new dmg numbers, and if any of them are off, they'd have to fix it.
BTW sorry abt pings
also vanilla yoyos don't mind glove because for some reason, they're balanced around the glove, so they're really only dealing like half the dmg they should be dealing without it.
a bit late but its not that bad for yoyos to be balanced around the yoy ba since its pretty much the only yoyo accessory,\
itd be odd if you playd yoyo class and didnt have the yoyo bag, unless you want to challange yourself but in that case you know what youre getting into
its kind of like how bosses are balanced around the player having wings or some sort of flight, to an extent at least
And Yharon is designed assuming the player has a dash
Add more reason to explore and mine inside astral underground
Astral underground feels very lack luster, only bringing a reason to explore it for a slight bit once you've killed Astrum Aureus with its new weapons and gear if mage (astralacnhea staff) or summoner (starbuster core and hive pod staff). Adding a new block that provides resources like stardust during early hardmode (and even astral ore and/or celestial fragments once Deus is defeated) and even a new material (which could be used later) would give an incentive to explore and mine inside the biome and would provide an alternative way to gather stardust rather than spending a bunch of time in the surface killing enemies.
what do you think, any changes?
cool sugg
I think that would be a good idea too
read the "don'ts" doc slug
#suggestions-posting message
needs more reasoning, why do we need that? (it'd be cool is completely invalid)
@mild kelp
Yeah I guess so
(also chain guillotines exist btw)
Just feel like it would be nice to have a mod that adds a chain knife upgrade
also format the sugg properly
We donât speak of that
I guess that would be more of a dono item lol
tbh
i think its uneeded
since melee has literally the biggest weapon arsenal in the mod currently
iirc chain knife is the spear like weapon, technically, so, wouldnt the solar whip weapon and the post providence upgrade to it technically count as an uograde to chain knife
welp ping a mod time thn
its uhh
a launched flail???
yeah
byeah uh
ball o' fugu is the same
launched flail is specifically for stuff like spear gun, golem hand and ko cannon iirc
sugg is lacking reasoning and kindof misses the rest of the weapons that work like it, and it also not formatted correctly
which will break the bot
byeah @ mod?
i guess
welp @vocal grotto come here we need your â powers



@spring lantern no future content, 1.4 included
whips don't exist in 1.3.5
read the "don'ts" doc
@spring lantern
no reason as well, go read Don'ts doc
im faster 
dammit
Gone
Damn mis kinda destroyed storm 
omori player smh my head
even when making 1.4 TModLoader adapted update o mod?
anyway
what
tmod's current version is 1.3.5
not 1.4
so it's still future content
and 1.4 is far away for now
when tmod 1.4 releases calamity may have whips
you need to wait for 1.4 tmod (aka long time) for those suggs
yeh
cough https://steamcommunity.com/sharedfiles/filedetails/?id=2443883149 im sorry for russian link for page which says there's beta test - just to know about
Beta test
BETA TEST
also why tf ping
yeah i think they get it 
Chain Knife and Guillotines can be interesting when expanded ye
also the link seems kinda sketchy
not from tmod team themselves and from someone named Amogus
like if it could be taken seriously
they behave exactly like ball of fugu or urchin flail or clam crusher (somewhat) so i mean
they are already somewhat expanded on
dck it Im russian im sorry
Im sorry if i harmed you somehow
ok
And how do you think about permanent boss' minions? There are some of them already in vanilla - True Eyes of (almost spelled as CrabBar's "Choochoo") Ctulhu, but they are more fitting for some other bosses too... at least I think so, please correct me if im wrong. Maybe in future, EoL good for having 'em, but for now idk im retarded... How do u rate my idea?
Those boss minions aren't really boss minions, they're just a reason to shoot stuff from outside of the boss
And shooting stuff from nowhere in midair is unfair
insert Etherial Lances, which appear from nowhere in midair
Well there's lines as telegraphs
well, these minions can be full melee like Plaguebringer, or telegraph their attacks much like for example EoL does
This good?
Full melee minions might as well be piercing missiles
the problem of permanent boss minions is that they'll get incredibly annoying
Remember old ravager's walls
Or his missile that follows you around even after he's dead
it was like, years ago Yharon used to spawn a lot of bumblebirds back and practically they were permanent
do we really need more "permanent boss minions"
you could keep killing those bumblebirds
(which most of the time are just a part of the fight, like True Eyes of Cthulhu)
Scal moons
minishark for ML 
im retarded dont mind me
byeah ig depending on how it's introduced into the fight it could be fine
the brimstone monsters are projectiles, they behave too simple and can be reflected with some bullet-reflecting gear
they cant be reflected since long ago
and in earlier versions they were invincible enemies
pretty sure "bullet reflecting gear" doesn't exist
resilience
pretty sure the bug of that deleting moons is gone?
evolution and Gael's sword
but yea fixed
and gael's too inconsistent to be reliable so go figure
The Evolution?
already mentioned
God
hallowed encha... cough, i mean Evolution from Ceaseless Void
same case with evolution
turn off reply pings
you aren't going to go to bullethells rocking evolution and swinging gael's cause that's dumb
feedza
i will call mods

Some other sides of permanent minions idea? What do u wanna add about?
it would
I hope
Disable reply ping
ok
btw the main difficulty of fighting ML is that he summons 3 true eyes and simultaneously fires all the crap it shoot in previous phase
and all of you have defeated him as usual
(at least in rev+) every part about moon lord is consistent and never changing which includes true eyes, the only thing changing is you so its predictable
and this btw
that what i said... but this still makes behaviour somewhat less predictable as sources of dmg are shifted from boss' position
(turn off reply pings) like the point i also mentioned it depends on how it's introduced
I think you're talking about you changing where you're going where I also mentioned the only thing that changes is you
the boss does the exact same thing every time and nothing changes besides you
...and sources of projectiles, right?
can i get an example?
sorry brain ain't working strong enough at 3am
ok. Russian's bedlam with time zones, what did u want?đ
#suggestions-voting message
I should have thought about this when the sugg was made but maybe making the boosters activate with double tap up instead would be better, they are vertical dashes after all.
But hey it passed and thats good
Oh hey that's fairly quick

Oh hey the rogue OOA content sugg got approved too so pog
Finally
how would makin draconic swarmers more common be an inicitive to fight dragonfolly, ik you said to get the feathers more reliably but rn you have a great incitive to fight dragondfolly anwyay, to get feathers at all. i mean its kind of odd that draconic swarmers exist in the first place, there is no signus or ceasless void normal enemy alternative to drop their respective loot even tho theyre just as important. and ik this is entirely subjective but dragonfolly isnt hard enough to have to fight it with post - dragonfolly gear, and even if it was a really challanging fight, it only makes sense, cuz effulgent feathers are really important, just like DoG and Yharon are a challange cuz they drop cosmilite bars and yharon souls respectively which are both important materials to preogress, like effulgent feathers are
I put there, make the feather drop chance lower to compensate
Also folly has rage upgrade, which will be far more important next patch
And the good post-folly gear is dropped from him, specially since cocktail and effervescese are getting nerfed real hard
And have you tried folly on rev+
Specially death mode
In death hes far more difficult
specially with defiled rune on
@covert cloak there is no reasoning and i think that is imposible considering the limitations of modding
yes, sorry hit enter and meant to hit shift enter
Understandable
i took it down and i will repost when slowmode wears off with a reason
again, sorry
i was, but i figured i wouldve gotten in trouble before i could finish it
did you say that it would be impossible to do
Considering tmodâs limitations its very unlikely you could edit menu UI
ok, might suggest it to vannila devs later
U know they dont work in Terraria anymore and it would be more logical to ask the tmod team rather
Or heck maybe Dom knows something
how do i contact the tmod team
tmod discord
thank you guys
Maybe we should ask Dom first
After all heâs a very experienced modder
I see u typing a wall of text
replying to this and verything below,
1.) the drop amount may be lower but the point is that draconic swarmers shouldnt exist in the first place, for reasons stated above
2.) wouldnt the rage upgrade be another inacitive to fight folly, making swarmers less relevant
3.) since the good drops are droppped post folly then that is yet another inicative to fight folly, making swamers even less relevant
4.) and yes, ive done folly in rev, its not that hard, but as i said, its entirely subjective, death mode is naturally supposed to be harder adn defled feather is a self imposed challange
sorry if im missing the point with point 2 and 3
i mean 3 adn 4
Also swarmers exist cuz lore
rght lore, comepletely foropgt that exists
They are essentially dragonfollyâs spawn
And also it would help people who are struggling to fight folly or people that dont want to fight it at all (like speedruners or people who just hate the boss)
well, as i said before, its kind of weiord that you can skip folly, considering effulgent feathers are basically just as importasnt as say yharon souls
And it would also make the mob be a contant threat rather that usually never appearing
Jungle will now have an occasional post-ML threat rather than one that never wants to show up
Yea its kinda weird but makes sense lore wise
And makes the game not as linear
More so that there can be an alternative to folly for yharon but 
Yea we kinda used to have bumblebirb
I mean Bumblefuck
But an alt to Yharon lore wise wont make sense
@sinful pine "It is a nightmare trying to get Profaned Soul Artifact"
I think you mean Profaned Soul Crystal
Crystal is the one with a special obtainment challenge, Artifact is the one you need to use in order to get Crystal
Menu UI manipulation is possible. Though, like music in the music mod, it would revert to normal during reloads.
What cannot be done with TML alone can almost always theoretically be achieved via IL Editing
i know its a very niche case, but you can use demonshade+chibi pet without summoning the red devil
and crystal is only useful post scal anyways
People cheat it anyways
then get killed by it over and over
Iirc the only armors you can use for the challenge are tarragon, fearmonger and demonshade (with chibi devourer)
At that point just craft the Crystal
At that point just do night providence (should last the same) /s
@final karma Can you come up with some more substantial reasoning than it being "a bit odd"?
Like, elaborate on why you think that it is odd
it's possible like main menu music and backgrounds, but i'm not sure what would happen if you reload the mod 
and since il edit exist you can basically change vanilla into whatever you want
Probably a crash like with tester mod

My suggestion reached 200 stars, shouldn't it have some new outline thing?
it gets the new outline when it's delivered
and it gets delivered when it gets delivered
sorry
(We already have our remaining bosses planned)
k
it doesnt matter
@final karma Reminder
Hrm
Nightâs/Bloody Edge isnât limited to post-sg like the others
The swords will inflict debuffs yeah
I really dislike the idea of these penultimate pre-hm weapons being just...support weapons. Makes them feel a lot less impressive overall.
well right now the two swords aren't even support
oh wow didnt know
theyre not really that impressive tho
well, im mainly referring to the melee swords ig
although lunarian bow isnt that useful either
iirc after 1.5, the other tiers will get rebalanced
and heck some have already been made not op or useful
mostly around early hm
#changelogs message
most are melee weapons but theres some others
like Gauss rifle and Keelhaul getting killed
and rogue stealth rework
wow ig ill re-do my sugg then
which essentially requires balancing every rogue weapon
afaik the only pre-ml stealth rogue stuff that's getting balanced for sure is the weapons that were previously hybrids and now are rogue-specific
other than that, it's unlikely
Gacruxian mollusk

you know the rules and so do i
these weapons would never be allowed past
The suggestion I posted may be way too personal, but considering I already don't like Yharon very much... yeah.
He roars when he does an attack, like dashing
So maybe a better way to word would be add more unique indications as the roars sound similar
I like this
A more diverse sound design in bosses would be nice yeah
Yharon is a clear example, but there might be other examples out there
Eye of Cthulhu maybe,but I'm not really bothered by it's roars
Honestly adding more sounds to bosses in general sounds great
Good sound design in games is important
That sound that plays when you summon DoG is 
Dragon pow :ohgod:
2 suggs at 200
DCU reworked to be like onyx car key and cryogen projectiles not being almost impossible to see (thought I'm pretty sure that's getting changed this update?)
(the secret to seeing cryo projectiles is turning off your background đ)
just use omniscience potion anyways
proyectiles will become red
and they will not blend with the background
Didn't think of that 

Omniscience doesnt work at day or when you have torches literally everywhere
Do you really need so many torches that the tundra melts over
yes to be able to s e e
just use gemspark smh
the reasoning is knda lack luster
and also, dosnt thi tehcnially count as dont cuz 1) joke suggestion, kinda??? and 2) bos suggestion, kidna???
@dense atlas no joke + boss suggestions, read sugg don'ts doc in the pins
sugggestion to like instead of removing double jumps in ravager 2nd phase, to like reduce their effectiveness instead since its borderline impossible to do it in defiled unless ur gonna be standing right beside him with 0 to little mobility
bruh moment
Or abuse hooks with closely spaced platforms
What did they do to #suggestions-posting
Did they disable read history or did they just delete all the messages
Or am I just going crazy
if you mean, the only message in the channel is the pinned message, that's because there are no suggs in posting right now

which, to be fair, is a striking sight
Indeed, quite rare for this to be the case for longer than an hour at most
suggestions is dead, everyone go home
Not yet
specfic nd also, no biome suggs
Well it's not really a new biomes it's more of an addon
Still
still specific
At least the sunkin sea one
I don't know
Honestly the doc doesn't specify everything. It just gives an umbrella of rules.
Most of the rules could be condensed into one rule imo
nvm
I'm just ranting
very little reasoing too
Also this would take a lot of time (spriting and stuff) unless the devs actually wanted to do this.
definately not the top priority rn
true
Leviathan has no real connection to the Sunken Sea
also calamity is actively trying to disconnect ravager from golem and the lizhards
Kind of hard when the boss movement is basically golem
With an added Super Stomp and missiles
And stuff
@ashen warren I hope you are aware dungeon is one of the biomes with the most content in calamity, unlike the astral biome which is only semi relevant in hardmode.
An extension for it is really unnecessary.
Yet we all forget about the sunken sea
also I've never or at least barely gone to the underground astral biome.
Sunken Sea is fine tbfh. You visit it twice, and it has something for almost every class both times. also keep in mind how small the biome actually is tbfh
Underground astral troubles are known about
Ye I know
This is a very specific suggestion with not enough non-example content to make it okay
no suggs in #suggestions-posting, well sugg repost time
Add more rogue weapons that give stealth upon hitting
Weapons like Sylvian Slasher and Final dawn have a unique and unexplored concept of regaining stealth upon hitting a target. Adding weapons that do that could add more variety to rogue's small arsenal and open new playstyles and even improve areas where it could be falling behind and lacking options. Perhaps giving them stealth strikes or some other stealth effects would make weapons more dynamic and fun to use rather than just using them as support for another weapon.
i feel like i can add more to this suggestion but i have no ideas
doesn't giving them a stealth strike kinda defeat the purpose of them giving stealth on hit, which is to charge more powerful stealth strikes?
yea maybe
Why does Yharon have a border
So you don't fly around the world and cheese him
Well why is it so small
because a main design flaw for 99% of terraria bosses is the fact you can just run away from them and invalidate 99% of their attacks, there's a lot of ways to counter this, yharon has a border
it isn't small at all
Lmao my clumsy ass keeps running into it
The border is better next patch
it allows for virtually all vertical mobility one would want yeah
and: do not be clumsy (as in that's not the border's fault) and yeah
it will get the wavy tornadoes removed next update
Or maybe like build walls if you keep running into them
So they wont be wavy?
So its a border with a more obvious hitbox?
i mean the hitbox is already obvious
it's pixel-perfect the tornado sprite
just that the wavyness tends people to run onto them more (because they dash/run into somewhere the tornado wasn't before but it's there when they get to the place)
it's not really tbh
because like
you just aren't supposed to touch them on the first place
ye but like, when youre fighjting yharon, its kinda hard to not fly around a lot and not accidenlty run nto them, althiugh you can place alls to stop that, its still pretty unfair
it's not that hard imo
it is lol
like you are supposed to keep track of your speed, and be wary about all your screen
it takes practice more than anything
ye maybe, but one hitting you is still a bit unfair
mindlessly moving around like you'll do normally will end up in running onto them
You are supposed to not do that on the first place
And this is why u put a wall
No guarantees though
No its when i accidentally dash
or get good like me :sungla:
i never do accidental dashes
then again my game runs as smoothly as the development of bethesda's games
i have to fight yahron oth framw skp off so accientla dashes are more than constant
frame skip off should like precisely make accidental dashes less common
ik ball and cahin exists btw
because more frames=more reaction time
ye, more reaction tme but since it slows down your game, it technically makes it so you press buttons faster, if you now what i mean
thats how it works on my pc so
i press "A'' twice in like 2 seconds and apparently i still dash
ÂŻ_(ă)_/ÂŻ
anyways a discussion we had over here about this same topic didn't end much well
point is:
bordernadoes are supposed to make you pay attention to how you move on the first place
them instakilling you is not unfair at all
slows down your game?
What are you smokin man
frame skip off literally slows down a game
by, y'know
not skipping every other frame
If you have shit fps
bruh
It slows down whenever its under the cap
(Not how it works)
idk, scal borders dont damage you (probbly a bad example)
sory for ping
meaning a 60 fps game skips 30 of those frames making it like twice as fast visually
with skip off you'll be seeing the 60 frames every second, making it run slower visually
running into scal's is a death threat 99% of the time
It's also considerably smaller so yeah bad example kinda (plus fights work very differently)
did you die with silva's invul on
invul?
#suggestions-posting message
@cold cosmos
That kinda belongs more in #bugs-read-pins and its a fairly known bug (
in there for the known bugs) that will probably get fixed in 1.5
Also i suggest you read the donâts doc which should be at the top of #suggestions-posting and is pinned here
Oh
But yea the drones are kinda wack indeed
Im currently in a playthrough and experiencing a lot of frustration over the drone AI so i figured i might as well suggest a fix
Go into #bugs-read-pins the next time
Well uh
@warm panther >:(
Oh no need to ping someone

star requirement met
there is already an spawner for both i mean
i get why it's convenient to have them in a single item but this sugg lacks pretty much any reasoning
recommend you to read the pinned don't doc which also has some tips for suggestions
@keen dust
second thing is a reason, first thing is not
these go in the sugg, anyways (By editing preferably)
ik im just saying
again, refer to the dont's doc, (Pinned here) and put a reasoning in there
ok i said i get it
blood relic doesn't need blood moon materials wdym?
and you can only get the blood moon spawners through a blood moon
(referring to this)
Did the previous astral underground sugg suggested a new block?
Actually i should have made the title âAdd a new block to the astral undergroundâ

nice
blood moon spawners through a blood moon
since when does the blood moon give you blood moon summons?
pretty sure calamity's blood moon summon is post brimstone elemental
I could understand what he's sayin if it included Blood Orbs in the recipe
But... it doesn't
Maybe he's getting it confused with the ones in Journey's End?
he might think of the Bloody Tear yeah
(frankly, i used to think it was 1.3 aswell)
(((i didnt play 1.3 for that long kekw)))
The reason why the WoF charge seems inconsistent is because it increases an internal counter for every frame he's too far away from the player, with a maximum time of 10 seconds (dynamically shortens in Death as his life goes down)
(counter drains if the player is in acceptable distance too)
So you can have WoF offscreen for 9 seconds and have no charges
Teeter between onscreen and offscreen for a while to keep the counter stable
then the next time he's offscreen for 1 second he will charge
what about player inflicted damaing debuffs scaling
they do not do anything and contribute very little
You're only about the 4,000th person to complain about debuffs not being strong enough
(the 5000th should get rewarded
)
question about the internal counter, does it still increase while he's doing his charge lasers? before i enlarged my arena he used to have a certain point where he chained two charges in a row
It seems like the counter gets reset once you get in range and he goes back to normal speed
there has to be some weird stuff going on there then, because on death mode speed i can barely create any distance between me and him while he's still shooting. he gets closer than ever and he still thinks im too far away. though, that's only if im using the cramped arena, which makes me believe that blocks are involved with the enrage somehow
Line of sight is
If there are blocks between you and him, it counts as you being too far away (behind cover so standard lasers can't hit)
does this count for each individual eye, or just if both are blocked?
I'll check in a bit (afk atm)
aight sorry for being late as heck @queen ledge
It's the mouth.
It points towards the Wall of Flesh entity itself, which is the mouth
oh that is the last thing i wouldve expected
that still ties into the feeling that the enrage is out of my control aside from how i make the arena
i get that it's supposed to stop you from just blocking off the boss to not deal with the lasers... but it really doesn't. all it means is i have to modify the arena to allow WoF's mouth to look at me and the bottom eyeball can still be blocked by my bridge. i think it'd be way better if he shot some slower wall-piercing lasers throughout the fight instead of just after charging, though i'm not sure if that would fall under specific change suggestions
You could add it to your suggestion as a potential solution, like as an example
You lay out enough of the problem already for there to be a good balance
WoF is kinda of an eh fight imo, especially when compared to Slime God or Moon Lord, which are the final bosses for Calamity Pre-HM and Terraria's final boss. WoF is just too easily cheesed, and there really isn't a whole lot interesting about the fight.
Well
aside from the main gimmick, the run fight
well moon lord is crap
Advancing Boss of Doom is cool
Yea the strange lasers after the wall are bad, too slow and bunch up with the other lasers making scenarios where you cannot dodge at all
They are the main reason you never want WoF to dash
Maybe making the lasers have a delay before being fired and then coming out at the regular speed would be better
Alternatively if WoF charges lasers barrages now are faster and go through blocks to keep up with the player which will likely could outspeed the others
Or have some sort of predictive laser barrage (with a telegraph ofc)
https://cdn.discordapp.com/attachments/512925739486674954/840639674133643304/True_melee_WoF_Trim.mp4 would also help to prevent scenarios like this when too close or at certain distances away from it
Clip credit to Xyk
Please god do not give WoF predictive lasers
With PreHM mobility that just reads as "guaranteed damage"
Maybe like way weaker prediction
Kinda like retinazer or smth were it aims very slightly ahead and is more accurate with its shots
OD (and Yharon next patch) prediction would indeed be bullshit
Malice OD is kinda simmilar to 1.4.4.1 OD of what Piky has said (just harder cuz projectile speed shenanigans and stricter timings)
Yharon according to Aqua moves at mach 5 in malice (now do it without RoD of discord
@ Aqua )
Actually, maybe making hungries more resistant to kb (and leeches bulkier) might help
As they barely pose a threat and are completely invalidated by tesla pot
Maybe the solution is the simplest one; give the mouth an actual attack or something.
Que?
so jaja
Well, no?
What do you mean by that?
The mouth isn't getting a new attack afaik
Either malice changes or Fab is doing stuff on WoF
Or you're high yes
A possibility indeed

How long ago was that? Such an attack hasn't been mentioned in the dev server within the past 2 months, that I can see
Dom was surprised when I showed him an image Fab sent about new DoG attack
So things can be a bit confusing about vc
But regardless
Rev+ WoF can be improved yes
Trying to nohit it is more boring than ironing your clothes

He's getting one for Rev+ at least <#changelogs message>
it's too radiacal, but i have an idea of debuffer class, which focused on special damage-dealing debuffs. How would u rate this idea?
The devs donât want to add any more classes iirc
New classes are hard to add because you have to make new weapons, new accessories, new armor, preferably new mechanics etc.
and balance them
i would rate it: why
new classes are high effort so it's an instant no
and they've stated before in somewhere they likely won't make any mroe classes since making rogue already took a big toll on them
don't quite remember where this somewhere is but it's been said before
Also new recipes
Also, it's very hard to find something very unique
There's also the fact that debuffs in their current state are difficult to balance, much less a class focused on using them
@severe inlet you need reasoning
ok specific
you will need a really good reasoning there, iirc fabsol doesn't want wings any earlier than post skeletron, and well, skyline
yeah
13.37 chance is kind of unnecesary tho, unless its the default drop rate for wueen bee stuff
if so then this is abit embarassing
ahem seems like someone knows a thing or two about debuff class

đ
Repost time
true
Gravistar Sabaton, the one good Calamity expert acc
At the very end of Cursed Being's sugg
"and be more like Gravistar Sabaton"
Gravistar Sabaton is shit balance wise, but it has one of the best concepts
Ah
Can agree
Also stem cells or Dragonfollyâs item is good, but could be better/more fleshed out.
And ocean crest is just broken
Fungal clump should do more damage when combined with amalgamated brain or whatever itâs called.
Iâve never made it so idr if it actually spawns
amalgam says hi
Devil's advocate says that non-stat boosts are really difficult to effectively balance; see: Shield of Cthulhu
SoC is nerfed next update
check changelogs
donât see anything in changelogs tbfh, may just be blind
Yeah
I hate the mech boss change tbh.
#calamity-update-talk prolly go there
Reduced amount of iframes to make it consistent with the other rams and to not grant as much invulnerability
I was just saying. Not going to go into detail.
How many frames does it give atm?
I think it was, like, 2/3 of a second
2/3 second for the enemy you bonked
you can still get hit by everything else as normal
was just a tad bit too long but it's understandable why it exists
anyway off topic
yes
because you'd expect a bonk to give you iframes so you don't get hurt just after that?
it's too long yes but it's not that broken
it's also easy to pass up in testing anything with the item, really
40 frames is indeed too much
That essentially means for 2/3s of a second the enemy is legitimately unable to hit you
Which is noticeable when I play sometimes
Iâll bash an enemy
And Iâll just phase through them
As a Smash player
40 frames is too long
SoC can act as a Souls-like dodgeroll if you land it yeah
Or I guess it would be more like a parry considering you're attacking them
Not even that has that much invul
but uh yeah a lot of Cal's expert items are boring as hell and I've had ideas for reworking them rattling around for the past 3 years
"I've been in business a long time, boy"
my suggs is this close to being accepted.

I know it won't go in the mod, but still, very exciting.
hmm i've been about this but maybe having a building speed boost would be nice. Building is just painfully slow specially considering the big scale arenas you have to use for later bosses
like a building boost by default
In a similar sense to us having the config for mining speed boost?
That seems fine
(We could even tie the two to each other, though people would prolly like the ability to have one and not the other)
Building has been mentioned a lot tbh, and itâs kinda surprising Calamity doesnât any accessories for it, considering thereâs a ton of mining boosts.
#suggestions-voting message star requirement met
#suggestions-voting message and this one
#suggestions-voting message aaand this
aight
#suggestions-voting message and this
#suggestions-voting message and this is as far as I'm going xD
All delivered, thank you đ
another thing that i was wondering maybe something to improve herb gathering/gardening
it would make it not as slow, specific, and random
This could maybe sound to ambitious but maybe adding something that increases the drop rates even more, forces them to bloom if fully grown (not waiting for full moon for deathweed for instance), a use for the seeds other than well planting (for some fertilizers of sorts, possibly even some sort of Minecraft bone meal (perhaps make it require blood orbs cuz that may overpowered))
it would help to tackle the potion issue in some other ways, rather than grinding the elusive blood orbs, stuffed fish or money to buy them
gardening needs something that isn't waiting it to;
Rain (ofc post-Skeletron Abyss Torrential Tear)
Specific moon phase/event (only Blood Moon can be manually activated on Calamity but that's post-Brimmy)
Waiting (shiverthorn sucks)
rng (blinkroot)
and ofc, there are Stuffed Fishes
rng too
which are lesser seedbags with more rng and drop pool
why the fuck do they allow pre-boss pumpler
...same reason pre-boss minishark exists
pumpler is WAY stronger than minishark
it also procs luxor's gift unlike shark
Comedic Right Click deletes swarms of enemies
left click shreds bosses faster than other ranged options available
and quite possibly Flash Rounds
...it has a base of 15 damage 6 times a second, compared to 13 damage 7.5 times a second
I don't understand how pumpler is that much stronger
Blood Orbs completely negate herbs, as well as potions being sold next update.



