#suggestions-discussion
1 messages · Page 1145 of 1
Also ur talking about spider armor making it a boss rush to ml
Well yeah it is.
Calamity items are op
But hes saying that it makes it pretty much just rushing to ml
kinda wish post-ML got the new stronger ememies treatment like hardmode did when it was introduced in vanilla 1.1
(the only new enemies are the profaned ones (hallow and hell), some phantoplasm (underground, caverns and dungeon) ones and the elusive draconic swarmers (jungle), what happened to the rest of the biomes?)
Also pretty much EVERY FUCKING CLASS has to use the luminite armor sets post ml.
Untill you kill providence
There is just no point in nerfing it
Especially since tmodloader is running 1.3 and in vanilla 1.3 you get absolutely crushed as a summoner WITH SPIDER ARMOR
(OoA t3 (valhalla moment), Plaguebringer, Beetle or astral but who tf uses those outside of niche setups)
I think pretty much everyone replaces stardust chest peice with vahala knight.
or stardust helm with plaguebringer
That's actually what i did
Also i second this, post ml needs more new mobs
Also in the suggestion it has one of the DONTS
Future™️
"Any suggestion asking to make vanilla weapons or equipment deal/boost rogue damage"
too specific as well
also rogue has little compared to summoner in armors
just forbidden (circlet), titan heart (which is relatively new), the 3 calamity ore armors and umbraphile
It also breaks the "Any suggestions to remove Calamity's non-linearity changes." Dont
Wait what are you talking about
True but calamity ore armors w/ helmets are more viable for rogue than summoner imo
i do not see any of this
hydrothermic is overshadowed by vanilla armors, plague reaper, plaguebringer and umbraphile (may no longer be the case with the buffs its getting)
also reaver is getting overhauled and daedalus possibly will in the future
Reaver yes but iunno bout Daedalus
How do you not see it?
Hes pretty much saying summoner shouldnt be able to just rush all the bosses with spider armor and that its "unfair"
That's
And shouldnt be able to skip other armor sets
that's not removing Calamity's non-linearity changes
Im not done
That's just nerfing an overpowered set
yea not removing non linearity
Hes saying that you shouldnt be able to fight the cultists with spider armor
He's not suggesting to remove Eidolon Tablet from the game because you can kill Cultist as soon as you obtain Spider
Which you wouldnt because spider armor isnt even that good
Spider armor legit instantly gets overshadowed as soon as you beat Calamitas clone.
Plus of course ur gonna be able to rush the bosses, unless ur in revengence mode calamitys items basically disintegrate vanilla bosses.
Like i beat moon lord in like 1 or 2 trys ON MY FIRST EVER CALAMITY PLAY THROUGH. But i still haven't beat providence
heck he seems like a new player
he probably just min maxed dmg with summon slot stacking (that will die in 1.5) making spider look pretty op (when it isnt the culprit)
which somewhat works on rev (bosses like PBG and Old Duke (which are the bosses noobs in Cal-talk whine about the most) will absolutely demolish players like this)
try that on dmode and you get deleted (this is why balancing or at least getting decent mobility is important)
And i fully converted to ranged from summoner because i was getting bored out of my mind
Because pre 1.4 summoner just isn't fun
Especially since calamity forces you to not use another weapon as summoner
(You're gettin off topic a bit RNGesus)
So why would you nerf a set that isn't even that good.
When the only point of pre 1.4 summoner is to just grow a stronger and bigger army of summons to do your bidding
Thats the only fun part about pre 1.4 summoner
summoner can: use debuffing/classless weapons, borealis bomber, sentry spam, micromanagement, etc. Making summoner pretty enjoyable; saying it forces you to not use other stuff is just wrong.
And once you get to a stage of progression where everything is stupid strong it loses steam because you just start to have to sit there and try over and over again to beat a boss
Which would require you to just sit there and have ur summons do stuff
and as Rover said lets return to talking about the suggestion
So if you nerf spider armor it would get really boring
Because ur gonna be trying to beat a boss over and over
Since you just nerfed a already not very good summon set.
...
It just doenst make since to nerf spider armor since it gets overshadowed by other summon sets.
Okay yes we get it would you like to ping @forest vapor now
anyways... shouldnt this suggestion be an ❗ ?
we discussed already that it is very specific
It's not that specific
It's a bit of a mess but I do not think specificity is an issue
It asks to make vanilla items to boost/do rouge damage.
also im suprised #suggestions-voting message didnt get an ❗ , the suggestion is basically turning DoG into Eternity mode destroyer
Where does it say that?
I see him asking to make summoner variants of rogue armor sets
Ah my mistake
umbraphile summoner armor would be weird, and very redundant
also how would you translate rogue's more projectiles setbonuses into summoner
Also rouge already doesn't have very many sets.
Indeed, this is why I think the suggestion is a mess
Because he is actually concerned about the existing summoner options being underpowered compared to Spider
But he wrote a sugg based around adding more options for summoner, despite summoner already having plenty of options
He also didnt mention the fact that there are plenty of armor sets besides spider
Such as plaugebrinder hydrothermic
Spooky armor
"Spooky set is somewhat viable along with hydrothermic," in the suggestion
Wait so hes saying spooky armor isn't viable
Both hydro and spooky armor are completely viable on there own
He literally says that it's somewhat viable
But hes acting like somehow spider armor is more viable then spooky/hydro
What the fuck does he mean thst hydro and spooky are for "exploring" incase you missed some important but not necessary fights?
Indeed, this is the premise of his suggestion
Dark_Greed thinks/found that Spider armor was performing better than other options that come after Spider armor
This suggestion would probably be (very) difficult to program, Seldom
But I completely understand the motivation
.
And hydro is just objectively better then both
And plaugebringer is 1000 times better then all of them.
The fucking bees alone can do decent dps
seems like this is getting nowhere
You're complaining somewhat ineffectually because we are not the writers of the suggestion
Yeah I thought it might X|
Anyways i gtg
changing topic
Would suggesting better rewards (purely vanity, like trophies or smth) for Armageddon would be a good idea or should i wait for 1.5 Armageddon to drop to make the suggestion
Probably wait
You'd have more reasoning when 1.5 releases
Cuz in the current release Arma is pretty powerful
yea Arma farming makes grinding irrelevant
For the last sugg
Might be possibly hard to code in
Even then, MP exists
If something works on sp the first time, there's a 99.99% chance that it won't work initially on mp
@hollow shell Should the summon suggestion be exclaimed, considering spider armor is in no way better than spooky and is fine in comparison to Fathom Swarmer, and next update gives early hardmode a lot of changes?
also melee/rogue is dying so making summoner/rogue would be weird
also also it ignores Plaguebringer armor being a post-golem set, as well as the fact that Mage is the class that doesn't get a post-golem set, not summoner.
Probably should be exclamed yeah
@forest vapor Unless you can more sufficient evidence/proof that Spider outclasses all the armors above it (Plaguebringer and Spooky surpass its stats in every way, more slots and more damage, more defense and move speed too)
Fathom has 1 less slot and 3% less damage compared to Spider, but it is way tankier and has water benefits (for what they're worth)
it actually doesn't have less damage in water lol
Yeah but
in water
fathom also has very broken bug atm (which has been fixed on test versions according to Piky)
water arenas are a task in and of themselves even with BWB
if you're using fathom you're gonna be using it's water benefits so you can be tanky summoner
summoner has more armor set variation than ranged tbfh
is there a word for assuming that everyone's going to do something just because veteran players do it
because if there is I want to use it here
no one will make a water arena lmao
not even nohitters unless like the boss is really bad on defiled lmao
ravhager
with all due respect most people are just going to see that Fathom Swarmer is an upgrade to Spider and be like "ooo, this looks effective, I'll go get it real quick"
^
true
does summoner even have a associated summon that goes with fathom, like ravens and spooky, or spiders with spiders
Herring 
...teeeechnically Dreadmine?

like technically Herring and Dreadmine I guess
dreadmine is a funny sentry
tbh that's honestly kind of a big deal
but of course there aren't really a lot of class-specific options obtained from the Abyss post-Clonamitas
can nuke shit but like rarely as fuck
untrue
name 3 items for a single class obtained from the Abyss
multiclass options don't count
megalodon, triploon, flak kraken
melee melee melee melee melee
and I will dock points for choosing Warrior because the broadsword count in Calamity is through the roo-
.
flak kraken, megalodon and god dammit i got sniped
theres also archerfish
no Archerfish is the Shadow Chest weapon
still obtained in abyss
...mfw I forgot to specify "post-Clonamitas" in my prompt
god damnit Exact Words why have you forsaken me 
You did a few messages up so
anyways back to my original point
melee and ranger specially get the most items out of abyss the whole game
e
Rogue also gets 2 weps 1 accessory
yeah Rogue gets an accessory that's kinda necessary for a later crafting tree
4 (3 cuz the Reaper is moved) weapons the whole game, 2 accessories (Ink bomb and mirror)
every summoner set in hardmode has a specific non-sentry minion associated with it, spider spiders, tiki tiki boys, spooky armor gets ravens, Plaguebringer gets waifu simulator/fuel cell bundle, and stardust the two stardust weapons.
except for fathom swarmer
which gets a sentry
(Plaguebringer also gets Fuel Cell Bundle)
that too yeah
I spose you could suggest a new summon wep get added that's in the theme of Fathom Swarmer
Plaguebringer gets waifu simulator
why are you like this
sad OoA noises
e
Fuel Cell Bundle suits Plaguebringer as a set much better imo
whether that's me actually enjoying Fuel Cell Bundle more despite it being much simpler or it's just my own bias against my item talking is anyone's guess, frankly
fuel cell bundle is one of the few minions able to compete with butterflies pre-ML
the others being Cells and Godspawn
and i prefer the more dynamic feel of fuel cell
Dragon is not present because it's been nerfed into the core of the earth
xeno has ok dmg but butterflies are just broken lmao
why are butterflies
tempest is not present cuz its ass
Tempest has never been good which is upsetting because conceptually it's one of the cooler summons
yeah
probably some deep sea animal like angler fish, goblin shark, squid, octopus, or smth
magic conch upgrade
Everything must be an upgrade™️
death
Angler Fish would be pog considering Fathom Swarmer is already themed after one
literally the only Abyss Chest weapon that has an upgrade is BOF and that upgrade is Dragon Pow
(I'm like 20% certain Archerfish is also supposed to go into Megalodon at some point in the future but please correct me on that if I'm wrong)
#suggestions-voting message
Btw 200
yea iirc that was gonna be the case
I feel like that was supposed to be a thing but I have no idea if it actually stayed a thing
or if it's going to be a thing in the future
I have not been following 1.5 development particularly closely for a while so forgive me if my knowledge is a little sparse
prolly in great rebalance pt 2 or smth
bot's down, notified amber
how is that a rebalance
For 1.5, the testers are going to go through every tier in the game and evaluate the balance of every weapon, starting with Post-Moon Lord (due to the stat flattening).
I’m aware
You could prolly emphasize the thematic difference between Dreadmine and Fathom too, instead of just it being a sentry
if I remember Megalodon was supposed to inherit Archerfish and thus also inherit Archerfish's water streams or whatever the fuck they were
But how is changing the recipe of something rebalance
Unless you like
Move it in progression
it's not just a recipe change I fondly recall there being mechanical changes to Megalodon to go with it
im guessing stealth rogue is gonna be busted as fuck late pre-hm and hm with the rework
the problem is that I don't know if I'm remembering this correctly and I don't know if it's happening for 1.5
i wonder if they will make the arsenal weapons upgradeable at some point
...mmmm I wanna go off on a mini-tangent about Arsenal weps using that as a segue but I want to at least mostly stay on the subject of Abyss bullshit
ae
like gauss dagger (also nerf that shit lmao) going into another arsenal sword; or tracking disk going into something like system bane
isn't Gauss Dagger's main downside the fact that it is the size of a peanut
yes but when used decently, oh boy
that requires using it right
how many people are gonna look at a sword that small and know how to use it well
It's gonna be buffed in size again
¯\_(ツ)_/¯
literally why
So idk its real niche
but the on hit effect is gonna get nerfed to oblivion
that's like the only thing keeping it balanced mate
check Xyk's clips in nohit
if it's not the size of a damn peanut you have to make it not broken
They gave it autoturn as well, making constant on hit effect significantly harder to land to me
Idk
its prolly best to save the arsenal weapons thing for after 1.5 now that i think more about it
mhm, considering rebalancing
I'll come back to it once 1.5 drops
Ye
meteorite armor got nerfed, and its a vanilla set
rip slots then
well i mean you can craft cool new armor, but you won't cuz spider is enough for ml even
i mean, it can be enough yes
pregolem cultist lmao
is it better, is the question
since from what i remember spooky and plaguebringer are 100% better then spider
They are statistically objectively better
well i fought calamitas, king slayer 3, astrum crab thing and scourge in this armor, all of them were easy(i spent 3 days on calamitas cuz i didnt have a proper arena but still)
so, you used spider until pre golem ish?
thats pretty normal if you want more damage and less defense
that's the point, most classes can't just beat ml in palladium armor, and summoner can, and why would you want fathom and hydrothermic sets when you have stardust?
although spooky wouldve been a better choice byeah
thats, not exactly true
you can beat ml in frost, forbidden or whatever
hell you can do it in statigel
its 100% not advised but it is 100% possible for every class
i was sleeping but ok
spider\spooky\fathom\hydrothermic\daedalus\some post golem sets i forgot lol\another set which you would probably craft after plaguebringer pre-ml fight - 8 sets total afaik
cobalt\palladium\mythril\orihalcum\titanium\adamantite\hallowed\daedalus\cryonic\perennial\probably something from scoria exists too, i spent it on life alloy\ - 11 sets, and i must have forgottent some of them
spooky is post plant, fathom isbpost cal, daedalus is post cryogen
well plague set is better than spider, but you can easily get stardust which is even stronger with just spider
thats covering the entire hm, not every single one atv the time
nobody uses early hm ore sets (but they will next update, and summoner helms are being added) and there's still progression to hardmode summoner sets.
i used spider till moonlord
How would you get stardust pre ML
your loss then, cuz you're losing out on damage by not using spooky
exactly yeah
you chose to stick with an armor from post wof
when you had a thousand better choices
the fact it was enough doesnt mean its godlike
i mean actually playing the game not nursebox
because, you can litteraly do the entire game armorless if you really want, does that mean armoless is overpowered
finally, no searching for spider nest anymore
byeah this is what you really need to respond to #suggestions-discussion message
waiting with patience
yes i could get more armor but why when stardust
plaguebringer is a bit weaker
to make your life easier?
its easy like it is
plaguebringer is weaker then stardust because its a tier below
thats how tiering works
defeat ml in spider
by that logic, spider is weaker then stardust
why get spider?
Ah yes defeat ml in spider
cuz you can't beat ml in prehardmode armor
Why not beat DoG in spider and get god slayer,it's clesrly better than stardust 
i mean technically nurseboxing is possible
you can
but by actually playing with minor skill issues like mine
it's well
if you want an easier time, you upgrade your gear
yeah, but its possible
nohitting scal is possible
if people can no-hit ml they can do it with (most likely) any armor set
are you ready to spend this much time?
yes, im talking about most of the people who can't nohit ml
You fail to acknowledge the fact that there is progression in hardmode summoner, which is why your suggestion is invalid
that progression is unnecessary, like netherite armor in minecraft
What
other classes cant do what summoner can, thats what i was saying for entire discussion
it exists, and it is better
its upon you to use it or not
then does that mean spider is unnecessary because bee armor exists
they absolutely can
you can use statigel until ML, and thats almost a fact at this point
ok deleted it
every class can skip armor sets if they wish
summoner with spider is easier than melee with titanium or even hallowed
oh wait
and easier on the other side
we are going into discussion like "summoner is op cuz minions do everything for you"
no?
@quartz elbow, i think this will break "economics" of the mod a bit. what's the point of a rare drop if can just make it a common drop? i think we could have a potion which would increase drop chances though
Malice mode partially solves this
yeah
for RiV's and Legendary items (and a bit of items added to these categories), yeah
the rest are untouched for the most part
I think he meant for other drops like weapon drops from bosses
oh this could be done ofc
Like being mage and constantly getting weapons for every class except for mage
killing wof 23 times for summoner emblem wasnt fun
at least i got a bugged guide
by the way
does the proficiency meter display minion slots?
we could have an accesory which does that
im pretty sure it does?
and if not
theres enough outside mods that do it ig
if you want a fast solution
yeah i'm gonna check
in this case
jungle armor is actually pretty strong from what i remember, although i think statigel beats it later
isn't statigel hardmode?
and jungle armor does pretty much invalidate the rest due to it being stronger then robes, meteor and maybe eaven aerospec iirc
statigel is post SG
a step before HM
oh
well it has more defense
but again, jungle is enough for wof
and then you have titanium
it is, but statigel does beat it im pretty sure
which means that after SG, the problem that the sugg is showing resides
I disagree. If it’s balanced right, then it is only made a common drop through an inordinate amount of grinding. However, if you do that much grinding and don’t get the drop, then at least you’re more likely to get it the next time, as opposed to how it is right now, where you are still where you were when you started grinding, except it’s a few hours later.
referring to #suggestions-posting statistically speaking this already kind of happens
because the more often you satisfy the conditions for a random event to have a chance of happening, like say- it turns night and the blood moon can already start- the more likely it is to happen because it has had more opportunities of happening
practical example: in 1.4 the Shadow Joustling Lance has a 1/125 chance to drop from a Giant Cursed Skull in the post-Plantera dungeon
Say I want it really badly despite joustling lances being absolute crap- the more Cursed Skulls I kill the greater the chance that one of them will drop the item I seek
it took about 125 cursed skulls to get the weapon I seeked, but not because it drops guaranteed after killing 125 cursed skulls- but because having satisfied the conditions for a 1 in 125 event to happen 125 times the chances are very, very small none of those will yield results simply due to the amount of opportunities presented
no, that's not what I said
it's near guaranteed to happen
technically yeah
the chances are immense
obviously, the more you grind, the more chances you will get said item
^
(that is basically just, logic to me)
similarly to that if you kill 10 000 abyss enemies you're very likely to have one drop a Halibut Cannon and destroy 90% of the mod's progression
Yeah but you killed 10,000 abyss enemies so
and each kill had a 1/10000~ chance to occur
Exactly
so you roll a dice every time
and you had more chances for it to occur
then say, rolling the dice only 3 times
thats basically what they say, is what i understood
Yeah but it’s not ‘destroying 90% of calamity’s progression’ if you grinded hours for it on purpose
oh it is!
You DECIDED to destroy the progression
you just wasted hours of your time to lose a gigantic part of the challenge of the mod 
It was YOUR decision
^
i mean, yeah it is your decision
still destroys progression, the time doesnt mean anything in this case
It isn’t the problem with your boosted drop rate, it’s the players choice
also returning to the joustling lance story- in a subsequent playthrough I got it like- after three kills
by accident
trying to get a paladin shield lmao
If you have killed 125 giant cursed skulls, you have a 63.36% chance (1 - (1 - 1/125)^125) for at least one shadow jousting lance to have already dropped. This is very far from a near guarantee with immense chances. Let’s say that you don’t get the drop (which is really not very far of a stretch). You are not a single percentage point closer to getting the item. If you decide to keep grinding, the next 125 enemies you grind have the exact same chance to drop at least one item. Grinding 250 enemies does improve the odds, but not when you already know that the past 125 didn’t drop the item. For more explanation, Google “gambler’s fallacy”.
If we gradually increase the odds, it should help move things along for the unlucky.
I do agree with the suggestion tho
Guys, so I found out that on the official among us website, there's a bunch of official rules on there. One of the rules states that if you are kicked from the game, you need to know who kicked you, because technically being kicked could mean that you're just very good a the game, and because of this, the game wants to know who kicked you. For more explanation, google Among Us Rule 34.
I never said I grinded for exactly 125 mathematically knowing it would be likely to drop after 125 cursed skulls
instead I just killed every cursed skull I found and it just happened to drop around the 125th one
neither was I basing my theory solely off that fact
in the end uh I just study a very different branch of mathematics than chance
Lol I suppose I shouldn’t tell people to Google a specific term
at least the base principle of my idea, that the more you grind for things the more likely the thing you want it to drop is to drop
still stands
look
this was the chance of getting summoner emblem after some number of kills
and i didnt get it
you still believe in luck?
yes
Think about all the times you got a rare item early
i mean, next kill after this one game me the item, but still
don't remember such cases
it's all about chance
well that's a people's brains problem
People's brains inherently remember negatives more
i still remember that very cringe thing which happened to me when i was 3 y. o.
inb4 I had to judge a contest of mario fangame bosses and I had to replay a certain entry a dozen times in order to see all of its attacks
and i don't remember history paragraph which i read yesterday
i'm really sad because i have a bunch of weapon ideas, but i can't suggest them
Travel back in time before 31st december 2020 and pay 50 dollars for a donor item 
i've really wanted to suggest a weapon then play the game and say "hey, i suggested that!"
I really wish Re-Logic explored the idea of Joustling Lances more
they could have been really cool but now they're outclassed and garbage 90% of the time
also kinda useless vs bosses
exactly
Think that if they were fleshed out a bit more they could've lead to really cool tactics
to go with the Fathom Swarmer suggestion, i think the armor should be a little buffed
It's outclassed by Spooky armor, which is arguably easier to get
lol I had never put the link between different summon sets and their minions
Fathom Swarmer? I go into the abyss Post-CloneCal, where it's a lot more dangerous, (i could just fish but that's lame) grind and mine some materials from dangerous enemies, and craft the armor.
Spooky? I just kill some spooky trees and craft the armor.
My point is, You get Spooky Armor almost immediately after Fathom Swarmer, meaning that it's almost useless since it's so quickly replaced, since the latter is significantly stronger.
My suggestion, make the two armors on par with each other, or make Fathom slightly stronger, since Cal is harder and more fun than Plantera.
well yeah
they're sort of on the same tier, indeed
I was about to say Pumpkin Moon is no joke but in all fairness if you just stick to the lower waves for grinding spooky wood it's easy enough
if you want pumpking drops that's a different story
It’s not really outclassed imo, as it’s gives dr and higher defense in exchange for less damage
i still find Spooky Armor better. I've always had an easier time with Pumpkin Moon than Abyss
Just because you do doesn’t mean everyone does
Fathom's at its best underwater. Not many people fight bosses underwater
It still gives 12% more damage reduction, and 17 (27 in water) more defense than spooky, and is available slightly earlier. It’s a tanky niche.
the pumpkin moon is post plantera
hmmmm
surely beetle armour would be the best for tanking
pffft golem is hardly a major obstacle for progress
Golem's always been a pushover
and it’s more of a comparison between fathom and the designated tank armor for that tier
oh right
maybe next playthough, i can make a huge water arena, and try to use Fathom
and see if it works better
play summoner and just spend the whole battle with botomless water bucket
lol
Water arena means Fathom has only 50% less damage (at base with NO minion slot buffs/accessories) than Spooky, in exchange for 27 more defense and 12% damage reduction
you are going to use for one boss fight because you get beetle afterwards
is it worth making a water arena
You don't get Fathom for long
Kinda
Spooky armor has a bit more summon damage and a extra minion slot, but plaguebringer has a summon that boosts by a flat amount
hmmmm plaguebringer seems much much more damage based
18% extra damage on spooky
tbh between plaguebringer, spooky and fathom swarmer
spooky is the most balanced between offense and defence
depends how you want to play ig
Nah spooky has less defense than plague. Also no +20 health.
Fathom Swarmer is for people who like playing summoner but dislike taking 70 damage from any hit.
Does the dash even give you i-frames?
also this isn’t a problem exclusive to fathom, it also applies to chlorophyte tbfh.
there's a lot of good underwater builds
or well a lot of good underwater accessos
the problem is the arena
Also fathom is still decent outside of water as a tanky summoner
P A I N and a dance with the angler
Not everyone likes it though Bc it doesn’t have anywhere close to the damage of spooky so it’s bad
Could use a small buff but great rebalance 2 would handle that
As you can see, Plaguebringer's bonus effects are its only pros, while Spooky armour has the highest damage, and fathom swarmer is the best in water by far, and performs well outside of water.
I wasted too much time on this
Rip Tiki and OoA t3 armors
we were only talking about those three but i could put them
don’t bother
Nobody uses OoA t3 Bc you have to go through that event and nobody uses tiki
Sentry spamming is really fucking strong but ye
tiki sucks
if you’re spamming sentries you might as well play mage/do some other cheese
Tiki probably needs, buffed leaf wings and prolly 1 extra minion or smth
Tiki needs a niche
also tiki minions are a joke
OoA inf sentry abuse bad, spamming sentries good
Fathom v Spooky works Bc it’s damage versus defense
Tiki v Spooky doesn’t work because nobody cares about total minion slots versus damage, they just know that more minion damage is better
plaguebringer isn't focused on either of those things, so i don't think its fair to compare it either
Plaguebringer frees an acc slot
^
Which in the end makes it way stronger
Which is why it’s a few tiers/bosses above spooky and fathom
yeah exactly so you can't just compare the base stats
Hydro is also quite eh
Prolly beats fathom but not spooky
Nobody talks about reaver summoner, it doesnt exist
Bc it’s an all class set that has a summoner helmet 
The only good reaver ones are melee and mage (which is also broken as fuck), it needed that 1.5 rework badly
Reaver Armor doesn’t deserve to exist period, but I guess I’ll wait for the rework.
Just armor bloat since every class is getting new sets around that tier
isnt reaver armour used for like golem and then never again
Reaver armor isn’t used period currently but wait for the 1.5 rework of it
That would be for any class not named mage if there werent so many better options available
I got one stuck in 188 #suggestions-voting message
And yea its painful lmao
why, do you need 200?
Delivers it to devs
Arguably 170-80 is more painful tbfh, cuz you can’t just advertise put a link in discussion, you have to go through and repost generally
#suggestions-voting message
This is the suggestion I was referring to, about tiki armor in fact
wait ill vote it
its at 199 now 
I could vote for it 
Even if you don’t I have a friend who’ll vote for it when they can
wait when did spooky give 5 minion slots
Spooky only gives 4 slots
and Fathom Swarmer's bonuses in water require using water, which virtually nobody is going to actually put in the effort to use simply because it's too much of a hassle
Oh sorry I was reading it off wiki page which was updated to 1.4
that's in 1.4
That’s... what I said
you have a minion slot by default
and what I'm telling you is that that slot shouldn't be counted in what Spooky gives you
Waaiiit did I not add the default one to the other two
...huh. you did
I could've sworn Fathom Swarmer and Plaguebringer gave more
eh, whatever
maybe I'm just remembering Calamity summoner's funky-ass balance wrong again
been a helluva while since I did my summoner playthrough (which didn't even finish because I got bored)
Oh ok but the numbers are accurate
yeah
Calm
This suggestion will remain valid into 1.5 technically
Cuz while Auric's recipe will become much easier, the bulk mats are being moved to a new material
which this would apply to instead
Is that suggestion formatted right?
i think so
@spice garden they're not the same type of thing though, enchanted star fish is a mana star equivalent, not a fallen star equivalent. also a secondary minor thing, spelled alternative wrong in the sugg title
perhaps instead it could create more potions
so instead of getting 1 potion with fallen stars you get 2 with enchanted star fish
for what reason though
Yeah I understand they're not necessarily equivalents in terms of game mechanics, but I feel they fall under the same kind of 'theme'
if you do that for the fish, why not for mana star too
not really? it's in the same vein of mana stars being useless as soon as you reach 200 mana as well
not sure why there should be an exception specifically for the fish
Yeah but you can choose to not make mana stars, can't choose to not fish up enchanted starfish
Wouldn't necessarily say that's a solution
Also I think stuffing an enchanted fish into a bottle to increase your magical abilities makes as much sense as doing the same thing with a fallen star
I also think getting some of these fish alongside other fish you might need is a lot less tedious than running up and down your skybridge for 30 minutes every time you need more potions
Sell the fish is also something you can do but yea.
Why the hell can life crystals still be used for other shit (heart lanterns) but not mana crystals or enchanted star fish
And yea potions make more sense
Like being an alternative to all of the herb, fallen stars and blood orbs for mana regeneration and magic power potions
Maybe something could be done for other potions as well to make the potion system more interesting
@ashen warren 1. Your title is way too broad
2. We do not need to absorb all quality of life mods. tModLoaer lets you pick and choose what you want to have. Calamity's a mod just like any other, it ain't standalone (despite past perspectives that it may desire to be)
We sure as hell aren't going to absorb Magic Storage
bruh this suggestion
(almost all Calamity weps have autoswing anyway and we even add autoswing to some vanilla weps)
(even when we shouldn't)
Cal absorbing magic storage in 1.4 tmod could be funny I think

also for the mana potions sugg, aureus and deus drop loads of stars when you kill them and they're pretty easy to farm later, just something to keep in mind
You can edit that into your suggestion if you want
its not my suggestion but im just saying its an alternative way to get them
The thing is, those are pretty late bosses
(Granted they do also specify in the sugg it being an issue Mid to Late game mainly which is where aureus is but doesn't change much)
can i send videos with suggestions?
like, gameplay footage, i meant
oh wait yeah i can, nevermind
Yeah that's allowed.
alright cool
hmm, how would i word this suggestion
basically, there's a thing with astrum deus where you can hit him as soon as he spawns with yanmei's knife while he's all coiled up and basically chunk off 30% of his health before the fight even begins by debuffing all his segments with the DOT from yanmei's knife's debuff
would it just be a recommendation to make him intangible when he spawns
or make it so that you can only hit his head/tail to trigger the debuff/buff from yanmei's knife (like DoG)
or do i just say "in some way, prevent the player from cheesing 30% of astrum deus' health by hitting him when he spawns with yanmei's knife"
Patched already
Has there been anything on converting thrown weapons with the ranged damage type in 1.4 to rogue damage?
it has been confirmed that Calamity won't do it
rogue is meant to be its own thing and making (previously) thrown weapons rogue kinda defeats that point
It's also a don't to suggest it so probably shouldn't as thrown's gonna get snapped anyways 
wanted to make a sugg but couldnt think of a good reason for it 
@novel belfry it was approved by the bot though
🤔
it’s approved automatically after 24 hours to get sent into the voting channel
oh
unless there’s a ❗ on it, then it gets deleted after 24 hours if not fixed
it does show who approved it as suggestionbot's the one who approved it also
(i said that)
Like 98% of suggestion's you'll see are just autoapproved and the only time it's manually approved is if said bot is down but even then it'll show in the embed of someone approving it
(If you did I didn't see that so mb)
This is a tmodloader problem
@thick raptor Read the pinned document, those are tModLoader problems.
Yes, but shouldn’t a new item be possible?
Oh didn’t realize it was getting fixed
and even if it weren’t, no reason calamity specifically should do this and not like any other mod
Any idea how far out that update is?
uhh when 1.4 tmod releases
afaik it's in its unstable beta stage
Ah I thought you meant more of a bug fix type update
not exactly close to finish but not exactly just starting to be worked on either
just added a suggestion, what do yall think
add a title line
:thinkies:
the top line IS a title line right
bold the title line
ah bold
and seperate it
*bolt*
nah, just bold is needed to make people distiguish title, bot doesnt need
Good suggestion, Myhlk's.
thanks
saw that, they just dmmed me
Sorry for that
np
isn't it the floor? not the roof that you have to remove
still not great but you can do that as a bandaid fix for now
yeah if you remove a decent bit of the floor you can stop them from spawning
idk
yeah i always remove the roof for skeletron arena and the cultists spawn fine
you can remove the dungeon entrance
@hazy goblet no joke suggs m8
No i really want a shadowspec toilet
seriously toilets aren't funny
shadowspec shit is reserved for devs
and reply here instead of #suggestions-posting @ashen warren
how do I reverse my brain to 2 hours ago
- Adding a dedicated slot for literally anything is hard, example: WingSlot
- Can't they just make it so that music boxes are toggleable with favorite in inventory instead?
While I can't really combat this first point. My argument for the second is that Calamity has too many items that can be toggled in the inventory and reduces inventory functionality. My dedicated slot idea is a sort of "out of sight but not out of mind" thing where the player can just equip it and enjoy without compromising anything.
why should calamity specifically do this though
and not just a miscellaneous music box slot mod like something similar to wingslot
for greater compatibility with modded music boxes
I think one of these days I'm gonna make a suggestion to remove class-specific defense
Like, once you hit hardmode, all the classes have such a similar playstyle that something like summoner just suffers for no reason why melee has 20 extra defense just because melee technically has more close range potential
But when near all melee weapons in clamity are just bootleg magic weapons, that defense boost is just an unfair advantage
Whatcha guys think, should I post that as an idea?
Summoner does not need buffs
Alright, how about a better example then
Why do mages have less defense when melee is literally the same thing with high defense
That's a pretty big oversimplification
The playstyles are functionally the same, and melee even gets more potential damage via true melee WITH the projectile weapons!
You're going in the wrong direction
i don’t think the defense is the problem here
It really is, especially at the start of prehm when melee's 30 extra defense is potentially double what a mage's defense is
er
Shit
Instead of trying to even out the playstyles even more by changing armor defense instead mayhaps we make suggestions to diversify the classes?
Start of HM
That'd require completely changing melee weapons, of which there are SO MANY
and this would be a really good sugg (if it didn’t fall under the no suggs that take tons of effort don’t
)

Or maybe people should stop crutching on projectile melee and start using the other weapons in the class for once 
Ah yes, the other 2 weapons

Now, I actually once had a really good idea to change the entirety of melee weapons
It involved removing the projectiles from all the melee weapons, but giving them all the option to parry, and each weapon would have a unique parry effect(like how the Brand of the Inferno gives you a +500% attack, but just a different effect like "better health regen after a hit" or "shoots a large projectile") and it would require you to actually be in close range, all the time
...but it got ruled out for being too intense of an idea
Exactly.
Which is why, if they're not going to actually put effort into making each class unique, they should just make them all have the same stats(damage and defense wise)
It's genuinely frustrating when the devs put so much effort into this mod and then say "sorry, that idea is too much work." They'd rather just add more furniture.
Granted, the work they do is great, but come on! If they wanna make their mod great, at least make the gameplay more unique than just the adrenaline, rage or stealth mechanics.
I think overhauling an entire type of weapons is bad though, as many people seem to like the way melee is right now. I don’t think introducing this whole “parry” mechanic is worth it if only part of the player base is going to like it and just the sheer amount of time it’ll take to implement.
Unique mechanics is good and all but in some places it’s just not really necessary
Four of the classes in this game involve throwing out a projectile and that projectile dealing the main source of damage. Summoner is the only class that doesn't directly throw out those projectiles, and instead manipulate minions which allow for a lot of unique ways to play the game.
That's quite boring.
At least, the other four classes.
you’re oversimplifying a ton here
I personally think thatd really cool
thats
I like summoner
it's a change from just shooting projectiles everywhere
Yeah, summoner is the most fun class because it does more than just shoot projectiles from the character
completely subjective now, you’re straying further from the point
Sorry, I did phrase that oddly
Unfortunately, that’s how terraria was built, as a game where yo hold down mouse 1 and aim at the enemy. It’s hard to introduce an entirely new mechanic without some players getting pissy and/or a massive amount of balance changes. Besides removing general stats of a class just kinda makes them less unique, even more so than you claim they are.
The stat differences are completely moot.
Honestly, I agree. It needs to be that melee kills the enemies, mage befriends them, and ranger bribes them, so that the classes are distinct and cool. Anything less than that would be too boring imo.
They don’t mechanically change anything in the game
All it does is make your life easier or harder.
play overhaul then gg /s

As it is right now, it's just silly, all the classes have hp that enemies take away, and deal damage to take away enemis' hp. The classes are literally the exact same
Melee is somewhat unique due to true melee, but there isn’t quite enough variety there just yet.
More like carbon copy of the other classes amiright? When does mage get charisma, or ranger get fiscal security as defensive measures instead of the same defense that they all share for no good reason?
Attack and defense stats are probably fine as-is, however each class should have a more unique way to deal their damage, yeah. It would be definitely hard to do that, for sure, but it’s entirely possible to do
Stats punish you and rewards you based upon how good you are at the game, I kinda think that’s good for what stats are supposed to be. While yea most weapons in terraria are functionally the same, it’s not nescissarily a bad thing as THATS pretty much how the game was built.
Nah, if all the classes are dealing and receiving hp damage, they may as well be the same class. It's kind of frustrating that the devs haven't addressed this glaring design flaw imo
Melee isnt always melee because terraria cannot support true melee correctly
Ranger is what it is
Mage will obviously have range because have you ever seen magic weapons without mediocre range
Summoner is just summoning things to shoot, instesd of shoot directly
Rogue is throwing the weapon instesd of using it
you can oversimplify all the classes to make all of them sound boring
but when you look at the classes core
I mean at that point you just remove damage rules as a whole
they are slightly different then each other
Melee gets the same damage stats as rangers do with the HM metal armors, and yet they get more defense
I’m near certain of that
Melee weapons in the base game do much lower damage or require you to get in close.
In the... base game, sure
This is calamity though, where that rule is thrown out the window
Mage has the most weapon oppurtinities for wacky stuff
Summoner has the oppurtinity for unique summons that fight differently from each other
Ranger has unique bows, guns ect the more you progress, i.e Star cannon
Rogue has a whole fucking gimmick being Stealth
the classes arent carbon copies and are actually different, be it early hm or whatever
I’ve played around with calamity early hardmode a bit and it seemed to generally have worse DPS than ranger and mage tbh
in calamity players are also told that defense doesn't really matter so like lol
No, I think stomp has a point. Until ranger becomes fps gameplay, mage becomes match 3, and melee turns into VR combat, the classes are obviously too similar
not directly told but is a generally and secretly accepted rule in the community
This mans has a point, get to it rn
okay, question is when are they too similiar to you?
So, they become too similar because ranger, melee, mage and rogue gameplay involves shooting a projectile from the character. Summoners are different because they can have multiple different summons for a wide range of utility
there will be a favorite class, but the collective of the weapons and equipment will decide
rather than playstyle
thats just oversimplifying the classes agian
Because that’s what the classes are.
obviously they shoot stuff, how else would you make weapins in this game?
Melee could just not shoot projectiles
and be litteraly useless?
Guns and bows can shoot, sure
melee cannot be real melee in terraria
Mage should have to type out elaborate insults to do emotional damage to enemies, thus making them distinct enough for stomp, duh
thats just basically impossible with how the game works
Magic doesn’t set enough traps or provide enough useful utility
Make them have so bullshit unique mechanic that makes it probably either useless or overpowered or both at the same time, duh
Also, a parry function exists in the game. Why not expand on that?
mage doesnt have to be a support class like all games lole
Probably because it wasn’t meant to be used as a main damage source and is there for a gimmick for some weapons to have
traps, maybe
but then its an "sentry copy oh no"
Traps like bear traps, not like sentries.
in that case it would be mostly iseless
other then like
mobs
which die in 3 hits modt of the time
It's immensely half baked and if you wanna do anything about it, I'd honestly just wait for 1.4 tmod
Too similar, you set something down and it does damage. Do you even want the classes to be different, my dude?
You just gotta pray the funny giant eyeball walks into your exploding fireball trap
Sorry, I should do it so that you have to 3D print the item IRL and then you set the trap, and finally you import it into the game to trap a single enemy
Also about the mechanic itself, how ye would it even work lmao. Do you just minmax melee speed and half the projectiles on one side of the screen no longer have a hitbox and you have to pray the projectile hits your opponent?
its either you shoot stuff differently or you play summoner (which you just summon the shooty stuff)
the classes differ in the things they have, since for the most part they cannot differ in overall design
ranger has ammo system (which is also somewhat meh, can be done better)
mage has mana (which exists)
melee is just plain and simple
summoner is summoner
rogue has stealth
they differ in what they can
+all the weapons each one has
armors sets, ect
the classes are similiar, but they arent the same, is my point
Yeah, that’s true. The weapons all boil down to homing or fast projectiles after the mech bosses, but I guess they do have some small differences there.
Differences that can be easily avoided with a few accessories, but they are there
(after the mech bosses its not all homing)
(unless you seek out only homing weapons)
if they can be avoided, but they exist
then the option to avoid them isnt the games fault, its the users
you dont have to make them similiar if you dont want to
But when they’re going to make it easier to play the game, then it would just make it harder on them to do something that another class(MELEE) could do for free
what is this accesory in question then?
For mages, the mana flower
For rangers, the infinite ammo pouches
if its mana rose or whatever then mage is mostly better with mana regen
infinite ammo pouches are only for the basic ammo
so that doesnt exactly matter here
since youd almost always want the newer ammo
Which makes certain weapons that change normal bullets better.
not exactly true
its better to use the highest bullet damage, iirc
and the former, is just 1 out of 2 ways to play mage
and personally, regen is FAR more effective
Ranger has only one infinite ammo pouch in the base game + calamity, that being the literal worse piece of ammo in the game and is easily accessible. Mana flower comes with a heavy punishment, lowering your damage count by a significant amount and wastes an accessory slot that could otherwise be used for something more useful.
^ those points yeah
mana flower is more of a hinder to appease people who dont wanna think when they play, tbf
Right, you’re proving my point.
These limitations are annoying because another class can access ranged attacks that might even be better for free
it is basically, a braindead accesory for mage
Yea mana flower is a thing that exists
TWO classes, actually
okay, but can another class have the different gimmicks like the other?
ranger has unique weapons to mage, and mage has unique weapons to melee, and ect
its not like they all have the EXACT SAME arsenal
each one is unique
similiar, maybe
but theres almost no way to not make them similiar in a game like terraria
(phone writting kills my brain, god)
I’m gonna bring up the parry mechanic again, because that mechanic alone proves that you definitely can make each class very much unique from the others
Brand of the inferno
I don’t know how Gael’s greatsword parry works but from what I know you press right click and the projectile goes back
Why not make it a class gimmick? That’d certainly make the class a lot more interesting
and if you want to say that not all ranger weapons can benefit from unique ammo, thats changed next aupdate
Oh?
This seems like a pretty fucking terrible idea. Do you just parry a projectile and pray it hits the boss? How much damage would the projectile even do? Would bosses have to be scaled to fit in with this new mechanic?
that sounds like a fine suggestion, but a hell of a one to balance out
I didn’t see that change.
ill look for it, ig
And straight up jank at worst
Right, the balance. But the thing is that they’ve already got lots of experience balancing out unique mechanics like the rogue mechanic
No one liked making and rebalancing stealth
Stealth strike is essentially another weapon on a different one
At least you’re able to test DPS with stealth
Relying on boss projectiles to do damage sounds pretty horrible to me
they might have experience
it will still take a fuck ton of time to balance
youd have to check practiaclly every weapon with that mechanic
to see if its broken or not
You don't test stelth with dps
Typically with kill time yes
Kill time yea
Yeah...? They checked every weapon’s overall dps before
But DPS is still noted for documentation
They can just
Do it again
and it took a fuck load of time
It's just not a major factor on stealth balancing
At least you can test how broken stealth is, relying on enemy projectiles to do damage just sounds bad
i doubt they would do it agian for smthn as small as that
hell
they only did Post ML
Not saying the parry idea I have in mind would just reflect the boss projectiles.
The parries would give different buffs per weapon, which is where the large amount of effort comes in
which is why the theoretical sugg would likely fail
Yeah, it already failed about two years ago
I mean it’s kinda hard to use those buffs assuming they’re offensive, as true melee range is completely garbage
That was when I first made the suggestion. I’m glad they’re going more towards true melee stuff, but it’s still disappointing to see it’s all generally the same
who said calamity is balanced
...
its working its way to be as balanced as it can
snd in most places, it is balanced
It’s currently attempting to become more balanced
i.e, the entire post ML rebalancing
experience != willingness
balancing stealth is something that is never desired to be repeated again, it's caused enough headache in post-ml alone with new formulas and whatnot
to suggest a new mechanic for the entirety of the game and expect that to be done because testers have experience dealing with new mechanics is unthinkable
True

It counts as high effort suggs no?
Which is a no
yea
uhh
wouldn't just be simplier to summon Crabulon then after you summon your summons
This last suggestion is technically getting another fix isn't it
Bc Crabulon can sometimes deal damage when passive for no reason and I think that's getting fixed
Oh yeah it's about the summons
and also its not every dash item that works to avoid crabulon's spawn
SoC can bonk into Crabulon's hitbox.
I just did that with heart of elements and for the second time he just attacked me for no reason. Maybe lingering projectiles or something similar
doesn't he immediately attack you after you summon him
crabulon gets angry when you attack him
that includes inferno potion, tesla potion, shield bonks/dashes, AoE stuff, etc.
(or after like, 5 seconds after being spawns iirc)
Interlude songs?
in the calamity mod playlist there are some interlude songs created for the playlist if you are listening to it in terms of music
it is
music mod file is chungus enough as it is, and the interludes are only really there for the album
@next fossil
potentially dumb question, but do the bot's and poster's reaction count toward the 200 star total? I don't see anything on that in pins, but I would like to know just in case.
Yes
It's not really worth it to make the req 202 or 201 just because of that
ah, well in that case suggestion #suggestions-voting message has reached its star lmit but does not seem to have been flagged as meeting its goal
thanks for the reply
It'll probably be delivered when someone gets around to it
#suggestions-posting message
Needs better reasoning and example @lilac raptor
And making it float doesnt make sense
And he already doesnt harm you if you dont attack him first, but yea i feel your pain
Give an example that fits more pre-hm
Like the crimson staff (the one with the cloud from hearts) and summons such as magic conch, belladona and brittle stars
https://cdn.discordapp.com/attachments/516928309058076672/701576318076059683/Terraria__Can_You_Re-Dig-It__2020-04-19_18-31-19_Trim.mp4 i actually had this happen with crimson staff long ago
I've had it happen a ton of time when I was using belladonna on crabulon lmao
Also maybe than using nohit fails or armaggedon farming as examples, just getting unfairly hit is way better and more relateable
#suggestions-posting message
@obsidian topaz a mod that does this already exists, its called Tmusicplayer. So you already kinda have it already, Cal doesnt need to implement it (making new acc slots is though due to the vanilla limit)
Also new slots is a dont:
- Any suggestions about adding an 8th (eighth) accessory slot.
Reason: The seventh accessory slot was already programmed into Terraria in 1.3, and it got utilized in 1.4 with Master Mode + Demon Heart. We simply activated the normally inaccessible seventh vanilla slot. Adding an eighth slot would mean we need to program a functional accessory slot from the ground up, and it would be very buggy and headache-inducing for our programmers. It would not be worth it. Seven slots is enough, and we balance around that
@obsidian topaz also you can play music boxes in vanity slots
@upper tartan sounds more like something for #bugs-read-pins not suggs
what about a suggestion to lock revear shark post EoC
unless im unaware of it
since u can litterally progress skip.. or is this part of the non-linearity of calamity
if you go out of ur way to get smth rare u should be rewarded smth like that
Probably part of non-linearity. I don’t think the suggestion would go over well even if it was let into voting (just look at the reaction to reaver shark nerf in Journey’s End)
think it's under the don't suggest this anyway
#suggestions-posting message
title is phrased weirdly, otherwise good as far as i can tell
well
@hollow shell Most recent suggestion in posting good or is it redundant from great rebalancing?
I'm not sure
It seems like his problems are mostly conceptual
Blood Clot having lower base damage than Seabound is intentional, cuz Blood Clot hits more often
But he brought up their interaction with defense, which is a point of concern
shouldn't it have the same base damage as or slightly more than seabound staff, even if it hits more anyway
since its like 3 bosses past it in progression
possibly, possibly not.
you gotta love it when someone's reason for a suggestion is "uhhhhhh idk it would be cool i think"
nebulous core will get godslayer revive next update
Oh wait really
yes
and tbh better stay away from balancing suggs especially for post ml rn since it's also being rebalanced
indeed
Right sorry lmao

Tbh this would kinda ruin the unique nature of Astrum Deus' summoning, at least to me
also DoG doesn't actually come from another planet or dimension
he's from Terraria, he just lives in a personal pocket dimension thing currently
Yeah isn’t DoG just a really powerful worm species
i have an idea
cutscenes
a seperate mod like the music mod that will add cutscenes before/after fighting a boss and at the first loading of a world
I think more so in game cutscenes like allowing the player to move around
It might work for Supreme Cal and more story oriented bosses
Like Draedon
That's technically on the list of "devs may do it when they finish on the actual mod"
i was thinking it pauses the game for the cutscene to play out
and it isnt in the main mod
a seperate extention mod
just added a suggestion, any thoughts?
It looks like a good idea, but might require a bit too effort
yeah thats fair
good idea but might be better applied to the metal detector
ooh
because i dont want only life crystals to be pointed out
Same could kind of be said for all of the Cellphone materials and such 
Metal Detector and Lifeform analyzer are also vanilla same with all of the cellphone materials..?

