#suggestions-discussion

1 messages · Page 1145 of 1

grim tusk
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spider wins in dmg, daedalus in defense, forbidden is middle

balmy folio
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Also ur talking about spider armor making it a boss rush to ml

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Well yeah it is.

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Calamity items are op

grim tusk
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hm is not a boss rush lmao

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theres so much to do there outside of bosses

balmy folio
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But hes saying that it makes it pretty much just rushing to ml

grim tusk
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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?)

balmy folio
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Also pretty much EVERY FUCKING CLASS has to use the luminite armor sets post ml.

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Untill you kill providence

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There is just no point in nerfing it

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Especially since tmodloader is running 1.3 and in vanilla 1.3 you get absolutely crushed as a summoner WITH SPIDER ARMOR

grim tusk
sleek turret
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hmm yes valhalla armor

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and also astral

balmy folio
grim tusk
glossy reef
glossy reef
balmy folio
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Also in the suggestion it has one of the DONTS

balmy folio
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"Any suggestion asking to make vanilla weapons or equipment deal/boost rogue damage"

grim tusk
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also rogue has little compared to summoner in armors

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just forbidden (circlet), titan heart (which is relatively new), the 3 calamity ore armors and umbraphile

balmy folio
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It also breaks the "Any suggestions to remove Calamity's non-linearity changes." Dont

hollow shell
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Wait what are you talking about

glossy reef
grim tusk
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also reaver is getting overhauled and daedalus possibly will in the future

hollow shell
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Reaver yes but iunno bout Daedalus

balmy folio
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Hes pretty much saying summoner shouldnt be able to just rush all the bosses with spider armor and that its "unfair"

hollow shell
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That's

balmy folio
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And shouldnt be able to skip other armor sets

hollow shell
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that's not removing Calamity's non-linearity changes

balmy folio
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Im not done

hollow shell
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That's just nerfing an overpowered set

grim tusk
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yea not removing non linearity

balmy folio
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Hes saying that you shouldnt be able to fight the cultists with spider armor

hollow shell
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He's not suggesting to remove Eidolon Tablet from the game because you can kill Cultist as soon as you obtain Spider

balmy folio
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Which you wouldnt because spider armor isnt even that good

grim tusk
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spider armor overpowered my ass

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literally balanced

balmy folio
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Spider armor legit instantly gets overshadowed as soon as you beat Calamitas clone.

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Plus of course ur gonna be able to rush the bosses, unless ur in revengence mode calamitys items basically disintegrate vanilla bosses.

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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

grim tusk
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heck he seems like a new player

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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)

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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)

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try that on dmode and you get deleted (this is why balancing or at least getting decent mobility is important)

balmy folio
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And i fully converted to ranged from summoner because i was getting bored out of my mind

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Because pre 1.4 summoner just isn't fun

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Especially since calamity forces you to not use another weapon as summoner

hollow shell
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(You're gettin off topic a bit RNGesus)

balmy folio
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So why would you nerf a set that isn't even that good.

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When the only point of pre 1.4 summoner is to just grow a stronger and bigger army of summons to do your bidding

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Thats the only fun part about pre 1.4 summoner

grim tusk
balmy folio
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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

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Which would require you to just sit there and have ur summons do stuff

grim tusk
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and as Rover said lets return to talking about the suggestion

balmy folio
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So if you nerf spider armor it would get really boring

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Because ur gonna be trying to beat a boss over and over

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Since you just nerfed a already not very good summon set.

hollow shell
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...

balmy folio
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It just doenst make since to nerf spider armor since it gets overshadowed by other summon sets.

hollow shell
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Okay yes we get it would you like to ping @forest vapor now

grim tusk
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anyways... shouldnt this suggestion be an ❗ ?
we discussed already that it is very specific

hollow shell
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It's not that specific

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It's a bit of a mess but I do not think specificity is an issue

balmy folio
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It asks to make vanilla items to boost/do rouge damage.

grim tusk
hollow shell
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I see him asking to make summoner variants of rogue armor sets

balmy folio
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Ah my mistake

grim tusk
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umbraphile summoner armor would be weird, and very redundant

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also how would you translate rogue's more projectiles setbonuses into summoner

balmy folio
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Also rouge already doesn't have very many sets.

hollow shell
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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

balmy folio
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He also didnt mention the fact that there are plenty of armor sets besides spider

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Such as plaugebrinder hydrothermic

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Spooky armor

hollow shell
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"Spooky set is somewhat viable along with hydrothermic," in the suggestion

balmy folio
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Wait so hes saying spooky armor isn't viable

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Both hydro and spooky armor are completely viable on there own

hollow shell
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He literally says that it's somewhat viable

balmy folio
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But hes acting like somehow spider armor is more viable then spooky/hydro

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What the fuck does he mean thst hydro and spooky are for "exploring" incase you missed some important but not necessary fights?

hollow shell
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Dark_Greed thinks/found that Spider armor was performing better than other options that come after Spider armor

balmy folio
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But thats simply just not true

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Spider armor has worse stats then spooky

hollow shell
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This suggestion would probably be (very) difficult to program, Seldom
But I completely understand the motivation

balmy folio
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And hydro is just objectively better then both

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And plaugebringer is 1000 times better then all of them.

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The fucking bees alone can do decent dps

hollow shell
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Alright

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You can probably stop talking about it until Dark_Greed arrives, RNGesus

grim tusk
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seems like this is getting nowhere

hollow shell
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You're complaining somewhat ineffectually because we are not the writers of the suggestion

balmy folio
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Anyways i gtg

grim tusk
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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

hollow shell
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Probably wait

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You'd have more reasoning when 1.5 releases

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Cuz in the current release Arma is pretty powerful

grim tusk
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yea Arma farming makes grinding irrelevant

cobalt pewter
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For the last sugg

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Might be possibly hard to code in

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Even then, MP exists

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If something works on sp the first time, there's a 99.99% chance that it won't work initially on mp

crude geode
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@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?

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also melee/rogue is dying so making summoner/rogue would be weird

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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.

hollow shell
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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)

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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)

crude geode
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it actually doesn't have less damage in water lol

hollow shell
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Yeah but

in water

grim tusk
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fathom also has very broken bug atm (which has been fixed on test versions according to Piky)

sand umbra
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water arenas are a task in and of themselves even with BWB

crude geode
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if you're using fathom you're gonna be using it's water benefits so you can be tanky summoner

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summoner has more armor set variation than ranged tbfh

grim tusk
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than rogue even

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rogue just has boring "more projectiles"

sand umbra
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because if there is I want to use it here

grim tusk
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no one will make a water arena lmao

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not even nohitters unless like the boss is really bad on defiled lmao

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ravhager

sand umbra
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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"

grim tusk
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^

crude geode
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true

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does summoner even have a associated summon that goes with fathom, like ravens and spooky, or spiders with spiders

hollow shell
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Herring HyperFailure

sand umbra
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...teeeechnically Dreadmine?

crude geode
sand umbra
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like technically Herring and Dreadmine I guess

grim tusk
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dreadmine is a funny sentry

crude geode
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tbh that's honestly kind of a big deal

sand umbra
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but of course there aren't really a lot of class-specific options obtained from the Abyss post-Clonamitas

grim tusk
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can nuke shit but like rarely as fuck

sand umbra
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name 3 items for a single class obtained from the Abyss
multiclass options don't count

crude geode
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megalodon, triploon, flak kraken

hollow shell
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melee melee melee melee melee

sand umbra
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and I will dock points for choosing Warrior because the broadsword count in Calamity is through the roo-

.

grim tusk
sand umbra
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okay so

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genuinely

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I forgot Triploon exists

grim tusk
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theres also archerfish

sand umbra
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no Archerfish is the Shadow Chest weapon

grim tusk
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still obtained in abyss

sand umbra
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...mfw I forgot to specify "post-Clonamitas" in my prompt

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god damnit Exact Words why have you forsaken me och

hollow shell
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You did a few messages up so

crude geode
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anyways back to my original point

grim tusk
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melee and ranger specially get the most items out of abyss the whole game

sand umbra
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e

hollow shell
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Rogue also gets 2 weps 1 accessory

sand umbra
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yeah Rogue gets an accessory that's kinda necessary for a later crafting tree

grim tusk
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4 (3 cuz the Reaper is moved) weapons the whole game, 2 accessories (Ink bomb and mirror)

crude geode
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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.

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except for fathom swarmer

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which gets a sentry

hollow shell
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(Plaguebringer also gets Fuel Cell Bundle)

crude geode
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that too yeah

hollow shell
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I spose you could suggest a new summon wep get added that's in the theme of Fathom Swarmer

sand umbra
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Plaguebringer gets waifu simulator
why are you like this

hollow shell
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Oh right that's your item lmao

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(Also Spider gets a sentry too)

sand umbra
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e

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Fuel Cell Bundle suits Plaguebringer as a set much better imo

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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

grim tusk
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fuel cell bundle is one of the few minions able to compete with butterflies pre-ML

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the others being Cells and Godspawn

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and i prefer the more dynamic feel of fuel cell

sand umbra
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Dragon is not present because it's been nerfed into the core of the earth

grim tusk
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xeno has ok dmg but butterflies are just broken lmao

sand umbra
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why are butterflies

grim tusk
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tempest is not present cuz its ass

sand umbra
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Tempest has never been good which is upsetting because conceptually it's one of the cooler summons

grim tusk
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anyways back to topic

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new summon to go with Fathom swarmer right?

crude geode
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yeah

grim tusk
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probably some deep sea animal like angler fish, goblin shark, squid, octopus, or smth

sand umbra
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consider the following:

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Herring Staff upgrade

grim tusk
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magic conch upgrade

crude geode
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Everything must be an upgrade™️

sand umbra
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death

crude geode
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Angler Fish would be pog considering Fathom Swarmer is already themed after one

sand umbra
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(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)

crude geode
grim tusk
sand umbra
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I feel like that was supposed to be a thing but I have no idea if it actually stayed a thing

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or if it's going to be a thing in the future

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I have not been following 1.5 development particularly closely for a while so forgive me if my knowledge is a little sparse

grim tusk
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prolly in great rebalance pt 2 or smth

zenith hazel
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bot's down, notified amber

crude geode
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how is that a rebalance

grim tusk
# crude geode ~~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).

crude geode
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I’m aware

hollow shell
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You could prolly emphasize the thematic difference between Dreadmine and Fathom too, instead of just it being a sentry

sand umbra
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if I remember Megalodon was supposed to inherit Archerfish and thus also inherit Archerfish's water streams or whatever the fuck they were

crude geode
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But how is changing the recipe of something rebalance

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Unless you like

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Move it in progression

sand umbra
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it's not just a recipe change I fondly recall there being mechanical changes to Megalodon to go with it

grim tusk
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im guessing stealth rogue is gonna be busted as fuck late pre-hm and hm with the rework

sand umbra
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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

grim tusk
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i wonder if they will make the arsenal weapons upgradeable at some point

sand umbra
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...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

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ae

grim tusk
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like gauss dagger (also nerf that shit lmao) going into another arsenal sword; or tracking disk going into something like system bane

sand umbra
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isn't Gauss Dagger's main downside the fact that it is the size of a peanut

grim tusk
sand umbra
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that requires using it right

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how many people are gonna look at a sword that small and know how to use it well

cobalt pewter
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¯\_(ツ)_/¯

sand umbra
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literally why

cobalt pewter
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So idk its real niche

grim tusk
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but the on hit effect is gonna get nerfed to oblivion

sand umbra
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that's like the only thing keeping it balanced mate

grim tusk
sand umbra
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if it's not the size of a damn peanut you have to make it not broken

cobalt pewter
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They gave it autoturn as well, making constant on hit effect significantly harder to land to me

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Idk

grim tusk
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its prolly best to save the arsenal weapons thing for after 1.5 now that i think more about it

crude geode
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mhm, considering rebalancing

sand umbra
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I'll come back to it once 1.5 drops

cobalt pewter
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Ye

forest vapor
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meteorite armor got nerfed, and its a vanilla set

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rip slots then

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well i mean you can craft cool new armor, but you won't cuz spider is enough for ml even

eternal escarp
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i mean, it can be enough yes

forest vapor
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pregolem cultist lmao

eternal escarp
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is it better, is the question

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since from what i remember spooky and plaguebringer are 100% better then spider

hollow shell
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They are statistically objectively better

forest vapor
eternal escarp
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so, you used spider until pre golem ish?

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thats pretty normal if you want more damage and less defense

forest vapor
eternal escarp
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although spooky wouldve been a better choice byeah

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thats, not exactly true

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you can beat ml in frost, forbidden or whatever

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hell you can do it in statigel

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its 100% not advised but it is 100% possible for every class

forest vapor
forest vapor
# crude geode summoner has more armor set variation than ranged tbfh

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

eternal escarp
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spooky is post plant, fathom isbpost cal, daedalus is post cryogen

forest vapor
eternal escarp
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thats covering the entire hm, not every single one atv the time

crude geode
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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.

forest vapor
eternal escarp
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out of choice

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its not the best armor you could get

frozen hornet
crude geode
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your loss then, cuz you're losing out on damage by not using spooky

eternal escarp
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exactly yeah

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you chose to stick with an armor from post wof

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when you had a thousand better choices

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the fact it was enough doesnt mean its godlike

forest vapor
eternal escarp
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because, you can litteraly do the entire game armorless if you really want, does that mean armoless is overpowered

crude geode
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no, but it means nohitting is op

eternal escarp
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skill (and a month load of time for each post ML boss) is indeed a good thing

forest vapor
crude geode
forest vapor
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waiting with patience

forest vapor
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plaguebringer is a bit weaker

eternal escarp
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to make your life easier?

forest vapor
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its easy like it is

eternal escarp
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plaguebringer is weaker then stardust because its a tier below

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thats how tiering works

forest vapor
eternal escarp
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by that logic, spider is weaker then stardust
why get spider?

frozen hornet
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Ah yes defeat ml in spider

forest vapor
frozen hornet
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Why not beat DoG in spider and get god slayer,it's clesrly better than stardust HDfailure

forest vapor
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i mean technically nurseboxing is possible

eternal escarp
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you can

forest vapor
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but by actually playing with minor skill issues like mine

eternal escarp
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if you so wish

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thats the thing

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its not advised, but its possible

forest vapor
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it's well

eternal escarp
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if you want an easier time, you upgrade your gear

forest vapor
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much harder

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than spider

eternal escarp
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yeah, but its possible

forest vapor
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nohitting scal is possible

eternal escarp
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so thats why i dont understand the logic here

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yeah, it is

forest vapor
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but can YOU do it?

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or can I?

eternal escarp
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technically, yes

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if you put enough time into it

crude geode
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if people can no-hit ml they can do it with (most likely) any armor set

forest vapor
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are you ready to spend this much time?

eternal escarp
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i am already doing so

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so, yeah

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but thats not the point here

forest vapor
crude geode
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You fail to acknowledge the fact that there is progression in hardmode summoner, which is why your suggestion is invalid

eternal escarp
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^

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there are better options then spider, you just chose to ignore them

forest vapor
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that progression is unnecessary, like netherite armor in minecraft

frozen hornet
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What

eternal escarp
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and by that logic

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so is spider

forest vapor
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other classes cant do what summoner can, thats what i was saying for entire discussion

eternal escarp
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it exists, and it is better
its upon you to use it or not

frozen hornet
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then does that mean spider is unnecessary because bee armor exists

eternal escarp
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they absolutely can

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you can use statigel until ML, and thats almost a fact at this point

forest vapor
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ok deleted it

eternal escarp
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every class can skip armor sets if they wish

forest vapor
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summoner with spider is easier than melee with titanium or even hallowed

eternal escarp
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easier for you, maybe

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it can be harder for someone else

forest vapor
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oh wait

eternal escarp
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and easier on the other side

forest vapor
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we are going into discussion like "summoner is op cuz minions do everything for you"

eternal escarp
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no?

forest vapor
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@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

frozen hornet
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Malice mode partially solves this

forest vapor
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yeah

eternal escarp
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for RiV's and Legendary items (and a bit of items added to these categories), yeah

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the rest are untouched for the most part

frozen hornet
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I think he meant for other drops like weapon drops from bosses

forest vapor
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oh this could be done ofc

frozen hornet
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Like being mage and constantly getting weapons for every class except for mage

eternal escarp
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i think something similiar was suggested once?

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i dont exactly remember

forest vapor
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killing wof 23 times for summoner emblem wasnt fun

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at least i got a bugged guide

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by the way

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does the proficiency meter display minion slots?

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we could have an accesory which does that

eternal escarp
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im pretty sure it does?

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and if not

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theres enough outside mods that do it ig

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if you want a fast solution

forest vapor
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wait literally same problem

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but with mage

forest vapor
eternal escarp
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in this case
jungle armor is actually pretty strong from what i remember, although i think statigel beats it later

forest vapor
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isn't statigel hardmode?

eternal escarp
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and jungle armor does pretty much invalidate the rest due to it being stronger then robes, meteor and maybe eaven aerospec iirc

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statigel is post SG

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a step before HM

forest vapor
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oh

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well it has more defense

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but again, jungle is enough for wof

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and then you have titanium

eternal escarp
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it is, but statigel does beat it im pretty sure

forest vapor
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it does

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set bonus is a bit strange

eternal escarp
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which means that after SG, the problem that the sugg is showing resides

quartz elbow
tardy smelt
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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

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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

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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

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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

shy pine
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That sounds cool

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So it’s 100% drop rate on the 125th?

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And 124/125 on the 124th

tardy smelt
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no, that's not what I said

eternal escarp
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that is not how RNG works, yeah

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although i think i get what you mean

tardy smelt
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it's near guaranteed to happen

eternal escarp
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technically yeah

tardy smelt
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the chances are immense

eternal escarp
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obviously, the more you grind, the more chances you will get said item

tardy smelt
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^

eternal escarp
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(that is basically just, logic to me)

tardy smelt
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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

eternal escarp
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ye

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thats how luck based things work

shy pine
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Yeah but you killed 10,000 abyss enemies so

eternal escarp
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and each kill had a 1/10000~ chance to occur

shy pine
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Exactly

eternal escarp
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so you roll a dice every time

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and you had more chances for it to occur

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then say, rolling the dice only 3 times

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thats basically what they say, is what i understood

shy pine
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Yeah but it’s not ‘destroying 90% of calamity’s progression’ if you grinded hours for it on purpose

tardy smelt
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oh it is!

shy pine
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You DECIDED to destroy the progression

tardy smelt
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you just wasted hours of your time to lose a gigantic part of the challenge of the mod CalWheeze

shy pine
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It was YOUR decision

tardy smelt
eternal escarp
#

i mean, yeah it is your decision
still destroys progression, the time doesnt mean anything in this case

shy pine
#

It isn’t the problem with your boosted drop rate, it’s the players choice

tardy smelt
#

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

quartz elbow
# tardy smelt it took about 125 cursed skulls to get the weapon I seeked, but not because it d...

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.

tardy smelt
#

I do agree with the suggestion tho

shy pine
#

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.

tardy smelt
#

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

quartz elbow
tardy smelt
#

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

forest vapor
#

look

#

this was the chance of getting summoner emblem after some number of kills

#

and i didnt get it

#

you still believe in luck?

tardy smelt
#

no

#

just chance

#

(:

pine star
forest vapor
forest vapor
tardy smelt
#

it's all about chance

pine star
#

People's brains inherently remember negatives more

forest vapor
#

i still remember that very cringe thing which happened to me when i was 3 y. o.

tardy smelt
forest vapor
#

and i don't remember history paragraph which i read yesterday

unique reef
#

i'm really sad because i have a bunch of weapon ideas, but i can't suggest them

tardy smelt
#

🤷‍♀️

#

I get why they made that rule

frozen hornet
#

Travel back in time before 31st december 2020 and pay 50 dollars for a donor item HDfailure

unique reef
#

i've really wanted to suggest a weapon then play the game and say "hey, i suggested that!"

tardy smelt
#

lol

#

that's not what I was thinking about

#

you know on the topic of weapons

unique reef
#

yeah

#

"can't be specific"

#

that's what i'm good at

tardy smelt
#

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

shy pine
#

also kinda useless vs bosses

tardy smelt
#

exactly

#

Think that if they were fleshed out a bit more they could've lead to really cool tactics

unique reef
#

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

tardy smelt
#

lol I had never put the link between different summon sets and their minions

unique reef
#

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.

tardy smelt
#

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

crude geode
#

It’s not really outclassed imo, as it’s gives dr and higher defense in exchange for less damage

unique reef
#

i still find Spooky Armor better. I've always had an easier time with Pumpkin Moon than Abyss

crude geode
#

Just because you do doesn’t mean everyone does

unique reef
#

Fathom's at its best underwater. Not many people fight bosses underwater

crude geode
#

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.

unique reef
#

yeah, i don't like to tank

#

so i can see why some people might prefer it

crude geode
#

For Christ’s sake it’s almost as tanky as turtle armor.

#

Underwater ofc

shy pine
#

the pumpkin moon is post plantera

#

hmmmm

#

surely beetle armour would be the best for tanking

crude geode
#

8 less defense and 3% less damage reduction.

#

I mean yes but that’s post golem

shy pine
#

pffft golem is hardly a major obstacle for progress

crude geode
#

Arguably a bit more in calamity but eh

#

Most people are gonna do plantera first

unique reef
#

Golem's always been a pushover

crude geode
#

and it’s more of a comparison between fathom and the designated tank armor for that tier

shy pine
#

oh right

unique reef
#

maybe next playthough, i can make a huge water arena, and try to use Fathom

#

and see if it works better

shy pine
#

play summoner and just spend the whole battle with botomless water bucket

unique reef
#

lol

crude geode
#

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

shy pine
#

you are going to use for one boss fight because you get beetle afterwards

#

is it worth making a water arena

crude geode
#

Arguably yes if you know your buffs

#

and want to

unique reef
#

You don't get Fathom for long

shy pine
#

which armour does summoner go to post golem i forgot

#

oh the plague armour

crude geode
#

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

shy pine
#

hmmmm plaguebringer seems much much more damage based

crude geode
#

18% extra damage on spooky

shy pine
#

tbh between plaguebringer, spooky and fathom swarmer

#

spooky is the most balanced between offense and defence

#

depends how you want to play ig

crude geode
#

Nah spooky has less defense than plague. Also no +20 health.

unique reef
#

Plague also releases bees and plagues everything

#

plus, dash

crude geode
#

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.

grim tusk
#

So yes

tardy smelt
#

or well a lot of good underwater accessos

#

the problem is the arena

grim tusk
#

Also fathom is still decent outside of water as a tanky summoner

tardy smelt
#

P A I N and a dance with the angler

crude geode
#

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

shy pine
#

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

grim tusk
#

Rip Tiki and OoA t3 armors

shy pine
#

we were only talking about those three but i could put them

crude geode
#

don’t bother

#

Nobody uses OoA t3 Bc you have to go through that event and nobody uses tiki

grim tusk
#

Sentry spamming is really fucking strong but ye

shy pine
#

tiki sucks

crude geode
#

if you’re spamming sentries you might as well play mage/do some other cheese

grim tusk
#

Tiki probably needs, buffed leaf wings and prolly 1 extra minion or smth

crude geode
#

Tiki needs a niche

shy pine
#

also tiki minions are a joke

grim tusk
crude geode
#

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

shy pine
#

plaguebringer isn't focused on either of those things, so i don't think its fair to compare it either

grim tusk
#

Plaguebringer frees an acc slot

crude geode
#

^

grim tusk
#

Which in the end makes it way stronger

crude geode
#

Which is why it’s a few tiers/bosses above spooky and fathom

shy pine
grim tusk
#

Hydro is also quite eh

#

Prolly beats fathom but not spooky

#

Nobody talks about reaver summoner, it doesnt exist

crude geode
grim tusk
#

The only good reaver ones are melee and mage (which is also broken as fuck), it needed that 1.5 rework badly

crude geode
#

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

shy pine
#

isnt reaver armour used for like golem and then never again

crude geode
#

Reaver armor isn’t used period currently but wait for the 1.5 rework of it

grim tusk
crude geode
#

I think we get it by now

#

On god why this happens like every time

grim tusk
grim tusk
shy pine
#

why, do you need 200?

crude geode
#

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

shy pine
#

wait ill vote it

craggy kernel
#

its at 199 now sweating

hot zephyr
#

I could vote for it trollge

crude geode
#

Even if you don’t I have a friend who’ll vote for it when they can

still zodiac
sand umbra
#

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

shy pine
sand umbra
#

that's in 1.4

shy pine
#

That’s... what I said

sand umbra
#

no the 4 slots is in 1.4

#

pre-1.4 Spooky only gives 3

shy pine
#

Uhhh

sand umbra
#

you have a minion slot by default

shy pine
#

Yes

#

That’s what I put

sand umbra
#

and what I'm telling you is that that slot shouldn't be counted in what Spooky gives you

shy pine
#

Waaiiit did I not add the default one to the other two

sand umbra
#

...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)

shy pine
#

Oh ok but the numbers are accurate

sand umbra
#

yeah

shy pine
#

Calm

hollow shell
#

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

dim star
#

Is that suggestion formatted right?

frail mantle
#

i think so

safe oasis
#

@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

violet dagger
#

perhaps instead it could create more potions

#

so instead of getting 1 potion with fallen stars you get 2 with enchanted star fish

safe oasis
#

for what reason though

spice garden
#

Yeah I understand they're not necessarily equivalents in terms of game mechanics, but I feel they fall under the same kind of 'theme'

safe oasis
#

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

spice garden
#

Yeah but you can choose to not make mana stars, can't choose to not fish up enchanted starfish

safe oasis
#

can choose to trash it

#

¯_(ツ)_/¯

spice garden
#

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

grim tusk
#

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

hollow shell
#

@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

dim star
#

bruh this suggestion

hollow shell
#

(almost all Calamity weps have autoswing anyway and we even add autoswing to some vanilla weps)
(even when we shouldn't)

cobalt pewter
#

Cal absorbing magic storage in 1.4 tmod could be funny I think

ashen warren
fallen plover
#

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

thick raptor
#

You can edit that into your suggestion if you want

fallen plover
#

its not my suggestion but im just saying its an alternative way to get them

hollow shell
#

The thing is, those are pretty late bosses

whole sedge
#

(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)

fast viper
#

can i send videos with suggestions?

#

like, gameplay footage, i meant

#

oh wait yeah i can, nevermind

hollow shell
#

Yeah that's allowed.

fast viper
#

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"

grim tusk
#

Patched already

fast viper
#

like, next patch?

#

1.5, you mean?

grim tusk
#

Many have complained about that

#

I did even

#

Yes 1.5

fast viper
#

ah okay

#

guess there's no need for the suggestion then

vale vale
#

Has there been anything on converting thrown weapons with the ranged damage type in 1.4 to rogue damage?

frail mantle
#

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

whole sedge
#

It's also a don't to suggest it so probably shouldn't as thrown's gonna get snapped anyways byeah

violet sierra
#

wanted to make a sugg but couldnt think of a good reason for it KEKW

safe oasis
#

@novel belfry it was approved by the bot though

novel belfry
#

🤔

safe oasis
#

it’s approved automatically after 24 hours to get sent into the voting channel

novel belfry
#

oh

safe oasis
#

unless there’s a ❗ on it, then it gets deleted after 24 hours if not fixed

whole sedge
#

FacePalm_DRGN it does show who approved it as suggestionbot's the one who approved it also

safe oasis
#

(i said that)

whole sedge
#

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)

crude geode
#

This is a tmodloader problem

sleek turret
#

@thick raptor Read the pinned document, those are tModLoader problems.

thick raptor
#

Yes, but shouldn’t a new item be possible?

safe oasis
#

it’s getting fixed next tmod update anyway iirc

#

no real point

thick raptor
#

Oh didn’t realize it was getting fixed

safe oasis
#

and even if it weren’t, no reason calamity specifically should do this and not like any other mod

thick raptor
#

Any idea how far out that update is?

safe oasis
#

uhh when 1.4 tmod releases

frail mantle
#

afaik it's in its unstable beta stage

thick raptor
#

Ah I thought you meant more of a bug fix type update

frail mantle
#

not exactly close to finish but not exactly just starting to be worked on either

ashen python
#

just added a suggestion, what do yall think

gray venture
#

add a title line

grim tusk
#

:thinkies:

ashen python
#

the top line IS a title line right

grim tusk
#

bold the title line

ashen python
#

ah bold

gray venture
#

and seperate it

grim tusk
#

*bolt*

grim tusk
gray venture
#

oh

#

i thought it did

hollow shell
#

Good suggestion, Myhlk's.

ashen python
#

thanks

violet dagger
#

Uhh accidentally talked in posting

ashen python
#

saw that, they just dmmed me

red oyster
#

Sorry for that

ashen python
#

np

wooden wedge
#

@ashen pythonyou can remove the roof of the dungeon to prevent cultist spawns

#

iirc

ashen python
#

i think i did

#

i removed it entirely yeha

safe oasis
#

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

crude geode
#

yeah if you remove a decent bit of the floor you can stop them from spawning

ashen python
#

idk

ancient mirage
river glen
#

you can remove the dungeon entrance

safe oasis
#

@hazy goblet no joke suggs m8

hazy goblet
ashen warren
#

seriously toilets aren't funny

zenith hazel
#

shadowspec shit is reserved for devs

ashen warren
#

how do I reverse my brain to 2 hours ago

cobalt pewter
#
  1. Adding a dedicated slot for literally anything is hard, example: WingSlot
  2. Can't they just make it so that music boxes are toggleable with favorite in inventory instead?
obsidian topaz
#

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.

safe oasis
#

why should calamity specifically do this though

#

and not just a miscellaneous music box slot mod like something similar to wingslot

obsidian topaz
#

for greater compatibility with modded music boxes

cobalt pewter
#

That's a point too yes

#

It doesn't seem to be something Cal shouldn't do

left sparrow
#

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?

hot zephyr
#

Summoner does not need buffs

left sparrow
#

Alright, how about a better example then

#

Why do mages have less defense when melee is literally the same thing with high defense

hot zephyr
#

That's a pretty big oversimplification

left sparrow
#

The playstyles are functionally the same, and melee even gets more potential damage via true melee WITH the projectile weapons!

hot zephyr
#

You're going in the wrong direction

safe oasis
#

i don’t think the defense is the problem here

left sparrow
#

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

hot zephyr
#

Instead of trying to even out the playstyles even more by changing armor defense instead mayhaps we make suggestions to diversify the classes?

left sparrow
#

Start of HM

#

That'd require completely changing melee weapons, of which there are SO MANY

safe oasis
muted osprey
hot zephyr
#

Or maybe people should stop crutching on projectile melee and start using the other weapons in the class for once BlobHyperThink

left sparrow
#

Ah yes, the other 2 weapons

hot zephyr
left sparrow
#

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

ashen warren
#

Yea that’s a uh

#

Probably very hard to balance and requires to much time

left sparrow
#

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.

ashen warren
#

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

left sparrow
#

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.

safe oasis
#

you’re oversimplifying a ton here

frail vale
#

I personally think thatd really cool

#

thats

#

I like summoner

#

it's a change from just shooting projectiles everywhere

left sparrow
#

Yeah, summoner is the most fun class because it does more than just shoot projectiles from the character

frail vale
#

ohh I thought you said it's boring

#

I gut confused

safe oasis
left sparrow
#

Sorry, I did phrase that oddly

ashen warren
#

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.

left sparrow
#

The stat differences are completely moot.

edgy sundial
#

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.

left sparrow
#

They don’t mechanically change anything in the game

#

All it does is make your life easier or harder.

safe oasis
#

play overhaul then gg /s

left sparrow
edgy sundial
#

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

left sparrow
#

Melee is somewhat unique due to true melee, but there isn’t quite enough variety there just yet.

edgy sundial
#

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?

left sparrow
#

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

ashen warren
#

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.

edgy sundial
#

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

eternal escarp
#

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

ashen warren
eternal escarp
#

they are slightly different then each other

left sparrow
#

I’m near certain of that

ashen warren
left sparrow
#

In the... base game, sure

#

This is calamity though, where that rule is thrown out the window

eternal escarp
#

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

ashen warren
#

I’ve played around with calamity early hardmode a bit and it seemed to generally have worse DPS than ranger and mage tbh

distant gyro
left sparrow
#

Hm. Maybe I haven’t been paying enough attention.

#

Funny “don’t get hit”

edgy sundial
#

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

distant gyro
#

not directly told but is a generally and secretly accepted rule in the community

left sparrow
eternal escarp
#

okay, question is when are they too similiar to you?

distant gyro
#

classes are indeed too similar

#

but that doesn't stop divide between class debates

left sparrow
#

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

distant gyro
#

there will be a favorite class, but the collective of the weapons and equipment will decide

#

rather than playstyle

eternal escarp
#

thats just oversimplifying the classes agian

left sparrow
#

Because that’s what the classes are.

eternal escarp
#

obviously they shoot stuff, how else would you make weapins in this game?

left sparrow
#

Melee could just not shoot projectiles

eternal escarp
#

and be litteraly useless?

left sparrow
#

Guns and bows can shoot, sure

eternal escarp
#

melee cannot be real melee in terraria

edgy sundial
#

Mage should have to type out elaborate insults to do emotional damage to enemies, thus making them distinct enough for stomp, duh

eternal escarp
#

thats just basically impossible with how the game works

left sparrow
#

Magic doesn’t set enough traps or provide enough useful utility

ashen warren
left sparrow
#

Also, a parry function exists in the game. Why not expand on that?

eternal escarp
#

mage doesnt have to be a support class like all games lole

ashen warren
eternal escarp
#

traps, maybe
but then its an "sentry copy oh no"

left sparrow
#

Traps like bear traps, not like sentries.

eternal escarp
#

in that case it would be mostly iseless

#

other then like

#

mobs

#

which die in 3 hits modt of the time

cobalt pewter
edgy sundial
ashen warren
#

You just gotta pray the funny giant eyeball walks into your exploding fireball trap

cobalt pewter
#

(though Dan made something about parrying a while back too)

#

(byeah)

eternal escarp
#

the point is

#

this is terraria
your options are limited

left sparrow
ashen warren
#

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?

eternal escarp
#

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

left sparrow
#

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

eternal escarp
#

(after the mech bosses its not all homing)

#

(unless you seek out only homing weapons)

eternal escarp
#

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

left sparrow
#

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

eternal escarp
#

what is this accesory in question then?

left sparrow
#

For mages, the mana flower

For rangers, the infinite ammo pouches

eternal escarp
#

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

left sparrow
#

Which makes certain weapons that change normal bullets better.

eternal escarp
#

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

ashen warren
# left sparrow For mages, the mana flower For rangers, the infinite ammo pouches

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.

eternal escarp
#

^ those points yeah

#

mana flower is more of a hinder to appease people who dont wanna think when they play, tbf

left sparrow
#

Right, you’re proving my point.
These limitations are annoying because another class can access ranged attacks that might even be better for free

eternal escarp
#

it is basically, a braindead accesory for mage

ashen warren
#

Yea mana flower is a thing that exists

left sparrow
#

TWO classes, actually

eternal escarp
#

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)

left sparrow
#

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

eternal escarp
#

which parry mechanic?

#

not sure I'm familiar with that

left sparrow
#

Brand of the inferno

eternal escarp
#

thats a weapon gimmick

#

not a class gimmick

ashen warren
#

I don’t know how Gael’s greatsword parry works but from what I know you press right click and the projectile goes back

eternal escarp
#

if it was a class gimmick

#

every weapon of the class could do ot

left sparrow
#

Why not make it a class gimmick? That’d certainly make the class a lot more interesting

eternal escarp
#

and if you want to say that not all ranger weapons can benefit from unique ammo, thats changed next aupdate

left sparrow
#

Oh?

ashen warren
eternal escarp
left sparrow
#

I didn’t see that change.

cobalt pewter
#

It's

#

High effort at best

eternal escarp
cobalt pewter
#

And straight up jank at worst

left sparrow
#

Right, the balance. But the thing is that they’ve already got lots of experience balancing out unique mechanics like the rogue mechanic

cobalt pewter
#

No one liked making and rebalancing stealth

#

Stealth strike is essentially another weapon on a different one

eternal escarp
#

Change 401

ashen warren
#

At least you’re able to test DPS with stealth
Relying on boss projectiles to do damage sounds pretty horrible to me

eternal escarp
#

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

cobalt pewter
eternal escarp
#

kill time

#

iirc

cobalt pewter
#

Typically with kill time yes

ashen warren
#

Kill time yea

left sparrow
#

Yeah...? They checked every weapon’s overall dps before

cobalt pewter
#

But DPS is still noted for documentation

left sparrow
#

They can just
Do it again

eternal escarp
cobalt pewter
#

It's just not a major factor on stealth balancing

ashen warren
#

At least you can test how broken stealth is, relying on enemy projectiles to do damage just sounds bad

eternal escarp
#

i doubt they would do it agian for smthn as small as that

#

hell

#

they only did Post ML

left sparrow
#

Not saying the parry idea I have in mind would just reflect the boss projectiles.

eternal escarp
#

and it took a fuck loudda time

#

the entire game?

left sparrow
#

The parries would give different buffs per weapon, which is where the large amount of effort comes in

eternal escarp
#

which is why the theoretical sugg would likely fail

left sparrow
#

Yeah, it already failed about two years ago

ashen warren
#

I mean it’s kinda hard to use those buffs assuming they’re offensive, as true melee range is completely garbage

left sparrow
#

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

ashen warren
eternal escarp
#

...

#

its working its way to be as balanced as it can

#

snd in most places, it is balanced

crude geode
#

It’s currently attempting to become more balanced

eternal escarp
#

i.e, the entire post ML rebalancing

dapper coral
cobalt pewter
#

It counts as high effort suggs no?

#

Which is a no

frail mantle
#

yea

sleek turret
#

uhh

#

wouldn't just be simplier to summon Crabulon then after you summon your summons

ashen warren
#

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

sleek turret
#

and also its not every dash item that works to avoid crabulon's spawn

#

SoC can bonk into Crabulon's hitbox.

lilac raptor
frozen hornet
#

doesn't he immediately attack you after you summon him

sleek turret
#

crabulon gets angry when you attack him

#

that includes inferno potion, tesla potion, shield bonks/dashes, AoE stuff, etc.

eternal escarp
#

(or after like, 5 seconds after being spawns iirc)

frozen hornet
#

Interlude songs?

next fossil
#

in the calamity mod playlist there are some interlude songs created for the playlist if you are listening to it in terms of music

frozen hornet
#

Ah yea

#

Iirc adding unused music is a don't

frail mantle
#

it is

#

music mod file is chungus enough as it is, and the interludes are only really there for the album

crude geode
#

@next fossil

fallow hedge
#

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.

cobalt pewter
#

Yes

radiant meadow
#

It's not really worth it to make the req 202 or 201 just because of that

fallow hedge
#

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

radiant meadow
#

It'll probably be delivered when someone gets around to it

fallow hedge
#

ah

#

I now see it's a manual approval, thought the bot handled that

grim tusk
#

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

ashen warren
#

I've had it happen a ton of time when I was using belladonna on crabulon lmao

grim tusk
#

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
keen zodiac
#

@obsidian topaz also you can play music boxes in vanity slots

wooden wedge
hollow shell
#

I'm not sure

#

I think it could work for either channel

upper tartan
#

is it a bug? not really sure

#

i dont really think its ever not been that way

river glen
#

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

crude geode
#

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)

fallow hedge
#

think it's under the don't suggest this anyway

safe oasis
earnest cape
crude geode
#

@hollow shell Most recent suggestion in posting good or is it redundant from great rebalancing?

hollow shell
#

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

safe oasis
#

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

crude geode
#

possibly, possibly not.

dim star
#

you gotta love it when someone's reason for a suggestion is "uhhhhhh idk it would be cool i think"

earnest cape
#

nebulous core will get godslayer revive next update

ashen warren
#

Oh wait really

earnest cape
#

yes

ashen warren
#

Bruh

#

Amazing

#

Invalid suggestion ech

earnest cape
#

and tbh better stay away from balancing suggs especially for post ml rn since it's also being rebalanced

#

indeed

ashen warren
#

Right sorry lmao

earnest cape
crude geode
#

Tbh this would kinda ruin the unique nature of Astrum Deus' summoning, at least to me

frail mantle
#

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

dim star
#

Yeah isn’t DoG just a really powerful worm species

frank viper
#

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

dim star
#

Nah

#

That wouldn’t work

brazen oar
#

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

fossil finch
#

That's technically on the list of "devs may do it when they finish on the actual mod"

frank viper
#

i was thinking it pauses the game for the cutscene to play out

#

and it isnt in the main mod

#

a seperate extention mod

ashen python
#

just added a suggestion, any thoughts?

dense ferry
#

It looks like a good idea, but might require a bit too effort

ashen python
#

yeah thats fair

full pivot
ashen python
#

ooh

full pivot
#

because i dont want only life crystals to be pointed out

whole sedge
#

Same could kind of be said for all of the Cellphone materials and such shrug

ashen python
#

thats... vanilla

#

they are togglable

whole sedge
#

Metal Detector and Lifeform analyzer are also vanilla same with all of the cellphone materials..?