#suggestions-discussion
1 messages · Page 1147 of 1
seems either impossible or very very difficult
Maybe rework some weapons and/or add more true melee options instead of this?
literally what I just posted in suggestion posting
precisely why enforcer is losing its projectile
and dragon rage is becoming true melee
Also isn't the reason kinda subclass-viable thingy
that too
new update adresses the issue 
also true melee difficulty :trol
@fathom field Just so you know when your suggestion gets ❗ you can edit it or delete it.
what is the issue doe
You are changing the item without patreon permission and your reasoning is not good enough.
Ok, thanks
i mean it kinda seemed like iban, the dedicatee (or dev) of the weapon disagreed as a whole so itd likely not pass
well took me a bit to type
byes
(is that the way to call it really?)
(no i didnt donate to anything
(i azm the dev)
add 10 other attack modes to andromeda instead of a mining mode and also give it a giant form to make it more true to the original one :)
(ngl dedicatee sounded better imo ngl iirc smh afaik,.,.,.,.,.,)
True!!!
I've done something similar regarding this for AlchemistNPC, but I would also like to have Calamity dabble itself with protective options while fishing - that being with the Elementals
yeah it's just bloaty
hote ingredients are already funny
@blazing dawn What the heck is your suggestion, even?
Its got so much fluff that I can't discern the actual reasoning behind it
HotE isn't your only accessory at any given time, you can equip this alongside it:
https://calamitymod.fandom.com/wiki/Supreme_Bait_Tackle_Box_Fishing_Station
The Supreme Bait Tackle Box Fishing Station is a craftable Hardmode accessory. When equipped, it increases the player's fishing skill by 80, gives permanent Sonar Potion effects as well as the effects of Angler Tackle Bag, and increases the chance to catch crates by 10%. Due to the combination of permanent potion effects and the sizable fishing ...
i was gonna say that but i thought it would be rude

I also don't know what the screenshot is trying to convey
It's very busy and it looks like you have several other content mods
I also cannot hope to understand what the actual point behind this sugg is
the only thing that I can think of is that the anahita summon might give you more fishing power
because... ocean
Maybe, but why
I'm struggling to even read it so idk
there's a story in here somewhere
Right you are. It was me trying to fish up a Frog Leg for the requirements for a MOAB
how is this related to the elementals?
damn that is really weird
I thought they'd be capable to give fishing buffs as I was getting nothing but seaweed, wooden boxes, and various other stuff while fishing with a chlorophyte battle rod.
then get fishing equipment
But why HotE? Why not equip Supreme Fishing Station?
Since I've done something mostly similar on AlchemistNPC, what with the "Fishing Combination" Potion
combat equipment usually does anything but help you fish
First, alch npc is not calamity
Second, fishing combination is for fishing, unlike any hote waifu, who are for combat
fishing potion is for fishing
It was ultimately pointless in the end, because when I built a lucky horseshoe I've discovered that I HAD 3 frog legs after dealing with multiple Desert Scourges trying to get the Aero Stone.
It would be great if you actually answered our questions, Skyline
Yeah why hote for fishing when no materials have much to do with fishing and the supreme bait and whatever box exists
Okay
Oh, and not just the HotE, but each individual part as well.
Alright, so
Do you still think your suggestion should stay up?
Got rid of it
aight
ok
Weird that Aqua Scepter is left out, yeah
tbh selling drops is kinda handholding
apart from magic missile whose issue is being used too often
You can make a suggestion about that if you want
Maybe in 1.5 when we add a whole lot more sold items
aqua scepter is easily obtainable by the time you need it, unless you use that thing unironically
i've had times where it doesn't spawn
and making a pool in the dungeon for a chance to get a chance to get a chance for an item to drop it is too much work
you can nuke the entire dungeon, buy golden keys (afaik), throw out 3 rods at a time with godly fishe and crate power
Clothier ye
Keys are also pretty easily grindable as to my, probably wrong, knowledge dungeon slimes can spawn regardless and the skelebois can drop 'em so 
that's not the problem anyways
yeah
@waxen flower as it stands, this sugg is future content because it's referencing JE and 1.4 tml
which is disallowed
then suggest it once its compatible
sounds good 
other than that, do you think it would be cool to do such thing later on?
certainly
i have a feeling that the devs have considered it once that time comes, although i don't know that for sure
but yes i think it would be cool
(What cool thing)
make your pond bigger
Because of the way that dungeon chest generation works, it is near impossible for one not to spawn.
Aqua scepter will always be in the fourth chest generated by the dungeon (in 1.3. in 1.4 it will be in the third chest generated). The only way for it to not spawn is if some other mod completely screws with dungeon chest generation and replaces items with other items, or deletes the entire dungeon or something stupid like that
Where are you getting that from
not a lot of people do
If you didn't find one, it's because you're bad you either straight up didn't find the fourth chest, or you did and sold/trashed it
I could maybe understand if you didn't find a valor or handgun because those are late in the list and sometimes in small worlds there just aren't that many chests to make it there
if you're in a large world you're basically guaranteed to get duplicates of the shield and sword
It does kinda become a problem for multiplayer worlds but that requires you to have multiple mages
Golden Lockboxes also kinda fixes that issue by having the extra dungeon loot, including the Aqua Scepter, readily available.
I mean, that's why I put in the last line, although I can reword it a bit to be more central around that.
it could be in a really hard to find place or destroyed by worldgen, but yeah, if you trash it, that really really sucks
done
👍
you could also use hero's mod to cheat it in
iirc imksushi's mod with the old recipes enabler has a craft for it
#suggestions-posting message
Surprised this didn’t get hit with the no subclass suggestions rule
did someone even go over that suggestion
Yes
Briefly yeah
for more than 3 minutes i mean
@frail mantle Thoughts on true melee sugg and whether it constitutes the subclass don’t
also this
If true melee really doesn’t count as a subclass it needs to actually have a note attached on the document
i'm
not too sure
i think it constitutes the subclass don't yeah, it is essentially about making true melee more viable throughout the game
Which next update technically will do
Via making enforcer true melee since thats the only point it ever died; Yharon
Also a bunch of HM ore sword buffs
And certain True melee weapons as well. True melee is getting a lot of love in the next update
I think true melee is in the same vein as stealth rogue
they're both not necessarily subclasses, more playstyle than anything
true melee is not a subclass. I will die on this hill
Wtf true melee isn’t a subclass
It’s literally there on every melee weapon
Hell I’d even say that non true melee is the subclass here
Make perforator hive projectiles travel through blocks for longer
When fighting the perforators underground, the waves of projectiles launched up by the hive will travel through blocks for two seconds, but will disappear upon contact with blocks afterwards. This can lead to an incredible loss of difficulty, as two seconds is usually not enough time for the projectiles to leave the ceiling of the crimson caves, meaning all you have to dodge are queen bee-esque rams (in rev+), and worms reminiscent of EoW but less. Since the hive enrages on the surface, it can be assumed that it is meant to be fought underground, but doing so removes one of the most dangerous parts of the fight. A simple solution is to increase the amount of time the projectiles can pass through blocks.
How's this sugg? I couldn't find mention of this in changelogs or bugs
it's okay to repost that suggestion if it didn't hit the star req
Aight
It's okay to repost it even if it did hit the req
if you're not the same suggester as the original
☑️
Ok cool
isn't there a literal portal marking the devourer's location
Yes
I thought this was already a thing?
If you want to do something like that then it would just be easier to make the projectiles go through blocks with no problem, instead of inceasing the amoung of time they can pass through blocks, i could see it being abused if there was still a limit as to how long the projectiles could stay inside the blocks
I had no idea perforator hive enrages on the surface
So it enrages on the surface Crimson but enrages even further and beyond when leaving the crimson?
Why do biome bosses enrage on the surface anyway, hive mind, perforator, Queen bee and probably some more
i don't think evil bosses enrage on the surface anymore btw but
well queen bee
that's a vanilla thing
ask red
isn't the enraged surface QB a 1.4 thing- oh
yes it is
yeah in 1.4 the enrage is insane
calamity just copied it
so it exists and everyone can have it on mind for 1.4 tmod and calamity ig
I suggest you up the drop chance for the spear of destiny since I’ve kill half a thousand of the spitters and it hasn’t dropped

isn't spear of destiny a riv
if it is it doesn't matter in the slightest because of malice mode next update
It is yea
Not only that, 500 is nothing. You have a 40% chance of actually getting it at that point. That’s like flipping a coin and complaining it didn’t land on heads.
Funny how people fight it on the surface anyways and how underground it’s projectiles just disappear
That implies people even know it enrages above ground
I don't think the difference is important enough
them's rookie numbers, soldier
You have perfs cheese underground with the blocked projectiles, but for hiih miim? No way you're doing that ug
it is a thousand years (and about 3-4k Ichor Stickers) too early for you to be complaining about Spear of Destiny drop rate
that and it's getting changed in the coming update anyway so lul
yeah I did my research for the sugg lol
The way I always saw it, fighting above ground generally made the worms easier so the rain was an extra challenge while underground generally make them harder due to a tighter space so the rain just goes bye bye
Guess that was just me
@sage mulch #suggestions-discussion message
It's a complete rework yes
The last part of it does contain balancing
Yes, balancing it after the rework
OK forget my friend but what I mean is that the fallen paladins hammer is more of a downgrade than an upgrade to the Pwnage hammer
It's still specific
Can it not be specific?
A single weapon rework wouldn't take that much time
Pwnagehammer is more single target while the paladins hammer is multi
you could suggest a rework with ideas, but you kind of suggest its exact function as well which is usually considered bad
It's just too much of a downgrade
You would need reasoning
Do you code?
Sprite?
What's up with this sugg
Again, you're using something made for multiple targets or worms, eg Deus, on a single target and complaining it isn't doing much
Ofc it isn't that's not what it's for
What about if the Pwnage hammer gets removed out of the recipe
@zenith hazel funny sugg? 
It's just that it's weird that you have to waste your Pwnage hammer on a weapon that has no similarities to it
~~it's also talking about rogue's version of the hammer, which will get removed
~~
How is it wasting when it's later on
What else do you use the pwnagehammer for
??
OK basically, my friend had to go back to make the Pwnage hammer again because it was still viable after golem
also changing that would make the paladin's hammer (THE NAME OF THE ITEM) no longer represented
So it's weird that someone who plays rogue has to go back to an old version of a weapon
and I think that weapon's more important in terms of its relationship to the fallen version
i get the point of pwnage hammer being better than the upgrade can be regarded as an issue, however it is true fallen paladin is kinda oriented towards multiple targets unlike the one you make it with
also, they don't have to because there's more weapons and all
Like I said
I get that it has different uses its just that it has not even a single similarity to the Pwnage hammer
Though I can see how FPH felt like a downgrade design wise compared to Pwnagehammer
they're both hammers, so wrong
The latter got a significant rework recently

ok this kind of derailed, back to the suggestion:
- add some reasoning as to why it needs a rework, it may seem obvious to you but it could be vague for other readers (possibly mention how the unique effects of the pwnage hammer get replaced for basically a reskin of the basic paladin hammer?).
- be less specific, you outline exactly how it should function which is not ideal as that has very low chances of passing (possibly format it more like an idea rather than an order?).
- remove the dps thing at the end, weapons are getting rebalanced so that just becomes a moot point
well now this is an entirely different suggestion from the original
also title is vague and
FPH does significantly less damage to single targets such as most bosses like plaguebringer Goliath or leviathan while the Pwnage hammer does massive damage to these types of enemies
mentioning dps again
I fail to see how making a fallen paladin's hammer would force you to make another pwnagehammer
especially since pwnagehammer isn't even really that good within its own tier
if you're up to scoria bars and all that and the fallen paladin's hammer is for some reason disappointing to you...
just make some fantasy talismans instead
something else that's actually on the same tier
I don't understand if we're talking about the same weapon as the Pwnage hammer is still the best rogue weapon (at least from my experience) even after golem
and how many other weapons have you made?
Ballistic bomb, totality breakers
Also rogue variant for FPH is murdered for 1.5
And the Pwnage hammer is still the strongest rogue weapon up until after golem
highest base damage =/= best performance
OK let me put it into 1 sentence
When u switch between ballistic bomb, totality breakers and the Pwnage hammer during a boss fight such as golem, plantera or leviathan you will see the Pwnage hammer drain the health bar the most
If that's not best performance then idk what is
That's because Pwnagehammer is SLOW
I thought so as well but then when you use it constantly for like 20 sec
well then
It still drains more of the bosses health than other weapons at that point
Well yeah, when you throw a bunch of weapons a couple times and then switch, the slower and higher base damage weapon usually looks better
instead of buffing its upgrade to also be broken
Not really tho
Because melee at that stage still does more damage than the rogue Pwnage hammer
I do agree rogue in general has been rather underwhelming to play
I'm just saying that out of all the rogue weapons the Pwnage hammer is still better then others
what exactly is your point
it really isn't though
OK thinking about it now
Late hardmode rogue is rather unbalanced
That's more accurate in my opinion
balance suggestions arent allowed rn anyway
how does that relate to the pwnage hammer sugg
OK that's fine
because even on bosses like the brimstone elemental the pwnagehammer was substantially worse than stuff like desecrated water in my experience
In my experience Pwnage hammer complete shredded brimstone compared to other rogue weapons even those gotten after golem
blazing star was so much more useful
Pwnage hammer is overpowered everyone knows, please check pins to know that all balance suggs are not allowed atm
@sage mulch You still stand by your suggestion or should it be deleted?
(cuz if it's staying up, the title's gotta be more descriptive to the issue with FPH)
and yeah that
Delete it
(also we're only rebalancing post-ml this update)
I didn't expect the rogue version being removed
Then my suggestion wouldn't even matter in that case
stealth rework and the op pre-ml weapons right?
Should I change the pin?
Alright.
True
But I think they'll save pre ML stealth rebalances for later
Although seeing aurodical throw stealth strike delete shit would be funny
Alright, changed
my suggestion has 8 green check marks what happens next?
Thats just randos reacting, nothing changes
✅ - The suggestion has reached the star req and was delivered to its respective location . says this in pins
i assume its just me waiting
when a mod sends it to dev he/she adds the check mark. But people can react to the checkmark as if they were reacting to other stuff
oh...
And yes, be patient
could take years?
Technically, yes
But sooner than that, you'll receive a mark on your suggestion denoting the dev's opinion on your suggestion
Right now in fact
They didn't like it 😔
sadness

who else thinks the rogue stealth feature needs to be tweaked
The devs do
cool beans
#calamity-update-talk
for more details
Whomstdve calleth
Oh wait
Yeah Draedon update FAQ in #calamity-update-talk pins

BB will not drop from Skeletron nor DG in 1.5
well crap
Malice Mode 
oh
why don't you get the RIV of it instead- the determination breaker!
nothing could go wrong
Deter breaker dies next patch iirc
Since no one used it outside of nohits, and in nohits it was only used to try to address dodge fuckery which was also fixed
first of all, you should format your suggestion correctly
Headline
Description and reason
otherwise the bot will break
It is
it is?
hm, guess it just looked wierd on how my window is, my bad then
Feels pretty pointless to me since Hive Mind and Perfs already drops their respective materials in hardmode and are possible to summon in any world
but, Hive Mind and Perforators already drop their corrosponding things, and you can fight those on the opposite evil type islands
But uh yeah
"Since calamity doesn't have it's own way to get the other evils debuff weapon."
Hive Mind
Perfs
(and or, just make the biome of the other type)
@rain dawn
:flsud:
by then ichor would be to easy to get
I mean Ichor is always easy to get
yes?
Never had trouble collecting 15 of them for a spell tome tbh
linny was joking there
I do kinda see the point of the sugg cuz
Hive Mind drops Cursed Flames which is the same as the world
yeah, those
Bosses can be fought on these
I forgot about those
its a possible thing
sry
and is better then making an artificial biome ig
just zerg and fly up and down until the respective summon thing appears
I mean tbf you’re the one who chose the crimson world, of course it’ll be harder to get me some cursed flames
well I mean
You can see em moving
I mean yeah, but being able to move about 2 blocks infront of where you're going and immediately fire at you is pretty unfair imo
maybe I'm just salty, idk
Armaggedon polter aint that bad
Blood pact is no longer bad item
The problem with polter rn is the enrage mechanics and people making their arenas too big
With a small arena and some blocks in the middle its very tame
And the enrage mechanic oversights is getting addressed next patch
How many deaths?
last time I checked it was like 190
Thats a small amount for any post-ML boss (except guardians) in arma
90 deaths on providence is a very small amount
It usually takes ~400 attempts for new nohitters
Usually more
and how much for Polter?
Polterghast is around 300
You should try doing some regular death mode pts before even trying to nohit
I have
Learning the patterns is key
I've done rev of every class except melee, which I did death for
and Arma sounded like something I could reasonably do so I tried it out
Anyways we went offtopic
#suggestions-posting message
why was this not struck with an ❗ ?
it addressed none of the points that were brought up here when it was being discussed
Yeaah sure
@rain dawn You should address the Evil Island in your suggestion.
And perhaps elaborate on the Slime God's connection to the Corruption/Crimson so your "blood of the gods" argument holds more weight
Doesn’t perf/hive drop it already in hard mode though
dang kinda sucks to see how much the community likes the idea but ends up being thrown away
well i tryied and getting 240 votes is pretty nice so at the end of the day ill be glade with that
have fun everyone im taking off
What was your suggestion?
T'was adding Desert Scourge summon to the starter bag.
Future content is a don’t
This prolly falls under Future Content with all the malice stuff yeah
You can suggest it just for the existing stuff or you can wait
till the update.
I think adding actual names instead of just revengeance is a fine idea, just remove the references to Defiled Feather and Malice
ah
Yeah that's better
more I can add?
If you can think of any, some more reasoning why they should have names that aren't the same as the mode names
would be welcome
atm all you have is that it's "jarring" without much explanation
yeah
iron heart trigger is just called iron heart right
Yes
I dunno if you wanna add that to your suggestion as well @novel belfry
Or perhaps suggest the mode name be changed
(though its mode-ness is kinda disputable, it ain't on the tablet)
i'd argue it isn't on the tablet because it's kinda obvious to tell even without it
kinda wasted space if it was
Indeed
oh, wait
iron heart itself is not a real name for a mode
we just call it that because that's the name of the item
so then it's not worth mentioning
Do Defiled or Armageddon have mode names?
(defiled rune/feather/whatever does not have an official mode name either)
suggest to give it a mode name then 
arma does not
which is weird, i guess
i guess there isn't a real precedent here then
honestly I think Iron Heart works as an item name
I didn't include Defiled because it already does have a unique name, (and it's also turning into a different and nerfed item)
Yes
idk why
lemme show you
nvm
i cant show it
but it doesnt purify walls
What realy triggers me
@ashen warren I don't think that's a valid reasoning for your sugg
it 100% is a meme suggestion
Ok
And I'm 100% tired :)
Making a suggestion to use scrapped music is a "don't"
oh and I think making suggestions for upcoming updates is also a "don't"
Also i think they just mean in general
Aew isnt a 1.4 mob
Or 1.5 draedon update idk i cant remember
@willow viper
yeah
pretty sure it's been confirmed that AEW will use threats of the ocean floor
so it's an unnecessary sugg anyway so

But yeah, even if devs accepted it, the interludes wouldn't be added
Since they were intended to be outside the game and optional
uh gem's aren't that hard to come across honestly
and wulfrum staff is worse than any gem staff
i mean isn’t that kind of the point? gem staffs aren’t supposed to be meta or whatever, choose what you want to invest into
The Wulfrum Staff can pierce, which is incredibly useful early on. Amethyst and Topaz both cannot.
And I'm not asking them to be meta, I'm asking them to be viable.
some people invest the grind for the better staff, others go the easy way and get harvest/wulfrum
you are saying that like sapphire isn't common as fuck honestly
they are viable though
they are very much viable

just like how you don't go for a tungsten sword, you don't go for an emerald staff
i went for a tungsten sword :(
Because you want to conserve the materials. Having them cost less would make it an actual choice.
diamond is def meta though
it already is a choice
If diamond is fine, then what about simply lowering the cost for each tier?
the choice is mostly decided by rng tbh
the gems already are more common per tier
8 for ruby/diamond, 6 for emerald/sapphire, 4 for topaz/amethyst
lowering is just pointlessly doubling down
a world can handhold you and give you an easy gem pile in a hot second
if not, the alternates are there
and if you get rewarded by decent rng, it's a headstart
that's how early game goes 
Alright then.
it's sensible for something a bit more than 1 though
moved items to a different spot in the title
the game already does that for you by making the worse gems wildly more common and available higher in the world
Didn’t fab say he’s not going to make vanilla changes configurable
Also not sure if it’s a don’t or not, would pull up the doc but navigating it on mobile is pain
Why do people complain about summoner forcing you to have the minions do the work for you
I mean isn’t that the entire point of summoner?
Rev+ golem requires actual space to dodge, you still got a limited amount of space though. I wouldn’t say the big arena trivializes the entire fight.
because people want to feel like they're actually doing something instead of just existing, they get locked out of an entire class just because "heehoo summinir only summon do anything"
even vanilla recognised that as a problem and gave summoners something to do
granted that something made them stronger melee than melee but i digress
Summoner in Calamity is balanced around only using summons, it’d be better and more balanced to keep it the way it currently is. You could always go with multiclassing with a hybrid if you’re real salty about classless weapons doing no damage.
ok, and while that may be the intent why is giving the players a choice to play their own way a bad thing?
I mean if you want a less balanced summoner experience you could always just download antisocial or something
Besides the game should be as balanced as it could be while making everything as viable as it can be
Relying on a weapon from another class to make the class good is just bad
considering summoner already does the least damage of any class even in the best case scenario, giving them a little extra active damage just makes them more balanced tbqh
Summoner doesn’t do the least damage of any class at all, unless you’re talking about vanilla summoner in 1.3
it does do the least damage tho, but we're not here to debate that
Giving the player freedom of choice could be bad when the creator of the game/mod intends you to have the most balanced playing experience
giving the player freedom of choice lets them tailor the balance to themselves, because not everyone is going to fit into one of 4 predecided points
much like how difficulty at all is a choice
hold up there, little Timmy
what's this about freedom of choice bein' a bad thing in a mod where nearly nothin' is done to limit your options aside from simply not givin' you any and then buffin' everything so hard that you have to use those options to be an effective contribution to your playthrough even in singleplayer when playing on the 'intended' difficulty?
If i want to break my own balance i can yes, very easily, but not everyone is going to want to go find the mod that increases weapon damage of all vanilla weapons by 20%, go find the mod that makes summoner more active, go find the mod that gives you x y or z
difficulty is a scam made by mod companies to sell more gameplay
which btw i tested the mod that buffed vanilla items by 20%, I still found myself using all the calamity weapons
just saying
because health and damage aren't the only things changed about vanilla bosses with Rev+
#suggestions-posting message
@long vault
1- Stardust Dragon is getting buffed (and the vanilla one was stupidly op)
2- Golem arena is fine, considering how janky vanilla ones are (sometimes altar is inaccessible there, leading to softlock)
3- summoner is fledged out a class in Cal not support weapons like in vanilla, also the passivity is a you problem not summon problem (try playing more agressive and close to the bosses, some summons do way more dmg when agressive)
4- was already mentioned but Fab will not give this option, specially weapon balance (heck star wrath and Terrarian are shit without the Cal buffs, in Cal its a decent choice for Providence)
the only thing that consitutes being aggressive as a summoner is staying close to the boss
This statement is barely readable to me but I’ll try to respond to it the best I can.
The difference between being able to choose difficulties and being able to tweak a certain game mechanic is that the game, to some extent was made to play on those lower difficulties. Calamity made the summon damage nerf most likely as a way to make summoner actually be able to be balanced around only having summoner weapons, making the class actually harder and downs of using.
and the rollercoaster ride that has historically been melee viability as a concept in Calamity should tell more than a little about how reliable being close to the boss is as a strategy
if anything summoner needs better aggressive options
and passive ones (butterflies specially) to get slightly nerfed
yeah, they made pbg nohit a joke
summoner needs something to encourage getting upclose that's specifically not whips
...I'm confused about what you mean by "passive summons"
summons with good ai kekw
there's one active summoner option with Calamity that isn't a classless weapon that pretends to be a summoner option
summons that don't need you to hold their hand
and that option is Borealis Bomber which from what I'm aware works for about 2 minutes
summons with tons of aggro range that encourage to stay away from bosses
butterflies's aggro range is fucking massive, and they have homing projectiles, this just allows you to run away and still deal decent dmg, rather than having to approach the boss to deal massive dmg like with Magic conch, Sandsharknadoes (and tempest, but their aggro range and aim is godawful), Optic staff, Ice claspers, Sun beacons, Mechworm, and Cells
tbh trying to summoner playthrough atm and even being close to the boss isn't enough to guarantee my summon will do much of anything
especially when they treat the right click to target as a suggestion
most Calamity summons from what I remember have disproportionately massive aggro range and I never even got into post-ML with my summoner playthrough because I was bored out of my mind by the time I got to Provi
in particular for earlygame where to make summons work sometimes revolves around having to despawn your summons entirely and resummon them
this is due to a tmod bug though
if it werent for that bug you could resumon stuff like with vanilla summons
no i mean for basic things like the slime got stuck on the wrong level of your arena
also im pretty sure that after 1.5, they'll do a balance check to the rest of the game
anywho I'm gettin' sidetracked
the point I wanted to make is that nearly all summons in vanilla and Calamity are by design passive (even more so once you realize that some of Calamity's minions don't even respect minion targeting last I checked)
summoner is designed and near-mandated to be inherently passive and Calamity doesn't really correct this problem
which from what I could tell was the main thing that was tryin' to be addressed here originally (please correct me if I'm wrong)
either way, in lieu of having actual active options it would be nice to give players a choice in the interim
originally was Stardust dragon being shit, but then yes
oh yeah isn't Stardust Dragon getting rebuffed because it originally got nerfed so hard that it became basically unusable
I fail to see what possible issue could arise from giving players a choice to deviate from the norm
also most people saying that they want summoner active forget sentries and things like yanmei's knife exist
you can just reposition hive pod (or any other sentry) every now and then
hive pog
hive pog is also pretty broken rn, expect it to be nerfed
- meh
- op as fuck
much like vanilla's sentries, as a matter of fact
"painfully mediocre (or sometimes even straight-up bad)" and "so incredibly powerful you can just win the rest of the game with them"
old energy staff was smth
flashback to that one scene in terraria veterans for the worthy with the rapid fire balistae
honestly though when was the last time someone unironically used Energy Staff
that's a legitimate question because I've never seen anybody use it
you can still use that on Cal, works amazing on Deus
probably some nohitter
fuckin'
ballista spam
me, who showed testers how op it was compared to other summons (it beat fucking cosmolight) then it got nerfed to the ground
i mean i build my arena with walls atm because i enjoy swinging my big ol bomb staff around
but then I have nothing to do
until either the boss is repositioned too much or the sentry despawns... in what 2 minutes
granted part of the issue with sentries is that everybody likes to pretend that the Old One's Armors and by extension OOA as a whole just don't exist aside from Betsy
yea lighting aura and ballista are amazing sentries

byeah
although Ballista is considered amazing moreso because people learned you can resummon it infinitely and because it shoots instantly upon being summoned you can deal obscene amounts of DPS that rivals even vanilla Ranger
we should move to #calamity-mod-talk
indeed
yeah, this is. probably spiraling off the main discussion point by now
although i have a sugg idea, although im sure CMT noobs wont like it
elaborate
Hallow providence shoots 4 beams like night provi
but ye if fab has gone on record as saying they don't want people to be able to undo the vanilla changes with cal installed then there's no real point to leaving that suggestion up
big sigh
Hallowed Providence's arena is far easier to build meanwhile in hell you have to deal with hazards and limited space. this allows you to have an easy time dodging
Honestly I don’t care much about hallowed beams, though yea I don’t think a lot of people would like it
here's my question
It’d be nice to not make the beams be easily negated by a single RoD click
and 4 death rays (under 50% hp) would incentivise people actually trying to dodge the beams rather than just RoD
how so?
Night providence's beams are also RoD- able but you have to wait a bit and dodge part of the attack then RoD
because realistically there are only two notable ways that four beams could be used and still be considered fair given your audience
one of those would make the attack easier to handle rather than harder, and the other would effectively do nothin' to solve the problem you're presentin'
there's probably a third option I'm not thinkin' of but those are the two big things
there's either using 4 beams to make a cross shape or reinforcing the two existing beams with two more beams of similar movement and size, respectively
night's providence's 4 beam attack has 2 beams stick outwards so that you cannot RoD until dodging a partial amount of the attack so that the rays start to converge
so the second option but slightly flashier
yeah that honestly doesn't seem like it'd make dodgin' the attack any harder for people that already know how to dodge the base two beams
imma get a clip, a new one the one i had is shrooms, and others are nohit arena
while makin' it more annoyin' for people that don't i.e. most new players for what seems to be virtually no reason
I have a good image in my head already of what you're talkin' about
I just fail to see how it makes dodgin' the attack harder
aside from restricting your options which, while somethin' a boss should do anyway, should be done in a way that feels fair to newer and older players alike, and should be done consistently rather than only for a second
if you want dodgin' the attack to be harder, introduce a secondary mechanic to said attack later on in the fight (or in night Provi since people have a...troubling addiction to torturing themselves with harder boss variants), or properly restrict the player's options for dealin' with it so that they have to figure it out the intended way
night providence is enough, and malice mode will exist
then note the two main recommandations I made:
introduce a secondary mechanic to said attack later on in the fight
b)properly restrict the player's options for dealin' with it
barely made the important parts it fit here (focus on lasers)
its called dps fail cuz i min maxed mobility too much which made me not have enough dps
anyways see how unable im to RoD in the holy ray attack
just from a first glance I see spots to teleport to and be perfectly fine at even from near the start of the attack i.e. the same point you would RoD during the attack normally
simply because you're able to move perfectly fine out of teleporting
damn and you were just telling ME to get closer to the boss
thats on summoner vs Regular shit, on night providence you want to fucking run
imma get a new clip on a more fair arena
to be a bit more in-depth with my analysis:
from what I can tell, there are three main spots that you can teleport to for the normal scissor beams and be perfectly fine from as long as you're able to move: behind the clockwise beam, behind the counter-clockwise beam, and directly opposite of your current location in relevance to Provi
from a thorough examination of this attack even through purely thought experiments, there is only one of these options that gets removed by the two extra beams and it is the option of teleporting to the opposite side of her before the beams have dispersed, and even then you can still do it about a second into the attack at latest
you can still teleport behind the front beams but ahead of the back beams and be perfectly safe if you know how to press your movement keys and stay close to Provi, basically the same way you'd RoD out of the normal attack
at least there you have to aim where and wait for the opportunity rather than just mindlessly RoDing
you only have to aim and wait as much as you do for the normal attack
the only option that's prevented is the option that's extra cheesy anyway and shouldn't be an option
thats the option that i want to prevent
hm
so that you actually need to think properly where to RoD
rather than Death ray attack *instatnly rods behind providence*
guess that all checks out, then
I had thought you'd wanted to prevent bein' able to easily escape the attack with RoD period or somethin', but if you're just lookin' to disable the option for extra cheese as opposed to normal amounts of cheese, then yeah quad beams are fine
isn't the reason why slime god drops an inconsistent amount of gold is because it's bugged
like
it should drop at least 50 gold right?
or at least when I played the game last it dropped around 50 gold
i think so yea
also night providence do be hard as fuck and im struggling to get a clip were i rod out of the 4 ray attack before me dying or instinctively dodging it the intended way
i think so yea
finally now we wait for the clip for suggestion; might make the sugg a video
actually would be fine to make a sugg
[title]
[text] this video i made explains why
[video]
sounds good
@hollow shell
Yeah you can do that
Alr i’ll start later, possibly tmrw
@earnest raptor goblin tinkerer is getting reworked, and with it the price is getting lowered as well afaik
Even tough, you won't need much money
Not as much as previously, that is
It's still not okay than pickaxe from perennial bars reforging costs 2.5x more money than pickaxe from chlorophyte bars.
Tbh why would you even use Perennial tools I see
Or like scoria bars pick
Picksaw costs 4.3 gold to sell
Hampick is 16 gold
I get than money is not a huge issue in Calamity, but just why?

Armaggedon farming
Which dies next patch
And goblin no longer scams and is cheaper to use

You don't get it.
Money is farmable just fine.
But for me, it makes no sense, how calamity pickaxes are significantly more expensive than vanilla pickaxes, despite them being not much more powerful.
(This one is a bit more understandable cuz of PreHM progression, you can get Molten way earlier than Gel)
Yes.
But yeah I get your point.
But my point is than modded pickaxes are 4x as costly as vanilla pickaxes, while not being 4x better as well.

It's not really huge, but it just striked me hard in heart when I tried to reforge Shardlight or Seismic pickaxe.
fun fact: Gelpick's sell price is over twice that of a Cobalt Pickaxe despite it being earlier
Now that's quite a bruh moment
my challenge to you is to find me a legitimate reason that a commonly-obtained pre-Hardmode pickaxe should have a higher sell price than an equally commonly-obtained Hardmode pickaxe
Is Gelpick "commonly obtained"
Last I checked it was optional because of Molten
gimme a sec, what gear is recommended for WoF and going into Hardmode for basically any Calamity playthrough worth its salt again?

Using your valuable purified gel on extraneous luxuries like faster but non-progressing tools
puh
jokes aside, Gelpick is a straight upgrade from Molten and you will likely have enough Purified Gel to make one after you've made all your shit
mainly due to the fact that the Slime God inherently drops an exorbitant amount of the stuff
you are guaranteed to have a enough for a full set of armor off of a single SG kill. you will still have some left over in most cases and if you want a specific SG drop you're probably fighting them more than once anyway
(and amusingly enough the Purified Gel weapons cost so much more to make than the actual armor set that you will likely be fighting SG more than once to get one of them regardless of whether or not you want a specific SG weapon drop)
(seriously, 30 gel for a single Gelitic Blade? and this thing costs more to reforge than most of the altar ore broadswords despite being earlier? you've gotta be kiddin' me)
but like my point is essentially that
Purified Gel items are actually one of the best frames of reference for Calamity sell prices being disproportionately high due to the long-standing prevalence of Armageddon farming + Calamity bosses inherently dropping like 5 bazingillion dollars relative to where they're fought + boss summons being so cheap that you can just infinitely buy the summons and then nuke the boss for free money
because there is a readily available direct comparison in the form of the different altar metal items
most of which have a lower value, and thus are easier to reforge, than the pre-Hardmode SG crafts
economy suggestion, fun
the main problem with pricing is that no one really want to bother with every single item case
at its core, things like beastial pickaxe can be abused to another level
literally how
make an afk farm, perennial slimes die in about 0.3 seconds, spam craft beastial pickaxe, ruin the economy
this is less effective than arma farming ofc but we all know arma farming is dying by now, hopefully, probably
evil boss farming isn't (Demonite and Crimtane sellin' baybeeeee) and neither is the infinite summon purchase loop I mentioned
also you can do that with any Perennial Bar craft or hell even the bars themselves
you can do that with any item
precisely
as long as it is easy to obtain, it is as easy to abuse
that's what happens when you make everything sell for a damn fortune because your money system is inflated to hell because you need to compete with goblin scam artistry
no one is gonna make their prestigious terratomere just to sell it for a quick 19 bucks
and now goblin scam artistry is goin' away
so now there's like 50 ways of makin' money instantaneously and ruinin' the economy and trust me when I say that the only way you're gettin' rid of all of 'em is by probably makin' a lot of people really mad over various things dying

you took a wrong turn somewhere, I dunno how you got here
list some 
okay
Thanks, I giggled.

- buying literally any earlygame boss summon from NPCs for dirt cheap and fighting them over and over makes a shitload of money on its own
- selling drops obtained from fighting bosses over and over, particularly bosses with high-value drops like the vanilla evil bosses, makes this even more lucrative (have you SEEN evil bar sell prices)
- afk farms except they work with vanilla mobs too! Calamity mobs are just notoriously profitable because most of them are the ore slimes if you're not in a new biome so bam you're handed free money on a silver platter
- doing basically anything in the Abyss for more than about 2 seconds is guaranteed to get you a bunch of money
- have I told you how piss-easy Calamity makes fishing, one of the most profitable activities in the game
- oh yeah and fishing gives you like every Calamity bar in the game too so you can just skip the bullshit and get straight to the moneymakin'
Isn’t goblin tinkerer being reworked next update
already mentioned that, you're late
K
in fact that is precisely why I agree with this suggestion
Goblin scam artistry rework is all well and good but it ain't gonna do shit if your items inherently cost a king's ransom to reforge
and I know reforge costs are being reduced by 50% globally but that indicates a larger problem in play because vanilla items are for the most part not that expensive to reforge
the only vanilla items that actually cost that king's ransom before the last third of the game are things that in vanilla you need to put in a considerable amount of time, work, and exploration to get
Actually Quagmire is slightly more profitable.
like Frostspark Boots or Bundle of Balloons
Or Celestial Shell
forgot to specify progression
although I admittedly do not remember Celestial Shell value on account of never actively reforging it
and by that I mean I did it like twice and I don't remember its sell price
oh it's 14 gold yeah that's nothin' post-Golem
that's chump change at that point in the game
- fishing is pretty rng in the first place, cal fishing will be nerfed, cal fishing items grants no extraneous vanilla fluff
- abyss pot-in-a-pot are still stupid and probably needs a hard hit, because pots aren't even supposed to be the spotlight
- a lot of bosses suck at being profitable except the edge cases few that is mentioned here (why does expert boc drop 40g+ worth of money)
- the average player legitimately cannot be arsed to make an afk farm
afk farm
Literally place a row of conveyor belt under lava and use all of lore.
you'd be surprised
90% of calamity players come here to escape what terraria players would do
take their time, build things, and not rush bosses
not 100% sure I get what you're tryin' to say
while I'm ponderin' on that I'll write down this list of boss profit analyses
CRABULON ARMAGEDDON FARMING
for some reason I remember Crabulon dropping a disproportionately large amount of money for how early he is even before taking Armageddon farming into account and I don't know if that was intentional or not
I'm basically saying that the only mainstream way of getting fat non-diminishing stacks is farming the few bosses that have their money overloaders on
The thing about crab was not only good money but in Expert mode, it drops exactly enough shrooms to summon him again.
Infinite profit

(and that abyss potceptions is ugh)
I hadn't even been thinking of Abyss pots-in-pots
I just remember Abyss enemies in general dropping a pretty damn decent amount of money
In my early clam 1.4 playthrough I got over 100 platinum in pre-hm just by crabulon genocide.
might be rememberin' wrong, though. been a while since I last played
Abyss pots def hard carry the loot you get there from experience
waitin' for 1.5 to drop before I do what is decently likely to be my last playthrough 
since your objective in the abyss is go on an appointment with the local chests/ores/rush to layer 4 and kill the minibosses and fuck off ASAP
While evil bosses have more loot, crabulon can be destroyed by Abyss weapons in 20 seconds and he has literally the pattern where he stays still doing nothing.
I even tried to make religion out of this

Anyway, calamity weapon prices are definitely bogus because of this shit.
I suppose what I'm tryin' to say is that like
it's not just tools that use the system, it's also the boss drops that can be abused
maybe not for 1.5, because 1.5 is kinda already huge
The price for tools is what irritated me in first place.
but at some point I feel like Calamity item sell prices (and by extension some vanilla item sell prices) should be looked at in-depth and re-evaluated
economy is arbitrarily decided
I mean no businessman made sure to make all forms of terrarian stonks as balanced as possible
How tf did that purity axe suggestion not get flagged
eow makes like 10x less cash than boc (on expert, the same ass tiers of bosses with this much gap)
I think it passed because moderators interpreted it as problem of inconsistency.
Like how clentaminator clears walls, but Axe of Purity doesn't.
wait is the gap actually that large
I thought EoW was way more profitable than that what the hell
you can try to math it out yourself
This needs research.
...okay I knew it wasn't that large
but BoC is like 33% more profitable purely by comparing evil metal sell price
unless wiki is slackin', boc drops 12.5g on death and eow drops 3
not to mention ore count
EoW also has the consistency of a wet piece of paper that was drawn on with a pencil somebody chewed off the eraser off while panicking about their finals
I have complete confidence the money drops have a smaller gap than that
if they don't I have yet another valid reason to nuke EoW outright
and boc is easier to kill because it's clumped as opposed to burrowing like a coward
yeah
BoC just kinda
accepts its fate
while EoW makes your life miserable if you don't have something that can hit through tiles and then it just takes 5 years
hm.
yeah I guess it does end up being just BoC being stupidly easy to farm and stupidly profitable
byeah the point in all that is that no one really intended economy to be balanced, not even relogic
they just added some numbers and move on with something more important
tl;dr Terraria's economy is beyond fucked
Doesn't mean than we cannot try.
Why can you sell gold and platinum for the same amount of silver
When platinum is 100x the value of gold
Because real life economy works in same way
An entire platinum bar is worth a few silver meanwhile a tiny coin made out of platinum is worth several thousand silver coins
Gold and platinum is the same rarity
Terraria logic
No
Coins IRL are cheap to make.
That's why government establishes monopoly on it.
can we update the vfx for death valey duster
Money is just paper but you don't see people using a stack of paper to buy lamborghinis
Who knows maybe the coins are backed up by some mystery valuable material
Game theory: Universal Paperclips is canon in Terraria universe, and coins dropping from enemies just confirms than they are made from paperclips.

there will be one in 1.5
Actually that sounds cracky as fuck
I just in-game tested this on the spot with a small sample of 10, eow dropped 22g on average and boc dropped 60, not quite the hyperbole but 2.7x is still pretty significant 
How do you even differentiate that
When boss is summoned, assign some value to it.
If value is set, items dropped will have No value as sell price.

if you wonder where crabulon placed on the spectrum, it's apparently 12g
boc is 5x as valueable 
on another note, theoretically you can just apply supply and demand economics to make players diversify their sources with boss summon buy prices rising and item sell prices dropping
Mm
Actually rising shop prices and lowering sell value upon killing the exact same boss in a row could be somewhat interesting to expand on
an american dime takes less than a cent to make iirc. same idea generally
i wasn't thinking about the backing of the coins since terraria is literally in the middle of nowhere on an island but who knows maybe there is backing
the coins are backed by draedon 
draedollars
what should i do if i just thought of an extension for a suggestion somebody posted ages ago
like so long ago that its at the point where editing it won't affect anything
Ur allowed to repost if smth didn't reach the star req I'm pretty sure
only if you aren’t the person who originally posted it
Reposting your own sugg because it didn’t get enough stars isn’t allowed
That is allowed.
You're not allowed to repost it if it's your own suggestion and it did get enough stars
because some people do that
If it didn't get enough stars, and it has been 1 week minimum since it was posted, you can repost your own suggestion.
Also yeah you can repost your own version of someone else's suggestion
no matter when it was posted
preferably entirely in your own words, though
It'll get bluechecked, which is okay, or if it was reeeaally long ago then it'll go through as its own suggestion
Why?
That doesn’t seem like a good system
People can just keep reposting the same suggestion week after week
Even if literally nobody wants it
theres likely a gentleman rule unwritten of "reposting it 8 times every week is a no" or whatever
and if not, then this
There was one instance where they didn't give up
And I had to step in to tell them it was the last one
(peepoweird emote suggestion)
But I don't recall any other times
Ye
in my years of managing suggs
(peepoweird was a joint effort anyhow, multiple different people suggested it iirc)
peepoweird was started by someone who then gave up, and then someone else took it to the point where they had to be told to stop
Why am I not surprised that the one time it was taken too far was because of an emote suggestion
And now all emote suggestions are banned 
“Please add weirdchamp emote but crabulon it would be so funny 😳😳😳😳😳”
Emote suggestions are just the worst in general
Most of the time it isn’t a funny emote
(If you provided that with your own image then we'd consider it)
and, yeah
Borderline meme suggestion every time just cuz of the nature of them
And difficult to give reasoning for
So now emotes are actually suggested by doing god's work and controlling fabsol's mind into adding it or smt
Admins may be easier to control idk
I think it's just
you bring it up in chat when a mod is around and they can deliver it to modcorner for consideration
iunno if there's been any successful instances of that tho
🤷♀️
(courtesy of me
)
Well yeah hage
but uhhh afaik there are no successful instances of emotes being added because someone asked for it post-emote sugg ban
was added/edited by mrrp of his own volition iirc
aaand that's it
(
and
were updated recently but they already existed in various formats soooo)

@drifting crane
No reasoning, a don't, where would the pillar fit in the world anyways?, and meld exists acting as a pseudo fragment
Good point, I kind of forgot about the melds, thanks!
and disable reply ping
not gonna lie you should really delete that suggestion before more people see it
you're gonna become a laughing stock
?
already did.
aight cool
Cool
yoooo a lot of suggestions got implemented
Indeed
Yeah this suggestion looks good.
ive had this thought in my head for months but i wanted to make sure i thought it through fully before bringing it up
i think i covered most bases in my issues with the stuff
the idea is great, just one question
when you meant post hardmode, did you mean post ML or post WoF?
oh i meant
post wof
whoops
fixed
was thinking it could literally just be gel + wulfrum scrap at any hardmode anvil
if that was the path they went down
tho i had plenty of other ideas
@drowsy plank very cool, though you could dump the part where it references another sugg about disabling wulfrum spawns
not really needed
aight
firstly, wrong format
@high basin format it properly, put the title in the first line then shift and enter
secondly, there's some explanation which is basically "throwing and rogue are basically the same so this doesn't matter"
ah ok
pretty sure this is a don't
myeah
you can't make this sugg because it's about replacing throwing with rogue
so ima just remove it since it's not exactly salvageable
he's typing again 
@high basin my guy please read what i said
you cant sugg it
bruh
there is a reason that i removed it
delet the sugg or you be die
Btw i only saw ur message after i already posted my suggestion again but formatted, sorry demik
format was the secondary issue
the first issue was that you weren't allowed to suggest it at all, so i suggest you read the don'ts doc (in the pins) so you know what you can and cannot suggest next time
that's alright, as long as you know now
Perhaps some sort of wulfrum building blocks would help it remain useful, if people could use wulfrum platforms for arenas then it would have a continuous use
Wulfrum wouldn't be a good alternative for wood
why use either of those when planter box
True
Even if it’s not used much it still gives the opportunity for it to be used
What if you could make a super powerful endgame summon with the wulfrum
that'd be weird
John wulfrum was never able to make any good robots so it would be his masterpiece or something
Afaik the moons will get new enemies eventually
i believe this is planned to be done eventually™️ yea
Something about darksun eclipse getting more spooky enemies
I hope so
The post ml moon stuff is literally just that event but with a ton more health and damage
Ye
Ok siren head enemy for eclipse when

could maybe say something about consistancy aswell, although im not sure if cal adds any campfires
at spriters ig
The only thing between that campfire and the mod is an spritesheet really
@fleet pagoda This is directly tied to suggesting for future content due to being entirely based on 1.4 which is a don't so I suggest saving this for when Cal actually does update to 1.4 Terraria instead of now
Np 
@ashen warren Is "rebalance" the right word?
It sounds like you're asking for it to be moved to a later tier, which isn't necessarily rebalancing it




