#suggestions-discussion
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It's alright
Aaand @cold cosmos that's a post-ML weapon balance suggestion. See the top pin in this channel.
Yeah this is in direct violation of most recent pin so 
You can see how it does when the update releases
Will do
And it'll likely get changes in 1.5 also due to being a Post-ML rebalance
(It might still be worthless but chances are it'll be better)
thanatos summon confirmed no way!!!11!!1!1!!1
Your probably not using its capabilities properly
It does seem like the most recent tests before (and soon after) 1.5 started development showed Cosmilamps as being pretty balanced
Performed pretty equal to its competitors, looks like it was the most consistently good option while other options at that tier needed certain circumstances to perform their best
like plague jets not fucking missing
Yea summon outside of min max and slot stacking is surprisingly balanced on live
With some shenanigans here and there
what if one of the future boss was sort of like a time control boss
and hed have the ability to reverse some effects/events in a battle?
That's

Eridanus referen?????
Yeah you can't suggest new bosses
that's a concept people have used and a concept that's interesting but yeah uh don't
I wouldn’t say it’s a flaw, it was more like adding throwing in 1.3 which was a flaw from Re-Logic, making it so melee just had all these throwing type weapons like boomerangs which literally could be counted as “throwing” which threw off what was melee and what was throwing, it’s pretty clear now since the class was removed and since only ranger weapons use ammo, therefore despite it being a little awkward the throwing knives and the javelins make sense being ranged
While Shadowflame Knife being a non-consumable makes sense being melee
question, why do wulfrum pylons have contact dmg, almost died to one in hardcore lmao
Interesting question
They could prolly have it removed to be in line with us removing it from all Caster and similar enemies
Then you'd also need to buff the spawnrate thing at the same time, otherwise it will not only do nothing, it also won't even be capable of damaging you 
i just had 2 wulfrum pylons to see if they increased the spawn rate of the others, i got mostly slimes and then 1 pylon despawned

has it been considered another use for energy cores besides wulfrum armor?
and why does coin of deicit need acid wood?
and wouldnt it make more sense to make throwing bricks on a furnance?, they are also hella expensive
huh, never noticed its specifically acid wood ever
also yeah its not clay into the throwing bricks
its from red bricks to throwing bricks
Yeah like you could argue you're "undoing" the bricks into smaller pieces to throw
still why only 15 bricks
a single wulfrum scrap makes 50 knives
an iron bar + wood make 50 franciscas
thats something else to talk about
Tbh the victory shard suggestion is actually reasonable
they just don’t fit with the current mod
Clay is much more common than wulfrum scraps and iron bars with wood though
You can easily get like 100 clay blocks on day 1 with zero problem
Why rely on the funny bricks way later.
Yeah
I mean yeah as potentially expensive bricks can seem there's way better rogue weapons that you can spend your time on instead so it's not that big of an issue in my eyes and more of an incentive to not use the starting bricks you get
Utilize them to kill Wulfrum enemies and them turn the scraps into knives.
When the
funny spriter class
Ye
oh boy
you're gonna want to read the pins
there's a bunch of formatting and stuff that you're missing
Ah damn my bad
so uh, delete it
why tf aren't throwing bricks made with fired clay
this mod really has a thing for recipes with blocks
why add an item just to be a material for one thing
what
why make fired clay exist to just be turned into bricks
what is a "fired clay"
no point in it existing
still don't know what a fired clay is
the brick blocks that is
something they think exists i think
probably means clay through furnace
I couldve sworn this item existed but i can't find it

yea throwing bricks are made with brick blocks because you basically just break apart the block into individual bricks
its supposed to be
well why
its supposed to be something you use to get better weapons, from iron and stuff
its not very good
don't forget to mention that the original statement isn't even true
when you have coin of deceit+
wait what?
coin of deceit allows stealth strikes to occur at 75% stealth, rather than full
and ruin med 50%
this entire section of conversation is painful to read
@manic aspen throwing bricks are made out of fired clay in the form of Red Bricks.
This was already kinda explained to them
yes i believe he is aware due to already having been told
reaffirmation never hurts in hammering in a point
there is no point here though, just a correction that had already been corrected
You mean for draedon weapons? Its already being added next update
@mint steppe ^
I have officially ran out of space fpr your notes leon
Removed

surprised it didn't happen sooner
havent been seeing this server much
@river drum Just Zerg + Battle Pot + Water + Chaos Candle in the Ocean
A ??? alive at pretty much all times
Yeah usually the problem is ??? being too prevalent
ye
That lore item effect is staying, via a new item
Thank goodness.
Really?
I rarely get it
'rarely"
if I stick to the ocean I'll get it quickly enough to fight
having an item to quick spawn basically all bosses would massively reduce the time spent grinding for legendary items, although those does seem to be designed that way
(legendaries are obtained differently next update so I don't really think that matters, since if the suggestion was implemented it would be for next update)
Yeah they'll be ||guaranteed drops from a more challenging version of the fight||
Honestly, I find it still weird that the Anahita/Leviathan fight doesn't even have a proper summon item
and no, Zerg Potions don't count
#suggestions-voting message
If we needed more examples for this sugg
if i didnt have gladiator armor + 2 accs on warding there would have gone my 7th hardcore attempt
#suggestions-posting is quite empty
is there a way to alternatively increase hp to life crystals?
similarly to with mana stars and the mana star fish?
feeling like that may be a good idea for consistency (ofc the fish would have to be very, very rare)
wait is there?
Yeah it's just a recipe I think? would be a nice way of getting heart crystals though and that benefits all classes unlike the mana star fish
alr
The recipe is also horribly mistimed though, having bones in it IIRC
that recipe shouldnt even have bones at all
by the time the player fights skeletron they should definetely have 400 hp
and pink gel is already scarce enough in the early game
It has bones because it's for catching up
I'd axe the bones from the recipe myself, finding a pinky is barrier enough
At least that's the reason a dev gave back then when a sugg was made about removing it i remember
Add a fishable alternative to life crystals
It would add consistency with enchanted starfish, which increases mana and would be an alternative to searching for the crystals in the early game, making them very rare would still make crystals usually better. Early game focuses too much on exploration but sometimes specially on higher difficulties it can be though due to the rarity of life crystals at this point and the dangers of the underground and other biomes such as desert, jungle and evil biomes very early on, the fish could act as a small boost so that the player can explore more in the early game (possibly even add a cap to the number of usable fish so that the player still has to search for life crystals) and prepare for boss fights
hows this?
Found it
Ib also said this
I've swear i saw a sugg about life crystal fish lemme look what was said about it if anything
maybe having it ask for shadow scales, tissue samples, true shadow scales, blood samples or aerielite bars
now that i've been playing hardcore, i've noticed theres a lot of problems with current early pre-hm
as far as i'm aware, the fish mana things are already pretty controversial
isn't the life crystal getting an easier recipe in 1.5 anyway
wulfrum enemies being rare as fuck for example
Oh boy another pillar for rogue thing
Pretty sure this is the definition of a "Don't post this" but why does rogue need a pillar when it already suffices with meld blobs and why do we need to make an already boring, grindy event even more painful? @mystic anchor
The mana fish are controversial because getting 24 stars is practically free, the life crystal recipe is borked because its too late to be useful. Like I guess it makes heart lanterns renewable? MAYBE helps top of all the goons you're playing with in multiplayer?
To make it more consistent?
Consistency isn't required when the class already suffices and the event frankly needs less pillars
sometimes enjoyment will take priority over consistency
5th pillar is not happening, would fall under too large.
- no space
- pillars are stupid anyways
Lunar Pillars are already a pain in the dick to many so
I can agree with that
Talking about heart crystals, I remember in the #changelogs it was mentioned that the recipe was changed for them
Third one this millenia
It's not that much but the fact more than one person thought to sugg it is a lot ngl
Fishing alternative would be neat to give more actual use to fishing rather than just making it super easy near instantly but yeah 
What
rogue pillar is likely never happening @mystic anchor
How does making fishing only more viable "gives more actual use to fishing" like it doesn't already have it lol
If everything it just makes fishing funnier
very much high effort for an already annoying event, plus meld blobs aren't considered a lunar fragment
Found the life crystal change, being change 147. Alright problem solved I guess.
Indeed
no problems here? so that i can slap it into #suggestions-posting
5 stone, 2 rubies, 1 healing potion. Good recipe, still has a lot of exploration which was the intent behind the current recipe but can be done pre-boss.
Or atleast would be an interesting idea
It would help with the fishing GOD issue
thats a very cheap recipe not gonna lie
yeah but who actually fishes tho. Fishing with one lure is boring and multiple lures are too late into the game for lives
thats more of crates being an issue but iirc they have been dealt with
No more funny early-HM mining trip skip with the big early-HM rework
a lot of people actually fish because calamity hands you absolutely everything you need early on and fishing is funny as fuck (as in holy fuck it's practically op)
Alluring bait my precious
Fishing also has a couple of other funny stuff like getting hm weapons in pre-hm
i mean if they can be gotten pre hardmode they're not hm weapons
Early game focuses too much on exploration but sometimes specially on higher difficulties it can be though due to the rarity of life crystals at this point and the dangers of the underground and other biomes such as desert, jungle and evil biomes very early on, the fish could act as a small boost so that the player can explore more in the early game (possibly even add a cap to the number of usable fish so that the player still has to search for life crystals) and prepare for boss fights
run-on sentence, could barely follow it
not true, because by that logic leviathan and scourge drops are prehm
intended progression when it
Its just that Slurper pole is funny
And the fact that obsi swordfish isn't locked behind HM
Early game explore. Explore hard when high difficulty. Fishing give hp. Hp make explore easy.
Only locked behind a lava pole
If they find out about it yes, funny luxor interaction
because tbf getting funny lava pole is harder anyways
who actually uses any spear up to nadir
who uses nadir 
biome blade is better
So does Starnight Lance
Lmao no
You can easily do levi with the terra blade as well
hat e fishing. gr
there fixed punctuation
only levi drops lava pole and if you're figthing levi pre hm you clearly don't fucking care about using obsi swordfish and fuck angler (fuck angler)
byeah

funny weapon is funny
Wouldnt say early game focuses too much on exploration it just focuses on iti
(good)
Mfs want to swap the fun part of prehm with
boxing yourself in and waiting
I love how I deleted PLG and Levi with the plantera legendary weapon in my ranger playthrough
thats why i suggested possibly capping the amount of hp adquirable with the fish
like up to 200 hp, but putting numbers is a dont
Iban solve pre boss calamity and make it good and not an instant skip somehow idk your a dev you can clearly do that
Just flip a switch maybe
True
calamity is becoming too focused on personal preferences that ignore the general opinion. You can pull out any piece of the change log and 9/10 people will have the same answer. Its either stupid, or It depends on context, or its a nice change
Guy when wrong
Tho in this case i doubt the general opinion is that fishing is more fun than exploring
Calamity started out as personal changes, if vanilla was fine we wouldn't need mods 
I read like 100 of the upcoming changes and holy crap like 80% of it is so painful to read
I enjoyed fishing the first time I did it then it got repetitive with rewards I raelize that I care less and less about 
did you know that's your personal opinion
and not "The general opinion"
well yeah. that's basically every possible response.
"You look at any changelog, and the change is either bad, good, or in the middle" 
You look at any opinion and it's a bad opinion or a good opinion or a meh opinion
jokes aside, I think it would be nice to see a poll of satisfaction with the changelog, just like a 'rate it 1-5' kinda thing
You look at any polls with a option of 1-5 and the result is 1-5. Completely polarized.
I mean not really the best way to do it on content people haven't played with at all yet hence why mentioning changelog shenanagins in suggs is a bad boy thing
Imagine being logical
We made sulph sea enemies immune to like everything because "they evolved in a difficult environment so they adapted to be resistant"
It makes sense to make the hell enemies immune to hell debuffs at the very least
would it be reasonable to request to increase the crafting yields of hardened honeycomb, bouncy spiky balls and all of the hm ore rogue consumables?
10 per craft 
(gotta fix the wiki rq)
at least throwing bricks are so easy to make that they yield few, but honey comb is kill QB to craft 150-200 honeycomb per kill
Rot balls and tooth balls yield 10 times that amount
like 30 of em, meanwhile the hive bosses drop way more
yeah, compared to the Hive boss crafts
Honeycomb still looks stingy
nice pun
didn't notice
Ïncrease
Your typing ability is more versatile than most.
More options.
immunity (and/or dmg reduction) to searing lava would be nice (similarly to how lava charm line makes you immune to lethal lava burn), it would probably have to be locked behind Brimstone elemental for balancing but thats a suggestion for another day
ye
two suggs at 200
one about changing the name of the difficulty items and another about giving an alt recipe for sigil of calamitas
#suggestions-voting message we’re so close
@timid flower
already will be done next patch
I'd argue this suggestion doesn't matter atm because of post-ML rebalancing and stuff
Supernova rework
That too yea
And possibly exaline (if it gets in)
I’ll miss current supernova, despite not being very good its really fucking fun to use and mess around with (if you want it to actually be good just use the broken accs shit)
Which will be auric tier next update
So rogue will have 3 homing weapons
Doesn't sound too bad
rellay? i check the change logs so is it not done yet?
Not done, but has been mentioned alot in #calamity-update-talk
oh
Yea not everything is mentioned in the changelogs
Specially before the year change
well i just wasted 10 minutes writing an essay on a already thought of change
It happens 
What if the swarmer gets changed if you have the Plague mind equipped changing the gun into the theme of plague?
Although it would be cool, its probably too high effort
love seeing suggestions by an @ and a random string of numbers
keep it up social security card
Yea sugg bot does that sometimes
Although its sometimes probably you not having loaded that person
i think it’s because the person they @‘d left the server
Something about pings being weird and if someone hasn't talked recently enough or been mentioned recently for your discord to cache it funny stuff happens 
if it was people that left the server there would be almost no pings like that bruhve
Heavenfallen Stardisk upgrade suggestion reached 200 stars
weapons with gimmicks that reward you for using em are very interesting and fun to use
although star disk might need some tweaks so it aint weak as fuck without gimmick but busted with it
i just noticed something: the number of planter boxes the planetoid lab gives is inconsistent: Got 18 daybloom, 16 waterleaf, 14 moonglow and death weed (corruption, and im on a Crimson world), 15 shiverthorn and 0 blinkroot
it never gives blinkroot for some reason
alr I know what my 2 daily suggs are gonna be
Not giving blinkroot is probably an error
or idk maybe blinkroot just wasnt on the menu
blinkroot is kinda op to have pre eoc
not quite op, but a bit ridiculous to have as a replenishable resource
Imma put the suggs here so they can be checked before i put em in #suggestions-posting when i can post another sugg
Make Abaddon provide resistance or immunity to searing lava
The Searing lava debuff makes the Brimstone crags very hard to navigate due to the threat of the lava inside, although it makes sense at first of being deadly; this issue is present for the whole game. On the other hand we have Abaddon, a Brimstone elemental drop which provides resistance to the brimstone flames debuff, which doesnt do much and is only known for being absorbed by Asgard's valor.
Making the item reduce or disable the damage from the searing lava would "kill 2 birds with one stone" by making Abaddon more useful and allowing better exploration of the brimstone crags once Brimstone elemental is defeated.
Planter Boxes don't have any special interaction with the plants placed onto them
lets you harvest them aa far as im aware
as so can a flower pot
but planter boxes are prettier and take less space
also helps you be organized with your plantations
Well yeah I'm sayin that being given a Blinkroot planter box doesn't increase your Blinkroot supply or replenishability
Also that sugg looks good Storm
I only question the use of the word "notorious" in that exact usage
notable is the word i think he might be looking for
Known feels like a better candidate.
Make the Space arsenal lab's planter boxes drops more consistent and increase the number of planter boxes given
It seems to always have an inconsistent amount of planter boxes (5-9 per chest), does not give the crimson variant of the deathweed box in crimson worlds and does not give any blinkroot.
Making the box give an increased number of planter boxes with equal amount per type as well as give the respective world's deathweed box as well as containing blinkroot boxes would make it more consistent and better for setting an herb farm in the early game.
alr 👍
i think having a close window for how many can spawn, for example, 15-20 would make more sense in general
i'd say for em to always have an equal amount of boxes of each type (10 of each)
rather than this
current range seems to be 5-9
per chest
... hmmmm
and the lab has 2 of em
per chest yeah
imo it adds more character, it would make the player look at farming something they perhaps had not considered
indeed
if its random by like, 2 to 1 numbers ig its fine but i always have this smal nitpick about using them and then it not being the same lengths 
thats just me though
u can just not use the excess
yeah but thats just wasting a planter.,.,.,.,.,.,.,.,.,.,..,.,.,.,.,.,
if the range is 20-15 total you have at least 15 of eacg
byeah
i'd say that it should be around 10 boxes of each type per chest
tbh 10 isnt a lot
i think 7-10 per chest would be a good range
also does anyone else just not use draedon tech bc of its charging cost
that shit is annoying
with 4 factories I produce way more than i need
i have like almost 4k of em
and charging tracking disk doesnt take many to charge
as well as it takes long to deplete its charge
also has it been ever considered increasing the daily sugg limit?
3 suggs per day perhaps?
You can stick with 2 per day, you greedy 
You already have both of the only suggs in the channel and plan on immediately posting 2 to replace them once they get delivered
alright, just wanted to know 
storm2103 fiending suggestuons
Storm2103 | Suggestion supplier
note that you can grow any plant in any planter box, so it literally doesn't matter that blinkroot boxes don't spawn except when concerning looks or consistency
blasphemy
honestly plant and fish based alchemy should be buffed as a whole
where it stands 99% of people will either use bloodorbs or just use some alchemist mod
plant boxes should increase their respective plant's growths and fishing should be more engaging and rewarding as a whole
Just buy the fish and herbs for potions when you cant go fishing or harvest the herbs (looking at you death weed) yet
i think that buying potions becomes ‘legitimate’ for the calamity potions that need rare or hard to get resources
some calamity potions are really annoying without orbs/alch
how does someone make a potion with a magical piece of cloth
blender
shadow pot also isn't even that great
also i have only seen calcium potion used for people not using accessories
Stats are stats (it also gives a good amount of stealth regen)
Indeed
I like em
No need for horseshoe balloons in pre-hm
And i can equip something else instead
i dont like sand cloak, it’s annoying and bad in boss fights
Sand cloak is amazing for area dmg (specially vs worms), survivability and space control
Oh and it cheeses BoC (and creepers)
(Until it starts ramming)
to be fair most things cheese BoC
Rework Wulfrum and Victide armors into summoner and melee sets respectively
Wulfrum and Victide both have serious competition issues with current pre-boss armors, with Wulfrum getting beaten by everything and Victide beating everything. Victide also obscures the other class's dedicated pre-boss armors of Desert Prowler, Wizard Hat+Robe, and Snow Ruffian by nature of being all-class. This also has the issue of homogenizing every class's start being rushing to desert to bully Cnidrion instead of hanging around in certain areas more than usual for certain materials.
Why rework into summoner and melee armors specifically? Ranger, mage, and rogue all already have pre-boss sets of their own in Desert Prowler, Wizard Hat+Robe, and Snow Ruffian. Changing Wulfrum and Victide into summoner and melee sets would give each class their own pre-boss armor. This would also give the opportunity to change Wulfrum's set bonus into something worthwhile instead of the nearly useless -3 damage taken under 50% hp. Victide would ideally get a more ocean-based acquiring method, either by victory shard drop or by purging victory shards from the bar recipe altogether.
Altogether these changes would:
Diversify each classes start by having them focus a specific biome for their armors
Make Wulfrum useful and keep Victide from overshadowing everything, also bringing attention to the ore and other class armors
Posting this here to know if it's a don't or not, feeling pretty large in scope
this would require significant reworking of prehardmode, at least pre hive/perif
id rather instead have the 3 other class armors and then wulfrum id just idk
wulfrum is in such an odd place
what biome does wizard specialize in?
“Victide beating everything”
Gladiator and Obsidian outlaw say hi
its almost like it should be entirely reworked or just removed
I could see victide getting changed causing issues for sunken sea exploration, but wulfrum becoming summoner only really doesn't change anything as summoner hat is just flat out the best of wulfrums hats
gold armor is actually competitive of victide
Jungle/Meteor/Underground/Traveling merchant (not a biome but ye)
gold/platinum are great vs victide
Ocean crest exists so like eh
lets think of this when you start a world, 5 people for each class
The ore armors in general are gonna get much better in 1.5 but no suggesting about future content.
the rogue and ranger will go immeadiatley to the desert/tundra
They're getting some additional set bonus stuff, gold is getting a crit boost relating to how much gold you have IIRC
i think the victide and wulfrum armors could both use significant work for mages
the warrior will start mining
Also fairly sure Prowler’s offensive stats are better than victide
and this leaves the mage and summoner chucking ameythyst and acorns at pylons repetitivley dying
Rogue can also go to marble biome and grind hoplites, or bomb obsidian in the cavern layer
exactly but rogue, melee, and ranger get their good armors really quickly
Ranger still needs to hunt the underground for cobwebs and melee under this change would have to head to the ocean assuming victide became more ocean centric
mage has it “the worst” imo, none of the classless armors mentioned have good bonuses such as mana, mana regen or mana reduction
summoner should have like a tamer's set which is like 900 wood at a bench
similar to spooky
Meteor, robes and jungle exist
but regular wood
Ideas from Thorium moment
oh right
Mage gets literally all of their pre-hm armors pre-boss, I'm not concerned about them
then uhh
your options are preboss jungle, smashing a demon orb and waiting or going underground and trying to get a rare enemy to spawn (traveling merchant is bad)
at the same time they have it really difficult getting to that first armor to boost em off
jungle is so far away and extremley deadly
its like 12 stingers and 5 vines or something crazy
Jungle sure, hat+robe is just luck, meteor is tricky but plenty doable with smart block use and starting bombs
And so is ocean (mantis shrimp lmao)
i think mage should get a set focusing on mahogany and maybe 1 or 2 vines
also the jungle bugs or maybe frogs
or maybe a corrupt/crimson set even
Other than the things we mentioned, the sugg seems fine
i still find myself barley getting wulfrum armor pre boss
I think the varying difficulty in obtaining the armors is fine, one of the big benefits of this change would be that every class gets a pretty different start
Although victide should also end up easier to get considering asking melee specifically to kill cnidrion when there are like, 4 pre-boss ranged melee options is a bit too mean IMO
just facetank lul
pretty different start would be the first 30 seconds of a pt video being a death compilation trying to get victide or meteor or such
Just use wooden yoyo and wait for cnidrion to die
Rogue ends up the big winner under this change, everyone else still gonna deal with the death compilation
Rogue also dies a lot, throwing bricks suck lmao
Oh right rogue gets the worst starting option especially now that squirrel isn't a minor god of chaos
You need to mine to get gilded/gleaming dagger or crystaline to defend yourself if you get snow crimson/corruption
Or to kill hoplites or be in cavern layer to get obsidian (and get bombs to mine em)
As iron franciscas, lead tomahawks, nasty chollas and web balls are also very bad
Also this
anyways storm if you want a sugg for the back burner, mage prehardmode classless armors are really bad
Nah mage is fine, dont want to make it more busted than it is lmao
I'd hold off on suggesting anything about the ore armors specifically as those are getting new set bonuses in 1.5
I'll rework some of the suggestion to address some of the issues brought up in this convo and to also cut it down a bit. I think switching it to a kind of bullet point list would help.
the underground. all the rest kinda have to be on the surface to get their armours
also y'all need to remember that tim spawns become 4x as likely when you have a gem robe on without a wizard/magic hat, and that's a vanilla change, not calamity
Rogue then goes to underground for gladiator or obsidian outlaw
Still very rng and rare tbf
Cuz snow ruffian’s stats are just meh
They work though
I didn't know snow ruffian existed until after it became useless
I'll hold off on this sugg until 1.5. I think some of its stronger reasonings are gonna hinge on some 1.5 stuff like the ore armors getting much better and stealth strikes getting rebalanced AGAIN to be more generally useful instead of just being god on like 4 weapons and useless otherwise
although that was probably because my entire surface snow was covered in corruption
literally the entire thing
the initial state of that world sucked lmao
Stealth is already pretty nice rn, and 4 weapons is a small amount (like 10)
I don't know how rogue's stealth strike catalogue is looking overall, I just know that a vast minority of their weapons have useful stealth strikes
yeah
I could tell you but thats a something for another day and another channel
stealth strikes have been consistently worse than just using the normal attack
especially while also dodging, even with some of the best stealth generation I could get
except for maybe silent on every accessory
I do think that if wulfrum and victide were class specific, it'd highlight the other classless armors especially the upcoming buffed ore armors. Instead of being like "I'm not sure what class I want to be yet, I'll default to wulfrum bc cheap" it'll be "Not sure what class I want yet, I'll just use the ore armor for no- oh sick new set bonus"
Same
yeah, that seems like the best move going forward
Except for the part that only summoner grinds wulfrum
kinda tired of multiclass armours meaning in multiplayer we have to mine like +110% ore for every extra person
Titanium moment
The wulfrum grind could be made a bit more lenient considering summoner's unreliable start.
I had to mine the entire fucking jungle for 700 uelibloom and it still wasn't quite enough
Or give all wulfrum enemies a chance to drop a core with pylons just being guaranteed, or even purge cores altogether
Purging cores feels like back before R&D were getting Wulfrum was a lot more easier.
And more practically in my point of view.
I don't think any of them have passed, but yes they have been suggested
I do remember seeing some at least
Maybe something like 30 scraps and 5 cores maybe
Cores were made to encourage you to explore the entire surface upon game start and while they DO accomplish that, they also kinda discourage using wulfrum altogether
Like by the time I found out about cores DS was already dead
By the time I get cores is when I go to ocean and start farming Anahita.
And a lot of ocean loot because Mantis Claws.
By the time i got enough to make Wulfrum in hardcore attempt #3 (cuz fucking snow crimson making snow ruffian not possible) i died shortly after
btw, does snow ruffian ask for pure ice blocks specifically or can it use any ice?
Any, but being in crimson/corruption early game on death mode is ass
Honestly snow ruffian feels more of an omniclass rather than a rogue specific, because the glide wings effects is incredibly good.
Shiverthorn, maybe some kind of underground snow material
Could ask for leather considering angry dogs are a thing
Leather perhaps?
Like 1 or 2 leather each for each piece
Not a lot considering angry dog's spawn rate, but still more than just tossing 5 or so bombs
Some underground material would encourage people entering caves early-on for an armor, which is good.
I think shiverthorn are prob better
As you can also get leather by grinding corruption/crimson
And angry dogs are rare
Shiverthorn is quite of RNG one, I mean by that by the first chest you get you can get a Seed Bag and opening it, and also waiting 
Grinding out mobs in world evil pre-boss is still really dangerous and leather isn't exactly a common craft. Angry Dog is also how I'd imagine people even find out about leather in the first place which also helps to make the armor's existence a bit more obvious
It would be nice if Angry Dog spawnrate could be increased for making leather easier to get early and without getting to evil biomes, for that purpose.
They toss this material they likely didn't know about before in recipe browser, see a new armor set, boom snow ruffian discovered. As for making leather easier to obtain in snow biome, just raise angry dog spawnrate and also don't ask for a lot of it
Oh, and crank that drop rate up to 100%
Its 50% currently apparently
leather can also be crafted with rotten chunks/vertebrae, so just upping one of either drop or spawn rate should be enough
Make Snow Ruffian armor require Leather
Snow Ruffian armor is in this weird spot of being both super easy to craft and pretty obscure. This is partially due to Wulfrum existing thus giving players a different target for their first rogue set. This is also because players wouldn't think to toss in any of its materials into a recipe browser seeing as they are either trash blocks or due to not tossing in Boreal Wood in particular as opposed to any other wood. If you DO know about it you can get a really good armor relative to its super low of cost of 5 or so of your starter bag bombs.
Making Snow Ruffian require Leather would bring the set out of that weird spot. I'd imagine most players first exposure to Leather would be via Angry Dogs, and their first response to getting a new material is to throw it into a recipe browser. This would make the armor more well known and see more use, while also making it slightly more difficult to craft.
The armor would be kept snow biome focused as Angry Dog's are a much safer source of leather than evil biome at game start, so no concern of it requiring a visit to a different biome. It would also help to increase either of Angry Dog's spawnrate or drop rate to make Leather more obvious.
How does this look?
👍
Incredibly good suggestion, I like it.
Shoving a herb into a armor doesn’t sit right with me, especially a early game armor that isn’t really magical and is more just ice smashed together with wood as well as a scarf
I personally wasn't thinking about adding shiverthorn either, more so it because it doesn't really change the state of the recipe beyond making it RNG.
Plus the fact that, iirc, no herbs in the world generate fully grown
So it'd be a time-gate on how early you can get the armor
why not just.... dye your master ninja gear?
@dapper viper
helo
oh, that doesn’t work
you have to put the dye on the slot the seraph tracers are in
then it dyes both the dash and the sprint simultaneously
and for some reason, the dye only works with seraph tracers, even if their visibility is toggled off luckily
elysian and celestial don’t dye
don’t dye the sprint/dash particles*
the boots themselves and the wings dye fine
i could boot up my pc and show you proof if you’d like
oh, and it dyes all the ninja gear upgrades
so statis’ ninja belt / void sash also get dyed
basically, this is mostly about dying the dash particles
yeah, but it also does so for the sprint
like the dust when you are max acceleration
oh yeah, that's what I meant
both particles could be described as dash particles huh
i know it’s nothing much, it just came to me as rather odd that only the seraph tracers do so, not the upgrades
my solution at the moment is to equip both the seraph tracers and the upgrade for my progression (using hero’s mod to put both in a working slot simultaneously)
then i get the upgrade and can still dye my particles
anyways, if this isn’t accepted as it’s rather useless and small then that’s fine
just thought i’d put it here
You're probably just better off reporting that straight to the devs
A regular user of the mod isn't going to understand the details of the suggestion
I think you're right
but who please
Ozzatron most likely
ozz probably yea
I think just removing the consumable version is easier than making it non consumable and remove the already non-consumable
the consumable version of profaned core is already removed in 1.5
@earnest raptor
(check 179) #changelogs message
Ok but the snow ruffian armor sugf doesn't really accomplish anything by itself?
First i don't see how is the armor "obscure", it's made with pretty basic shit and may get even reccomended to you when opening recipe browser, leather isn't anywhere near easy to get, so without idk buffing greatly angry dogs spawnrate it'd be easily the worst option to go for, considering the already-low stats it has
Ik the angry dug spawnrate/droprate buff is mentioned in the sugg, but if a change requires two on the first place to be good it's uh
snow ruffian is mostly used for the same reasons rogues use ‘helmet class armors’, the defense (although low) and the ability to do stealth
Because as of right now, this makes it the most rng locked out of all early armors, even wulfrum would be easier to get (specially if the recipes don't all require like 1 leather)
Ah yes "rogue armor is used for the reasons rogue armor is used: it's rogue armor"
what do you mean by that
calamity did add a leather recipe right?
No?
i thought it did
They just allowed vertebrae to craft it like rotten meat
Which is basically the same as a rotten meat recipe but for crimson worlds
Leather also costs 5 of these, and that's not that easy to get early on, specially on the quantities you would need it here
ah okay
My point with these is that adding leather to it makes it too rare
also leather in itself is obscure 
to make it super stand out there needs to be the generic early game ice biome calamity item
i think all the pre boss armors were fine before the addition of energy cores
but it's also super generic™️
Little reminder that recipe browser recommendeds you recipes when you get a new material
shouldn't you ping the guy considering the sugg was like 12 hours ago
ping who?
Removing cores is also kinda backwards to what ruffian sugg wants to do because of "ruffian being too easy to get" ngl
the dude who suggested ruffian change, as it is being discussed rn
It's not in the sugg ofc but it was mentioned and all so i wanted to say that
Also yeah
@sleek wadi funny
I want to add to this that if you remove cores, chances are ruffian and desert prowler stop being used at all
defense or mobillity
Specially if what this sugg says about "ruffian being obscure" is anything near true
I mean ruffian's bonus is pretty basic
It's nice but i don't see people choosing it above more survival or stats overall
Well yeah and apparently this sugg wants to fix that by passing the rarity problem to ruffian?
It's not fixing anything
and thats not something im a fan of
Pushing a problem to another thing doesn't solve it
exactly
but i just want wulfrum to be easier to get
Compared to every other early game armor
ruffian armor is basically wood armors except a lot more better
so is prowler
and rogue exclusive™
Prowler requires you to grind vultures
and basic ore armor isnt hard to get
it isnt that hard because youre the ranger
Ruffian is use a bomb or 2 in ice biome lul
you dont have to melee them
you start with a bow and some arrows to suffice getting to kill vultures
that is the same as angry dogs
The sugg also suggested buffing angry dog spawnrate to compensate
but now use Throwing Bricks instead
ok that i guess id be fine with
I'd repeat myself but just read up ngl
or either is increasing the spawnrate of angry dogs or making the drop chance to a 100%
Makig the drop chance 100% wouldn't really do much unless idk the armor takes 3 leather in total
id just like it for every class to have a dirt cheap starting armor honestly, pre boss is one of the slowest and the most boring part of the game
Yea it shouldnt use that much
What
How are you making an armor out of one fucking piece of leather per part of the armor

Wulfrum is the basic armor but its currently so grindy to get
Similarly to how wulfrum uses energy cores
this is a big problem
Except energy cores make sense on that case
pre boss armors gets talkes soo much in this channel
Your wacky fucky metal armor doesn't need more than one power source per piece
something has to be done about it thatll make everyone happy
And ruffian has other materials in its recipe
We can't make a full chestplate out of 1 piece of leather
this is terraria
well i mean you're currently making it out of snow and ice right now so it's not exactly realistic either way
you fight a magical eldritch god whos cut in half
at least it had wood psy
i think youre thinking about recipies too hard
Implying it's a wood armor
Leather would imply it's made out of leather and all
Anyways
you fight a fucking cosmic worm devourer of gods with a 9 glock
why couldnt the player mix wood and leather elements together
Isn't farming for desert prowler just as easy as bombing ice biome anyways
at least you have to fight enemies
desert prowler hard part is getting cowweb for silk which alteast gives it some cave exploration
rogue melee and ranger, again, all have easier alternatives to wulfrum
mage is just "want rng"
and then you have mage, which either is jungle or "lol go to caves and get gems and funny hat"
Or corruption/crimson then meteorite
Funny hat you aren't getting between a reasonable time frame most of the time*
and also travelling merchant
also rng
which is rng stupidity
relying on corruption/crimson early-gane without any preparation is basically suicide
just for 1 single armor and funny laser gun
summoner armor made from vertabre/chunks would be cool
like very weak though
similar to prowler and ruffian
Funny summoner wulfrum overcharge concept (not happening)
there were many ideas for wulfrum
cave exploration set, overhaul it onto a summoner set
#suggestions-discussion message
I liked this idea
or even make it a fucking omniclass set
move wulfrum to pre 1st mech post wof 
I'd still answer to that: ok but mage
jk that point in the game is so cluttered
summoner and mage need their own pre boss stuff
thats all i can say really
And tbf victide being locked to ds is better than making it melee oriented
Melee has ore armors
Go away
that isn't fucking stupid rng or "just craft the helmet"
mage what?
Bad melee
everyone knows that water based armor is useless
Uhhhh no???
You literally get it when you need a water based armor
:CompleteFailure:
honestly
wulfrum should be an omniclass set or just revamp it into an exploration based set
u dont really ever need water armor
and add some early-game armor for summoner that isn't just the helmet
helmet armors are dumb decision overall
Exploration based makes sense considering what enemies drop wulfrum but you're getting armor bloat by then ngl
made by vanilla
laughs in Thorium
okay hear me out what if there was an added recipe for the wizard hat
The recipe has to be sensical because wizard hat has 15% damage boost
Funny tim rng is not good but just cloth won't suffice
it could be a mana crystal, some amount of silk and maybe some mana or magic damage potions
summoner should get a necromancer set from rotten chunks/vertebrae no minions slots but summons an eater of souls/crimera to fight for you
mage should have a set that gives like +15 mana and 6% damage or something and made out of mud and glowing/regular mushrooms
Glowing mushrooms are about as rare as any decent 10 gems tbh so I'd rule those out directly
why new armors, when older armors are problematic already
excusemewut
finding a glowing mushroom biome is very easy
i always find mushroom biomes fast
That's a you
if anything marble and granite biomes are annoying
There's times you can go a prehardmode without any
Marble and granite biomes are a lot more common and a lot bigger bruhve
how about armor made of herbs and wood?
1.4 will kinda just kill the glowing mush issue thanks to new gen byeah
i always thought of one that could use some different critters for a summoning armor
Again you're getting carried lmao
Early game herb rng
We don't really need new armors
sad
yall are inventing issues now
the what
that would require getting merchant
getting a merchant takes maybe 5 minutes
planetoids tbh
Before leather was agreed on for the snow ruffian sugg, i proposed shivertorn. And well shiverthorn take long to grow
(or herb bag rng)
https://terraria.fandom.com/wiki/Ebonwood_armor
https://terraria.fandom.com/wiki/Shadewood_armor
there is those pieces of shit
Imo, summoner wulfrum, post ds victide (from ds, sunken sea is different and all) and idk making gems somehow less rng specially magic hat? That's it
adapt them
No need for 384829848385838484884 armors
Cnidrion
(un-embed them)
Victide is pre-boss
Yada yada there's a don't about this holy fuck
Storm what are you reading
That's not the state of the armors currently
Tf
It is
Just kill cnidrion and you get materials for victide
Storm read again
What i said is not the state of the armors currently
maybe adapt all of the wood armors
Literally it's just what i think should be
herbs are literally your best bet
something easy like shiverthorn or daybloom or whatever, maybe even sunflower
oooh sunflowers
Ffs man
idk making gems somehow less rng specially magic hat
(how would you do this though)
Good point
Magic Hat recipe can work if a sensical enough recipe is made i think
(Or maybe some way to summon tim somehow consistently ngl)
regular- no class
palm wood- water or tank based
acid wood- rogue
evil wood- melee
boreal- rogue/movement
jungle wood- summoner
Did you know calamity doesn't need to be wood armor bonuses mod
Gems already get like, 3 new acquisition methods in calamity making it kinda rough to add more without outright giving them to the player

so why ore armors are buffed then?
Acid wood exists already and its post-EoC. And its very fucking good (lasts til you get statigel lmao)
wood armor buff is no
there is no need for two sulfuric sea armors
And both rogue
i was refering to the existing one
why would i want a second one
you take 20 seconds to get it 
Tim himself gets a higher spawnrate when you're wearing a robe. If mage really needs the extra boost to getting their armor, could just alter the gem robes tooltip to saying that tim spawns more often while wearing it
Tim still is not that common though
not the purity wood
there is other wood
Making mage's first decent complete set still be locked behind unneeded rng unlike every other class
like snow wood, evil wood, beach wood, jungle wood
Boreal has been claimed by rogue already
By the time you may get a tim most people are probably getting jungle already thanks to whatever good post boss weapon
i am aware of this as well
ok, no snow wood
evil wood is still there
People overestimate tim's thing ngl
you could have the wizard hat be crafted at demon alter with some amount of potions, silk and stars
Yeah it appears half as often but still nowhere near consistently enough to lock your only headpiece behind it
still some element of difficulty/exploitation, and requires at least some effort or fishing to obtain
Tbf basically: on the idyllic future summoner farms wulfrum, rogue angry dogs, ranger vultures, and melee cnidrions (i still prefer post ds victide to this) mage is the only class to not get their first early set consistently.
angry dogs are 50x harder to get than the feathers
A glowing mushroom set for mage might work
leave snow ruffian armor alone
This future relies on angry dog spawn buff
Not if the leather required is like, 1 per set and dog spawnrate or droprate is increased
Er not per set, per piece
sounds unnecessary
Also maybe an alternative to cnidrions, like dried seekers
The goal of my sugg was to make snow ruffian stand out a bit more and also not have it be practically free
Yea snow ruffian needs to not be free as fuck
why you would gate snow rufflan behind leather?
there are other things in the snow biome
it could take like some iron or copper to craft
Slush is also very easy to get but you need to go underground
not everything needs to be a grind
Ruffian uses Leather likely to the same reason Prowler uses Desert Feathers
aesthetical recipe
Ye
Leather thematically fits better as a material and asks for some combat like the other pre-boss armors calamity adds. Also keeps it to the snow biome as sure you COULD craft leather but >surviving pre-boss world evil combat start of game
silk also exists
Silk doesnt fit snow ruffian
how so
Do you think silk clothing would be prominent in a cold place?
Leather makes sense
And besides
Rogue has another armor that uses silk already
(Obsidian outlaw)
And ranger’s desert prowler also uses it
leather would also suck in the cold but yeah
Its best to have diversity
notice that there is leather as well
i know
but its majority silk
your recc would make it the same recipe
or at least very very similar
One requires silk, the other snow biome trash blocks. Different enough and also still solves the "Snow ruffian is literally free" component
my point is that leather is not a good material
Reworks Surrounding Pre-Boss armors
How it stands currently:
The rogue and the ranger have an easy time boosting off their playthroughs with easy armors, located in biomes close to the spawn forest, the tundra and the desert. The warrior is in a similar boat, mining underground sheltered in his own tunnels he can safely mine ore pockets, while this can be tedious sometimes the rewards the warrior gets from it are high defense sets. However the summoner and mage are forced into acquiring wulfrum armor, alternatively the mage suffers through the jungle for a very long time to get an armor set that can be used till the slime god, OR he can pray to the rng gods and get a traveling merchant for a magic hat/pray that tim spawns OR if.. very patient, he can do a huge stone-skip to meteorite before any bosses
And then theres wulfrum.. which, if you are a rogue/warrior/ranger, there is little reason to get this. On the flip side this armor set may be vital to mage and is a 100% neccesity for summoner. While the set isn't bad for any class really, providing a nice defensive bonus under 1/2 HP, the problem lies in RNG, cores are just too infrequent to make it worth it by the time you get gold/ruffian/prowler. This was attempted to be fixed when pylons got the abillity to spawn in the inner thirds of the world but it is still very much an issue
Also there's victide, which you could get but you will 75% of the time just kill scourge instead of cnidron farming, you could get it pre-boss technically but honestly to me that's strange (not my point)
Possible Suggestions:
- Make wulfrum easier to obtain
- Make easy alternative armor for mage and summoner (corruption based/herbal/star/critter based armors)?
- lock some armors behind progression
- Rework wulfrum
- something about gems and tim RNG
no nitro moment
do i gotta change something?
first sentence can be removed entirely
i think its fine
other peoples thoughts on the suggestion?
Don’t wanna be that guy who mentions 1.4 even though I am that right now, but considering the amount of pre-hm and pre-boss changes it already makes, that calamity is definitely going to have to go over probably in the next major update, is it really worth making many changes to it rn? unless they do it with in 1.4 in mind and don’t want to have to go back and undo a change that was just made. I know mentioning vanilla 1.4 is kind of dumb but that’s just how I see it. Especially changes to certain armors considering what happens to summoner.
yeah but
the suggestion is to rework or add maybe 2 armor sets at its most basic solution
thats not a grand scale reworking
well my point is you’re right about it being a bridge they may cross so perhaps they will deal with pre boss and pre hm changes when it gets to that specific update, and they have to.
1.4 effects pre-boss mostly by punting obsidian, meteor, and molten to post-EoW/BoC proper and I think adding a set for summoner. Otherwise 1.4 doesn't matter to this discussion
Reworking a total of 4-5 armors is grand scale lo
it still affect early game as whole
Mainly because of balancing
do you want me to make like 30 small suggestions then
that doesn't tie in with the "extreme amount of time and effort" though, medium-scale rework that happens to have a grand-scale effect
okay i’m gonna try and write the most simple solution i possibly can
well not grand scale but like
And turning obsidian into summoner
slightly-bigger-scale
yes, because some people might not like armors moved between different classes
that's on them to vote for then
I felt my earlier sugg of reworking just wulfrum and victide was too large, and that one also needed a bunch of other smaller changes to accomplish its goal
2 armor sets isn't really grand-scale lol
hmmm any mods on that i can ping?
a grand scale rework would be like "rework the entirety of post moonlord to make it not a boss rush"
rover is the sugg guy, if needed
Things like: Purging victory shards from victide bar to make the armor properly ocean, relied on my earlier mantis shrimp suggestion making it in, doing something about pylons seeing as outer thirds would tend to put summoner in either world evil or jungle
hey @hollow shell sorry to bother you but is this suggestion to drastic of a suggestion to post?
Rogue also ends up with a free pass for their armor because snow ruffian only needs like 5 bombs to get all of its mats and you start with 25
Wasn't something very similar to this suggested a week or two ago?
Not that this couldn't be suggested even if so, but
there have been multiple stuff regarding the topic of ruffian, wulfrum etc
but iirc i dont think a general suggestion has been said
Damn it was a month ago
oh shoot
man i shouldve checked
lol
so uhhh
the ongoing conversation for the bast 3 hours is kinda irrelavent
:(


what about this?
wulfrum loses stat boosts, but gets gimmicks bonuses like gliding, increased defense after a while or thorns
really just make wulfrum worth it pre boss
or easier
but both of those i think have been suggested
maybe there could be a way to make wulfrum scrap
like it really has identity crisis after rework, and not like stats given by it are largely relevant
Just make wulfrum a dedicated summoner set, it already basically is considering its lower defense and summoner hat being the most useful on EVERY class
maybe involving the sea of acid and maybe copper or such
just let summoner have equal defense
there is no reason the classes have different defense other than to add difficulty and make you dodge
And if it ends up becoming summoner only, it can get an actual set bonus instead of -3 damage taken when under 50%. Unless you're commiting suicide by thorn bush, that low of a boost is not gonna impact the amount of hits you can take
the helmets are all made out of the same damn thing in equal quantity
how does a helmet even have 0 defense
idk, how do wood leggins have 0 defense
does it even make a difference?
I also meant it having lower defense in comparison to the ore armors, sorry for not making it clear
like, genuinely
+-20 damage at endgame when you are hit for 150?
The defense difference in helmets starts making a difference at around post-mechs I want to say, far beyond the scope of what we care about right now being pre-boss
Post-mechs HM has just the right amount of damage relative to defense that the difference in helmets influence the amount of hits you can take, while in post-ML beyond this mostly impacts how long it takes to regen off a stray hit
make the helmets for each class on classless headpiece based armor sets equal in defense
this is probably going to sound like a very large suggestion, but in my opinion it dosent make a huge impact on gameplay. Melee is usually the strongest class dps wise, and has a significant amount of weapons and accessories partially thanks to its involvement in vanilla terraria. it makes 0 sense whatsoever to give them the most defense balance wise.
thematically, the helmets are always made in the same station with the same materials and the same amount of resources. it makes not much sense to have them all be different defense amounts based off of minor design elements.
melee, usually post slime god, becomes almost entirely projectile dependent, giving melee little difference from ranger or mage aside from the latter classes consuming much more resources.
the only reason i’ve heard for classes to be different defense values is because it encourages dodging, and that makes little sense to me.
wait what makes melee the strongest dps class
True meme moment
mage should usually always be the highest
in that case defense does make sense
Outside of true meme, mage wins 90% of the time
idk if thats true but i think thats how it should be
mmmm I don't think I like this
at the cost of weapon down time and resource managment
there's a reason why some classes have a lower defense than others
melee is the only class to not have a special resource
still has slower kill times than others most of the time
Slower kill times if you're at range and only gets their funny high DPS if they're kissing the boss which would further justify them having high defense to deal with contact damage
true true
...Giving melee helms contact damage resistance might actually be a neat idea thinking about it
my point is that mage has to worry about mana and mana sickness and the like, and at the same time other elements of gameplay
if a mage wants to. noy worry about mana they have yo expend more resources like potions or accessories slots
Melee doesn't have to worry about some resource and in return has to fight longer because of it
And might work once 1.5 comes in
i’m totally fine to have melee get damage reduction
that could be their resource, like if they get hit it has to build back up again
so like solar dash
or beetle
they all get equal defense, but mage for example gets mana and melee gets damage reduction
every class should have a niche and trade-off imo, this isnt how it is but:
melee should use his high defense to outlive his enemy, should be mid-low dps
the ranger excels in single target damage but that is also his weakness, class is rewarded for good aim (fuck you chloro bulltes)
The rogue uses his anti aggro to make the most powerful single stikes of any class, downside is that your spam is usually weaker
the mage has extreme damage, at the cost of downtime and resource managment (fuck you mana flower)
the summoner is stripped of personal arms and defensive capabilities, the good thing is that you can focus on the boss to not take hits
Rogue is gonna be more bursty in 1.5 as stealth strikes are getting rebalanced AGAIN to both be more useful and to beat out spam if you're fine with the risk of outright missing
Ranger has to deal with collecting ammo, giving them a longer grind than the other classes over a playthrough
and then theres "magelee", possibly the subclass i hate the most, the most defense class in the game should NOT have that far ranged capabilities at the cost of no recources and still have high dps
i hate zenith, terrablade, and influx because of it
yes this is also a good tradeoff for reliable damage i think but the musket pouch undermines this 
Melee also operates as you described, or at least the results are the same. Instead of "outlasting" bosses via just negating all their damage, true melee kills them faster than the boss can kill them in like 5 seconds
Musket pouch just means you won't end up completely defenseless, musket balls are by no means a replacement for any other bullet
Musket Pouch gives you drastically lower DPS than any other bullets(besides with a few guns)
Magelee also suffers lower kill times outside of a couple of mistakes like Stream Gouge