#suggestions-discussion
1 messages · Page 1172 of 1
And it could have more success if you rewrote it to be more cut down
even if it means sacrificing some arguments / elaboration
Yea maybe, that hypothesis seems to be true with my Momentum capacitor sugg repost (3rd and briefest has gotten the most votes)
(that, or your sugg could be more separated out so it's more organized and looks less intimidating)
I’ll think about it, imma go to sleep
Alright
Sleep well
@limpid lotus That would indeed be comedic for approximately 5 hours and then we will regret it for months
also try not to make joke suggestions
that funny when you forgot to press shift when pressing enter the first time so you have to wait 10 minutes to repost it
but now it's done so it's fine
you could just edit it
true but i didnt want it to be given feedback when it was just half done while i was editing it
bc it still took some time to finish it
this sugg would prolly need the patreon's approval
( @hollow shell ?, pinging incase of a "yes" since i assume you posses a patreon list)
Yeah I can easily contact that donor, they're still active
I don't think contact is necessarily needed cuz iirc they didn't specify the sound it should play, that was left to the devs
I'll still ask anyway
alright
oh yea, i forgot it's a donor weapon
I assume the donor come up with the concept? if so then they're cool because I love using it
Yeah they actually made a whole set of images explaining its appearance and effects
One of the most high effort weapon requests we've gotten from a donor
The visuals were specified a good deal (but iirc the sound was never specified)
wow that's cool
I'm pretty sure the whole thing is from their own original story, so it's not a surprise that it's quite detailed
But still amazing regardless
Honestly the rippers could get new sounds too
😎
Rover ballin
they must have loved being able to see it in another piece of media (aka this mod)
also the rippers? why have i not seen these

are they melee weps?
Rippers = rage & adren
ohhhhhhh
Yeah
It's a reference to the mechanic they were inspired from, from Metal Gear Rising Revengeance
called "Ripper Mode"
yea they could use sound effects too, i mean the deathray fits them much more than the knife but still it could use a different sound
mhm
now I have no idea right now what I could suggest for that sound to be (nor am I proficient with FL studio, god I messed with it for 10 mins and dipped)
but it's something to consider
Adding yourself a sound would make your sugg specific
Which is likely going to be invalid
true
but i can make something and then see if that type of sound is what fits, and then suggest a description of that noise
sadly can't make sounds to save my life htough
Well that sounds like a good idea
I was thinking something along the lines of the poison sounds from Pokemon or RPG Maker
As in, bubbly
Maybe with some underlying buzz or tone to indicate that it's magically powerful
are you talking about the knife or the rippers here?
Knife
I already made sounds for the rippers for 1.5, if you haven't picked up on the hints
oh nice, idk why I didn't pick up on it
Lack of intuition maybe
as for the knife, yea the fallout sound being bubbly would be nice bc it does fit the application of poison (like how the toxic flask has a misty fallout sound, the knife one having a bubbly one would make more sense because it's not emitting poison gas)
byeah not everyone knows I'm the SFX person
yea im just here to suggest stuff, i have no idea who is who
there's probably a term for "fallout sound" that I'm just not using
Ben - coder
Ozz - lead coder and bugs man
Fab - lead coder and boss coder
Dom - coder and vfx
Rover - sfx and music
Pinkie - music
Charlie - music
Iban - spriter
Endreden - spriter
Piky - lore (also a tester)
Mrrp - lore
Merkalto - the scrybe, keeps track of stuff (idk what more things he does as dev, also a tester)
Rest idk
Altix is also a "scribe" iirc
k that's good to know, thanks
aight the donor is fine with the sugg
sick
cool cool
Theyre getting a sound effect change? Thats awesome!
is there anything wrong with the mana pol sugg?
I don’t think it going into the negatives is that bad especially when it states that it does a flat decrease
and also when is a mage ever above 50% mana besides very briefly after drinking a potion?
Ohhh
and there's no point in having the negative life regen happen
Well it’s hard balancing it around convenience when it has a mechanic like that, maybe it only reduces life regen while holding a magic weapon (or after you shoot the magic weapon at least once)?
that also works
yea bc its benefits only come into play when using or firing magic weapons, so just tie the negatives to that too
Makes it more convenient, doesn’t take away any mechanics, and does not affect the accessory’s power in any way
win win win
nice nice ill add that to the sugg
cant you just like? find anklet instead of grinding for pinky..?
Another way to have the condition do the same purpose in a different way is if your mana is below 100% but above 50%, the -life regen happens
I tried for hours and never got it
then fish?
But idk which condition would be better to use for the suggestion
iirc you can get it via fishing pre hardmode
isn;t that 1.4?
(also king slime can spawn pinkies iirc)
on the vanilla boss page it says he can't
@hollow shell hey rover does king slime spawn pinkies in rev? since the wiki says "all kinds" that'd be assumed to be pinky right?
the all kinds thing should really be changed, cus its untrue to begin with
rev mode.
im on the in progress vanilla boss pages, which are more detailed versions of the other things
but we'll see
as for the other points, consistency with summoning events is a good thing, since calamity adds ways to summon most other events
Looking into it now
it's also good for bouncy things and mol cocktails, though they aren't that useful
king slime can indeed spawn pinky
Yeah, he can spawn Pinky in Rev
Rarer than other slimes but they're there
yeah just wanted confirmation since yeah
ohhh ill have to update the wiki page then
i mean the vanilla boss addons says all kinds so that usually assumes everything including pinky
although pinky is like a seperate slime to the starter bunch
types are: blue slime, yellow, red, purple, green ice, spiked, umbrella (raining), rainbow (hardmode raining), pinky
A dedicated King Slime page is in the works but it might take a while for it to be fully public
Yea I remember seeing a pinky from him in rev mode
that's what i went off of
i feel like dedicated pages to some vanilla recipes should be existant
rather then just "tgc: (item name)"
already suggested that, already denied iirc
oof
byeah i just dislike having to search through my head to remember all the pink gel added recipes
We have a page for that.
oh neat then i missed it
yeah these two is what he referenced
ok so my suggestion isn't as strong ig, but some points till stand
sure slime rain is good for not wasting rubies on king slime spawns
i think there was also a sugg to add SG to it post-skele
(unconsumable next update moment)
Rover which dev removed the bloom stone from the plaguebringer goliath’s drop table
byeah i think having a slime rain spawner is alright but could use more reasoning on ei's end
That's an upcoming change, right?
true
i think? checking
i need to thing about anothe reason cus the pink slime one is broken
i would say gel farming but bruh
i dont see it in changelogs anywhere
upcoming? Nah it’s out (seriously you mech bee fuck please give me and my buddy at least 1 bloom stone, the malachite won’t distract me forever)
Are you just, having bad luck with PBG?
Cuz Bloom Stone actually is getting moved next update
to Plantera
yeah i think people are just having bad luck
yes, 20+ PBGs done as a duo and no bloom stone
Just bad luck
But I hate it
Boss fight’s a lot of fun at least
bad luck is really annoying though
getting changed next update iirc
Bloom Stone will not become a Malice drop, it'll still be RNG
okay
like we got malachite and 2 hearts of darkness, no bloom stone
Eventually we’ll get it tho
Glad to see it’s not part of HOTE as of next update
oh nice
(and from Plant instead)
you love to see it
nuclear explosion bloom idk
well yeah just wait for more suggs rn ig
yea
grinding bouncy spikeballs and zen potions is 
fuck autocorrect
back to being disabled
Are the elemental stones getting a new recipe that uses them or?
People when no more statstick
but muh 20+ mana cap and 3% damage 
That sucks. I hope they add something for them again
the fact they become standalone accesories already implies a rework 
iirc merk said in draedon chat they'll be standalone, and changelogs says they'll all get new effects
Idk why bouncy spiky ball is really low in the recipe
I can't remember but is pink gel still considerably rare in cal?
not really?
you can farm KS
Hmm
Once Hardmode starts you can farm Gastropods in the Hallow
Though of course most of these recipes are PreHM so that doesn't help much
fucking everyone has bad luck with PBG
at this point I think the droprate might just be bugged lol
Nah it's just 1/10
No special conditions, uses the same function as everything else
I sugged something about that long ago, went nicely
I have gotten the stone fine
Maybe according to wiki is 10% but in code is like 1% or smth
merk does some programming thingies these days
Bloom stone doesn’t really have an issue, it happens to every other HotE ingredient and pretty much any weapon I’ve ever wanted

Bloomstone code is cursed,,.,.
Doesnt KS summon pink slimes
it does on a good day
well yes
didnt we already go over this lol
Yes
@loud cloak You should address King Slime spawning Pinkies in Rev in your suggestion
much like you addressed Gastropods
If you intend on keeping the suggestion around, that is
@snow mica invalid sugg 
Breaks the dont to bring old content back
And no reasoning whatsoever
Maybe one of the people that posts this once a day can make it into a mod themselves
Indeed
oh ok will do (done)
Actually remaking hage moons mod would be good, or at least fixing the glowmask
Just need to find the creator of that
And learn to code tmod stuff other than weapons 
actually making slime rain not useless would be a good idea
Hey guys, why don't you make Slime God a Hardmode boss instead?, it would make sense since Queen Slime is already a hardmode boss
In 1.4 obviously
Or is it a lot of work?
Not happening
There's like 76 different reasons for qs to be stronger that don't even require extra elements anyways
I see, makes sense.
But then... how will the lore be? o.0
We'll figure it out.
headcanon: SG gets a lot of its strength from the world evils, and WoF was containing the most intense of the evil and good energies, so SG didn't have access to the high amounts of power that post-WoF QS does have access to
Oh that should be enough lol
Literally just
Souls and crystals
Qs keeps her core inside it, and well, souls
that's so odd, especially because it seems everyone else is having garbage luck with it. Personally me and my friend finally got one today after i think the 28th kill, but wow it does not feel like a 10% drop rate. If the code says so though, can't really argue it
its one of those things, i guess
you look for something and you get nothing, then you stop looking for it and you get 4 without even trying
yea exactly
while trying to get a bloom stone, casually malachite on the 3rd bag
luck just be that way
and also since the non-summon stones are getting removed from HoTE, does that mean HoTE is gonna lose the stat bonuses it gives?
similar to deific losing the stuff from the items that were removed from its recipe
yea changelogs just says their damage is being increased
Rare Sand's auto-homing is getting fixed at least
Now you need Heartreach
(which is how it was intended to be from the start)
ohh wait, so rare sand's gonna drop hearts now?
Yeah
that makes sense
A while back there was a code rework for how healing projectiles worked, a standardization
And all of the changes were supposed to be identical on the user-end
Rare Sand was the only oversight
Yeah this suggestion is fine
ty
and isn't draedon's heart gonna be the expert drop from the exos now?
Yes but the purpose this suggestion serves will remain the same
ngl stress pills should be buffed anyway
There will be a replacement for the current Draedon's Heart
then again it wouldn't take much of a buff since movement speed is reworked
dont worry i did
(damn you're cutting it close
You wanna update your suggestion with that info?
Here's the sugg
Make the Frost Barrier (along with other shields and accessories) appear your wearer
Some accessories appear, and they have good reason too. They are physical modifications to the wearer. So why do some of the accessories break this rule?
My reasoning? It just... makes sense.
cuz it got yeeted just now
Good to know
This is a suggestion we have received in the past. Can't remember the most recent one, though, nor if it was decided whether or not such a mechanic would be feasible
That's a QoL mod yes
In any case I'd like it having a decently reasonably cost because grinding is a mechanic in terraria after all, byeah it's a fine sugg
Okay this looks like the most recent one based on my quick search:
#suggestions-voting message
Resuggs don't really up the chances of things being implemented i think
Got really close to meeting the 200 star requirement for the devs to see it
If 3 2 people 1 person could go star that suggestion I just linked to
I could deliver that
and save Reed the effort of writing his own suggestion for the same thing
starred it
aight cool I'll deliver it now
cause i noticed the qol mods that do that dont really do it for modded bosses
And delivered
Shoulda been lookin at February 
(Thank you for handling all those deliveries by the way)
artificially inflating near deliveries kinda bad imo
I wanted to send the link for the old suggestion as part of the conversation
but then I realized I was pretty much doomed to cause it to reach 200 by opening that door
I mentioned it earlier but I don't think it's fair game to have a really old suggestion with like 160/170 stars or something posted here
so I said fuck it and let them come in quick while I'm here
then 10 stars flood in because people weren't in this server for long enough
for back when the star requirement was 170 
Pre-August 2020 suggs 
Speaking of which I should probably look into tallying star counts again
and determining if we should raise
Cuz the delivery rate looks pretty high
and it's definitely going to get higher once the Drae update releases and server activity spikes
Make iron heart disable lifesteal and give a chance for enemies and bosses to drop hp pickups
Most of the player base does not use it due to how unappealing it is. Currently the the majority of the players use the difficulty use it alongside Armageddon to abuse items that have effects under certain thresholds of hp such as Old Duke's Scales and Necklace of vexation during fights, or just to brag.
Outside of these cases, the difficulty encourages to min max, either for dmg due to how quickly the player dies thanks to the minimum dmg and no healing (and many defensive accessories playing around regeneration (which is disabled) such as Sponge and its components) or get as much lifesteal effects as possible via gear (such as vampiric talisman, or spectre hood armor) or using weapons with the effect. This creates and extremely rough early game and a semi-trivial late game and low setup variety, it also creates scenarios where players are more inclined to run a certain class due to the availability of lifesteal; for instance Rogue players get a huge headstart over the rest with Bloodstained glove, while other classes have to wait for later in the game (usually Rare Sand elemental; mages can try to use Mana polarizer) for a reliable way to heal. This is not even taking into account the lifesteal cooldown penalites for higher difficulties or how inconsistent it can be.Shifting the focus from lifesteal to health pickups would give a more reliable way to heal across the game, for every class. By making enemies have an increased chance of dropping them and have bosses occasionally drop hearts during fights would provide a more consistent mean of healing for all classes regardless of difficulty and progression. It would additionally make using items that work under certain % of health more intriguing and easier to use as well as give more room for defensive accessories and weapons without lifesteal, rather than centralizing the mode around items with it.
now how do i resume this
I did just notice some weird things, unrelated to cutting anything down:
"It would additionally make using items that work under certain % of health more intriguing and easier to use"
Isn't this something you use as an argument against IH in your intro, with the word "abuse"?
"as well as give more room for defensive accessories"
Would your proposed change have any bearing on the effectiveness of defense accessories?
I do understand it giving more usage to weapons without lifesteal though, that's all good and clear
"**Currently the the majority of the players use the difficulty use it alongside Armageddon to abuse items **that have effects under certain thresholds of hp such as Old Duke's Scales and Necklace of vexation during fights"
i should have added an only before "use the difficulty"
but yea most of the sugg is explanation as why it needs changes
i should remove some of that
as theres plenty of info already
Make iron heart have a chance for enemies and bosses to drop additonal hp pickups during fights
Most of the player base does not use IH it due to how unappealing it is by its own. Currently the majority of the players only use the difficulty alongside Armageddon to abuse items that have effects under certain hp threshold during fights, or just to brag.
The difficulty pretty much encourages to min max (usually offensively) due to the overall lack of survivability, the items most often used are items with lifesteal of which there isn't many and are inconsistent, this overall limits the player too much unlike other difficulty modifiers and causes low setup variety due to how vital lifesteal is to live. Overall its very similar to Armageddon (but you can take a hit).
Adding a way to consistently heal via health pickups would give a more reliable way to heal across the game, regardless of gear. By making enemies and bosses occasionally drop hearts during combat would provide a more consistent mean of healing for all classes regardless of difficulty and progression, rather than having to wait later until more reliable lifesteal/healing accs or going glass cannon. It would additionally make using items that work under certain % of health more intriguing and easier to use (being able to have their boosts for a while and then return to a safe hp amount for instance) as well as give more room for accessories that don't heal the player or do damage, as well as making more room for weapons without lifesteal, rather than centralizing the mode around items with it. It would overall make the mode more appealing to use on its own.
It would make room for defensive other accs rather than going vamp talisman/mana polarizer/bloodstained glove/rare sand/profaned soul artifact (or any accs that provides lifesteal or heals the player) or going glass cannon, you will be able to use say items with debuff prevention, mobility, DR, etc more reliable now that those accs wont be a must anymore
"Currently the the majority of the players only use the difficulty use it alongside Armageddon to abuse items that have effects under certain hp% during fights"
(the first half of the sentence is a mess)
^
fixed?
Yes much better
This suggestion is lookin very good now
Aight you clarified one bit I was about to question
Nice
so is it good to go?
Yes I think it's good to go.
also unrelated to my sugg but, will IH have a difficulty indicator?
you don't really need one since the hearts change
true
rev does add the bars though
death mode, defiled, armaggedon and i assume malice are not so obvious
death adds nothing
wait actually
maybe rev should just be removed from the indicator and only death appears there
but then how noob players know its rev and not expert (some people are just very blind)
Difficulty tablet would most likely need a resprite if you wanted 4 on there
Arma over iron heart would look strange
(Also why is iron heart only in expert??)
actually yea, why?
Yknow…
Arma could be made the “augment” to iron heart like rev and death
So iron appears on the tablet but arma overrides it
Isn’t DADI just an advantage over DAD though since you can use health-based effects
DADI gets fucked by ram debuffs (you can ram something to prevent the hit, but you still get debuffed)
and not able to use brimflame, astral injection nor everclear
Indeed
fair enough
Self-damage is still a possibility in Arma
and still technically a possibility in IH but you're limited
👀
draft, maybe i need to shorten it some
Allow Craw Carapace and Giant Shell to drop from Gem Crawlers
Craw Carapace and Giant Shell are both solid early-game accessories with a powerful upgrade later on, The Absorber. They provide slight alternatives to each other, with the carapace being thorns-oriented and the shell being evasion-oriented. However, one issue I noticed with them is the relatively low spawn rates of the enemies from which they drop, as well as the inability to obtain one of the two in most worlds.
Allowing gem crawlers to drop the unavailable of the two would allow much easier access to The Absorber, although this may require them to not stack. The drop table could also depend on which of the cavern trio (Crawdad, Giant Shelly, Salamander) was selected for the world, with Salamander's absence making neither drop.
does this look ok
Wait so, Gem Crawlers drop the one that you do not have available to you in the world?
Aight, that could be a bit clearer
I personally disagree with the suggestion because I think people should be more accepting of the idea that they don't need to get every item in the game in every playthrough
but that's my personal opinion
Dont you need either one for absorber?
yes
Yeah, Absorber's recipe accounts for one of them being possibly absent
yknow this could all be made slightly easier if the cavern trio mechanic didn't exist
(maybe rally could become exclusive to salamanders in that case)
I’d suggest a gem crawler pet if Cal’s vanities didnt add one already 
They feel very fleshed out honestly, one of the best enemies of the mod on my opinion
honestly ye
too bad that scuttler’s jewel sucks
so could i possibly suggest instead that the whole cavern trio can spawn in one world
and make rally exclusive to salamanders
Maybe
ok here we go again
Allow the entire Cavern Trio to spawn in all worlds
Crawdad, Giant Shelly, and Salamander are mutually exclusive to each other - only two of the three can spawn per world. This feels less like a unique quirk than simply an annoyance.
Undoing this mutuality mechanic would make the trio feel more integrated with the rest of the cave enemies, as well as slightly reduce grind for The Absorber.
If this were the case, perhaps Rally should be made to drop exclusively from Salamanders.
it's kinda abstract ngl
meh
I don't see a reason to do this, personally
Gives playthroughs a bit of extra variety
(What hit sounds you end up hearing while mining)
s'fine, just differing opinyots
I’m debating suggestion to boost ashes of calamity drop rates so brimflame isn’t such a pain in single player
But I’m not sure if there’s enough substance to warrant the suggestion being good
isn't the rate 100%?
It is a bit annoying in single player. You have to kill clonelamitas at minimum 3 times just to get the armor.
The armor req should probably be reduced, then
I see the Ashes recipes
have like, 5 per item, or less
Then Brimflame busts in with requiring 45 total
Cal dropping 18 max
indeed
it makes logical sense but this is armor made from the ashes of a angy witch's failed clone and is also terraria
Armor req could be easily reduced
And it's be a perfectly valid small-scale suggestion
In fact it's so easy and valid, let me see if it already happened for 1.5
((I forgor to check, I will do so in the morning))
💀
Alright I’ll check changelogs then suggest
Doesn’t look like brimflame armor or ashes of calamity are in the changelogs for that reason
#changelogs usually don't include minor changes like that
There is a complete version of the changelogs but it's not public until the update is released
Rover does say whenever a sugg (coincidentally) bumps with future development
complete changelog with 4600+ changes
I think that the exoblade health regan should be buffed
half the weapons do have cues and half don't
Starmada and Norfleet also have rings casted around the player when maxed
hm, totally forgot those wind up aswell
Phangasm and its vanilla counterpart Phantasm don't
Neither does Flurrystorm Cannon or Contagion
Phantasm and Phangasm wind up?
yes
oh, yeah its very slight
Butcher takes almost a full minute iirc
Ultima also doesn't have a cue but it's obvious when you know it's maxed out
yeah contagion is also very slight
flurrystorm is medium, unsure if suggesting a windup to that aswell would need donator permision or not though
About ten seconds last I remember
damn a lot of pre-yharon ranger weapons posses a form of windup huh 
(i did not gaming)
seems like a very short wind up aswell, though
Butcher (and maybe flurrystorm) are the only big windups iirc
2 seconds 
okay yeah it is still hard to know when it reaches a climax
i could expand my suggestion to more of these weapons, i guess
wouldnt hurt, right 
butcher is 10.66 and flurrystorm is 8
norfleet 9, starmada 9, drat 6, phangasm 4.5, contagion 2
alright, i edited the suggestion a bit to encompass other weapons
i didnt even know any of these weapons had windup.. for ranger being my favorite class damn im bad at realizing window exists
you should probably delete that from thes ehcnanels
@zenith hazel hes doing it on every channel
@modern tartan don't post a pic in every channel, muted
Thx brav
clearly a suggestion
oh great
prolly misclicked channel / server
Hopefully
I suggest a suggestion
byeah uh @clever lagoon you should prolly remove that from #suggestions-posting
thanks I work hard
Not sure how I feel about the Mura suggestion
At one point I remember Mura being insanely large just so it's viable for SCal but I don't know if that's in current release or not
murasama is fucking massive to the point of looking dumb already
p sure thats in the current release
also why would melee SPEED give melee size 🙄 :/ :\
yoyo range
although i think that should increase yoyo agility instead anyway
yoyo???
what the fuck is a yoyo
sorry link, i dont play subclasses
come back when you're a little mhh... cooler
But yoyo cool 🗿
lies iirc
byeah like
making the already comedically large to be viable true melee sword get even bigger sounds like it defeats the purpose of the true melee aspect of it
Idk maybe it could be a bit smaller so you can't make it THAT comically large
You make this suggestion based on what you seen in-game?
I’m sorry but making the Murasama be able to hit SCal on lock on phase seems rather broken.
Nah I didn't mean it like that I meant you could make it only a bit larger to hit bosses a bit easier
Arguably BR
touche
but most if not all bosses should like
be available in its range
only exceptions might be like
ML, OD, DFish, Yharon, DoG, maybe DFolly and idk
Brimmy maybe too because constant teleporting
Honestly you could get through the first 3 tiers of BR just fine with Mura I think
and a decent amount of T4
T5 it'd be too risky and inconsistent I think
nah, final boss of T4
SCal is right after Prov so I think the separation and alert is there to prepare you for getting into a good spot for her arena formation
ye thats fair
i think its safe to assume drae would be around there too but we (as in the public) cant really state about mura's viability agianst it
Uh hm
Based on what I've seen Mura would probably suck actually
And I don't know how much excessive size would fix that
i would sadge but we do get dragon rage now so idk
i agree heartily with this ngl
Completely destroy Murasama's point
?
Yes
(((Joke i make to express the fact i disagree with the sugg))) (joke)
(i will note that currently murasama seems to do well against exos)
Nice
(this may change in the future so take this with a grain of salt)
ah that's good
True, that is an overlap that they have
Could also focus on Amalgam's theming of biological matter, debuffing, and being generally gross
which Plague Hive fits into a bit
thats kinda what they tried to go for already with the creepy stuff
byeah they could specify the other stuff more
but we're kinda breaking huge item tree combos out
That is true, we did disconnect a lot of HotE
amalgam is going to be solely amalgamated brain+
that's valid
the 3 other items are publicly confirmed to be gone
no
g r e a t
I forgot about that change...
It kinda conflicts with my own personal plans for the Amalgam
but
we'll get there when we get there ig
hote lost like 4 items
amalgam 3
sponge lost ampoule which in itself is like 5 items
rampart 3
plague hive 2
Why?
less bloated and more meaningful
you don't get 10 effects that do nothing
you get 3 effects that do a lot
^
Ye but now the removed ones are completely useless
While before at least they made smth better
buffed stuff
stones get reworked with their own focuses
toxic heart is planned to be useful for once
+1% damage, +1% melee speed, +1% movement speed, +1 regen, +1% knockback, +10 max life, etc
is way less valuable
than something like just +10% damage
So then this is no longer a problem 
ampoule and sponge are already valuable on their own
amalgam is getting the potion buff effect
got a cool idea for a weapon but its too specific:
Quasi's Wrath
crafted from astral, luminite, and cosmilite bars, nebula blaze, and also the astral fishing items based around stars (i.e arcturus astroidean)
it will create a spray of astral stars and occasionally fires a black hole or a gamma ray burst (10k damage)
it can also create a healing nebula every 50k damage done, which heals 25 health
rampart iframes are more powerful
That is in fact too specific
Yes uh
Shark Tooth Necklace becoming a proper upgrade line
quasi refers to quasi stars (hypothetical giant stars that had black holes in the centers which spewed energy to keep the star alive)
Now it's EVEN MORE specific
But yeah I do greatly approve of this movement the devs are making
toward giving items less effects, but each one being more significant

Wrong channel
That reminds me that one of signus' projectiles looks like the Roblox logo
get em again? use recipe browser?
open terraria and collect all of those dye plants now
Think they might be removed in 1.5
I don't know if they are or not
i'll be honest at that stage they're pretty easy to find
since a spelunker lights them up
orange bloodroot might be the most annoying
but thats found literally everywhere with a dirt ceiling
I find that by the time I’m able to craft the health upgrades, I’ve stumbled upon all the dye plants I need for them
Yeah, I get that most people aren’t as much as an obsessive collector as I
They're really easy to find honestly
If you look out in phmode you're 100% finding all 4 needed
This has been sugged before, i remember
Been a while since the last one
this implies that you know you have to look for them
for experienced players it's a cinch but starting out the first time i would hate to find out i need some random dye plant i found once and threw away
also since all the dyes are a material for rainbow dye, you just assume that's the only thing it's a material for
I can confirm that it still takes 10 + 20 + 15 Ashes even in current test version
(which you will find actually equals 45)
Not sure if it's pointed out yet since I can't seem to find it when scrolling up, but there's this changelog for 1.5
450 - True melee weapons that are purely projectiles (spears, flails, murasama, etc.) now gain extra damage with the player's melee speed stat. - Done ✅
(for the Murasama sugg)
I thought flails were false melee tho
im dumb (fixed)
Flails are still melee in a sense, compared to beamswords
Were asking for range though
I'm just pointing that 1.5 will use melee speed on these weaps into smth
exoblade health regan should be buffed
Its lifesteal, you mean?
yeah
why?
It seems to fall in line with other lifesteal values around that point in the game
Yeah, but the life steal is not really as good as vampire knifes.
which is early hardmode
Well, yeah cuz that's not Exoblade's focus
Exoblade does a bunch of other stuff and lifesteals
Vamp Knives is a purely lifesteal-based item
thats fair but at the same time vampire knifes have an late game upgrade to them so your not gonna be using vampire knifes against supreme
wait
I just ruined my own point
It has a upgrade to it
m
I was wondering how Empyrean Knives fit into this
theres really no point i guess since empyrean knives have life steal
yeah
i always end up crafting it but never use it
anyway
i just use murasama luxers gift combo
i spelt that wrong
oh well
Ah the classic
your suggestion need to have 200 stars to realise or something else?
not sure accually
imagine not going full true melee with murasama
you need 200 stars for the suggestions to pass to the dev-mocracy channel where they vote on the suggestions

(the devmocracy channel is different from the sugg voting channel but yeah)
200 stars gets your sugg delivered to the dev server for voting
^^^^
((well yeah i assumed its not the same but for ease of explanation))
then its hope, wishes, dreams and whether your idea is good in the first place to determine whether it'll get accepted
damn I go close, my idea need only 20 stars more 
and then its sadness, hollowness and dissapointment when you suggestion inevitably gets rejected 
or ignored
but hey
I got a 1/1 approval/non-approval ratio in terms of suggs
so I can proudly say a staggering half of my (4) suggestions are good ideas

Guys lets get his to 200
it is actually really good
That would be very nice 
Indicate Phase transitions for Bosses on the Health Bar
It will be very comfort for observe boss progress and help, when boss change phases out of the monitor
Suggestion Author
@visual sparrow
Approved by
@ashen warren
find this one
and aprove it

click it now
or i will say a nono word
@rancid jasper ^
(Also I have not encountered this issue in my own playthroughs, but if you're only encountering it with just Calamity installed then it's valid to submit to the bugs channel I spose)
put it in #bugs-read-pins
iirc it was a submitted bug
Tim's and Goblin Sorcerer's magic shots dont deal damage in deathmode i believe?
Yes. (This moved to the bugs channel btw)
(oh, my bad
)
actually it was vice versa (only damages in death) byeah
I think that's a tmodloader bug.It used to happen to me also but I think it's patched now so you might need to update TML.
wasnt it just confirmed that it was a deathmode thing
or
Nah I played in rev mode
I meant that it had nothing to do with tml versions.
not in rev either
dark caster too
boosting ban when
isn't boosting like that already banned
or at least heavily discouraged
why did the murasama and amalgam suggs get through lol
m
I asked for more elaboration on the Amalgam sugg's reasoning but didn't think to exclam it while I waited
Considering the dude was
in chat
when I said it
Boosting is indeed bad suggestion practice
what if instead they just stop dropping them or whatever idk
I think ender means they don't drop ichor and cursed flames
They do in hardmode
I think Cursed means that Ender means they shouldn't
Ah okay my bad
byeah this suggestion is fine
Ok is it safe to say the monolith furniture isn't getting fixed now?
Been a while and it's at 157
Oh dang
yeah it's been a week, you can go ahead and repost if you want
Well I mean
There's still not a chance it gets fixed
What's a more solid way to talk to someone about monolith light sources taking ungodly amounts of material to make
Honestly I like this suggestion
yeah i know it says don't suggest making death mode features toggleable
but most people can just, you know
save and exit
and natural boss spawns may as well not exist
and then that is just a full on inconvenience
this should absolutely be a toggle, not removed
Yeah
this should be neither
btw, if you leave the biome for a few seconds or so, the spawn is prevented
I wouldn't mind if it was removed, but if you want to deal with random natural boss spawns, be my guest.
Explain.
Config bloat is bad
how does natural boss spawns that can easily be cirumvented make the game more challenging?
And "just don't play death mode if you hate that feature" isn't an excuse this time
making the game more inconvenient for those who do want to play death mode is bad game design
It's part of the mode
Maybe it shouldn't be anymore.
i find it a convenience ngl
except the weather effects make the game more challenging
you need to go into the biomes with the correct gear or suffer the consequences
random boss spawns do not add any challenge to the game
they have no place to be in Death Mode
A mode focused on making the game more of a challenge should not make it more inconvenient.
it's no less integral to death than weather, or the AIs, that's just how it is lol
Ok, what if you're deep underground when it mentions Something's Approaching and need to get to your arena as fast as possible?
you'd need to drop everything and focus on the boss
that's the main problem
it's just an interruption
bosses should spawn when you're ready to fight them
the only boss that spawns underground is crabulon, no? and that's only in the mushroom biome
oh right whoop
i assumed jungle bosses could do it too but idk
but even then you're still gonna spend a lot of time on the surface
Natural Boss Spawns add no extra challenge. You could remove them and Death Mode would be no different.
The Weather and AI changes? those are what make Death Mode, well, Death Mode.
But random boss spawns do not contribute to the difficulty.
at least only the lesser bosses will spawn naturally
because if SCal could spawn whenever she felt, then this'd probably be even more of a glaring flaw.
But it's still just simply annoying.
Also Plantera
you said underground, not underground jungle
regardless I'm not speaking here to try and convince you of anything, fact is the likelyhood of any of death's new features getting removed/a toggle is near nonexistent. You're better off suggesting changes to improve what already exists instead of just "grrr I had to magic mirror out of a biome three times in a 70 hour playthrough please remove"
what if you just want to mine chlorophyte but plantera's coming and your arena's on the other half of the jungle
you've got a few options
if you aren't ready you can escape
if you're able to you can fight
Except it will improve death mode. I haven't even played it, but I still think it's a design flaw just in analyzing its features.
that's the problem
if you haven't even played death you probably shouldn't be suggesting features to change it
it's more for the people who are willing to play death mode
i'm not considering myself in the suggestion
if that demographic wants the change they could suggest it 
i'm not saying it's 100% guaranteed to go through
we have items like Corruption Lore that prevents Hive cysts from spawning to stop accidental boss summons
but removing natural boss spawns is too much???
It'd just help in placing when bosses are fought more under the player's control
You see I was actually kinda with you there up until you said you had no actual experience with the feature
^
it barely matters smh
It is probably the thing that matter the most actually
even if i haven't played it it'd still improve death mode
"It barely matters having experience with something to properly judge it. Like judging the taste of a food I haven't eaten."
if his suggestion is valid, , he can just let his suggestion and let's see if it get 200 stars or not, no?
You don't know how annoying it is
You are only imagining how annoying it could be
this is why i still want to try insect one of these days
hmmmm yes a 6.9% chance of a boss spawning every minute is good game design
even if there's a 24 minute cooldown
It's strange to ask a change for a feature when never already played it, but that's like asking only people who played deathmode to vote about a deathmode suggestion. So i don't know how to take it...
yet how long are calamity playthroughs?
alien larvae grow through both stages in like three seconds and queens spawn two larvae on death
The boss only spawns if you've never killed it.
alright i have to say
even though there's kind of a big gap between starting hardmode and mechanical bosses
why is the destroyer first on the list
(yet, would be pretty annoying to see plantera spawning while building an arena for plantera xD)
pretty much everyone, wiki included, does twins first
that's just adding another chance for the mechanical bosses to show up on their own to the already existing chance they have from breaking altars
iirc that's actually being removed
well, post-WoF with the Draedon progression changes, presumably
but even then not everyone will wanna play with the 1.5 progression changes toggled
I still will but I'm not sure some people would be happy with it
Eh, I just fight the mechanical bosses in whatever order
they're all around the same power
i doubt the natural spawn thing would be left in regardless because the vast majority of boss summons are now non-consumable
and i marathon all 3 of them instead of doing Scourge and Brimmy in between
i do scourge and brimmy after clearing out all 3 mech bosses
that's just how i do it
I marathon all 3 in vanilla, so I do the same in Calamity
and i'll probably still do the same with the 1.5 progression changes, with breaks in between for mytrhil, orichalcum, adamantite, and titanium
Good point, but it hasn't been officially announced which is why i'm making the suggestion
exactly lol
it's in changelogs now 
He means the natural boss spawns
I meant removing natural boss spawns
oh dur
that hasn't been officially added to changelog
i checked before making the suggestion lol
Anyway Gengar at the very least you should fix your Uelibloom example
i do in fact speak before i think
because that's actually uhh, impossible
right whoops
ok uh
Duke Fishron wants to spawn when you're just trying to grind Pirate Maps
that's
a Post-Golem boss
that can spawn on its own
right at the start of hardmode
why
you'd need to quit your pirate map grinding
and walk allll the way back to the ocean
which, mind you, is at the edge of the world.
Grinding Pirate Maps?
The item that has a ~1/20 chance to drop from a common enemy in the event
or if you just wanna grind pirates for money
talkin bout Raider's Glory
riiight
but still pirates are a good source of money
especially if you want greedy ring from them
You got any other examples?
forgor
you make this suggestion as if saying equipping hand warmers every time you enter a blizzard makes the game more challenging lol
You're essentially dedicating an accessory slot to temperature gear in the early game
it does add challenge
ok
how about
Astrum Aureus
as much challenge as using your brain for 2 seconds to see which accessory is the most useless in current situation.
wanting to spawn when you want to grind stardust
or you know
vanity slots 
saving an exiting makes the game more challenging by requiring to see whether you want to attempt the boss or magic mirror smh
You can grind Stardust during the day and he'll never spawn
in fact you can grind just about anything during the day and get no bosses
very few bosses spawn during the day yeah
what about moon charm?
unless PBG can spawn naturally in death?
and terraria offers nothing particularly unique to do in the night that you cannot in the day
Calamitas Clone can just spawn in pre-mech bosses
when she's a post-mech boss
on par with Plantera
it can, but at that point farming all canisters you need pre pbg doesn't take that much
Celestial Shell is a great accessory
not to mention the higher chance of mech bosses naturally spawning
it's pretty meh
Boring stat stick
Idk how it ties into this anyways
Nnno if you haven't beaten the mechs, the natural night spawn will only give you mech bosses
o h
i misinterpreted the wiki page on death mode lol
also moon charm on it's own is only good for like weird melee strats
and you can't get celestial shell til post golem
ok right
just grind moon charm later
but even then it just adds nothing to the mode anyways
how is moon charm related to the suggestion though
if you wanted to grind it
but you could just kill calclone then grind moon charm safely so forget it
random boss spawns aren't a test of skill, they're just a test of luck
also death mode adds plenty of inconveniences. see light level 
you could go the entire game without one natural boss spawn but it's unlikely
It's not like it's that big of a hinderance compared to other death mode funnies tbh
It's easy for RNG just to despise you and decide Eye of Cthulhu spawns on your first night
i can't see anything about it in wiki, can natural spawn occur during an event like blood moon or something else?
death mode doesn't really make the game challenging, just more tedious. (In terms of not bosses)
That's a great question actually, I'll check the source
Almost every other death mode feature is preventable, though.
not the natural boss spawns
it does both tbfh, as someone who has done every part of death mode.
no natural spawn before you have at least 300 HP, so eye can spawn for the first night if you are really fast with hearts xD
blood moons 
That's not a death mode feature particularly
I personally disagree but meh.
that's just an issue with stock terraria
you must be forgetting that death mode boosts blood moons natural spawn limit and spawn rate by an absurd amount
400% spawn rate and 900% spawn count
your honor, calming potions and peace candles
Okay, the Death natural spawn doesn't happen if there are any bosses alive, Frost/Pumpkin Moon active, OOA active, or if a vanilla natural EoC/Mech spawn is already queued up
I don't see anything about Blood Moons though
once again, you haven't actually done a death mode playthrough, so making a suggestion about it isn't the best idea.
i'll redact the suggestion
Alright
and do a different inconvenience that could be addressed
If you ever do end up playing Death Mode and find the boss spawns to be annoying then you can resuggest it with experiential evidence
ok
ok here's a suggestion i actually have experience with
i've summoned polterghast so many times on accident when grinding phantoplasm or making the very arena for him.
I'd prefer if it's not post-Polterghast, then you can make a Polter arena without interruption from Polter himself.
it's a QoL feature that is long overdue, like my previous suggestion of an item to stop the cultists from spawning.
You're not gonna be ready to fight Polter if you're Pre-Provi, so if you want Phantoplasm then be ready to have your grinding session consistently interrupted by Polterghast!
especially egregious if you left behind a Dungeon Chest item you need for crafting, since if the chest is deep in the dungeon then you're gonna need to magic mirror out of there too many times
i mean even if you're post-provi polterghast appearing before you have an arena for him is just obnoxious
since Post-Provi is when you really need Phantoplasm
for Bloodstone Cores
yeah
(also)
but it doesn't matter if you have no arena to fight him in
doesn't matter how equipped you are, you aren't killing Polter in some cramped dungeon hallway
There's a case to be made for Polter's spawn mechanic to be an inconvenience, and is something a lot more common than random boss spawns
yeah
Probably way more common
among any playthrough
since you're gonna need to fight Polter to progress
imho just cutting the beacon to be 25-50 phantoplasm and then axing the spawn mechanic would be my pick
well, technically not but you're sure as hell gonna be needing ruinous souls for endgame gear crafting trees
Yes.
100 Phantoplasm for Necroplasmic Beacon is just
pain
It's not difficult to get but there's not a reason for it to be that much when Bloodstone already requires a fair bit of phantoplasm
mhm
either make an item stopping phantom spirits from summoning polterghast or remove the mechanic altogether
it's literally the one calamity boss summon outside of death mode that potentially is out of your control
because you can't really ignore killing the phantom spirits
you can ignore cysts and water elemental if you're underequipped
but there's basically no ignoring phantom spirits
they'll pester you endlessly until you leave the dungeon or kill them
And, they're, you know, the entire source of Phantoplasm.
this situation is even worse if you play summoner
since then Polterghast spawning is out of your control
since unlike cysts and water elemental, minions will target phantom spirits
Sugg seems good. It's also pretty problematic since there's no way to reset the spawn without triggering it and then leaving.
Soul Sealer, inventory favorite thing, prevents it, made with runic souls or whatever

(what is a runic soul)
Ruinous Souls wouldn't help.
Post-Polter yeah, doesn't help
Wait is it disabled after you kill polter
Yes
Oh
Ok then
I think honestly making it a debuff could be nice, ala thorium's false presence debuff.
that or just so you can leave and cancel the debuff by being away for long enough
Could be welcome yeah
anyway this is implemented would be nice tho.
~~funny torch ref from darkest dungeon
~~
Why not just implement a unique, passive mob for Polter spawn instead? And disable Polter spawning from Phantom Spirit kills
This also works
something with high hp so you can't destroy it on accident
again, more like the cysts and anahita lure
though with the increased potency of the weapons by that stage it would be absurdly easy to kill it from offscreen
maybe make it so that you can't damage it unless it's within a ~30 tile radius of you?
Yea
adding a unique, passive mob for polter spawn sounds unnecessary when phantom spirits being killed summoning the BIG messy mob made of a bunch of phantom spirits is good flavor wise
and phantom spirits cant be 1 shot either
there are the really small ones that get close to being one shot but at the same time they are one of multiple possible phantom spirits
Phantom Spirits feel like they get one-shot more often than not, I think only the large one has any sort of notable health pool
not really one-shot but killed in a few seconds definitely
i'm assuming thats what you meant actually so i dont know why i said that
what
what weapon before provi deals more than 5000-7000 damage in one hit?
Does as drop those
“Only Desert Scourge drops Victide materials now.”
thats in 1.5
so i assume that’s fixed
well yeah but i didnt wanna be rude and interrupt them mid way
Heck even the stuff that’s not in changelogs gets added sometimes
Like the fishability of reaper teeth which I asked about once
1 you mean absorber/sponge/whatever the other one was called (3 separate accs in 1.5, they no longer mesh into sponge afaik)
2 no because you shouldn't be able to just craft everything imo, terraria is a game where grinding is a mechanic after all, just neglecting all of that is harmful for the experience (imo ((My opinion)) (((what i think)))))
gotta agree with ender. if you could just craft it all then whats the point of just grinding for it
@loud cloak Wrong name. You meant The Absorber.
And yes I would also prefer a solution that is not just crafting them, that's exceedingly boring
don't the creatures that spawn in pre HM have the same spawn rates
in HM
I think the only thing I'd agree with this sugg is that the sea snail fucking sucks
they did iirc
Actually a bunch of the Absorber ingredients have buffed drop rates now