#suggestions-discussion
1 messages · Page 1181 of 1
The reason I liked scarf so much was because it was accessible.
Also adding items to Rev would make Malice pretty pointless, as it would be nearly worthless to do it because you already have a really solid item at your reach, so unless you're minmaxing God or a masochist looking for some pain, Malice wouldn't be used for you
Read the suggestion again Rebecca
Isn't that already kinda the point of Malice already though.
I said better items not no items
to be worth the difficulty
Haven’t seen it yet.
like imagine you just get a toothpick in malice instead of like. a stick
thats basically what its like
I know, but when the item you get is already pretty fucking solid, there's no reason to get a even better version unless you are really that desperate
No new stats have been seen
new stats may not be seen. but they could be buffed stats
i dont think this qualifies as a SIS? he didnt give a name or stats or anything, he just said what kind of weapon it should be
okay, fair
Scarf dash is longer than before
Pearl god shreds
Yermes shreds
Gael is even more ridiculous than before
i think everyone meant by sis the apollo and artemis drop type thing
didnt dune hopper get like more pierce of sumn?
or*
Many RIVs were buffed yes
That doesn't change that getting an upgraded version of an already solid item, which would definetly be the case since Calamity is much more balanced now, wouldn't matter unless you really want that
Also ES wont work on malice cuz donnor
It’s literally an item that’s in the game Rebecca being used as an example.
yeah and since CS became malice. it was removed from ES recipe because like. why would you want an item to be from a boss thats malice. basically limiting that item
A useful donor item, is a beloved donor item.
most people drop ES for valor.
And a donor item the donor wanted in hardmode
and probably not wanting it to be difficulty locked.
(I.e locked behind malice)
And possibly ornate shield
I mean they did put counter in the recipe but lol
yeah now that ornate got the dash
yeah but i mean difficulty locking as in malice locked. not really like how it was before because rev became the "natural difficulty" for calamity kinda.
A good donor item is a useful stylish and beloved by not just the devs but the players as well.
^
being a loved item doesnt mean its gonna be y'know. used more then others
no ones gonna be like "mm i love evasion scarf.. better use it over elysian aegis" (This is an example)
its probably gonna be vanity more then anything
(even at its stage of the game. its currently droppable easily for ornate)
(or even before 1.5 cryo lore existed)
Note that your examples are almost moon lord. And making it vanity would be not be fair to the donor.
Ornate is post cryo though
You use ES kill 2 mechs and cryo and bye ES
And keep in mind SoC is still viable at this tier
i never said make it vanity
^
i said it gets USED as vanity because its a good looking scarf.
Dude it isn’t specific if I didn’t provide a name or stats, I just said I wanted something similar to the optic staff from Artemis and Apollo
Ok then
lgl was referencing probably the "dropped from (boss) thing" if im understanding it correctly by their words
Prob change your sugg to craft it after exos are dead to be even more consistent with Optic and to not conflict with what demik said earlier
or y'know what we said because of leaving exo twins to last kinda 
well then they're wrong lmao
The doc doesn’t say a suggested item can’t be suggested as dropping from a boss
personally i dont think there's much difference between drops and crafting it
the bigger issue is the drop scheme for drae/scal and how this would circumvent it
which is why people are saying that it should be craftable instead, not because the doc says drops are bad but because it circumvents that issue of drop schemes
SCal already drops things for every class
oh yeah true
but all exhumed stuff currently is mage/summoner with the exception of shcom
okay so its not drop scheme its just general theming
same difference
I'm just saying
the Add more Wulfrum content fits conveniently well with John Wulfrum
so would i post suggestions for the new progression here?
The revive literally gives you about 30% dr unless that was changed
Allow calamity to have an unnecessarily bloated config
Good point, the config is getting big
with all due respect, the number of people who actually enjoy consumable summons is tiny in comparison to those who prefer nonconsumable or don't care either way
it would be a config that 99% of people won't use
because nonconsumable summons are objectively better for 99% of people
Yeah, possibly I could just trash items after I summon the boss
yea
if you enjoy consumable summons then that's fine, you'll just have to figure out another way
i.e. trashing the summon and making a new one
Well the problem is solved now so I guess the sugg is not needed

yeh, i prefer non consumables
just wondering before i post, is there a way to skip time pre hardmode? similar to cosmolight?
I've been looking and haven't found anything
no iirc
pranked
life really just wants me to wait for stuff eh
idk, it doesn't seem like people generally post way too many suggs
the only thing i could think of is so that if someone posts 2 in a row, the suggs are separated out
yeah
because yknow how discord makes it a new entry if its been at least 7-8 minutes since your last message
that thing
Huge disagree with making Cosmolight pre-HM
I feel like it feels more earned to receive it in Hardmode after you deal with the day/night cycle throughout pre-HM
But, sugg is fine
ight
It's mainly the issue of waiting for skeletron, even if it's only unlocked post Hive and Perfs, once the main "Day/Night" trouble is over with, because at skeletron stage it's less progression and you're really into a more boss rush phase of pre hardmode, and having to wait an entire day every time you die just makes it seem taxing and annoying.
waiting just sucks and everyone can agree on that
A consumable Cosmolight would be reasonable I think
yeah that would work, legit just something cuz damn dying to skelly sucks lol
about ethereals suggestion (Dunno if this was changed or not) but doesnt skeletron have a 2 day cooldown instead? so that you cant do it exact next night?
You do need to wait for the Old Man to respawn and I do not remember if Calamity boosts his respawn rate in the same way that we boost the cultists'
Old Man's respawn seems to be effected by configs at the very least. I did not need to wait for a retry when I died to him this run and I have NPC spawn at night with 5x rate multiple enabled
How often is it suggested that Plague Cell Canisters be made placeable?
never i think?
Would it be worth being the first to do so?
Ik we already have the full Plague furniture set but I think it'd be really cool to be able to place the Canisters themselves
Just stack them up on shelves to complete the disease lab aesthetic
How do y’all think about upping the amount of uelibloom ore that is spawned in the jungle. It’s so hard to find and I think it would be nice to increase the amount that is spawned
Ueilbloom slimes exist
Just use a Zerg potion + Chaos Candle
#suggestions-voting message 10 more
#suggestions-voting message 40 more
mine needs 60 :[
another eye of night suggestions...
@zenith mural Nerfed Eye of Night's base damage from 35 to 28, its minion cell projectile can now only pierce enemies once instead of infinitely, no longer explodes, and it grants enemies 90 local immunity frames instead of 19. Reduced the maximum amount of cells stuck on an enemy at once from 10 to 4. Additionally, the minion can no longer deal contact damage.
cryonic unlocks at the same time as tier 3 already, it needs a titanium pick to mine
Bruh people really consider the tinker rework subjective
How it’s a direct improvement
does it mess with modded reforges in any way, like bard or druid
whats the tinker rework?
if so then yea I'd say it should get a toggle
@warm jetty Your title is a bit too broad, you should specify you only mean changes to vanilla mechanics
Reforges get progressively better and are half price
You're guaranteed to get the best reforge with enough tries
Changed.
cuz some reforge mods mess with custom prefixes and give the wrong type of prefix to the weapon
ik healer from thorium has problems with I think the first try mod
also, spider fangs not dropping until tier 2 means summoners would be forced to use statigel for a mech, since they don't have ore helmets yet
and forbidden fragments not dropping until tier 2 doesn't change the availability of forbidden armor, since it needs adamantite anyway
Idk man config bloat is a thing
it just means the premech weapons made from them are locked behind a mech now
And calamity does want you to play in a way
That's why hm is opt out and not opt in
@zenith mural May as well ping you so you can see Seth's comments
(also
"Even though cryonic bars are created at a tier 3 forge, people can just stockpile up the ore for when the second mech boss is defeated, and then skip chlorophyte."
Is that to imply that Chloro is only used for Daedalus mining?)
Wait
No, chloro is post-3mech, cryo is post-2
That seems like two unrelated statements stitched together?
It implies people choose cryo over cloro
Which the sugg's proposal doesn't solve anyways
Pre-emptive #bugs-read-pins
Cryonic Bars are technically available post 2 mechs already
Ah
(hm forge)
Huh?
That is confusing lol

Yeah cryo is post 2 mechs and chloro is post 3 mechs
Doesn't seem to have any correlation
If you want to compare to chloro, do it with hallowed
Since they're the exact same tier
Yeah... I'm currently bored out of my mind spending who knows how many minutes whittling down his health in an easy, tedious battle, just to die at the end when he finally shows signs of life. It probably took me an hour to try 4 times, ignoring the tedium of jumping and holding left click
Lemme guess
I think a DoG with less health and more aggression would be fun, but as it is, it's tedious and boring and sucks the fun out of an otherwise fantastic mod
You didn't go for the head and the tail
I do constantly
I've tried Crescent Moon and Banshee Hook, up next is Galileo and Neptune's Bounty once I've crafted them
Idk if they'll fare better. I don't mind losing, my point is just that trying four times shouldn't take an hour lol. It's boring
The rest of the mod doesn't really have the problem I think
I've been trying for like 3 days now
Somehow the boss progression goes from bosses health increasing in increments of 100,000 and then suddenly DoG has 1,900,000 and takes 2 tiddlywinks of damage per second
You mean each try takes 15 minutes?
Well DoG is a worm boss, that's for one
And just when it was a little hopeful they buff it beyond human comprehension
Worm bosses tend to have chonkier hp
I haven't timed it but it sure feels like it, and that's the estimate people were giving in the help-and-advice too
even with the highest resolution at 3840x1680 the tail is only on my monitor for seconds at a time
It takes 50 dmg to the body
Its on my screen every year
There's so much down time for a boss that literally ignores you have the time anyway lmao
Worm bosses tend to be weak to piercing damage, thus justifying the "chunkier hp"
The body is highly resistant + has an anti-piece mechanic
whatever 1.5 did to DoG is a crime against humanity
(the point is that worm bosses are chonky because of their large hitboxes, with their many segments. DoG does not have that)
^^^
DoG is just broken
I remember farming for the crescent moon pre-1.5 and it was always chonky, but I think it's either worse now or my patience has worn thin
DoG does seem terrible now, the weapons i had post dog were doing little to no damage against the entire boss
I was fighting it on death mode and got so sick of it I literally turned it off on the boss fight and it didnt fix anything
it made the boss a little slower
You cheat in weapons and you smell like piss
I estimate that he flies by four times every minutes or so (maybe five or six) and I'm doing maybe a percent each time, which means it takes approximately 5 years to beat him if my math is right
I think either the head and tail mechanic needs to be more significant (Tail only takes 1.25x damage) or it needs a health reduction
Can we stop with the exaggerations 
Its gonna be hard to get a good estimate of what you are all talking about if you all describe DoG'e killtime being 2928628 years
The math bit was obviously a joke, but it really is my genuine suggestion that DoG gets less health or defense
Are you the DoG's boyfriend or something? (just wondering why you're so vehemently defending what's agreed upon to be an unfair boss)
You play on easy mode and you smell like piss
29286280*
🤨
Nah but it's gonna be hard convincing others on nerfing it otherwise
(again, this is #suggestions-discussion, I'm assuming you're going to make a nerf sugg out of this)
Also I dont think it needs to be nerfed but the laser grid attack is most accurately described as having your genitals crushed inside a waffle press.
Well like
I have no experience with current DoG, I have not seen any complaints about it thusfar (granted I do not look in public chats often)
and now like 5 people are saying it's absolutely awful
If anyone has a video recording of the current fight, that'd be very welcome
A buncha' people out of nowhere went in here like a crusade all talking about DoG 
Bruh, like
I am a little bit sus
I didn't really expect other people to be complaining, figured I'd be alone. I just think it's a boring, tedious walking simulator for 5-10 minutes before you get to try the actual battle 🤷♂️
but I'll assume it was just, conversational agreement that caused people to speak up
I'd more readily fight 4 old dukes at once
It would probably take half as long
Thank you for more unhelpful exaggerations
sigh
Just drop it
I haven't gotten to DoG tier in my 1.5 run so I don't have much to add, aside from my past experiences
I apologize if its getting annoying, i'll grab a clip of the fight if I can
Thank you
Insulting does not help
I'm not really sure what was wrong with my comments, aside from being a little vague perhaps, but if the consensus is that DoG is fine as is, then I'll drop it I guess. I wasn't part of any conspiracy or anything lol, I've just been sitting here trying to stay awake while fighting DoG and thought I'd share my thoughts
well idk about other classes but for rogue, the damage was very low
I'm currently on mage, @last mirage is on ranged
Oh was this a multiplayer game?
Yes
Should have clarified that sooner ig
Quite a significant one actually
my bad
Doesnt health multiply in MP?
Although i dont think the other people here are playing together
Yes but not much at all in Cal
Hmm
I mean tbf, MP is kinda wack
Nah I'm solo
We awknowledge its easier then solo
hence why we play on death mode
idk about how mp does it but I was in solo and the damage was still bad
to try and level the playing field a bit
New observations, It doesnt display a healthbar for me (the host) until it goes to phase 2
It also just becomes a head
also @last mirage didnt start the recording
so a little bit longer please
we just did a whole run and none of it recorded
This time I'm timing my attempt so I actually have something concrete to share, it took 4 minutes to get him to 60%. I think that's a little overkill considering nothing (that I could notice) changed during that phase, but I guess some people might not mind it......
Using Banshee Hook that is
I died at 7 minutes and 22 seconds (got critical chomped unfortunately lol), and he had approximately 32% left (didn't expect to die so I didn't catch the exact health). I think that's a lousy amount of time to spend just to get that far, but I guess it could come down to personal taste. I think it's overkill personally
Anyway those are my thoughts on it. I doubt I have any more input regarding DoG, but hopefully something changes someday bc I think DoG has a lot of wasted potential as a boss
Did you win?
About like 5 bugs happened
For a portion of the fight I become unable to damage it beside its head and its entire body randomly vanished and it was a flying head
clip incoming
gotta crop it
That's a classic DoG bug
which?
Floating head
it happens with some worm bosses
So you're fucking telling me
Silly DoG bug
Good old DoG
Makes the game unplayable
Classic DoG
I've literally never had that bug happen, sounds like a Multiplayer problem...
I do wish DoG was more interesting myself. He is THE worm boss of the mod, just wish that he could live up to that reputation. I have an idea for what that would look like but the scale I'm thinking of would be too large
its current scale is too large
also i'm more focused on it being playable opposed to interesting
Adding 1 or 2 attacks would do a lot for current DoG as the issue is that it has no attack variety
^^^
agreed
My idea was more a complete and total overhaul
Yeah I've also got ideas for a fun DoG battle but they deviate too much from the "big worm flies around for 10 minutes" vibe he apparently has 😏
Make it fair
An overhaul would be great
It having more then 2 forms of attack would make the 11 minute fight a lot more appealing
My idea was you know how he has his own dimension in lore? Let me fight it in there as a fixed enclosed arena
And really take advantage of that odd arena in its attack design
Calamity despite having what, 7 worm bosses doesn't actually have a dedicated underground worm fight and I think DoG's dimension would give the perfect excuse for that
I like that idea a lot, and warping the player around is already a concept so it seems feasible to implement, even though it's obviously a big idea/change
I think you should suggest it in suggestions-posting ^^
Sorry clip is taking so long
file is too large
considering its an 11 minute video
hold on
Upload to youtube unlisted
I won't because its too large scale and DoG's dimension is already planned to be implemented as a subworld much later down the line IIRC
If you don't mind me asking
Oh I didn't know that. Oh well
Who was the developer of the DoG?
uh
I mean its been around for like the entirety of Calamity's history so a lot of people have touched it
but primarily Fab
Theoretically my idea could still be compatible with subworld DoG dimension, works even better actually, but being too large is still the issue
IDK if this fits the lore at all but it would be neat if DoG could warp the player around (kind of like the RoD) to disorient them
Uploading it to YT rn
I don't remember if he's capable of moving anything but himself dimensionally though
Or maybe he could flip gravity occasionally
Fuckery like automatically relocating the player is reserved for superbosses and "hey play the game properly pls thx die" kinda stuff, you'd have to tread real careful to make that a fun attack
I think a big contributor to why DoG had taken so long is because its head takes 1.1x instead of 1.25x post-Draedon Update
Gravity flipping could be acceptable with a given telegraph
But warping would be annoying
I think I'd agree on the warping, yeah
Gravity flip would be okay yeah, DoG already alters gravity in the fight
The gravity flipping would seriously disorient me from the screen going upside down though
And for it to happen several times in a boss fight would just add up
That's true! Flipping it upside down for a few seconds could be neat. But yeah, maybe a little too nauseating
Making a gravity flip that doesn't flip the screen should be reasonable
They can give DoG a long-range lunge or "skydive" attack (Desert Scourge lunge but from up to down), since DoG's charge attack is no longer limited with Death Mode no longer insta kill
I think that would be a cool reference to Desert Scourge while also offering some much needed variety
mainly that the fight have too much "idle time", where you chase after it to hit its head but it just run away instead
I cant find a second example of a boss that have so much "idle time" where the boss is just not doing anything but run
DoG's issue is that he just doesn't DO anything. He flies around, shoots a single fire ball every 4 or so seconds, and becomes an actual threat every 15
He needs more attacks so the fight doesn't feel like a cutscene
Yeah, he didn't even used to do the fireball pre-1.5 either I think lol
Fireball has been around for a while but it still doesn't do much
just personally I think he should have charge more often, his identity had been changing from charging with heads to super projectile based (laser wall included), a rework towards a charge-oriented DoG will be appreciated
I'm used to sitting around for so long that it usually hits me if i stop paying attention 😏
Oh really? I had no idea. I don't remember it at all tbh
while all his projectile are supposed to "distract" you, and his "passive phase" are used to reposition for a charge/lunge instead of totally passive
Nice name
This is great. It reminds me of what I said earlier, that DoG would actually be a really cool boss if it was more aggressive (and preferably less HP)
I actually humored the idea of him being a glass cannon of sorts, really aggressive and strong but relatively small HP, it would suit his confidence, but IDK if people would like that
I think it probably don't need less hp if it changed behaviour to charge oriented, since you get the opportunity to hit the head way more often instead of trying to chase after it (when it runs away)
Ah that's true
Also quick side note, apologies if @last mirage and I came off as a little toxic. We’ve played the mod to death and it almost feels unfair that it isn’t something you have to pay for.
Love the mod
DoG, not so much
if you have the time, can you make a clip of trying to fight it in a preferably high/sky arena? since others will try to critize you for "fighting it in a small arena" and on-ground too which makes DoG's head dig into the ground for 50% of the fight, given if you and your friend have the time of course
ya then it is fine, I think the clip prove some point since not everyone should use the same strategy to beat the boss
(not sure of Monsoon is the best choice for DoG, esp with all those bodyshots)
But, yeah I can see that it's generally really slow
I was also using dark spark
Even with subpar weapons, that’s a crawl with 2 players present
dark spark is probably also not good from experience, DoG body takes so little damage that rather than piercing I actually prefer high damage, non-piercing weapon
although its body DR was 97.5% but now is 92.5%
As far as I could tell in my 7 minutes attempt that got him to 30%, Banshee Hook worked pretty well. The more I think about it, the more I feel as though it's not the HP or the Defense I have a problem with necessarily but rather the fight itself. I literally got chomped twice purely because I couldn't focus bc so little was going on for 5+ minutes
So yeah, I'll go back on my initial suggestion. He doesn't necessarily need less defense or even health, but just some variety in attacks like others were saying
ya, if he is designed for you to hit his head to balance out the fact that he have super chonky hp (and high DR body), then he should put his head in the screen more often, preferably when using an attack, instead of trying to run away constantly
idle time issue too, phase switch is faster in higher difficulty but at base it is 15 second of literally doing nothing, not a single other boss generally give you more than 5 sec of idle time
Right, maybe he could circle around you within attacking range now and then, with some sort of attack to dodge like a barrage of lasers while you're in that circle, just something to give more opportunities to attack really
We already know that DoG can lend some of its power to other beings (the sentinels) so maybe he could do so during the battle to spawn a weaker version of one of the sentinels (at the cost of 5% of his health, maybe) as his minion?
it will not make sense whatsover, DoG is not a minon/mob based fight, in fact no boss in the mod is other than King Slime
especially one at the cost of his own health
The idea was that lending them his power would equate to losing a little health during the battle. Maybe minion was the wrong word, but something a la Providence is what I'm talking about I guess
it is probably better just to improve how DoG behave himself rather than adding things, at least to my opinion
There's plenty of bosses that summon helpers. Even DoG does it
Ultimately I think I agree with this though
Just give DoG an attack inspired by each of the sentinels
none of them are "minion based" though, 90% of Providence is still projectile dodging for example
DoG needs like, 1 or 2 more attacks to be more engaging
Hm... like I said, DoG lorewise is the closest boss to literally having minions roaming around (the sentinels) so I don't think it's strange at all, but I can see where you're coming from
Closest aside from King Slime oc like you said
basically it comes down to this: would you like a DoG that summon minion constantly as one of its main gimmic or a sonic-speed charging worm that warped space and time to attack you
CalClone is closest to being the Summoner Boss so to speak, or at least was
Oh I assumed it would happen at fixed moments in the battle
In the concept art for the upcoming resprite, calclone even has puppeteering strings suggesting its supposed to be minion reliant
Which, his battle already pauses for a few minutes for a boring boss rush in the middle, so why not lol
Like at 70% Ceaseless Void is invoked and fights with (not instead of) DoG , lowering DoG's health to 65% (or 67%, it doesn't really matter)
He already has little worms accompanying him so I don't think it's strange, but I understand why it could be a cop-out
if they are doing it like that I think actively reducing DoG's own health will be pointless (eg: "why does he lose so much health suddenly"), rather than just reducing DoG's max hp to account for the amount loss
More variety in the DoG's attacks would probably be better, inspired by the Sentinels like Spark said
I agree with that, hadn't considered it
Maybe "lending them his power" in practice would equate to him just, idk, flying around a little slower while a sentinel is active
@stray folio new bosses are a dont

a "combined boss battle" tend to have a lot of limitation that it will be more interesting juts let them go solo, an example is Exo-Mech, 3 bosses carrying out an onslaught just end up them being like 50% slower than when they are solo
I can see how that would detract from DoG as an iconic powerhouse boss
Well, I'd be happy if he gets a more interesting set of attacks someday in any case
With DoG actually plays, it doesn't feel like he's powerhouse. His fight flow feels like it should be for a stealth hunter
Right, the battle itself clashes with what it wants to be I feel, the battle itself is slow and monotonous
I probably will make a suggestion in the future to address DoG having too long idle time and generally "not engaging" is the right word? After the suggestion spree dies down slightly
Lots of downtime with bursts of action doesn't give me the impression of an overpowering force but rather something careful and calculating, waiting for your guard to be down
although in DoG's case it is that he literally interrupt himself from his own attack to go idle, not good
And DoG is literally the opposite of a good hunter, he was about to starve because he got too predictable in lore
Yeah, Storm Weaver was even more aggressive than DoG. Made me jump in my seat the first time he lunged at me lol. DoG never does anything exciting like that really
The "lunges" DoG does even have idle time while you wait for him to warp, like every other attack lol
They're obviously very different battles but I wish DoG had the aggressiveness/spirit of Storm Weaver actually......
But more fleshed out obviously
A: formatting
B: isn't really something the main team should be focusing on
C: new class falls under high effort don't
D: clicker class is open source iirc, and someone already has a calamity clicker addon in the works iirc
@zealous bramble
Ok
"Draedon's machines now have way more HP than SCal herself!"
Not sure how apt this comparison is
considering SCal spends a lot of the fight invulnerable
might have not been the right comparison but still
there isnt a lot to compare it to
But, I suppose a lot of the mech fight has you only fighting a select amount of them
at a time
which is comparable to invulnerability for the ones not there
Testers arent done balancing mid-late hardmore right?
Stealth feels very underwhelming there outside of few cases
Fetched my rant from monday late night on nohit server:
So tip: Use Mech tier stuff vs Aureus/Levi, most of the Post-Plant/Clone Stealth strikes are dogshit
The only "decent" ones are Frostcrunch (mostly due to glacial state lmao, in dps Blazing star is better despite being pre-mechs), Terra disk, Fantasy talismans, and Sandslasher but they are mostly on par with mech tier stuff, heck some pre-mechs stuff is better such as burning strife and theres some busted mech tier stuff such as frequency manipulator
Totality breakers are barely an upgrade for Descerated water
The only one that feels like a step up from mech tier is duststorm
Sticky spikeballs did 1k dps (which is better than some post plant/Clone weps btw) to fucking Malice Death Aureus with the help of some armor penetration, these need a nerf lmao
So should i ask for a buff for post-Cal/Plant gear or sugg something else?
oh stealth
hi thats me
so yeah i basically got through one round of hm stealth balancing before the update dropped
it's miles better than it used to be but most everything late hm is still ass
it'll be done eventually so i wouldn't worry about a sugg for it
xyk is doing prehm stealth and i will do hm stealth again at some point
@grim tusk
I think if you are suggesting a significant nerf to bosses (especially Draedon which is a new boss), you should specify what difficulties it is referring to, Normal/Expert or Rev+, since generally a very often used counter argument (especially Death Mode) is that bosses are supposed to be extremely hard
So that why stealth feels so busted on pre-hm alr thanks and good luck
yeah it turns out hm stealth was dog and prehm stealth was god
who'da thunk it
(for the record, nobody tested prehm stealth before release, it was just an entity lmao)
Oh that explains
Guess I’ll try to enjoy eradicator on pre-hm (aka tracking disk) while it lasts
True melee feels nuts rn
But makes sense considering how risky it is
True melee's power feels justified now, just wish one of its accessories was made easier to obtain
Thoughts on an upgraded accessory combining mana polarizer and permafrost's concoction?
fixed it - my suggestion is more based around the extreme pace of the fight rather than the difficulty
just for reference what difficulty you are playing on/generally playing?
If only mana polarizer wasnt expert locked
Death
usually rev
because if you include Death Mode it is very unlikely to get accepted by devs
oh true
I think your suggestion can be based around Normal, Expert + Rev, just say that Draedon in its current states feels too much like a Death Mode battle with overexagerrating rate of fire and difficulty, while Rev is usually reserved for more casual/reasonable challenge
sure, thanks!
because I dont see them nerfing Death Mode Draedon when there are people beating it (no-hit even), making it that way is more likely to be accepted
For an exo mechs nerf the only thing i would agree is making exo twins hit less hard and be more tame when they’re the only ones left. The rest of the fight is fine
@hardy bough There's an easy solution to the projectiles - fight it at night
I do agree, projectiles gotta become easier to see but nighttime will work until it gets fixed
Thanks for the tip, Preciate it
I think a neat way to make the projectiles more visible is to have them be purple instead of blue to tie in with cryonic
or make them shiny in day considering it is ice shard literally, so it should reflect light to some degree
Cryogen's visibility has been getting better at the very least, he used to summon a blizzard in previous versions lul
Cryonic is blue with crystals sprouting out of it, so another solution would be to add pink or purple crystals to the shards
Well they have concept art for a resprite of cryogen so with that they could change it
@hardy bough omniscience potion is an option too
Yeah, one of the few bosses Omniscience will probably actually increase visibility with
cuz it tints projs brown
imma be honest, maybe Im just not good at bullet hell but having the bullets be green instead of blue aint helpin me much
As a good friend once said to me "Hit more, get hit less"
Im gonna reach through this screen and skin you alive you say some shit like that again
I had that same type of reaction 
I think on cryo projectiles the highlight blinks?
Not sure
Damn it I should have read that Eidolon Tablet sugg more closely
"Eidolists no longer spawn in the Dungeon, and no longer drop the Blue Cultist outfit. Now that they no longer have any connection to the Blue Cultists, it doesn't make much sense for them to drop the item that spawns the Blue Cultist boss."
They still very much are that transitional phase spoken about
The robe removal was just to prevent inventory clutter I assume
unless the lore changed and I am not aware??
Mrrp talked about their lore in test hq some days ago I think
Looking at that now yeah
lmao
they dont drop much tho
then zerg em


good thing my last suggestion already got through :3
I was thinking about suggesting a new drop for DoG like pieces of its armor to function as the ''ore'' for cosmilite bars since every other bar in the game right now doesn't drop directly from bosses without needing to be smelted or crafted first, so I was wondering if something like that is a don't or if it's a valid suggestion
(also doesn't really make sense why he drops bars of the stuff, is he just carrying it around on him?)
that'd be kinda annoying though
i'd rather just let it be until dog dimension is real and cosmilite is moved there
if that's happening anyway
You could also just argue draedon is so fucking GOD at armors armor pieces just turn into ingots for reuse automatically
#lore-discussion moment
lore discussion moment indeed
Or replace bars with cosmilite armor platings or smth, like PBG's platings
I mean thats literally what my suggestion was, just also keeping the bars as the crafting material
you cant exactly make stuff out of the platings alone
out with the bars tbh
melting it down and making bars is just...how tools work
define annoying, all you're doing is crafting once

I mean
Luminite already does that too
that logic could be applied to hallowed ore as well
Ye
why have luminite or hallowed ore
well since we already have them
why not cosmilite
luminite make some sense because on first kill you never have enough for full set, hallowed is probably just for hardmode progression adjustment and the lack of ore in hallow
true, and I do definitely appreciate hallowed ore
I guess my main reasons for cosmilite plating is just...fits better with the rest and logically makes more sense
in the current interpretation the only use for cosmilite ore is just for it to make sense lore-wise, so definitely not a priority, since in practice it just ... you craft it into cosmilite bar

unless they change the crafting recipe then dropping ore/plating will make a lot of sense
hallowed ore is just avalon reference
also correct me if I'm wrong but all bricks in terraria are made with ore + stone, except cosmilite because again, theres only bars
again just...make it plating + stone

imo making dog drop a new material just for said material's sole purpose to be crafting cosmilite bars is just adding an unnecessary crafting step, and yea luminite does it but just because luminite does it doesn't mean that isn't unnecessary either

...you can build with it? I guess???
maybe if cosmilite bars would be able to decomposed and then crafted back for more resources?
like you get cosmilite dust
what
then combine one dust, exodium, astral, iron and hm ore in furnace to get 2 ingots

Minecraft ore duplication
bit much tbh
come to think of it if we're gonna talk about materials existing to make another material
exo prism
exists for miracle matter
True...
iban pls
and shadowspec lol
I beg
:bokay:
Wait do scal's ashes craft into anything else
I mean, why we can craft exo weapons, but not more cosmilite bars?
honestly just make an item thats just a chunk of his new armor and let us melt that down
aside from chadspec
it's not like draedon didn't record how he made them
scal's ashes look cool and thats what matters
exo prism looks cooler 
debatable
the only thing is that if it drops ore/plating, the bar recipe need to be NOT just the ore, so something else
and it cannot be the moon event energies because it is used for ascendent spirit essence
wouldn't be unusual considering auric bars are made with more than the ores right
maybe have smth in the pocket dimension that you have to harvest to craft cosmilite
uhh is there any material thats dropped around DoG tier
not completely because the ore isn't a direct drop and the hallowed bars are only dropped after it spawns i think
ASE
the absolute state of calamity
i mean a new dimension is still a far talk for calamity, considering the priority
yeah hallowed ore is definitely less of an example
anyways yeah but like
i'd rather just wait for that to happen that add unneeded material bloat
I really don't think we should rely on a possibility for something that takes a lot of effort but thats just me
absolute state of ecto blood
current lore says than DoG's armor is not an ore
literally just tear it from dog's body he's wearing the stuff
"what is my purpose"
"you craft ectoplasm"
"oh my god"
#calamity-update-talk message calamity
ecto blood is basically "yo if we just increase ecotoplasm drop rate it would be op, lets improve it by a fraction instead"
#calamity-update-talk message The Absolute
but....my suggestion...
😭
DoG unlocks his dimension where you can get it (true and real)
what happens to his armor, does it just cease to exist when he dies
ah yes

I do hope it isn't just mine for a bit then smelt into bars
calamity adds a way to "Game ran out of memory."
well eventually he's gonna have auric on his armor too
just a tad
well AKSHUALLY auric is made using yharon soul so you can't
Just make it regular gold
even if you had auric ore from his armor
then you can give a reason why silva armor requires gold bars 
i thought yharim will be changed closer to "exo armor" after draedon is introduced
part 1 will be naked in the future
yea
armored dog: post-supreme exo auric mutantomination "Hellion"
(I shoulda mentioned this when it was posted but @cobalt pewter I would greatly prefer that we added the shards to the drop pools of more enemies, rather than going with the option that requires 0 effort on the players part, NPC selling.)
(GSS could drop a bunch of them, would be good for catch-up)
(But that is my opinion)
That works just as well, as long as the most annoying parts are not into the equation: needing to make both hallowed and evil deserts
I can edit it rq
GSS sounds fine enough to me
byeah the shards definitely could use some other method, they are really annoying to get cuz of the biome aspect
Should be edited now
Thanks for humoring me Feed 👍

the suggestion bot is only for this server right
yea
well like
ofc u cant use it from other servers
but i mean if ur talking about
suggestions related to the server
its for suggestions related to calamity mod
not the server
No it's for both
oh ok
And it's a custom bot so you can only use it here
I wanted to sugg something about Gravistar Sabaton
But I might need to wait for one of my suggs to go through
TL;DR it still sucks for mobility
It's heavily limited, takes an acc slot, doesn't behave like proper boots
And oreos expert drop
Meanwhile Slimy Saddle:
Do you think it would be better if it had running capability, so it served as an alternative to Angel Treads?
Hey Rover, can new items be suggested?
It depends on how you suggest them
Actually you could sugg an upgrade for polarizer. As rotten brain, amalgam, VoE and astral arcanum exist and all all expert+
What about... "plants" ?
It's a step, but imo giving it cooldown is one of its bigger weaknesses too
You cannot write out a full item idea that you came up with, giving it a name and stats and recipe and whatnot
But you can suggest that an item get added to fulfill a certain purpose
You’ve got a better chance on vanities mod, especially if its only cosmetic
Ye, the cooldown on that sucks
Do you think Calamity should add its own herb type?
Could be a neat idea
more potion grind yeah
I was thinking of natural seaweed, or even seaweed that can be harvested.
Is that cosmetic?
there ain'
t any right now
Farmable blood orb
could be neat

If it can be harvested and crafted into stuff, nah that ain't cosmetic
probably abyss related
(though Thorium's herb is quite similar to that)
There's an option, yeah.
Perhaps the fast-drop should be able to be performed at any time (or just a much shorter internal cooldown), and it's the explosion that has the long cooldown?
Good idea
yeah
Maybe even giving it a fall speed increase by default
is the explosion any good btw?
Then it is allowed for suggestion...?
Or does it seem redundant having other mods?
You can suggest it if you want
Just make sure the way you suggest aint too specific
but first what is the purpose of the plant you are trying to suggest want to achieve? cosmetic or actual use in the game?
gameplay value™️
I mean, it's seaweed, who doesn't want to swim among seaweed when you descend into the ocean, lol
Well there are uh
Viper Vines growin in the Abyss
I spose that's not like real/Minecraft seaweed though which grows upward toward the ocean surface
yeah
tenebris herb (Real
There is natural growing seaweed in underground sand blocks in Terraria vanilla 1.4, along with the ocean caves, which I really don't know if there will come a point where their generation will interfere with Calamity biomes.
We'll deal with that when we get there, lol
The vanilla seaweed is only used for decoration purposes (and cant be picked up) and the lime kelp is used for lime dye
abyss and sulphurous already completely overlap vanilla oceans so they shouldn't be too much of an issue
(If Journey's End already has seaweed then you could wait until tModLoader and Calamity port over to 1.4)
(which will be in like 2 years at this point, tMod development has been slow)
So something like the fiber rope thing for natural seaweed or stuff like that should it be suggested when the time comes?, lol
Yes
tbh if I were to sugg a herb for astral I'd make it something that'd spice up exploring underground astral
If you do really want it now for aesthetic purposes then you could suggest it here
(or to Cal Vanities. Though I do not know what their policy on generation stuff like that is)
We do have plans for the Underground Astral already, but an herb would still be a good idea for there
yeah
I'll think about it a bit, maybe...
and then see how that can be reformatted into a proper suggestion
Cal Vanities is another mod or something?
I'm somewhat lost with this, lmao 
yeah it is
#suggestions-voting message checked my astral underground sugg and damn, this is the sugg i made with the most votes
how hard is it to make astral underground useful? don't know how the world gen works since it is generated after start of Hardmode by overriding part of the ground
#suggestions-voting message and beats the sugg that makes it ☑️
It should be kinda easy with how it generates
What is "ufcky"? o.o
fucky but grammar
flawless weaslecake spelling
astral underground draedon lab
:3
Strangely I have never seen anyone use the Underground Astral Biome for anything.
@steel minnow currently still underveloped, only for fishing I think
Oh then, that explain a lot
wait astral underground is actually huge, never dig down
Yea thats the only thing that would not work
Lmfao xD
ya not sure how the world gen works on posting structure like that, just an idea though
actually I think its the largest biome in the mod
Abyss wins by a lot
Bigger than Abyss?
Abyss is very narrow though
whereas Astral Underground is a tad broader
and it still reaches really deep afaik
Abyss is functionally even narrower considering mining its blocks takes a long time and you aren't encouraged to do so
unlike Astral which is just another underground, which you can mine through at will, meaning its edges are more uhh
"accurate"? "useful"?
yeah
I think you could say they're less so boundaries for you to stay within but moreso just the place where it transits into bordering biomes
i think ug astral could use being genned completely different from normal ug
like just straight up replacing the thing under instead of tainting it
that'd make it destroy stuff though
yeah but what if the player made stuff under there
that'd be a problem since it'd be * poof * gone
or, alternatively, players can prevent the biome from spawning by purposely building in the area where it'll gen
that's really the issue with hardmode biomes
that's also why hallow and ug crimson just convert existing worldgen into their respective biome
and why the Lihzard temple is literally locked off until post-Plantera
I can not think of any figure for the Astral underground but considering that it is an "alien" biome it can be interesting
just an idea, what if the area of astral injection is pre-generated on world creation (something like an indestructable structure) at the area and when hardmode starts it override said area
I think that would take the surprise away from the meteor
you'd lock off 10% off the map for the first 40% of the game as well
its what sunken sea does
but sunken sea gets unlocked quintessentially at the start of the game
hmm ya I forget how deep astral underground actually goes, probably a bit too limiting
yeah
I was thinking about the meteor falling when you defeated Moon Lord or something, since it's an alien-spacey biome, but it seems that it is only when defeating WoF
gameplay™️
not everything has to be connected to lore
especially not in a game like terraria
i mean wall of flesh already release the spirit of ancient light and dark for some reason so trying to make sense of it is probably unnecessary
also is there any on-ground draedon lab? (except space)? since in that way astral lab can juts be on ground
technically, yeah it could
it is the closest site to the meteor anyway so on ground make sense even lore wise
yepp
y'all are probably best off letting the devs thonk over this astral worldgen stuff when the time comes to do so 
they're experienced in modding this kind of game
they probably know what to do
soon ™
🪴
ah fuck not the alien weeds
so, consider the following:
Allow the player to toggle the crate boost from the supreme fishing station
The supreme fishing station gives the player several useful fishing buffs, including +80 fishing power, permanent sonar potion, and the effects of the angler tackle bag. But one feature of the accessory can be detrimental to the player depending on what they are trying to fish up. The accessory also gives an increased chance of finding crates, which is good if the player wants to find crates, but if the player is trying to fish up something else it can get in the way of what they’re actually searching for. Allowing the player to toggle the crate boost (presumably by toggling visibility) allows the player to get crates faster when searching for crates while not having crates get in the way when they aren’t searching for crates.
Thoughts on this suggestion? came to my mind while fishing for chaos fish cuz I hadn't updated yet and the sonar potion showed like 5 crates in a row 
they don't like config bloats I think, so gonna be hard, visibility somewhat ok I guess?
I don't mean a config, something like how dashes used to be toggled by visibility
it'll be a while before the devs actually start to address issues with the biomes calams adds... such as UG Astral...
So on top of suggesting a new herb for this biome to make it a little less barren, the suggestion could also include how this herb could make exploring the biome more unique in the time between implementing it and the biome rework
although isnt there a calamity accessory that increase fishing chance for crafting material fish?
...such as by providing a unique hazard
hard to think of a plant that grows on alien virus infected stones
ya probably, just addressing the suggestion above (at least the want-to suggestion)
alluring bait yea, but that doesn't cover all the non crate fishing stuff, tho come to think of it potions being buyable and no more chaos fish to craft ROD cuts out a good amount of non crate fishing

just something off the top of my head: the herbs glow up and have a large circular spacey aura surrounding them (think of like~ larger than wulfrum pylon in terms of range)
ya what non-ingredient fish is even useful, bloodfin only?
and that is limited to brimstone crag anyway so you keep fishing it up
and if you get inside you're inflicted by a DoT debuff (maybe just astral infection)
so the challenge emerges that you have to find the most efficient way to the herbs to prevent taking too much damage from the DoT
while dealing with enemies, water, etc.
tbh cosmetic staffs like these are probably best suggested post 1.4 port, considering the amount of cosmetic stuff that patch added (winds, vines on ground etc)
True
then implementing these herbs into the recipe's of a variety of astral-related items, herbs etc could give the player an incentive to actually explore the biome
But that's gonna be in 2 or 3 years lmao
for now if it is to not be cosmetic, then ya a herb for astral-related items and maybe potions make the most sense
Anyone have an idea what can be done with seaweed / kelp in addition to being used as rope?
Clothing?, idk if that makes sense lol
Maybe something like that with 1 or 2 of defense
dye, but it will be kinda pointless when woods armors provide same defense
unless you make it sunken sea related, but sunken sea already have enough stuffs
It would be nice if it is for the Sunken Sea now that you mention it, considering that it is calmer
unless you decided that calamity really need to add sushi
isn't seafood just sushi, though you can't eat them
Makes me want to suggest that now
you need to give it a function (preferably even unique such as combat buffs) for it to be worth though, and even then it can very quickly become high-effort suggestion
because "please give me sushi" do not make a good reasoning
cosmetic == boring

I demand gameplay value
medium rare, preferrably
but like
this wouldn't be THAT huge or THAT high effort
mainly sprites
but it'd make a good fill-in for the UG astral while its waiting to get its rework
VFX actually
for the uhh
debuff field thingy
the sprites should be cake considering herbs are tiny
and so are their sprites
@queen jungle I think that belongs in #bugs-read-pins
since that doesn't seem intended in the slightest sense

ok lemme um
collect all that I said about this hypothetical astral herb rq and snowball it into a passable sugg
Cont. "Gravistar Sabaton still sucks"
Giving it a stat similar to other boots would be nice, would be an interesting sidegrade to Angel Treads for example. And maybe making the explosion proc off platforms as well instead of just solid tiles would be really good.
And instead of the fall speed being on cooldown, I feel like only the explosion should have a cooldown. By that I mean, Slimy Saddle exists and unless Cal wants to nerf that mount, Sabaton must not have its fall speed cooldown anymore to compete at all. It takes an important slot to the player's equipment, while mount slot is what fucking ever.
If you’re gonna add an astral herb, why not consider a hallowed herb while you’re at it?
one thing at a time
fair enough lo
Most of the Cal boss expert drops still suck
This has been raised quite a lot of times and for most of the cases the counter-argument to it is that it's an expert drop

How is that a argument, let alone a counterargument at all
sounds like an awful counter-argument

Many people feel gated over it I'd assume, but yeah I agree of it's absurdity given that it's just expert
listen I wasn't in the chat when those discussions took place
Add an Astral Underground-Exclusive Herb
Currently, the Astral Underground has very little content to offer, and there's very few incentives to visit it at all. While the biome in its current state is bound to get reworked, it may be a long time before that actually happens and in the meantime the astral UG will stay in the same forgettable state as it currently is in.
A short-term, easy-to-implement solution could be to add a herb exclusively to the underground portion of the Astral Infection, and then incorporate it in various astral infection-themed crafting recipes. As expected, this would give the player a clear reason to venture into this biome.
However, giving this herb unique gameplay interactions could also make exploring this biome a more unique and engaging experience, while still providing an easy-to-implement placeholder solution while the rework is underway.
Perhaps turning the herb into some form of player hazard while still keeping it as a material source could be a way to go about it. Such a thing could make the Astral Underground a more unique explorative experience without too much development effort while the full biome rework is still underway
uhh
Who realistically play normal nowadays
am I missing something
Everyone who has played Terraria for at least 1 proper pt will immediately ditch normal for expert in normal cases
how's dis
Looks SIS-y to me
Maybe just say that it's a herb/material found in the UG astral + give the applications
It's not even a "normal" mode anymore, it feels more like a "legacy" mode, also why Re-Logic renamed the mode to "classic" mode
yeah I wanna work on the formulation
its really not about the hazard example I gave
its more about pointing out that this can be an opportunity to give the biome an extra gameplay mechanic
Sounds like a deathmode environmental mechanic to me 

Looks more of a meta-leaning sugg than anything, if seen in retrospect
meta?

People would just go to hell for an easy kill
There's really no trade-off
I'm very confused by what you mean by this
@hollow oriole easily abusable and the sugg doesn't have any real reason aside from being cool
not sorry for the pun
Mhm fair
^
You have this one
oh wait you were referring to what was posted in #suggestions-posting
Yea my suggestion I assume
slightly updated this to be slightly less SIS?
The content is based enough
I'm just tryin' to convert this idea into a fleshed-out suggestion
lo
but its hard without straying into the territory of SIS
But I'm kinda worried about the sugg length, since walls of text tend to barr more people from voting than the people who get persuaded by it
I've literally never collected a plant intentionally
yeah
Also, what would the herb give if not a new potion?
I could add some bolding and underlining to mark the most important part of the sugg
Since most herbs are only used for potions
that's up to the devs to decide
once again,
ofc, its not this type of SIS
but still dangerous territory
Maybe, it could be used for some flask like items
Collecting 1 teal mushroom for a health upgrade made me want to cry
keep plants away please
Add an Astral Underground-Exclusive Herb
Currently, the Astral Underground has very little content to offer, and there's very few incentives to visit it at all. While the biome in its current state is bound to get reworked, it may be a long time before that actually happens and in the meantime the astral UG will stay in the same forgettable state as it currently is in.
A short-term, easy-to-implement solution could be to add a herb exclusively to the underground portion of the Astral Infection, and then incorporate it in various astral infection-themed crafting recipes. As expected, this would give the player a clear reason to venture into this biome.
However, giving this herb unique gameplay interactions could also make exploring this biome a more unique and engaging experience, while still providing an easy-to-implement placeholder solution while the rework is underway.
Perhaps turning the herb into some form of player hazard while still keeping it as a material source could be a way to go about it. Such a thing could make the Astral Underground a more unique explorative experience without too much development effort while the full biome rework is still underway
é voila
@grim tusk sorry for the ping but can I have an expert's opinion on this?

then?
@hollow oriole things for just being a sake for a reference are a no
also cryogen is magic
Mhm
otherwise you'd just place a bunch of campfires lol
Fair
it'd be funny if that'd work
just
fight it with torches

I'll be stealing that boss idea for if I ever make a boss thank you very much 
now everyone's gonna start their suggestions with suggestion: ....
ok you know what fuckit
there you go
Wait were you not suppost to
^


it's not against the rules or anything iirc just not usually done since it's pretty redundant

how to suggestions:
*Title*
text, reasoning, ideas, etc.
ah ok
yeah
tbh they should put the sugg-posting rules in a separate channel, and then only allow people to post in #suggestions-posting after having read the rules
because no one reads the pins 
the rules are at the top of #suggestions-posting but with no one reads
yeah
not in here
though does some type of weapons are more or less effective when using against some enemies? like fire weapon to ice golem or nature weapon to man eaters
so like this would force people to at least, y'know, glance at the rules?
about bolding it
oh that's just for convenience
or in the don'ts
or just they're for some special buffs like drinks from the princess
ok what do you think about the actual suggestion now
but people do make suggs like this:
nice one
wrong formatting + a don't + probably didn't even know there was a message with rules at the top of the channel
plant needs a big arena regarless of spore clouds or not, spore clouds are just there as obstacles
if you make a small arena you're getting fucked by either no room to dodge or by spike balls
the spore clouds are kind of annoying though
but it was WAYYYY too tight with the clouds
byeah plant requires a large arena anyway
they are but spike balls are worse lol
true
considering that spore clouds can just be amended with honey dew
i imagine a large arena with like actuated blocks in the middle would completely nullify spore clouds
whats that
accessory
Correct!
gives regen, prevents poison and venom
don't spore clouds deal damage though?
Honestly I think a charge ability like Polter would be cool
used to go into ampoule but damn ampoule used to be op
gives defensive boosts in jungle, honey regen, and immunity to venom and poison
Polter my beloved 
But that would require a lot less projectiles
most of their damage is the debuffs lmao
the issue is that we don't want planty to turn into polter beta
specially on dmode
especially on dmode
byeah honeydew made malice plant much more tolerable even if my shitty arena still made the spores into a fuckin minefield

im doing a revengance mode playthrough rn
10/10 would recommend
beating plantera shouldn't be navigating a minefield
assuming you have a small arena
anyway should I just chuck this into #suggestions-posting ?
then whats the point
but polter is plant 1.1 anyway
if attack is simply amended by "x" then whats the point of it
nobody wants to get out their jungle grass and actuators to make a big arena
plant but based
There are a couple, but mostly stat based. It's the entire gimmick of Arsenal weapon set
temple blocks
it would be much more fitting after picksaw is obtained
Plant but how the [REDACTED] does its melee behavior work?!
making a big jungle arena would be much much easier
yeah
hell, even my arena had spots that made plantera enrage







