#suggestions-discussion
1 messages · Page 1196 of 1
why not remove calamity then if its painful 
rn im struggling with twins. im using whips for speed and the excalibur. Might also use the brand of the inferno
once plantera is dead, i can obtain the keybrand and a bit later the horseman's blade. then i can also get some more whips and move on to the final true melee weapon in vanilla terraria, the starlight
but i mean, saying one thing is too much effort doesnt mean that everything is too much effort lolll
i mean it could be nice to have a list of "nonimportant" projectiles to be able to use them for a lot of stuff but i mean wow there are a lot of projectiles
and itd break with other mods

so thats my true melee 1.4 playthrough in a nut
whitelist could be combined with size check and hurtbox
the oof ouch owie box
last time we tried to make smth that can clear projectiles it was the relic of resilience and then it broke a lot of stuff like minions and important projectiles and thats a fail
isn't crossmod is generally treated as sin in community?
why not just set up like grouping a bunch of projectiles together in one group
then have that one group be like
say uh
bolts or smn
i mean ideally calamity doesnt let you easily bypass a big boss in another mod
and also i mean idk just looking at the size feels too patch of a solution
basically : its a lot of effort for a solution that probably would work, but there are easier to implement alternatives so lets look at those first
👍
let's say you can counter yharon bullet hell fire balls: how many projectiles are you allowed to knock back, all of it?
gotta manage the time and effort of the team yknow not just pour it all into making a complicated system just to make true melee more viable if in the end its still not appealing to most of the melee audience
thats the issue there
especially if the team could spend less time doing smth thatd make more people want to play true melee
i mean thats just how i see it
im not a melee player anyways
summoner is cooler & funnier
speaking of cross mod stuff
thorium has some items that interact with spears, flails and martian weapons and most calam spears work with it, but flails and martian drops dont
every projectile that is caught in sword's hitbox
can i suggest that martian weapons and flails be made functional since there seems to be precedent
idk how that stuff works

maybe its not specifically coded to work with thorium but its just that spears have a way to recognize them or smth
so what you mean is if you keep swinging the entire yharon bullet hell projectile should be trivialized>
im usually summoner. i hope that that new 1.4 summoner rework mod will have calamity support because the AI changes are great. it makes summoner have more control over the minions and makes it feel a lot more fleshed out

on cooldown, of course
awesome (,
then you will end up getting hit anyway because they come in waves
okay, I just thought of something
and let's say if you are not true melee, you can just use it to swat away projectile with other classes
maybe dashes with iframes or something?
right click and you thurst forward with your oversized sword
omg yes so true
thats p much exactly the kind of solution i was advocating for

weapons with integrated movement and iframes
If the projectile swat away cooldown only ticks down while the weapon is out then other classes can't use... not that they'd think to lets be real 
slash through an enemy and then have cool afterimages deal extra dmg like the first fractal but cool
people hold portal gun to drop faster, they will (ab)use it trust me
Lionheart negates a 3rd of each BH no matter who you are and no one thinks to use it
No its a post-polter purchase from cyborg
oh wait wrong weapon
that's a problem with terraria's class system having no restrictions
Also its true melee, you using that cheese option is cutting into your all-valuable deeps if you aren't true memee anyway
I think lion heart is more that people don't know it exist
nobodys gonna have jewel and arcanum at the same time
it comes from cyborg
list of true melee weapons in hardmode 1.4 by my definition:
the hardmore ore swords and spears, excluding chlorophyte stuff
Obsidian Swordfish
Mushroom Spear
Jousting Lance
slap hand, classy cane, and pearlwood sword (overpowered)
phasesaber
Breaker Blade
Firecracker
Cool Whip
Cutlass
Bladetongue
Hambat
Fetid Baghnakhs
--POST ONE MECH--
Excalibur
Hallowed Jousting Lance (I love the lances so much they are obviously impractical but damage scaling with movement is a really fun concept)
Gungnir
Durendal
Brand of the Inferno
Ghastly Glaive
--POST MECHS--
The Horseman's Blade
Dark Harvest
Keybrand
Shadow Jousting Lance
Morning Star
Psycho Knife
(Kaleidoscope counts but I have it banned. way too OP)
Starlight
there is only 8 true melee weapons post mechs. 3 of which are summoner whips, one of which is banned.
I dont have much to work with and itll be hard getting through plantera with just an excalibur
(probalby uh
(make a text file)
also whips being in that list truly does underline how we live in a society
whips need more integeation into summoner mechanics
i mean they behave like melee weapons and are buffed by melee stuff so they are kinda hybrid. they dont fire projectiles and stuff so
im mosting using the speed boosting ones to buff damage
in some sense currently whip is kind of like oversized true melee weapons (like murasama)
yeah
Introducing more moments where contact damage is disabled might be worth considering
and starlight shows that true melee weapons can still be cool
but itd also require rewriting a lot of stuff
Make so you actually have to whip the summons
whip discussion moment (they should just become melee)
my 1.4 true melee playthrough has taught me so much lmao
i think summoner being able to more directly influence fights is interesting
just rn whips are not interesting
struggling with twins still tho
whips are kinda interesting to me, as someone who normally plays summoner
normal or master? if normal probably cross necklace time
whips should be focus on the "tag" not the actual attack, at least in my opinion
shadow lance
more like railgun bullet
which is why the funny rainbow whip is banned forever
what if whips did low damage
but affected both you and the enemy with a buff/debuff respectively
summoner still has busted damage modifiers

cross necklace, brain of confusion, ninja gear (when i get it), and hallowed armor is what ill be using for the entire playthrough honestly
maybe that's a theme for sugg
rebalance all minion damage bonuses so they are not as ridiculous
clam has summoner nerf anyway
Im just imagining the pain whit the devs on calamity whips
Cause they are expexted to have projectiles
honestly some of them just need a direct damage nerf
I vaguely remember a dev saying they will destroy whips when the time comes
I don't know the itteration, just remember the wording of something "obliterate whips" something
theyre still boring
they should be support weapons and i love that
Shit just needs to be balanced w summon damage and tag damage
they just deal damage and buff you
also completely off topic, I thought there was a suggestion of actually changing true melee mechanics in posting
But please i swear dont Change calamity obs armor to vanilla obs armor
they are mostly support weapons but they should go all the way with the support naturee
Not true 
what im really excited for, for summoner, is to have that new 1.4 summoner rework mod be compatible with calamity. it actually fleshes out minions by giving you 2x more control over their behavior. so you actually feel like you are commanding an army and not throwing some random monsters and hoping they do something
oh dang never heard of that
yeah
will have to check it out
oh does it add any sentries?
I think it added atleast one
you get buffs for having diversity with your minions, you can seperate them into teams and decide how their targetting behavior works, and they are given superior pathfinding AI
What i want More off is minion slot buffing minions like stardust dragon
So its one minion but gets buffed by More slots and uses
so if you have 5 minions, you can split them into a red team and a blue team and make the blue minions target weak enemies and the red ones target closest enemies, for example
you will probably need to install unlimited buff slots for it to be useful in calamity, or change how minion works with buff slots
Whips will be good, even if they arent damage in calamity, they mostly exist since they grant buffs on hit and debuff enemies, plus give decent targetting
The targetting is the selling poibt
Point
except Kaleidoscope dear god
ok this sounds amazing tho
its so overpowered
I expect calamity to obliterate whip damage when the time comes, and it is mostly just tag
It said it will
It mostly just exists since it can allow for targetting control
Thats all i care for
ya, I don't like the initial idea of having the least defensive class to go semi-melee just to use a semi-melee weapons to boost along with summon weapons
target control is again
its not even crit chance that makes Kaleidoscope op. its the 180 base damage on a pre-golem whip
and the whip already gives 10% crit chance to minions and 20 tag damage
The sellingnpoint
and super speedy
Summoner's can already theoretically choose their target. Theoretical not because its some obscure method, but because its a coinflip on whether it works
oh wait I phrase it wrongly, *basically using a melee weapon with your summons and say "haha new summoner mechanic"
not really. the support aspects are the selling point
Its a bad method
The target system for me
180 damage on a speedy whip thats pre-golem is fucking insane
I'd call the buffs to minions the selling point seeing as setting targets is already a thing the summoning staffs can do
Its being nerfed
do not tell any "um whips are good because targetting" users the fact that you can also target enemies using right click with summoner weapons
remember

obsidian armor exists
Its not reliable
targetting is the main thing, to some extend you can just add the tag damage to the summons itself and it will be the same, but cant do it with targeting
?how
how?
It doesnt stay locked on
isnt it the exact same targeting system being used
It unlocks itself
same
that too. obsidian armor is literally on tier with stardust armor
endgame summoner
obsidian armor
Kaleidoscope
Terraprisma
Obsidian armor is being sent to hell in 1.4 cal
bee armor was sent to hell :(
obsidian armor killed it
Bee armor was meant to be a more slot alternative, but obsidian still crushes it
yeah

me when +35% [melee] speed
knowing how powerful violent already is
What the fuck was that
bee armor is +1 slot and less summon damage than obsidian, somehow
obsidian armor is stupidity
when 1.4.1 released it was meta to never switch armor
They had to nerf it to hell and its still op
because you could just kill a few creepers, bomb some lava pools, head down to hell, and the game is over
Leather whip vs plantera with that 1.4.1 versiob

Yo
To show just how stupid obsidian is
I challenge both of you to a mastermode ftw whips only race
First to beat moonlord is

guys
draft time
Rework the Arcane modifier
Calamity has been tweaking accessory reforges for a while, and in 1.5 all of them feel equally useful (Menacing, un-nerfed Lucky, buffed Warding, buffed Quick, and Violent). Arcane's effect, +20 max mana, still feels incredibly worthless and bad, as mage weapons consume mana far too quickly anyway. Mana Flower further invalidates it, because mana potions restore a fixed amount which cannot be increased by any means, so the benefits of more max mana are felt for about one second. Making it do something else, like reduce mana consumption or increase mana potion effectiveness, would give it a fighting chance among the rest of the reforges and line up with what Calamity does to reforges overall.
+20 max mana is actually very stackable
And kind of op for some items
Cough cough
ion blaster
It would be, if it weren't for the mana cap
That one mana wcaling
so is warding but it means nothing
yes, the MANA CAP
Its only useful if youre bad at the game
Yeah
didnt mean that
the further you get the exponentially more useless arcane feels, because of the mana hard cap
^
Ok i agree with that
but for like a little bit of time with ion blaster it could work
Like one boss
More mana is also hurt by mana potions being flat restores, so if you're a mana flower enjoyer you don't need more mana than the amount necessary to cast the weapon

if you just use mana flower the benefit of arcane is felt about one second per boss fight
so lemme add mana flower to this equation
So maybe if arcane also boosted how much mana potions restore it'd be more valuable
+2% mana restoration or so
Would be a pog bonus
since up to
14% extra per potion
how much will it be a balance problem if arcane give mana cost reduction?
4% would be better
28%
you are sacrificing every other possible enchantment with it
remember you sacrifice damage or speed
We do have to remember that increasing the rate at which mana is restored in anyway does mitigate mana sickness partially, leading to a DPS increase if you're running into that
Charming-
+0.50% mana usage reduction
+10 Mana
Enchanting-
+1% mana usage reduction
+20 mana
Spellbound-
+1.5% mana usage reduction
+30 mana
Arcane-
+2% mana usage reduction
+40 mana
heres my idea
4 tiers
brb
edited
not exactly sure how necessary it is for calamity it introduce their own tiered enchantment, since they just followed vanilla. Tiered enchantment is such an unnecessary mechanic (made even more so with reforge rework). Just Arcane is probably fine
true
just remove tiered ones lo
also did they ever re-add the 1% and 3% crit modifiers?
the only argument is that it exist in vanilla so they have to delete vanilla stuffs for it
2 & 4% I assume, lucky surely is 4
change log says 2, just search "precise"
does the draft look better
Still concise and addresses more issues while bringing in more solutions, yeah it looks good
Now watch it drown 
need mage player to look at it, I am basic ranger cuck
only says they give their normal bonuses, nothing about adding the old ones back
this is a hard time to sugg anything huh?
but it's still worth doing
and i can do it again in about a week
Yeah. I think only one sugg got to 270 ever and any others that passed were due to a dev coming in and saying "Yeah sure I can knock that out in like, 10 minutes"
🤞
Silent exists btw
that said isn't warding (post-ML) objectively the best enchantment unless you are rogue for stealth? since all damage enchantment get nullified by rdr and ms is not really that affected by full Quick with good wings
I'm not sure how effective RDR is in actuality so I'd want to see some kill-times on whether or not its cucking the damage modifiers outside of malice
in my exo fight it halves my damage against ares solo phase (I choose ares first)
rdr is still a thing in current version
defense bad
how you don't understand?
damage useless because I pop an adrenaline and suddenly my full menacing and lucky do nothing
Quick is definitely BIS pre-ML though, no argument there
thanks for pointing that out, i fixed it
So stealthy it almost made it out of the sugg 
:lo:
a lot of suggs passed 270 wdym
which cannot be increased by any means
forgetting the Mana Regen builds
where you simply stop attacking for like, a second and gain enough mana to fight for a while agian
you realize theyve added stuff before right
im back
If you are referring to silent, it is at a time when calamity is following vanilla formula and on top of that adding their own modifiers
In the case of arcane it is to split it, not to add new mechanic
not a new mechanic
(warding)
just making arcane useful
(warding line 
Thematically? Sure
Mechanically or pratically adding tiers for arcane will be redundant and mostly waste of effort
It is like saying lucky and precise should have 1 and 3% version because all others have 4
???
we werent?
This refers to how much mana you get from a mana restoration potion
Huh, neat. Although it still seems super rare to reach this threshold as scrolling through suggs voting only has 1 per couple of pages or so
i mean
still, mana regen is pretty effective in giving you mana back
The existence of mana regen builds does not excuse arcane being unusable garbage

I’ve never really liked Arcane.
Very weak in comparison to the other reforges, and it’s class-focused, unlike the others.
Sticking to the meta is NOT the way to deal with something being bad
I mean, violent and silent are class focused too
Arcane getting buffed to also boost mana pots would actually help mana pots compete outside of edge cases like prisms.
Technically Lucky is inversely class-focused because of summoner

And about giving Hypothermia glacial state
Honestly, just buff Penumbra 
True.
I’m not saying Calamity should, but if I made a mod I’d probably either add something for ranger and summoner, or remove Arcane and make Violent apply to all weapon types.
But I fully support buffing Arcane, since it:
- Sucks
- Sucks
Ranged velocity would be cool but fall off later
Summoner modifiers are rough territory because slots are busted and vanilla minions are coded harder than rocks
If we were in 1.4 additional summon tag damage might've been an option
So tempted to design a mod that makes summoner into a global damage type and just removes all the armor

remove all classes. make all classes into "punch the shit out of your enemies"
true melee supremacy
WeaponOut fist supremacy
its not what i said, i mostly somewhat nitpicked the sentence of "cannot be increased by any means" as there is another way to get mana quickly
Arcane getting mana cost reduction would be nice
The amount of mana you get instantly from a mana restoration potion cannot be increased.
That’s all I meant 
then i stand corrected for i did not understand correctly
Mana cost reduction would be more fair to both pots and regen builds wouldn't it, alright I'm in favor of that if I had to pick one
Remove all weapons and enemies. Farming simulator
So if your max mana is high enough you get FAT amounts of regen
Bosses and the player are the only thing left.
Touhou?
we already kinda planned to make the arena look cooler but a shader for the outside of it would be kinda sex as well thats a nice idea..
does this sound cool?:
The temporal umbrella has a melee hit that does 56 damage with no gain from boosts
when the hat is spawned it can do a static damage of 56 that counts as summon damage to reference that this is a melee weapon from the original game A Hat in Time. It can also 1 hit the cultists outside the dungeon , the cultist assasins, and eidololists because they're almost like mafia members as a cute reference, it still functions normally with the inital summon but would be great to see, it also would have low knockback.
it'd also ignore 10 defense forgot to put that in
or about that
I'm worried it's unbalanced
Too specific and because temporal umbrella is a dedicated item I think you need permission from the dude its dedicated to to make a suggestion that does mechanical changes.
oh ok who donated the idea again?
It’s a dev item lol
It’s Ben’s dedicated item
there’s a page listing all dedicated items and who they are dedicated to on the wiki
uh the spider biome is exceedingly less important than the dungeon lol
also journey's end is not "around the corner" lol
1.4 is coming eventually, and i know it isn't as important but i dont think there's anything wrong with the idea
Config to disable defense damage will never be a thing. Defense damage exists to kill facetanking while letting the devs make defensive items good with no fear of enabling facetanks
as ozz once said, defense damage is a necessary evil
@lavish cloak Those ^ and also only 2 suggs allowed per day
Except it doesn't. Defense regenerates after 3 seconds
The logic is that now we will be able to make defense and DR more prominent in the mod
because Defense Damage grants us that permission
The time window where you're gonna be hurt for more damage is small enough that if you're playing honestly it'll be like DD doesn't exist
Without it, boosting defensive effects will facilitate facetanking and Luigi% and such
can't that just be done by reducing the effects of defensive equipment when the player gets hit, similar to beetle armor?
That's exactly what Defense Damage is.
Thats what defense damage is
For glass cannon this is even less relevant because DD is proportional, not flat
The more you have the more you lose.
I think it affects DR too
DD effects DR relative to how much defense you lost
If you have 150 defense and 10% DR and take 15 DD, you lose 10% of that DR so 1% DR lost
defense damage seems sorta like a bandaid fix instead actually balancing defensive items
But, you said this?
Its the best solution we got to the problem because when we DID try to balance defense in the past it had stupid useless conditions like being submerged in lava
it’s not like other defensive stuff was buffed as well
no... the thing is if u buffed specific defense items like fabled tortise shell then u just get luigi afk
I can say I barely noticed DD in my current pt
Granted I wasn't going full tonk but ye
I forgot to suggest this the day the draedon update came out but
How about make the rework to the goblin tinkerer its own separate mod?
Why would cal devs do that
Why would we make it a config tho, old tinkerer mechanics fuckin' sucked. As for separate mod thats also a no as the devs don't want to upkeep more mods then they have too
Yeah I doubt they would give people an option to waste loads of money when they could just. Not
Its why we haven't gotten a calamity QoL pack
someone somewhere would do it themselves so just wait for them 
I kinda doubt that many people would actively make a mod so that they can waste money on tinkerer
Wait nvm misread your thing
That’s about making a QoL pack isn’t it
yea having it be a config is dumb because the new system is objectively better, and if someone else wants to make the goblin rework their own mod, they can do it themselves, like with the cal recipes for vanilla items mod
Ye
There's already a mod for cal vanilla recipes
And probably more as well
It's not exactly a QoL pack byea
sorry to burst your bubble but 1.4 tmod is coming in like, 2030 at the very least 
ok that just isnt true
i know it's going to take a while
but in the long term it probably isn't going to be more than a year
and yeah calamity will take awhile to get there
point is, 1.4 tmod is not "just around the corner" I guess
besides I don't ever think cal gives anything to spider biomes
so the reason for consistency doesn't work if the inconsistency isn't even here yet
it doesn't but i think it would be a neat addition regardless, literally every other biome is moveable and reproducible in calamity besides spider right now
and calamity does use spider drops for things so it's not like it's a useless addition, not to mention i feel like putting it on skeleton merchant makes it rare enough to be reasonable still
calamity seems to be very supportive of sustainable resources with the ore slimes and crawlers and such, but a player could easily accidentally destroy all of their spider biomes and have no way to replace them
altars are in a similar situation but it's not like they're actively harmful to the player like spider biomes can be
oh wait no i was right, draedon's forge does count as an altar
Fair point
then cut down on the flak of the suggestion by reducing it to just that.
it doesn't.
actually that's true
my b
the one thing it's used for (though if you somehow lose your spider armor you deserve to not get fathom swarmer)
it's good for making a summoner that doesn't die in 2 hits
For plantera in nohits, on regular pts its a good tank set but faces heavy competition from Tiki
Both are good tank sets each with their upsides and downsides
However spoopy armor
indeed
spoopy armor isn't realistically overrated.
tiki is barely valued by the community lol
In terms of offensive to defensive its
Spooky > Tiki > Fathom
And people prefer offense
Tiki just doesn't have a current use rn
not every build has to be glass cannon just cuz defense damage exists
the best offense is a good defense
Anyways, dumbass takes aside
On infernum test vers everyone is using full warding vs the abomination that is exos lmao
Can we nerf the damage of SCal.
I feel as though the damage is too high for a normal "boss", considering she's not a superboss anymore.
its a boss designed around careful movement and learning patterns
and being good at touhou
She never was a normal boss since 1.4 (getting added to BR breaks the reqs as you need her to stand a chance)
Soon™️
not the place to discuss it
scal doesn't need a damage nerf (not counting Malice for obvious reason), with full warding on my ranger the first bullet hell only did 400 damage
it is not THAT bad
if anything the ares nuke cause me by far the most problem
people just more prone to 7x menacing or lucky and go full offensive accessories
true
and if they do that, they choose to do that
I had 4 warding and mostly tank accs and still got two-shot 
Maaybe it's a skill issue but brehn
is your tank setup anyway close to this?
because with this first bullet hell does less than 400 damage, at least no way close to 2 shot, unless you are not using cadence pot
I had aegis, sponge, core, rampart, nucleo and darksun ring, tracers iirc
ah ya, I guess for summoner nucleo is somewhat unskippable
4 warding 2 menacing 1 quick
for ranger I just dropped quiver after noticing how pointless damage is with rdr
Funny how I somehow got exo mechs to like 50% on all of them in less attempts than it took me to get scal below 90%
if you are not restricting yourself to a class then just murasama it
it is faster that way
murasama is cringe so I don't use it
ya I didnt use it too (cringe) since I am doing class restricted playthrough, though it is a desperate measure for consideration since I don't know how good summoner is for brimstone heart
(It's pretty bad
)
another desperate measure is lion heart, not exactly solve your problem, but it helps
but at the end I don't think scal needs damage nerf, if you compare it to exo you will notice similar numbers, but scal fire it at much less frequency
just that scal restrict your arena so it is harder to dodge, damage itself is not really a problem if you are not going full glass cannon
Actually I forgot I was using rogue on scal, the summoner loadout I used for exo mechs 
so nanotech+mirror instead of ring and nucleo, silent and silent, the rest are the same
Dragon rage better lul
decent setup
quite nice
well haven't try it, surprise that dragon rage do better than murasama at true melee
just referring to the old method and I assume it still works
yea still works
although rogue prefers final dawn or celestus vs hearts
i used atom splitter and ref rotor because funny new weapon
early hardmode is being rebalanced right?
yes
buff it or nerf it?
ok I guess there's no point in suggesting early hardmode balance changes then
Not really no
everything is being rebalanced so nothing is op lol
echraria players not mentioning touhou every time they see projectile objects in pattern challenge (impossible, gone wrong)
clearly all bullet hells are a touhou reference there is no debate
touhou is a touhou reference
Is it?
"bty phase 2 DoG is also apparently easier than Providence, Yharon, Draedon and SCal.Maybe we should buff DoG overall."
from a recent suggestion in voting
why would dog p2 be as hard as scal or draedon
I think the sugg is poorly worded
but I see how people struggle more with polter or duke than DoG
the point is that the difficulty for its stage is easier than provi at post ml, yharon post dog etc
it differs per person but
overall DoG's not as demanding to dodge as those other bosses named
yeah but
why the comparison to scal and draedon
they're all the major post-ML bosses
and uh
idk
that's just the way they worded things
eh
I'm not sure the fight was epic to begin with
the sentinels phase was just, there, anyway
it would've worked better if DoG itself were actually interesting and if they weren't just weakened versions of the OG bosses with no change
for example if they modified their AI's slightly during the sentinels phase so that they work as a tag team during it
which is something new, at least
@crude geode Mourning Wood to Everscream is not a perfect comparison because Frost Moon has 3 bosses while Pumpkin Moon has 2
Santa-NK1 drops 5-10
(and Headless Horseman drops 3-5)
thats a pretty good idea
too bad its a pretty specific idea 
too bad I already typed it out out of boredom and I'm gonna slap it into this channel even though I'm not gonna do anything with it

seems pretty solid to me
i think if it was just "tag team sents in dog fight" and less specific it could work as a suggestion
This is not the first time we've heard that idea and it will not be the last.
Can we make dog fight dog fight and not sentinels but again
Like dog is a mile long serpent with slight gravity control and the ability to open portals to teleport around do we even need sentinels in his fight
Pardon?
and I'm totally not surprised
considering the fact it was never implemented I wouldn't be surprised if all those ideas will keep on leading to nothing
https://obsproject.com/forum/resources/display-keystroke.485/
Here's an OBS plugin apparently
I made this tool cause I can't find one that can display keyboard and mouse input when playing games in fullscreen with only one monitor.
DisplayKeystroke
Display keyboard and mouse input onto browsers and OBS browser source.
Always remember...
or this
https://retro-spy.com/
There are more.
"keyboard input display" or "keystroke input display" is what I looked up
But this sounds like it may be an issue for #bugs-read-pins
I mean i just explained my reasoning more
I'm not asking for defense damage to be removed, im asking for a config option that can let players disable it if need be
maybe, but I think it got exclaimed (or didn't get pass) is with the main idea of turning off defense damage rather than reasoning
normally config (or optional) counts for it too, the only exception is the early-hardmode change which calamity devs themselves make it toggeable
If there was a config then what would be the point of creating DD in the first place
It's a balancing mechanic now
early hardmode change is an exception, it is not done due to suggestion, it is a config because devs decided that it needs to be
lethal lava is not disabeable in Death Mode (which is where it is most relevant)
what difficulty are you playing on?
What is up with this hatred towards players playing a game the way they want to
because usually defense damage is completely not noticeable if you are playing on normal and expert
DD is added so that you can be much more defensive than ever
basically you can tank better, just not standing still and tank
main focus being "standing still"
defense damage doesnt apply to people who are just standing still
and if the devs wanna discourage players "standing still" then why in the world did they invent rogue stealth

I will just make an easy comparison: before DD you have 200 defense, after DD Calamity allow you to have 300 defense but you take DD if you keep taking too many hit
standing stealth regen is merely a bonus
stealth rogue is way more than playable without standing still
(not completely balanced yet, but not unplayable either)
There's a difference between risking standing still for a potential damage bonus and camping with 3000% DR in a honey pool while holding M1 with a fast melee weapon
^
as it stands the intended purpose of defense damage is to buff defensive options significantly without enabling facetanking
warding get doubled, many accessories generally give more damage reduction
i think i understand about the standing still part, anything aside from stealth that tries to force you to stand still are never worth it
in cal at least
basically think of it this way: you have way more defense now which does not exist before DD exist, so as long as you dont stand still you are never defensively weaker than before DD is implemented
Trinket of Chi
And even though Terraria is a sandbox, standing still should never be an option
A viable one I mean
even you're moving while exploring and building
Would it be worth suggesting to lower the pickaxe power requirement of cosmilite bricks? Blossom pickaxe doesn't appear to work, so to break them you'd have to spawn in a Crystyl Crusher, which if you don't want to use cheat sheet, could result in worse-case-scenario softlcoks
@lavish condor update your mod
Oh sorry. Thought I was updated but apparently not
@worthy lintel delete the random message in #suggestions-posting 🥺
in every channel tbh
they also posted it in all channels if you care

shouldnt the camper be reworked in some way then
why would that only apply with armageddon?
this feels like a fine suggestion, just maybe remove the clause about armageddon because telefrags can happen no matter what mode or if you're nohitting
ya the armageddon thing is completely unnecessary, people will try to set your suggestion aside just because it is suggested to be a change for no-hit when it should in fact just not exist in all modes
telefrag is a bad thing, it's just more apparent when you're nohitting
so yeah
boc is a bad boss grr
goddammit i just realized my sugg idea could have stronger ground if i wait for next patch 
The Corroded Fossil gear is a rather small, yet quite significant one, holding many great and interesting weapons unlocked by Acid Rain's Second tier, after Aquatic Scourge, right?
Well.. not exactly, while you can get the Fossils, and all of the other ingredients for the gear right after AS, they still require Mythril / Oricalchum Anvils, effectively disconnecting these drops from AS and the Acid Rain until you defeat a mech, leading to these weapons being disconnected from the tier their material is achieved at, and so making them become forgotten due to lack of connection to their "roots".
I suggest moving these recipes to the normal Anvil, to allow these weapons to be made right after AS / AR2, due to reasons above.```
with Seafood becoming post-WoF agian
eh
ill post it regardless i think, AS' natural spawn is still a thing
true

i’d say to broaden the suggestion and say to make all mech-alt gear post mech-alt, it’s a problem for both cryonic gear and acid rain gear and you can’t even fight brimmy without a forge
hilarious weird tiering moments
was it? don’t remember that being a thing, might be wrong though
ill have to add a second pragraph ig, wait
ill recheck
hmm, I don't think so
oh yeah it did not
Charred Idol is still requiring the uh
thing
forge
ada forge
but the Unholy Cores only need Hellforge now
in current version cryo post 0 mech, AS post 1 mech, brimmy post 2 mech
while Cryonic is post 2, AS is post 1/0, Charred post 1 iirc
in terms of gear
(trolling)
theres Brimflame, and it always was
the Unholy Core gear is pretty much the same, its just that you can mine it earlier
alt mech progression should just be seperate from mechs
isnt emote suggestion somewhat a don't or I misremembered? because people will just post it a lot
ya
@pulsar sonnet no emote suggs, and even if they were allowed it’s a bad emote
i remember their great ban.

:(
ya sadly no emote suggestion, otherwise it will be clogging the server than it already is
i wasn't an avid emote suggester so i didn't really care
with 500 different emotes constantly in voting
but, people like piggy and it'll be accepted right away
if people like piggy they wouldn't make it killable for some money and bacon
I don't see much reason that people will use it in conversation
no matter if you feel like it is cute or not, emote is very subjective
this is outrageous :(
itd get exclaimed regardless man, and i doubt itd get approved 
it is simply bad
but the main reason is still not that we feel a piggy emote is "bad", but more that emote suggestion is disallowed in general
Change and or Tweak some of the weird tiering of the new Early HM Changes
Corroded Fossils
The Corroded Fossil gear is a rather small, yet quite significant one, holding many great and interesting weapons unlocked by Acid Rain's Second tier, after Aquatic Scourge, right?
Well.. not exactly, while you can get the Fossils, and all of the other ingredients for the gear right after AS, which is fightable before any mech boss, they still require Mythril / Orichalcum Anvils, effectively disconnecting these drops from AS and the Acid Rain until you defeat a mech, leading to these weapons being disconnected from the tier their material is achieved at, and so making them become forgotten due to lack of connection to their "roots".
I suggest moving these recipes to the normal Anvil, to allow these weapons to be made right after AS / AR2, due to reasons above.
Cryonic / Daedalus
Currently, Cryonic ore generated in the Tundra immediately after Cryogen's defeat, a boss fightable before any mech boss.
The Cryonic ore he spawns is, however, not obtainable until Adamantite / Titanium AKA Second mech boss.
This leads to another inconsistency in the tiering of a thematically related ore / arsenal, and the respective boss / event its locked away from.
alright
hows this?
how strong is daedalus currently "feel" in the game?
half done it seems because of stuff like that
early hm overall is still half done
because unironically in my playthrough it doesn't seem that strong, at least not worthy of locking behind 2 mechs
but yes
I don't think giving the alts a fixed tier is a good idea
why don't they just apply the mech health scaling to the alts if they think that balancing them is ass? like
neither but everyone else seems to like it 
corroded fossil definitely should be after AS, daedalus should be after cryogen but may need some number tweaking
it works for mechs, why not the alts?
Cryonic is pretty strong, yes, though some items that were previously Cryonic Bars are now also locked behind this, like Arctic Arrows and Frostspark Bullets, are now pretty much moved a few tiers back
because it is good damage, but only damage, statigel is superior in every other way
my only issue is
does this count as 2 suggestions in one?
i could post them seperately if i wish
I think with a good title it will fit
just say retier mech-alt gear or something so you can just include both
actually rover is online
guess i could ask him
hey @hollow shell , would this count as 2 different suggestions, or just 2 points of notice in a single suggestion?
oh you
it's already given

Me unlocking like 87 tiers of gear just after wof and a "you tried" after getting t2 anvil
is there even that much gear HM pre-boss? for ranger specifically I feel like is rather limited
pre-HMboss?
i composed a list
(atleast, a new 1.5 one for melee and ranger, the rest are in fix progress)
That is fine as one suggestion I think
They both exhibit the same problem
also, gotcha, ill post them in the same sugg then

hmm in my playthrough only found shadowflame bow and daedalus to be somewhat useable
Ik
ranger has a fine collection pre-HMBoss
That's why I'm saying
based
I don't think onyx blaster is pre-HM boss no? it is mythril anvil
wait I will check
it is?
ya otherwise I will use it in a heartbeat

it is stupidly broken in vanilla that they have to nerf it in 1.4, so ya it is good
though theres still quite a few for Ranger
ive yet to fix the other 3 lists but mage is good on picks likely
ya never notice there is a lot, just didnt find many viable ones, most notably daedalus stormbow is crap on all other weapons
Needler is decently good
isn't that kinda 2 suggs blast?
i just asked, so its fine
both are under "retiering mech alts gear"
lmao
fucking :wed I swear
cheese
sky fracture is also post 1 mech btw
@nimble berry 1) formatting, 2) 2 suggestion in 1, 3) pre-hm rebalance is planned (or you should ask others to see if pre-hm summoner is really that bad)
My experience with pre-hm summoner on latest patch:
Everything is decent with the exception of squirrel, magic conch, slime, and scarab ripper, those suck
And belladona + pierce is still comically op
Star swallower can hurt skeletron badly due to the plasma weapon’s feature
Magic conch on perfs or crab doe
ok?
you're suggesting 2 seperate things, both the schematics and the phm summoner
you should condense it down to one, then make a title, shift enter twice then describe your reasoning for the suggestion
look at how the other suggestions in #suggestions-posting are formatted
@viral forge
It's been a long time comin
yup
honestly it would also be nice if they got damaged throughout the fight
visually
Which one?
hey dolos do you mean like in the line or?
i mean get rid of this in buff slots as they already share the internal one with the other dodges
why are buff slots a thing
vanilla lulz
honestly no reason since its very hard to break the cap in vanilla so why did they bother put one in the first place
Something something skill issue
Slot economy
That one class immensely struggles with on top of everything else they already struggle with

Byeah cooldowns like that (or pets) shouldnt use buffslots
A lot of things shouldn’t take up buff slots
“so why these ones do” isn’t the best grammar @grim tusk
with my equipment i can easiliy reach the cap with minimal buffs, i only have like 10 - 12 buffs and when fighting supreme calamitas i can easily tell i sometimes break over the 20 buff limit
i can tell because i suddenly get dismounted out of my exo box for seemingly no reason
and the rest is because of accesories taking even more of my buff slots
buff cap was another one of those things that was implemented to prevent any issues coming from having too many, but ended up causing the very issues it sought to prevent
Formatting Issue?
Considering it’s literally just a title I would assume as much
Oh wait the one with the reaction
Yeah that’s a format issue
@muted geyser Formatting issue on your suggestion.
Was referring to the newest one
That’d be cool tbh
"please let us disable dashes in another way than through visibility toggles because we want to be able to dash without having to have the massive shield in front of us"

"please make the thing meant to let players disable dashes without ruining their awesome (whatever) cosplay visible so it can ruin their awesome cosplay again
proceeds to add an item with vanity that disables them
Like technically this is valid but the whole point of Ball and Chain is to make vanity not tied to function @kind folio
Well I suggested it to CalVal and they said go suggest it in CalMain so...
Seems they're asking to make it visible on the character, not reverting the visibility function
I hate it
Yeah but as explained by Iban, the whole point of ball and chain is to not make the function of shields tied to vanity.
It still ties it to vanity, just through a different way of the ball and chain sprite
yeah
what if you want to disable the dash but dont want your awesoem cosplay to be ruined
you wouldnt be able to if the ball and chain was visible
and im cosplayinh yharim mom 😭 yharim isnt a prisoner wh y would he have a ball & chain

(is it actually even possible to let an item in the inventory show on the player sprite like a vanity)
Clentaminator
Just hold the ball and chain lo

probably doable
Could it be toggled similar to favoriting?
i mean yes itd be doable to make it show if favorited
just hijack the same variables
but also : why should we make it show up as i said wedont want that to happen
making items work when favorited always seemed kinda jank to me
i think an extra slot or somerhing would be better
like in the menu wirh your hook and pets
~~thatd probably be way too much effort for its own good
~~
fair
I was thinking as maybe like just a config..?
also theres a sugf about changing how boss checklist works with eow/boc and uhh
pretty sure thats in boss checklists park, not calamitys
its not abbout modded bosses tho
its about changing how boss checklist handles vanilla bossea
Unless I missed a sugg, it's talking about calamity's evil bosses, not vanilla's
(they probably could've worded the title better tbf)
yetanotherchallengeitemthatsfranklyuseless
my hatred for challenge modes & friends is only rivaled by my shared hatred for obscure balancing mechanics 
:)
Ball and chain was created with the specific purpose of having dashes not tied to visibility
what
As if there weren't enough challenge items already
what is this sugg
defiled doesn't disable balloons
also just do this
what about your hatred for summon items 
CalVal said take it to CalMain and I did that.
@tribal crag this is more of a bug, and some of it might just be a quirk of terraria multiplayer
if there's something in specific that's happening post it in #bugs-read-pins
@kind folio The formatting is correct now, so that's good. However, you don't need to (or rather, shouldn't) specify the recipe, and you prolly shouldn't say that it's a "Ravager" item in your sugg title, as that makes it seem like it'd only be available in late-Hardmode
((also a more apt comparison would be Defiled Feather rather than Ball & Chain))
Also yeah bugs go in the bugs channel, Vipr
maybe change the title to allow mechs to be spawned at any time
simply built different
the mechs don't like the sun
the UV rays makes their paint decay
(byea your sugg needs to fit the formatting and not be a question)
I acknowledge that the suggestion is very controversial, but I think it is somewhat valid
I appreciate your extensive reason and analysis
on the other hand:
@left sparrow Do you have any gameplay reasoning to back your suggestion up? Or just the relatively weak "logic" reasoning?
It's not a relatively weak reason, it's silly that those giant robots are reserved for night-only
spawning mech on night is a vanilla thing not a calamity addition, which I think is the main reason why it is as it is now
I'm aware, but with the addition of the Exo mechs(Which don't require you to spawn them at night afaik), it brought up the question with why the other mechs can't be spawned during the day
Cuz they’re worse lmao
cosmolight makes that suggestion a bit redundant though
Yeah
yes, but it being permanently night is also annoying
it is basically just following tradition, just like how WoF do not have a direct summon yet
so at the very least you should provide a gameplay reason of why it should be implemented
especially with the existence of cosmolight
Well, let me bring up the question of why other bosses can be summoned during the day, then
Why not just make those guys night-only as well?
^
I say the "logic" reasoning is weak because it's a rabbit hole that will never end
Not every aspect of gameplay needs a lore explanation
You'd make more headway if your reasoning was based more around how the night fight affects the gameplay experience
less "why they can only be summoned in night", and more "why they should be summonable in day"
Gameplay also has very weak reasoning considering all the attacks of the mechs glow or are giant mechanical arms directly trying to hit you, so it’s not like visibility is hurt
and rogue gets it’s bonuses during the night iirc
The main argument against it would be the time limit that it imposes
Skele prime also malds during the day so summoning him at day will just get you crunched
It causes something of a DPS check
But, generally dps isn't a problem with the classes against mechs
the only somewhat valid reason I can think of is Night Providence, so you can suggest something like summoning mechs at day convert them to Malice version (like Providence) and drop Malice drops
So that's not really a good factor either
which provide interesting alternative way to Challenge Drops rather than only accessible from Malice Mode
Hm. That would be cool- maybe the bosses have secret solar panels that give them extra energy or something
That's a good idea, and it would allow them to be summoned during the day
Much better than my idea lul
(doesn't mean too much cuz the day-enraged form would be identical to Malice's)
though I think Night Provi is a special case, since it is a direct copy of Malice Providence
so day mechs will have to be made a separate entity
Indeed she is a special case.
Malice provi is night provi but faster, isn't it?
They are literally the same
...huh, swore malice was faster. Aight
more like Night Providence is Malice Providence, which is why it drops Malice drops
Mfw more challenging versions of previous bosses Bc challenge good 😪
I though of something similar for infernum Aureus a month ago lmao
Sounds good
challenge good challenge good need more challenge need more need more challenge
Yes and no, the only faster things are her projectiles
I mean, alternate modes for boss fights would make the game feel a bit more alive as opposed to there just being limits that feel silly
“Touhou that sounds like it’s for weebs no thanks I’ll stick to my very cool and epic Calamity mod”
depends on whether the devs think current Night Providence dropping Malice drops is intended or not, it can go both ways
I don't know why that would be unintended
since "techincally", Challenge Drops are exclusively Malice, and Night Providence is still marginally easier than Malice Providence
Counter argument, this is a video game that doesn’t have to make sense in literally every single aspect
Malice faster projectiles as well
Counter counter argument, logical and intuitive game mechanics make it feel more alive and fun
Malice providence can two shot on-tier character, Night Providence I can tank 4-5 shots no problem with healing pots
Welcome to a wall of text:
Greatly nerfs the effectiveness of Lifesteal.
Nerfs the effectiveness of the Titanium armor set bonus, doesn't stack with Revengeance Mode.
The Nurse no longer heals you while a boss is alive.
Defense damage is 5% higher than in Death Mode.
Increases damage done by 50% for several debuffs and all Drunk Princess' Drinks that reduce life regen.
All boss minions no longer drop hearts.
Gives every boss a new enraged AI and allows them to drop special Challenge and Legendary Challenge items.
Bosses and their projectiles deal 35% more damage.
Most bosses will enter later phases sooner if the fight has gone on for a long time.
Increases the velocity of most boss projectiles by 25%, this is increased to 35% during Boss Rush.
Boss reactive DR is always active outside of Boss Rush and is increased by 50%.
Cuz if this is true then that is quite interesting that we allow Malice drops to drop from Night Prov
Can’t believe Dolos is spamming walls of text smh my head
I will just test it right now to see how noticeable the damage difference is
wait a min
mfw fighting malice prime and suddenly got one-shot
why does prime even one-shot still
Destroyer just turns into malice at day and twins I haven't tried but prime straight up pops your brain and smears it on the floor
Prime is just brutal, man
Yeah and the one-shot makes it even more of a pain
I got to 20% or smth and died because of it
Destroyer was for me before it’s wacky laser shit got nerfed the fuck down
Death Night - 236 272, Death Malice - 400 383, Expert Night - 219 223, Expert Malice - 351 314
for fireball and the infernal spear respectively
What's the armor value you've got
Doesn't matter at all, but mine as well just list that down as well
not perfect set up, but I dont think it is out of the way either
and projectile are NOTICEABLY much faster in Malice (and I feel like MS of the Providence itself too, acceleration seems faster)
Hm. Alright
so ya, Malice Providence is way harder than Night Providence
Night provi drops the stuff as well right
Ye
ya, Malice drops
yes that is the point brought up in this convo
and both biome drops (Aegis and Wings)
mm
What if challenge drops drop from regular enrages (like twins' day enrage pre-1.5) and leggies drop from malice
proceeds to balance 42 bosses two more times
maybe not
That’s not confusing and going against the point of malice compiling enrages into one thing
maybe, I think Night Providence dropping Malice drops "can be" an oversight, since it is probably made that Malice Providence and Night Providence is the same entity, just without Malice modifiers
That’s actually also a question of if your provi was on death mode or not
ya on death mode
Ok good
I will just witch to expert Malice real quick to see number differences, will edit above
Expert mode vs death mode malice shouldn’t make a difference
Since iirc, malice forces death mode AI
wack
What a mess
^
I only test it 1 time but I think it is consistent with their respective modifiers
the main difference is that the damage values are tied to the difficulty modes, Rev and Death add a layer, Malice another layer
all Night Provid do is x2 the base damage
This hurts my fucking head
behavior wise it is identical (with Malice faster than Death)
Can't wait for Master Mode.
Master Mode is just +50% hp and damage (for comparison, they will hurt more than current Death Malice)
if it gone unchanged
and we can add Death and Malice on top of that and the base Master Death Malice will become Master FTW
For the Worthy is gonna be fun as well
Yet we’re still gonna have even more people asking for more challenge like insatiable masochists
I think at one point Calamity should just say "f that terrible mode known as Master Mode" and drop the Master Mode modifier to like +10% from Expert
No need to wait, fargo’s has done it already
Master Death Malice ForTheWorthy ArmageddonNoDodge IronHeart Defiled challenge (ALL BOSSES)
it is better that way
On shrooms
not like the devs do not have enough headache balancing on Expert already









