#suggestions-discussion
1 messages · Page 1221 of 1
I do think a lot of semi-generic side bosses' problem (crabulon, servants of the devourer, ravager) is just not connecting well within the world as something like plaguebringer is.
You can't make every boss have relevant drops and be needed in progression but you can make them feel more natural.
just to form a more solid opinion, what is the particular problem you have with ravager? (I don't mean to sound rude but I think this is the clearer sentence)
because as a fight I think he is functional, the only thing I will wish to change is his p1 fist
Everyone can edit this freely?
yus
Feels like it might get messy soon
Did you read the paragraph I put in the doc? I mostly explained that he just feels purposeless to fight outside of farming materials, since his drops get outdated fast, so the only end result is a small rage upgrade.
yeah it'll potentially get messy
mhm
id rather not force ppl to submit random comments
It'd just help knowing who wrote what
just hope no one is goin to ham on it
oh true
isnt it mostly related to his position as a boss rather than the fight itself?
oh actually good point
I use my real name on google 
I don't really mind everyone being able to edit but it's hard to decipher all this when there's different people with different opinions writing in the same color w
imma add my discord uname there
we're not just talking about fights, at least that's the vibe I got from pixl.
i added a text to the top
aweso

@crude geode add a comment next to the ideas ur adidng
yeah paragraphs spring up
with your discord tag
tru
exposure
massive f
ill add it then here
replaced urs with mine
You want us to put our tags next to ours?
tanks!
add a Google Doc comment with ur discord tag yeah
so we know whos idea is from whos
Ight
i forgordocs makes everyone anonymous
I have to figure out how to make one lmao
you can just add your name somewhere to the front of ur addition
and ill add a comment for u
I have to fight every boss at least once before writing so it will take a while
im going to like
be 100% blunt
thank u graydee <3
your suggestions here will probably be discarded if we or fab disagrees with them
Yeah
which is why i ask you all to be as objective and as concise as possible
I mean y’all are the devs
if it just sounds like u want a major boss change for the sake of "relevancy" or something minor it wont be considered
im pointing this specifically at the weird uh
astrum deus sugg
felt like it was pointed at something
imo the problem is that astrum deus' barrage was copy pasted onto destroyer
just for a food of thought, is saying a boss should get "grand scale rework" a valid opinion? since it is just stating opinion not a suggestion
what boss do you consider needing one?
the more you want something to change the less likely fab will probably agree with it
since he's the one who has to write all the changes in the code
ok, I will take that into consideration
im not stopping you but you better have a damn good reason lol
I would say make the sugs sound less like “I don’t like this” and more like “this boss has a problem”
I would say make it sound "this boss can be improved this way"
Yeah
With mine, I’m not really sure how we can be improved
(wanted signut at first, but i rember he will get a rework)
But I know it has problems with the dash and no other attacks
which one? WoF?
And I don’t wanna suggest an attack to add
Storm weaver
hmm, tbh I think storm weaver is fine, just have to make his lightning ball (position) appear more consistently
it is fine as a transitional boss
Personally, I generally dislike the argument of "lack of attacks bad", because it's an oversimplification of other possible problems
i.e. a lack of variety for a major boss, or the main attack being too easy to avoid
for deus I think wait until next update because idk really what that "projectiles change with health" means
for all we know it could mean projectiles with completely different behaviour spawn with lower health
Yeah but in sw’s case, I believe that it’s a valid argument
while we talk about sentinels signus is planned to get a rework soon right
I think what I bothered the most on wof is that its only legitimate strategy is "get the fuck as far as possible, get a metronome and jump along with the metronome"
Since the attacks it does have are just forcing you to run
Yeah
I know he is getting a resprite soon also
while I feel like wof should be the boss you're constantly keeping up with
soon pixl will be able to make a channel called think tank with just our decapitated human heads inside thinking of calamity
calmain suggestion neural network when
"what if we use 100% of our brain" the doc
that might actually be a stupid idea to see what it comes up with
your information has been sold
I mean, how else are you gonna make sw less of a running sim besides a rework
Or reworking of the main attack
Fuck
I didn’t think of that lmao
moment
i.e. a lack of variety for a major boss, or the main attack being too easy to avoid
lo
Should I say to make the dash cut you off or just that it needs a rework
probably just make the dash cut you off
I would put my thoughts on destroyer but my brain is hyperfocused on the idea of choosing your fight
staying in the air and dealing with probes
or
staying on the ground and dealing with the destroyer
and that's a pretty big rework 
i'll just stick with "make more focus on probes" since it helps keep his "pierce/crowd control good" gimmick from vanilla while also (hopefully) not being too much effort
(bumping because scrolling up is a pain)
wym entail
whats the doc for basically?
is it opinions and thoughts people can share for bosses?
suggestion wise i assume because, its in this channel
just things you think are a problem with a boss
tbh I like the idea of sharing feedback directly with the devs instead of having it have to go through the entire system
im only doing this to garner community feedback occassionally
hey pixl where's EoW and Hive in the doc
for the time being
it is difficulty for devs to simply just hear everyone
ill probably lock it down in a few weeks
oh right i forgot the other evils
one sec
there
(and also account for the fact that many opinion such as in cmt is "yo malice ... boss is too easy you should buff it by 900% so I can defiled armageddon no accessory it")
Thanke
the doc sated everyone
omw to double that
well I have a suggestion posting today but it is super controversial
I guess I will just type it out
i very very very highly doubt this will ever get approved
ya probably, but just to put the idea out there at least
you're suggesting a giant mechanical tier shift to be earlier for purely lore reasons
because there will be other way to implement this
and also contradict yourself by creating an even bigger lore plothole of why she'd move in with the terrarian in the first place if shes still semi serving under yharim before her fight
not really, the suggestion specified that cal npc don't have her full function (basically cosmetic npc that give Calamity Guides)
i dont think that'd be useful gameplay wise ngl
you're just adding redundancy to vanilla guide's current role
from a spying sense it make sense, the Terrarian is an entity that is very quickly rising in power, and WoF cause significantly change in the entire world
i really dont think it makes sense but hey thats just me
theres nothing inherently wrong with this suggestion so im not deleting it
but i dont think there'd be a single dev that'd agree with this
ya, the suggestion if definitely not perfect
you have to really consider the gameplay aaspects as well
the problem with this suggestion is just whether the devs want to introduce a change purely for lore, it will have really 0 gameplay interaction (as her full function is not provided), but ya, the suggestion only exist to try to fix a plot hole rather than a beneficial change
is there any benefit to reducing her to a "Guide 2.0 but calamity"
what would she do to be relevant
how would that easily transition to her fight
people asked for it is the only thing I know, and some get approved
I think it was to be slapped onto Amidias or vanilla Guide is what I remember, whether or not a Calamity Guide is needed is not really for me
amiddias will be
the intend of the suggestion if for her to do exactly nothing, her appearing earlier is to spy on the player who defeated the WoF and cause significant change in the entire world in such a short time (from lore perspective, Hollow, Astral Infection etc)
ya, it is not really necessary, like stated the suggestion really is only to fix a plot hole
oh wait I forgot to mention that she restore her function as the Enchant/Exhume NPC post Scal
no wonder I felt disconnected in that conversation
I think it'll be better if she indirectly interacted with the player like how draedon talks to the player through the schematics
maybe, but compare to draedon she has less reason to do that
unless they change her lore so that she want terrarian to grow and defeat yharim, which from her dialogue don't seem to be the case
draedon is just purely "yo I created this ultimate weapon and you are strong, I want to use you to test said ultimate weapon"
At the time of the current lore though, calamitas is half insane when facing the terrarian due to mental trauma caused by yharim. The terrarian just happens to knock some sense into her so she kind of "switches sides" after realizing the player is entirely capable of defeating yharim
But during the actual fight, scal wants you dead because she was either sent to kill you or that her thought process was tampered with to make her believe the terrarian was the bad guy.
So if we had scal earlier as an npc way before the actual fight, it wouldn't make sense
Because said npc would just try to murder you
instead of pushing the npc back, small lore bits could be added in places (?) after cal clone is defeated maybe
(arguably the reworked crags could be ncie)
Ye
There is a lore rewrite for some stuff going on i think
So we may see some new stuff, who knows
tbh I think its safe to say the next few updates are going to focus on making the lore actually make sense in the game
r&d was major lore progress imo
before that lore was kinda just it exists but barely means anything in the game
I thought the lore reason behind the fight of scal is that the Terrarian is perceived by scal as a person who kill their way to rise in power (which reminds her of yharim), therefore she decide to get rid of the player. It is less that yharim sent scal to kill the player but more that the player summon scal to kill her for power
the player summoned her at the altar
therefore from that perspective scal spying on the player just to see the player kill everything in their path will make sense that during their final confrontation she is mad at the player
new Crags are likely gonna have some in-game lore elements that relate to Calamitas
I think it was removed from the don't so basically you can suggest it, at least that is what I assume from reading it
@lapis canyon needs kill times
alluvion seems not strong too if I remember
ya on that sense alluvion is just not strong (but also not weak), phangasm get gimped too much by defense
ultima havent tested, I thought it was magic weapon
what
or is it just a generally unfavourable trait for a sugg?
its just adding small toggleables will bloat the toggle menu
and trivial ones will drown out the important ones
That is fair
honestly, I have a hunch my sugg won't be very popular no matter what way it's presented, so I'll just delete it.
Although, it does make me think if it would be possible to make a separate toggle menu for less important toggles
or would it just overly complicate things
It would
@blissful osprey Cold Divinity, like the rest of Challenge items, will become normal items, and I feel like they'll also take a look at their balance while doing so...I think?
just to gather opinion: does anyone feel like deathmode golem is complete bullshit? Phase 2 it is a chaotic fight with like 7 different things you need to pay attention to (bouncing fireball, body projectile, body jump, head projectile, head flame blast, lingering flame blast, head position (if no homing weapon))
personally, not really
yes
i quite like Rev+ Golem tbh
ya Rev is fine (tested), Death is just
that fight is fucking bullshit
it mostly comes down to how much attention you can give to the projectiles around you
I am just surprise no one talked about it
oops you got hit by a fireball that you didnt pay attention to!!!
the fireballs are
mostly fine imo
they could prolly just be slower and theyd be 100% fine
the lingering fire...
lingering fire is 200% fine lmao
no its not
I think the main problem is when you mix a non-homing weapon into it
just pay attention to when it shoots out
because then aiming head becomes very difficult (while paying attention to other things going on)
its so slow and has a different sound im pretty sure, rather easy if you pay attention to the area and the fight
anyways the golem death fight is complete bullshit and i am not even going to talk about this
and you dont have to aim for the head, but you can just get it down to pattern
I think individually they are fine, it is just not fine when it is all of them at the sametime
i personally disagree, them together is the most challenging and fun part of the fight 
it really comes down to just
attention management
only thing i could agree on specifically for that section
the rest i find totally fine
ya just refighted it
apparently not looking at the boss at all definitely helps
because then it turns from paying attention at 7 things to just paying attention at 1 thing (surroung the player)
exactly
its unironically a really cool fight, aslong as you look deadset on your player and not on the boss it becomes rather interesting
I still feel like the fight is abit too chaotic, it gives me exo mech 3 mechs kinda feel
i think its a really good challenge, which it heavily needed beforehand
hmm I might try to rethink my think tank on golem
you did remind me though to spill my own thoughts into there
I see no one posted anything on pre-HM bosses so it was free real estate for me
does the doc accept good compliments aswell? because id like to say some of those too for specific bosses 
but I think different opinion should definitely still go (eventhough it is filled)
I think it probably can do, still good to know what is good and what needs improvement
ill prolly go and say anything i have to add that isnt just repeating others
since it is highly opinion based
infernom nom nom
Golem is fine imo, it's really damn hard and I like that
It's a late hardmode boss damit
yeh but late hardmode is pretty much midgame
doesnt mean it shouldnt be hard
I think being hard is fine, just that the difficulty comes from it being chaotic
is that wrong though?
the difficulty should only come from 750dmg fireballs smh
which I am not sure how I feels about it
personally i dont see your claim tbh, sorry 
i feel like its orgenized enough to be 100% dodgable
^
The chaos is manageable
its golem. notorious for being shit
chaotic as in too many things happening at the same time, the same problem with exo mechs 3 mechs phase
ehhhhh
giving golem a hard actual fight is what he needs.
Golem only really has
2 things going on
- 2 arena limiters
3 exomechs is 4 things going on with about 3 different arena limiters
one of them being Ares in large
not really, 7, exo mechs also 7 (4 ares arms, artemis, apollo, thanatos), and that is not counting splitted projectile

wher his head will be at, and the body location
the difference is exo mechs you have infinity arena so you have to pay attention to like 1 of them (ares laser)
fireballs are usually dodged on a whim if you look at the player, and if you dodge accordingly to its head everything turns fine
funky yellow pew pew thing
bouncy ball
big static red hitbox
head
body
as i said
the jumps, the lasers, the bouncy fireballs, the lingering fireballs, the head lasers
the jumps can be avoided by just dashing
both lasers and fireballs you just need to watch where they're going
and lingering fireball you just be careful where you're flying
blast is pretty much correct here
if you look at everything that is happening, and not the things that matter
then yes it chaotic
but if you put your attention in correctly
jumps can be avoided by anything really
it becomes far more managable
yea
duck under. dash. fly above.
bruh now you are just saying "its not chaotic if you pay attention to everything"
if you pay attention to the Head itself, you know where and when it shoots
then you have far more attention for the fireballs and the jumps
...yes
The only really hard thing imo is hitting the fucker and the lingering fireballs
thats literall
if you pay attention and can manage. you'll be fine
because there isnt much to actually pay attention to when you think of it correctly
its chaotic either way
no it really isnt
(I do that and I don't find it too crazy
)
it doesnt stop being a mess of projectiles if you pay attention
pay attention to the head, you know when it will and where it will shoot
you can hear the lasers shooting and remembering where the body is is rather easy
you see
death golem is literally like levi. just pay attention
with the main difference being that you can just circle around levi
levana has the same thing as golem. if you pay attention you'd be good
you can also somewhat circle around golem.
eh i wouldnt say that
The only thing I'd get rid of is the bouncy fireballs but they're not even that bad
no?
not the best comparison
but regardless
golem is not chaotic when you actually
know what to pay attention to
its rather orgenizable
if you think of every single thing on its own you will try to keep track of way too much
So out of 6 things just watch out for 3
lingering fire, head, body
head related
if you dont keep track of everything then you are going to get hit often
well
the lingering fire you can see on the area anyways so
thats again called focus
and thats the players fault
not the boss' design
THEN STOP SAYING "JUST KEEP TRACK OF SOME THINGS BUT NOT EVERYTHING"
🤨
if the player doesnt want to keep track of everything and just flail around, then yeah its their fault
if the player actually wanted to learn the fight then they can actually put in the focus
@blissful osprey can you provide kill times
basically nohit
theres very little variance / randomness to Golem making it a rather consistent fight to actuually be good at
learn the boss and its patterns
arguing abt conflicting design opinions is fine but do not turn this into a shouting argument before i force u guys into cmt
pixl were in cmt
also I'm preeetty sure EoN was nerfed already
didntcha know sugg discussion is cmt2?
just get good smh my head
thats not what i meant.
well im trying to do it respectfully but i see why youd think otherwise, i apologize 
i meant study and adaptation.
i was referring to the guy shouting in caps
oh
sorry
damn i thought you were a "Cool dude"
thats basically just telling people to get good
i have this name so that i can make a joke about me not being cool
every time i do something stupid
saying "get good" isnt always wrong
when the player is rather well kitted and arena'd (not a thing for golem that needs to be of worry but it can still be expanded)
then yeah, i think its perfectly reasonable at that point to just say
does anyone hjave a video of the golem fight? Havent played calamity in a hot minute, I dont remember the golem fight 💀
"yeah the player needs to get better at the fight by practice"
saying "get good" isnt helpful in the slightest
except what i was saying wasnt exactly just
"get gud scrub loser"
i was saying about adapting to the bosses attacks. studying his movement compared to yours. and planning.
yeah it was instead "get good" without the scrub loser part
well then, what is?
seeing as there is definitely many valid opinion on golem being manageable I will change what I stat in the think tank, but one particular thing I want to address is is it agreeable that fighting Golem with a weapon that has no homing or aoe (most notably something like ranger gun without chlorophyte) is complete pain?
telling people how to actually dodge the attacks
and yeh thats it
also im sure someone has made golem vids let me grab a nohit one
there isnt much you can say
dude
that is exactly what i said
adapt and study. then plan your own strategy
to be fair this is pretty much getting good, just via other people
so my point isnt really, disqualified
https://youtu.be/QlEoYOTYmKI @meager geyser
Will be put into a compilation of no-hits when I finish the Hardmode bosses.
This is the Golem Boss Fight with Terraria's Calamity Mod's Revengeance and Armageddon Modes activated. This footage is me fighting the boss without getting hit.
This boss took me 34 attempts. One of the easier ones for sure. It's nice to have one that's easy right a...
this should be good enough
oh well
i think the difference is saying how to get good
i was
instead of just saying to get good
just about to
aight im gonna watch the video and say what I think about it evven though I havent fought golem in revengeance in a long ass time
well yes but this isnt a convo on how to get good at golem its a convo about why Golem is a good fight and the "chaos" isnt bad
because its rather not very chaotic when you put your mind to the fight
oh god I just have to not put 4 platform in the arena
bruh
I thought his jump scale with player height in phase 1 so I wanted more platform to dodge the lingering fire more effectively
apparently it just not
ill record a
death variant of this fight aswell
since there is a slight diff to Rev id assume
Rev is a lot different, I think fireball bounce slower (and lower count)
I tested both version just now
maybe itws the fact that its a nohitter but the fight doesnt look unreasonable in any way
seems decently easy to control with an arena
but again
id have to fight it to be sure
one sec
honestly if anything i think the fight may need more going on
It's harder if you don't have a homing weapon
the only hard phase is phase 2 (head detach) and when head is half hp, he bursted that phase with Adrenaline. The rest of golem fight is actually on easy side
and if you leave the head alive (which I do most of the time because hitting it is a pain)
just grab an AoE weapon tbh
ive never personally had issues with golem and i tend to avoid homing weapons
okay but rogue doesn't have that (afaik)
dont aoe weapons usually have less damage
or am i just dumb
less damage means that the fight drags on for more time
wasnt the argument that hes hard to hit
okay but you hit more consistently
okay but why are you taking every fight to be a dps race
was 2 argument, 1) chaotic, 2) hard to hit
As opposed to a non-homing weapon
que
because i have a massive skill issue and if a fight lasts for more than 10 minutes then i just die irl
i disagree with him being hard to hit
i suck massively at terraria
Golem doesn't last for 10 minutes brughn
i also kind of disagree with him being chaotic but thats more subjective to each player
i was answering the "why do you think every fight should be a dps race" thing
become lead tester iirc
fair
become tester if i remember correctly?
smile
I still did decent damage even with mostly tank so like lol?
first phase golem is 3 targets, any aoe worth the money is a gain on 3
and I was using a hard to hit weapon (frequency manipulator)
oh right
i forgot that the hands exist
anyway yeah
https://docs.google.com/document/d/1EtMxID_Z4ahJOIvWzvESJW0u3NGSh0JAh3Qwd9IqSzU/edit?usp=sharing heres the doc if u guys still need it
Please be specific with all of your suggestions and critiques! Avoid making any comments directed towards hate, just make sure whatever you want to say is from an “I want to improve this” standpoint and not “I hate this shit and whoever made it” perspective. Add a Google Doc comment with your ...
im gonna close it by saturday probably
imagine being able to suggest ways to improve a boss instead of only talking about things that are a problem for you and only you
think of it in terms of game design
how does this benefit or challenge the player
do the inconveniences equate to fun gameplay
so what mode yes
is it engaging
i have got 2 videos showcasing the final phase for golem
ill get them to youtube to share
i did not kill the boss, but that wasnt the point anyways, it was to show that its managable
honestly there are changes I'd make to golem that Im not gonna suggest cause they'd be 💀 to implement
rev, then
alright thenn
fab’s going through death AIs rn so yea that would depend on how hard those ideas are lmao
honestly i think the reason people barely use aoes on like. multisegment bosses is just that by the time it really matters you have piercing bullets
hence why im also collecting feedback
so i can like find good bits to squeeze into what he wants
okay but IMO golem should use the lihzahrd temple more
shit like activating traps, area denial, and generally taking advantage of the limited space would be pog
and pierce is like always a gain over set aoe
Add an attack that makes spiky balls rain from the ceiling :troll:
i might sugg a change to rev fishron tbh. the fights kinda just "dont get hit or lose half of your health in one hit"
100 - 120 damage but add an extra 50%
apparently i can upload it here so cool
that could be sorta possible if temple gen was consistent
I think contact do high damage is fine, sharkron doing as much as contact is kinda strange
calamity makes it a lot better but u can still ger unlucky with a tint arena adaik
fuck
oh i can get it here
this is dukes entire thing
spelling sucks
Duke fishron is just a 3 minute fight where all you do is time dashes in my experience
with the amount of vanilla changes calamity makes it wouldnt be out of place to change that
ya after getting rid of 3 layers of platform I can definitely agreed that golem is much less chaotic
oh you mentioned changes for hm mage weaps right? would be cool if magic harp projectiles fired at a reasonable speed
(and to show its not a death sentence if you know to aim)
only problem is iirc temple gen is like ass to edit :^)
because I dont have the body at the same elevation as me constantly shooting bouncy fireballs
wouldnt be too terrible though
fair enough
i think.
im not. a programmer uhh
@vocal grotto do you know how hard it would be to make golem’s room generate as a pre defined space
to maximize consistency
probably not that hard honestly
would that just require a schematic build
but yeah i conclude, Golem is perfectly reasonable and good, it just depends on the player's ability to pay attention
25x25 golem arena when
yeah im going over those a little bit
pixl. how would you feel about uh
if. u have ideas u can dm me a doc

golem is a fun boss honestly, you just have to prep arena and keep your eyes open
pixl
me putting in on the doc a change to duke fishrons sharkron damage
pixl, i have a full list of magic weapons if you want to make a list alike the one you just made for bosses 
did you forget golem ALREADY has a pre genned arena in calamity
hi yes
what
wait is the video malice? that doesn't look like normal death mode
With random decorations
okay i may have dementia
it is death mode
I thought it was random bruh
sorry LMAO
im pretty sure i turned malice off
it has a square semi-part
but most of it is still like
weird world gen
usually near the entrance
byeah i actually dont think i have much to say for the boss doc as of yet
Terraria worldgen at its finest
I think the arena definitely has variation in how big it is
so i might just stay as a
debunker :tro
Actually it might
Depending on like, how big the temple itself is
my arena is way smaller in width (assuming you didnt modify yours with actuator)
(i think i made it like, 20 blocks wider?)
(((dom you know what to do :nexttimeeatasalad:)))
Add 1 to the list of mod incompatibilities

god
i think calamity and SLR already dont work together for some stupid technical reason nobody can figure out
did people expect otherwise 

well obviously they shouldnt play together but iirc the game crashes if you try to load both
maybe im remembering it being small on a smaller world
ah so like
god?
I hope not
I dont want to go back to playing on large worlds
very not work together, lmao
blast can i ask a favor rq.
I think it might
sure
can you test duke fishrons contact damage in rev with the sharkron contact damage?
does slr like fundamentally change some vanilla dependencies?
(((((Please I hate the current temple it's literally just a hallway)))))
damn i JUST closed tmod
another reason to never play small worlds ngl
~~
~~
GUH
too lazy to do it for such a small thing tbh 
lets just make our own calamity temple
maybe if you give me a better reason 
well
profaned temple or something and its just jungle temple but actually good
letsfuckinggo
Small worlds have only one purpose
And that is uh getting chest loot quickly
profaned temple
this was a build idea i had
which is a 350.
sharkrons do the same amount on rev as dukes expert phase.
do people consider new LC much more difficult?
and mind you. duke spawns those constantly on phase 2. and they are bigger.
literally sharkrons have 750 hp. are bigger. spawn constantly during dukes fight
LC?
personally, while the changes are very welcome, i think LC could still do with more
Lunatic Cultist
yeah
Thought it was the same lmao
i still feel like LC's difficulty doesnt go beyond that of PBG's, DFish's and Rav's
LC is just you running in one direction
doesnt matter as much though
280 from a single shark
new LC is less
and no one counts running in one direction because thats just
thats just running
sheesh that's a lot less chaotic than I remember
lmao works on like 65% of bosses
Yeah
But LC just gets completely invalidated
(I only have death mode number 84 defense 5% DR) phase 1: contact around 130, sharkron around 115, phase 2: contact around 200, cthulhunado around 160
By moonwalking on plant boxes
phase 1 really do be 15 less damage still
LC is a big pp man
normal playthrough wise, LC; while being more difficult then before, still feels (to me) a tad weaker then the 3 bosses previous to it
I only test it once so not sure if perfectly accurate
LC's rework was more so just reworking 2.5 of its attack afaik, Ancient Light, Ice Spinners and the Ancient Doom in P2
which is, agian, very welcome since these changes are interesting
and phase 3 do less damage than phase 2
and a new attack
They got reworked?
also i feel like i forgot what a cthulhunado is. i only know sharknado
yes brughn
you mean the Ancient Dooms that spin around you?
This isnt even a joke
I didnt notice any new things
mfw LC's rework is the most forgotten resork
i remembered.
Those are ancient dooms?
well
just for confirmation: are you running away constantly?
they shoot and look and break like that
Yeah they are the same as ancient dooms
I thought ancient dooms were the yellow squid heads
Just spinny
my arena is rather small
because the first time I just run away and the second time when I try not to do that he is pretty hard
No those are the ancient-edgeshits
at least worthy of post-Golem
damn
its pretty much a Skeletron arena in width
I was so confused lma
The ancient dooms are the things that explode
byeah arent cthulhunados just stronger sharknados
In 4 darts
trust me if i was running away in a line i wouldnt make this convo 
also i found running away a death sentence with the new Ancient Lights (which is good)
because the second time I fought it like plantera (circling him), and it is definitely hard
Friendship ended with running
Now circles are my best friend
okay so cthulhunados are just.. twice as strong sharknados
by asking for boss feedback i have singlehandedly boosted sugg disc’s activity
im a genius
id say it is challenging, i wont lie
but im mostly saying that it feels rather less then the bosses prior to it
Duke fishron more like dashing simulator
I mean duke kinda is a "secret boss" in vanilla
someone to actually listen to people ramble without having to send a suggestion and wait about a week is rather a blessing
well, that could be a valid point
but PBG and Rav
mainly PBG considering its way more preluded
("Plague has befallen the jungle")
I find PBG much easier than cultist but opinion varies heavily, the hardest part of PBG was can't see mine if your background wall is bad
hm
also yes
well then this might honestly just be a me thing finding LC rather less then the prior bosses
I think cultist is fine, at least on-par with post golem
in a sense cultist should be the same difficulty as duke, pbg and ravager
the only thing it needs is escape denial so running 100mph away offscreening him 9O% of the fight is not a thing
lc should be around expert duke..
personally i feel like, because its a major boss in progression, it should be atleast ever so slightly harder then the optional bosses before it
imho lc should hit harder then normal mode sharkron. hit more then 150 damage
I think it should be on the same difficulty/slightly easier because the other bosses are optional
lc hit very hard now
(LC hits rather hard considering some of its attack inflict like, Holy Flames)
it chunks like 150+ damage (sound 200+)
No way preml providence?!?!?!??!
Ancient Light inflicts Holy Flames, i know that for sure
Ancient Doom inflicts Shadowflames
Lightning inflicts Electrified
and also have 2 attacks that apply not negatable debuff that each burn for like 30-50 hp
i think fireballs inflict On Fire! (?)
cursed flames iirc.
and ice shard definitely inflict glacial
also yeah uh
can we buff the damage of like. the ice spinny attack so that it does 200 rather then less then a sharkron thats on the normal difficulty
you are looking too much into the damage values
damag
As i said, the difficulty of a boss should only come from 750dmg projectiles
often damage is directly tied with how easy it is to avoid (and telegraph), ice spinny thing chase you while sharkron comes from static tornado

Thats the best way to handle uh difficulty in bossfights
the ice spinny thing is short and can be teleported away from. sharkrons fire twice as fast. are bigger. and hit way harder.
and dont forget
Duke in p2 on rev casually spawns them too. without a tornado
the tornado is half of the fight, ice spinny thing is one attack and cultist can do other things too
the tornado is in fact very manipulatable, phase 1 you just drag to top and bottom of your arena, phase 2 it follows you so even easier
it is still absurd that it does contact damage level of damage, but ya it is not as hard as you feel
Ah yes the ice attack than can freeze you to basically hitstun you should deal more damage
wtf invis phupper
that one I think is straight up not true, it spawn everytime it do double dash
then maybe the time for it to execute between double dash is exactly 10 sec, I dont know
No way is that the popular high damage rogue weapon ephemeral flawless scarlet devil?!?!?!?!?!?!?!??!?!
no storm thats wrong because rev duke should have 152100 hp on rev.
True nerfed defense but buffed hp
yeah anyway why doesnt it say on the wiki for 152100...
@sleek wadi - Your suggestion has received an updated status!
[Add a UI element that shows whether or not you're under the effects of Defense Damage]
It has officially been implemented into the game, and will be available in the next update!
You can check out your suggestion again here: #suggestions-voting message



@grim tusk pluse. sorry
in the meantime
pluse dragon
But the Ice Mist (that’s the projectile’s name) can stunlock you.
Improve the Enraged Ares
Right now he does not seem like a huge threat and makes the blender phase easy to exploit
He gains 85% DR
Never noticed it
Im playing on Death, not malice
That’s not a malice thing I don’t think
I dont feel the DR increase when I fight him enraged.
Even so
its still an easier alternative than going through the blender
Might become a crutch
the 85% DR is there but he's so vulnerable to AoE and Debuffs it barely makes a difference most of the time
Yeah
Buff the Ares Enrage
it doesnt feel like its enraged
apart from faster projectiles.
Hmm yes Debuffs against a target with over 1 million HP
I mean
Violence Shreds Ares even enraged
aflame :troll:

Even so
I tried AoTC on ares
Still pretty effective against him despite enraged
@unique vector you're balancing mage right? take a look at post-Providence, most of the weapons there are extremely bad. On the other hand theres Purge guzzler. The only decent weapons I could find are Plasma Rifle and its copy of Plasma caster, and Aether's whisper if your rng is good. The rest just sucks esp mistlestorm and divine retribution, feels like using something from post-Golem vs Polt.
Wuh
Thunderstorm is fun
Also a discussion
i feel like with the PBS
Ranger is now in a good position
Divine Retribution was the first weapon I ever used to kill Polterghast, back in 2020
I heard mage have no good weapon against exo at all no? Even rancor is mediocre
You can now play risky and passive instead of playing Passive all the time
Aetherflux Cannon
Void Vortex
Yharim’s Crystal
Voltaic Climax even
Helium flash
That too
Oblatory helium flash is :godglasses: vs em
Heck Purge Guzzler for Thanatos
Gruesome eminescence also decent
Oblatory Void Vortex is very funny
Ok, I guess I just get the impression that mage is bad against exo because people decide to just use rancor
demoted to support but still very good in that place (with old die or other dmg mults its still ridiculous lmao)
yes
Rancor kinda bad IMO
Since I assumed it is the best option
Is it still good against the hearts?
not by itself but helps quite a bunch
Vivid Clarity?
Think of The Wand as a super Nimbus Rod
divine ret used to be good up until DoG
it got nerfed along with undine ret at some point
I feel like
mage got hit the hardest with the power balance
With how powerful mage got back in 1.4 cal
Ah maybe after I used it then because I 2 attempted expert polterghast in a tiny arena with it
This was back when you had to kill the clone to Damage polterghast and then it would respawn after a bit
Mage still great
mage got nerfed quite hard yes
it used to be so op before tho
perhaps it was nerfed too hard
oh no not my 90% subjective opinion
Add a Sentry thats Pushes enemies back
A suggestion of mine is to add something has lesser offensive power, but serves more as a Defense-utility item that pushes enemies back. This gives the player convenience whenever he does something outside of fighting, eliminating the hassle of multitasks whenever possible.
Repost of old sugg.
thats why im doing this rn yes
OoA mine sentries, caustic croaker
Is Last Prism good now?
always has been
Oh damnb
before it was overshadowed by op shit
mage used to have a lot of that
COCKtail
Ah
Augur and Effer
yep
Nuclear fury?
Thunderstorm at least was viable on Yharon in 1.4
Idk about now
Also managed to get Scal to 20% with it in 40 minutes
Nuclear fury was fine, not busted just outclassed like prism
Phantasmal Fury was powerful
Venusian Trident definitely was not powerful though 
Pole warper used to do half the dps it does today against scal
It used to di like
6k dps against scal
Now it does 17K dps
Pole Warper used to be absolutely trash
That’s because her defense and especially her DR got decreased
I did 800k dps with the old Pole warper once
Galaxy Smasher used to go like 8k to Scal (I did a hammers only run), now it’s actually pretty solid against her
Are there plans to make silva have a set bonus as good as GS?
ye rn GS is much better and mage and summoner get fucked
when the when the when
when am i not
massive buff
(tbh after seeing this I think the chance of silva getting buff is slim)
(like this buff literally serve excatly 0 purpose, in fact it is a massive nerf because now you have a 5 minute useless countdown debuff stucked on your buff slots for the rest of the fight that will never go away until the fight is over)
I still do not understand why they thought "let silva revive have a lengthy cooldown instead of once per life" = let's add a cooldown that do not decrease in boss fight
thank god at least that is not happening
still funny that people make a huge deal out of buff slots ngl
still though, currently the change serve almost no purpose, since out of boss fight before you can just die and it will be back up again, so all this do is QoL (but silva revive is already weak compare to GDS)
I mean, the buff slot can be used for very useful effect like draconic surge or cadance, which both have a chance to be deleted if exceed max buff slot
because you're supposed to have it once per bossfight
even though 5 minutes is comically high
ya from that front understandable, just silva revive is a bit too weak right now compare to GSD, my complain was I thought it will put countdown debuff (but at least that do not happen so this is still QoL)
GSD will probably be nerfed if it's too good
it's made so strong because there is no idea how much people value the old GS revive
then it probably will be nerfed (if utilized), it already is too good and it is basically better NR (which already got nerfed)
it is an even more get out of jail card than NR
now that most people can agree that GSD is way better than old GS revive
it'll go back to that level
ya it is way better, the only thing is whether people is actively using it (most still didn't get used to it)
that's also another thing
I probably haven't used it because I want to do nohits in the future so I want to get into the mindset of "only iframes from bonking are allowed"
GSD is manual so it should at least be better at its highest potential
tbh I think gsd should be reduced during boss fights
reduced in general
its good for overworld traversal
there are things dedicated for overworld traversal
GSD can have 60s CD and it probably will still be good, currently it has 35
rip burden breaker 
although more than that probably will be a big nerf unless the dev intend to make it the same level as silva revive
silva CD is more QoL than a proper buff
correct
relic of yeet
it's practically the same just that you don't have to SE before starting a bossfight

The only thing siiva cooldown is good for is hardcore fights
It's just much faster to suicide than to wait out
People care about buff slots because there arent many
22 is a pretty decent amount
People usually don't know that they shouldn't use every single potion at their disposal
though cal accommodates that with the combination potions
22 is alright in most cases, but usually the amount of cooldowns / brief effects using buff slots can be pretty cringe
like the Spirit Rune? Hallowed Rune? line should not have buff slots imo, just runes that float on positions around the player should be more than enough to indicate the effects
summoner in general is the only issue
minions taking buff slots further discourage mixing
Brief effects using buff slots is indeed pretty cringe
mounts too
Arent combination potions from alchnpc?
cadance
Anything that isnt a buff using a buff slot is cringe
Engrish
titan
Oh right
Yharim brand heroin
Idk
I think the only combination potions in cal are cadance potion and yharim's stimuthings
Titan skin is the knockback resistance one right?
oh yeah titan scale
Alchnpc exclusive potion more like garbage potion
the alchnpc potions are either op or garbage, with like 1 exception
why are you.. talking about alchnpc in here?
alchnpc selling you custom potions with "THESE ARE NOT CALAMITY POTIONS" in the description is not our fault
and alchnpc selling you cal potions is again. not our fault its just mod compatibility
wow i wonder
sorry
you don't have to sugg this because this is obviously already planned yea
its fine
never knew it was planned
you can see the planned concept in a document pinned in caltalk, since you are likely interested
along with other planned resprites for bosses
but yeah you dont need to suggest this since its already going to happen Eventually™️
Isn't DoG already doing predictive teleporting
Ever since ~1.5
Also if you run too far away it'll spawn another portal without having to teleport on the other
Cadance doesn't reduce spawns anyway, it only reduces aggro
There is no need for this
It says aggro, but reduces spawn rates I'm fairly certain. Same as the Calming Potion
"Enemy spawn rates are decreased by 56%, and maximum spawn count is decreased by 44%."
from the wiki
Fair enough then
~~wtf does it mean spawncount. like does the 100 max enemies on screen get reduced by 44%?
it could be the wiki being wrong but I highly believe that cadence inherits one of it's base potions effects
I believe so yes
ye
that is such a weird thing
Yeah that inherit is from the Calming Potion. "Reduce enemy aggro"
Then the tooltip is wrong lo
it's vanilla what do you expect lo
cadance isn't vanilla
but calming is
i mean the tooltip of cadance
and 1.3 calming is wrong so
It explicitly removes the part in calming that goes "reduces enemy spawns"
(idk if 1.4 fixed the tooltip not bothering to check)
That's the buff tooltip
therefore
what about the potion tooltip
yeah should be
hurts my head that it's correct in the item tooltip but wrong in the buff tooltip
yes and what's calming item tooltip
Calming potion tooltip for item and buff was fixed in vanilla 1.4
vanilla wiki must not document that (or smthn idk)
fix should be in fixes
yeah the tooltip being wrong should probably go in like bugs or smthn
either way it takes like 2 seconds to fix
Ok, I will post it there.
also I would say just straight up remove calming potion from cadence tbfh






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