#suggestions-discussion
1 messages · Page 1230 of 1
you should add reasons as to why moving Hm crafting stations pre-mech would be better than just altering item recipes, since your idea is counterintuitive of the hm rework in the first place
gonna add an exclamation for now
you could get cryonic from slimes but you can't turn them into bars because it needs HM forge
ore slimes are a separate issue
I do agree that the EarlyHM rework enforces a weird amount of linearity
It's the lack of alternative methods
Do we have plans to make Cryo Brimmy and AS unlock the ores too in the future?
the return of mech alts
I feel like that would help the issue at least
Have each of the 'mech alts' count towards the EarlyHM ore progression
Kill Cryo for Mythril then kill Twins for Adamantite, if you want
That would mean cryo unlocks two ores on death
All of the mech alts do already unlock content, yes
But, part of the issue is that that content is then locked behind Mech stuff
Ye
I assume the intention was that each Mech would be more like the mech alts
where each one killed unlocks new stuff
And that you could theoretically ignore the Mechs and do this alternate path of Calamity stuff via the mech alts and still progress just fine
But, nah. Mythril Anvil and Adamantite Forge are still important
Whoopsies
Its easier to implement making the anvil and forge early than changing every recipe to pre hm crafting, it also just makes more sense to get the anvil early than make everything craftable with pre hm crafting stations
It's easier but is it better
Yeah
Honestly
It doesn't make sense to have every hm item for non linearity use pre hm crafting
byeah
@unique vector I feel like moving just the Hardmode Anvil and Forge would keep the EarlyHM rework intact while allowing for more player choice
how are you going to justify crafting an adamantite forge without using adamantite
Might I suggest Calamity have an alternate anvil forge made out of materials unlocked via the alts?
Each ore you unlock from the Mechs grants you access to their item set, but they shouldn't be progression lockers
It's like making rock from thin air
This is also an option.
is that easier than just recipe changing things?
wdym "easier"
like, causes less overall issues
because wont that have like, potential oversights
You don't craft it, get it as like a WOF drop or from an npc
You could have potential oversights by changing the recipes too.
whereas editing recipes (as we've been doing already) is better as a case-by-case basis
by changing the individual recipes of items?
I feel like the least messy solution is to just have a different anvil that counts as the hm anvil, and a different forge that counts as the hm forge; that also would play nicely with mod compatibility, hopefully
Except case by case has WAY too many cases
By "oversight" do you mean getting access to a recipe earlier than intended?
Then we can edit that recipe.
Most HM recipes are locked by bosses not the crafting stations tbh
fair point
im not too sure, although i still think you should mention exactly what it solves vs. editing recipes individually and i think it'll be fine for a sugg
(and the cryonic ore one still stands as a separate consistency issue)
Yeah ill do that in a minute here
ye
My main argument is that you are forced to fight two mechs because you are given no other options to obtain Mythril Anvil and Adamantite Forge
And being forced to fight what should be non-essential bosses is really weird for Calamity
Yeah which doesn't make sense, one of cals biggest selling points was non linear progression, its a blast, but that was removed
hm
im not too sure how you would solve that while still keeping ore armors progression locked
You make only the crafting stations be earlier.
but how tho
You still only get Orichalcum Bars from killing the first mech
Just make it fuckin drop from WoF
Make Merchant sell it like he sells normal Anvils
Drop the stations themselves
i mean i guess
Skip the middle man
hm
i guess that eliminates one extra unnecessary gate locking
im gonna dip from this convo though i feel like im pissing you off rover and i dont want to continue doing that lol
Nah don't worry about it
I would not remain pissed at you Pixl for any length of time
and, byueah it's good to have counterargument in case we have flawed reasoning
how many mech alts are still locked behind mechs in the next update?
I have no idea
both seafood and idol is craftable pre-mech like cryo key right?
Okay yeah Seafood is crafted at normal anvil next update
nah referring to next patch (since anything in suggestion is for next patch anyway), and it is relevant to the suggestion that I think it must be accounted (despite future content)
Charred Idol still does need an Adamantite/Titanium Forge
from what I'm seeing in the latest dev source
nah
Unholy Core requires Hellforge, in current patch
Hopefully it gets seen before release
altho im p sure its unmerged
if it was a merk or ben change then its pretty likely its stuck somewhere in unmerged hell
welp, I don't know guys, I might be pushin my luck, do I address gulps quietly cryonic ore?
no
well u can
but even we dont want to talk abt it rn
bc we want the patch to be out first
ight
cryonic ore is a bit weird, a previous suggestion to tier shift it (to be usable right after cryogen) is denied
yea ill wait
cryonic ore is really fucking weird
so I assume they want it still post 2-mechs (or on tier with titanium/ada)
yeah mightve been my sugg lol, I made one about tier shifting cryonic previously
I have no idea what the testers/devs want to do with Cryonic
Make iban rework it (he is overworked)
It just seems wierd to have a boss spawn items, but a completely unrelated boss lock them up
just make all the life alloy materials spawn all the time (like Scoria) then limit then to pick power
so cryonic already exists in ice biomes, and perennial idfk weird ass ore
unbreakable ore is kind of bringe though
Scoria and charred is at least excusable by being in the least visited places
I think cryo should spawn cryonic ore, and it should be minable with cobalt pick
Ye I agree
if you kill a boss you should have access to its drops
they already rejected the sugg about making it right after cryo
idk why, seems counter-intuitive to me
cryo-intuitive

calamity's non-linearity is one of its biggest features and cryo just dumps that in the trash
also rover, that brought a very large smile to my face
it is just that daedalus stuff is balanced for titanium/adamantite tier so tier-shifting it cause balance problem
it's not even non-linearity, making a boss spawn an ore that cannot be broken until later is already a stupid decision
while to shift it to make sense it is rebalancing all the daedalus stuff
It just makes more sense, like obviously this isn't a quick fix but it is one of the glaring issues in calamity rn
wait they can just make daedalus armor require adamantite/titanium
the weapons are closer to mythril/orichalchum level anyway
except that just reinforces the issue of a bosses loot requiring a different boss to be killed
and if cryo=mech, then you get post 1-mech level of weapon after beating cryo which make sense
at the very least it is not locked behind 2 mechs, you can use all cryo stuff except the daedalus armor
except the daedalus is the important part, why unlock daedalus to kill a single mech and like one other boss, and get better armor
because if they are not tier-shifting it at least make most of the stuff usable
except the issue requires tier shift, a cryogen themed armor shouldn't be locked with cryogen and 2 mechs
frost armor and forbidden armor kind of do similar things to this, it is not the best get around but since they already denied the post-cryo cryonic ore suggestion this is like the closest thing we can get to it
daedalus armor is not tier shifted, currently it is locked behind ada/titanimu anyway because of pickaxe requirement
except forbidden and frost are meant to be better versions of adamantite and titanium, cryo has nothing to do with them
neither have anything to do with titanium
I will disagree with that (they are multiclass), but still the idea is still just to make most cryonic stuff unlockable post-cryo
like imagine if brimflame armor needed perrenial bars to craft, it doesn't make much sense
if they are not shifting daedalus armor itself it is like the only alternative that make sense
I think they're gonna have to bite the bullet and retier daedalus armor to pre mech
the problem is currently I don't think they want to do it (if a suggestion for the idea is denied), otherwise everything will be much easier
hence the biting of the bullet
welp I've been debating calamity changes too long, I have science homework to do lmao
also @unique vector before I go, is there still an issue with the anvil/forge sugg
oh right that one, it is a massive power rebalance
nope, looks good
i'm not sure if changing the interaction would be possible without gimping the accessories heavily
personally I think that it's a poor comparison to make between burst movement vs sustained
the bottles are pretty good in massive no-hit platform arenas but aren't nearly as good in general gameplay
just nerf jumpspeed/movement speed, because one of them affect the balloon behaviour
MOAB > literally any other wings
false
@hardy dock eventually boss rush will get completely rebalanced, it is stated at 1.5 release that boss rush is not balanced at all
so not much point to suggest changing it (because it very likely will be change)
Yes that's the, thing
why would it require gimping accessories?
that's the main issue of br balancing yea
no one wants to do it
Just remove it smh my head
So they didn’t have a horrifically unbalanced Boss Rush in the three years it’ll take for testers to get around to it
¯_(ツ)_/¯
boss rush is an optional content
revert what change lol?
Malice AI?
Previous br was already unbalanced
I mean most of boss rush is already really easy (except a few bullshit ones like BoC or Scal which is basically full scal)
unless the shadowspec weapon you used is very underpowered

bruh
#suggestions-posting message
Also where's the reason
the reasoning probably is that it just has no sounds. i assume
some weird suggestion do get in recently, like that disable final dawn dash during scal bullet hell one
true melee mode
i predict wont pass (also as if Final dawn was not going to get nerfed lol)
final dawn nerf: if you have final dawn in your inventory stealth gen reduced by 50%
final dawn nerf: it is now only usable if you do not exist
final dawn was lowkey the biggest winner of 1.5
funnily enough that wouldn't really be a nerf
well it is in some way
but probably wouldn't be major enough to matter
orichalcum spiked gemstones. elemental disk. ethereal extorter.
due to how it plays its annoying to use but man is it good
would be interesting to see Final Dawn generally have way lower stealth gen while held
makes the yeet less often
so it would be unviable again 
why nerf a weapon wich was before like a solid 4/10 and is now like 8/10
wdym unviable
stealth damage would be fat with that low of stealth gen 
because the 8/10 weapon is too meta.
it feels like your required to use final dawn or use a VERY specific set up
with other weps
photo WAS nerfed
was it?
yeah
they wanted to nerf Final Dawn for sure, it's in the plans
but idk what they're planning exactly
the real problem is that stealth itself is too strong atm
and stealth regen is too easy to get
then nerf stealth..
thats getting nerfed
stealth regen is pretty common
I myself like to play with minimal stealth regen (it's just more fun that way)
so it's kinda hard to go without any stealth regen bonuses lategame
as everything rogue has it
I mean the thing about final dawn with stealth gen is not necessarily that final dawn does a shit ton of damage (although it do a bit too much), but that you have GSD on 3 second cooldown
omnidirectional too
Has anyone here used the Executioner’s Blade
Just as a question about how you felt it was balanced
it felt balanced other then projectile spam
The low use time really kills its viability for me since Stealth Strikes are the only good way for Rogue to deal damage and it doesn’t have any compatibility with the Eclipse Mirror at all
do you have a killtime for anything..
like
a good way to say "buff this" is with a video showing killtime
I’m unfortunately away from my computer rn but i can add one when I get home
byeah when i used exec blade it felt fine.
exec blade is that weapon you use when you need to be farther away
Though my argument didn’t really come down to “this Weapon is weak as shit on bosses” it was “this weapon uses the full stealth meter when it should only consume half”
Doesn’t the stealth strike like
Only hit close enemies
Yeah but those have a range limit
no?
Unlike other weapons which carry their stealth strike with them like the Eclipse’s Fall
if they go on hit. that means your probably going to hit it
its a row of twenty of them
meaning unless you are literally fighting an ant. your gonna hit
Still though that’s beside the point, my point is that the stealth strike takes an average of over twice as long to charge up in price compared to other weapons
i mean if your focusing stealth it shouldn't be an issue though
The Eclipse Mirror preserves half your stealth with more weapons, but the Executioner’s Blade is so fast that it’ll shoot a second projectile that’ll consume that second half instantly
So I’d say it is a big issue when it takes over twice as long
You have to charge a whole extra half
wow. a whole extra 1 second that i can spend on the floor for half a second.
or hear me out: dont use exec blade stealth then
no?
That’s a universal fact of all Rogue weapons
Not really?
saying "rogue damage without stealth shit because stealth op haha" is not good
That’s not what I’m saying at all
that is
"rogue damage without stealth on anything is bad"
your kinda nullifying spam there. despite spam being more on tier with the other classes
yes
i have used rogue
infact im literally the guy whos known for the elemental disk shit.
the nonstealth dps ISNT even a joke
its perfectly fine
your just saying "ok but stealth does more damage so that means spam bad"
i am now wondering if you have played rogue
Yeah?
I have though?
then you'd know stealth rogue is op. but spam rogue isnt nullified by it
When I played the dps was shit
the dps was shit because your comparing it to stealth
your meant to compare it to the other main 4 classes
I got 600 with Utensil Poker
then wtf are you doing? using throwing accessories or sumn shit?
because i can go in game rn with a post ml rogue setup
and do like
6k
with armor a singular accessory and a singular weapon
then your doing SOMETHING wrong
But when I played the class was shit unless I was using a stealth strike
basically: your mostly wrong.
because as a rogue player and the guy who did the funny spam rogue shit
i can say that spam rogue is pretty much
balanced
also it looks boring
.
wooo hoo me when i spam some rapid projectile that homes in as a super end game weapon with no extra flair whatsoever.. grr.. ppl need to up their standards
cool iban
but aint that like most classes
"me spam shooty thing endgame go brr."
isnt it a hook not a spear?
this is 90% of endgame weapons
hdflr
you say we need to up our standards but last update all draedon weapons we got are this
how did you only get 600 with utensil poker?
well, he's right then
my point is hes a dev
he can directly influence what gets added
but "we" need to up our standards
@dusty path cant suggest old changes to be reverted
also please see #changelogs for changes to some challenge item obtainments
no worries!
I litterally am directly influencing what gets added

Well, what got added. I don't want to add more stuff I want to rework existing content
wait for the next update and realise how utterly trolled u have been gotten
@dusty path have a more concrete reasoning
"it'd make sense" wouldn't fly round these parts
Provi heals them all the time
They could look different but lore isn't much of a reason to stand on
They could also get entirely resprited, but that's for later
Exe blade is perfectly fine lol
May not have as much dps but makes up with braindead homing
The stealth strike is strong as shit
Perfectly balanced (unless you enchant it with aflame and use it on Ares)
As all things should be
Clockwork weapons fire all available stealth strikes on use due to their fast speed and mechanics
You are using both stealth strikes at once
alright, i didnt know
sorry
actually youre probably talking about the ark and BB line
didnt think of that
but my point stands for draedon's drops
yeah cuz drae drops were conceptualised like a year ago
back then I knew other mods had cool modernized weapons but like, not enough mainstream for me to go "oh yeah this would be badass
compare it to like, scal's exhumed weapons
exactly
can we get a full clockwork steampunk item set :>
thats why i specified draedon's drops
the other 10% of cool endgame weapons are scal's exhumed weapons 
vanilla clockwork stuff, buy cogs
rogue still with approx 2 post yharon righe weapons
Scal drops
(it'll never be based)
Until next patch
nothing special
dont talk about melee


Ark rework 
also aint that just furniture + clockwork bow..
Clockwork bow is Cal
Clockwork rifle is WoF vanilla drop
And minecart (1.4 tmod)
exe blade atm is perfect
or is it..
it is not
well it is good
executioners blade
cringe boring use
not exo blade
oh exe blade
ender wrong weapon
fair enough

its uh
arent all exo weapons getting resprited in 1.5.1? or was that just concept art not necessarily for 1.5.1
Clockwork weapons™️
Iirc just concept art
ah
Also was it even exo, pretty sure it was something else
i think it was elemental weapons not exos.
Yea
yea that
on the topic off bad rogue weapons, why does nanoblack suck so much
elemental and biome blade line
like it does nothing
it sure as hell needs some
i mean
already got ss next update
^
sin obi blade
rogue other than scarlet devil has a bad post scal in general
post scal lol
I think rogue should get more end game weapons. Just look at melee and mage. They get so many more
endgame is that better?
oh yeah arent dev weapons meant to be post yharim when he comes out
ye
aight makes sence
yeah every update they move shadowspec further
only place rly where rogue needs new weapons is post yharon pre draedon
well we know at least 1 auric rogue weapon will be added
other than that, theres a ton of items added in the changelogs, who knows whats in it for rogue
gotta love the devs
so true
they do this free and listen us complain about stupid shit all the time
i think the "they do this for free" part is the most important 
(or patreon exists but thats optional)
well all of us do it for free bc only fab receives the mo ey
and even then ots not that much afaik
it's like a thousand and half and it's pretty much voided on rent iirc
mfw it doesnt even cover half of average nyc rent
america
true
battle worn
war struck
withered, broken, torn, shattered, crippled
phantom
whats iirc stand for?
oh ok
but i still wish i could uncraft my asgards valor back into an ankh sheild
lmao
Yep, they always die so quick
Wait, is there an even more OP weapon obtained in that stage?
leme try it
yeah
I can see that
Wow
yeah thats even more broken
I dont even have rouge accs, just hydrothermic and menacing, yeah orichalcum is very similar in power
@rough venture technically there is nothing wrong with the suggestion, but I will be honest what is the point of adding visual clutter to the bullet hell phase to divert attention, how long the bullet hell phase last really so not matter, especially that next patch Scal no longer immediately cheap shot you right after bullet hell
So basically you no longer have to prepare for next attack because scal should give you enough time to react
Also you know you can just learn how long the bullet hells last (or read wiki) and adapt to the situation
Calamity’s bosses are more of reacting to stuff rather than patterns
Thats why bosses are hard even if you fight em hundreds of times
no
please add timers

"oh yeah just fucking learn how long it lasts" seems so weird
like even if i know that an attack lasts 10 seconds, i'm busy dodging and all that
do you people manage to have a timer running in ur brain while doing that?
having a ring of particles around the player is maybe not the right way to go around it but like, the execution doesnt matter
i definitely agree wit hthe sentiment, it just sounds like good design on the same level as telegraphs
Timer, resource management, buff management, aiming, precise movement, etc
go back to the scrapped scal idea of making her arena burst in a flame aura and have it die down slowly as a telegraph before a bh ends
i mean if ur proficient at that its nice but i dont think we should go the elitist route of "well just learn how long it lasts exactly if you want to be ready for the bullet hell ending
just add some visuals its not like its making the boss worse
Sounds like a good idea
how you'd do that for calclone though
anyways implementation lol! (lol)
I used music ques for scal
byeah sure do why not no problem sure yeah basically 👍 sign of approval :youdidit: mhm sure yeah yeah go ahead
make flame embers fly as a background shader
if I use the same weapon I often get a similar time between the non music shift bullet hells
so it works
i just know 👍
Draft:
Give fathom swarmer armor a third minion slot, move the minion slots from the set bonus to the armor pieces, and move some of the minion damage from the in water bonus to the set bonus.
While outside of water, Fathom swarmer armor gives 2 minion slots and 25% increased minion damage, which is 1 less minion slot and 3% less minion damage than a full set of Spider armor. It also has Spider armor in it's recipe and is listed as an upgrade to it on the wiki, so it being worse like that doesn't make much sense. Fathom swarmer does have more defense and damage reduction, but that isn't really worth the loss of a minion slot at that stage. While Fathom swarmer is generally better in water, that requires a lot of arena prep to be used against a lot of the next bosses in progression. As an upgrade, Fathom swarmer should be at least as good as Spider armor while on land, which would also mean moving some of the minion damage from the in water bonus to the normal set bonus (probably around 5-10%). Giving it a third minion slot and moving some more damage from the in water bonus to the not in water bonuses would make it a better alternative to Spider or Daedalus armor when the player does Calamitas before Plantera as summoner.
Ya the main problem with the timer suggestion was definitely thst it mentioned "visual telegraph" for the timer, if it is something else it is fine
Also isnt fathom swarmer like a weird purely water combat armor? (Like victide)
moving the slots from the setbonus to the armor pieces would be reverting an intended change to motivate people to not mix sets
i don't really see a reason for to do that either tbh
it could def use a buff though
the spider armor has the minion slots on the armor itself, and the Fathom swarmer set bonus is where a lot of the summon damage and bonuses in water come from
yeaaaaaaaa and spider armor is vanilla and the latter point doesn't mean it can't have them in the setbonus
I think fathom swarmer is similar to reaver armor, where it is balanced sround you having the water buff (despite it being not realistic for bosses), what other summon armor is at the same point of progression? Daedalus?
Because the bonus is amazing on water while you will not really bother with it on land
,
I mean like reaver exploration armor kind of deal, it is designed to only be extremely useful in a specific circumstances
But not necessarily "best armor on the progression"
well yeah but still
reaver utility fits a very specific niche that's also very important
fathom fills a niche that's absolutely irrelevant by the time you get it because you have to grind in the water biome to get it
and when you go back for combat it's out of order
Ya it do is weird that it is a abyss armor for abyss
and as said, an armor shouldn't need you to build an stupid piece of arena to be viable
speaking of reaver, a problem I have with it is that it's an all class armor but only Ranger and Melee can use it without killing their dps
for the combat oriented option i could see that getting adressed
ATihatepeoplewithstupidnames(calamitymod) why do your multiclass set not have mana, rogue stealth and summon slots
WHAT
Since it havent posted: I think the suggestion is fine, since at the very least it should not be weaker than its downgrade spider armor, whether on land or water
Though I think the suggestion should mention moving some summon damage from water bonus to always happening bonus (rather than pure buff) since fathom swarmer clearly is designed and balanced around in water
ok I made some edits
Wait a minute after I rechecked fathom swarmer stats is actually very much on tier with other calamity summoner armor, it is (slightly) better than daedalus while hydrothermic armor only has 2 minion slot and 45% damage
It just feels weak (damage wise) compare to spider armor because spider armor have much higher damage stat compare to others but also no defense
the calamity summoner armors just seem to be less offensively focused in general
for example Fathom swarmer has 47 defense and 6% dr while on land, but Spooky has 30 defense, 1 more minion slot, and 5% more damage than Fathom swarmer even while in water
also Hydrothermic summoner set desperately needs a buff
Ya, until hydro (post golem)it still only has 2 minion
I think calamity summoner power is a lot more on weapon itself and accessory, than armor
it also has the minion the set bonus provides, so it's kinda 3 (but 1 more slot of resurrection butterfly is a lot better than the hydrothermic thingy)
Since high summon damage scale better with minion slot from accessory (just exclude spider which has high minion high damage)
all the vanilla full minion summoner armors are high minion high damage
and summoners like to glass cannon
which is why the vanilla armors are generally preferred
my summoner armor progression until post ML is Wulfrum, Victide, Aerospec, Bee, Spider, Spooky.
note the lack of armors from calamity after a vanilla set becomes available
There are 2 armors between spider and spooky/tiki
Well fathom is technically same tier as those 2
But since its more defensive the average player considers it bad
Hydro is very ok in stats, the setbonus minion could perhaps use some help
is spooky even that much less defensive than hydro
Yes
Spooky is a glass cannon
isnt it only 10 defense difference? since hydro have no DR
the vent dont count since although it says protect you it is just a summon
And people consider dmg better than defense even if you can just become unkillable with very little investment (bosses got powercrept lmao)
Equip bloodflare core, now you cannot die to Polt (unless you literally sit still)
and that’s why most people prefer it over Plaguebringer despite spooky being a tier below
Plaguebringer makes up for that by freeing an acc slot
I am not beta tester but is bloodflare core can finally rest in peace and get reworked, its sole purpose is to cheese some boss that dont hit often
The problem actually is that lots of boss projectiles do very little dmg (or too much in rare cases) now with all of the defensive buffs (and some vanilla expert code fuckery)
Next patch it should be back to usual
ya, so much that I am surprised they buffed defense even further, when it is already good currently
the only time defense is not good is death malice (malice)
Then they proceed to get 2 shot by everything and rant about how bosses are hard by the way they are fighting them
I’ve seen so much of that on #help-advice-read-pins
Pbg becomes like 10 times easier if you just equip honey dew
And get some warding
Daedalus loses a minion slot and doesn’t give enough in return, Forbidden is just bad, and Plantera generally gives better stuff for summoner anyway
the only one that I think is too much of a difference is hydro and spooky, not only is hydro a tier later but it is a 10 defense difference (which is really nothing)
meanwhile the difference in damage is 2 minion slot and 18% summon damage (for spooky, higher)
the problem is if you kill a boss faster it also matters a lot, and 2 minion is massive, for a trade off of 10 defense
if it is 20 or even more it is justifiable
(Imma guess that the setbonus minion sucks and last time i used it it felt that it barely did anything)
it is on top of your head if I remember (so you have to stay below boss for maximum potential), which is unrealistic considering movement should be use for dodging
Minion sucks then
it is good damage (if) your head is in boss' hitbox, but only that situation
so Provi and Ares, both of which are several tiers ahead
And also has crystal, do not underestimate it
actually I will make a small doc for the comparison of the armor mentioned
daedalus is fine
20 is prob too much
10 is also too much
Spider buff when 😳
probably never, it's really good
Nah
Dmg wise its good, other stats its pretty bad
A buff to it would be to those other stats and not dmg
Pre-nerf spooky was something
since it was not mentioned (and I dont really play summon), I didnt notice it
oh and here is Tiki:
- 35 defense
- 30% minion damage
- 4 minion slot
and Leaf Wing bonus is good (5 defense 5 DR Dryad Blessing) so unironically Tiki the mostly forgotten, "super low defense" and considered dogshit armor is good
Then theres Fathom
Defensive wall but offensively its boring
Similar situation to fearmonger
it's kinda dissapointing that it has less minon slots and land damage than spider despite being crafted with spider
But fearmonger at least is decent enough and multiclass
ya, it is just the general approach for calamity, more defense = trade off less damage, though as you notice it is a lot more defensive
fathom swarmer is probably more tanky than melee armor on tier while still dealing relatively good damage (just -1 minion) even on land
Turtle with 65 defense and 15% dr
I do, it's great defensively with good offensive stats
I prefer chlorophyte, hallowed and daedalus melee to turtle
if Crashlands has taught me anything, it's that dmg reflect is fucking ass until you reach 3 digits of percentage
by endgame Crashlands can reach over 1000% dmg reflect with enough juiceforging
turtle is 100% in tmod
that's a very low bar of what I'm talking about
(And its still bad)
also 1.4.1 vanilla can help with dmg reflect system a bit by making it proc off projectiles
since it is again debate I will just post a doc for melee (post-plant), wait a sec
Daedalus vs Turtle:
Turtle:
65 defense, 15% dr, 14% damage, 12% crit chance, and a powerful thorns effect
Daedalus:
55 defense, 13% damage, 16% crit chance, 10% melee speed, 10% move speed, and you take half damage from projectiles once every 90 seconds
I'm pretty sure there's an acc that reflects a projectile for 10000% and it still sucks
oh ok you have the stat
ya turtle is actually really good, because I never notice other melee armor also have no damage and crit
because of the massive limitations
so I always though turtle damage and crit is completely dog, but it is pretty much on tier, but with 15% DR on top
A powerful thorns effect is comically debatable
what was it's thorn effect again
Iirc reflect is now no dmg
like 0 damage back with a cap of -1 damage
Evolution
It sucks due to 2 min cooldown
although: Chlorophyte mask, Turtle shell, Hallowed greaves:
58 defense, 31% damage, 14% crit chance, 8% increased move speed,
yeah if you want damage, who says you need to use a full set of 1 armor
And no setbonus
evo should make reflected projs home in
I agree
mixed sets 🤢
And if we are armor mixing get OoA armor pieces
dies
or just replace the reflected projectiles with direct damage reflect
though 8000 damage proj with homing sounds funny
but don't think it's easily possible atm
yeah but 31% damage and 14% crit
Pretty sure you’d get more with a monk set piece
In any case min maxing is cringe
Oh yeah that's
oh wait is that a terraria 1.4 thing
no wonder I remember it is complete dogshit
Yeah 1.4 buffed tons of sets
just have calamity give it the 15% dr so it's actually viable and not just for people who didn't look closely enough at the wiki
getting trolled by 1.4 wiki'
and the thorn is only 1 (100%) time, which means you reflect a grand total of 200 damage on death malice duke charge
#suggestions-voting message well at least this suggestion is a thing to salvage it
and it will still be useless because it is contact only (and you have 500/600 hp only)
indeed
ideally something like hydrothermic explosion on hit is much more useful since it ignore how much you take
melee hallowed is:
55 defense, 17% damage, 17% crit, 29% melee speed, 27% move speed.
actually not terrible, and it seems great for true melee with that 29% melee speed
ya hallowed is better than daedalus and chlorophyte, daedalus 90 sec reflect is a bit unreliable
and it is only 50% DR reflect (not dodge), and reflect damage as stated is not useful
at least silva is updated, otherwise it will be so confusing
no it is still 50% DR on reflect
@dreamy ocean this suggestion is already very well known and there is no point in suggesting it anymore (it will immediately be marked with ☑️ which represent repeated suggestion)
ah ok my bad
ya (it is a known problem), it is not your fault that you are suggesting it (since it is a really big problem), just that it will basically come out (soon™) so no need to suggest it
says the nohitter, complaining that they have a subjectively easy time with a boss
give me five minutes I need to make an image to describe this
god
plus i rlly dont think a visual telegraph showing bh lengths is
making it “easier”
moreso it makes it more convenient for ppl who cant muscle menorize everything
forget i said anything


I wouldn't mind a BH timer, could probably give clone one too if that sugg did pass
kill nohitters

pixl dies
im dead
(she's a nohitter)
reimu dies
not all bh starts with the proper music
ye only BH 1,3 and 4 do
oh right 4 is 30%
what is the point of it if it is not consistent?
wait isnt it about having a timer is unnecessary because music can serve as muscle memory not whether a timer is necessary?
I can see why one would want it
kinda, but it will serve some purpose, particularly for people who do not count it is exactly 15 seconds (or going no-wiki playthrough), so I will not call it useless
just definitely should not be in visual form when scal bullet hell is dodging visual projectile
Clock ticking sound
then what is the point of adding it if it doesnt make it easier
It does make it easier
Easier to tell when it ends
but it doesn't make it aby easier to dodge
the suggestion was that scal will do diagonal brimstone hellblast right after bullethell ends so you must know exactly when bullet hell ends, but since the attack timer reset it is just purely for positioning now
no obviously not lol
its quality of life
not a difficulty nerf
not everything has to be to make something easier/harder
guhhhhhhgghh
having something tell you when a bh ends definitely makes it easier
literally adding a visual to an attack’s ending that has no fucking visual isnt “easier” its “now its actually properly telegraphed and not an instant fuck you if you havent memorized it”
thats like calling a bug fix a new feature
you’re right but like no you’re very wrong
instant fuck you if you havent memorized it
but thats the point
memorize the fight
that is scal's fight
telegraph can make and break a boss fight, while bullet hell is not exactly the perfect case but improved telegraph is still better than lack of telegraph
thats only because it never had a telegraph
if it doesn't invalidate the fight in anyway
ur making a corelation that doesnt exist
ive never heard anyone on the dev team say thats the point
not really, playing touhou the shots are well telegraphed and you still have to memorize them
in fact fab hates memorization gameplay afaik
(oh god no wonder he say elden ring bosses sucks)
scal's entire fight is patterns you have to memorize
wh
nohitter’s dilemma
no you don't have to memorize scal at all, like literally
im going to bed this is gonna go in circles
dont burn the place down with another 3 hr argument
Idk I've never memorized any bosses' attacks and I could beat them fine
because turns out when you don't have to no-hit every single boss, movesets are alot more forgiving, the only one that I think somewhat needs memorizing is Yharon (because teleport charge pattern)
😐 ok
i am saying this as a nohitter AND a dev that no you dont have to memorize the fight
it helps, but you dont
have to
I did try to memorize scal's attacks but it just messes me up even more when I try so I don't bother anymore
ok hear me out
what is a hard ore to find
idk
there are lot
s
lets say auric
instead of having it
across the whole world
have 'geode' things
that spawn like granite biomes
but without the right gear
it takes years to break into them
so that the later game mining gear
can actually be used
i mean... the ores being locked by pickaxe power already does that tho
like. you need better pickaxes to mine the higher tier ores
the ores spawning in geode-like structures would be kinda cool i guess but the ore-mining process isn't (and likely won't be) very interesting, and that might just make it slower as well. and most people wouldn't want that
Auric ores being in a granite/marble styled mini biomes would be
interesting, to say the least
the only take from this is that whether you want a concentrated few of Auric ore spots or smaller but way more spread Auric ore spots
pick your poison kinda deal
maybe enemies that drop auric ore can spawn in these geode structures
but thats boring
the idea that there are like strong blocks around it
like REALLY STRONG
strong as in taking very long time to break
but only a very long time to break if you are using just the on tier pick
but if you have gear and stuff
you can mine through it faster
and there could be something that puts pressure on you to dig it fast
maybe like meteor heads
or depth pressure
like the abyss
so you have to mine it quick befor eyou die
There's still the problem of unbreakable blocks getting in the way of building
I don't think a structure like this is straight up possible with the in game system, at least not without a chance of accidently deleting something like player structure
by good gear do you mean like, mining armour/archaic powder/mining potion? because i really dont feel like those should be made into a straight up necessity
there is also no "good gear" for mining, because the best ore you can mine currently is always on tier with the pickaxe
so unless you want the current tier of ores being a complete chore to mine something like that simply do not work (since you only get "good mining gear" after way pass progression)
mining armor
also you can just download Fargo's mutant mod
If you don't like qol it gives and consider it cheating
You can disable them in settings
then it is literally just mining speed, not mining gear
what you said do not relate with what is stated above at all
mining gear could be added
later game stuff
but yes mining potion and stuff like that would be usefull
just like how the abyss has all the stuff
I mean speed
well stuff could be added
I think main problem is with this one
since it is the main reason we currently dont have generated structure post-Hardmode
they could have differnet layers
of earlier ores on the outside
with easier to break walls
then it will be really strange for new player that they have something appearing that early that are completely untouchable until way later on
so that they aren't just obselete until scal
scoria get away with it because it is also hazard block
well golem temple
not that golem is that far
but it is quite into progression
the idea can work, but from technical perspective it will be difficult, closest one I think is luminite planetoid
golem is very far, if the structure is generated on world creation (from pre-boss to golem)
golem temple differs in that there is only 1 of it, and it is the only structure in the entire vanilla that generate like that (this is also why dungeon is fine since there is only 1 of it)
so it will not be quite of an issue since 99% of the rest of the world is still perfectly traversible, meanwhile for your idea to work at least (multiple) structures for different ores must be generated, depend on how many ores you want
Scoria is fine since building in the abyss is not feasible, and besides it's at the very edge of a world
Putting little patches of unbreakable ore everywhere underground is annoying as shit since you can't do anything to avoid it unlike dungeon and temple
See early hardmode chloroplyte
was that to my suggestion?
@bitter drift if I remember correctly I heard that stars and gel are technically impossible to modify so probably delete that.
unique rockets and darts etc probably is possible so can keep
wait stars and gel are impossible to modify?
darn i would really like using purified gel for my flamethrowers because i keep getting more from grinding cash (Slime god)
gel afaik can be expanded but not as unique ammo, just cariety
what do you mean here?
i didn't understand
i dont remember why which is why i might be mistaken but it was said new Gel types could be added, but not with any unique effects
aka they can be ammo but be nothing more then normal gel
im rather certain its due to how Flamethrowers work in their core
well this is kind of dumb
let's show you gel
this is the 7th time you shown as gel this weak
the most you could maybe do is higher damage Gel which is stupid
ya
its not dumb more so just thats how Flamethrowers work in this game
each flamethrowe is unique on its own
cant give them unique qmmo types really
that i am not certain though i would assume its likely the same, considering most current star weapons convert the stars into projectiles like Comets, Astral Stars etc
i see
i am certain Rockets can be modified though, atleast in JEs 1.4
i will change the suggestion to be possible
the only star weapon to actually use the exact item it shoots is the normal Star Shooter afaik
you havnt mentioned Sand but ill mention it anyways
i tried suggestion something for Sandstorm before but afaik it was a huge hassle due to the way sand weapons work afaik, so that would likely never happen
sand is in this strange area of one weapon on (along side nails and stages) which is why i didn't include it
also the different sands ammos do nothing to change the attack so i gave up on sand
Sand is actually 2 weapons
just 1 that can use different types of said samd
Stakes are the same, theres Stake Launcher and the Impaler (post golem) which is rather good
also some sand types actually change very slightly, iirc the evil biome sand pierces once and the hallow sand has more damage
i'm using vanilla standards
i know calamity made upgrades for these but i don't count them as much
sulph sand doesnt act like sand so
isnt sand the same deal with gel and stars? a material made ammo so I assume it will also have problem being modified
Astral Sand is the only one that could work
other than different type of sands can be use as sand gun ammo
yeah thats what i said with Cal's Sandstorm
it uses a specific projectile rather then the normal sand one
wait you can fire sulph sand from a sand gun?
no
afaik you cant use Astral Sand either
but you can use any other actual sand blocks
..... my astral biome spawns there... on the edge fusing with a desert
you want to spread it in a desert the pre moon lord wings deus's death allows you to make are amazing
I like turning the whole stretch until the dungeon into astral
astral desert is epic but i digress
Feels better and will probably play much better once biome changes come
Hadarian wings are nice yeha
best wings in pre hard mod
or am i confusing the names
i never checked the name lol
Imo it's not that good but,
I mean you still have duke and betsy wing to compete
and I cant imagine hadarian being that good if you are not wearing astral armor
they are better then fishron wings in 2 out of the 3 aspects and have a set bonus so i would say they are better then fishron
what 2 out of 3 aspect? I know 1 of them is gliding
because not all class can use astral armor
Hadarian Wings are definitely too late to be used
but they are good
just that Fishron and Betsy are just as good earlier on
i made a sugg for Hadarian Wings a while ago iirc which just got the thumbs up
wait you fight the OOA?
what was it?
no, its just that betsy wings are factually goo
im on phone, too lazy to search rn
ya if you are really desperate you get it, otherwise usually fishron wing is good enough
go search for Hadarian in the voting channel
that was fast
Hadarian Wings should be better now (or soon?) when Exodus Wings is finally post ML
on pc just have to ctrl+F
well yeah but i expected more hadarian suggestions to bloat the ctrl f tab kekw
(most people probably dont know hadarian wing exist so likely no)
Fishron and Betsy still are rather karge contendors l
and yeah thats a BIG issue
its a locked item to both astral bosses and an astral enemy in a part of the astral biome youre not guarenteed to get
Hadarian is pretty obscure in comparison
yea
same issue as light and dark shards really
just worse 
stleast those are just normally HM
which is a requires progression boss
at the very least Hadarian Wings is a one off
a couple weapons with those shards are required for endgame trees

neither AA or AD are rewuired nor hint at anything of that sort
and corruption often hit either snow or sand so you hvae 50/50 to get, while light shard and hadarian are much rarer
wait if this is the balance i'm all in, having such good wings from the start of HA is amazing
oh no i mean
req for progression
they are both required for the Hadarian Wings
its basically an AND gate 
currently they are
yeah Hadarian should be way less obscure to get in general
i think they should either be good contenders for the class specific wings
and be less obscure yeah
or be pushed back to specifically post AA
to be fair Betsy Wings is also considerably obscure, but at least it's god

I did suggest to make hadarian just post oreoss
then again it was considered with exodus in mind
actually I can't find it in changelogs, I'm trying to remember whether exodus is actually moved to post ML
It is
but yeah
it's still sad that there is no way to add new stars and gels (but i guess that's a little price to pay for the ranger class, at best you can modify around this by removing the gel and stars and sands from the ammo list and add a material to replace them but y do that?)
with that in mind, Hadarian should be able to nestle nicely in post Deus now
just make it way less obscure to get
they are infected vultures why should they be spawning in the snow?
also you can spread the infection
you can buy the fucking solution from the steampunk

what why is there no way to do that
just make custom weapons bro
just have like one line of flamethrowers be some weird experimental-tech flamethrower that can take in a wide array of gels or other substances and it does cool stuff
That's both doable and also way cooler than just making different gels that universally apply for every single fucking flamethrower and therefore ruin any opportunity to have it feel unique
shotgun rocket when
like here like, thas cool
(this isnt a flamethrower this is just to show that u can do custom ammo used by a custom weapon)
(and also its just cool )
side note but i feel like a clarification is needed on the “crystal dart is the only ammo that bounces” part because chlorophyte arrows and that one type of bullet (forgot what it was) do indeed bounce
actually crystal bullets bounce when they shater technicly
But in a way tho it kinda bounces
in a way it bounces yeah but that’s if you’re using a very vague definition of bounce
i actually think the shrapnel from the crystal bullets should go farther because they despawn before they really hit a target
man I love that idea ngl, having a paint-style weapon line
the dyes working as pseudo ammo for this is a cherry on top, but I'm usually just a giant sucker for paint weapons
splatoon
it's so silly yet so cool, and yes, splatoon
a bit disappointed that Paintball Gun is just a mere ass gun
make it splash colors
recolor the slimes that take dmg from it
anything
thatd seem like a one way road to weird hardcoded shit
no it's just a funny
but yes, Paintball gun is just underwhelming for a paint related weapon
I've been attracted to paint-styled weapons like that one split mod thing
(I read it as Spirit the first time, these two mods need to rename like fr)
i don’t blame you, there’s something funny about killing people with an oversized paint brush
I can already think of a simple system that'd make it not hardcoded and in fact incredibly easily extensible, even potentially by other mods if mod calls are utilized
...although I don't think that's the point you're makin' here so 
split 
Lets see art attack fail miserably at whatever it does
pls release 1.5.1 🥺 ......
literally slime gun
i mean go ahead say it
also by hardcode hell i meant, if it was something that got done by vanilla

Just have rancor's magma thing but colourful
Quick question: does it count as a specific item suggestion to say ‘lategame spear’ cause I was going through the wiki and realized that spears are the only type of weapon in the game with no post-yharon option
Like Nadir is the highest spear in progression, but it’s only DoG tier
“add more X subclass weapons” arent exactly specific item suggestions, but you need to have a very clear reason for wanting one
asking for more subclass weapons purely because they arent viable at every stage of the game is usually frowned upon
@languid dock
yea it's not a SIS but it's a separate don't
Yeah that’s fair, my logic was that if it was a whole bunch of weapon types missing at one specific progression point that would be one thing, but given that it kinda includes four progression points (yharon, draedon, scal, endgame/shadowspec) and it’s only one missing weapon type that might be different
100% understand if that’s a don’t tho lmao
based suggestion
should i suggest making the ancient manipulator obtainable pre cultist
no
why would that be a good idea
thats a pretty major tiershift for everything that uses that crafting bench
right now fighting astrum deus pre cultist is pretty much pointless
you would need fragments
just so you can fight deus first
and get it
There's still Astrum Deus direct drops
deus is already post lunatic even in the boss logs
Also shifting ancient manipulator would also shift Heart of the Elements an the Absorber
why would you want to fight deus pre lunatic
i take that back i always do that

but i dont think tiershifting a crafting bench to make 1 boss less linear is a good idea
There's also still Astrum Deus' weapon drops so if you do manage an early AD kill its not pointless




