#suggestions-discussion
1 messages · Page 1231 of 1
or what about a new astral crafting station
New astral station is not the way to go. You might be able to get away with having the astral bar crafts be moved to hardmode anvil?
maybe
i just feel like having deus feel almost locked behind the cultist is weird
especially with the beacon recipe requiring an ancient manipulator
i never saw the issue with linearity personally
dont like how many of u remember to fight deus as intended post pillars
well i mean you can't suggest removing non linearity
moving deus behind cultist isn't?
oh i thought you meant locking it
what tier do you have in mind anyway
i mean didn't you say tier-moving suggestions would basically never pass
exactly why im the one talking about it and not you 
anything that isnt a weird arbitrary tier between a boss and a boss that leads into the former boss
so basically anything else
yus
so like pre cultist
thought this was feedback change suggestion
we do a little tr
Deus would work pre provi post ml and unlock astral ml content but eh
Variety+Nerf Nychthemeron Recipe+Reforges Suck Anyway+Idk
+Spiky Balls SHOULD be stackable i think, you could replace the gimmick easily without stacks but eh+r
terrible opinion
could you at least try to address one of the actual points made
okay i will adress them all
also, reforges means rebalancing the weapons because those are comedical in this game
I love my 30% more dps
variety - we dont need bad game design as variety
nerf nychterwhatever - it was literally a single example, the rest are also bad
reforges suck anyway - ????????
idk - great
i think spiky balls should be stackable i think even though you can replace the gimmick - this is not even a point
you're the one holding it as bad game design that's not really a fact tbh
Also this about reforges
Also i literally said that nychthemeron does need an easier recipe
i said three points about why its bad game design, it takes more materials, youre forced to craft the whole stack, theres no point in just crafting one, and so on
nobody is going to craft two out of four disks
is not cute
Isn't an alternative solution to this reducing the crafting costs of each one?
You being forced to craft the whole stack isn't
Bad
That's
Yeah
Grinding is not even inherently bad to begin with
you can reduce it by nerfing recipes
Without also having to rebalance the weapon
fine
For latest sugg, yea all of em have different stats because they provide different bonuses
Mage often has bonuses that heal it
Ranger has bonus projectiles and other stuff related to ammo
Rogue has stealth and other effects
what is your point, they can all have different effects while having a defense not so dissonant
also yes, mage may have healing effect on armor
but it also cant
and it wont, for the most set bonuses of the game
That they compensate for not having equal stats across the board by having more in other parts of the armor
From post-plant onwards, mage armors tend to have a form of healing, whether is it regen, a buff (nebula) or lifesteal
i think defense stats are different than unique armor
mechanics
you can have both equal defense and unique armors
the point here is that their dps is the same, while their survivality isnt
Rogue sets also tend to have more movement speed from my experience
Not at all, true melee, point blank, stealth, and some abilities
Brimflame frenzy for example gives mage a ton of dps at a cost
i still insist that metric is not consistent
and doesnt carry over your playtrough
if a specific armor gives health regen, give lower defense to that armor
not the whole class
Theres also movement speed
Rogue and ranger tend to also have quite a lot of movement speed
And again mechanics that are always present for each class still exist
well no, mage one doesnt
Point blank also requires you to get close like true melee, but has more ranged capabilities so it makes sense it has lower defense in return
Mage has mana and a bunch of stuff related to it, may get changes eventually
alright, then i will may agree with you
on a future
also mana is not a mechanic that turns over it
its an annyoance
And thats why it may get changed
and thats why here, right now, it makes no sense that it has half the defense than ranger
Mage often has lifesteal or other form of healing, but armors without it could perhaps get some buffs
i dont see why it would be so hard to not punish the defense of classes so bad
instead of some intrincate buffs to armors
to be fair you’d make a great point duck if defense actually had meaning in terraria
half the defense is a great chunk of defense
there is virtually no difference between xlasses atm besides visual flair
not rlly if things still two shot you regardless
plus most defense comes from accessories
Defense only matters when you actually die too fast without at least some investment
or tank specific armors
And yea accs are the main thing keeping you alive
i dont even know where the "things two shot you regardless" mentality came from but its incredibly disconnected from the game
play regular rev against the destroyer or any fight that can fire off multitude of projectiles
i can assure you can take more than 10
Atm theres a bug that makes stuff deal or way too little dmg or way too much
and specially in fights with multiple projectiles, half the defense of your helmet can be noticeable
Thats getting fixed btw
Polter will now be able to kill you without its melee attacks again
im mot really arguing against your sugg
but im saying defense is an extremely arbitrary mechanic in terraria that has more underlying issues in of itself
well yes but not a reason to leave it at a even more arbitrary state
my only concern is what making every armor equal in defense would entail
im just making this suggestion because i think it would be really easy to implement, and i like things making sense
even if its just a bit more
you would basically be locking armors into “same-tier” states to where they’d have to be equal to each other in progression and ability for the equalized defense to make sense
which ironically feels extremely stiffling for armor flexibility
Tanky summoner was horrible in practice
doesnt fearmonger exist
fearmonger :D
Pre-nerf fearmong
equalising doesnt entail making them exactly the same values, and even if it did, you yourself admitted that defense is not that of a big deal, let alone being a problem
just, make them less disparate
not exactly the same values
And again, classes have things to compensate for having less in one stat
i thought we already went trough that
what would equalizing mean in your context then
this
i feel your suggestion doesnt really cover that
Omega blue for example gimps your health regen
But gives you decent mobility and a shit ton of dps
equalise, make them more equal, as in, they are currently too unequal
do you mean just lowering the defense disparity range that occurs between armors?
yes
what groups would you file armors. in. to compare them to one another so you can judge for that disparity gap?
you should mention these in your sugg
Equalize is to make completely equal
If you just said buff summoner armors to not die so fast it would have been more acceptable
Poor stardust
And again mobility to dodge stuff also exists
Rogue and ranger pretty much compensate with that stat
Esp rogue
yeah equalize usually means to like make them exact to one another
but thats kinda semantics
this sentence is so depressing in just general terraria context 
its all the same thing more or less
quite frankly this'll only matter in malice because of rdr
its what red gets for trying to make an rpg class mechanic without actually using rpg class game design
in other modes everything that's not melee would be pretty busted
elden ring 
is that better
Much, much better
I just found out today Poison Pack is incredibly broken for early game rogue
pretty sure sticky spiky balls with armor penetration are very strong too
Sticky spiky balls has no limit so yeah pretty op especially vs ground enemy like DS or King Slime, Crabulon, etc
rogue balance is pretty wack in phm and hm rn
the biggest issue with class differences is mostly in weapons being too mechanically similar
resource bars won't save terraria's class design
^ 
i don't really blame red because weapon design is difficult on a 2D plane
specifically balancing
Final Dawn is "unique" and "interesting" but it's an awful weapon
complexity for the sake of complexity
Me when sandbox game with very open combat
terraria's sandbox elements do more to detract from weapon variety than encouraging it
Duke's Decap 
I remembered someone on YouTube basically made projectiles in 3D space of sorts, might need to find it again
i've been looking at the disparity of class armors recently
not something large scale but there's some armors that are just bad for no reason
like Spider armor
is just awful for no reason, and it stuck out like a sore thumb in comparison to the other hardmode class armors
The projectiles shown in the video use a special 3D movement system that can be used by any projectile (and in the future, npcs). It's a heavy work in progress and still has a few bugs, but it works really well. The system includes a Z axis, Z velocity, partial 3D collision, and more. The drawing position of projectiles in the background and for...
That looks extremely disorienting lol
astral
empyrean
etc
i proposed a buff for spider armor specifically to make it less awful
fair enough yea
it's not a crazy buff but hopefully it'll help out
spider is pretty h
mostly just giving the boots a movement speed increase because that stat matters now
it felt weird playing Summoner and having piss poor movement speed compared to Cobalt armor, which gave a ton of movement speed for classes that needed it far less than summoner
early hm still needs lots of tuning yes
1.5.1 will go a good way in tuning but it still needs more work
although when we're eventually in a good state it'll feel very nice
@magic verge although a bit late to the discussion, there are actually reason for the classes to have differences in defense, but the following should be address first
- comparing the tankiest class to the least tanky class is inherently unfair, summoner armor defense difference is not that high compare to rogue and mage (with stardust armor actually being the exception because it is massively nerfed without getting buff in anyway)
- the suggestion did not account for the fact that many armor set defense are centred on the chest and leggings, so the difference in defense (eg: mage and ranger used) is more like 20% not 50%
The following are reason why classes have difference in defense (in general, there is always exception)
Melee - designated tank class so not much can be change here
Ranger - (Technically), this class requires by far the most precise aiming with guns especially against small target and have to account for arrow drop distance. To account for the significant aiming ranger have to do they have higher defense
Mage - Mage tend to have (more) homing weapons or AOE weapons that are easier to hit, and also (in vanilla) the only class with alternative healing, more so in calamity as many mage armor have in-built healing
Summoner - This class (technically) have the best dps scaling in the game, because it scales dps in a multiplier (minion slot), the full-automatic aspect of the class also means that you can put full attention on dodging the boss (as you technically do not have to do anything else)
Rogue - This class plays like "Ranged-Melee", (most) of their weapon are relatively short range. (Although the main reason is probably just the devs think it should have more defense than the 2 casters)
stardust armor get nerfed by 2 minion slot and receive 0 buff (it was the most glass cannon armor in vanilla) so ya stardust armor should at least get buffed in defense
defense difference in armor sets do not matter bar melee
it's only a miniscule difference to the point that they might as well not exist
it is more so class identity
there are better ways to convey class identity on armors than defense
because if (technically) every class have the same dps then calamity should only have 1 class
and also the aiming aspect of the class (as stated it is in general, there is always exception)
calamity in general already have the less tanky class be more on par in terms of defense unlike vanilla (where the difference is way larger)
most class helmets already have their dedicated stat to indicate which class it belongs to
and on another note, we need to nuke 5-helmet sets
(well that is a different topic, soon™), but most of the big difference you can find in game is vanilla armor
so basically the suggestion should be "buff vanilla armor defense for the less tanky class", especially things like stardust armor that get completely nuked with no compensation
@digital saddle - Your suggestion has received an updated status!
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[Add an item that prevents Goblin Invasion and/or Pirate Invasion from naturally spawning.]
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(bot may be bugged)
yikes
definitely feels a lot more than usual, maybe?
according to the stats 143 should be this week's threshold

Mine has 145 im good

navystone can be corrupted? that's just cringe
🧂
I don't think sunken sea can corrupt at all?
@karmic ruin How does your sunken sea corruption happen? Could be that there was a bit normal stone there, which got corrupted
I actually watched the navy stone turn, so either it was just a bug or 🤷♀️
I mined all around the biome so I'm not sure how useful it would be, but sure
In this screenshot you can see some of the sand mixed in the stone
Hmm
Are you sure it's not a boundary between the sunken sea and the normal underground
You can try reporting it as a bug as well if it's a problem, since it's not supposed to be corruptible
you can just try manually corrupting navystones and record it
(with vile / vicious powders)
Or clentaminator.
I hate spelling that
we coincidentally had a conversation about deus last night here
or maybe not coincidental, you mightve read it
.
Well, astral armor could def be handy in an earlier point of progression tbh
B'yeah might wanna fix your sugg @summer stump
What do I have to do
Literally just add a title
Yeah yeah
=)
pls bold 🥺
Calamity players run joke into the ground any %
would it be possible to have alternate gels for flamethrowers?
No, there is some issue in the code with having different gel ammo types

wrt the astral suggestion: I completely agree you should be able to craft astral tier equipment on a mythril anvil
kind of defeats the point of deus being available to fight early
when you cant do anything with astral ore until cultist is dead
i might revise the title of the suggestion though
because its kind of confusing
doesnt make it completely clear what you're suggesting, to me it sounded like you were suggesting moving deus's point in progression entirely
too specific
Yeah the HotE sugg is really specific

Thanks for the information, although does that mean that specific item suggestions are bad?
At the end of the day all I want to see is maybe the item being reworked
yes, they are bad
And you provide no real reason for why the item should be reworkee
if you want something just don't make it too specific
eg: (I think) you can suggest giving an upgrade to HotE, but not "HotE should be upgraded with exactly ... item and ... item, combined into ... with the exact effect ..."
as long as you can provide a solid reason of why the suggestion should be carry out (for your information "QoL" or "it will be cool" is not considered solid reason so try think of something else)
That kill by first time old duke, unlock something in the dunken sea
So give a reason, but allow the mods to decide what they do with the suggestion and how to improve it?
What’s your opinion about what I talked about though, is a buff not needed or rework?
basically, you should give a clear reason for why you want new items/upgrades without forcefeeding us your ideas and nitpicks for abilities, stats, etc
propose it as a general concept vs. a full implementation plan, if that makes sense
look at other suggestions that suggest reworks for examples i think, they state what’s wrong and what could be improved but they don’t state the exact methods of how to improve it
some do
its just like, you shouldnt make it sound like you’re trying to self insert an item lol
donut steel
no
donut
Ah thanks for the assistance
If the reason is to make it more useful why not just make it more useful instead of making 2 new items (technically 3 if you're reworking the already existing one to be completely different)
isnt the case rn just that it's become a summoner-only accessory and people are malding when it isnt useful on their non summoner runs
I think people got over that already
mfw
brother phase is the easiest phase
@digital saddle scal has a (super lengthy) but consistent attack pattern
did you read the suggestion
Currently whenever SCal fires brimstone darts she has a chance to instead launch a fireblast or gigablast. This can cause a difficulty spike and makes it less rewarding for a player to memorize her rather lengthy attack pattern when she can deviate from it randomly.
it is not random
SCal fires brimstone darts she has a chance to instead launch a fireblast or gigablast
her mobile phase attacks are half random
so yeah
scal has a (stupidly lengthy) 20+ attack pattern that is consistent, yes it is stupid to memorize it but it is not random
they are technically right afaik
only in mobile phase*
but yes the sugg is logical since it is a thing that happens
isnt the attack cycle is always consistent, just differs depend on how and when the player phase scal?
no
for example, after bh1 she will often fire 2 dart bursts
but sometimes she fires gigablasts or fireblasts instead
which are a lot harder to dodge
lol
I actually don't remember it ever happening (at the very least it was always consistent for me), but since you notice it then I will assume it actually happen
although tbh for me I will rather increase the randomness in her attack, rather than following a fixed attack cycle (which do not really make sense)
it happens a lot for me aswell
the pattern is consistent, but the part of the pattern where she has the mobile phase attacks isnt consistent
I guess dragonrage always phased bh1 so fast that I never get a chance to see if it is different
she will consistently use mobile phase, but not consistently attack the same inside of it
i would rather they make darts a harder attack to dodge than have it randomly be replaced with another attack
i think sepulcher phase could be reworked entirely but thats a bit too much for a suggestion i think
it will only come from fabsol himself, so ya it is not happening from suggestion
the closest thing you can get is to buff/nerf it (probably buff it because hearts are known for being made of paper)
my issue with it is you either melt or have an ungodly projectile vomit coming from everywhere
having a weapon that melts hearts is crucial for scal
hearts are made of paper only when you use stuff that is like Murasama tbh
ye murasama and dragon rage
or long range that can hit them all like a correctly alligned Photov
(which isnt as easy to do if you rather avoiding trading hits
the problem is you have 0 reason to not use dragonrage
you can literally use dragonrage on summoner and it will still 1 shot the heart
kinda but not really, dragonrage is the best option but most decent true melee weapon still obliterate it regardless of class
notably murasama (other melee weapon also do well, just not as good)
the issue is dragon rage
almost everything notable for its tier either resists it heavily, or doesnt and therefore takes a shit load of dmg
thanatos dragon rage instakill when
yeah its kinda like saying
bottom text
oh right I forgot hearts actually have custom resist to weapons
but if its nerfed then muh true melee
old (or current? dunno if it was nerfed) Valkyrie Ray absolutely murdering AD means AD is the problem
when it clearly isnt
(just make hearts have 80% resist against dragonrage)
only a pinch
or just the above mentioned it's better
imo
but a nerf is also cool
dragon rage a bit too powerful against thanatos
weird how ares resist dragonrage but not thanatos
when dragonrage cannot hit ares except during spinning (or moved at absurd speed)
I mean thanatos also hvae 0% DR
no it just needs a nerf lmao
i nerfed it 3 times in test and it needs more
u nerf it then

thanatos also need some DR if his hp is not gonna get touched
he kinda is always vulnerable in his solo phase so the "high invulnerability therefore low hp/dr" thing probably shouldn't apply
mech bosses don't spawn if you're underground between about 8:30-9:30 pm ingame
it seems not a lot of people realize this
that is my rationale for saying that the most recent sugg in voting doesn't need to happen, shouldn't happen, even
I'd agree with you if that was common knowledge and/or intuitive
(it's neither of these things)
terraria moment 👍
it's a shitty band-aid solution to a very real problem that comes with the expected Hardmode progression, particularly with regard to Calamity's change
tell me one thing in terraria that is intuitive
I could tell you a few things in the game that are. that's also: not relevant
i didnt even jnow that was a mechanic
anyways where did that sugg go actually
its not a mechanic its
its just that the game doesn't like spawning the bosses in the underground
for whatever reason
it's one of those weirdly specific nuances of vanilla boss spawns
no the whole doesnt spawn in between 8-9 pm thing
oh yeah
underground makes sense
specifically, 8:51 PM
why tf do u want eye of cthulhu to spawn underground in those tight ass caves
you don't
exactlu!
8:51 PM is the point in time when any naturally-spawnin' night boss will appear
so its like ok vanilla doesn't do it
but i'm not exactly sure it was intended at implementation
if you stay underground when that marker hits, you skip the spawn for that night
in any case a grace period is like ok
and so some people use this to avoid spawns without havin' to relog or die
i don't see how save and quitting would be considering cheaty to anyone but we are currently located in calmain
that bein' said, this still isn't intuitive at all
my issue with it isn't that it's cheaty --- there are way better ways to cheese the game with save and quit, like usin' it to avoid needin' a Magic Mirror since reloadin' a world will ALWAYS place you at your current character's spawn point for that world
hardcore bottom text
unironically don't see anyone using relog that way outside hardcore
(mainly because pots and mirror are available right away, specially pots in calamity as they're in the starter bag)
my issue with it is that you have to do any of these things in the first place if you don't have stuff so that you can exist without gettin' trickstabbed by a Mech
particularly with Calamity, where the requirement of an altar bein' broken first is gone and the Mechs can spawn naturally by random chance no matter what you do
something could be said about just letting the mech kill you but hardcore is a thing
there are no sides this is not even an argument
this is not an argument
that makes this more confusing
how so
well
in any case sugg ok vote it'll get buried in dev voting after no devs have very strong opinions on it
👍
so BASICALLY this one guy said you could go underground to avoid spawns
wait what even is the solution ur taking about
and well after they did, I said that that's fuckin' stupid, because goin' underground to avoid boss spawns isn't an intuitive mechanic in the first place
e
its not rlly supposed to be an intuitive mechanic
its more of a like, safeguard qol thing
its only seen as the former bc ppl abuse it
like nurse cheesing
which is like, fine
theres no problem with that
id say ur better off claiming random deathmode spawns is the core issue
since the player has no control over it and it doesnt provide any meaningful dificulty increase other than being an annoyance
its the same issue :^)
Something about Deathmode (We die immediately as the convo spirals horribly
:^)
the underground no spawning thing is either bc of. core vanilla mexhanix or a direvt result of the random spawning
but hey weather effects are gone
either way its not the problem here imo
Stardust Guardian is buffed (reworked) in 1.4, so idk if Cal wants to mess with that one
as tml gets closer and closer to 1.4 I don't see the point in making changes
I mean it is always joked to be 20 years coming soon™️ so I actually dont know how close it is
Although I still think defense can be buffed, in general class defense difference in calamity is way less than what luminite armor portraited
Especially considering stardust armor still lose 2, minion nontheless (and 1 minion even if guardian become useful)
@magic verge invisibility and shadow pots already make you visible during boss fights
thats very weird, i recall being invisible for some time at some boss fights
guess ill modify the sug
is that inherent to calamity?
or its a vanilla feature too?
Can I post an image alongside my suggestion to show what I mean?
Yes
Good to know, Just never saw any others with images ^^
there, edited
The second latest sugg in #suggestions-voting has a video lol
aaaaaah
well consider me very dumb

I love these stupid little golems but 85% of the time they're waging war on the population of the jungle and 15% of the time they're ambiently disassociating in a corner and there's no sign they even exist
That sounds wonderful, I'd at least know where all my little gremlins are
I've been going through a Revengeance playthrough with summoner and I have a lot of feedback to give but I'm not sure there's anywhere good to give it
I think your title could be more specific to the issue of them wandering off for significant periods of time
At first I thought you meant their behavior in general, including their attack

Should I add that on to it or just rework the title?
Rework the AI of Daedalus Golem Staff to stop them from running off?
Well I am a summoner that’s why I suggested it
So would I just say that it should be buffed? Is that all I want to suggest to make it more useful throughout post moonlord and above; so how would I go about asking about this, because I think we can agree it’s not worth the slot as a summoner in some cases, so I just say please improve it and give no details
I've been harrassing #lore-discussion about this for a day straight
Old Duke
My thought is to make him guaranteed to drop something that can last a pretty long time, preferably all the way to the end
Most other bosses are either guaranteed to drop something good, unlock something, or are required for progression
Even most bonus bosses minus Old Duke and Levi drop a rage/adrenaline upgrade
And even then Levi at least unlocks Keelhaul, not to mention Ravager's rage upgrade might be moved to it once the retiering happens
guaranteed to drop something good definitely do not apply to all bosses at all, unless you count on-tier weapons (which in your case you excluded)
since old duke weapons are definitely very viable for dog
Most of them are the "unlock something" type
My reasoning is that Old Duke has a lot of buildup and serves as the conclusion for the acid rain and sulph sea line, yet has little fanfare other than the fight itself
Its one guaranteed drop is class-specific
make old guaranteed' drop to not be class specific maybe, but "old duke do not have any good drop" is an extremely weak reason to say the least
Fair
I kind of just want Old Duke to feel climactic, as the final boss of the sulph sea, the last boss not required for progression, and the last one before the final 5 bosses
And giving it a guaranteed drop that lasts a long time is a good way to do it without making the boss not optional
because according to that logic many bosses will be considered not have good drop, like sentinel of devourer (it is not essential have to fight them for DoG summon), brimstone elemental, ravager, crabulon; if to greater extend even pbg, dragonfolly,
he kind of is just an optional boss in essence, just like duke fishron, I don't think he really need to be "climatic" to say, just need the fight itself to be impressive
I mean there's nothing wrong with that, I just find his position in the progression way too climactic to be just another optional boss that can be thrown away
not really, it will be weird to have all bosses to be the "climax" of progression
Eh, Old Duke has an entire event and a bunch of bosses worth of buildup
acid rain is kinda just an event that, in fact, many player probably skipped (until maybe tier 3)
wait they do? I quite like the loot from it
But then again, doesn't that give more of a reason to give Old Duke better drops
ya probably back to this, it is weird that old duke (non-challenge) exclusive drop is class specific
wait its exclusive drop is not even class limited
ya it is not the best for non-summoner but that is accessory that summon minion in general
Would be good to have it be usable by all classes though
swap its drop rate with Old Duke's Scales 
I confused it with dynamo stem cell
Haven't fought Old Duke yet, how good is mutated truffle anyways
bad
the direction of exclusive/guarantee drop tend to be more focus on unique than powerful
@shell ocean that's already in the changelogs
Anyways about the Old Duke thing: how do I phrase it
Just “give Old Duke better drops”? Or “give Old Duke a better guaranteed drop”?
boss drop do not have to constantly be the most viable options, otherwise there will be 0 reason for player to ever craft anything
game balance is a separate thing to boss drop design
can someone confirm me if custom progression does anything for weapons that cost hardmode bars?
like buff them or?
or nothing at all?
it is somewhat balanced for when they are unlocked by making them locked behind crafting station (most notably mythril/orichalchum anvil), the post 2-mech (ada/titanium) limit less weapon but also unlock cryonic bar weapons
yeah its not balanced
all ot does is extensively lock your options without any real benefit
and the damage wont be higher than what you have been using
they are still supposed to be balanced for when they are unlocked, so in someway it is balanced for when they are obtainable
since they are all balanced regardless of the bar
not all weapon cost the bar it will be senseless to balanced weapon for the bar
so a cobalt weapon will do the same dps as an adamantite one
no the above obviously also apply to bar weapons
they are not, you didnt bringed any point
they are not locked behind any crafting station without custom progeession
they are again, all the same tier
oh wait when you said "cost hardmode bars" you mean weapon that ONLY cost bars?
but they suddenly arent when you turn on custom progression
no, weapons that are on mech tier that cost hardmore bars
ex spear of paleolith
rail gun
and so on
some cost cobalt, some cost adamantite
ya they are balanced for pre-mech, post-1 mech, post-2 mech to put it simply
so do they get automatically balanced when custom progression is turned on?
like they become stronger accordingly?
I thought you mean all weapon in the tier since it is usually what is referenced
ya they do, obviously they are still being tuned (current changelog includes pre-HM and HM weapon rebalance) but they are supposed to be balanced like that
i see, thanks
i think those are finished in a theoretical sense
but nothing is actually done to port to 1.4, no
only theoretical ideas that mostly stay in dev and or are just ideas and thoughts
Bestiary entries are done and I think the icons are as well
its gonna be like another year until 1.4 fully releases though
:clueless:
would it be ok to ask for better multiplayer and new multiplayer ai for certain bosses or is that too much
if by better you mean less buggy then that would be too high effort i think
i think some bosses fire extra projectiles depending on how many players there are, so that could potentially be expanded upon...? but i doubt Calamity would be able to/want to fix the horrible, buggy state multiplayer is in
new AI would be death iirc
if you want a better general experience then theres a mod called better multiplayer that helps with that
but yeah calamity is not really gonna make any big changes to mp just because of how terribly designed it is and whatnot
Bosses firing extra projectiles per player would be an issue with the ai of the boss not checking netmode before calling NewProjectile
it's not a bug though
yeah no that's intended
(he is duke)
duke but old and he lives in the Sulphurous Sea
but iban,.,...,, whats he the duke of
I think giving every single thing lore contributes to the “lore is mostly people dying because Yharim didn’t get his way”
There’s an entry for everything, but when you look deeper into them they boil down to “a lot of people died”
Old Duke may be exception, but Mrrp mentioned that he doesn’t want to write its lore
when the lore is sus
still not giving up on the “better drops” part though
ask for it then? i mean whas the problem
are they just too weak?
weaksauce
or are they not cool enough
broooo stop posting about the guaranteeeed droppp
duke fishron doesnt have a guranteed drop either
who cares about guaranteed drops literally like
3 bosses have guaranteed drops that matter
like , get its drop? hih ih hii hihi
also revenant how do you know they're not cool
if youve never even fought od,,.,..
(gottem
Mostly because you’re not guaranteed to get the one you can use
you're not guaranteed to get the ones you can't use for literally any other boss
no bosses have "guaranteed drops" that are weapons and matter
accs and mounts are minor
same with ripper upgrades
you care about the weapons
and no boss has the weapon you need be absolutely guaranteed
(well their point is that other bosses have other guarantees such as unlocking materials) (but in that case the "guaranteed drops" terminology gets a bit funny
Yeah something like that
Just find it weird that conquering the sulph sea doesn’t give something symbolic of that
why does it need to be symbolic
it's not some glorious place or boss or anything
it's literally a god damn boomer fish
It’s the climax of the acid rain
Also making it drop something good keeps it optional but makes it even more rewarding to fight
I’m just using the word symbolic because I can’t think of a better one 
The idea is that sticking with the sulph sea until the end should give a more usable reward
make Old Duke’s Scales the expert drop and Mutated Truffle the 10% drop
I wouldn’t be this obsessed if Old Duke was somewhere else in progression
I mean, I’m fine with Leviathan doing what it does
Od's scales aren't even an useful acc anyway so that'd fix nothing
OD scales need a rework lol
What about making the scales the expert drop and reworking them to be better
Expert drops are normal drops next update
Yeah so it becomes a 100% drop
Add me into the mod, I’ll solo the verse
Anyone have issues with cryogen's preboss placement since he spawns cryonic ore, not mineable until post-2nd mech?
#suggestions-voting message there's this recent suggestion that is kinda on that topic
I understand that, what I'm saying is making old post-cryogen tier items get used for killing a mech boss. Maybe make daedulus a side-grade with a mobility or survivability option since all the hardmode ores are going to get a big damage buff set bonus next patch.
My friend who has issue's with vanilla's progression adores the new hardmode ore model, but since he doesn't play calamity much, he completely missed Daedulus. By the time we cleared 2nd mech, cryonic ore was completely forgotten in favor of titanium, forbidden, and frost armor.
Starlight tools could also be reworked into being great building tools like spectre is with its +4 range.
I like the idea
tbh that suggestion will cause more problem than the problem it fixed, crafting station limits a lot of weapon and with the way it is right now (the hardmode ore progression), this change will allow people to use post-1 mech weapon pre-mech while post-1 mech weapon will almost get deleted entirely (except ore armor)
and cryonic will still locked behind 2 mech regardless because pickaxe requirement
I feel as thought it works to be locked out of a mythril anvil before your first mech boss. There are many mythril-anvil-less hardmode items that never get to see a boss fight, let alone a mech one.
This is most common with cryogen items pre-1.5 which is my point.
basically without mythril anvil you are forced to use those mythril-anvil-less hardmode items to fight your first mech
well actually what I said isnt referring to your suggestion, it was typed before you posted your suggestion
for the suggestion ya not much to say because it is a retier, it is entirely up to the devs whether they want to carry it out so not much to say there
previously many alike suggestion get denied because they are asking daedalus (a post 2-mech gear) to be available pre-mech basically (or post-cryogen), but since you are suggesting to retier it entirely so it dont have that issue
I feel Daedalus is at a tier where the player is already overwhelmed with options that are opened up. I would like to see them have more relevance than a gimmick damage reflection armor, and a tools with little difference to titanium
There isn't a lot of good pre mech options right now so cryonic gear can fill that role
once you unlock mythril you get all sorts of cool shit
There are good premech options it's just cryonic is the other way around, at a tier with too much going on.
I liked being able to fight cryogen pre-mech
It kinda sucks now how they put cryogen on an irrelevant tier
Same
I always feel mythril anvil being locked pre-mech is a weird choice just because how many item rely on it, in my personal opinion is should be cobalt-mythril (pre-mech); titanium (post-1); hallowed (post-2); chlorophyte (post-3)
but it was always argued that cobalt and palladium will get dumped again
although there is an option to just rebalance cobalt and palladium gear to be on-tier with mythril and orichalchum
^this
mythril and orihalcum craft anvils but neither palladium nor cobalt craft any crafting stations
depend on your class
I have to say the destroyer
Unless you turn on rev or malice
Ask that question in caltalk
yeah i noticed after i hit send
But generally without a difficulty modifier besides expert mode, destroyer is cheesable
Failure
ya that is a caltalk topic unless you plan on suggesting to buff the easiest mech boss (which will be super subjective)
because destroyer is also crowned the most bullshit boss in like death mode that it needs a rework
Yeah
i was gonna say something about the destroyer being bullshit in general
on the account of i am extremely bad at the game
destroyer is changed, and only beta tester will know how it looks like
so probably hold on it for now
rework all the ore armor to be 1 class each, unironically it might fit because rogue have titan heart armor

I would post about how hm ores should also have a rogue and summoner head-piece but I will see how the first thing gets received first before talking about that
summoner and rogue helmets are planned
It's in #mod-announcements
I don't know
You could but it's already planned so just wait for it
yea its already like planned ish + avoid suggesting things that arent in public release yet
mythril and orihalcum craft anvils but neither palladium nor cobalt craft any crafting stations
Plus what'd happen to the other helms
just delete them, I will be honest calamity had made many large vanilla change recently that something like this might not even be surprising
and also to move further away from 5 class helmet, one step at a time
deleting them would be brugh because sometimes you want to use them as vanity
especially if you have CTP
CTP pallad my beloved
just make it gs/silva vanity case but ya it is slim to happen to say the least so anyway
the set bonus somewhat fits (palladium melee, cobalt ranger, mythril mage, orichalchum summoner), but I doubt cal is willing to make large scale change like that
cobalt / palla workbench when
the trinity of crafting stations
a workbench, an anvil and a furnace
i dont think we can like
make cobalt armors and shit one-class each bc of mod imcompatibility moment
cobalt and palladium loom
shrug
tbh if it is technically possible then the only thing cobalt/palla workbench need to do is just be used to craft only hardmode anvil, just like how hellforge/hardmode forge only limits hellstone and tita/ada bar respectively in terms of progression (besides the weapon that use them)
@dusty wharf - Your suggestion has received an updated status!
[Make the destroyer probes despawn at the same time as the destroyer]
It has been voted upon, and the devs decided it would be a good idea to implement it. This doesn't guarantee implementation, as plans may change/alternate plans may be made, but it does highly improve chances!
You can check out your suggestion again here: #suggestions-voting message
@small timber - Your suggestion has received an updated status!
[Make Chlorophyte Bar Cost Less Chlorophyte Ore]
It has been voted upon, and the devs decided it would be a good idea to implement it. This doesn't guarantee implementation, as plans may change/alternate plans may be made, but it does highly improve chances!
You can check out your suggestion again here: #suggestions-voting message
@digital saddle - Your suggestion has received an updated status!
[Buff Turtle Armor]
It has been voted upon, and the devs decided it would be a good idea to implement it. This doesn't guarantee implementation, as plans may change/alternate plans may be made, but it does highly improve chances!
You can check out your suggestion again here: #suggestions-voting message
Pogge
@fleet bobcat - Your suggestion has received an updated status!
[[Auric/Shadowspec Building]]
It has been voted upon, and the devs decided it would be a good idea to implement it. This doesn't guarantee implementation, as plans may change/alternate plans may be made, but it does highly improve chances!
You can check out your suggestion again here: #suggestions-voting message
@thorny sapphire - Your suggestion has received an updated status!
[Make Wall of Flesh roar before firing lasers]
It has been reviewed by the devs, and for one reason or another they decided it would be best not to implement it.
You can check out your suggestion again here: #suggestions-voting message
@edgy pagoda - Your suggestion has received an updated status!
[Allow the Clothier to Sell Ancient Cloth after Defeating Plantera]
It has been reviewed by the devs, and for one reason or another they decided it would be best not to implement it.
You can check out your suggestion again here: #suggestions-voting message
@digital saddle - Your suggestion has received an updated status!
[Add flasks for more debuffs]
It has been reviewed by the devs, and for one reason or another they decided it would be best not to implement it.
You can check out your suggestion again here: #suggestions-voting message
as always feel free to ask why a suggestion got the result it did :)
I will feel free to ask why the
okay it doesnt help that noone explained it in our didcussion channel
but it has a 0-9 vote
i think the whole premise is
we dont want to keep adding more and more mats u can just outright buy
bc then the game turns into more of a “fight bosses or buy npc shit and do nothing else@
at least that was my take
Makes sense
would be excruciatingly annoying
do u want to have a roar spam every 2-3 seconds
you’re better adding visual telegraphs since hes usually onscreen anyway
True true doesn't yharon do that or are his roars less often
Fair
and shorter
i denied the ancient cloth one for flawed logic
it makes more sense for butterfly dust to be sold post golem bc post golem jungle is plagued
there is no other reason why clothier should sell ancient cloth apart from the inconvenience of that one weapon
the dust is probably going with the eventual plague changes in the next decade anyway
Eternity wof 🤤
eternity mode when it adds the most random looking attacks ever to wof
anyways
more opinions first
GSA serves its point; it probably needs something but not a rework
Having an officialized name for PML is just outright ridiculous
Tremode 
Having adrenaline not drain when hit even for a while kinda ruins the point and also the overall consistency
imagine just getting a random window of no drain adrenaline
Isn’t this already added in 1.4 though
ive never touched 1.4
Proficiency stinks but I'd rather let it remain the status quo for now instead of putting work into something like, pretty pointless
Missing out on all the hardmode ore bars costing less smh
that's all I have for the X
guhhhbb
I didn't X the flask one so someone else can pitch that
Or make it a skill tree or some shit
But probably better to be removed
no
@small timber - Your suggestion has received an updated status!
[Make Chlorophyte Bar Cost Less Chlorophyte Ore]
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
(4 ores instead of 6)

ii had a whole argument of why entirely revamping terraria’s core system into an rpg style game is really bad and not worth the effort with calamity’s current state
maybe as a new mod that’d be cool but
no
guh
leveled :tro
sorry is this one (most notably charred idol one) still happening? since it was not in changelog and was told that there is "merged" and "unmerged" beta branch
which one are u talking abt
yes
all of it
half are termi's branch and other half are merk's
and fab removed TA
only like
half of dom's branches are unmerged
I think it's just weird that GSA forces you to use nuggets for it to work, if the nuggets spawn if you have a certain amount of slots filled it'd probably be neater
idk
(unless I am dumb again)
that is sunken sea stuff (sea minnow schooling + serpent AI + sunken water effects) and the maelstrom
[[Godly Soul Artifact]]
yes that is the point
it is the antithesis of diversification
which would otherwise be a thing with something like immaterializer
i think its weirder that an accessory can behave like existing weapons without having that weapon
same for god slayer summoner summoning a mechworm
maybe GSA could provide the old stats that the nuggets used to give
for each owned nuget
but summoning a 5 slot minion for free is just off limit
GSA can theoretically give 7 minion slots with the right gear, although it's only realistically going to give 3 when used in game
I do think it needs a buff tho
ya it is more that it limits (and punish you unless) you use only 1 type of minion
if it's getting a buff it's probably going to be defensive
it's a post Yharon accessory that requires you to use a specific summon, yet even then it usually gives less minion slots than Nucleogenesis
like 4 defense per minion
why are most of the artifacts for summon anyway
id like to see them be more diverse
phantomic artifact is just a summon accessory so you shouldn't confuse it
Eldritch is all class
PS is donated
it's just that it sucks for all classes except summoner
otherwise it's just 1/3 for summoner
I think the official recognized "artifact" is just the three that use exodium cluster: Eldritch, Dimensional and Godly?
remnants of future bosses,,.,
also quick draft:
add Galactica singularities to the Heart of the elements recipe
Nearly all, if not all the other elemental type items have them in the recipe, so why not HotE? It would also fit it's place in progression well because all the other materials are pre Golem, but it's crafted at an ancient manipulator.
grgrgr elemental recipes
on the topic of future boss (just related), will a suggestion for reworking Lunatic Cultist hitbox to function similar to Scal (a shield as his hitbox) ever have the slim chance to get implemented? with more hp of course considering he will be easier to hit.
I feel like with large-scale vanilla boss rework like Golem (destructible head) a rework like this is possible as current problem with Lunatic Cultist is that many weapons that are inaccurate/cannot be aimed properly straight up cannot hit him while those that can completely obliterate him in seconds
DSA is general dmg
ESA is fuck
phantomic too if you want to count it as an artifact despite it not being one of the og ones
Phantomic Artifact has nothing to do with the soul artifact accs
PSA barely counts
phantomic is definitely not a soul artifact, it's a hallowed rune line item
only GSA, DSA and ESA matter in that case
probably nobc
bc hes vanilla
PSA counts if you are on the belief that donator items have influence
but would this suggestion be allowed?
(news flash: they don't)
ya that is what I assumed too which is why I havent write it (and boss rework suggestion), at least I got concrete explanation and devs' input
is there any change to apollo's rocket to have improved visual clarity? currently it kind of blend in too much because it has dark colours (especially if you don't have background wall in arena), yes there is telegraph for when it is fired but it is hard to keep track of it after it starts flying
ok, tq for confirmation, since I was afraid I didnt search through changelog clear enough (since I am unsure what the attack is internally referenced as)
personally i disagree, ive never fought LC with homing weapons and i had little to no trouble hitting him consistently
not exactly "unhittable", I mean for weapon that have natural inaccuracy
as in those that don't fire straight at where you aim
because partially lunatic cultist have very low hp to account for the fact that he is somewhat difficult to hit (which ends up having him obliterated by weapon that can hit him reliably)
i mean, there arent many naturally innaccurate weapons on tier
and if there are, people can just use them 1 boss later for deus 
not every weapon has to be viable for every boss on tier, id say
maybe, just that I dont remember any other boss that straight up invalidate some weapon
like the closest one I think is like duke if your weapon is ultra slow? and thats about it
though it was for 2 front (both to make some weapon viable and to make super strong weapon less overkill on cultist), but since it is not happening it do not really matter
i wouldnt say invalidation as more so just, not a viable option
like, for EoW for example
single target high damage weapons like the Musket per say are "invalidated" as they arent viable
LC isnt specifically the only one, just the most noticable
ya kinda, since it is "you can't hit me" rather than "you dont deal damage"
yeah
but ya, this ^
i c
though also, another small thing
assuming you were referring to weapons from DFish / PBG / Rav, those are also designed to be viable for each other, so not all of them are specifically for LC
byeah
this suggestion assumes "the holy wrath potion is an auto-include"
i feel like thats a bold thing to assume
while its a buff widely used i wouldnt call it auto include
the average player wont always grind out potions
and besides
holy wrath is not strictly for melee players
(Yharim's Insignia is the melee accessory right)
Yes
isnt yharim insignia crafted from providence material?
ya so it either apply holyflame or some custom debuff (like how vanilla do it with firegauntlet and frost armor frostburn post-1.4)
any other debuff will not really make sense to be applied by yharim insignia
(and I have a feeling holy wrath potion effect might get slightly altered with the debuff rework, as otherwise it will be too easy to apply holy flame)
well its not something to take into acc
so
if you had said cal's potion selling id say yes, if it wasnt for the fact holy wrath isnt sold anywhere afaik
besides theres a lot of stuff like this that just
counteracts
its not the first time and its not a bad thing
i.e Frostbite Blaster inflicts Frostbite, but so does ranger with Frost Armor
doesnt mean Frost Armor should inflict something else now
and no it isnt much diff from a pot and an accessory
regardless
using Yharim's Insignia is a rare occurence afaik 
doesnt really matter
Bounding Potions give more jump speed, does that mean Frog Leg should give something new?
there, new and better analogy
ya and also if everything like that should be changed, the devs have to rework every single providence weapon
this sugg is a bit
is a bit
too nohitter oriented
iirc
(an average player might not always have the potion)
(said the hiatus nohitter)
chat who told em
jerma
what is it recently with everyone wanting accesories and weapons to get uselesss fodder items just to further signify their tier
This doesn't quite fit progression very well at all
like, why not, it litterally requires a post LC crafting station for this exact reason
you dont need to have more materials just to say its post a certain milestone
Right now the Absorber crafting recipe requires materials that can be obtained as early as beating Calamitas
Flurrystorm cannon's materials are all available pre boss
except for bones
this is the exact same idea as Absorber having all materials available at one point, but combinable at another
i heavily feel like many people just assume that crafting stations mean nothing and or look at recipe browser but dont pay attention to the craftin station that is needed and are too lazy to check so
add Galactica singularities to the Heart of the elements recipe
Nearly all, if not all the other elemental type items have them in the recipe, so why not HotE? It would also make the HotE crafting recipe fit it's place in progression better because all the other materials are pre Golem, but it's crafted at an ancient manipulator.
same thing for this sugg (just worse imo
absolutely not all elemental gear is at the same tier
Elemental Quiver and Elemental Gauntlet are post DoG
and besides
HotE is balanced at the tier its at, whats the point of moving it to a diff tier solely just so it has another material in it
youd have better luck suggesting for it to have a tier shift and be balanced there rather then your whole reason being "its elemental"
it's tier would stay the same (pre ML)
i stand corrected, for some reason i remembered Galactica Singularities requiring Luminite
then you can ignore the talk about that sugg
ah i see my confusion, Exodium Clusters are the exact same, just with Luminite
....thats completely weird that there are two materials with almost the exact same crafting recipes back to back but, sure
Does anyone else her feel like the Carnage ray needs to be buffed?
balance suggestion is kind of in a weird position right now that most of them get denied (unless you are able to provide very concrete information like kill time and dps), but since pre-HM and HM rebalance is on the way probably dont need (or wait) to suggest it
you need to show killtimes and show why it needs a buff
(pre-hm already got a chunk of balances in 1.5.0.003 so not sure how much more it will be touched)
for the "add this fodder material to this" tbh kinda do not make sense, things that requires bones makes a lot more sense as there is no post-skeletron crafting station (hellforge do not count as you can just essentially craft the item at underworld)
so the only thing it does is really add a "feel good" factor ("at least I dont get like every material super early but cannot craft this because haha artificial crafting station" kinda feel, ya I know it don't really make sense), otherwise it really is just add additional cost to recipe
yeah
absorber has litterally no reason to be pushed like, 4 minutes of gameplay more
its available immediately after LC, not available solely for Deus after you do this and that
theres no reason to push it a few minutes later simply so it has more things on tier to justify its already justified existance on tier
galactica singularity is the closest to it, but even then I will significantly not recommend adding it
I at least want the beams to go off screen
i am fairly certain they do
you might just not see it since they are, well
off screen
and you still need to provide killtimes and tests
if you want, i can provide that for you
as it either push it post-deus or you must craft it in the 1 minute before moon lord arrive to use it for moon lord (or forced to resummon moonlord with sigil, which is now much less essential after luminite planetoid if you beat him first try)
though i expect Carnage Ray to do just fine
@feral thorn you should explain why a pre-HM weapon needs such a strong buff
"going off screen" is a weird ability to add tbh, as it is literally just "give it longer range"
like, do some DPS comparison kill time tests comparing it to other weapons at the tier
okay one sec i am curisous, ill get Killtimes
wtf was that explanation on the new sugg lmao
and ya apparently, not many pre-HM (or even HM) weapons actually have range longer than the screen?
show a clip expressing if its annoying to use
can't wait for my pc to poof into existence in like 2 months so I can test everything stealth rogue and totally politely shit on the bad ones, backed with facts

return of the GOOD suggestions about balance
just like overall you need better stronger reasoning for a weapon. buff
I feel like a weapon craftable only post skeletron should do more damage than a weapon that uses lava in it's crafting recipe
dont just say “this should be buffed X way” without stating why and having numbers/evidence to back it up
you need to say why, how and think about how it affects game balance post buff
recipes dont determine strength
Kelvin Catalyst moment
then it should be "buffed damage" not give it additional effect, and for damage as mentioned rebalance is coming
do full comparisons to the utility and the power of other same tier weapons
and then add that as your reasoning
ping me or rover when you do, for now im exclaiming this
(oh its deleted)
and i think that the post slime god rays are very good atm
Would a hellwing staff do good as an example of showing how it deals too little damage
but it has fairly low mana cost, good speed and very good range
^, if you are actually do it you probably have to compare with MOST of the weapon on tier, not just a single weapon
Last time I checked it dosen't go off screen but ok
its still good range
since chances are you can always find a weapon that is overtuned
if all rogue weapon is balanced to be as good as tracking disk rogue will be broken as fuck
I have gotten a few weapons, and so far the only good thing about the carnage ray is it's ability to pierce through enemies
also may i say
saying it needs more range is absolutely worthless
so just to save the effort (and there WILL be change anyway), wait for how the weapon feels AFTER the rebalance (a.k.a. next patch) comes out





