#suggestions-discussion
1 messages · Page 1235 of 1
perhaps
shortswords would benefit a lot being combo weapons, being small and directional weapons
shortswords are just london simulator
shortswords are mostly fine throughout the game
sub shocker + adrenaline is great
the only time they suck is against DoG
I think just make it more specific instead of just suggest to remove all of it altogether
From my experience:
Providence one are fine, it just adds challenge to the attack without much annoyance (especislly it is nerf next patch)
DoG is fine (it just make a rather boring attack slightly more interesting)
Yharon can get annoying depend on what BH
This one I am not sure but doesnt Scal do that before 1.5?
I should make a suggestion about increasing the abilities of the Gallileo gladius projectile so it can keep up with DoG's head better
it should be good against DoG in theory, but in practice it just hits the head once and then wastes all it's pierce and lifespan on body segments
SCal did not have aimed BH projectiles before 1.5
Honestly, the only aimed projectiles I'm against are Yharon and Cal Clone
draft:
Increase the homing/turning speed of the Gallileo gladius projectile
The weapon should be good against DoG in theory and is even recommended in the class setups wiki, but in practice it has less average dps than even some pre-polter weapons. The reason it has such little dps is because the projectile zooms past the head and hits it once, then wastes all it's pierce and lifespan on the body segments while it tries to catch back up with the head. It also encounters a similar problem when trying to hit the tail because it just can't keep up. Increasing the turning and/or homing speed of the projectile would significantly increase the viability of this weapon against DoG.
Hmm then scal one is definitely the worst offender, because it completely disrupts the bullet hell phase and incentivize more to build an arena (since the aimed projectile is trivialized)
She's pre golem
Yharon is depend on BH I think, for final BH I like the aimed projectile but many other BH it just annoying
Cal Clone is the worst offender imo, especially BH2
Oh ya cal clone bh 2, but that is 2 issue in 1 since it also have the problem with you cant move 2. Step away from beginning point or face accelerated projectile
Having the aimed projectile is what makes BH2 practically impossible to nohit without run god imo, as it uses BH1 pattern + fireblasts
BH1 pattern is already narrow enough, but adding fireblasts to that makes it borderline impossible
Ya that one I do agree, because it feel bullshit in non-nohit already (eventhough usually I dont like to use nohit for argument)
Y'know, we wouldn't have this problem if Cal Clone spawned a box during bullet hells hehe
Can be difficult, since spwaning boxes midfight is kinda
An approach that can work is just put a totem/whatever indicator to be the rough arena
Since the current problem is (from observation), it has a centre point that move with the player? Thats why it is so funky
The problem is that the hellblasts accelerate too early
If you stand still, they're basically accelerating as soon as they pass you
Oh thats why it is so weird, I just always moving so I assume it is just when player moving from the centre point
Ya definitely, that do not seem reasonable at all
I think it's disruptive to all of them
They're not that bad, just not a good, justified addition
The only one I forgive is DoG's laser
Because the 1.4 laser walls were really easy, and the laser forces you to manage your space while being very predictable
It's not disruptive, blends very well with the original pattern
Maybe because of how the laser walls work
Meanwhile, Yharon is shooting a stream of fireballs at you when you're trying to dodge a massive bullet hell
ya I understand your point, although another exception I think can be made is providence
since providence is the one that you can easily overcome with just better dodging (instead of purely disruptive like yharon or scal) due to how providence bullethell pattern works
but ya regardless, I think it will be better if you make your suggestion based on specific case instead of all of them, since people might held differing opinion on each one of them
just make your suggestion on the ones you find the most problematic by all means (and almost all people regards as "the worst")
Isn't yharon's aimed projectile the same or at least really similar to provi's spears
it just fire a projectile directly at you once in a while (or later Bh extremely rapidly) I think
I saw it fire a whole stream at me once
ya it is like final BH, in other BH it is once in a while
I see
@gleaming wadi dps additions is good, but you lacked the equipment to back the numbers up
plus balance suggs are in a weird state rn or smth
purge guzzler have like 90% chance of getting nerf anyway (unless beta tester is too busy testing pre-HM and HM weapons)
Are there in Calamity?
they are vanilla
Base vanilla
1.3.5?
...how far in is the steampunker?
Hardmode post mech boss
in calamity she spawns right after you start hardmode iirc
teleporters have been in the game since 1.2
or was that changed
Changed
Well that sucks
Guess my dream of sticking it to Dreadon will have to wait until Calamity moves on to 1.4
Bruh you already have it in the game
In Hardmode
You want instantaneous teleportation pre-hm?
the design is generally that you get more QoL in HM
🤨
just like why cosmolight is HM only
basically you struggle with non-QoL in pre-HM but in HM you get more QoL but bosses get harder
Not fully flesh out from the beginning
You only unlock wiring post Skeletron anyways
if you want pre-HM teleporter you probably can find other mods that add it
there is not much reason for calamity to add pre-HM teleporter (especially that teleporter exist in HM) unless they significantly change how they design progression
I'm not much of a gamer like the rest of you. I can't just walk up to Skeletron and put my muddy boots on his couch without a beating
like one example is alchemistnpc lite, which add biome teleportation potion
that yo ucan buy super early
@ashen warren
- Teleporters
- (1.4) Pylons and Magic Conches
- Astral Arcanum
Even if it were to be added it would likely be disabled during boss fights
1.4, instantly disregarded

shut
tbh probably unlikely to happen with calamity, so instead of struggling to suggesting it just get another mod that does it immediately
I could care less about leaving in a middle of a boss fight. I just wanna put my muddy shoes in every single Dreadon Base I can.
most people play with other mods (like QoL mods) alongside calamity anyway
Loki brought up some good ones, I might try those. Then look up mods if that don't work
That teleports you to spawn or bed.
Not from one set point to another.
then isnt it just recall potion?
ya assumign you want to teleport to another point
alchemistnpc definitely do the work
but if you want more there is a mod that let you set temporary house (camping) so basically you can set spawnpoint anywhere
I dont use that mod so probably have to ask someone else the mod name
I actually want something like the 1.4 pylons in 1.3.5. Those I had at least needed to work for, but not so much as to kill a (cheating SOB) skeleton.
I'll take a look
pylon in 1.4 you probably have to wait for 1.4
there is restriction (from tmodloader developer, not calamity) to prohibit adding 1.4 things
Thats what I said before
brb
Oooo.... * intake breath * MMM is good but I have to restart the game from scratch... I need to flip for this.
someone call heads or tails
- Where are you in progression
- Do you just have to start a new world or do you have to delete everything (if it's the former, can you bring items from the old world to make things easier)
I've beaten 3 bosses and in order for the the world to have the mirrors, I need to make a new world. I don't feel comfortable taking from multiple worlds (I feel that the game can be beaten with the items you're given on one world), so I will have to restart from scratch.
Heads or tails. You win, I restart. I win, I continue on. And just to let you know, I have horrendous luck.
An idea that was discussed in the nohit server, a tooltip that pops out in the pwnhammer's description that breifly explains the early hm rework, something simple like Hardmode ores now spawn when killing mechs, this will make it so that new players who are used to vanilla early Hardmode will be notified of the system as soon as they get the pwnhammer
Would this be ok
Yeah I think it's fine
coolio
eh
i mean
im not the biggest fan of throwing something like that onto an item tooltip
since those are super fucking hard to read to begin with
but nothing inherently wrong with the sugg itself
Maybe you could reword it into something like "add a hard-to-miss explanation of the HM rework in game"?
Yeah the sugg is fine it’s just. disagreeable which is like normal for 30% of all suggs
i mean would making it popup in chat be preferable?
I don't think so, it can be missed
I recommend going with something general like this, then adding some ways it could be done in the body of the sugg
Compression
3 bosses is early enough I think, not sure if you want me to decide the side of the coin
I think it's best to just think a bit about which you really want and then go for that
But if you want me to decide ||tails|| I guess
even worse
it’d probably be better done through npcs
give the guide more use
sinc ehes suposed to be a fucking guide
lols
do it in chat, item tooltip and NPC dialogue
ram it down players' throats so they can't possibly miss it
just wait for this to come into reality and we can start adding textbooks onto item without making it dumb
noone checks the guide tho, not even new players
⬆️
I thank you, but I had already flipped because I thought everyone moved on. I did tell you about my horrendous luck, didn't I?😂
and ya adding to guide will probably be just adding essay onto guide dialogue, which is not relaly much clearer
So yeah. Restarting.
cant you craft magic mirror in calamity?
Also a guy named Smoothie needs help in the Calamity mod talk.
give him more uses then
I think I read world spawn only
MMM Mod
I think they want something like pylons?
ok now you've changed the suggestion to make the guide useful
which is completely something different
but i get yuor point
man found a mod for me that fixes that. Though it has to spawn in new world chest.
OH no!
Wait, I can craft them in this mod
Rev and Xpc was right
I just need a magic mirror and then the right items
Is the old world still there
Actually if not there might still be some auto backups?
I haven't moved yet
so I can still save
Now to go download the mod and hope nothing messes up
Cool
I believe you mean "easy to miss" in your first sentence @timid flower
👍
Seems like a good suggestion tho
thats nice
also since the suggestion is not getting sent, if this is happening then it probably have to go through this way
I meant the projectiles fired by the weapon not the weapon itself, but cool sprite nonetheless
thanks
She's post golem for tiering and balancing purposes, same as duke.
imo guide needs to do something that can't be replaced with looking at the wiki for players to actually use him
close th wiki 👍
Even if he does say something about it there's no guarantee players will actually read it
Especially if the NPC provides a service, players might talk to them just to use it without actually reading the dialogue
Also since breaking altars give so much less of a reward, it also shouldn't do the "corrupt a random block" thing?
It doesn't
Anyways, i believe it's fine to go by the metric that not talking to npcs isn't the dev's fault
Calamity definitely does need to have much more in game info and npcs like guide or amidias are just fine for that
I think most player actually is disincentivize from reading npc dialogue
just because how 99% of npc dialogue except the Guide is useless in vanilla
Me when my game has flavor 😭
You mean it doesn't do the corrupting? I was under the impression that it did
(Looked it up in the server, last I remember it's still in)
Im pretty sure fabsol explicitly stated it doesn't
Huh, I'll look it up
The NPC thing is mostly in regards to informing players of the HM rework, and it might be easy to miss if it's just on the guide and nothing else
purge guzzler being so strong is a bug i believe
yeah
same with weapons that use the same explosion like Fault Line and Subduction Slicer iirc
I think it was said in draetalk (which is archived) so maybe that's why you didn't find it
if Voodoo Dolls stack, then throwing them will have to be moved to their use effect rather than throwing from the inventory
since otherwise you'd throw the whole stack
Do dolls even have a use effect?
Nope
I mean, just right click the stack 
remind me, does the throw hotkey throw one or the whole stack?
well I certainly don't, but I imagine there's some people who do for some reason
still, would there be anything wrong with having its use effect be throwing it?
would mean you could toss it without messing with your inventory screen
I think the button is fine for controller
PC and mobile do not need the throw button as they can drag items out of the inventory space
to throw em
Damn how many Suggs happened overnight
The dog Telegraph one isn’t needed
The laser walls already give a Telegraph before they shoot
Which the guy mentions
Adding another Telegraph for something that already has 2 different ones is kinda
the first laser wall "telegraph" is not a telegraph, because it is the initiation of the attack
the current situation is as if moon lord do not have his top eye slightly light up before firing laser and call the fact that the laser don't start immediately on you but sweep towards you the telegraph
the turning invisible is the proper telegraph for the first laser wall, but it is not visible if DoG is not in screen, which is what the suggestion trying to fix
The voodoo one is really good
I'm fairly confident you could make the voodoo dolls stackable while still being equipable
Dyes are an example
i think its because Dyes are unreforgable?
though, i guess its part of the same change

unlike clothier voodoo dolls
the guide gives nothin upon actual death
other then, green cap, ig
menacing guide doll
I would just Change it so the point is making dolls stackable
oh lmao!
Oh yeah, it's Cal Clone suggestion drop time
oh you are not mentioning arena or something?
then I make it a different suggestion
cal clone is big love to me atm
they did mention an arena
ya I ctrl+F arena, but since it is only 1 line I think I will just suggest it anyway
It’s really just gonna split votes tbfh
hmm I still think like him mentioning just for 1 line is like, really thin on "duplicated suggestion"
I will just store it to be posted another time then
it still covers the idea
whether it is just 1 line or the entire suggestion is based on it changes the context (of how important it), but ya regardless I will just post it another time to avoid all the conflict
i mean
cal clone bullet hells are worse than any of scals
so
incredible hellblast density
I disagree heavily
Huh
wait a second why is the "rebirth" theme not the phase 1 theme
is he still using the original version of his theme when the new one has been out there for super long
i mean i remember that there was some stupid thing with him using both based on wether or not you beat dark sun which is kinda stupid it feels like the same as trying really hard to find a way to keep an old sprite after a resprite but for music.. zamn
Yeah he still uses og
rebirth is so much better
ive thought about suggesting to replace it but idk what else to say other than "it sounds better"
It not only sounds better, it was supposed to be a better and updated version of the original theme and it would make much more sense to use it
I'm almost certain that's been suggested before
if not, I know for sure it's been talked about in here before
@digital saddle - Your suggestion has received an updated status!
[Move the start of the jungle plague and pbg to different points in progression]
It has been add to the devs' to-do list and planned for implementation!
You can check out your suggestion again here: #suggestions-voting message
So the bot can do that now 
hello it's me with yet another stupid Old Duke suggestion
Hopefully this one is more sane, and hopefully I have enough info about this point
It's just tier 3 acid rain helping to get bloodworms, since they're really rare (I don't think I've seen one, even though they spawn at any point in progression), and according to the wiki, the spawnrate is halved after encountering OD
So doing this could help connect the boss to the event better, as well as making spawning it less tedious?
They'd die from enemies
I was thinking making them drop as an item from the enemies (justified with the enemies having eaten them maybe)
Alternative would be to craft them using sulphuric scales and corroded fossils which also gives them a use, but "make bloodworms craftable" is already requested quite a bit so no point in me re-iterating it
code them to count as enemies like with lacewings
I think there's a ban on adding 1.4 content with mods? Not sure how much this infringes on it
But either way is the idea behind it fine
there is but unkillable critters isn't 1.4 content lmao tf
lo
adding mechanics like unkillable critters is not banned (see SmartDoors and FunctionalBlockSwap)
Adding stuff like Zoologist, whips or EoL is
as long as is worded well enough and follows the sugg doc, yea go ahead
hello everyone lvii here again with another dumb idea
what if certain bosses had different custom HP bars for the yet another boss health bar mod
i remember thorium did it
(also this is mostly because i can't see the HP of all of the exo mechs when they're all on screen with the mod because it only shows up to 3 bosses in it)
this will be fixed next update, iirc artemis and apollo's healthbars are being merged into one since they share damage taken anyway
Does thorium naturally have hp bar?
Because calamity have their own hp bar and they put a lot of effort to it (like the new enrage bar etc)
Thorium doesn't, no
I don't believe calamity should hahe yabhb bars because it already has its own
Ya then it make more sense that throium make extra special effect for yet another hp bar since they rely on it
while i also believe that it isn't necessary, i also believe it would be cool (*gets suggestion denied for stating "it would be cool" as reasoning*)
It would be cool maybe but do THE SPRITERS care?
Destroyed
(Explain this one, atheists)
janded suggestion restart
Now pardon my horrid excuses at humor as i go away because the point has been made and the sugg is valid
i think im just gonna leave it here
if anyone wants to go ahead and put this into #suggestions-posting i give you full rights to do so
i believe we wont add a boss hp bar bc that kinda of overtakes yabhb
like, we tend to avoid adding things that outright make it pointless to use popular qol mods
oh wait u mean chstom ones
i mean,.,, idk
it’d be cool!
the mod already has a boss HP bar anyway lmao 🗿
maybe i should've been clearer that i was talking about Custom "Yet Another Boss Health Bar" Boss Health Bars
yea but it doesnt like have the same utility/usefulness as yabhb
how
it doesnt disappear when bosses are invisible
invincible*
but yes
though cal's shows enraged state, which wouldn't matter that much in 1.5.1 anyways but it's a qol so djfjfk
its also arguably harder and more inconvenient to see
often kinda sucks on some smaller resolutions and i personally dislike covering and entire bar vs a small corner
personally no offense but I find cal's hp bar way jank for a couple reasons
it exists bc funny mgr reference
meshing MGR number fonts and Terraria font for the names is kinda jarring to me
afaik
wait What What What What
did i miss something
(the not mattering in 1.5.1 part)
ok maybe adding the custom font for the boss bar isn't to bad but personally i just focus on the numbers rather than the name personally
and the enrage indicator on cal boss hp bar exists because of malice
(yes I hate malice how can you tell)
doesn't it work for enraged bosses due to other circunstances other than malice
we get it
anyways yes
I find the cal hp bar jarring, trying to mix the futuristic look of MGR hp bar in Terraria and the execution didn't really hit it for me?
speaking of Font
is there any mod/resource pack that lets u change the font for the game or is that not real for some reason
i think there are some mods and texture packs that do that i think
not sure about texture packs but i have seen mods
once this gets onto to do (soon™) problem solved
also yet another hp bar do not show % hp (unless there is an option for it) so I will argue there is still flaws
yea I like having them both on despite how much screen clutter it is because YABHB is easier to see for just a general overview, but cal's has % which can be useful for knowing when the next phase of a fight is coming
Alright I edited to fix the whole accessory part and increase strength of reasoning
see you chads in the morning 
@potent veldt (I refighted both Death Night Providence and Death Malice Providence to make sure I get it right)
- Providence anti-heal star is getting nerfed next patch (confirmed, already in changelog) so the attack will no longer be as devastating
- I think the crystal staying when bullet hell start is in-fact, intentional, because the bullethell DO delete other projectile, except crystal
- Enraged/Night/Malice Providence is significantly different from Day Providence, you are in-fact encouraged to stay close/mid-rage to providence during bullethell instead of at the edge, because otherwise you can't see the projectile clearly before the accelerated to non-reactable speed (and also shorter "out of range burning")
- the combination of anti-heal star and the laser is, in-fact, very much dodgeable, as it is very consistent. It alternate two patterns (in order) after each bullethell:
- After bullet hell, Providence proceed with normal dropping blob attack before windup and laser
- Right after bullet hell, Providence immediately start windup laser
first one is of course not a problem, second one you can dodge it reliably (provided you are good at dodging stars of course) by moving towards Providence right at the end of the bullethell, two indicators: i) if you are at the edge, the fire icon on your character disappear (meaning bullethell ended), ii) bullethell projectile amount decrease significantly at the end of the bullethell
in emergency if you can't close in fast enough, being far away is not even that bad because you will have more room for dodging the laser
@fleet bobcat - Your suggestion has received an updated status!
[Add in a mini map icon for Cragmire Maw, and Nuclear Terror]
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
at the end the suggestion is still valid, this pattern adds a lot of extra difficulty to night/malice providence and removing it is basically "nerf night/malice providence suggestion" (which there is nothing inherently wrong with it), just that I personally feel like if you are intentionally fighting the boss at a harder pattern you somewhat have to adapt to it
@cobalt heath - Your suggestion has received an updated status!
[Make draedon schematics tell a hint to the previous one if you find them in wrong order]
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
Most of that feels wrong though, because it's not actually consistent per bullet hell
@ashen warren - Your suggestion has received an updated status!
[Remove the 'A Desert Nuisance has awoken!' messages from the spawn message of the Desert Scourge]
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
I still think that since it is consistent it is reliable to dodge, depends
@steep crown - Your suggestion has received an updated status!
[Earlier Calamitas appearances]
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
@restive cairn - Your suggestion has received an updated status!
[Give the Crushaw Crusher some sound FX]
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
as stated your suggestion is definitely valid, it is just my opinion that intetionally fighting bosses at higher difficulty, you do it for the challenge, and providence is not unfair enough to warrant a nerf
Also I've never experienced the true damage bullet hell having non-reactable speed
@digital saddle - Your suggestion has received an updated status!
[Make Uelibloom ore easier to get]
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
I don't even go that far away and I still can't see the laser area
it is more that when you are way too far away tbh
because the anti-heal star get way faster the further you are from providence
I really doesn't seem that fast to me when I fought it
mainly that you have to close in at the end of bullet hell, the alternative is to stay far away which also works (just dont stay midrange)
@gleaming wadi - Your suggestion has received an updated status!
[Nerf the Purge Guzzler]
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
(also malice providence is unironically easier for that attack, the main difficulty was projectile clutter but malice projectile speed reduce it)
damage nerfed from 211 to 120, use time from 19 to 24, pierce from 2 to 1
I heard that purge guzzler is overpowered because of a bug, isnt removing the bug enough of a nerf?
or that is in-fact, not true
@ashen warren - Your suggestion has received an updated status!
[Make altars drop both souls light and night when broken]
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
purge guzzler is overpowered because of something that is simultaneously intended and on accident
along with subduction slicer and fault line
which all share the same explosion
it is intended for holy fire bullet but a lot of the items share this explosion
lazhar is another infamous one (now resident deus speedkiller)
lots of things are shared in calamity like that
and this isnt the first time that something like this has happened ill bet nor will it be the last 
'Course it won't be the last, something's gotta kill Deus in under a minute each patch 
Tenebrus tides, Hydraulic volt crasher, Sea's searing, Dragon + Spikecrag, OSG, Stormfront razor
I can't believe people vote for aimed projectiles
It's incredible bad idea, making bullet hells even more random and boring
Imagine dodge static pattern or pattern that can not even shoot one projectile at you
what?
what are you talking about
- the aimed projectiles were added in 1.5, they did not exist before
also i didn't think aimed projectiles were a voted thing
didn't the devs just. add them in
- it doesnt make them more random at all lmao
Any reasons behind it ? Wouldn't it cause attacks that can be dodge by doing nothing
Not really
very
very
very
rarely
There's a chance that can happen yes, but you can't consistently dodge them by standing still
it happened to me once in 3000 attempts so yes it can happen
the reason behind it is because its a pain in the ass having a steady stream of aimed projectiles right towards you, esp in scals bh on higher difficulties
The main problem with them in Calclone's fight at least is that you have to keep moving around to dodge the hellblasts, however the normal projectiles speed up to catch up with you (and don't slow down, meaning it becomes hard to dodge them) which makes the second bullet hell very hard
But the main idea with bullet hells is to only move when necessary
Isn't it's like the point to force player to move during bullet hells
It's just depends on your view on it
Um, I don't think so?
Having played some bullet hell games, panicking and moving around a lot tends to get you killed very easily
Well, yes, you have to be prepared for it
But every game have some save mechanics in most bullshit situations
like RoD
The thing with Terraria bosses is that you're likely to be moving a lot of the time due to having to run away from them, and the movement required in bullet hells is comparatively little, requiring precision instead
imo being able to stand still for several seconds during bullet hells should be prevented in some way, aimed projectiles are just a weird way to do it.
considering they dont stop that often yes lo
and i dont see why that needs to exist
you already require good precision to avoid everything
Actually what's wrong with being able to stand still for several seconds during bullet hells
nothing
changing the way the bullet hell acts to make the player move would be better
Because it’s like old dog lazers
You just see attack and do the same move
While there i have to predict where you can go
no?
im really not sure what youre on rn
no bh is the same aimed projectile or not
Like you can fully see all the projectiles and choose one movement to dodge them
But with aimed you have to adapt you plain
you can do that regardless of aimed projectiles??
theyre even more predictable as they are well
aimed at you directly
what is your point
I thought that was the point?
Usually there are so many projectiles figuring out a good way to dodge all of them and executing said way is a challenge in of itself
it sounds like youre trying to say youre supposed to not be able to react and have to just wing it to dodge them which is just
no
Yeah you really only get a few seconds to figure out your movement either way, which is more or less the same as winging it for me
Reaction time is 300-500 ms in general
I don’t how it’s annoying to react to like toasty said “more predictable” projectile and change direction of your movement
If it’s few seconds
Which bullet hell are you talking about actually
i guess to me that sort of defeats the whole purpose of it, if you can just find a spot where none of the projectiles can hit you. im mostly thinking of providence tho where her bullet hells are very static and you can dodge the whole thing after finding the correct spot
With Providence it's fine I guess, haven't done the fight but I think it's a good idea
(It's the spears that are aimed at you right)
Mostly for scal, but keep in mind all bosses
Like never beat providence?
Haven't fought, sorry
Just making a guess based on what I've seen of the attacks
But in cases with both Cals where the base pattern is already random
Provi’s aimed spears are a great example of aimed projectiles
Wait what are we arguing about again
Like. It’s just a good attack
And it’s perfectly fine 
Oh
But is this gonna be used for a suggestion or something?
Probably the hellblasts in Calclone BH2 part
didnt this conversation happen yesterday
Oh yeah cos Stip made a suggestion about aimed projectiles
I'm not against the hellblasts in principle, but as they currently are they force you to keep moving around in Clone BH2, when the fireblasts accelerating based on your speed makes moving a lot a very bad idea, making the entire phase a bit unfair
im pretty sure stips sugg is about the newly added direct projectiles
like Yharons fireballs in his bullethell
rather then Providence's spears
providence spears is a good example of how aimed projectiles are done well
https://www.youtube.com/watch?v=p1ZTuZic8MQ in thinking of the star one at 22 seconds, the stars that move slightly faster are the aimed ones.
tbf without Providences spears the attack isnt all that different
the Stars do need a direct projectile though due to how they work
i agree with every other existing bullet hell attack not needing direct projectiles
i mean yea, but if they didnt exist cheesing provi spears would be really easy
how so
^
you still need to circle the spear attack
therea no real point having another line of spears to enhance so
Yeah that's fair
lets take Yharon's bullet hell
it on its own prevents players from standing still
what does the direct projectiles add
You have to time your movements
other then more weird and cheap hits in some occasions
you have to time your movement regardless
even without them
Wait for direct shot before moving
Yharon's bullet hell attack isnt the same each time
both cclone, yharon and scal do not need aimed projectiles
dog and provi etc are fine
okay
so i wait for the direct shot to move, oops a curved shot now blocks my path
yeah no, direct shots bring nothing besides frustration
except in Providence's star attack
agiam due to how it works there
Which Yharon attack has the aimed projectiles again
the massive fireball spin attack
Skill issue, not real example, checkmate 
Your argument is attack created in your head
i used your arguement and gave you an exact reason why its not all that correct
youre talking pure crap
lol
Which is basically the same as they answer me
no lo
Like now it’s impossible to dodge
that is not what i said
what i said is they can bring occasions and instances where they bring nothing to the table other then furstrating patterns rather then chsllenging ones
How do you separate them ? Can be frustrating attack hard ?
oh
frustratingly hard != fairly hard
they are completely different things
you can have a challenging thing without annoying projectiles
aka the way it was before 1.5 
Isn’t people were like scal is too easy first attempt
no?
besides in SCals bh it doesnt mean much anyways because you always move regardless
Fairly hard = Dense pattern that requires precise movements to weave through
Frustratingly hard = Pattern that flies way too fast to be dodged and tends to get in your way, being almost guaranteed to hit you
so they usually spawn behind the players trajectory
those are examples of each yeah
obviously not everything hard fsiely needs to be dense but yeah
@outer night too specific and no clear reason as to why
smh feedz read up a bjt
wtf..
I guess I don’t share the same view as all of you
Sorry for spending your time
I defended it because for me they don’t feel frustrating or unfair
It's fine, also didn't your original point win in the end
Most people were probably responding to the wording
We agreed that’s ok for provi and dog i think
Well, calclone wasn’t a thing, yharon was reworked
still got it in 1.5
and im not sure how much reworked yharon was
the fight is relatively the same afaik
so
(atleast the stupid detonating flames are removed soon)
I believe only bullethell 
well its not a rework
it was just added the thing we are discussing about 
Actually, are there any examples of enemy suggs getting accepted
way back then
when things like Great Sand Shark were allowed for suggestions
(it was a sugg
Who accepted earth elemental
technically also Cragmaw Mire, though it won a contest technically
i dont think Earth Elemental was a sugg
byeah new enemy sugg dont really exist anymore
Devs were drunk as always 

Also if anyone interested for good example of aimed attacks look at astrageldon. It use predictiveness to force player move, but still be very precisely
which astrageldon
the one from catalyst probably
when does it use aimed attacks in the middle of a bullet hell?
hell other then the funky slimer attack in P2 i dont think it has any aimed attacks
they all look like the generically happen on screen to avoid
Yeah only attack does that.
I think he mean the cross-beam attack (something like that, I didnt fight it myself) maybe?
Yeah that's the attack
after looking at it more, or the one where the main slime rush you at the semi-bullethell section
actually the fight seem to use a lot of aimed attack, but the thing is everyone of them also has line telegraph
this means that the aimed attack is somewhat trivialized as you can simply dodge inside a safe zone (that is alraedy telegraphed)
in cal base most bullethell have no line telegraph so aimed attack become exceedingly more danagerous because you are forced to judge the safe zone immediately (except DoG laser wall, which have telegraph but you have to readjust 3 times)
well if its the same attack i think of
its not related to the topic since its not a part of a larger bullet hell attack
unlike every other example brought up
ya not related, but since it is brought up I think it is justificable that it is atleast gotten right
not really since its completely different in idea
yeah, it does it right
because in its core, without them, the attack doesnt exist
the attack needs the projectiles to work that way to, well, work
unlike things like Yharon's BH
where they worked exactly the same if not slightly better before the addition of aimed projectiles in BH
but ya regardless my opinion is this
yharon BH is not fine except final BH (since it is final it can make exception)
i mean, it feels like their sugg means only the ones added in 1.5 so yeah
(though in Providence's Star attack, they do make sense personally yeah)
yharon didnt always shoot a stream of projectile directly at you at final BH right?
no
fairly certain he didnt
ya providence star is whatever, mostly will not notice one of them is even aimed
neither does he do it in his normal spin BH
since the pattern is consistent + a random pattern
yeah
the aimed proj there does make sense
because the attack itself is rather patternized
DoG I think is necessary evil if they decide to keep the laser wall attack, since otherwise it will become an ultra boring attack
(honestly never realized there was an aimed proj in his laser walls)
there is now always 1 laser towards you horizontally I think
previously you stand still and hook/unhook depend on need
scal one I dont think it is needed at all, if they remove the projectile block collision thing it already naturally force player to move
currently it is either abuse an arena or have no arena and increase difficulty by 10x
Scal has aimed projectiles?
at the very least most no-hitter "abuse" it I think (eg: you stand at a corner and gigablast just explode outside of the arena) during bullet hell
because if you are not doing it that attack is instead exploding at your current location
it isnt really abuse since all it really does it make them explode sooner
if you stand near a corner without blocks they would still explode outside
its more so just
slightly preparing an arena for scal
ya this was what I was referring, if they just remove the block collision they can also delete aimed projectile
(personally i dont think they should remove block collision)
and it will still do the same objective of making people unable to stand still without also leaving a "cheese" option still in
I mean it will basically be the same as fighting scal in an open space
why the fuck would they do that lol
dw aboutthat
because thats the theoretical situation we are discussing currently
I just think it is a bit weird that the optimal arena for scal is somehow not its own arena (in open space, like 90% of not underground boss) but inside a solid block of blocks
Ye
Also I'm not sure how much just one herb bag would help
i agree
i mean, its just random herb stuff and one wont do
ex. pre-boss summoners may need shiverthorns for the frost blossoms staff
and they'd probably have to do more hardwork w/o herb bags
^ , this exist therefore there is no need for boss to drop
I wouldn't really consider harvesting wild herbs "hard work" 
and it is super consistent, main planetoid is almost always directly above or left to the spawn
I don't really like how space lab has herb bags, but ig the majority likes it so /shrug
I'd rather have herb replanting be buffed in their natural habitat, growing faster and always yielding seeds there
or maybe make it a planter box feature if the plant and the box matches
idk
This may be of interest
18% sounds pretty good
@untold pagoda aside from rough values on the proposed changes (the DR and movespeed cut), the sugg seems fine
get rid of the values on those parts then it's a fine sugg iirc
the devs will decide themselves on the values, the point is the idea
aight
I haven't played 1.5 cal in a long while (2 MONTHS left!!!!!), but I can definitely tell 35% is way too big of a cut
it really is
theres a grand total of two ways to move with it that isnt slower than a snal and thats going vertically and dashing
"disable profaned enemies spawns"
just use a zen potion
That's not the problem.
when do you even spend a significant amount of time in the hallow or hell for that to be an issue anyway
If you're trying to fight any hallow or underworld enemy
Literally any of them, including Brimstone enemies that purposefully get buffed after Prov
farming pixie dust for potions and you get chomped by a scorn eater
profaned enemies dont spawn that much
Even logically, what is the point of buffing Brimstone enemies to drop bloodstone and stuff when at least half their enemy pool gets taken up by non-buffed profaned enemies
Yes, they do.
I'm suffering it right now.
idk man im suffering from a shortage of profaned enemies
Again, most of this complaint is for after Providence.
to the point its incredibly annoying
Before, it's fine - logically it makes sense, even
But after beating her, what's the point in them still being there
unholy essence farm
I know, which is why it should be a toggle
Why limit either farms
It's not like this is a random or unfair suggestion either, because favorite items are basically used for this exact purpose already
Both the "No more Voodoo Dolls" and "Anihita Earmuffs" are for this exact purpose
what would you even need from those biomes
Again, literally any drop from any of those enemies
but WHY
fight brimstone elemental or smth
if that gets annoying just do cal clone?
bosses drop them for a reason yk
Pixie dust crafts greater healing potions
^^^
which you need to upgrade into supreme healing potions
biome mimics smth smth
or just, bosses
any hm boss in fact
cause funny non consumable summons
why though
because you hate bosses
lmao?
I don’t wanna fight a boss I can shred in 2 seconds!
ikr
I mean it's not just bloodstone
so annoying!
Also bloodstone is being moved to just ravager right?
only other reason i would find to go to brim crags is for scal altar?
Is it? If so, then I'll accept that
and rav is going to only post provi anyways
why grind enemies when bosses are much faster and efficient
bless the devs
i hate that boss so much
i dont have to do it with shit mobility yeaaaaa
i as a rogue will cry do
me when
no corvus adventor anymore 😭
wave pounder
people actually use that?
though malachite do
insanity damage
thats fair
stellar knives then
i use em they sick
stealth stellar knives my belove
and empyrean knives (rip rogue variant do)
smth smth melee doesnt deserve lifesteal
melee already best class
but i mean empyrean fair for melee cause vampire knives meleee
reworking is better than removing
i see it as prehm -> hm
if you dont get new enemies you just get better gear without enemies that also get stronger accordingly
and then all you use it for is bosses
I will be honest a more intuitive (and natural) approach will just suggest profaned enemy to spawn rarer but drop their item in larger amount
That could also work
a lot of these enemy are way more powerful than other enemy on tier (in terms of moveset not necessarily stat) that they can easily become semi-mini boss
and the only thing annoying about them is when you have multiple of them constantly when you are trying to do anything, so just make them spawn rarer works very effectively
I mostly also feel that profaned enemies kind of just "take over" both biomes rather than adding to it
Like the plague enemies add to the jungle pretty well
As most of them are also jungle enemies
ya that too, eventhough you dont really need those materials but ya they overried a bit too much
jungle have plague, but most normal enemy still spawn (with few exception like hornet(?) and moth)
Yeye
It's still the jungle
Where Profaned enemies kind of muddy what the "underworld" and "hallow" is
profaned biome (trademarked) might fix profaned enemies hogging up underworld/hallow spawns
(i say "might" because i don't actually know any details about the biome beyond it being planned)
your suggestion will 9 times out of 10 already be planned but we dont know when but its planned sometime in the next 3 years (pin this)
Ooo, a whole biome?
oh god the sniper scope is getting voted
itd likely be rejected, i fail to believe 2% crit chance is such a massive deal for anyone 
Would be funnier if it was accepted but not discussed dev side and just never implemented
so true
But i totally see it getting In only to get voted against the next day😂
if its really easy to implement then i see no reason to not do that. if it isnt then get used to the zoom effect or swap it out for destroyer emblem
yep
its mostly an issue with guns that have right clicks
but even then its not that bad imo
that being not many
the funny thing is
people can just use Destroyer emblem and not have any downside
Sniper Scopes main premise is the right click 
stacking 😰
copenhagen
2% crit chance is too much to loose..
besides the bigger issue i had isnt the sugg but more so the objective way they present it
which makes me doubt itd pass byeah
Looking at the sugg, the reasoning is a bit bruh but I see no harm in turning it into a toggle.
to me it feels like asking for Ornate Shield to have a toggle to not be a dash
yeah sure it gives like 4 defense
but the accesory is litteraly a dash accesory
same with Sniper Scope
okay it gives a bonus 2%
but its a sniper scope, if you dont want it you can stay with the Destroyer Emblem
Okay but why is it having a toggle a bad thing?
Vanity toggle would be cool and all but unnecessary
No harm it adding it, telling people to just stick with destroyer emblem feels wrong.
In the situation that you don't want to use the scope effect, sniper scope can end up as a downgrade if not in combat then simply in just being annoying
toggles for stuff like this are like meh
me after toggling one of the item's main functionality because ???? instead of using any other options available
But whats the harm in adding it?
hote situation kind of, though that one had the stat buffs which made it weird
It does no harm and ensures that sniper scope is always an upgrade no matter the player
there's no "harm" in adding tons of things: doesn't really mean they should be added
"because why not" is a bad reason for anything, general rule of thumb
*most things, sometimes its funny
but not in this case
Its not like an option to disable these kind of gameplay features is inconsistent, ball and chain exists to disable dashes so that you can still get all the stat benefits of shields
ball and chain's purpose is not really that
Is that not what it is though? Ball and chain is just a dash disabler, what else would it do?
it's quite a, uh, non working fix to the good ol' thing of dashes overlapping and messing up vanity with the previous toggles for dashes
i use it to disable dashes
if it gets annoying while managing chests or npcs
just swap off your gun
people tend to use it solely for challenge at this point: because all dash items have not very good stats compared ot other available options, they're valuable because of the dash
in general, even then ball and chain doesn't even do this right because it disables all dashes
and nobody plays dashless ever iirc
You'd want to go dashless for Scal if you're fighting her first rather than exos
you don't
which is just Terraria movement’s fault ngl
i don't ever see why you would
You cannot turn around to save your LIFE without a dash because base acceleration is garbage
people just need to get good and stop miss double tapping 🙄
true 
the more i play terraria the more i fucking hate double tap dashing
i mean hooks exist but yeah
i am good and barely ever missdash so i can't really relate to your situations
The more I play Hollow Knight the more I hate Terraria
Or we can have the toggle and not let the possibility come up.
woops
it is in no way directly related to the fact my game runs at 20 fps therefore inputs have absolutely way larger delays between them
:GUH:
uuh yes i am bad
in any case that's not for the stats the acc provides, but rather because of the specific boss design
different situations, i'd say
Does sniper scope upgrade into anything btw? I don't know enough about ranger to say if it does
it doesn't which is actually weird
elemental quiver is well, a quiver upgrade and it didn't implement scope on it back then
it feels like DSO could include scope because it goes well with Sniper rifle type weapons
now there's no chance at all it will be implemented to it considering they already dislike the end-tier of class accs as they are
dso could but the donor didn't ask for it so ¯_(ツ)_/¯
they did say this
someone could sugg it then
Make the Fearmonger Armor a pure Summoner armor
Almost all Calamity armor sets that are upgrades to Vanilla sets typically do not change classes from their base armor sets, or turn them into broader armor sets... aside from the "all-class" Fearmonger Armor, which upgrades from the summoner-based Spooky Armor.
I am not sure why this inconsistency is a thing, but perhaps a bigger problem with this is balancing, as the Fearmonger Armor set has been nerfed severely due to providing too great of a summon damage and minion slot boost for a tanky armor set, which is only exacerbated by the fact that, given this is an all class armor set, the stats simply do not give enough boosts for the armor set to be worth running instead of the Silva armor.
By making Fearmonger Armor a pure summoner armor, perhaps its stats can be focused more on being a tanky summoner set, and overall become a more balanced armor set worth running as an alternative for summoners.
you're not providing a reason at all for why this should be done?
"inconsistency"- yeah i guess but who cares?
what i would like though is for calamity's all class armors to stop pretending stealth, mana and summon slots aren't important
its an incomplete sugg
what
now it should be more complete
actually let me check the current stats of the armor set
i find a problem with your stat reason: you say it is not worth running compared to silva, but that is from a summoner's standpoint, the armor is meant to be all-class
in any case, i still fail to see why make it summoner only instead of, for example, buffing it to be more competent as all-class
really my main reason was balancing purposes + spooky armor upgrade
balancing purposes aren't really a thing?
it can be balanced properly without it being summoner only
have fearmonger turned into a pure summoner glass cannon set to be more like spooky
fearmonger is also somewhat supposed to be like omega blue, though they parallel in main functionality
one of them is a glass cannon set and the other is a tanky set
armor variation is always nice, but i think it'd be weird if summoner just got two at the same stage for no reason (the problem being that other classes don't get anything)
yes
and both are all class
i just personally find it odd that a single class armor set turns into a all-class one
i don't because it's a very off-tier upgrade and is mostly thematic than anything
with spider and fathom a complaint like it would be somewhat reasonable because it feels like you're supposed to upgrade your armor and roll along with said upgrade, fearmonger is very far away from spooky so it isn't like your sudden upgrade is taking away the point of the armor
it's still really weird that the upgrade to spooky is all class.
It is worth running over silva
But most people just want damage lol
Fearmonger makes you thicc
At the cost of dmg
i'd just rather have it be a thicc summoner set and not a thicc all class
Too bad
Silva revive is also good for survivability
i feel like whoever made this providence star suggestion forgot that it's gonna become a normal attack in 1.5.1
The point of the sugg is to prevent the beam attack from happening while there are still stars present, the damage doesn't change that the beam still happens while the stars are there
compared Deus' hitsound to Scal's
and Deus' is definitely way sharper
and both are on max volume
but its about aureus
seems like astrum bosses just dont like sfx 
might want to just rename the suggestion to "lower the astral bosses' hit sfx volume"
oreos is loud and deus is sharp
swap aureus' and deus' damage sound
aureus is supposed to be a robot
but deus gets the metal damage sound
just make aureus' sound more metal I guess
I think it's just their defense mechanism so that you'll feel like shit after listening to their annoying hitsounds
it's effective!
hes not?
yes
Yeah a concept is already known as iban said it was done after all the dog stuff came up
like current dog -> future dog?
Probably
it's definitely noticeable
not gonna go into specifics obviously but the redesign is very cool
(Concept's not iban's blah blah check resprite doc
cool
its rune’s i think (?)
when the lategame worm isnt metallic (this is the first occurrence of such an event)
sepulcher doesnt count shut up
no thats why hes not going into specifics
it was posted in tester channels a month or so back
oh deus not dog
is this even a calamity feature
or is this a weaponout issue
(this is in regards to the most recent post in posting)
weaponsout issue
@maiden zodiac
yeah the issue is not calamity's
should suggest that to Weaponout devs instead (assuming they are reachable for suggestions)
wish weaponsout has like any form of mod compat features or something but no you can't even customise the way specific weapons display
comically sized scissors
get exclamation’ed
i like that the edited the sugg which kindof makes me think they ignored this channel 
the swords of other mods are in normal size
the reason is Calamity's sprites
still not something calamity is at (logical) fault for
and not something calamity can edit
as also stated here
Also calamity increments the size of some melee weapons for the sake of usability
@untold pagoda - Your suggestion has received an updated status!
[Make the Ursa Sergeant actually worth using]
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
Ursa buff was in this patch
wha
We forgor to flag it before
wait it was?
I suggested it on dev way before this sugg lol
lo
lol
where was that suggestion that wanted toggleable tooltips or something
this update makes it an even better idea
bb and ark line, gem tech armor
mobile pisscord doesnt like message links
indeed
did anything happen to the sugg or
no

sad
it wont be sent to the dev server anymore though right
it's already approved, so don't think so
oh it got approved
yeah, hence the thumb
lmao
It's strange that the sky draedon lab has all planter boxes except blinkroot
literally was fixed this update, change 21; https://discordapp.com/channels/225030931008847874/369115362186231809/920353852321054800
@sonic sigil - Your suggestion has received an updated status!
[Rename Aero Dynamite to Skynamite]
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
this is incredibly funny
can't believe merk fell into the objectively worse name
It would've been better had there not been a space in the middle

@stable musk - Your suggestion has received an updated status!
[Make Lunar Pickaxe tooltip more clear]
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
WOOOOOOOOOOOOO YEAHHHHH BABYYYYYYY
yay
cool
malice tooltip when it is changed for the 12th time
just wait for 5 more big patch until malice is ported like arma and defiled ya but I think the current need change, it dont do enough to deter player
Especially that most of the new death mode changes make the bosses easier
Isn't the oldest suggestion more a problem of the volume of the sound compared to the actual sound itself?
i mean that's subjective, i find it fine, but we could probably have it turned down




