#suggestions-discussion
1 messages · Page 1247 of 1
i was serious
idk, I've seen serious suggs do that kinda shit^
you should write all this in the suggestion itself
because what people will see when they vote on it in a day will be just the header with the marker that makes it look like a joke
even the joker was serious in batman
you aren't the Joker but you're definitely a clown
i dont feel like writing a paragraph , i deleted it
then why did you suggest it in the first place 
didnt realize the suggestion channel was so badly regulated a very simple and STRAIGHT to the point suggestion cant be posted
it's straight to the point but you literally provided no reasons as to why they should add it
you ever heard of the PEEL format
its not a secret the devs hate fun and make the game harder , that was a literal gold suggestion in line with that
wow ok 


hurdur why can't I just post a stupid suggestion with no reasons and get everyone to agree with me instantly
🤓
lol your invested into this way more than I am , whatever helps you sleep at night bud
it must be the fault of the devs
you're the one who malded that the devs hate fun and won't add your feature not me
this was also a shitty analogy
you just sound like a redditor
funny gif
however
if you want your suggestion to be taken seriously, gonna have to provide evidence my friend
p much yeah
not only why it's a good idea but why Calamity in particular should do it
because this sounds like something that could (and should) be its own mod instead
ok, buh-bye

Copypasta in the tooltip lmao
but true
but no one reads npc dialogue ever unless its in unique circumstances
i once again don't exist on many layers
beign a woman on the itnernet
reading npc dialogue
preferign true melee
😔
i'm discriminated against so much
+80 maximum stealth
the end
i would 100% read npc dialogue to know what certain things do
but i mostly just read it for fun
bandit is too late in progression
you've already played rogue for almost the entirely of phm
my first thought was bandit but
you need platnium for bandit
and unless you get an early blood moon
Wait shes also Post Skeletron
rev eoc gives you like 50 gold
and that's the 3rd to last pre-HM boss
the best way to handle this would just to split the long tooltip in-between armor and weapons
or
armor says "+80" stealth
weapons say "Attacking at full Rogue stealth performs a Stealth Strike"
hear me out
have a draedon’s log style note in the starter bag that explains stealth!
plus this
aka over elaborate bullshit
that I would SO write for yall if you want
what if it said "Moving or not moving hides you over time, letting you perform a Stealth Strike after it reaches full up to a maximum of [num]" for the armor
why
fr you litterally don't

Proving my point wrong is not allowed in this server and like fr fr like, truly, barely anyone does it especially not if theyre gonna be doing a second playhthrough and especially because terraria npc dialogue sucks and its just random
I really wanna have npcs with proper dialogue but,, not for now. at least
is moon lord a celestial ogre
no hes probably the rotting corpse of a giant fucking alien being controled by cthuhlu’s servant eyeballs
he just makes you cry
with a pulsating core
that uh
is the only thing keeping it alive
not canon just me observing the boss, that thing isnt an elder god
could have the starter bag drop a lore-like item that explains rogue stealth, then have the tooltips on all the items be nice and short
maybe like the stat sheet from fargo's
yeah i said something like that lol
and if people trashing the starter bag is :somehow: an issue then make it spawn directly in the player's inventory upon character creation
doesnt it already spawn directly
aaaand no
starter bag does, the thing I'm talking about doesn't yet exist so therefore it can't
someone who would trash the starter bag would probably just end up trashing said item too

fair point
Ok this guidebook thing could be expanded up
I think I have some ideas like it also explaining the summoner nerf, true melee changes and point blank shots
And could be fitted inside the starter bag
And later purchased from npcs if you lost it (prob merchant)
maybe guide can give it back with the help button or something
Actually yea guide fucking exists lol
i mean he is the guide
Guide explains how to use [class]
officially better than 1% of the npcs
(painter)
[if hes not used for building]
<also applies to tax collector tbh>
Npcs wanting 
@slender sluice whips
the ability of being able to use tools while not getting summon damage reduced would be so 
wonder if that exists already tho
the summon nerf excludes tools
thank god
Haven't played vanilla in so long I actually forgot whips
the next version of Cal will be on 1.4, and as such will include whips
this is invalid
If the minion is distracted you don't care about the minion's damage
And you can still use the other weapon for self defense
Yeah, i'm kind of dumb
Sorry
Suggesting to nerf non-summoner weapons would make this specific case worse due to making the weapon deal less damage 😭
Yeah, in retrospect it doesn't make sense
Probably a way to rebalance the class is make Whips a bit larger, or something like that
that'd suck just make whips deal less damage and in turn have better support benefits (tag damages and buffs and whatever
There's a few of those iirc, but don't know if there's good ones on post-moon lord
So the same thing they do in 1.4, but weaker
virid vanguard should be enough for post ml enemies
but in turn have better support benefits***********
Yeah, still, being able to apply the buff-debuff in a wider area of effect while the whips do less damage would actually be a decent buff
in any case increasing their range wouldn't be too bad if they dealt less damage now that i think about it
but risk factor or whatever
Idk i don't design or balance games
This anyway
and post scal you have both exhumed summons and her drops
Also void concentration staff (cv drop)

some of my proposed changes to whips nerfs damage, and buffs their scaling on the summoned projectiles
Ian fully knowing this is exactly what they want to do
Perfect
Make cooler whips too or whatever
L + it doesn't scale + weird armor penetration
meanwhile firecracker is W + overpowered scaling + 2.75x damage on every minion up to scal
astral whip (rework that one aureus drop into this) it summons astral projections temporarily
@vocal grotto MECHWORM 2
crescent moon turns into a whip that summons crescent moons 😱 😱
lo
KILL THIS USER
Floodtide turns into an active summoner weapon that floods your tides
Evil Smasher smashes your evil
icebreaker breaks your ice
Temporal Floe Sword fucking dies
i laughed at that my humor is fucking dead
@slender helm no, and at least try to make a sugg right
the summoner nerf is literally to target multiclass so ya the idea dont really work
it is not like the summoner nerf do anything when you are NOT multiclassing
Unless a certain armor set makes multiclassing easier due to the Set bonus
then I wouldnt do it
period
(also did bot break again, since no 🗜️ emote)
at least its not voting for suggestions anymore lol
hmmmm
@slender helm Hello you need to provide reasoning with your suggestion
Explain the reason why you think the implementation of your suggestion would be a good idea
I just enjoy playing summoner while using other weapons, it’s my preferred way of playing. I just thought it would be nice if the nerf could be optional
the summoner nerf is literally to prevent that
so the idea do not really work
it is like saying dimensional soul artifact increase damage taken should be optional, but that is literally the point of the accessory: higher damage but also higher damage taken
so if anything it is either remove summoner nerf or don't, making it optional is super counterintuitive
the main problem is it's really hard to balance summoner without the summoner penalty, since in theory you would have to balance all summons with every single weapon on tier
the penalty exists to tell you to focus on summoner only or get a big damage decrease and like what xpcqe said, making the nerf optional is counterintuitive
if you wanna mix summons with other classes, there's vanilla and other mods that dont have said penalty
ya sentry makes a lot more sense, though I don't know how they do it
unless sentry and summon damage is coded differently
I think both deal summon damage, but the actual "entities" should be able to be identified as either a summon or sentry
don't quote me
@novel belfry doesn’t the sulphur seas already change into an ocean biome
I could’ve sworn that it already works like that
no, it doesnt
it only is an ocean biome where it normally would be, if the sulphurous sea wasnt there
the ocean biome rarely is as wide as the sulphurous sea
summoner nerf is balanced
i tried summoner and it was great
and you can just right click or use classless weapon if minion is distracted
but sugg worth attention
BUT having 50% of other class damage is just broken. You gain massive damage increase using other class weapon.
Having only 10% of damage would do the thing
however this feature will buff summoner because you will get 100% of summon damage all the time, making other class weapon not a penalty but buff
and also holding summon damage gives 10% boost for it's damage
holding classless/no weapon will not give or take any summon damage
summon penalty on sentries during ooa event looks like an oversight
That's just a terraria thing in general, fly too high above any biome and you get forest.
It might be something with the engine or how biomes work, in which case it might be impossible to change
@robust lagoon What if you want to parry
while you have a beam charged
The beam doesn't help you avoid damage
Parry does
Similar to the true biome blade, holding down right click and a single quick right click can have different functionality
que
Is that not equally complex as to holding a key?
it will also create a new problem that your beam come out very late
you force a delay yes
especially later line where it become a short gsd for damage (havent use it much, if I remember correctly)
what you’re saying is u want it to work more like a fighter game combo mechanic
which i dont think is much better than what it is rn but
It doesn't require the extra key press on the wasd which can mess up movement
What movement are you doing which you're holding Up for?
Do you use ropes often?
weapons feel boring because all you need to do is hold left click
weapons are too complicated because i cant just hold left click to use the weapon to the fullest

It's not that up is used often, but that up is on the wasd and by having to hold a key on wasd while using the rest of the wasd you may end up with spaghetti fingers, especially if you use the same finger for up and the other keys
?
🤷♀️
I suppose
I do like the Ark mechanics a lot actually, it's cool asf
I just spaghetti finger every time I try to use it properly
I think it will likely just take time to get used to it, games like fps people hold w and ad together all the time, just that terraria too used to only holding a or d
since w is practically useless except rope
you could always rebind it to a different key
esp if u dont use stuff like ropes a lot
fr
yea w was used there because its kinda useless as a key yet easily accessible in code and on the keyboard
also making it require a charge up would be insanely annoying to code
I think they are remodelling summoner weapons to have more damage options I believe, which will be epic
alright draft time
Remove the homing from Aquatic Scourge's sand blasts at low health
As of 1.5.1, Death mode makes some new changes to AS, namely it's twice as long and it creates expanding circles of clouds during its spin attack. I like all of these changes but one.
When below ~25% health, AS's sand blasts gain homing capabilities. This might have been okay if not for the fact they are occasionally fired in massive circles. One can scarcely ever find a good chance to weave through them with how close together they are, AS rapidly approaching, and the already massive amounts of venom clouds and homing teeth present at once.
This change detracts immensely from an otherwise pretty fun fight and is entirely unnecessary since the teeth already home as well.
that move is not even that threatening, worst case scenerio save adrenaline to burst AS at low hp
I never feel that move is really that oppressive, the only time this is a significant problem will be if the player completely neglect movement accessory
especially that you say "Death Mode" instead of "Malice Mode"
and even for Death Mode, there are many other bosses that are way worse (or you can say harder), like destroyer
bosses like destroyer may just need a rework entirely
this one AS change could get reverted in a snap and the fight would be fun again
what accessory are you using when fighting AS?
because the general expectation of accessory (with 6 slot), is 2 damage, 2 defense and 2 movement, considering the general lack of defense accessory at that stage even 1 defense 3 movement
soc, cenx wings, frostspark, warrior emblem, amalgamated brain and bloody scarf
(yes i should probably be using movement but there aren't really any useful options i can think of)
if you want a magic solution just substitute the least used accessory with white balloon
also statigel armor and brimstone sword
even if you don't want to do it, something like vital jelly, grand jelatin or aero stone all are very useful, just try to slot in some of those (like 1/2) then see if the boss is still a problem, the new death mode requires considerably more movement now than before
still can we address how redundant it is to make them home
if your complain is for revengeance mode I will not really say anything, but since it is death mode the player is expected to have some degree of experience/game knowledge
the teeth already exist
the consideration is just that it happen at very low hp only (25%), otherwise ya I can see it being a complain, but 25% is near death
dude destroyer already got reworked like twice
exactly

how about a third time
maybe the summoner alt item damage nerf could be revisited when whips get added?
i think the addition of whips is a really good opportunity to revisit multiclass summoner
also it sounds like it should sort of internally self balance (though minions at every tier are probably gonna need nerfs lol)
one concern is the people who prefer minion only summoner would kinda get the short end of the stick...
maybe more aurus bomber type items as a sort of... whip alternative?
that sounds like balancing hell though
i'm really excited to see how things shake out though
because using another classes weapon and using a whip should be roughly (in practice using whips should probably be better since you don't want to incentivize ignoring summoner while playing summoner lol) as viable
ig the main concern is using summoner as the side class and reaping the rewards of that
cause then the whole class based balancing kinda falls out of whack
ooo here's an idea: maybe there could be a penalty for summon damage when not wearing a summoner (or all class) armor set
if anyone's interested in talking abt this ping me, for now i'll stop talking to myself lol
3rd point doesn't happen because slot stacking from nucleogenesis downgrades was removed so you're literally better with anything else
First point is
welp i really need to edit my sugg then XD
actually i need context first
what do ppl use instead now?
No????
Never has stn been related to summoner at all
If anything peolle associate it with ranger because of minishark
Literally everything else
If you're that invested in dmg you use the vanilla summon damage accs
have you ever played vanilla summoner?
yes like 10 times
are we just on polar oposite sides of the summoner internet lol
I personally have only ever heard of armor pen + summoner being a thing once
that being with Calamity's belladonna staff
belladonna summoner is a thing but that is not really convincing
Second point is also not true at all the beast tamer theming is solely 1.4 based
and the thematics is ruined as soon as shark tooth necklace actually drops from dripplers or something

eh ig but the item itself is still themed that way
also somn else drops it in calam i forget what tho
it's from the sunken sea but i forget which enemy
what do y'all think should be done with the tooth necklace line cause it's rly bad rnow
eh I can see it fitting even with traditional summoner stuff
a tooth necklace and the whole
tiki aesthetic
right
and like
you literally summon monsters n the like
i mean not all of it is monsters
but a good percentage is
the biggest problem i find with making armor penetration exclusively summoner is that armor penetration is a rare stat that is basically the identity of the line
also having a necklace that's a trophy fits the leading aesthetic
I have yet to see a weapon ignore armor
that and sharpening station are like the only main sources
hm yeah but when else is the pen used? p90 or somn?
normalise tldr:s on long sugs
it always does 57 damage and
yeah you summon monsters through the use of magic it's not beast tamer based at all
Commander maybe but the game doesn't do much to theme summoner considering there's a wide variety of 0 summons you can actually command to do things
you cant stop it
p90, gsoj, lgb, plague keeper
in 1.4 the aesthetic rly changed a lot
i think it'd fit the port
and help smooth the transition
i think swarmer as well
hm interesting
Terraria Summoner is more of a Commander yeah
yeah i think trophy necklace fits that aesthetic right?
altix would a good addition to the sugg doc to be added that good practise is to include a tldr on long sugs
they just added whips really, aesthetic still the same for the wide variety of the game
You're not even whipping YOUR summons
Swarmer is dead and merkalto killed it
Calamity's arsenal lab weapons used to (might still do?)
yeah i guess
They don't
or well uhh partial armor pen at least
But there is weapons that ignore armor
tyranny's end whole gimmick
Shotout to scissors and phaseblades
Complete armor penetration would be horrifically unbalanced
ok but whips is a p big change
Pulse Pistol does like 50 per hit on aquatic scourge if that helps
It doesn't
and also true meme stuffs i guess
- Shark tooth necklace in vanilla has always been deeply associated with summoner class, due to armor pen bonuses buffing summoner disproportionately because of how minions work (dealing lots of instances of low damage numbers)
this is a very rare case, most summons that fit the description are too dumb AI-wise to utilize armor pen (exceptions can probably be Belladonna since it practically sticks to enemies and hits anything at 30 hits per frame (exaggerated))
well shit
i don't think armor pen as a whole should be changed to be summoner focused, just the accessory line
also read [in vanilla]
I swear to god belladonna is the only case ever of this and it is not vanilla
This accessory line is literally the sole source of armor pen in the game
that would just either make it terribly op for summoner i think
- Summoner has always had a beast tamer/commander theme and I think these items would work well with this aesthetic.
I can see some items here, but not enough to ever form this theme
mounted scanner deapsea igneous axes (kinda) idk i can't think of somn that doesn't fit that description
if it is still viable for other classes and granting summoner stats simultaneously
These are not vanilla!
if it is not viable for other classes, then you just looped back to summoner exclusivity
yeah but they mentioned belladona and were talking calamity summons so i was too
yeah and your sugg says [in vanilla]
12am brain
so yeah, practically nothing in vanilla (Blade Staff already ignores a fuckton of defense for its own good)
Me waiting for Mage to have another endgame accessory line 
true but blade still benefits from it hugely
feed deadass in the other side of the world
more than any other minion in the game
true true
all of the vannila mage items are eaten by ethereal talisman ;-;
vanilla mage items
summoner alongside rogue has 2 dedicated lategame accs
Melee has like
20 different options accessory wise
and Ranger has like
everything it needs
Mage has
Ranger realistically has only 2
Tailsmen
Melee has side off dedicateds like warbanner but it also only gets one
also about the suggestion, you only need to get one of ingredients like Nuclear rod or First shadowflame because the downgrades of nucleogenesis minion slots don't stack
eh ig but the stones just don't have the same punch
wait what's the second one- jeez i liver under a rock
(eg having both statis curse and blessing gives 3 minion slots instead of 5)
but vanilla downgrades are an exception, so having Statis curse and Papyrus scarab does give 4
Hold On
yeah phantomic artifact existstm i guess
i have since learned this
and profaned soul
ok that tier is literally right next to reaper
oh and profaned soul... and godly soul artifact 🤔
Hote also exists but it probably sucks
too bad it's just affliction but with 3 wasted buff slots
and no max hp
yah looks like they killed it
then i rescind my comment =P
it's good against ML, Profaned simp rocks, and Provi
Wait so
Then it's good
but after that it gets replaced with Profaned soul artifact
then you could switch it out with reaper if this were added
snaps
onion accessory?
you usually would put Absorber in the accessory slot you get from onion
Theres the
Areo Stone, Bloom Stone, Chaos Stone, Rose Stone, and Cryo Stone
eh more offensive summoners might not wanna
due to not having the free space to use it before (unless you have wing slot)
none of this are useful for a summoner by that point charley
(Rose stone is also a hote component
are the stones any good rnow? i've always passed them up

Chaos and Cryo got reworked
Aereo is still jump god material and bloom stone still sucks big balls
Which come from Desert Scourge, Plantera, Cryogen, Brimstone Elemental, and Calamitas Clone respectively
Mana Burn my beloved
Aero is nice for mobility, Chaos is decent with high mana consumption weapons, but Cryo and Bloom are just meh
XD poor bloom stone...
Bloom Stone gives regen i guess
y'all agree that reaper tooth is trash right now right?
and has sand shark ever been used.... by anyone....
ever....
i still think reworking them to be summoner makes sense
shark tooth necklace line and armor pen in general has its own niche being to abuse scenarios where armor pen is greatly beneficial
Would Reaper Tooth Necklace be more usable if it also reduced damage reduction?
i heard ppl say swarmer and such
as a part of that idea it should be available to as much weapons as possible
if shark tooth necklace is summoner then it's not going to be based on armor pen
i think it could be a lil armor pen based for stuff like cali lament
or ethereal subjugator
sand shark and shark tooth are both good
really?
sand shark is great with weapons like Blossom flux
huh
or fast firing weapons with terra bullets
so it's pretty much a ranger accessory rn
that makes sense actually
calamity has a lot of range weapons that split like 80 times
due to it being the only class with the weapons that go well with it
it is just good for anything that projectile spams or the like
ig the armor pen summoner thing is rly more of a vannila thing 🤔
then RTN is just trash
mby keep sand shark classless and make reaper tooth summoner?
sstn even gets used for pml if a weapon is projectile spammy enough https://youtu.be/e9FQNBK5Zjs
weapons have too high base damage to make a flat +7.5 useful
so Destroyer emblem is generally better
and the classes that don't get the full benifit of destroyer emblem have better options as well
wow
sorry was typing somn then watched that
I don’t think my hatred for the knockback in the gauntlet line is entirely healthy
XD
i also hate that feature
it's a downside 5% of the time an upside 0% of the time and does exactly nothing 95% of the time
ok, idea: reaper tooth necklace increases crit rate and allows summons to crit
honestly they might want to respec the RTN into a bit of a destroyer emblem type thing
idk summoner crit seems like coding hell from what i've seen
where Eye of golem is added to the recipe and it becomes 10% damage, 8% crit, and 15 armor pen
i've never seen a mod make it work without it being a flat crit rate
oh. well nevermind then
i think it's somn to do with minions just like not being able to read player crit or somn but i cld be wrong
that would actually make it good, as it's a direct upgrade to it's competition
i don't like the aesthetics of adding golem eye to the recipe
increasing knockback doesn't seem like a big issue until you take into account that it's melee
mby just add the crit cause reaper teeth = magicy crit thing?
right!?
like
why
and it wouldn't be too unbalanced I think, the one weapon it synergyses well with (Light's gods brilliance) is trash to begin with so making RTN better might make it useful
rather than eye of golem part of recipe, destroyer emblem?
and if melee is actually melee and not 2 screens of range, having melee increase knockback is absolutely a detriment
avenger emblem is already in sstn
oh
Yeah
forgot that
my question is do we really need classless reaper
Like, it baffles me that relogic thought their close range class would want their enemies further away
i feel like there are enough accessories rnow that fill that niche, offense and defense
imagine a universe where scal takes knockback from murasama so that you actually hit her out of the weapon's range constantly
mhm same
like the point of the increased knockback is to make it so enemies can't walk through your sword and hit you
but in hm where you get the item
well, you want some knockback, but there's a limit
that doesn't really happen anymore
right and that limity is usually already crossed by the base kb (except stuff like phasesaber)
If feral claws and titan Glove switched places in progression it MIGHT be useful
i think titan glove in vanilla does something ok
noooo my baby D=
it does
that being increase sword size
can't tell if you're being sarcastic or not lol
i unironically cannot wait to see what happens with summoner
Me neither
there's the suggestion about the summoner damage penalty, but 1.4 fixes that anyways with whips
i just really hope they lean into the additions rather than shy away from em
Draft:
Ancient Relic Combo Item?
The Relic Stones are scattered all over the game, ranging from Desert Scourge to CalClone/Plantera. They all grant special effects, Ranging from Mana Burn to Health Regen to Arial Mobility to an Ice Shield. Though they dont have any connection besides name and “One the Ancient Relics”. So what if that was given a meaning.
Introducing: (Insert Word) Stone, A combo item running between all of the ancient relics that grants all of the effects of them all. This would probably be locked till post LC due to the absurdity of the item, but the basics the stuff that makes it up. It could also work as a late game mage accessory generally
Proposed Effects:
Generate Ice/All-of-the-Relics Shield (Does Magic Damage instead of summon?)
Mana Sickness becomes Mana Burn
Increased Life Regen
Mana Burn time reduced and Life regen increased while standing still.
10% General Movement Increase
(If Rose Stone is included) Spawn (Rare/Ancient?) Brimstone Elemental to fight for you (Uses Current P3 Sprite???)
i think changing reaper tooth necklace to be summoner would make sense with the direction 1.4 takes summoner
- Made Dragon Pow a summon weapon. Done ✅
Any thoughts before I post it?
i-
hmmmm i dk if i like em honestly
the spin isn't useful v bosses unless you're facetanking
Have there been any donator whips
so it just feels like all flails lost autoswing
there are enemies other than bosses
yeah but not really in calamity
in calamity your enemy killers are
spawns a fuck ton of homing projectiles
type weapons
with a lot of piece
eh, I still like them
The Brimstone enemies are kind of the only ones that don’t feel like a commitment to kill
there's room for both
and spinny flails don't fit the description unless they spawn projectiles on enemy hits and then it's those projectiles
All the other enemies have nigh miniboss amounts of health at times
yeah i agree
also should be fun to see what the devs come up with for post-moon lord spinny flails
but they already did that
Something tells me a lot of the mod won’t really be majorly reworked in 1.4, or at least most of the items will stay fairly similar
it was heart of the elements
and then they carved off the stone bit
and now rose stone is in a weird place
cause it's a relic but still for heart
What does rose stone do again
eh oh ahRose stone is litterally not,

not an Ancient Relic
not a relic stone
well, 1.4 adds quite a bit of stuff, so some amount of rework is necessary
its a waifu item that goes in hote
yeah i know but it used all of them
it says it is doesn't it
But the
Oh right that 
and it would be...odd to have a type of weapon just vanish post-moon lord
on wiki it says so rnow
Desc????
it just didnt get changed when the elemental stones got separated from the waifu stones
Well ofc they’re probably gonna add whips
also i mean wow this function description is useless
yeah but thematically it matters
its just listing off all the functions from the individual stonesz
mby rose stone could be renamed
and then a stone combo item could be added
but like
eh
Call it the brim stone
mby not?
speaking of descriptions, some of the underwater/liquid buff item descriptions are currently incorrect
😎
there are so many classless defense accessories at that teir
aka absorber and only absorber
but like
if you want to use one
you use absorber
Ill
🤨
or absorber and the new stone thing become direct competition
redraft the preposed stats a bit because
its doing something different
i dont understand what you’re saying
I also like
What’s wrong with two accessories competing, as long as one isn’t objectively better than the other
have a mildly different idea
SIS?
specific item sugg
ah
lol
it's a good idea to avoid doing too much of that
was afraid of that
2-3 competing items i think is fine but having 4 or more is like
more accessory competition = more build variety
You want competing accessories to do noticeably different things
when is that a bad thing
🤷♀️
and also be of comparable utility
true but if they fill too similar of roles then it's better to move one to a diff tier
if one is way better than the other
not really
hm
thats just called bloat
you just use that. if they're too similar, well, why have both?
mby not actually 🤔 i do love me some blade staff v sanguine staff action
dont add more than 4 then lol
right yeah i'm talking abt avoiding bloat
e.g., in vanilla ninja gear competes with shield of cthulhu as a dash item
yeah exactly isn't a stone comb doing exactly that tho?
but they both bring different things to the table
i mean mby not cause ampule was completely killed ALL the way dead
so ig there's a slot there now
right yeye i like that
(Also one is early game and the other is lategame)
i don't like somn where it's more like............. hmm what's a good example... vannila swords
shield of cthulhu is also usable late game.
it's kind of absurdly overpowered for when you get it
they all suck (or are just a slightly worse version of a similar sword) except the ones that don't
tru tru
it's still balanced tho
not having a dash i.... shudders
i mean hooks
you can just use hooks ig
and that's why it's balanced =P
also yeah addendum i really like this and that's like half of why i think rtn shld be summoner
my experience in vanilla is that the shield of cthulhu basically gets a dedicated inventory slot, and is never removed from it
or rather i think it being competition for like 3 other items doesn't mean it shldn't be summoner
I honestly really disagree with that
Even Terraspark has competition in Amphibian Boots
i do like item competition just not of like
2 different items that are really grindy (absorber and stone thingy)
It’s a multiclass accessory and converting it isn’t super necessary
tru
so you'd rather just buff it?
It just takes away from one multiclass damage accessory
ig we do need those there is kind of a gap
i think the real reason i like the idea so much is because of the aesthetics
i really like the more monster tamer type deal side of summoner
btw, is nucleogenesis not supposed to stack with any of its components?
I mean yeah literally just buff the piercing a bit it doesn’t need to turn into some weird class accessory halfway into its class line
it doesn't apparently (news to me)
No it isn’t
because it actually does
It used to but not since 1.5
the necromantic scroll
I mean that’s not a super big deal, in the late game that extra slot isn’t really worth it
Compared to having another late game accessory
hmmm ok true
yeah i think buffing it is better
i did find one use for it: with godly soul artifact it lets you make 4 birbs while having exactly 20 slots
i still think another non artifact summoner item would be nice tho
the summoner items are all really like... specific/complicated rnow
4 birbs was also not nearly as murderous as I'd hoped
minus nucleogenesis filling the role of elemental exo type accessory thingy
yeah don't you only really want the 2 from godly soul?
you don't really want to use godly soul at all
or that ig lol
I do think the summoner items not stacking is good. There's so much pressure on summoner accessory slots already
what does endgame summoner (not post scal, post scall summoner is it's own beast) look like rnow...
@golden shoal abit late since was checking previous convo to make sure this is not repeated, what is stopping you from using reaper tooth necklace (or shark tooth necklace line) as a summoner right now? that it need to be rebranded
because from what I see you are basically asking reaper tooth necklace to be rebranded into a second nucleogenesis-style accessory
nothing and i think that's one of it's best use cases but i think if it leaned into that more it'd be cool
What do you even mean
not nucleogenesis style just like- another summoner accessory
Nucleogenesis, Profane Soul, darksun ring
Same as the old one with one less accessory slot
i mean they'd be similar ig yeah but it's p hard not to do that
then it dont have to be summoner, you can just suggest to add another summoner accessory instead
if your concern is the lack of summoner accessory at post-DoG tier
but when i last played summoner i was using statis' blessing + curse + nucleo
Then with two less
an upgrade to HotE would be cool
because you can definitely use reaper tooth necklace on summoner even now, the only thing the suggestion is about is a loose connection of the theme of the item, with the main theme being abyss related (not even close to beast tamer)
true but then i also really like the aesthetics of reaper tooth and think it fits summoner, at least what i like abt that class, but that's more of a me thing ig
^
it stacks with vanilla components
seems like post-DoG would be about the right time for that upgrade
Does each class not have one post-dog accessory
so Statis curse + Papyrus scarab = 4 minion slots, but Statis curse + Statis blessing = 3 minion slots
i think the drought is actually brought on by the fusion of star tainted + statis' curse
freeing up a slot
and i just don't really like profaned soul artifact personally
it clutters my brain
What’s wrong with it
there's just like
a lot happening
idk tho i've only used it once so mby i should give it another chance
It’s literally just two free sons isn’t it
Oh
I just realized that dark sun ring gets even better in 1.4 because melee speed affects whips
prov one is 3 specific unique minions that do weird shit
oooo tru
You’re not really supposed to use that are you
in a standard summoner build?
Well the upgrade you’re not
then what do you use i'm still unclear lol
The regular accessory is pretty standard
?
The endgame one
godly soul artifact now is each yharon's son you summon you get 1 minion slot
i'm talking abt profaned soul artifact not crystal to be clear
man, whips do solve all of summoner's problems
basically with godly soul artifact your yharon son cost 4 minion slot instead of 5
The guardians one is
crystal is it's own thing that i also don't like personally but summoner is so diverse at that tier it literally doesn't matter
Such a standard summoner accessory
godly soul artifact is pretty underwhelming at the moment
whaaaaaaaaaaaaaat
that sounds... useless...
you basically have to spam at least 4 yharon son so godly soul artifact will be (remotely) useful
and that is with consideration that scal is 50% resistance to it
you can realistically get 5 sons of yharon up
is it? you can't pick the minions and it punishes getting hit slightly and like ppl were saying earlier, diversity of builds
The only major caviat with the profaned artifact is that they despawn briefly if you get hit
having every summoner build feature it seems like it could be cooler to have another option
(I said 4 before, but I meant 5)
..... why does this accessory exist 😭
but, again, 5 birbs is not as murderous as one would like
If they leave when you get hit then literally just don’t use the accessory as a tank summoner
ya basically spam 4 yharon son (somehow), and the accessory grant you the 5th one
ok i'm evn more confused abt what endgame summoner looks like now lol
Why would you even play tank Summoner at all
(good luck stacking that many minion slot though)
right or a tankyish summoner
auric tesla + standard summoner accessories gets you to 20
then you need necromantic scroll to get to 21 so you can spawn the 5th
Don’t play the class with tiny defense as a tanky playstyle
so basically don't use nucleogenesis but use everything else?
i wouldn't but there's still a spectrum right?
well, more accurately, gets you to 15
since nucleo basically make everything dont stack
there's complete glass cannon and can take like 3 hits instead of 1 =P
then necro scroll lets you get to 21 with godly, and removing it leaves you with exactly 20 for 5 sons
They literally come back after a couple seconds tho
and funny thing is scal take 50% reduced damage from yharon's son so you basically can only use it for exo mechs
does it work?
that seems excessive
+the 5 yharon's son will completely clutter your hitbox
I have no idea what summoner does against Exos
also, I know it'd be really hard to do this, but the 22 buff limit is really hard on summoner
it do work, but every bullethell you have 5 yharon's son wiggling on top of your character model
Thanatos sounds hellish with it
and you deal about the same damage as like cosmic immaterializer + 1 yharon's son
i hate the buff limit so much ;-;
XD
I don't mind the buff limit per se, but I do mind its implementation
right same
i wish there were like
3 seperate buff limits
having buffs and debuffs together is just so odd
It’s incredible how in one update auric went from “I have so many options where do I start” to “wow I get one upgrade, time to try and kill two bosses seemingly balanced around the tier above my current one and also with the old armor that gave two revives I now do not have!”
I think ideally there'd only be limits on temporary buffs
field buffs, summoner buffs, and debuffs don't really need to be capped
and then most classes other than melee and ranger dont even get real upgrade from exo
Rogue at least has stuff now
or just remove the buff limit and rebalance potion buffs
Multiple updates after it lost them
(I hate Seared pan I hate Seared pan I hate Seared pan
buff limit is more about how defensive you can be instead of offensive, because you can be extremely tanky with no buff limit
I'm not sure that's such a bad thing. calamity disfavors tanky strategies already
making combined potions never stack with their components might alleviate that a little
e.g. yharim's stimulants
the thing is the current balance is if you use those super good tanky buff, you will be sacrificing some damage, removing buff limit basically = no cost = why do I not spam every single potion in the game
which to certain degree every single boss in the game have to adjust to it
hence why it would need a rebalance
buffs really are just a complete balancing disaster
mhm
the problem is why would tester rather go through all those rebalancing instead of just, limit buff slot
but like, imagine there was a cap of 10 on potion buffs, and uncapped on everything else
that would pretty much fix everything, right?
then some class are bound to be gimped, notably summoner and mage
applause
the issue isn't a buff slot limit, it's that a ton of shit that just. aren't buffs are in the buff list because spaghetti code
tru
buff summoner and mage pots a tad?
tru
like every transformation or cooldown
That doesn’t really fix the issue
why not?
just make max "positive" buff slot like, 18, and uncapped "negative" buff slot
early game players: i love my pets
late game players: where are my pets
Because they’ll still be taken off the buff bar
yeeeepppp
nono by positive I mean is include those, basically exceed 18 you override your stuff
Armor set buffs could honestly just be added to the cooldown thing
right so just make it worth it
the intention is just so your buff is not overrided by boss debuff
That’s uh
I think that overriding buffs through anything except drinking potions is bad
Not a super good fix
or like, healing potion and rod cooldown
why not include those with the negative buffs? do they really need a limit?
It’s what we in the biz call a band aid fix
basically, you should only lose a buff when you take an action to do so
Except in this case we’re putting a band aid on a missing limb
i mean is it?
losing your attack boost because you accidentally went in range of a sunflower is just bad design
they dont, but at the sametime I will assume those armor and field buff basically make you stronger through the buff, devs have to find a new way to work around (providing benefit without making it an actual buff)
i think that the buff slot changes ppl are mentioning + balancing current pots around the new limit sounds right
does bast give a buff? cause i know it gives you 5 defense but i dont think it has any potion effect associated with it
yes, it's called "the bast defense"
ya all of those are buffs
nvm yeah
like almost everything you can imagine, that is not directly on an accessory or armor (in stat) is probably a buff
field buffs are in a weird spot
If you just make the effect occur directly instead of adding a buff that causes the effect to occur
my idea is to have buff potions have a slot bar, and then give everything else a separate bar that's functionally infinite
- it requires putting thought into your arena
tru
I would think the people who have made unlimited slot mods would have the knowledge of how one might go about implementing "buff limit on potions only"
or similar
I think field buff acquiring buff slot is fine, the only one that I seriously think should not take a buff slot is from armor/accessory
because if you have no limit on field buff you can get absurdly stronger, just see Luiafk Unlimited Arena buff
in current calamity you'd have the 4 candles, the two lanterns, campfire, sunflower if you're OK with solid blocks in your arena, and effigies
anything I forgot?
less about how many field buff actually is in the game, more about its opportunity cost, your campfire could potentially override a cadance or you must use 1 less potion for campfire, just as example
I just don't see why that is needed
oh yeah baby gotta get that +2 regen from camp and heart lantern
because on the other hand (if unlimited buff slot), if you get 4 candles, 2 lanterns, campfire, sunflower and effigies for free, it is: x1.05 damage output, 0.4% max life regen, +2 life regen, mana regen, 10% movement speed, +10% damage and crit, for free
for context with potion swiftness provide 15% movement speed as 1 buff, rage and wrath provide +10% damage and 10% crit respectively, for 1 buff slot each
(also sunflowers are not free)
if we were only talking about the vanilla ones, it's not that bad, but once the calamity candles come into play, you could start running into balancing issues
basically, all potion buffs are so much better than field buffs
that if they are competing with each other
and that is the point, field buff is permanent
yeah but who honestly doesn't use 30 pots = infinite duration >_>
can't really expect calamity to balance for a technically external mod
me
also potion buffs are only "temporary"
especially that calamity seem to be pushing towards not having to use those mods, with things like purchasable potion
because you just press B and reapply them as soon as they run out
grind and gold cost, and repeat for every single failed boss attempt
meh, field buffs are an arena building cost
if the balance issue is mainly with candles, maybe something could be done like a limit specificially on how many calamity candles can be active at once?
nah the conversation was about if field buff should be free (because buff limit is an issue), not that field buff is too strong, I just say field buff maybe too strong if it is free
maybe field buffs should not be allowed to override other buffs if you hit the buff limit?
I remain of the opinion that buffs should only be overwritten by explicit player actions
I just think the only exception from buff slot should be buffs from armor/accessory, eg: phantomic artifact that occupy 3 buff slots for very mediocre buff
and the other one is debuff should not override buff
so if i have max buffs and walk past a sunflower i won't get the sunflower buff
i dont think anyone disagrees
and that this field buff stuff is not worth violating that
my preferred solution is just to increase the amount of buff slots to something you'll never hit the limit of
because if field buffs can overwrite potion buffs, that can happen
but idk if that's a popular idea
honestly there should just be a buff hierarchy, and debuffs, or things that are outside your control, are on a different plane entirely
the problem is as long as it is not unlimited you will hit the limit
ppl don't like this idea because then you just use every potion always and that incentivizes grinding a lot and whatnot
and the more you increase the number the harder it is to balance things
potions are powerful and deserve limitations, but field buffs just aren't that poweful
k what about 5 field buff limit in addition to pot buff limit
eg: if you have 28 buff slot instead of 22 now, you just use 6 more buff and suddenly you hit the limit, same for if you have 16 buff slot to begin with, increase by 6 you suddenly hit 22 very easily
by increase the amount of buff slots, I think he meant to something more like 100
you'll never hit that
then it is pretty much unlimited buff slot (which is back to balance issue)
i think an 18 potion limit, 5 field limit, debuffs unlimited, and remove potion effects from any equippable items and you have a pretty decent balance for the effects
pretty sure decreasing the random shit that uses buff slots isn't minded by devs
18 seems too generous
¯_(ツ)_/¯
10 potion limit, unlimited everything else
i like this solution best
my opinion will be like 18 positive buff of any kind (potion field whatever), make debuff separate from buff slot then armor/accessory never apply buff to you
then it makes some sort of thematic sense too, you don't mix to many drugs irl cause the effects can hurt you or cancel out or somn
it's like your body can't handle more than 10 buff pots at a time so it doesn't
oh, I guess there's the question of how to count sharpening station and friends
lol reminds me of how having 3 alcohols kills you
field buffs
alcohols would count as a potion for this
those just aren't given a limit
yeye
considering 1.4 makes just station buffs unlimited i dunno if they really should even be part of the limit, but idk, that might be too generous
i think that there shouldn't be a seperation between different kinds of buffs
i don't think they shld be part of the limit and then you just balance buff limit around them not being part of the limit
y?
i don't know how you could sort them in a mod-compatible way
just
Just separate buffs, debuffs, summons, pets and mounts
and massive confusion issue (how do I know I can only use exaclty max 10 potion buff) etc
tru
potion buffs (with a limit) everything else (without a limit)
that confusion issue exists for every limit
yup. Armor and weapon related buffs should also be seperate
i still don't see where that fails
the current system is far worse about that
yup that seems good tbh
"max 10 potion effects"
added to description
or just the same way players learn abt the summon nerf thingy
calamity isn't suuuuuper user friendly
put a guide quote in there
or new user friendly rather
"You can only have the effects of 10 potions at once, so you should choose carefully which ones you drink."
I will just slightly simulate how it is now: 22 buff slot, 1 boss effect, 1 for rod cooldown, 1 for health pot cd, 1 for potentially adrenaline/rage (either), then normal circumstances assume 3 candles (resilent is actually pretty awful right now until auric), then assume boss give 2 debuff, so right now your (absolutely maximum) buff you can use is 13
limit 10 potions, unlimited everything else seems to fit with that
then also you would possibly have 1 pet, 1 light pet, a mount, armour effects, weapons effects and summons. Suddenly it's like 5 or 6
pet/light pet can be disabled, mount and summon is an issue, armor and weapon effect as I said about is the reason why I specifically don't want armor/accessory to have buff slot
maybe 10 is too high
That's true. Though ideally pet and light pet wouldnt be disabled either
of course, all of this is kind of irrelevant if messing with buff slots in this way is programmatically unfeasible
for 10 potions, the following you almost have no reason to not use: cadance, rage (- summoner), wrath, yharim stimulant, well fed (swiftness, ironskin and endurance also this); if you are rich: soaring, bounding, (late) draconic elixir
the following are class specific: melee = tipsy, crumbling/shattering, any flask; mage: mana regen, magic power, 1/2 drunk princess alcohol (mage specific ones); summoner: summoning; rogue: crumbling/shattering, flask, shadow, penumbra; ranger: LOL (archery for arrow, thats about it)
so basically if limit is 10, you have almost no slot to use anything else
Can’t wait for the whole left side of my screen to be fucked up from the number of status effects in different spots on the screen
summoner probably isn't going to be using rage potion
16 buffs would be enough for you to use every buff you'd ever want then
cadance and stimulants are a given, but it's less clear to me all of the rest are
so maybe about 8-10 would be ideal
the thing is the list above completely excluded the optional buff, like titan scale, drunk princess alchool, gravity normalizer, photosynthesis, triump etc
I did find an unlimited buff slots mod. So technically it's possible to change. But idk about adding separate catagories
indeed. but it's not clear to me all the ones you listed are tons better than those
you'll have to make decisions on which ones to use, but isn't that the point? Are you sure you want ironskin over gravity normalizer against a boss where it's relevant?
(since cadance and stim are pretty clear), rage and wrath are pretty much best dps potion in 1 slot, well fed is basically smaller stim, bounding is 1 accessory (frog leg), soaring is 1 accessory (aero stone), draconic elixir is as good as it gets for a single potion
in 1.3 well fed isn't that great
I guess it's not in 1.4 either. it's exquisitely stuffed that's the great one
in vanilla the buff cap exists literally just because having more buffs would clog up the screen too much at lower resolutions
i don't think the summoner auto-resummon needs to be togglable, i think it just needs to be not broken
i've had it work like once
also multi-slot summons in calamity break it, it's not just other mods' summons
for example cosmic immaterializer just doesn't work with it
and pole warpers would make some of them disappear
i think just making it togglable would be a lot simpler and easy to do thank fixing each broken interaction it has, but that could also be a solution
why not both
So what about draedons dialogue being configurable
Instead of getting the cool dialog the first time only
U can choose to get it every time
you get the cool dialogue every time
Unless you mean the choose section dialogue
then ok
just sounds like another one of those configs that almost everyone has disabled
or enabled
Ok but what if I want to read it before the fight because I'm making a video or something and I want it to be included anyways without having to do an extra step
then get nycro's mod that lets you unkill a boss or smth
thats a very specific situation
Wait what
also i dont think nycros would work, since it only displays the first time you summon draedon, regardless of if you beat them on that first attempt
you dont see ppl complaining theres no config to make them replay
ohh ur right its not based on kill
regardless, thats a niche issue
i hate using this phrase but its a "you issue"
K
dont see why we need to add another config just for something like that but then again im caring too much for a small sugg lmao
config for each line of dialog in the mod
Bro it was a small suggestion
idnc
L + ratio
(im kidding)
you can still post the sugg if you want
its not that its not allowed
it's a fine thing to want, i just do not see it getting anywhere near enough votes
Yeah ik I just got triggered at this
sorreh
Thanks tho for the feedback on the sugg
Ur good bro 👍
Wouldn’t the easier solution to bugs with the auto resummoning
Be just to right click the summon buff
@elder path no.
Understandable
@elder path wrong channel to chat, in other case some external mods like luiafk already have item that do that
and you can just, you know, move npc housing, unless you are too lazy to build shoeboxes
@inland saddle also sorry for ping (since usually mods do this), but the suggestion bot seem to be broken again (this time also not work in #suggestions-posting )
oh
it actually went offline
okay thats actually finally something useful
i'll fix in just a second
ok, thanks
@hollow shell #suggestions-posting
I stg someone has been sneaking onto my PC and modifying the code
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cool
aw
1997 kromer


