#suggestions-discussion
1 messages · Page 1250 of 1
if you change the biome range, maybe tiles will die without dropping any items, money, or gore
@steep iron sorry for ping but a dev basically answered your suggestion, and also if it require il edit it used to cause massive problem
I ping you also because I remember a very similar suggestion asked for the samething get denied, likely also due to technological reason ~ #suggestions-voting message
I think a much better (and less buggy) approach will be just suggest to make boss biome enrage more forgiving, since currently most of them just punish you for slight amount of not in biome
ok ty
30 second timer for a boss to enrage out of biome???
what are you on the other side of the world
the enrage clearly does its job if it annoys you
but a 30 second timer would make it useless
I think it's more like preventing what I like to call "oh looks like you exited the biome for 1 frame time for your pegging session"
30 seconds is way too long for a cooldown, 5 seconds work just fine
if you have an issue with 5 seconds then, as said above, simply build your arenas better
I will be honest I am fine with biome enrage get removed (except for specific case like polterghast)
the current timer say 5 seconds but I think it is a bit buggy with some bosses, for example in one of my pbg fight it just do vertical charge despite me being in the middle on jungle with only a mid section (1-2 second) area of arena being out of jungle
biome enrages act as a soft cap arena limiters, they have their purpose
and things like duke still get instant enrage as soon as you leave ocean
if Perforators did not have a biome enrage you could litterally just KS style them
and if you bother making a large ass crimson thats on you
I just think it is two fold: normal player will not purposedfully fight a boss out of biome (unless they are specifically familiar with enrage and try to abuse it), without QoL mod like Luiafk it is hard to build massive arena; and 2nd is malice already act as an actual enrage
thing is
youd never need such a massive arena
so basically currently 5 second enrage timer only thing that it do is screwed over normal player who already have difficulty making arena by punishing them for building a bad arena (accidently nuked biome etc)
say for PBG you can have a large enough arena that uses no actuators, i did it multiple times myself
I think 30 seconds is abit too much, but things like 10 second will work
since the intention is just prevent the player from abusing a massive arena
personally i see 5 as just fine
any more and it makes going out of an arena less meaningfull
5 second have a high chance of still enraging, most notably underground jungle, since it is hard to keep track of the biome without actuator block
its specifically intended to punish you from going "out of bounds" i dont think it should be lessened
music, background, enemy spawns, the fact you can spawn PBG out of the jungle 
and the other one I remember 5 seconds significantly punish the player is EoW, because of how corruption is generated you either have to clear large area with only bombs or any arena you make have high chance to be out of biome
and agian i dont think theres any biome boss that requires a big arena that will force actuated blocks
other than that will be just specific case like duke, where it have 0 second enrage timer
for EoW you dont really need a massive arena its like, 2 platforms max 
I think actuated block is just jungle (unless you fight it in a very small arena), or hallow for provi/profaned guardian (unless you want to have basically no vertical space/fight it in underworld which is hard to terraform)
I think jungle is weird because you need either lizhard block or jungle grass, and grass block have like garbage biome tracking
because mud block that is not on the surface dont have jungle grass
so if you terraform jungle you can very easily accidently make a large portion of the arena not jungle, despite it definitely looks like still in jungle
@steep iron sorry for ping again, the purpose of biome enrage is basically to prevent the player from abusing massive arena by taking the boss completely out of biome (since some bosses are designed around biome restriction, eg: most obvious example ceaseless void)
on that sense, 30 seconds is abit too much, I think change to number like 10 seconds will be much more reasonable, as it still achieve its purpose without just having normal player that dont have arena building tool (Luiafk, cheatsheet etc) from building an arena that accidently enrage the boss
and four specific example this matters (10 second rather than current 5 second), is:
-
underground jungle: due to jungle requiring jungle grass block not mud block, which is only on the surface of mud block. If the player try to terraform underground jungle a large portion of the arena can easily be turned non-jungle unless the player use actuated block (eg: lihzhard block)
-
ocean biome: notably duke fishron and leviathan, I am pretty sure both enrage before 5 seconds have pass if you escape ocean biome (even just for 1 second)
-
corruption biome: because of how evil biome is generated, crimson usually create a good underground arena but corruption underground is unusable. Meanwhile surface corruption (unless it hit biome like desert) will be extremely hard to build around due to arena building require exclusively bombs. This mean surface corruption area often must be very tiny or have a large portion of the arena being out of biome, making fighting bosses like Eater of World and Hive Mind more difficult/straight up enrage the boss
-
Hallow: for Profaned Guardian and Providence, if you use naturally generated hallow biome you will have no vertical space, you almost certainly have to use actuated block to increase biome height or to fight both in underworld (which is difficult to terraform)
sissy
well damn
also please say calamitas from now on 
have you tried out providence recently>
because the boss is incredibly nerfed since the last update
RLLY
I HAVENT
Oh cringe
Star was amazing
It healed me
It was basically undertale
nah star part is only how it deal damage is changed
basically it no longer ignore defense
That even better
so basically the biggest danger of providence battle is remove
for holy ray, it ALWAYS come after a star attack so I will not call it "unpredictable", because you will know it is always coming
It reminded me of asriel so I took a Martian hook and dodged using it because undertale
I have never realised this
for molten blob ya sadly it is visibility issue, personally I find double tabbing to make the map whole screen make it more visible
or the alternative is to fight it in underworld where it is visible (but underworld is hard to terraform)
when providence is below (like 75% HP) she always holy ray after a star attack
Specific drops bro
Bro thx for this
(a lot of providence is patternized im fairly certain)
ya, but since the suggestion is specifically referencing holy ray
Mb
i see people talked about the ray so i have nothing to add
I try to see if molten blob still have visibility issue, because recently it is a lot better
I daresay everyone completing this bossfight has died to it at least once.
yes, you are expected to die in a fight to get better
this isnt really something that helps the suggestion
personally i dont have any issue seeing them, but if you have an issue the Omniscience potion exists
Bro the forth suggestion what skin pack is that guy using
Mb
💀
Thx
Kek rephrased
I think the molten blob is decently visible now, can see for yourself
holy ray one (if you want to be more specific, after each star attack providence will fly around dropping some block then next attack is always holy ray)
wait sorry I forgot to mention that is Death Mode only (use holy ray after star attack)
Death Mode: Star attack -> drop random blob -> holy ray
Revengeance Mode: Same as Death Mode, but additionally, Providence also use holy ray at another time
Spear attack -> drop giant blobs -> holy ray
basically Providence use holy ray 2 times as often in Revengeance Mode than Death Mode
so basically everytime providence enter cocoon phase to either fire spear or star you can expect holy ray is coming
the "random" holy ray timing you experience might be cause by providence out of biome enrage, since now providence out of biome make her change to malice AI (which is basically Death Mode) and if you lleaven then return to biome she end up delaying the holy ray attack because of AI change
why does it sound like rev is harder than death
malice providence is easier than death mode night providence (except the high damage) because of projectile speed, not everything is exactly balanced
death mode still have that slowly enrage mechanic so providence do get harder as she go to lower hp
revengeance her performance will stay mostly static, currently death mode when she is near death her star phase just spam projectile
let's see if I get poked for saying shit that's already been said
but the first sentence is unnecessary
just go straight to the point
and also slightly change the language to be less masochistic/sarcastic, as the language do not really help convey the point other than you are annoyed at the attack
it will be much more helpful is you just stat what is the problem and what needs to be changed
This might sound biased as honestly the first thing that comes out on my auto-correct when I type I hate is “providence”. But hear me out here. The holy ray, although is dodgable, you cannot see it coming if u are too far away from the boss, perhaps from dodging other attacks by manoeuvring away from the boss. I suggest they add a warning sound effect if providence is about to fire the holy ray. This will make the boss fight a little easier as to compared as before. My main reason for my claim is that providence is a major obstacle in a calamity run, and I think it’s too big of a boss to fight then it should be. As a ranger, solo-ing this boss is near impossible for me and** I would rather die**. I understand that providence should be hard as it should be a highlight of a fight, but making this a tad bit easier will really ease my suffering.
On to molten blobs. They are incredibly hard to see especially fighting Providence in daylight. I think most people completing this bossfight has died to it more than once. This is a major issue in my fight against providence, and I would like to see it more visible. To compensate for this advantage, I suggest that the blobs do more damage, as it is actually a good attack as it advises u not to rush the bossfight. I would like to suggest also that the molten blobs fall with more gravity-like physics as it currently just falls at a fixed rate and it really is quite out of place in the entire fight **(this one is more because it contrast with your suggestion, since this is a "change" to the attack rather than "nerf"). ** Thanks for listening.
Providence literally halts as an indicator that she is going to throw her deathray
And molten globs arent that hard to see at all
I think providence halt one is more that she is constantly out of the screen on rev (since on death she follow you quicker), and if the player rely too much on running away it will be out of screen
molten glob one I think got improved a lot (visibility), not sure the suggestor played the newer update or not
They might just be a mad redditor (they hate Providence)
I never have a problem with the holy ray lmao
The “i think most people completing this boss fight has died more than once” point seems dumb to me
yeah people are gonna die to a boss if its difficult
Also how does someone want holy ray nerfed when its way easier to dodge than the crystal
And the crystal isnt too bad
Yeah ray is fine, it has an audio indicator and you can pretty easily teleport through, even with the 4 beams in malice
it’s still easy to teleport through if you know the timing
And even then you can still rod thru it
🌝
TRUE
Even if you don't see the ray, you are expected to be close to her, and the closer you are, the slower it moves, it always closes near your position and there is a clear audio cue
Providence literally punishes you for getting far from her anyway
you’re supposed to stay close
eh, that one has a bad telegraph
the old indicator for “too far” was better imo
while it's kinda obvious as you fight, the actual limiter to the fight area is invisible as heck
Iban proposed a good change but idk if they'll implement it anytime soon
can't be bothered to find the image within seas of his attempts to be funny

am i making something that makes dream look like a good person
wasnt that patched 🤨
hmmm
nope

so its allowed :troll:
yes
unless its under "misc bugfxes" which ok
but its not a misc bug fix when it lists dog bugfixes themselves
Going back on this instead of this, what if there was like a god slayer ground pound or like enemy pound on or something like that where when you dash and hit an enemy, or something, it generates a god slaying shockwave thing or something
and silva armor has like a revive ability but instead of it just reviving u, when it does revive u it brings trees from the ground or something and eats ur foes idk or does a lot of damage to the boss or something while also reviving u and stuff
and for bloodflare armor it can like idk make a chance for ur weapon to release souls of polterghast which deal damage and get some life steal from it
and for tarragon armor it could like encase ur enemies in wood making them unable to move for 5 seconds or so but it has like a 30 second cooldown
idk just some thoughts i had
GS dash is already too good, although it being only visual could be fine
Yeah but ig itd feel less lazy?
cuz its improving on a stat that was already there and not just copy and pasting it
:clueless:
Yeah i shouldve worded that better
prob not
Tarragon is fine as it is already
some work could be done on it
Oh yeah these arent for armors separately this is for once u get auric tesla armor
the armor bonuses seperately are fine as it is but yesterday a dev said that they wanted to rework auric tesla to be like the biome blade attunements; expand on them while keeping the same idea relatively there
Also bloodflare for auric tesla should be like a rampage thing, like u get a speed, and life regen boost for like 7 seconds and during this rampage, all projectiles have a chance to spawn in the projectile from the soul edge thing (the spirits of polterghast) to life steal for u
;gaa
i would do it but im waiting for the 1.4 port to end before doing anything new
😇
hihi (and then i proceed to barely help with said port im just a spriter really haha
the cocoon phases are already by far the most difficult part of the fight
(death making both cocoons significantly harder and also happen constantly is bad iirc)
((makes it the biggest death mode difficulty spike relative to the rev version of the boss in the game))
that doesnt mean they should be made harder
if anything other parts of the fight should just be made harder
i just hope "making the other parts harder" does not mean increasing the already extreme projectile spam
she got nerfed pretty bad but she is still hard or something but then again (@)difficulty is subjective and idk loooool

great feedback
I just asked for an accesory for the earth elemental because I felt good with the idea.
lol
But is good that everyone got the idea of an alternative HOE
"HE"
Tbh, it sounds even better than my original idea
I think It is a very good idea
making the elementals ripped men will not stop the horny i assure you
Agreed, one of my friends its horny for the Witch dok
Tell him to stop being a degen and grow up
is not for the horny, a summon accesory is good to me as an extra pal that does damage, and tbh, I would use that slot just for the extra pal to defend me
reminds me of the suggestion to add a config option to hide the tiddies for some dude's little brother by redrawing all the elementals carefully
booba 😭
Woman
Lmao
F
that providence suggestion somehow get through, despite like all the problem the suggestion has (and the issue of the suggestion based on lack of knowledge/player skill rather than a real issue)
Provis been nerfed enough
the guy wants force buffs to compensate for removing functions
tbh the stuff he wants isnt even that unreasonable, I am a believer in proper telegraph making bosses much better, giving holy ray better telegraph and holy blob better visibility isnt even that bad, the problem is just how he word it
he word it like the attack is completely impossible to dodge without additional telegraph
Holy Ray has 2 major telegraphs though 
I think holy ray I will use same argument as DoG, where it has telegraph but (for DoG) if dog is outside the screen you cant see him turn invisible, this (somewhat) apply to provide (out of screen = basically no telegraph), but ya providence also follow a fix pattern which the suggestion didnt acknowledge
this to me sounds like a guy crying due to boss being too hard
and wanting to nerf it so its easy
but youre not intended to have Providence out of screen
and regardless its also an audio thing, you can also see her move slowly on the minimap and its patternized
its really kindof just a case of
youre fighting the boss wrong
its the same type off sug like my ravager one
maybe, I am just assuming how people might fight it tbh, since after fighting it a lot it is easy to realise staying close to providence is way safer than far away
I just think that (maybe) from new player perspective, who are not extremely familiar with the fight providence is off screen a lot more often (since the out of range burn is pretty far during non-cacoon phase)
provi is meant to be in your face
if they are fighting providence off screen
they learn its the wrong way to play
you shouldnt give them reasons to keep fighting her that way
they should learn themselves to try other tactics and not try fighting it like a broken record
aka lets hope that devs don't do this
^, they will still be punished for being far away (because the ray will be much more easily hit them), but I still think some audio cue will not actively hurt the fight
but ya, providence holy ray has a much weaker argument than DoG, since DoG (turn invisible before laser wall) is off screen a lot more often than providence but providence is on screen most of the time
if you give them a cue while they are far away they would be led to believe its fine to fight her from far away
you basicallu tell them "youre doing fine"
they should not be just told things while doing it wrong
there is no dedicated "right way" to fight a boss, only the intended and non-intended way, with intended/or not making the fight either much easier or harder
provi still needs a proper telegraph for her proximity limit
there are people who fight exo mechs in a confined space or decided that dropping the entire world is the only strategy
proximity limit is another thing
imo the lack of that is what kinda lets people do things from afar
ya, non-cocoon phase out-of-range burn is actually really far away to the point you will probably never trigger it
unless you are too far away and providence just started a spear/star phase
also bosses definitely have wrong ways of fighting them, i.e going out of arena in scal
its very clearly, the wrong way
^, it is definitely not the intended way, but it is not definitely "wrong" (just look at the video that just minecart scal)
because it is very hard to define what is "wrong" way
minecart scal is just, a form of cheese
if it is the wrong way the dev can just prevent rodding out of the arena entirely and it will stop everything
which is something else
it can be said there is "correct" and "wrong" way to fight a boss, but I think "intended" and "not intended" is much more fitting (and more applicable), since correct/wrong is much harder to defined than how a boss intended/not intended for a boss to be fought for its design
i mean, even then
i dont think a player should be given A-OK signals for fighting a boss the non intended way
they should be incentivized to do it intended
i.e, fighting Providence upclose to see the major tell for the ray
the thing is also that most providence incentivize to move away from providence, just she always able to catch up
dropping blobs, star (although that is more midrange than offscreen) etc, the holy ray is actually like the only ability that actively punish the player from off screening her (beside out of range burn)
her spinning spear attack and the entire distance limit also exist
because it can also be argued that it is intended to "off screen providence during non-cocoon, close in providence during cocoon", so it is a lot harder to define unless the devs literally hard code it (eg: out of range = instant death)
but ya, regardless I do think the suggestion is more skill issue than an actual issue
it is not like providence holy ray have 0 telegraph, it is just I dont mind it have audio cue too
i domt think providence ever incentivizes being off screen while she just attacks byeah
nonetheless their suggestion is just a “im bad at this attack so i want it changed” suggestion
(and also the language use is not great, to say the least)
he might just be bad at providence 🙁
@pure spade what do you mean by hitstop, like the time of the game literally stop?
Agreed
what the heck
I mean I can see it granting a few immunity frames after a successful hit but

the fuck is a hitstop
yes, on hitstop the time stops for a splitsecond
yea that would do but I think gameplay wise hitstop would be more fun
wait so
- yanmei's knife is a donor weapon
- time stop is a big deal for a "minor weapon" like this, and time stop in general probably will never be seen in the mod unless a dev weapon (shadowspec tier etc) or something
- it will probably be very abusable
- ya probably dont fit the weapon
- "it will be cool" and "it will be fun" is not a valid reason
because you can stick "time stop" to many weapon and say "it will help the weapon perform better"
@plush stag death animation suggestion are currently "not allowed", for the simple reason that they will slowly get added (therefore not much point in suggesting it)
Actually they're not allowed because many many people have suggested them
tis in the "Frequently Suggested" portion
yeah 
@pure spade You're going to need to explain what "hitstop" means in your suggestion
I thought it is both reason
ya hitstop he mean dio style "za warudo" time stop, on yanmei's knife hit
why would the knife need that?
Agreed
seems like needless "haha forced lag"
Its a cool knife?
It forces the player to get up close, and hit the enemy for a low amount of damage. Though it does debuff them heavily and buff you.
ya if it is completely free (because the player can get away with timestop) the weapon will be disgustingly overpowered
idk if itd be overpowered really just
needless
its practically just autopause but on hit
and ya, probably also extremely buggy
Fill your screen with homing knifes
I dont think so since u dont use yanmeis as much as other weapons. The Hitstop frame would reward getting into risky situations, where you have to get close to apply the de/buff and have a small frame to check your surrounding and get out of it
but why does it
need it
ya why specifically yanmei knife should have a mechanic like this
when basically every true melee weapon in the game is as risky, just yanmei's knife is a debuff weapon rather than direct damage weapon
yanmeis is just neutral damage byeah
I can see why that'd feel cool n satisfying
Games like Hollow Knight n Dead Cells have it
I could go either way with it being on Yanmei's
yea, thats where I got that from
maybe? but i dont see the point of it being there tbh
there are definitely instances where shit are slowed down mid combat
well it will be cool, just like, why yanmei
but not every hit
In Dead Cells it happens on parries I think
yeah, I think events are more appropriate than a single support weapon to me
there are no slowdowns on parries
But uh yeah this is more a matter of agreement disagreement I think
i feel like its just not going to be useful, especially in terraria
like, yeah you go up close and you slash it, what now? its not like HK where you parry an incoming hit, so you get the "endlag" you just get generally close to a boss and slash them
Elaborate on the meaning of hitstop in the sugg and also I'll ask the donor
And if you can, explain why this would fit for Yanmei's Knife specifically
to appease the masses
a bit specific to have on yanmei indeed, esp without reasoning
dead cell is still a distinctly different game to terraria, dead cell movement is a lot more fast pace than terraria (fly up down left right)
so I feel like it will be cool, just functionally it probably will be very difficult (being technically "slow down the entire game once in a while and multiplayer" and also mechanically on how to use it effectively)
i mean it would still just kinda be the equivalent of
I think a weapon that could like
force-enabling Autopause
activate a bullet time of sorts would be cool?
for no apparent reason
but straight up like
stopping time
allows you to do some
wacky bullshit
as in getting in true melee range of the Exo Mechs
which is literally impossible rn
lol
I think that having those kinds of pauses on big combat events would do wonders to make Terraria combat feel more satisfying
Prolly configable like afterimages
I feel like timestop/hitstop is a lot more useful in dead cell because you are allowed to do quick reaction (chain parry) multiple attack, in terraria you can, dash out of the way once because you get "better reaction speed"?
i feel like on 80% of the cases it wont be that much cool
like, im imagining say
EoW
oh lord
since the mechanic (hitstop) will only fit like critical hit or parry, both of which is not really in terraria
you slash it with said knife from the side
now you have endlag for no reason, nothing interesting happaned
I can see ark line have a slight hitstop after parry, but thats about it
Dono is fine with the sugg
at least that part is solved, what about the mechanical part?
I was thinking about it for Ark parries too
man i wish more weapons could parry generally
no
you're meant to use ark parries very often
Oh actually yeah it'd be great on ark parries
Earth’s Tree could benefit from it
Even if only for a few frames
I still don't think having it "on hit" is a good idea, unless they give yanmei's knife a cooldown (even if the hitstop have a CD)
the amount of slowdown could be annoying imo
Config
since otherwise you will just be like "some hit have hitstop some hit dont have hitstop"
(why)
(I wish i have nitro to give a more swagger cat boom)
make it config only if it's something that applies globally to at least a whole class
Yeah I'm assuming it'll get applied to more weps than just Yanmei's
Arks being one of em
Haven't heard anything about that being planned whatsoever
well in that case I have no comment, but at this point of time the idea of having hitstop must be a commitment
You can suggest changes to Earth, that dedicatee is long gone
Earth being swagger could be cool
keep it a facetank true melee weapon but give a more swagger onhit effects
it is already a cool sword just its gimmick is
to rain projectiles from the sky on hit
iirc earth is somewhat overpowered
but it's shadowspec so whatever
I think the fact that it's a standard broadsword holds it back a bit, but I'm not gonna go and inconvenience the channel with another broadsword rant
in any case Earth just needs to look more swagger and have better onhit effects
The main thing with Earth is
its a normal sword that heals you absurd amounts and also causes a flurry of projectiles to rain from the sky
which will split into 3 on hit with the ground
One inflicts… just fire
One inflicts… just frostburn
and one heals
Also it has the thing where it cripples the defense of the enemy
Theres alot
and dum b
I think it would be funny if it just constantly cripples defense damage of enemies just for the sake of more tanking

would be cool if it slowed/froze enemies or something
Honestly I think the projectiles coming from the sword’s target instead of the sky when it hits something would probably be better for it
but iirc a bunch of bosses are immune to that
like allowing it to chain enemys effectively
Funny Idea
Orange projectile inflicts Holy Inferno
the way holy inferno works is that it increases in damage the longer you have it
could be slightly interesting
give it low initial damage, but you have to hit enemies repeatedly to deal massive dps
yharon should drop jetstream sam's id
and when you equip it
in vanity
you can use murasama
thats just needlessly annoying
how
i don't really see how that's better than what we have now
it would make sense
Blue Inflicts Crush Depth
which pairs perfectly with the defense drop
and Green does the same shit
thats how it worked in the other game if you can use it by getting his id
shhhh
then it works out i guess
the mgr stuff is just haha funny reference
jetstream sam doesn't exist in cal
its better than “On Fire”
...doesnt the sword simply unlock by a timer in MGRR?
it inflicts holy flames, not on fire
well you can still unlock it early with his id but i dont know
and regardless, what NSpace said
still boring tho
i timer?
i feel like murasama should have a hilt in weaponout
or hell
:/
Holy Inferno
you dont need to be forced to use a vanity item simply to use a weapon anyways
the weapon is locked behind Yharon regardless it would have no use
100
dont spoil im gonna get it soon
i refunded it earlier because of how shitty the camera controls were
im gonna get it for like 10$ later
I mean why would you come to here to referencing a weapon of a game you havent play yet
well you should prolly know more about the thing you want to suggest regardless
only thing i knew was that it was locked by his id
just know the locked by ID part is calamity's addition not in the original game
i thought it was in the main game
it said locked after raiden tried to use it
right
no im pretty sure it is ID locked but he chooses to unlock it via a timer in the game before he dies
oh
regardless doesnt matter
I think it is just part of calamity making sure it is referenced to sam, as otherwise murasama can be anything (not like a super rare weeb weapon name)
Basicly:
100 DPS Passive
Depth Crunch increasing that as you strike the enemy
and Yeah… more heals
!wiki Earth
ya, the thing is just under calamity context it would never happen, since in calamity there was never "sam"
so the unlock after a timer kinda never happen
yea
which is why calamity adopted the "prove yourself worthy" part, which is kinda in the original game
hell in cal lore iirc its a weapon Draedon made 
crush depth is just dot that is affected by defense
oh ya it is made by draedon, it kinda fit though, since yharon is required to fight draedon (auric cooling cell)
so basically prove your worth by beating the dragon
@warped tide That's not how #suggestions-posting works
Each message you post will be individually voted on
once they reach #suggestions-voting
You'll confuse people and cripple your own votes by having people split up their votes between which rework ideas they prefer
The orignal suggestion I had was
too long for discord to handle

tried to effectively split it up using that sorry
If your rework ideas are so extensive that they can't fit in one message then that's a bad sign
specificity-wise
I don't think you could constitute homing as chaining
Its… close at least
i don't understand where the chaining bit is supposed to be
thanos talking gif
Rework earth into an equally boring weapon but different debuff and different method of attack but its kinda just the same

Dedicated weapon zz anyways am i right guys
I mean I dont want to suggest anything outside of your abilities
AAAA
then again
Ark of the Cosmos
I mean reworking earth from a rather boring true melee broadsword to a .... still rather boring true melee broadsword will be counterintuitive
since the alternative is just to left to stay the way it is for now (until a more interesting rework plan come out)
I mean my other main idea is make it work like a heavy melee from Split
I only know the Earth as that weapon Chippy used on Providence's cocoon to heal
i think hitstop would make combat much more satisfying in general
among us
this is just a SIS disguised as a "rework"
yea
nah I don't think you should delete
you can post about how earth kinda
sucks lol
and that it should be a candidate for a rework
(you still need dedicatee approval)
they have a discord i think im just not sire what the tag is lol
rover mentioned the dedicatee was long gone so they allowed it
raises a question on what we'll eventually do with dev-tier down the line once we realize that most of the classic dev items are bland and contacting the original devs is impossible
here
something something Soma Prime

Its just
a stupidly powerful uzi
Wait wait hold on
Don't use Fandom
!wiki Soma Prime
it's out of date
it got reworked to be closer to the actual Soma Prime
if anything the most boring ranger dev gear is voiddragon
svantechnical is basic but i find it interesting because it allows the usage of special bullets
voidragon got reworked too
i am unaware then
we leave them as is
they are still dedicated items
too late
🖕
soma prime and voidragon got reworked
ozz reworked soma, phupp reworked voidragon
archerfish got added to the voidragon line and the entire line inherited parts of archerfish
oh yeah
its not in the changelogs actually
i forgot about that
the changelogs only mentioned Megalodon having it but i remembered the plan being that the whole line inherits it
like, Ozz talked about that a while ago
back when drae chat existed
too bad the triactis line should inherit pwnagehammer
we should delete triactis
we should delete among us instead..
I don't think there will ever be a melee rework bigger than Biome Blade/Ark's
tbf it would be fun if the voiddragon got like
that one dragonfolly drop added to it and it gains the ability to shoot darker looking draconic swarmers
because that literally took a 1.5.x update to release lol
earth definitely could get something imho
it's just got a long line to sit through
forbidden oathblade and tyrants ultisword 🥺
phaseslayer 🥺🥺🥺
Phaseslayer is a cool weapon, but damage is kinda low and gets outclassed
Lol high volt crasher tho
never mind
#suggestions-voting message
you arent supposed to go far away from provi anyways 🤨
@slender void You need to provide a reason why
The fact that the feature existed in the past is not reason enough to bring it back
(and let me tell you a secret: devs dont do rollbacks)
if you're expecting completely refined and valid suggs maybe don't look at #suggestions-posting , the place for rough drafts of suggs
?
because it's #suggestions-posting where you can post rough drafts for suggestions????? it's the whole reason we have the channel lmao
this is where i cant find the sarcasm
Hello you need to format your suggestion properly @ashen warren
It needs to have a separated title line and reasoning paragraph
separated using a line break aka Shift+Enter
there isn't sarcasm because the whole point of the channel is for WIP suggestions
oh ok! ill fix it now sorry
tbh you dont need to ping rover to tell them how suggestions should be formatted 
isnt this meant to be the channel for drafts
no, posting is for drafts to be seen
o
this is for discussing the drafts
ok
maybe back b4 #suggestions-posting existed
some people (like me) post drafts here aswell but thats just out of preference sometimes
but yeah now that channel exists for the purpose of reviewing suggs
Among Us
you can post drafts in either channel
ppl just do it here to avoid being scrutinized by rover /s
do you start 5 paragraph essays with among us as your hook pixl 
is that better?
format wise that's much better amber
validity wise I think it's up to rover but the concept sounds fine to me
thanks!
yea im having an issue where all my music is WAY quieter than the normal game music, and nobody seems to be having this issue nor is there a way to fix it
its so annoying

is my suggestion supposed to be like
Suggestion
reason
or
Suggestion
reason
both are fine
oh ok
thanks!
@hollow shell specific item suggestion
@ashen warren See the Don'ts Doc in pins. Suggs like this are not allowed
Wow
(also pick a less boring Warframe weapon smh)
(if you're gonna add a glaive at least make it Xoris or Orvius)
more prov nerfs 
latest sugg, is this really something calamity should add ?
i agree with it, it sounds cool but
does it really have anything to do with calamity
you can place them on the ground and theres multiple side mods eith featurs like this tbh
yea but placing it on the ground has the same problem minecraft disks have
you need to stay within range
which is annoying
byea theres other mods that do this im sure
what does that even mean
me or
probably me
Providence is a bullet hell like boss that basically encourages the player to fly around it to avoid its attacks
but it punishes both
flying with the Folly debuff
bullet hell?
and Running around is discouraged because of the Molten Blob
like how
have you
she shoots a lot of projectiles?
molten blobs are barely present
you dont run in bullet hells anyway
(not that she really is one)
crabulon is a bullet hell boss

anyways blobls would literally do nothing without icarus folly
they're there to deny floor when you need to recharge the most because of the heavy wing time cut, which is what makes them a threat
(this in case you aren't doing a comical arena anyway
that makes a lot more sense
much more than "shes a bullet hell boss"
which is contradictory to me
yeah i
was probably conveying my message wrong
neko basicly summarized my thoughts on it
they are way too potent of a threat
i dont think you get to a point where icarus folly is threatening enough
neither i do
unless your style of play is to fly for as long as possible
i just dont fly that long tm
or just, stay on one place with no blobls
they arent that potent of a threat
id probably agree with making blobs less pseudo random
that'd make sense
in rev at least there is more than enough time to just stay in place until provi comes again and you need to actually fly
but they should still pose some similar danger to what they do rn
WOAH! an art server?
tf is that
:)
would it be against the suggestions guidelines to ask for a teleport indicator on boc
i dont think it would be against anything, so long as you provide really good reasoning, cos it's a boss change suggestion
reasoning: https://youtu.be/4RxgpZp0b74?t=509
King Slime: 4/10
Easy boss, not very interesting.
Desert Scourge: 6/10
Pretty fun, and not totally free either.
EOC: 4/10
Like King Slime, but with slightly more movement.
Crab: 11/10
crab
EOW 4/10
Boring boss, nothing else to say
BOC -1000/10
Not only is this boss one of the worst boss designs in the game, the first time I nohit it I wasn'...
killed me before he was visible
Radial projectiles + Really far away = more spread out projectiles = easier dodging 👍
but you dont make like erratic movements lol
Vanilla BoC is bad
i'm out
(Outside of log files ofc)
amongus
That’s just cause you are nohitting 🤢
Also brain is like 10x better than worm
still
worm is really boring but yeah
I always choose crimson because I hate worm lmao
I choose crimson because the caves > bottomless pits
Yeah
also perf >> hive mind
I like that crimson also has a little arena
yeah
While corruption you have to use bombs lmao
i always see people annihilate eow
i wonder if it'd be better if it kept velocity when it loses a segment
since normal eow iirc you can just hit the head repeatedly and lock it in place
My problem with cal eow is the fact that it enrages on surface
Because now you are stuck in tiny little holes that are a huge pain to clear out
Eow already enrages on the surface in vanilla
It's an expert change
Ug eow doesn't spit shit every 3 seconds in vanilla expert
@stark ledge for you getting +600 hp hits you must be playing very recklessly and have very little defensive accs
For cosmic guardians use piercing stuff and possibly rage or adrenaline
To avoid the head, I recommend good mobility, such as bobbit hook and bounding potion
Also DoG can only be harmed good on Head and Tail
what on earth is shotcut
are cosmic guardians staying through the boss minion pruning?
huh
thought i remembered someone saying they were going to get cut, must've imagined it
I have both bobbit hook and a full loadout with warding
i also already know about the way to damage DOG
i just got to 25% hp left then died and i moved around more which seemingly helped
@grim tusk what accessories would you recommend for the boss fight for melee class? I'll see which of them I have
Hey I had an idea, I think Boomerangs should count as both melee and rouge damage
No but instead of as separate items, as the same item dealing with damage types
hmm
Or benefiting from boosts to both
thats not a bad idea actually
Also you're supposed to use the rod of discord
And/or know when DoG is going to charge
By looking on the minimap
Yeah then you can dodge, you just have to get better at it
he turns around and still hits me anyways
soul edge use to work like a charm against this boss too
i don't fully understand what i'm doing wrong
its a shame that every time I ask for help on a boss everyone always jumps to saying I have a skill issue rather than trying to help me
The boss can't turn around so fast that it's undodgeable
Accessories are not everything
Best to move to #help-advice-read-pins
You need to fake out the boss, go one way and the leave open an option to go the other way
So don't run out of wing flight time
And go one way then dash the other way
Additionally, he works like a crawltipede during some phases, faster when you're in the air
we removed rogue/melee counterparts for a reason
im not sure why you would want them to be dual class
not every class gets everything
nah, what we need is dual class weapons for all 10 pairs
hmm, I didn't think of it this way
Because they're originally melee weapons
so suggest to make them melee only?
They fit both classes, so I think they should count as both
this doesnt really provide reaasoning to why you want it to be dual class
especially since almost nothing else is dual class
Rouge players probably like having them
So instead of it needing to be just one or the other, it could be both
Oh yeah it's also weird that the vanilla boomerangs still count as melee
Both!
By making them count as both
On the same item
but why
so why dont we just make every weapon all class dmg?
yeah there are very few weapons with 2 classes, I can think of like 2 (Aether's whisper and Prismatic breaker)
but there are a bunch of items that scale with all 5 classes (the classless ones)
Because boomerangs are the only ones that have a conflict like this, of being relevant in some way to two different classes
As in, in vanilla they're melee and the vanilla boomerangs still count as melee, but they also thematically fit rogue and calamity is designed for that
You could also do this for javelins and the thrown spears but those are less important imo
boomerang having something like that is in fact deliberate, because calamity basically make vanilla boomerang melee (because it is vanilla) and the boomerang calamity added rogue
- vampire knives
- shadowflame knife
- flying knife
any other vanilla hardmode thrown weapon
Oh yeah those
abit late but for reference what is your difficulty? expert revengeance or death?
I think they should count as both
I think calamity don't want them to count as both (which is why they were removed from the first place)
I know but then it's weird that melee players can use boomerangs in prehardmode and then not in hardmode and beyond with calamity
Then the knives could be made to count as throwing
the verdict is pretty much just because vanilla says boomerang are melee weapon but never expanded upon it, and the later/late game boomerang calamity added they want it to be rogue class
Or alternatively
All the boomerangs could be melee and all the knives could be rogue
expert revengence
the reason is pretty much just because vanilla count is as melee (as throwing is removed from vanilla)
Or the other way around
Even when throwing was in they still counted as melee
DoG turn sharper (and move a lot faster) on blue sky if you are in air (but cannot attack you if you are on ground) so you should be on ground during blue sky phase, purple sky is when DoG is slower but will always attack you regardless if on ground or in air, which is why you want to fly during purple sky to get some space between DoG and you
I think weapons that come back to you like flails and boomerangs should be counted as melee, and weapons that don't (even if you still have them via magic) should count as rogue
which is why they are still melee in calamity
it is just vanilla's categorizing them into melee, and calamity decided to just follow vanilla to avoid confusion, not much can be done
because despite calamity making some drastic change (eg: hardmode ore progression rework), they still don't really want to do massive revamp like these (eg: melee user complaining their boomerang and flails get moved)
oh thats what the sky colors mean
and calamity don't like the -same weapon, 2 type of damage- thing which is why they are removed, because it cause a lot of confusion
i thought they just changed for aesthetic
ya basically, and just in general DoG turn a lot sharper now, you need to tilt its head a lot more so that it don't chase you after you go the other way
you used to be able to dash the other way even when DoG head is like almost vertical ( | ) now you pretty much have to tilt it a lot more before dashing to make sure he don't just turn around and chase you ( \ )
But then it's just sort of halfway like it is now, where melee has some of the boomerangs, and rogue has the other ones...
it is kinda because calamity wanted boomerang to be rogue (in fact it fit rogue a lot more), but all vanilla boomerang counted as melee because rogue/throwing dont exist
and ya, switching melee/rogue damage on weapon is in fact disallowed for suggestion (thought it was mentioned)
All disks are rogue
All boomerangs are melee
That's it
(There's a couple rogue boomerangs really but,
2 actually
Melee has all hammer boomerangs
in any case it's not really much of an issue
I mean the "suggs should stand alone" as he said "alternatively" in the second one
3:
“Alternatively to ___ ‘s suggestion…”
we have a bingo of comical suggs it seems
oh wait, he made a second suggestion, ya didnt see that
@stuck carbon no

mgrr related sugg numero 38481947919
besides the specific detail, exhumed is reserved for weapon with lore relevance only no?
(Also Cal’s murasama is already HF, read tooltip)
exhume the sword which magically summons projectiles :clearly
get the gun ‼️
Yes
Specifically weapons related to prominent lore characters
Amidias Trident :trol
(So that makes like 98% of exhumed weapon suggestions invalid)
AMIDIAS TRIDENT EXHUME
Amidias Trident could unironically get an exhumed version
It turns it into the ultimate lifeform
YES
(it was planned)
giant fucking trident
and I assume "Shattered community" is the only exception? since I heard it was originally planned to be heart of darkness + community (but exhume is cooler)
Big ass trident that spawns projectiles without piercing on hit
shat is a dev item
It's obviously gonna be an exception
ass trident
Yeagh
Can't wait for calamity to be out of 1.4 port hell hahas
can only imagine how painful it is (at least something something 1.4 tmodloader is slightly better than 1.3 tmodloader)
@stark ledge sorry for ping again, but it will be very relevant to put your difficulty in your suggestion (that being Revengeance Mode), since otherwise there will be no reference and people will assume you are playing Death or Malice Mode
Thx
Oh. I didn't know that rule had been added. Sorry about that
@sour shell future content related suggestion (in fact not even in vanilla yet), and also joke suggestion is disallowed
it will entirely depend on whether the dev wanted to add a joke item or not, it will not come through suggestion
I think if there are many people complaining about (Revengeance) DoG being too hard it should be reviewed no?
Death + I don't really care (because it is meant to be difficult), but it they are complaining (being multiple people) for Revengeance and below it is probably too hard, at least compare to the standard of other Revengeance bosses (which didnt nearly get complained to tone down difficulty as much)
i agree
a well built fart joke can be alright here and there, but when half of your game is shit, just stop
if you complain about difficulty then just turn off rev
or turn off expert. Or you could do both
What to heck
Why limit them to only being good with victide armor when you could just make the weapons better as a whole
xd
considering when you're using victide tools/weapons, you're probably using victide armor uh
i don't get it
I played revengeance in pre-Draedon Up. and I felt Yharon as a normal boss being a summoner, they are being too lazy to see the fact that Revengeance is a Expert+ challenge
it'd be totally okay to say that Victide is a bland armor set with no identity, and is too weak of a set to really justify crafting
ocean crest kinda nukes any reason to craft victide
maybe a little buff?
and maybe add prisms to the recipe?
so you have a reason to use the Ocean crest, and u know getting the bonus of a exploration to get an armor
I tried to nerf Ocean Craft like 2 years ago but my edit never got pushed and I never returned to it
The ocean crest is ok, like, it becomes your best friend in exploration and after you get a diferent armor apart in later progresion of the victide
victide is weird
the only time it's useful, well
you've got to go out of your way to craft a set that essentially only benefits you if you're fighting giant clam
either way, you've got ocean crest
I basically made it so Ocean Crest increased your breath meter at rate that was a bit lower than the rate being underwater drains it
So your breath was doing this "one step forward two steps back" every frame
essentially just making your breath drain slower
but uh yeah, old branch
I had to do that because the stuff that actually does just drain your breath slower in vanilla, like Diving Gear, were hardcoded bools and did not actually have an accessible stackable breath drain variable
At the time at least. Nowadays it'd probably be easy to make breath drain slower in a way that isn't hacky
i honestly think
now that we don't have a precedent needed for expert/rev items
ocean crest could just get removed
remove water exclusive effects in general tbh
there are enough ways to augment underwater exploration, in both vanilla and cal that never actually get used because ocean crest is literally just better than all of them
Not really
at least, not now
maybe when focus changes to non-1.4
Yes perhaps
I'd rather make a suggestion to make Victide melee lol
I think victors is good
Victide*
The armour good for my time in sunken sea
But first time I got featured!!1!1!1!1!
victide is mostly good but there's like 1 or 2 weapons from it's set that are a bit bland, and i might suggest something about that
redtide sword and seashine sword specifically, more so with the latter (i know seashine isn't victide but, eh)
hardcoded synergies do not really uh
work
in terraria
i'll do some dps tests with seashine sword vs. enchanted sword cos they are basically the exact same weapon
the biggest issue with victide is that it's a 5-helmet set
instant Z tier on the armor tier list
so true
Snow Ruffian
Desert Prowler
Sulph
Mollusk (cringe)
Brimflame
Fathom Swarmer
Umbraphile
Reaver (is not 5
)
Plague Reaper
Plaguebringer
Astral (is one helmet
)
Empyrean
Prismatic
Omega Blue
Fearmonger
God Slayer (not 5
)
Silva (not 5
)
Demonshade
Circlet (kinda)
Obsidian (kiiiiinda)
and all the other cal reworked armorr
isnt demonshade 5
No
one helmet
three in the future
yae
it's just that the five-helmet armors are used disproportionately because they're either easier or stronger to get than alternatives
or there not being alternatives 
ew
robes cringe!
actually
they may be less cringe now that i dont need magic storage
honestly, just make robes not tiered, and give the robe + wizard hat set bonuses different things for cal
the general rarity of gems do not exist anymore in cal, just relative rarity to depth
gem things are tiered in vanilla because diamond is stupid hard to get in comparison to amethyst
and often times their crafts are paired with tiered bars to enforce that
the only thing where this isn't the case is the robes
thorium style
actually not just robes, hooks too
but the context was armor so lo
actually lemme sugg that
autocorrect abruptly finished me writing "calamity" with "California" instead
death
oh no a another skill issue sug
the sugg just seems to be a rant on how bad he sees dog as
and crying cause it was hard
and the guy is imo fighting dog wrong
he is not using correct weapons
I mean I do think DoG's difficulty is kinda disproportionate atm
wait wym isn't soul edge post-polt?
yeah but it isnt that hard it just can be really unfair
it is but it is ass vs the guardians
ic
@supple lodge - Your suggestion has received an updated status!
[Have the Goblin Army, Pirate Invasion and Martian Madness be unable to occur naturally after they've been completed once.]
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
pml difficulty zig-zag is kinda wack anyway because you have
dragonfolly - fairly easy
providence - decently challenging
sentinels - harder than folly, easier than providence
polterghast - arena boss, completely ambiguous
old duke - decently challenging again
DoG - hyperlight dash.mp4
yharon - harder than providence easier than DoG
exomechs - harder than yharon
scal - harder than yharon
this is ofc from my own experience playing the mod
@cobalt pewter "would help different Gem Robes find their niche use"
What do you mean? If they're identical then none of them have their own usages
Does "equivalent to each other" mean relatively equal power but the stats are all different? Like some have greater damage, some greater attack speed, some greater mana usage efficiency, etc?
Cuz if so that could definitely be clearer from your wording
my lord christ help me, I forgot if attack speed is a stat that armors and accessories could modify outside of melee weapons
titan heart armour, reckless/precision gloves
Yes true, thank you
(Really am surprised that that was something I wasn't sure about)





