#suggestions-discussion
1 messages · Page 1251 of 1
also, i can't remember if it was for rogue or ranger, but pre-1.5 silva armour used to boost the attack speed of one of them
Is there anything in the game that boosts attack speed universally?
I don't think so, apart from reforges, but those are weapon specific ig
So weird, so weird
like how this could've unironically been Ares's sprite?
(well if that happened it would definitely have been ironic, not unironic)
(truetrue)
on the topic of exhumed weapons,,, i don't really care about them unless they're fun to use
thats about it 
yeah i meant this
equivalent, not exactly the same
not sure how to word it better
I always think that "equivalent" is relatively equal but not exactly the same
tried wording it a lil
yeah i think the problem was that you didnt specify in what way they were equivalent
That clarification you added does help
👍
Tho personally
Dunno if I agree with the reasoning that this change meant that the formerly 'rarer' gems are less valuable
Cuz in early game, getting that deep into the world and remaining there is kind of a bitch
imo the change kept their value the same, just improvement their obtainment consistency
A trade off between rarity and challenge
don't get me wrong, it's definitely still tough to get the rarer gems
but you're definitely not hardcoded to a very limited amount now
fuck shit
free editor
works like all the other ones except no slow zoom or panning or whatever
agreed
In general More mage content would be fun that isnt
super ultra mana draining death ray
I had someone tell me about an idea for a melee and mage hybrid set that would work as the pre golem armor, and is made from Aureus Cells, Stardust, and Fallen Stars
davinci resolve better
ok
my only problem with my suggestion is that it might become a factor in making true melee easier
which is why i suggested to not increase the defense
wouldn't something happen to shrines
I remembered dev plans
so idk how they'll treat the items inside by then
upgrade for locket!?!
oh.
ah.
what is the suggestion
hm
well it doesnt say anything about allowing it to be used later on
devplan.png
being on the other side of devplan.png is pretty funny
that is also my second problem
i dont
really know a solution to that
well personally i still think gladiators locket was a huge missed opportunity
yea it sucks
make it a drop from gladiators
here you go
and also remove the scalin
Early game terraprisma
there is no rules/don't for suggestion referencing external mods?
since calamity is (not supposed to) designed around the player having alchemistnpc, in fact potion selling is probably one of the step towards making external mods like those unnecessary for playthrough
also regardless of the suggestion I think this probably should be pinged
@ashen warren
Now, I get it. The Calamity Mod did this to optimise a game with no other QOL mods, for people with a lack of RAM. But this still doesn't mean it should be ignored. There's no real reason (as far as I'm aware) to not do this, and it would declutter the gameplay and make it more balanced.
DISCLAIMER: It might get across that I dislike the vanilla NPC potion gimmick, and I can see where they're coming from. I in fact do agree with these changes, and that is not what I'm trying to suggest. Just getting it out there.
I think this part of the suggestion can be removed if you want, your suggestion is to explain why you want the suggestion to happen, so unnecessarily stuff like this (that basically just say "yo I in fact don't hate calamity") is not necessary for the suggestion
i don't think its fair to balance things around external mods
especially content overlap
which is inevitable considering how many mods there are
ya I don't think a suggestion like that really works too, beside the 2 main one which currently is almost essential unless the player want to play entire game with wiki (boss checklist and recipe browser), and less so recipe browser
since if stuff like this get pass it will later be like fargo's soul, reduced grinding, extra boss material...
i highly doubt calamity added potions to town npc's for people with a lack of ram lol
good idea
tbh i don't see why it would help with a lack of ram anyway
if you have so little ram that you can only run cal and nothing else i don't think you'll have a very good experience playing the game at all
idk where they got that idea from lol
ya the ram part do not stand, especially that the suggestion wants to make it work together with an external mod (alchemistnpc) which is additional ram usage
personally
I wish shit was Optimised more for people who
have smaller monitors?
Exo Mechs hit different
on my monitor scal brothers are completely hidden
and artemis and apollo are almost always hidden
maybe it'd be nice to have an option to make them sit closer to the player
or to let the player zoom out more than 100%
agreed
alternatively make gladiators drop an exclusive material on every kill that crafts into the Locket alongside marble, two gilded knives, thirty-five gold watches and a bunny
;aa;;g;:,,a
get a bigger monitor

2022 and ppl don't have 1920x1080p screens
just get a bigger monitor so that you can zoom in your game more for a better framerate (thats how it works right)
replace every direct weapon/accessory/armor drop from an enemy with a crafting material used only to craft that specific item
everyone loves ungodly large crafting trees
yes
every item should have at least three crafting lines
remove combat from the game
and replace it with more crafting
man we are just getting some straight garbage suggestions recently huh
i've given up on making suggs at this point
feels too hard to get them to pass, easier to just not care about someone else's game project
yeah
it was fun while it lasted imo though
DoG in second phase is to fast? I was thinking i just Bad for death mode
I am playing for first time calamity and i turn death mode on, the Game was balances, when i fight with DoG i be forced to turn revengance mode
There is no excuse for death mode being too hard unless it is due to bug/garbage telegraph, considering the next difficulty (malice) is literally meant to be unfair
Death Mode also to certain degree ask for player to already have some game knowledge (in this case it is highly likely because of it as you are playing calamity for the first time) so that part too
Since you need to know very well how DoG AI function now and the fight will be much easier
Okey, thx
But whats hard and whats too hard
It depends on who you ask
As long as it is not due to garbage telegraph/straight up unfair/unavoidable move I will say there is no definition of "too hard", especially with calamity where most difficulty is toggleable
This is my personal opinion but basically death and malice mode get to get away for being too hard (as long as it is not like malice telefrag) since they are supposedly optional "highest difficulty", if he was saying Rev DoG is too hard then I will in fact probably support his view
Id base it off of my own experiences
And then like
Actually poll lots and lots of people on whether they think so too
Take lots of opinions, find an average and you already have something to work with
This mode is subjective, play how you want
- Malice's tooltip
yeah but i doubt it was designed with unfairness in mind
I don't think it was designed
Eternity had actual design going into it
it is unfair to compare eternity to malice do
Malice just feels like it exist because devs wanted desperately to make the 1% drop rate RIVs not RNG garbage
eternity should be compared to doms work
Correct
that's
exactly what happened, but Malice wasn't initially this way either in development
it just mutated into whatever Malice is now
Malice wasn't ever supposed to be this big thing anyway
but Here we Are
curse you mrrp
mrrp is cringe
dramatically shortened my suggestion, thoughts?
F mrrp
i still think it's unnecessary to add
plenty of mods probably do things that overlap with calamity, i don't see why alchnpc is special
also having vanilla npcs sell potions has another purpose
makes npcs like demolitionist less utterly useless
Thing with Malice is that it was basically just AI numbers go brrr
Testers did some rough looking at the bosses to determine if those numbers were too much or too little, but yeah
There isn't really much substance to it beyond that if that makes sense. Though I think Fab mentioned wanting to expand upon that at some point
I'm personally of the belief that it'd be easiest to obliterate the mode entirely by now tbh, but I don't see that happening
Wait gladiator locket still scales?
no
not according to wiki at least
not according to either wiki, weird... not sure where they got that info
I'm pretty sure ben removed all those forms of scaling a few updates ago
what about the Community?
Community is the one exception because that is its whole gimmick
reasonable
@barren whale update your mod, gladiator locket has no longer scaled in a good while
Subjective .. evil word
😭
i genuinely haven o clue what a "subjective" mode is meant to be
wtf is a subjective mode
idk ask malice
refer to my nickname and you might figure it out

Subjective might as well not mean anything anymore
:truetrue:
i think it was just a weird and funky way of fab saying that malice is meant to be hard as balls
(although thats still subjective it doesn't change the intention)
I think it's a strange thing to put in the tooltip as an attempt to damage control but w/e
It doesn't really mean anything
besides yeah this mode is kinda fucked up
i do fully agree with this though
and came preeeeetty much to the same conclusion before
doing something about that just doesn't seem like something that should take priority on the short term
:communism:
@somber elk alright, why?
you need to attach a valid reasoning to your suggestions
Oh, sorry, my reason is because it would likely be a lot more convenient to be able to have a single potion that gives u all ur desired effects and while sure u can just download something like alchemist NPC to substitute and just have all ur potion in ur piggy bank some people wouldn't want the other things that come with AlcNPC and even the lite version. Like being able to buy treasure bags and such
convey this in the sugg
(also i assume you mean 1 potion item that applies all the various buffs, if you mean a single buff for all the combined potions that wouldnt be very balanced in some cases
)
@somber elk you need a reason on your suggestion
Also cocktails may not be the word to use
Since Cirrus sells actual irl cocktails
#suggestions-voting message how tf did this get on voting
Its a 1.4 feature
two messages above storm 
they gave the reason they just didnt add it yet
Sorry
Yes one potion not one buff
(Unbalanced as fuck)
Buying bags in my opinion is a no
Would also bring people complain even more on “adding alch npc features”
If you want that just use alch npc (lite, full is bad) i guess
calamity players when they have to do something multiple times (grinding is bad)
Bring the rover quote
especially since boss summons are non-consumable now grinding money is super easy
letting the player buy things instead of grinding for them just makes them unnecessarily easy to get
me when
there is a hotkey to use all your potions
Speaking of cocktails, letting us brew our own cocktails instead of having to buy from the drunk princess would be cool
:no:
you literally just posted this 💀
Hello @somber elk Your idea is somewhat specific, and we here in the Calamity suggestion channels are averse to specificity, see the pinned Don'ts Doc for more info
Also what's the difference between this idea and potions like Cadence, Omniscience, and Yharim's Stimulants?
You could suggest that more combo potions like those get added I suppose, but you don't gotta give them their own name and concept like "cocktails"
Didn't know that
I should have said something, but it was 11 pm lol
I'll delete the suggestion from voting then
I can see the feature on the wiki for 1.4.0.1 uyeah
@slender goblet good news kinda
Sorry
🤷♀️ This sugg is neither here nor there
they are interstellar stompers
but it would create a weird connection between the title of the song and some random drop from the boss the title is actually connected to
Holy crap is this a Calamity Soundtrack reference
wow!
ok it's not even if they're running at full speed he just spawns right next to you
it's kind of in character but at the same time wow is that part annoying
it depends on whether the current phase 2 transition is intentional, because previously he came out of a portal after a delay (instead of currently where he just poof in front of you)
if that is intentional then the suggestion is needed, otherwise just wait for a less buggy phase 2 transition to be implemented
also for reference the current phase 2 transition, is in fact, DoG ALWAYS spawn right in front of you, as in it predict the current direction you are heading and spawn right in front of you, so it is not sometimes it is everytime. The only strategy I find to consistently dodge it is just move in a direction, time it with the music and immediately dash the opposite way for when DoG come out
SABATON RENAME SUGG SO FUCKING TRUE
getting hit by DoG at the start of the fight is kinda player's fault, because he cant hit ground so DoG is very unlikely to hit the player as long as the player don't fly immediately (unless it spawn at unfortunate position like directly below the player)
isnt there a lot of thing that just melt astrum deus? to the point where deus get joked as a boss that get bullied with each new patch
true true
yeah true but this one was just even crazier than anything else i saw
funnily enough deus already resist tenebris tide by 50% so I guess it is not enough
star of destruction, ori spike gemstone, lazhar, TENEBROUS TIDES, solar eruption, stardust dragon, …
i legit killed the thing in a minute lol
a minute is, unironically, not the strongest weapon against deus (because there is somehow weapon better than that)
yeah ik
the 50% was needed, but is not enough to stop the thing from shredding it
though lazhar is also a bit to much damage
maybe just buff the entire boss then lmfao
the problem is the boss is super buffed in hp, if you are using anything that dont have infinite pierce
for reference it have 1 mil hp I think? which is 3x of Moon Lord
when i used the tenebrous tides against astrum deus my game was legit lagging from all the projectiles lol
it was insanity
easier solution: delete deus
even easier solution: delete the mod
even easier solution: delete tmodloader
even easier solution: delete terraria
even easier solution: delete pc’s
even easier solution: delete humanity
even easier solution: delete the world
but it all started with the humans
its not the earths fault that life said: ok ima settle here now
earth made us though
true true
just pierce and deus is ded
yup
even some things noone knows about like star of destruction melt deus
not as fast as smth like lazhar but still fast
well its in the DoG wiki
Where even
it's not on the dog page or the locket page
huh
what
its not here anymore
??
it probably wasnt updated when i saw it before
i looked at the history, and it's not even there a month back
MF
what:?
then wtf was i reading
i know i read it
and i joined after 1.5 was released..
im confusion 💀 💀
how do i forgor in the opposite way
See, the problem is that
Most Lore Items were already useless
So they would need to be buffed
And the useful ones are already on items
The problem is that if terraria needs anything, its not more progression rewards
the game does already a great job at rewarding the player for progressing, we don't need one more free item effect for no acc slot
Oh boy
My brain is coming up with a bunch of ideas for how to make lore items be enough of a hindrance to be considered balanced
particularly the balancing aspect of them taking up an inventory slot
In terms of lore items
honestly the only use I could see is a general 10% increase to the boss they are for if you have one favorited
so farming it again is easier
thats it
if you get a biome lore its useless
Lore Items now take an entire inventory slot line
ideas such as
Taking up multiple slots (like the item is broken into fragments that must be "assembled" within the inventory)
or
Not being able to remain in one inventory slot for too long, or it'll start to "burn" (you or itself), so it's something you need to constantly upkeep by shifting it around, even during boss fights when inventory space is not normally a concern
or
both
Pardon me
(It's 12:38AM for me right now)
Not that late, at least
sounds late to me
I sleep at 3 am every day, so
I stay up till 8AM sometimes and it's actually a big problem
anyway
Yeah I'll exclamate this suggestion because absolutely not
pretty sure you cant bring old features back
I like the funny ideas I'm coming up with but I'll keep them for me
this
the lore items
doesnt that break the rule of "no asking back for deleted things"
He does acknowledge that in the first sentence and also the sugg is ❗'d.
oh. i~~ dont ~~see.
isnt the gladiator's locket one kinda conflicting? since shrine item are getting moved (I assume if it enter dev it will be just 🔒 )
yes, it is
and also it would be unfair since the other shrine items wont get buffs
Gladiator's Locket is staying as an item.
(if you intend on keeping your sugg around Wacky then you should edit out that bit about the post-DoG buff)
the alchemistnpc one is kinda, weird? since it rely on external mod that not everyone use (and pretty much don't do anything, other than making npc shop more clean)
In the past, Calamity had NPCs sell boss summon items, and that function got disabled if you had Fargo's Mutant Mod
I'm pretty sure that was a thing
hmm then I guess the suggestion do make sense? I just never use mutant so never notice it
hm okay
lore items should boohoodust
lore items should have tooltip that just say "Favourite this item in the inventory to gain +1 luck" with no explanation on what +1 luck means whatsoever
and in reality is does nothing
"Favorite this item in the inventory to gain +1 charisma"
"wtf is charisma??"
do the hypixel thing
after match if you say gg you get 5 karma
we still have no idea what it does
"it's a funny stat that goes up and you like to see fun stats go up"
pretty sure its just a joke / trying to subconciously support less toxicity 
likely the former
hmm then I guess should ping him?
they can still suggest about both
the fact a previous suggestion by another person went in the past does not mean its suddenly illegal to have a similiar idea
usually it helps bring back said suggestion
hmm ya maybe, I just think since the two part of suggestion is kinda apart (lore dialogue and item shop/more function), and dialogue is probably gonna get implemented anyway
h
not sure, I will delete the ping, better to let Rover judge
now its a ghost ping 
wait discord don't delete pings like that, oh well
yeah they dont lo
I know that they're kinda apart, my suggestion is only ment as an example for adding more content because I think that she doesn't have a lot of use currently with the exception of item enchants wich are kinda "meh"
ya the suggestion do make sense, I initially didnt realise the suggestion is to add more content to scal (rather than add specific things)
Yeye, no prob
I thought Aureus dropped fragments post-moon lord like Astrageldon did but apparently not
So I don't really see a reason for a buffed slime mount to make getting aureus cells harder
what material do you even need from aureus except like grinding stars?
aureus cells for some items and usage ig
aureus cell only I guess? other item I dont think have any upgrade
other than jelly bean (which is the initial reason aureus is upgraded)
felt like Aureus being buffed pml was purely cus bean is pml
tbh they have a point i think
HVM and Perfs dont get buffed in HM but they drop more items
so basically just move jelly bean somewhere else and delete upgraded aureus
you dont need to move bean
moment!
Bean is dev item 
oh ya jelly bean have to be astral related because astral slime
bean isn't donor i think yeah
its bens iirc
yea
yea
it doesn't fit well because it isn't meant to be
anyways you dont need to move the mount regardless
why are we buffing bosses for slightly faster hellevators
you can get rid of the buff without moving the item
bean is not to be underestimated
just look at all the ptsd Ben has gotten from so much nohit judging
geh
huh
geldon did use to drop fragments unlike aureus which doesnt (on buff
byeah whatever 
I have PTSD from him judging my nohits 
yea Aureus should get fragments post-ML lol
i actually just agree with ridding the buff
Yeah why keep the buff and add fragments when Deus would be way easier to grind for them
no need to make random space bot a pain to deal with if you forget it before doing Cultist
how buffed is aureus actually post-ML? because I feel like it is still decently easy to dodge, especially post-ML mobility item
the only thing is just he is tanky
2x damage and HP
hmm moon lord is like 330k and you have post-ML weapon
I rarely fight him post-ML but I also don't think the buff is that big of a deal, other than just not obliterating him (for the purpose of farming)
Well he also has 50% DR
So it’s pretty substantially more than Moon Lord has
Hell, Providence has 600k health and only 30% DR compared to Aureus’ 468k and 50%
or just bring back rdr, so that you can't obliterate aureus /s
It’s the Calamity thing to have arbitrarily high damage reduction
no wonder he feel so tanky on tier eventhough he has similar to leviathan hp, I though he juts have high defense not 50% DR
also I dont think you can beat Aureus with just a homing weapon and the D key
ravager have 15% on body part and 35% on body, PBG 30%, so aureus 50% is just completely random
even leviathan only have 35%
I never understood why bosses have damage reduction in general instead of just having a bit more health
basically damage reduction is much better against adrenaline than just having higher health
They do effectively the same thing except one just makes your damage numbers lower
the higher your inc damage % (any source, armor, accessory, adrenaline...) is the better damage reduction is compare to same amount of hp increase
69 votes on my suggestion nice
So when does the bot do the funni and spam update suggestions

23
@old prairie Your reasoning is incredibly weak
You losing your Brimstone Locus often doesn't really
mean anything, other than you misplace things which is an issue completely separate from SCal
And the addition of even more brimstone/SCal-themed items I don't think would be welcome
considering SCal the boss already has a full drop pool, and the Exhumed weapons also exist
plus all the non-exhumed enchantment effects that you can apply to any weapon
we already have an exorbitant amount of fire related items, adding more brimstone ones would just likely add to the bloat
What I mean is that she should have have a bit more content after you defeat her, since in the lore she is like made out to be the allmighty Brimstone witch that burnt down an entire ocean and just having her walk around and enchant Items once in a while after one of the most epic battles ever just feels a bit dry, so I think that she should have a little bit more use besides being your goblin tinkerer 2.0
Giving her an item shop just like Perma or Amidias wouldn't help that issue
That is even more boring than enchantments
Giving her more lore dialogue/insights could help make her feel more significant though
Yeah, I think that the "tell a story" part is a good idea and bosses and npc's in general need to be covered a bit more, I know that you guys are already working on a lore update, so please don't forget about the npc's lol.
Well the issue with "having the Astral Arcanum always teleport the Player to the middle of the Jungle" is that the Jungle's position can vary quite a bit
Its closeness to the ocean versus spawn is flexible on world generation
and I don't know if that 'jungle position'.. 'decision' is saved anywhere in the world's data after generation is finished
So there is no real way to determine the middle of a biome?
There...... might be???
I'm not sure
I just know our current Jungle teleport is a "good guesstimation" on where the Jungle would be
I think your suggestion is fine though, because that code is quite old at this point and the 1.4 port might make it more feasible
Aight
on one of my worlds half of the teleport destinations are outside the jungle
it'd be nice if it was at least always inside the jungle itself
You could take the alch npc route and have it teleport you to a specific block
but that is kind of exploitable
@small timber typo in your title, it’s “clearly state” not “clearly stat”
@haughty leaf What?
he wants malice drops without malice
despite that already existing
dev plans.png
also i can’t even tell what this is saying
oh I always confuse the two word
for some reason state in my mind only mean country and nothing else
I think that suggestion can be translated to "readd malice drop" (just different from the previous challenge drops)
basically add new malice drops
or his calamity is out of date and malice drop still exist, and the suggestion is basically saying "give alternative method to obtain malice drops without activating malice, eg: fight EoC on day, which will be the equivalent of enrage/malice (just without malice modifier like +damage/proj speed))
basically previously night providence drop malice drop- kinda style
it doesn’t seem like English is his first language judging from his bio
@small timber - Your suggestion has received an updated status!
[Make Luminite Planetoid Always Spawn]
It has received enough votes to be passed on to the dev server for voting! You'll be notified again when a verdict is reached.
You can check out your suggestion again here: #suggestions-voting message
@coarse tartan - Your suggestion has received an updated status!
[Add a right click ability for the murasama]
It has received enough votes to be passed on to the dev server for voting! You'll be notified again when a verdict is reached.
You can check out your suggestion again here: #suggestions-voting message
@steep shuttle - Your suggestion has received an updated status!
[Have bosses in malice mode drop all of their drops 100% of the time]
It has received enough votes to be passed on to the dev server for voting! You'll be notified again when a verdict is reached.
You can check out your suggestion again here: #suggestions-voting message
@small timber - Your suggestion has received an updated status!
[Make The Community List The Exact Stat It Gains (In Some Way)]
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@dapper thicket - Your suggestion has received an updated status!
[Add Plague Dye]
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@novel belfry - Your suggestion has received an updated status!
[Make the Sulphurous Sea biome extend above the biome itself]
It has received enough votes to be passed on to the dev server for voting! You'll be notified again when a verdict is reached.
You can check out your suggestion again here: #suggestions-voting message
@inner lark - Your suggestion has received an updated status!
[change the way the sentinels act after killing them]
It has received enough votes to be passed on to the dev server for voting! You'll be notified again when a verdict is reached.
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@untold pagoda - Your suggestion has received an updated status!
[Make Frost Blossom and Cinder Blossom inflict frostburn and on fire respectively]
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oh, the plague dye one made it through
how did this one managed to get through
I mean without violating any don't
I'm not so sure
murasama right click suggestion #92192192
fix ravager
i suggest we fix this problem
:communism:
@ashen warren ravager phase 2 is literally designed so that you fight it in a confined space, trying to run away from it causing it to despawn is probably in fact completely deliberate to prevent cheesing it
Wait legit?
yes, in fact running away during phase 2 probably make it 10x harder
wait let me clip something
Done
our terraria

if your ravager is jumping AWAY from you it is likely due to bug
I thought the bug where it jumps away was fixed like three times
ya pretty sure dont happen in singleplayer anymore, not sure about MP since I dont play it
@ashen warren are you sure you're on the latest version? (1.5.1.6)
Your title line should probably be more descriptive
from his description I think it is more of a bug?
Nah not really a bug as much as
despawn distance too close for how mobile Ravager is
having ravager jumping away from the player dont look normal to me, unless he is reaver 200% MS flying away
because ravager stomp is pretty accurate, only have small variance (slightly ahead/before the player) if you are moving
I don't know what kind of Ravager they're fighting which is actively running away from the player
the only situation (if it is not bug) I can imagine is he is flying as far as he can while ravager is repositioning for stomp
Footage would be welcome
(he seem to not be here anymore) I will see if I can reproduce it, at least from the description
I didnt manage to despawn ravager even like this (death mode)
I need to try so hard just to despawn him, even on rev
That looks like an average exo mechs attempt
Movement-wise
this is like the only way I find to actually despawn the boss, and it requires a nohit world size arena
these video fly up more than average exo nohit attempt
/doubt
How many stars do you need for a suggestion to get a thumbs up?
there's no exact requirement for a suggestion to be sent
and even if it is sent there's no guarantee it'll be accepted
Yeah
The requirement to get sent to the devs used to be 200
Now it's dynamic, fluctuates with server activity to prevent droughts/surges
There is no requirement for it to get a thumbs up
That reaction indicates the devs' approval after it gets sent
my sugg is superior because it had a gif
but yes

ohh thats a really good way to handle it
oh and this sugg kinda reminds me of this one i made a while back...
Bro idk man I was in multiplayer and the ravager jumped into a whole different biome I was in the middle of forest it jumped to snow
In Phase 2?
Ye
Sounds like quite a bug
He is literally supposed to jump
on top of you
That's where he aims
Then why did he jump to my snow biome 💀
He went from jumping from my friend and overshot a mile
Yeah I just said
You should have mentioned that earlier.
That explains a lot.
I said multiplayer
What happened
(right sorry I missed it here)
That means it's got something to do with the boss changing targets
which can be quite funny in multiplayer, not just for Rav but other bosses too
I can easily see why Rav would freak out trying to retarget with its phase 2 behavior
Probably worth reporting this in #bugs-read-pins instead, making it very clear that you are encountering this in multiplayer

isnt the ravager MP bug like fixed?
at least I remember it is fixed or at least attempt on fixing it is somewhere, is your calamity out of date?
(although repost suggestion are allowed) probably worth mentioning, since this suggestion is passed rather recently
@muted osprey I think the suggestion is actually count as reposting, because not only a similar suggestion is just recently passed (28 Jan 2022) it is also on to-do list
and since pixl is personally doing this one (at least according to her word) you can just ask her for progress?
gender check
they is neutral
(agian, theres nothing wrong with resuggesting something that was suggested a while ago unless it was added to the frequently suggested, im pretty sure)
also Jan isnt recently tbh
ya maybe, just not sure the verdict on what is count as a while ago, since in this case it is Jan 28
which is basically like Feb
I thought it is like 3 months, but ya in this case it is also that the person working on the rework is active here so can just ask
(probably faster than getting a suggestion to get enough votes, enter devs after 2 weeks and then get onto to-do and then back to waiting)
language moment
nah the sentence was referring to pixl, who is the dev doing the arcane modifier rework
dunno if i really need to justify the comment about guardians being too hard
you don't
I fought them today and they were ludicrous
I think the greater problem is that the optimal way to beat them is just fucking circles again
but this time you aren't really allowed to do anything else
especially phase 1 is just circle camping them
they took me eight tries
in a run where I was first or second trying every other boss
phase 3 is very scary but fair
Phase 1 is kind of bad but not horrible
phase 2 is just endless spear spam nonstop
phase 3 strategy is to wait for the fireball spam to begin
then dash above or under the final guardian
when the gap appears
it looks very intimidating but thats a very consistent way to deal with it
depending on positioning when the flame wall starts it can be basically impossible to dodge
in order to survive you have to act in a very anticipatory manner i.e. unintuitively
I only won by aggressively circle camping the first phase and playing very passively against the other two
not at all fun
especially since I'm playing melee and I don't really have any options that reliably deal damage at a comfortable range for that fight in particular
I think your suggestion helps but it's not really getting at the main problem with the fight
you tend to need strong homing for donuts
which is not good design
which is just that the fire in particular forces you away from the boss to the point where it will often be offscreen
causing you to not be able to hit or react to the boss very well
I completely agree
p2 is more annoying than p3
Especially because of how weirdly the spears move
it would be fine if they didn't have that third state where they suddenly move like twice as fast without warning
I hated p3 more because my usual weapon of choice against the chicken fuckers was pre-rework ark of the elements, which no longer has nearly as much of a ranged or homing element
the wall of fire in p3 was more annoying
oh also can we establish which mode we're playing rq?
Death/rev
death also
malice is 💀
malice is skull and should just be removed at this point
one thing I've been feeling in particular across this entire playthrough is that this is a really bad time to stop developing for 1.3 and focus on 1.4
now more than ever the mod feels really unfinished
and just... bad, in a lot of ways
for one thing a majority of weapons with pierce capabilities don't work properly, if at all
Wdym
infernal cutter, for example
its sparks pierce a lot of times
the immunity those sparks cause blocks the main weapon from hitting
that just sounds like a specific weapon issue
it's a specific weapon issue in every case, but the problem is that there are a lot of specific weapon issues
and in every case the problem stems back to the use of global immunity
there's also an issue with several certain weapons where your aim doesn't match your cursor
most recent example to come to mind is tenebreous tides
if you try to aim diagonally down the beam biases towards the nearest horizontal direction
and it's really obvious too lmao
Stream gouge does that as well
this is/was especially prevalent in rogue weapons
tides seems to be unique in that it only does that downwards
most weapons I've seen it with do it in both vertical directions
these complaints, while a major bummer, have nothing on the big one
the new and reworked content is very obviously lacking polish in several regards
every fight that has been substantially reworked in 1.5 that I've done so far I think is vastly inferior to the version it replaced (except cryogen, which was previously the worst it had ever been)
I'd much rather have the cakewalk that was 1.4 doughnuts than the abomination that is the new version
are links to google docs and things of that nature allowed in suggestion posting?
try to make your suggestion concise so that things like that are not necessarily
if your suggestion is so long that you need a google doc you probably should summarize it
if your suggestion needs a full doc then dont bother
aight
if you want to add it solely as a side thing then you can but eh
usually its better either way to not
also, what's the doc specifically for
eh, it was some suggestions for achievement ideas for when calamity gets ported over to 1.4
then either way, you cant suggest about something not yet available
as the 1.4 port is not out (and achievements are the least of the priorities)
eh, i read the rules and it didnt seem like something that would necessarily go against the rules, the suggestion isnt to add achievements, just ideas for when achievements get added
basically: if something is not yet in the game you cant suggest it
since achievement is not yet in the game (as it will require 1.4 port), you cant suggest achievement, even just ideas
@vapid mango wait for it for now, there is technical difficulty with using different ammo for rocket launcher and flamethrower
which might or might not get fixed/better after 1.4 port
Id say launchers actually have one ammunition that gets quickly upgraded and then never touched again
what there is?
ya launcher I think is slightly better, but pretty sure flamethrower is hardcoded to only use normal gel
which is why it never have different ammunition
damn
so if you want you can keep rocket launcher part, but flamethrower part is impossible/extremely hard because of technical reason alone
and half of the new rockets are solely for placing and removing liquids
ya, in 1.3 (current tmodloader) rocket ONLY has rocket I to IV
all other rocket are added at 1.4 which is why I said rocket launcher ammo may get better with 1.4 port
2/3 if you don't count the destructive variants as their own type of ammo (which I don't)
but seeing rocket I to IV is the only rocket ammo right now I will assume it is similar to flamethrower where ammo type is limited
custom rocket ammo will be possible in 1.4
never heard anything about flamethrowers
from this there are 5 rocket variants in vanilla:
- Small (Rockets I and II)
- Large (Rockets III and IV)
- XL (Mini Nukes I and II)
- Clustered (Clusters I and II)
- Liquid-based (Dry, Wet, Lava, Honey)
if it is somehow possible, then nightmare fuel is right there
if anything modded flamethrowers will need to treat Gel like some vanilla and modded bows / guns convert Musket Balls in that case
but having Nightmare Fuel and Endo Energy being endgame flamethrower ammo could be interesting
i believe making more unique gel effects isnt very easy to make due to how flamethrowers work
where they simply just shoot their own specific projectile instead of a "gel" projectile
tbh launcher and flamethrower unique effect on ammo isnt even that important
most launcher and flamethrower already convert ammo to their own on hit effect
exactly yes
making flamethrowers use unique ammos is either a hassle or completely irrelevent
when making suggs i don't think about how they would do it i just think of an idea so yeah idk
and yeah every launcher/flamethrower does have its own thing with the same ammo
i just thought giving them something in common would be cool
I just think the suggestion is abit hard to carry out before 1.4 port is the problem
the idea itself is not bad, just the technical problem associated with it
if flamethrowers use multiple ammo types they should just be the existing other gels imo
yeah
agian, itd be a huge hassle and require just refactoring all flamethrowers to make new "unique" gell types
since all flamethrowers already shoot a unique flame, making them be able to take other gell types to shoot a specific other flame would be too big of a hassle iirc
the best i could think of is higher base damage, additional debuffs, sort of like how frost or flame just act like normal arrows with some bonus, or making weird unique variant flamethowers with unique ammo types like the stake launcher or other halloween weapons
and none of those are any more interesting than just. making new flamethowers that take normal gel
additional debuffs would face the same issue i believe
its a cool concept
flamethrowers use their own special projectile, unlike bows which just take the ammo projectile for the most part
But itd be too much work for the payoff
each flamethrower is basically its own "gel" anyways there isnt really a need to just make more gels
Flamethrowers all make their own unique projectile yeah
for launchers custom ammo is probably doable, for flamethrowers i don't really see it being doable enough
they just consume gel
the pack does too
and the uh
or i mean, can use custom ammo
electrosphere launcher
electrosphere overrides all ammo types doesn't it
yeah
yes
so it can't accept custom ammo
well can
but doesn't change anything
maybe damage?
def dmg
Rocket Launcher and Snowman Cannon are the only ones i can think of?
though lately all Calamity launchers have been modified to access tile-breaking nukes so idk
Celebration, if you remember that thing tbh 
right 
it does not
literally the first note is that it overrides rocket types
lol
mk. II uses rocket types i think tho
but that's 1.4
grenade launcher has uhh
custom grenades
whatever the fuck these ammo types do
yeah launchers like
make their own unique versions of custom ammo
which is weird but lol ig
there's also proximity mine launcher too
oh look, proxi mine launcher does that too
YEAH
i love the dozen explosive weapons terraria has that literally no one uses
proximity nukes look cool tbh
well I guess that's terraria tbh 
I exclusively use them once they become available
Why does the proximity nuke 2 look like a mini burden breaker
Shhhhh
yeah but you probably use rocket launchers, yeah? not fuckin. nades and prox mines
Is it a 1.4
Thing
Cause in theory it could work if it functions modularly
you go grenade launcher (guaranteed Planterra drop) to rocket launcher to snowman cannon
fair enough
because dungeon chore tbh
and then never stop using snowman cannon
snowman is funny
launchers are in 1.3
it's pretty much strong option
homing + good damage
exactly
I mean the weird custom projectiles
Like cluster grenade and stuff
some are 1.3 while others are 1.4 projectiles I think
Hmm
those are 1.4
yeah these are 1.4
Liquid, Mini Nuke and Cluster rockets are all 1.4
and proxi mines are shot exclusively by proxi mine launcher
Like do grenade 1-4 exist?
a weapon no one fucking uses
In 1.3
yes
yes
Hmm
Cause if it’s modular it could theoretically just work for other rockets and gel too
It could cause a memory leak though
i mean i think they were saying it is like. possible. if they programmed in every single possible variant for all the weapons. but it just isn't worth the time
cause that's a lot of work for
what like a handful of ammo types that have very minor differences
also spriting
yeah
also not every vanilla launcher has rockets that look like the ammo you use
because each of these is a different projectile
as in they function in different ways
even if they look the same
ok different types of flamethrower ammo would definitely be nice
I finished up a ranger playthrough and used flamethrowers for a decent portion of late hm
and that was my one complaint
tbh dart variety is still a more pressing issue than rocket / gel ammo variety
true
dart guns work closer to bows and guns than launchers and flamethrowers
yet there's only vanilla darts
dart guns work exactly like bows
flamethrowers work exactly like stake launcher and the such

don't you hit me with technicalities young man
also feedz theres more of a need to actually
make darts needed before you make more dart types iirc

theres only a singular (1 (one)) dart gun in calamity
yea
Charged Dart Blaster
pre-ml weapon
ye
almost forgettable
add Really Charged Dart Blaster
its actually pretty good so i dont forget it
so calamity has the same number of total dart weapons as vanilla flamethrowers?
wait wtf
eld melter
Last time i tried elf was not shit
but breh
more dart weapons and darts tbh imo iirc afaik
monkey darts
why not just 500 for extra funny
splitting projs could be cool
or 400 with spam and 500 on stealth
Paragon version post yharon
look i just want ujugg-
make it juggernaut ball instead
yall think asking for an actual dart progression line would be a good suggestion or is that too much work
also idk if this has been asked a lot before
Terraria bloons mod
its in the suggestion donts
ah, hadn't checked in a while
there's still one from two months ago anyway with 187 votes too
lmao
actually i think the dont is the reasoning of “to make a subclass only run easier”
Because those are self imposed challenges
yeah i was just saying like. having some couldn't hurt but the point's kinda been beat into the ground. cause it's an entire weapon type that just kinda. disappears post moonlord
its hard to make item suggs without having the reasoning be "it'll be cool" (also a don't)
yeah
Wrong, Tarragon throwing dart
Tarragon throwing darts are actually not terrible
tarra darts are good
i meant the dart gun line moreso i suppose
Tarragon throwing darts are shit
Unless its on worm bosses or OD where its 
cause we were talking about ranger
Darts on storm weaver are fun
Oh dart guns… yea those dont have post-ml ones lol
They do well on old duke???
Let me guess exhaustion phase
When he rests yea
figured
Or for re-killing providence for more geodes
it can probably work for CV too
wave pounder does that better
ye
the rogue "darts" are considered daggers to wiki so idk why people brings those up whenever people are talking about the dart gun line
regardless, even if im not gonna make the sugg cause someone already did not too long ago, i feel like dart weapons require a little more brainpower on average than most of their counterparts due to how their ammo type works, so expanding the line could help relieve some of the W+M1 sort of mentality ranger is stuck with
feel like that's a decent reason to consider expanding the line into post-ML
u know what i mean
I do
yeah exactly but that looks dumb
i know but some classes require a little more brainpower than ranger
rogue has stealth strikes, summoner has the quirks of minion AI, mage has mana, melee... is melee
like they have stuff going on
melee has true melee and ark/biome blade
ranger has ammo which is very easy
and also has uhhh
braindead easy to use weapons, mostly
not everything needs to have intricate mechanics
or really anything at all
some people just want to hold down the button and not think about it
Yeah but that’s boring
The ark and biome blade line is fun as fuck
And the people who just hold it down can still do that
Just with less damage
(Also it’s more boring lmao)
i like the fact that in 1.4 there are more rocket types than there are actual rocket launchers
pretty comedic
braindead is not always bad
braindead things can be fun
But most of the time it’s boring
Im pretty sure making ranger less "braindead" would require some kind of rework to how the class itself works
which sounds both hard/impossible to implement and balance and like a terrible idea when taking into account that many people would not like the change
Point blank damage exists but barely even affects ranger since it does not do much with most weapons
maybe if point blank had a bigger range and better bonuses it'd be useful
another idea is to have it scale, like how tf2 weapons work
you deal extra damage when you're close to an enemy, and less damage if you're far away
to further encourage the player to stay near enemies and discourage running away
point blank being in every single weapon description is dumb
why would I go against one of the main aspects of ranger (having a high range) and risk getting hit causing me to lose double damage for 5 full seconds in exchange for 1.5x damage on a few hits
actually
maybe point blank damage
is why misclicking with an explosive deals well over half your health in self damage
3rd fucking repost of this sugg
AMong Us
AMONG US
man flesh of infidelity needs a buff badly
Oh boy
compared to the nights eye
A Borealis sugg
Also sure if you can give DPS and/or boss kill times for the two then you can make a suggestion about it
if it could just go through walls it would be way more fair for crimson users
either nights eye gets nerfed or this gets a new ability
True I suppose that is also a important aspect, world usability
yea i feel like nights eye carried me
through early hardmode
and wall of flesh
it has insane range
can go through walls
and does insane damage
flesh of infidelity is just a bouncing flesh ball
like compared to every single summoner item in the game this is the best one considering range and tracking
brb gonna eat
instead of an option/item for detailed/simple stats it should just be like
a key that you hold to enable detailed stats
also i don't think it's necessary except for stuff like gem tech
isnt there a stat reader in game already???
i mean for tooltip info
oh descriptions
that's what the suggestion talked about
and like i said i think it's only really necessary for a few items that have really long descriptions
i mean the only long descriptions one are the one where it has multiple mechanics which makes sense
its also is a thing where the dev would have to rewrite/write a new system just for a single mechanic so i doubt it would happen
nor is it a game breaking thing so i generally dont see it being a thing a dev would do
yeah that's true
Look, it is a good summon by raw stats, specifically what's wrong with it is mainly the movement.
He gets stuck here and there, if the projectile this and that. It is bad by movement, the stats shall remain as how they are.
@hollow shell SIS
Ya too specific idea
Also we dont really need more projectile sword, gems is mostly used for early game staffs and light saber
@old prairie Reminder that Plaseblades/Phasesabers are crafting using gems
And yeah more importantly that idea is too specific
And if the gemstone he is referring to is the large gemstone, it should.be noted that large gemstone is use in a pvp mode (so literally cosmetic use)
Read the Don'ts Doc in pins
flashback to when the large gemstones was used as a standin for crown jewel
You might suggest give gemstone more use (if you find a good reason), but try to avoid too specific example like gemblade
Especially that you even give their name, crafting recipe, function etc
ok, but suggesting items like weapons is ok as long as i don't make them too specific or complicated?
Yeah
Wooohohoooo
You can suggest stuff to fill certain roles or tiers
Nerf guardians? Seriously?
But you can't give em names or recipes or give other details for how you'd like to to be executed in specific
monh
ye, ye i read the doc's but i just wanted to make an example for a crafting recipe so that you guys can see in which tier the weapon belongs.
Ok, so we basically need more ranged and summoner Items right?
more summoner and rogue weapons probably
altho im not too sure how you'd suggest any without delving into SIS territory
Ya we have a bit too much melee projectile mage sword right now that the reason need to be good for why we need more
will flesh of infidelity be buffed
i know but maybe i'll inspire someone or give them an idea they've never thought of, so i'm gonna keep using my 2 daily suggestions lol
i rlly want flesh of infidelity buff
cuz eye of night is like 100x better
in every single way
imaginable
Also sorry for asking, what is the progress on Arcane modifier rework? Since yesterday someone posted a suggestion to buff Arcane and I just say Arcane rework is on to-do
probably around the same as the mana rework 
heehee hoo hoo
heehee hoo hoo
nobody is working on content
we're porting








