#suggestions-discussion
1 messages · Page 1266 of 1
stop theorizing with cringe melee weapons and use that energy on cool future content iirc
why not lol it's funny
Funny part is that seraphim's a big dagger and not actually a sword
oh damn
Because it's cringe
I disagree
Everything related to melee is
you're just boring
with a unique effect
A broadboringsword
!
Mmyes very unique
It shoots x projectile or does x thing sometimes
(Or has a comedical amount of y stat)
majestic guards lowers defense on hit and heals if no deffense
name a ranged weapon that does that
or a rogue weapon
or a mage weapon
or a summoner weapon
It's just a boring x on hit effect
Which, by the way, is done by all classes
yeah all classes swing swords that lower defense and heal on hit
There is atleast not more guns than summoner weapons in the game
yeah ur kinda annoying and using flawed arguments
Why are we discussing this is stupid anyways
which ones exactly were flawed
All classes have on hit effects, whether they're exactly that is irrelevant on whether it's interesting or not
I mean it absolutely is because a debuff on hit is also an on hit effect lol
that doesn't help your point
cool on hit effect, any weapon, just one example?
anti materiel rifle
what's it do I dofgor
This was about Seraphim looking like a random sword right?
Yeah no it's just a coincidence hope that helps your doubt
when the bullet critically hits, it summons a swarm of extra projectiles at the enemy
it's an interesting coincidence nevertheless
love stuff like that
it makes me think of covergent evolution in animals
like how hyenas are similar to dogs but biologically are closer to cats
and considering its high crit chance and the fact you usually have close to 100% crit at that stage, means most projectiles will summon the swarm
Again, that is irrelevant and does not make the sword more interesting
it's just one of 16384 true melee weapons
By 0.01 uniquely points yes it's slightly more unique
Which due to how they work are overall fairly interesting but some aren't particularly noteworthy
by that logic anti materiel is jsut one of 198769 guns because functionally it just shoots
(Out of the trillion true melee with onhit effects sword
maj guard being an example
is it awesome ultra flashy? no
It is
is it good? yes
That's the point
Because it's a sniper weapon and that's cool objectively-
does tyranny's end do that too?
Wait but like
I haven't used it
is this related to some sugg or
No
so we're kinda offtopic 
Never was actually
whatever
Yes
yeah let's stop
anyway gss is in such a sad place
like genuinely right after plant is the worst place to put anything
like does anyone outside summoner even care about its loot?
wait apparently the scale droprate is lower in expert?
the fuck?
100% in normal 33% in expert
@drowsy plank would that be worth adding to the sugg
the weirdchamp droprate I mean
Pretty sure that's wrong
the wiki said so lemme recheck
i don't think mentioning other suggs isn't a great idea
Pretty sure the 33 droprate is for the extra?
wiki means the +1 extra being 33%
it means the +1 extra is 33% rate?
Like yes it needs to be clearer
ty anyway
see above @drowsy plank
other than this, i don't see any significant issues
if devs are actually planning on making it post ml that works too
never heard of GSS being planned post ml
the only retier of a boss i heard was ravager
makes sense
nitpick, GSS aint a boss

hope he's still dropping the bars and cores tho
Stop ruining my argument-
does slime god make sense as a name?
...yes?
what else would you call it, slime gods
idk like slime primordial
it's jsut this kinda bothers me
devs will figure out how to deal with that mess 
there's already plans to deal with that iirc
moving sg to post plant 
moving sg to post ml
I think slime god is perfect where he is the name jsut kinda is weird
inb4 slime queen renamed to slime godess
I think the tester do say that slime god is completely intended to be the "final boss" of preHM (WoF is count as transition boss to HM)
and that will not change no matter Queen Slime's existence
slime god fits really well
actually I think it's a little more logical if you think about qs as just a slime that accumulated more slimes than the god
you know
I agree
Slime God will remain where he is
it's not the boss it's the name of queen slime really
And Queen Slime being stronger will be explained
She'll remain as she is too
Yes
don't normally care about the lore but genuinely curious how they explain this ngl
something something god of slimes died (since the lore item mentioned how "slimes gods will eventually be unbelievably powerful if it merg all slimes in the world"), will slimes finally be stopped? turns out no, slimes just consume everything, even just a new slime consuming on the newly borned hallow can become more powerful than what previous was known as the most powerful form of slimes ever exist
wow speculation is awesome
eventually we will just need a supreme slime god boss for the lore to finally finish
Not really
It's just that being old =/= being powerful
Slime God gained powerful by combining with slimes over time and its associations with the world evils
Queen Slime, while being younger, gained power from a much stronger source - the Hallow
Which I assume wasn't available to Slime God
hmmm
yharon is already right there 
lmao love how i was pinged for this twice and got 0 notifications for it
thank you discord very cool
Rip
I’d argue that with the moving of Light and Dark shards into GSS’s drop pool
this hasn't been implemented nor does the original sugg discussing this have more than 👍. it seems unnecessary to the sugg

hm indeed @drowsy plank, a strange inclusion to the suggestion
oh i just noticed that
i was going off of uh
oh wait
lmfao i just misread the guide it was only deliever and ignored
lemme fix that
ok there
aight coolio
gss dropping shards would be cool tho cause like that sugg pointed out getting shards is weird rn but that's a problem for another day
would this also be the place to ask about a suggestion i'm thinking of making?
okay good, i've been hanging in the abyss for a bit and i've noticed that the two worm enemies in the abyss, when hovering under you often go close enough to yo that you're in their aggression radius
like you can be entirely stationary when they spawn and then proceed to do nothing, but they'll just aggro on you anyway
(Funny you should mention cuz people in the dev server were talking about problems with Abyss enemy aggro earlier today)
every other abyss enemy can be avoided much more reliably than the oarfish and gulper eel, and especially with the eel it really forces you to stop what you're doing and get rid of the eel or move far away super quickly
i feel like if the oarfish and gulper eel were changed to work like aquatic scourge they'd feel better to encounter- like if they spawn they are passive until damaged
is there any problem with them working like that which i don't realise or is that alright
You could make a suggestion of that variety yeah
It's possible your problem is going to be fixed anyway cuz of the aforementioned dev server convo
But, that prolly won't be an issue
alright, i'll make the suggestion then
Better solution i think would be making the background pitch black/orange, etc etc but still having eye of xeroc be there
Though iirc eye of xeroc shines red sometimes(?) That'd be annoying
I just want a middle ground that gets to keep eye of xeroc
fix multiplayer
(impossible
Probably. White gemstone walls and white torches also works wonders
How to make an ez Scal arena
- Go to underground
- Use Drill mount to clear space
- Summon scal
- Fill space
- Fill space with diamond gemstone walls
- Shadow paint
- Enjoy
@night jolt - Your suggestion has received an updated status!
[Properly Decrypt the schematics after putting them into the Codebreaker]
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
@drowsy plank - Your suggestion has received an updated status!
[Add Calamity Ores to Fishing Crates and Standardize Crate Drops]
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
@slim lion - Your suggestion has received an updated status!
[An accessory or material to craft an accessory to give full immunity to the Abyss should be a drop from the Adult Eildon Wyrm.]
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
@crystal stone - Your suggestion has received an updated status!
[Add a custom background to Brimstone Crag.]
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
@ashen warren - Your suggestion has received an updated status!
[The Devourer of Gods should have animated background effects]
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
(that will completely break the flow of the fight), I will really prefer dialogue to just be, say, either before boss fight start or after boss fight end
finally, here's hoping it passes 🙏
it probably will? I dont see much reason it dont
ik, but still, there's always a possibility
also doesnt DoG... already have text appear above you when hit by his head???
@crystal stone Doesn't DoG's eat text already appear in the world near him and the player?
ok yeah it wasnt just me
ig you could have it appear above draedon's hologram in the fight, and scal's in her's respectively but... eh
ye, just regardless of that I dont think having a short pause in the fight for purely dialogue reason is really a good idea
^
A lot of the time you move away from the text to fast to read it
Boss Rush is actually a good example of dialogue in this instance, cuz they're always during breaks
It should appear above you so you can read it easier
but boss rush is different in that each boss is a single instance of fight, in a normal full boss fight it is basically breaking the fight itself into parts
Your sugg words it confusingly
You mention text appearing on the side of the screen, then immediately follow up with DoG as an "example"
Wait I do
Yeah
I reworded it a little
does scal have text float above the player for her dialogue? I dont remember her doing that
(then probably reword slightly, since this reads like "scal has text float above the player instead of beside the screen")
Yeah that does look like SCal is the "good example"
Ayo i got ping
@ashen warren - Your suggestion has received an updated status!
[The Devourer of Gods should have animated background effects]
It has been add to the devs' to-do list and planned for implementation!
You can check out your suggestion again here: #suggestions-voting message
Thx
Pogg
ya the progression guide is a "guide" for a reason, not a "rulebook"
if you think it is too easy you can even kill queen bee before king slime, or kill slime god straight away
Yes, but guide information should be true at least to some degree
the guide information IS true, post-skeletron gear is stronger than perforator, which is what the guide is based on
For example, nobody doubts in vanilla progression. Yes, you can kill Skeletron before evil bosses, but he is actually harder
This seems more like an issue of skeletron being too easy than the progression being wrong tbh
Although I’d say moving the evil2 bosses so they’re not literally right after the vanilla evil bosses wouldn’t necessarily be a bad idea
That is true
There’s not really anywhere else in pre Hardmode they’d fit
And Hardmode has enough bosses as is
the thing is just because skeletron unlock dungeon which provides a lot of decent accessory, weapons and shadow key it must be relatively far in the progression
ideally evil 2 will be after QB before skeletron in power I think, basically if you dont kill QB (which is optional) evil2 will be a very decent challenge and then afterwards skeletron which unlocks lots of gear to prepare for Slime God
currently it is before QB and Skeletron, and another thing that make skeletron so weak is probably because hellstone is balanced for post-skeletron (I think?), but is accessible post-evil 1
whatever reason can come from this sugg
the reason they give is entirely subjective
which is just
not a good sugg
ya (and suggesting to change something that in the context of gear, do make complete sense)
and changing the wiki as a whole doesnt need sugg, though objectively the sugg is just wrong anyways so the wiki wont change
I do think the biggest thing require rebalancing is hellstone, currently hellstone gears completely nuke evil 2 bosses, QB and of course skeletron itself
I like the implication "wiki owners" choose progression order instead of devs
turns out there is dev that are also assisting in building the wiki, and idea of "progression order" itself had always been community defined not developer defined
calamity never just say "yo kill this boss exactly after this one, then do this then kill that boss", in fact calamity deliberately want to make the game less linear
No progression order is developer defined
Bosschecklist is based on values given by devs based on intended boss orders
There was always and had always been an intended order to fight bosses in this is how design works
because if they want to put a value the most appropriate approach will be follow the wiki? and calamity still didnt force the player to follow boss checklist order exactly
otherwise boss checklist will be a jumble mess where you have scal as first boss because it is the boss you are required to kill
that doesn't mean there's not an intended boss kill order?
What do you think the wiki's order is based on?
Wiki has always had dev involvement since its conception iirc
there is an intended boss kill order? sure (since there is always gear balancing/progression), but the devs (except post-Yharon) didnt really force you to kill one boss exactly after another
that doesn't have anything to do with this though
The point is thay progression order is indeed a thing devs made even if it's not forced
Devs in this case may reduce to fabsol deciding when are his bosses supposed to be fought relative to vanilla bosses or to other bosses of his i think but it still is a thing
the point being that "wiki owners" don't exactly decide this
ok since I thought you are referring to the suggestion (which confused me a bit), then this is my opinion:
- community defined = what the community think best to progress the game, including "intended boss kill order" (since even devs is involved with it)
- developer defined = the developer/game force you to only progress in said exact way, eg: you can only desert scourge after king slime, and EoC after DS (by hardlocking them)
This is stupid semantics iirc
Or whatever
Also it's pretty confusing i think most people can assume developer defined is what's intended by the developers
sorry if im late but like skele might be easier, but dungeon opens abyss which is even later on
and it would not make sence to have abyss progression before evil 2 cause abyss gear is literally the end game of prehm
plus there is no official progression
Boss check li
That doesn't matter?
It's still official
Just because non linearity exists doesn't mean it's not official
I'm :sadcat: rn since when official=100% forced to follow
i mean it is kinda official
calamity devs support the mod and place the bosses in whatever point of progress they want
Yeah that's the point indeed
*post-DoG
actually not even
crappily drawn, but like
Post-Moonlord is way less linear than you'd think it would be
there's lots of ways to do different post-moonlord bosses out of order
in fact, every post-Moonlord boss except for Old Duke, Providence, Draedon and SCal is available as soon as you beat said
ye old duke is like AEW now
it is only linear if your end goal is to beat both exo and scal, if your "final boss" is yharon it is super non linear (you can skip almost all post-ML bosses)
oh right
yep
most of Post-ML's progression is just forced by a power curve
much like Hardmode and Pre-Hardmode actually
the forced one is mainly just auric ore tbh: it require tarragon for blossom pickaxe (providence), then auric cooling cell hardlock by post-DoG frost moon (DoG), then Yharon is essential (auric bar)
me when you can just fight Dragonfolly without touching Moon Lord
aw
:(
2.0 stinks
!!!!
isnt 2.0 one forced dragonfolly before yharon not force moon lord before dragonfolly?
ooohhhh
right yeah
draconic swarmers are now only a infight thing
I can still Sequence Break Dragonfolly
WOOO
fair enough
i'm too used to nohit progression
which is 5x as linear as casual progression
oh you can
(unless your a mage and using the Swarmer)
time length isn't a constraint
its just that like, well
why would you
you can't do him later on either, though
progression skips are banned
boss progression skips are banned
non-boss ones are fine
in fact, both are pre-Folly for nohits
i used Blunder Booster for my Folly nohit, really fun and useful accessory
so you can fight DFolly with pre-Moonlord gear but you still wouldn't be able to fight Moonlord with Folly gear
pain
fair 'nough
fair enough
if you really wanted to tear Moonlord to pieces without progression skips you can use True Biome Blade without attunements
which, theoretically, could get maybe like, a 30-40 second killtime on him?
its nuts
Classic #suggestions-discussion getting off topic
yeah, i know
pain
fair enough
Difficulty is subjective, you need some actual stats to say Skeletron is easier than Perf/Hive
poll a few dozen/hundred people on it
even then that should only give a really vague idea of it
i was just gonna say get kill times
but i guess you could do that too if it's more that the patterns are way easier regardless of the bulk of the boss
kill times are meaningless in terms of difficulty
just ask just about everyone who's nohitted the profaned guardians
the bog standard is to melt them in under a minute, and there barely are any nohits that pass beyond the 60 secs on them anyway
and yet
meaningless is a bit of an overstatement
considering you're using no-hitting as a standard of difficulty
hey, let me finish
almost all of them complain about them being overtuned
yes, its just their opinions, but i've seen the same people complain significantly less about some bosses that take much longer to kill (which is almost all of them, people on the lounge love complaining about guardians)
just killtimes aren't a good meter of any two given bosses's overall difficulty
And guardian’s intended kill time is ~2 mins
especially since you can get vastly different killtimes with different weapons on the same bosses...which reduces or increases the difficulty of said specific bosses. Difficulty's context-dependent after all
for me, there's two ways in which you can measure and compare any two given bosses' difficulty in a remotely objective way
one's to ask many, many people about it, then compile that data and compare the stats
preferrably select a more narrow niche to poll from
that's really not a good way to poll
Wouldnt a broader audience be better?
yeah fair
Since you get people from all skill levels
arguably that method runs into the problem of the boss changing before you get your poll data done
also true
the second way is to meticulously chart out the exact ways in which a player can/should move to avoid each boss's attacks, which differs anyway since different people avoid said in different ways, and just try to get an idea of how each intended way of dealing with each attack from each boss compares to the other, purely in what a player has to do to avoid it
which has its whole other range of flaws, but at least you can somewhat start seeing difficulty from the designer's perspective
oooh, rad
considering a thing such as "intended difficulty" exists and looking at how a player can and should deal with challenges in any given way is important a s a game designer, that method still carries some value
both methods are extremely high effort
neither is ever used in #suggestions-posting, seemingly
it shouldn't be that surprising
the common suggestor barely manages to get formatting correct, let alone doing actual research/experimentation
we are long past the days of frequent google doc posting
i still have a google doc i just dont post links to it 
easier to copy paste stuff out of it
on the note of suggestions
i had kind of an idea to suggest something about adding more content/rewards to the sulphurous sea caves
they're genuinely quite cool to explore, but considering how dangerous the underwater part of said caves is, you're likely to not explore it until later on in pre-hardmode
and the only actually usable gear down there is also craftable post-Eye of Chtulu, using Acid Rain drops
ye probably like draedon's old abandoned lab (actual)
that'd be one cool thing
it'd also be quite high-effort, but it'd definitely add something super interesting and worth checking out to the lower Sulph Sea
...so its kind of sad to me that there's never any incentives to actually explore that place, despite how cool it is
in fact, there's already little run down arsenal lab monitor structures down there
which are quite cute and cool foreshadowing-wise, but they don't do much
byeah, does this point seem valid?
otherwise there's not really any reason for me to sugg about it :p
the two main one (besides those planned such as brimstone crag and sunken sea, subworld...) is sulphurous sea and normal ocean
both are generally lacking, sulphurous sea (below sea) now is pretty much just to see if you can get effigies of decay or rusty medallion, thats about it
yeah
if you get effigy of decay from the Acid Rain
you can literally get every other underwater drop from that event's mats
and its significantly lower effort to check the Sulph Sea out post-EoC rather than to explore it earlier on, dive into the extremely dangerous underwater part for getting that few items just a few tiers earlier
with, likely, little to no equipment at your disposal that will help you explore the underwater Sulph Sea more effectively (which includes Victide Armor, Sulphurskin Potions (which are crafted from Acid Rain drops if im not mistaken so that makes the situation even more silly), vanilla underwater accs and potions and Sulphurous Armor which speaks for itself)
if sulph sea just inflicted normal poison at least you could get a bezoar from the jungle to mitigate it at least
I think sulphurous sea being difficult (early) to explore is intentional, since they nerfed sulphurskin potion duration
not to mention that jungle drops are also just better than literally anything you could get from sulph sea anyway 
maybe the itmes could be buffed to make it more worth but idk why you'd even bother atm
but ya, currently sulphurous sea exploration just have a lot of effort required but no reward
I dont think those items need to be buff, they just need to add more to sulphurous sea exploration; say having an epic super powerful drop just in a random crate (as in, literal crate, not fishing crate) do not feel impactful
^
though honestly, even just some rare items down there could help
say, the loot pool from the draedon labs that spawn in the caverns
lifeforce potions are a rare and valuable resource in prehardmode
I think a draedon lab (ruined one) fit perfectly as stated above, just because I will imagine the abyss is one of the thing draedon desperately want to get in but cant because the physical condition is too harsh
and the other loot in them is nothing to scoff at either
yeaaaa
but like
how would you format that into the suggestion
is this even worth suggesting about in the first place
~~Add more sulphurous sea exploration content
it has crates and nothing else, add more please. Done~~
maybe, since sulphurous sea is probably not on the plans for change for a long time, since things like sunken sea and brimstone crag take a lot of priority
tbh why wouldnt you suggest a buff to sulph sea chests
arguably they're harder to access than sky islands and hell items atm, and yet are easily worse than both
it is just, sulphurous sea items are unironically pretty decent
but i'd say its easy to pin down that they're harder to access than the average biome
...and all of its unique loot is accessible after the Eye of Chtulu
the chances of you reaching the biome before beating EoC are... not too large
hardest boss in the game babieeeeeeee
you're much less likely to explore the area beyond your spawnpoint early on
exploring downwards though? much more plausible
yeah idk, ill need to look at what spawns in sulph sea chests cause
i know rusty medallion is one of them i think and uh
yeah
which already leads you to one of the ways to summon the Eye, being Sus eyes in chests
making houses? The Eye spawns naturally after just four npc's have moved in
fighting things on the surface at night, once you have a decent weapon? You'll soon get enough lenses for a summon
if you just play casually, you're actually really likely to run into the Eye by accident at some point or another
and once you have,
"an acidic downpour falls over the wasteland seas"
if you know about the sulphurous sea in the first place, you'll go there
otherwise, you'll run into it by accident later on, maybe after Skeletron or so since that already puts you pretty close to the Sulph Sea
if you somehow get into and survive in the Sulphurous Sea before beating the Eye of Chtulu
honestly
why is broken water filter in sulph sea chests
what are the odds of you seriously spending any time in the water, let alone exploring it?
This is assuming of a new player though
yep
mmhm
ok but i think it's true for both that. who the fuck would bother with sulph sea chests rn
Wiki also exists, but it's hard to factor the game outside of the game when balancing
for more seasoned players, there's little incentive for exploring the sulphur caves
the loot can be acquired more easily by simply beating the Eye, which they'll do in no time, and doing Acid Rain and crafting the items from the caves from that event's materials
I think chests should get unique loot and scale crafts keep being what is now both chest loot and scale crafts
I think generally have a big "point of interest" is good for both new and seasoned player, seasoned player know where to get the items that need but for new player it is "hey that is a gigantic building, there must be good loot in there!"
instead of having random sunken crates yielding super good items
yeah
Acid rain actually does kinda require you underwatering a bit though
New skyfin ai fixed this a lot but still
acid rain still serve its niche, it is not exactly perfect but many of its loots are very viable
other than that loot and some cool worldgen, there isn't much to do down there
ive literally never needed to go in the water for acid rain lmao
landmarks are a staple of exploration-focused games
metroidvanias use it a lot to lure players to backtracking to areas of interest
Yes but if we go by the metric that underwatering sea being hardly accesible early is the reason exploration there doesn't work I'm still making a point lgl
Anyways this also has to do again with how players play in general
Remember the first assumption you made of players not exploring sideways but under? I usually do both and reach both beaches preboss
and i did my first pt
Pointbeing uhhh cool loot for sea yeah
fair enough.... its generally hard to predict what a player will do
the thing is overall, going down gives, alright loot. Going sideways does that too, but leads into more challenging biomes. Dying gets you back to spawn either way
i still think it's funny that the vanilla water exploration items in rusty chests are worth more than the actual weapons and items in there minus effigy
the Crimson/Corruption, Jungle and to a lesser extent the Desert and Snow are somewhat likely to "gatekeep" the far sides of the world
in a soft fashion
and even then effigy is just useful for getting more items from the chests effigy would be in
not to mention that the crimson and corruption chasms are among the very points of interests that xpcqe was talking about
luring the player into them
yeah
you generally don't need one to explore the abyss
even when just entering it
it just an "oh cool i guess i dont need to worry about that mildly annoying debuff when going to the abyss. anyway..."
at the point at which you enter the abyss, the debuff isn't nearly as threatening anymore
there are people who never explore sky or never reach ocean (or never find a draedon lab), but I dont think it really invalidate the need of landmark
even if it is hard to access as long as there is an incentive people will actually try, otherwise they will simply never
yeah
is an entire ocean not a landmark enough
regardless i think the idea of a decaying lab is more than enough to a solution to this but it still doesnt solve the problem of the items sucking wind
biomes can be explored in multiple chunks
like sure, the sulphurous sea being different will make players curious, even if they'll get bodied by it early on
the abyss works in a similar way
but going off the beaten path, e.g. the surface and the way to the abyss, is something that few ever have an incentive to do
tbqh i feel like we're all basically saying the same thing in slightly different ways so uh
how do we actually fix it
ya the current sulphur (under sea) is a bit barren
its not like they can't, but there isn't much to check out there that you don't already have by the time you have the gear to do so
yep
its sad, because their world gen is actually quite nifty
its kind of simple
actually, if even something like this get pass I think there is no problem in suggesting to add more to sulphur sea
truetrue
just describe the problem, give arguments as for why it needs fixing, and as a bonus toss in some ideas
the last thing is not recommended, specific suggestions are dangerous territory
ye, just referring to the fact that I do get passed into voting
well unless someone else wants to type it up i still got a suggestion slot left for this week
I think just type it, I am not good at explaining thematic stuff like these
you seems way better at english than me seeing from the suggestions you made
aight
Can i do it @drowsy plank 🥺
thanks 
i'll post a draft here first
Make the lower Sulphurous Sea more worthwhile to check out
Below the Sulphurous Sea lies a complex network of caves, containing Rusty Chests with their respective loot and small structures remniscent of the Arsenal Labs. While they're interesting to explore and contain decent gear, said gear can already be crafted after defeating the Eye of Chtulhu. The chances of any player reaching and fully exploring the Sulphurous Sea are quite small, due to how dangerous and intimidating the biome can be early on.
Thus, there's little reason for most to check out these caves, which make up the bulk of the Sulphurous Sea's explorable space. Even when the player dives into the abyss, the dangerous debuff will likely drive any players to pass the Sulphurous Sea as quickly as possible rather than to take the time to explore it. In fact, most of the Sulphurous Sea often remains unexplored because of this and the obsoleted gear issue, which is quite unfortunate.
Adding any landmark that is somewhat visible and worth checking out, be it more chests containing better/more lasting gear that is not available during Acid Rain, a unique worldgen structure (such as a run-down arsenal lab for example), or anything else that works better could contribute a lot to making the Sulphurous Sea more interesting and attractive to explore overall.
...thoughts?
Eyyy there could be some upper abyss themed items there like
uh
Abyssal Amulet which is abyss fishing exclusive
eye of cthulhu, not chtulu
this looks pretty good but id mention how sulphskin potions are post-Acid Rain, and how there are only 2 items in the sulph chests that aren't directly related to sulph sea exploration (like how the rusty water filter is there despite the fact the chests are pre-Boss so you literally couldnt even get Acid Rain to spawn anyway like what???)
Most acid rain enemies are
absurdly tanky
for some reason

for Post EoC/Pre Boss
eye of cthulhu, not chtulu
dammit
dw i forgot the second "h" in cthulhu for a while too
so it's just a hard name to remember lmao
cthuhluhluhlhulvhyuhlvuh
true!
(eye)
its not too big, its too empty
Ar does an excellent job at being an engaging event
you know
Enemies being somewhat tanky helps
yeah, Acid Rain is actually really cool
dunno
its actually corpses
i mean there are already remnants of a decayed draedon lab so just taking the next step and making an actual structure would be fine
unless that lore got changed
dont think it's been touched yet
what that would be would be up to the devs, if it actually passes
byeah uh
fair enough
…
this okay?
dragon corpse would be a fun idea
Dumpsters don't exactly have generators of trash on them
hmm
Yes
cough i'll go ahead and tentatively post
I don't know if there's any other place for dragon lore than the aerie
That's very far away though
the Aerie is going to be fun
@tardy smelt not to nitpick again but it c-t-h-ulhu not c-h-t-ulhu
yeah
think that was kinda the point
it's the sky biome
that's all i know about it
yuppers
Possible
sky biome?
Dragon Aerie specifically
if you search aerie people were mentioning that there was one sky biome and all the other new biomes were confirmed not to be sky related so
¯_(ツ)_/¯
it was very vague
Long ago in this very channel someone sugged for a sky biome to be added relating maybe to that sky temple idea
Rover said that there is a sky biome planned and that it wasn't related to that
Dist is confirmed to not be sky biome and profaned is probably going to be some cave biome or something
So it is most sensical aerie is the biome rover was referring to
i see i see
Fab also mentioned that there would be 3 post ml biomes so i don't think it's an unrevealed one
Also i say long ago but it was 2020
I have a feeling the Aerie is going to be more of a dragon graveyard in the shadow of the sun or something
pulling back to Yharon’s Dark Sun connection
i feel like it'll be a subworld
Brimcrags are already in hell
there's the Arsenal Lab
Yharon's dark sun connection is probably getting axed
hell's gonna be getting crowded
its getting subbed by provi
i know
Darksun will be related to provi, and will have a bunch of minibosses in it
it might be becoming a standalone event
oooohhhhhh
when it'll be, hell if i knew
Darksun will be tied to an event with minibosses apparently
At least ozz said so
If it wasn't ozz it was a dev
hm
its all ozz
Ozz is most probable because ozz is the one who wants to make darksun provi related
@kindred canyon isn't that something you're supposed to suggest in #wiki-discussion? or
Then whats happening to Nightmare Fuel and the frost moon Equivalent
moved to the Distortion in some way or another, methinks
why not look at #wiki-discussion first lmao
i dont even check that anymore since its not anything im interested in
also dont reply ping me
that's like post moonlord tier stuff
which only makes the sulph sea chests even more trash
Oh my fucking god please do not
@kindred creek cannot suggest things for 1.4 port (since it havent come out), wait for the port to fully come out first
Specially the latter we don't need another post ml statboost that's pointless
Got it. Removed the suggestion.
I did but wiki adminiatrador said I should post it in suggestions
was about to ask about what the attack was but ayo someone finally added vanilla bosses to the calamity wiki
took long enough
ok so according to the wiki the released spores while moving (NOT spore clouds) are malice exclusive and like
i went and watched like 5 malice runs of plantera and i literally didnt even see them
i think on one i could hear the spores insta-dying cause you'd heard random death sounds during the fight but this is such a nothing attack lmao
@cobalt heath No suggestions that are purely references
oh
dont we already have unique death messages?
i know having bosschecklist installed adds unique despawn messages
@serene field boss checklist
how do i see that?
@serene field could be a decent idea but no joke comments
No “skill issue” nor “player sucks”
Make your sugg more serious
aight
Something like: “in a close battle the guardian commander managed to defeat [player]” would be something more serious
But if you want stuff to say “Skill issue” get other mods
Also shittalking the player is not exactly humor
Maybe it could be a special dialogue message for different bosses
@kindred canyon I think you misunderstood Temp here
Boss order is not defined by the wiki
It is defined in the mod
In particular, it's defined by our Boss Checklist compatibility
The #suggestions-posting channel is only used to ask for changes to the mod and not to the wiki
Also you really should have fought Hive Mind before you made the suggestion
No
Do those exist
custom sounds exist.. lol
Can you record happydsroar.ogg
rawr XD
A bit of a problem
Legitimate questions with the implementation
I want you to know that I am completely serious about this suggestion despite it sounding extremely stupid
If you moisten the Desert Scourge, its just gonna dry up again cause its in the desert
hey guys my tmod crashes every time i beat WoF and my world doesnt set to hardmode any1 got suggestions
how do i do the bold in the suggestion posting
You put two asterisks on either side of the portion of text you wanna bold
**like this**
like this

ok now how do enter down you know
k
thanks we tested it early in here if you want to see exact statistics
gulper eels in real life are so tiny
i think a frilled shark would be more fitting as its an eel like deep sea shark
oop
what do you guys think of the scal npc showing up to your town disguised to scout you out once after you kill the dopleganger calamities like a traveling merchant. this more importantly gives you a chance to get scal enchantments on your weapons so you can actually use them like more then just the last 5 % of the game
Two slight problems
- Enchantments are all currently balanced around endgame and would need some significant code n stat changes to work throughout the game
- Why would she offer you enchantments if she's supposed to be spying on you
idk to blend in
well you wouldnt know its a evil witch would you
the fucking drunk lady sells her wine
you just killed calamities in your characters mind
would an enchantment on a like plantra tier weopon make it that broken?
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this look
i dont really get to use enchantments because the game is already done by the time i get to them
😳
Maybe she can say some stuff if you talk to her but
enchantment is not something i think she would do
though her Selling ashes of calamity to save from farming her clone could be an idea
No I mean
A lot of the numerical stats are balanced around endgame, the things that aren't just percentages
Like the HP of entities like the demon portals and the lecherous orb, and the damage some of the projectiles deal
And there isn't really an elegant way to make them scale throughout the game and be balanced without manually setting a lot more values
Also, Enchantment pre Moon Lord means Shattered Community pre Moon Lord
thats Exhulmed
maybe if you do the upgraded scal after its buffed
not Enchanted
and she comes
which would make more sense as you just killed a GOD! so a really powerful scout would be something logical to do by the tyrant also you get to use the new mechanic more
Kinda weird that the Archmage doesn't know how to enchant things tbh
maybe she would only enchant specific weapons
bringing up the archmage thing actually, if you wanted to introduce earlier enchants (ones specifically balanced to an earlier point in the game) why not just use him lmao
Like, just keep the crazy shit locked until Endgame, and let us actually use this mechanic instead of probably never letting it be used
Wizard exhumes when?
tha
that makes way more sense
yeah give Permafrost the Enchant Mechanic with ice themed ones instead of like
BLOOD and DEATH
so no upgrading too
So like, make weaker versions of the enchants for Permafrost/Wizard, keep Exhumes to SCal, and I think that'd work
@hollow shell what do you think about permafrost having the enchantment mechanic so you can more easily scale it down?
Calamitas spy idea is kinda dumb, this makes way more sense imo
it gives more scal lore and actually makes them fell like a part of a bigger story
Except you learn the instant that you kill it that its just a clone
Pretty weird that the Clone of Calamitas is a fucking big ass eyeball
Also, I can't believe I didn't notice this before, but I can't unsee it now
This mod is named after a boss that has the same name
as this guy
@hollow shell shitpost
Don't know if shitpost but it could very well be one
i do not even think its programable
i think he means like one of those collectors addition
shut up ethan
exactly like that
but with calamity characters
if you fund it they will probably accept it
gotchu 👍
gotchu 👍
just pay for the pations the licensing fee pick the manufacturing do distribution
what are pations
Can you both stop
Legit questions:
How does this give any scal lore
Enchantments are by nature hurtful and dark-toned which is very much literally the contrary permafrost seems to like in terms of magic
How would this work when it comes to scal npc's usefulness, are this enchantments different? Worse stat wise?
scals encantments are more powerful and harm ful
the permafrosts enchantments would be less powerful and less damaging to you
and they would be scaled for hardmode note post moonlord
I'm not sure this would fix any of the problems enchantments have when it comes to being too late in the game
It's just enchantments 2: earlier because yes
It's not like enchantments are a mechanic that requires introduction earlier on
U don't need to know any bases to use them
yes but the problem is you never really get to use the mechanic in the game as it is
Yeah but this doesn't fix that
it does
It just adds new enchantments you can use while you still won't use scal's
because you get to use the mechanic eariler
You don't
if it's different enchantments or toned down one you're not really making scal's enchantments available earlier
Ur just making new ones that are available earlier
you cant make scal encantments earlier
Yes it makes thematic sense and i definitely support the idea in that sense but scal's enchantments would still remain unused
The fix to the problem is just adding post scal content, which is already happening eventually
Earlier enchantments doesn't fix anything really and just adds more bloat to the testing process
even with the post scal content its 1 boss
yharium
then just the super boss throw ins
You choose to neglect that it won't be just yharim
There's gonna be content between MagiTech duo and him
How much i can't say but at least yharmy is assured
from what i understand yharium is directly after scal
Even then considering how hard enchantments are to balance while keeping interesting it's not a bad thing they don't get use for a ton of content
There will indeed be an invasion event between SCal & Draedon
and Yharim
Do you think anything else could be between them or between yharim and superbosses
🤦♂️
(this has been in the plans for several years)
its a leak for me
(2017*
It is possible that there will be a bit more pre-Yharim content, but the plans are not set in stone
That's fair yeah
Post-Yharim, beyond BR and the two cosmic bosses, is too far off to say
elder elidon wyrm
Esp because it's a very long time away yes
as for enchantments as of now
they really dont serve a purpuse? you know
its just the mechanic is introduce so late
They do they're amazing at boosting your dps against exos and help with br 👍
Anyways as i said already adding new hot flaming ones earlier doesn't really help the issue
because it's not like they're a whole mechanic
and giving dps up for bosses like brimestone elemental and esspesially destroyer
They're reforges that make your weapon do something extra
Dude, the point is that Enchantment in general should be accessible before the literal postgame, it doesn't really matter if it's SCal's enchants specifically
Then what's the point?
Enchantments are just applying fancy functions to your weapon
They are not exactly a deep mechanic
You can add more for the sake of having more of the same thing earlier yes but if the point is fixing Enchantments not being used then it accomplishes not that goal
If that is not the goal then go off
I'm also against the idea in general being repeated anywhere because it downplays the uniqueness of scal's npc a lot
You're acting like Permafrost enchants would not be enchants at all
No I'm acting like enchanting is clicking a button to add a fancy function to your weapon
The reason Enchants aren't used is because of how they are completely inaccessible in a standard playthrough
They aren't?
They're just at the (current) end of it
Standard playthrough doesn't include AEW or Boss Rush
At most, Enchantment is available for one boss (2 once Yharim comes) in your entire playthrough
By what metric exactly?
my metric
I mean
And as said again there's still gonna be content between scal and yharim
I can see why it feels like a missed opportunity to have Enchantments available so late
but also
Just because something is at the end of a playthrough doesn't mean it needs to be available earlier, in and of itself
There are plenty of endgame weapons and equipment that serve the purpose of existing in endgame
i mean but enchantments are differnt then things like weapons
they are key gameplay features
i know the point of wanting them earlier but like:
Downplaying scal's uniqueness
Balancing problems
These are 2 considerable big points to think about when suggesting this
The problem is that Enchantment is used exclusively for those endgame weapons
just like crafting moving attacking
No?
They are no where near as fundamental as those ones you mentioned
Enchant is definitely not on the level of those 3
should make a weapon that does more damage the more you kill with it
Yeah exactly
Enchantments are not at the level of like
The game being playable type of mechanics
they are a gameplay mechanic
That doesn't mean they're at that level
A gameplay mechanic that is anything but essential to actually playing the game
You can compare them to reforges and you can compare them to weapons
I don't think it's fair to compare them to movement and crafting
You can't compare enchantment to attacking
they are above weopons and acsessorys
Attacking is objectively required to finish the game
No
How can something that gets applied to weapons and accesories be above them?
Technically dh's rework of adrenaline is also a new gameplay mechanic so like,
Same with shat community's changes to rage
(Draedon's Heart will be reworked to make adren free healing bar
I guess? Why not compare them to reforging?
A thing with reforges is that uh
And even then
They're kinda weird from all sides
They're just statboosts that lock you out of 30% of your dps arbitrarily
The only buffs you can really compare enchantment to are the vodkas cause they aren't a strict buff
man i and alot of the community just want to use this new feature
Enchantments were designed to not be exactly this
And you can
I agree, but thats not a point
You can!
Pop out some cheats and kill scal and just use them while doing bossrush
There will be content after SCal, so at bare minimum we'll be able to use it for 3 unique bosses by the end
(you don't even need to bust out cheats if you wanna use them during BR, that's just natural progression)
smh just do Boss Rush in PHM, you can get the Terminus by stacking enough breathing buffs
Yeah I'm just saying to skip the pt if desired
is it possable to have exumed to be scal npcs feature not enchantments?
Dude, you haven't given a reason yet why Enchantment HAS to be available earlier
Please consider balancing exists too
(You have to rebalance everything after enchantments existing
Though ig that's workload and not a point if just going by design
Future content
y are people so obsessed with whips
And they're obviously gonna make new whips, come on
they are getting nerfed
whips should just add debuffs
wait until you see their nerfed state before making a sugg about it
They were piss easy pre buff
so peple aint mad bout melee doing summoner damage
Guardians are still piss easy they're just enjoyable now
Well, somebody needs to say it. Because the current state of whips is trash honestly, makes you get into melee range just to have you one shotted because of low armor
You circle them now and do wacky horizontals sometines when the third one is alone
i mean im not made at magic doing melee
in litterally all the ranged projectile swords
Summoner was overtuned way too much in 1.4
See the document pinned in #calamity-update-talk
They made a set thats PHM viable against Moon Lord
Since you are here I will not ping you
Ideally for your suggestion attached the tested stats in a txt file, because the gear used and average dps/max dps is equally as relevant as kill time
Nice, thank youu
(that is why all test have all of the mentioned shown), and ya I will be honest, if a beta tester already say they are gonna look into it chances are that will be much faster than through suggestion
Did a tester say they will look into it
I see I see
That’s the whole point, if you want to do extra damage with your whip you have to take a risk
I feel it is more with the problem of summoner having low armor for no reason, but whips is actually relatively long range since early HM summons cant really hit out of screen anyway (and later whips are longer)
If summoner had high defence they would just replace melee at their most effective range
The current state of class range (except ark line since it is new) is that summoner have shorter range than melee, even without whips, so that already happen
Because turns out 90% of melee weapon already shoot projectile as otherwise it is unviable for bosses, and all the other are true melee weapon that need to deal 5x dps of other on tier weapon to be viable
Yharon can't speak
Xd
Aside that i think you dying about 3 seconds after going out sets the mood properly
Don't really think the reasoning holds up
scal maybe (since her enrage is unironically super weak, because you invalidate all her attack if you dont have arena), but yharon's out of bound requirement is so unreasonable that you have to deliberately do it to come close
the height enrage have higher range than the distance from surface to space level, even if you dig into underground somewhat you still need to dig super deep to come close
if you mean the other out of bound then there is 2 giant flame pillars so it is obvious enough (and ya yharon just smack you at light speed in that case)
It can be something like describing the sudden atmosphere change. It doesn’t have to be him talking
(then ya probably have to be more specific in the suggestion, since the way you worded it is "yharon text in dialogue if you go out of bound")
although I do think for Scal it make complete sense
for yharon I think the only thing is maybe change the shader (to like brighter/closer to sun colour) if you try to go out of bound, indicating yharon is really angry right now, maybe follow with a roar
some sort of visual or sound queue to know you f'd up
I think sound would be faster to react to, rather than getting distracted by text
Note that you do kinda have to exit those boss arenas intentionally
SCal's borders are solid blocks and Yharon's borders are insta-kill
I found myself dying to providence while playing mage a LOT, because I didn't know about the fire
That is indeed a complaint we've gotten
I think yharon's border is just heavy burn damage now, but ya the player need to intentionally do it, because those 2 giant flame pillars are super good indicator of arena border
yeah, I like yharon a lot
A fire visual appears on the player when you get too far from Prov.
In the past, your whole screen would darken as the indication instead. This was obvious, but also had the downside of blinding you and making it very easy to run into projectiles
the one that I think is a bit not obvious is the height enrage (since I think it is actually not dependent on flame pillar height?) as people can start the fight at top and the height enrage will still works downwards
I think we have to make the Prov fire visual more intense
I'd appreciate it, i'm oblivious as hell
i'm the type of person to not see the fire i'm standing in when i'
*i'm in a raid
ya the fire is abit not obvious, the previous (darken one) was good just it lead to lose more situation (you are already near border, darken makes it harder to see)
I get so focused on where the projectiles are that I don't bother looking at my character
though both have the same problem, providence can transition to cocoon very suddenly and the entire screen just blackened (or in the new case, the burn being not obvious enough for player to realise being out of range)
We do have a plan on making it so the border is always visible
so you know where your limits are before you run into them
And we have a few ideas on how we wanna execute that
But, not happening quite yet
i appreciate you takin' the time to look at these!
Ares is the example of a enrage made clear well, it plays a sfx and the boss is visually different if you leave the blender
"How foolish. You cannot escape."
too generic
It's fine
pretty sure it's mostly just there until they actually finish balancing the mode
I can repost my old malice tooltip suggestion if people do want it
Remove mali
we have removed a country in west africa


