#suggestions-discussion
1 messages · Page 1273 of 1
but is that not what they did originally to throwing class weapons
Nope
That never happened
oh i see now youre right actually
Before rogue existed it was throwing, but then vanilla announced that throwing was getting nuked so it was turned into its own unique class
It inherits some stuff from throwing as it was built upon it
@tight hill Fishing exists you know.
That didn't stop calamity from making it easier to get souls of night???
Souls of night are easy with the altar stuff, yea QS dropping souls of light should be fine
Fishing for souls is pretty much irrelevant in every way lmao
It’s more tedious for a fraction of the reward you get for just killing enemies
yes
yes yes 10000% yes
It makes it even more necessary cause it's an ocean chest item
wait is it?
I definitely found it in underground desert in Vanilla. No idea what Cal changes cuz I haven't gotten to playing it in 1.4
Ok yeah it's underground desert
I do still think it deserves a recipe
Maybe incorporate it into the demon conch recipe since it's more renewable
The whole suggestion isnt to just make zenith use shadow spec bars, there are more things to it, but would that be against the rules?
Shadowspec bars are reserved for Dev Weapons iirc
anything involving shadow is a don't yeah
but it kinda is z dev weapon, just a terraia dev weapon, not calamity
Zenith should have more swords added to its recipe
that is what i was gonna suggest
and say to buff it's damage and add shadowspec bars
But all pre-yharon ofc
it really isn't though.
I think it should stay as-is, but have more swords added to its recipe
Would be cool but it would be difficult because they'd have to add those extra swords into the swing animation to be consistent, and the recipe is already fairly bloated. At that point the recipe gets ridiculous, which isn't necessarily a bad thing
I mean if it's possible to add more swords to the swing animation it would only take figuring out the first
Just feels kinda dumb only having post-but-only-vanilla swords in the recipe
When it's a post-yharon weapon
i was gonna suggest to change the swords for later game post ML swords, like the terratomere
I think the issue was animating it with the swords swinging. I remember a conversation in the 1.4 port channel about how that wouldn't work
@hollow shell would it be possible to add more swords to zenith?
Adding a suggestion for a buff to the Zenith would be fine if you provided proof and reason for why it needed it, but shadospec is solely for calamity dev weapons
So if you added that the suggestion would definitely fail
I don't think zenith needs a buff tbh
the buff was to make it an endgame wepaon that used shadowspec bars, but i guess I won't do that
Auric's probably the closest to endgame non-dev weapons are going to get, at least until we get more bosses after SCal and Draedon
It's already endgame, it's been used to kill scal
i mean dev weapon level
it's not a dev weapon.
it represents the climax of your journey and auric weapons tend to represent that as well, generally speaking
at least currently
but yeah the recipe is a bunch of relatively weak swords and an item you get by the time every single sword in the recipe is entirely irrelevant
No idea.
I mean, we definetly can, but do we want to add them to Zenith's animation? Maybe not so much.
Yeah adding them to the recipe would be zero issue of course, but I assume they mean the animation
It's a tier below
So Zenith going into Exoblade makes sense in that way
but
not in any other way
Zenith is now part of the zenith recipe
The Terra Blade issue is indeed an issue, but I don't know if this is a good solution
I agree with making it Terratomere and Mourning instead of Blade and Horseman, but I don't see why it should be an Exoblade component
You have to get two terrablades wah wah who cares i don't understand how this is an issue
Maybe have it be that you can craft the exoblade either way? so if you don't like the zenith you can still craft the exoblade
Terrablade is not exoblade, you do not have to gather the universal worth of everything draedon ever made of materials to get it
But still have the terratomere recipe there
I think its stupid that you have to make like 12 True Excaliburs in a melee playthrough
Simply remove all the true exc upgrades (what is it even used for
The only funny i remember is angelic alliance
OK not "have" to, but its a way too common crafting component
But that uses normal exc i think
Essentially, still have the exoblade craftable with terratomere alone, but also craftable with zenith (and maybe less other resources) if you don't like the zenith as much
no it uses true appearntly
The zenith is not an alternative to exoblade though
ele excal uses true
It's an upgrade, so it wouldn't exactly work "if you happen to make zenith but don't like it"
Also that is built on a weird assumption that has probably never happened
(Zenith can be used to fight Exo Mechs.
Exoblade requires Exo Mechs to be defeated in order to craft.)
Also Horseman's / Last Mourning is not nearly as big a deal considering Horseman's is a raw drop
also you'll be fighting 500 horseman (thanks nightmare fuel)
mhm
Even without the refight you're bound to get more than one
during the regular Pumpkin Moon
OK, I didn't even notice that one while it was in the posting phase lmao
Maybe put "suggesting to add a toggle to a quality of life feature added in Calamity" as a "Frequently Suggested Suggestion"
I was debating whether or not to exclam that
@last kayak I am late but you need to add a reason to your suggestion
(I recognize it would not be very extensive, but something would be better than "Totally worth it")
Also @quaint kernel That challenge item sugg sounds dangerously close to incentivizing no-hitting again
(reminds me as well of SCal's old old "hit counter" mechanic)
There was an argument about that very thing yeah
Also @tired coral Your suggestion is very specific and.. kinda rambling
You really should cut it down to your main idea(s) and provide clear reasoning why it should be implemented
What's the purpose of adding a big big void at the bottom of the Abyss when Layer 4 is already designed to be open and empty?
((it also kinda sounds like you're asking for non-euclidian/dynamic terrain which changes depending on which direction you enter it, which may very well be completely impossible to code in Terraria))
Aaaand @timid talon That is already in the works 
Doesn't in 1.4
Hearts are still yellow
Even with all 4 used
With the more fancy style of hearts with the gold boarders around them
"That is already in the works" not "that already exists"
m
Mb
Also @eternal shard Magic Conch is obtained from desert chests and desert crates, at a pretty decent rate (1/7 or 1/8)
However, Demon Conch is an "Extremely Rare" fishing catch, from lava exclusively
You can stumble across Magic Conch just by casually exploring the underground desert
But Demon Conch is an RNG-fueled commitment to obtain
That's why it has a recipe
#suggestions-posting message
Doesn’t this just boil down to “QoL”
imo it is however a QoL i would love to see
(pkpseudo's suggested before so I assume this was just a slip-up)
👍
A fine suggestion
And one that I agree with and have proposed ideas for in the past
perhaps make them minibosses? idunno
i was thinking just giving them an attack besides hopping around would be plenty
We will probably execute it eventually but idk when that would happen
i think next major update seems good
you could make them act somewhat like the one slime miniboss, the Cragmaw Mire
specifically its teleporting jumps, but only if they're minibosses
or rather just give them big jumps
my bad for taking so long to respond just checked discord rn
i mean im not thinking of it as similar to no hitting at all
i meant it as way more than something like "only 200 damage max"
i number low enough that its a challenge but high enough so that an average player can get it in 1-3 tries
regardless of the intent, it comes across as you trying to "add more incentive to playing with the extra challenge", which is directly counter to why cal has made certain changes (removing rev/expert item exclusivity, removing arma and defiled, etc)
And making Terraprisma a normal EoL drop instead of daytime challenge
I do have conflicting feelings about incentivization of challenge
I was one of the people who advocated for a challenge mode as the means of obtaining exclusive items like Legendaries
Look at how that backfired
I do still feel like doing a difficult challenge to obtain something special at a 100% rate
is better game design than putting something special behind an RNG drop
But in Calamity nowadays we kinda just... don't have special drops anymore
No additional challenges nor (egregious) RNG
Aren't most legendaries scheduled for special obtainments anyways
And rivs are now just upgrades or sidegrades or completely retiered
RIVs did get integrated as normal items indeed
And yeah we do have plans for Legendaries and some other items
I just want more twinklers man
Forgot this critter existed
which I suppose is also a testament to its low spawnrate
@patent shale That is a Specific Item Suggestion. Check the Don'ts Doc in the pins, such kinds of suggestions are disallowed.
(also we will be adding many Calamity whips in the future, likely in its own dedicated update)
At this point, it wouldn't surprise me for somebody to suggest a config toggle for the entirety of calamity content and changes
On the mp pt i found a fuckton of em when the snow biome town got astralfied
Calamity QoL only mode
No, people dislike those changes too
cant you quickly spread astral on your town/make town in astral and zerg it
Calamity mode
That's fairly clever but definitely a kind of scuffed solution
dunno if its been mentioned, but twinklers can be found in astral crates
though thats a bit of a convoluted way to most commonly find a critter of all things
@cobalt pewter - Your suggestion has received an updated status!
[Make Uzi more accessible.]
It has officially been implemented into the game, and will be available in the next update!
You can check out your suggestion again here: #suggestions-voting message
(did not know this suggestion was a thing, but it's technically implemented since arms dealer sells uzi now)
Nice
(also @quaint kernel you may or may not have meant to erase the rest of your suggestion when you added that clarification on the damage threshold sugg)
Your old sugg
Your current sugg:
Add a damage taken threshold condition for bosses to drop (formerly named) challenge items
TO CLARIFY, I don't mean for it to be similar to a no-hit challenge, it shouldn't even be a particularly low number like, lets say, 100 damage max or you can't get the item. I mean this as more of just a small challenge for average players rather than a hard challenge for the really skilled players, when I mean a damage threshold I mean enough for the average player to beat it in 1-3 tries.
I'll be exclam-ing it now because you inadvertently deleted all the reasoning from it 😓
Didn't notice I was supposed to post here first before my suggestion, but I frankly find the squirrel squire staff to be useless when starting a new world. The projectile launching does not work well when exploring caves, and I find myself having to do most of the work myself when starting a summoner playthrough.
Having it be replaced by something like the finch staff, or at least have the finch staff be craftable with something like wood and a caught bird would make it much easier to get started in harder difficulties
You can craft bug nets very easily early game, so it'd make for a very useful pre-sand scourge weapon
Didn't notice I was supposed to post here first
eh you don't really have to
it's a extremely old holdover from when #suggestions-posting didn't exist
Ah, I see
I'll post a follow-up with the alternative suggestion, I suppose
or edit
alright, both are up. Hope it isn't too much spam.
As long as you keep it to 2 per day, it's all good
Also @gusty burrow, obvious counterargument is "But what about evil hybrid biomes?"
Yeah
You could include a bit in your suggestion about how the Astral does not prevent NPC housing, making it more similar to the Hallow than the Evil biomes
aight
Nice 👍 That's good
it’s based on a true story. my desert pylon don’t work anymore cuz of astral
Damn
oh, didn't know that
what was your suggestion
making visual changes to the 2 new health and mana styles when consuming the permanent health and mana upgrades that are added by the calamity mod
oh that’s not added yet?
nope
i don’t use those hp bars anyways because it doesn’t tell me my exact hp
that's true, but some people still prefer the fancy or bar health and mana styles over the classic
yeah
Calamity Mod Unbalancing Vanilla
Due to calamity's large variety of powerful weapons, any vanilla boss is made almost worthlessly easy, weapons? Pointless, no reason to get vanilla weapons when they get out powered! As such Calamity should add a config toggle that removes everything in calamity so that it cant make ruin the vanilla experience.
vanilla bosses are much harder in revengeance/death mode
and have AI changes
some vanilla weapons are still useful
it'd be physically impossbile to do any bosses past dragonfolly without calamity weapons
(already proven wrong by technicality, but it would be impractical in most cases yeah)
im so used to those being genuine
I suppose this is a valid suggestion
s'not huge in scope, it's just "add more than there currently are"
Ah yeah, missed that one line
"And maybe you can do an entire melee subclass for parry weapons. "
@lyric depot Good suggestion overall, but maybe remove that one line ^ so the scope isn't too large
yea
for the rest, parrying is pretty cool, good sugg
You should check what I was replying to, my joke might make a little more sense
That'd probably be excessive considering how easy Squirrel Squire is to made ccurrently
huh, so why is the squirel squire staff even in the starter bag if its so easy... i wonder...
I think it's the other way around
Squirrel Squire has such an easy recipe because it's already in the starter bag
ah, i suppose that'd make sense, and then the recipe is a just in case you accidentally lost it
ye
#suggestions-voting message I would actually rather not do this as I like intentionally wasting my dodge(s) before a fight so that the cooldown wears off when I actually need it most, later on in the fight
Peculiar strategy but makes sense I guess
Even if that sugg got implemented you could still like
Quickly summon EoC, expend dodge, then melt it
We've been getting quite a few suggestions for this eh?
it is inevitable until devs take a stand if this config should exist or not
:desolate:
(though as like discussed a long time ago, it do be weird that it is the only large scale vanilla change that don't have config, even small things like frozen water drown/slow have config)
I personally think it should have a config yes
That's kind of a shit counterargument because you could apply that to literally all the configs
(And clearly some people do look for this change in the configs as evidenced by the suggestions requesting us to add it to the configs)
i think there should be a config for it, at least for consistency's sake
How does the bot choose suggestions
Check pins.
The suggestions with the top 20% star ratings get sent to the devs, in week-long batches
Ok
22 suggs in voting got damn
average post-major update #suggestions-posting moment 
This bot is going to be shredded after all the heavy lifting it’s about to do
im starting to think this one should be added to the commonly asked donts if it keeps failing in voting or something
#suggestions-voting message
#suggestions-voting message
#suggestions-voting message
Three past attempts
None successful
(unfortunately)
Suggestions Bot Workout of the Day
ngl what do peopl e expect with a parry
in terrari
game has barely a proper definition for an "attack"

parrying the skeletron hand just hovering into you because it was moving
Recent approved sugg
Yro'ue*
if this game was coded better for it cooler parries would be possible but unfortunately not
(I wonder how many of these suggestion think parry includes the ark buff after parry or they only want the defensive maneuver of parrying itself)
so called "free thinkers when acidwood wall
hu?
people should go ahead and sprite it instead of suggesting it iirc
thats how acidwood furniture even got in iirc
this is the third time people have suggested acidwood wall, and it literally got in the first time
my bad then
dw about it, just remember that checking the logs and such with a quick search is a common courtesy the pins ask you to do before submitting a suggestion
helps avoid stuff like this
riiiight i always forget about the discord search function
it is a really useful feature to be fair
I've found palm wood fences work really well
@ashen warren a same suggestion just get posted yesterday
oh
@ashen warren here's the link;
#suggestions-voting message
reposting suggs is fine but if you could delete your's i think it'd be a good idea to at least see how this one fairs before posting it again
(tbh reposting suggestion when it is 1 day apart, or for some region still within 24 hours is abit pointless)
so ya, probably just delete the one in posting and vote for the one in voting, since it is exactly the same anyway
I can go either way about this sugg
I kinda like that the deeper layers of the abyss
don't have
a lot of natural light sources, yknow
well, it can be faint
right now, they are practically invisible
and your best bet is just mine the walls at random
plus, yknow, its in the name

3 suggestions again
whats the third one
but ya I think a slight glow will make it look much more lively, just a slight glow
your newest one is 3rd
well whats the second then
coral shield, draedon arsenal damage falloff, abyss
oh, i thought that was on voting already
ah no that is the bloody tear one
well, it should be in posting in a few hours
ill hold off
ya around less than 2
can i just not remove it if im going to post it in 2 hours or i need to go trough the hole regardless
The rule does exist for a reason
We don't need the channels any more flooded than they need to be
sure
also i just found out that lumenyl actually glows but you only see it when its not underwater

does revengeance even make destroyer bigger?
ya weird change since I don't think changelog mentioned it, it was previously death mode only (though in that case it is so massively large it block half your screen which do make the fight harder)
I think the intention is so destroyer block off more of the screen and hit you with head easier, though I am unsure if it do make it easier to see if his speed is the same, easier to hit I can see
since it is not exactly like you can't see thin destroyer
rev do increase size, test it just now
just like, a small increase, not the death mode super large worm; in rev it is only slightly thicker
so there is something strange with mine because mine is just immense
the lights are bigger
death is way bigger, like almost 2 times as thick
yes
rev is still a slight increase
oh it must be because i'm on master
master dont change anything, I dont think so
since my pic was taken from expert world
also back to the suggestion, I dont really think the thicker destroyer makes it easier, the most I can see is it is easier to hit
since not only does it block in your way more but also the head is bigger, which is by far its deadliest attack
when it wasn't giving their random dashes i could see him coming much more easiet than normally and dodge but i see your point
.
(It does light up in 1.3
(It's a bug or something
also the images are kinda silly
A new banned link for the list huh
Dude please activate your windows
Activating window is overrated just be satisfied with 0 customization
I forgot ss take in activate window since I didnt use the ingame camera mode
that's not the right formatting for a suggestion
ah my b
i mean
it technically is so it wont get flagged but
you're supposed to have a title summarizing the suggestion, and then the reason why the suggestion would be a good idea
whats the right formatting? so sorry i havent posted a suggestion in literal years
oh ok ty
people typically bold the title, and put a line break between it and the body paragraph
can i post it here rq to see if i did it right and then delete it
cuz im waiting for the cooldown
sure
okay that is still not a great idea, if you want to make a suggestion about Roar of the Jungle Dragon not having much of an impact, maybe focus on why it doesn't, like, visually, and maybe some suggestions on how to make the attacks more impactful
but they're not bringing back regeneration
A good reasoning, on how could this affects positively, and try to be as objective as possible.
why is that?
i mean they got rid of regeneration for a reason, they want the HP bars to actually be indicative of how much of the fight is left
if you think the song doesnt have much of an impact cause that fight doesnt change enough focus on how you'd make the fight look more impactful or how to make the attacks more impactful, rather than that. regardless yharon is getting a rework soon so im not sure how likely it is that someone else doesnt come along and flag it, or how unlikely it would even be the pass voting in the first place
Soon™️.
ik ik, but you get my point
whenever the hell his sprite is getting updated they might make some small changes i think or something like that
I mean, I'm a Beta Tester and I never heard of that lmao.
im defo feeling that yharon's boutta get hit by the rework machine
hes like the most outdated endgame boss
rework probably wasn't the right word then lmao
I mean didnt yharon just recently got slightly rework?
Yeah.
cleaned up the fight but removed a lot of the spectacle
he has like, 1 new attack in phase 2 now
He has the sun attack and some, if not all, of his bullethells got changed.
No, the fire vortex isnt' supposed to be a placeholder.
In that case isnt your main concern the visual aspect of yharon not the mechanical aspect?
It's a replacement to the spin attack, which was a bruh moment, to put it simply.
its kinda both. From what ive seen the fight after the update looks fairly repetitive, since afaik he lost his invis charges and a few other attacks hed do in phase 2
The Invisible charges were gone because people were bitching about it being a "Duke Fishron copy", so this is what people wanted, sadly.
The old yharon was too similar to duke fishron to a degree that I cant say I like it, new yharon stand up more on his own
And I dont remeber yharon losing s fee attack for phase 2, in fact he gain a lot compare to phase 1
i mean the fight is just endgame duke fishron, always has been
i mean the update removed some of his phase 2 stuff, im mainly thinking of the invis charge
The thing is now it is not, it is not even close
Yharon still has tp charge, just he dont have duke p3 chain charge
Well, that's what the community failed to understand.
yeah one fights like a little bitch and the other is yharon
The only similarity between yharon and duke now is really only infernado and how it is spawned, even the charge is in drastically different pattern
gonna summarize my idea before typing it all out: phase transition later in the fight, make yharon more agressive in phase 2, have something better to denote the transition (like an actual roar from Yharon or smthn)
cuz i feel like the awkward 55% invul transition is just kinda... there
It is no longer invul too
oh even better lmao
oh my GOD I HAD IT TYPED ALL OUT AND ACCIDENTALLY DELETED IT
kill me
How recently had you played the mod, since a few things changes about yharon
uh, couple months ago
The old very similar to duke yharon is like, at least 1 (maybe 2) yearsbefore now
just after draedon came out
ik he had the pillars instead of infernadoes
me, who actively refuses to fight either duke and has only seen fights, is not the best reference tjere
Have you fight the most recent version of yharon? As in v2.0, since he is very aggressive in p2, made even more aggressive with the recent change
not yet
i havent gotten past prehm yet
i play p slow through prehm cuz i find it boring af
compared to hardmode
Then I think probably best to hold off the suggestion until you fight it in the pt, since 2.0 changed a few things about him that the suggestion might built on outdated information
fair
(though I definitely do agree the transition can be made better, just ya the 'made more aggressive' part will need verification)
@olive thistle modded music is bugged rn, tml issue
oh ok, I wondered, bc I already had the same issues with the Extra Music in 1.3
but generally speaking, I think a sound bar would be pretty nice
idk about any issues in 1.3 but i do know that the tmod team is aware of modded music being bugfed
i mean you wanna have a seperate soundbar for modded music/sfx?? thats kinda weird
why
Calamity Mod Extra Music was louder than the rest of the OST in comparison. The rest was still fine, but fights against EoC etc had way more volume
CEM does tend to be louder than everything else
(also CEM is discontinued)
(unless someone other than the original creator ported the mod)
yep, I know. But I thought if there might be different issues for different people in terms of volume, a volume bar in the mod configs could universally solve things. I used extra music as a different example there
adding a seperate bar for modded music is probably a tml thing
I guess so, but it was worth the suggestion I guess
I once heard that 1.4 generally lowered the volume of the game, and that Calamity would up their volume to compensate
@lyric depot bit late but i feel like it would be easier for them to make some kind of accessory that gives a weaker parry to most melee weapons rather than making tons of new weapons
That could be easier, but I’d want certain weapons to have other unique parry attacks than one unique attack. But if it would to be different parrys of certain weapons, then I could work with that
Yeah, making prof guardians invulnerable when it's not their phase would be quite helpful
Couldn't they just give target priority when those are alive or something?
Byeah, making them invulnerable would be really fucky
how would it be fucky, it's currently more fucky to be able to kill them in the wrong order and damage the others when it isnt their phase, what even is target priority and how would it help? the other two would still be two giant hunks of stone blocking your attacks
Why do you have to kill them in the right order?
Calamity offers enough freedom for you to be able to decide how the fight goes on
That would strip it off from the fight
yeah why do we need golden stars?????
i mean you still need to kill the worms before perf, it's not unprescedented
It's not like the selling is even helpful since literally everything gives you platinum with clamity
Pretty sure that's a SIS
@hollow shell what do you think?
What does Perf have to do with Guardians?
not golden but like crafted
killing bosses in order; right now the commander is just unimaginably tanky, like dungeon guardian or such, unless you kill the other two first, just look at the wiki, it might as well be immune so it stops taking summon aggro or homing projectiles when you cant even really hurt it anyway
you go healer, defender, commander, cause otherwise it's just going to heal it all off or be effectively immune
You can kill the commander before the defender, but it's very difficult and not worthwhile
You are forced to kill the healer before the other two. You can't out damage the heals at that stage in the game
“I don’t like this suggestion, therefore something about it is invalid”

@quaint kernel You really don’t get that Cal doesn’t want to reward players for playing on higher difficulty huh
its not rewarding them for that
devs have literally gone on record saying they will not touch master mode
its to compensate for the lack of reward
its not changing anything about master mode either
its changing something about the mod
also yes it's literally one of the do not suggestions that they cannot add any more accessory slots
you're asking them to balance around master mode, they will not
i changed it but i still think they should give it some sort of effect
to make it not useless
but i dont really see it as them balancing around master mode
its literally just a small change
keep the item useless in master as a reminder you should not be playing master
Sick game design
LOL
it is literally that. a balance change of an item. for master mode. how the fuck is it not a balance change for master mode when it literally involves rebalancing an item specifically for master mode
I'm talking about the Golden Star stuff
ahh gotcha
latest suggestion be looking a bit....
yeah
clearly the 41 hours i have do not count
@cunning pine, you need proper reasoning and formatting for your suggestion to be valid, read the document that is in this channel's pins
or anyone else's
If devs tested their mod we would have more demon scary worm magic smh my head
*finds a bug*
damn they really didn't test the mod, huh
or even the dog patrons
anyhoo, that suggestion is gonna get yeeted im assuming
there is no substance to it, and it's 
@gritty flume Well that's awfully passive-aggressive
its just a suggestion 
The 1.4 porting process required fixing literally thousands of errors before we released it to the public
a few were bound to slip through the cracks
It could have been far far worse
all calamity summons dealing no damage!
Also @torpid wharf You need to add a reason to your suggestion
Why should Calamity implement that
and thus you can say anything you want 
Whips are already planned for a future update @north stone
good
my 1.4 summoner playthrough has been so much more fun compared to 1.3 thanks to whips, so i agree with the reasoning
some great suggestions lately
so many suggestions lately
what do you expect with a major update
well yeah, of course it's expected
it is kinda cool to see more ideas, though of course there are inevitably more bad ideas
at merkalto
I feel bad having to tell people off for making suggestions like these
cuz they clearly give a shit
They just don't know that it's not allowed
oh my god

i cant even ping the dude
what is that name
@dire mural
good sugg but unfortunately dismissed at least 200x by now
(its not original
darn
FAKE zenith
Well it's also the incorrect formatting with the preface, and the specificity
And potentially future content too
its hitting all the marks!
apologies
nbd
may i know why its dismissed
the idea itself?
yeah
you were talking about another final boss, presumably you meant yharim, which is future content. future content suggs arent allowed
additionally, zenith sugg. nothing is happening to or with the zenith from this point
have you seen the pinned doc?
byeah the main thing was the implication of being implemented in the future
ill be honest i dont read pins outside of rule channels
ah, gotcha
i recommend you read it
gotcha
might be something to add to rules
im sure im not the only one who isnt used to checking pins for that kinda stuff
you arent the first one here, no 
It is in the rules but weirdly it's like shoved in the middle of em
I would expect it to be at the top or bottom personally
:(
i do 😦
i mustve missed it
oh well, thanks for the stuff, reading now
okay read it all
I agree with the voting for blight slimes getting something interesting
@hollow shell the funniest thing is that I was told to put it in suggestion by a dev
Things do happen like that sometimes
Yeah it’s okay I was just
also tml bug, not calamity
th- thats putting it very lightly
am i wrong
no, but...
Its just-
y'know, barely anyone...
its no secret that no one that uses the suggestions channels for the first time seems to be able to actually read the rules for it
@knotty valley There is already a suggestion in posting asking for this exact thing
(Also the volume discrepancy is caused by a tModLoader error that will hopefully be fixed on their end eventually)
it happens
Thank didnt know
What is this even supposed to mean
Question, with the 1.4 update, did they remove whips on calamity and instead replace them with the other summon tag weapons?
Or has only the port to 1.4 been made and won’t have any additional changes?
Also read
https://docs.google.com/document/d/1RlczWBOkgfc5i2Owep_gLSjAg9gEYiw-nTlUaSw2XuM/edit?usp=sharing
Calamity v2.0(1.4 Port) Frequently Asked Questions what more could you ask for? Please feel free to use the document outline feature to find the proper category for any questions you may have in your human brain. :) Contact pixlgray#7892 on Discord if you have any questions or concerns about t...
Calamity did not remove any vanilla whips, indeed
We have not added our own whips yet but we will be doing so in an update, along with pylons and achievements and such
you did kind of remove basically all of their functionality though...
not a single whip actually imparts any tag damage effect whatsoever
if that is the case it is more likely because of bugs not because of nerfs
because currenty I do hear some summon weapon is critting without whips or anything right now
That's a bug.
it's a very tragic bug, but they couldn't squash them all
mf sounds like trump
💀
Fuck you! Make destroyer bigger!
destroyer is now the size of the fucking abyss
political
also apparently my suggestion was good
yay
Which if it gets implemented before this playthrough ends i'll never have to grind for souls again
I think the plan WAS to put it into bestiary, my assumption is still work in progress
probably finding ways to not make the bestiary entry an essay
well, good in that case
You'd probably put them as new ui section below stats
Would it make sense to have some type of post AS acid water protection?
Like the effigy of decay but as an accessory
there;s a potion for it I guess
Yeah but that only reduces the damage
Is it really needed after AS tho?
if a suggestion doesn't pass, does it get yeeted or does it stay in the channel
It stays in voting
bless
@tight hill the abyssal diving suit post ML gives you immunity
the final final upgrade
By that point you have enough gear for the DoT to not matter anymore
Also that lmao
jesus post ml
you don't need it until after polterghast when you need to kill the rares down there
So the water doesn't really matter after that
Maybe like an upgraded potion with dungeon materials?
But why
I've never felt the need tbh
Since that's about when you'll be returning to the sulfur sea anyway
You can go down there and like
you can live down there for ages
what does the clamp reaction for a suggestion mean
not enough info
means there's some kind of formatting issue
I think skeletron should be unable to deal contact damage for a few frames after spawning because he spawns right on top of you which makes not taking damage from him spawning nearly impossible
Bad formatting
yo
bro... chill
#suggestions-posting message insert some funny joke regarding the format error
anyways gimme some feedback on the whole Goozma thing
what, the name Goozma?
its just a name that people might be familiar with, so that's why I put it in there
That was part of another mod xd
Goozma was added by a mod, yes, but it's originally from cal
They really have nothing in common
yeah ik about emphatic, but Goozma was planned to appear in the actual mod at some point
Planned
Not anymore
Can I repost a suggestion if it didn’t get enough votes?
Not even if it’s been 3 months
I mean you could. no guarantees that'll end well, though
Maybe idk
iirc yes
although if you've tried, like, three times before and it hasn't gone though any of them then i don't think there's a point in trying again
Calamity at one point had the leader of Team Skull?
dont tell him he's missing out
Imagine not being based and not knowing who Guzma is, couldn't be me
Yeah no only do it once will post again soon
people will cope and mald and seethe so much about slime god semantics
@echo furnace also while your sugg is fine the first part of the sugg is wrong, because bosses are tested whitout them and designed without rod or nr on mind
@floral wedge May I remind you that there are many forms of progression skipping in Calamity? Temple key recipe, lunatic cultist summoning item from a drop, being able to fight AS and Anahita phm, etc.
Progression skip removals/nerfs are a no
I think they mean that the sword is slightly broken rn
💀
Personally I like it
It also falls off past skeletron
But it’s a massive skip until then
hell shit is kinda supposed to be post evil bosses i think
Maybe make it only droppable after?
but like with a weapon that just drops from a common hell enemy there's not much actually making it post evil bosses
I don’t think a nerf is necessary, if anything is gunna happen to it, buff it’s dmg and make it post hard mode
Bc the weapon is so much fun to use
balance isn't a major concern at the moment and most of the devs are currently taking a break since they're out of porting hell now
but it'll likely be looked more into eventually
alr it’s fine
Please if ur gunna nerf it don’t nerf the mobility or iframes tho it’s so much fun just to fly around
Making the guardians invulnerable if its not their phase is dumb
If you do that, why is even there a healer then?
thanks for the reply! /gen
@timid flower - Your suggestion has received an updated status!
[Add A Brief Explanation Of The Early Hardmode Rework To The Pwnhammer's description]
It has officially been implemented into the game, and will be available in the next update!
You can check out your suggestion again here: #suggestions-voting message
snazzy
good suggestion
thanks
About that suggestion about the lumenyll crystals glowing, I didn’t even know there were crystals that you could mine that drop lumenyll because they blend in way to much 
Like when was that added
melee weapon is op: tier skipping is great and fine
summon weapon is op: this cannot be, this must be rectified, unholy and bad
#justiceforbladestaff
blade staff was murdered by tmod, not calamity
blade staff got buffed by calamity 😛
and it should stay that way lol
I don't recall whips being a percentage based boost being something that TML did
no but armor penetration actually working properly is something tML did
congrats on trial mod btw


to pretend that fixing the AP bug was a more substantial nerf to blade staff than removing flat whip tag entirely is nothing short of sacrilege
the AP bug only came into effect when using some kinds of additional AP on top of the blade's own, eg. with ichor or betsy's wrath, on very specific sets of enemies that had more than 0 but less than 25 defense, and with ichor its maximum benefit was 8 damage per hit, about equivalent to a single whip on that tier
meanwhile the removal of flat tag damage and whip stacking takes away over 70% of blade's potential damage
"a support weapon supporting another weapon is hella cringe"
...
that's kind of the point of synergy my guy
blade staff is already decent without whips
I know it is
it just can't do insane dps rivalling the highest tier weapons without whips
stacking more than three whips is absurdly hard and actively detrimental in most cases
considering that weapon switching is really dumb and broken (in a bad way) in terraria, even stacking two whips is a struggle with conventional methods
Yeah but I mean in blade staff's case
blade staff's case is only exceptional because it benefits more from the extra one or two whips than most other weapons
the best stackers I know still stop at three whips because there's no benefit to going any further for the extra challenge that it adds
most people I know can't even manage three on a good day, two being inconsistent enough already
and the technique that allows the best of the best to stack so well costs them mobility
whip stacking did not need to be removed because it's so difficult to pull off that it's almost not a consideration in balance anyways
there are a few of us that can take blade staff to S+ tier levels but it's not remotely reliable enough to be actually overpowered
so it falls into the category of skill-based weapons much like a few others that calamity has previously accepted as fine, or even buffed anyways
they should add more whips 🙂
meanwhile there are other absurdist weapons on the same tier or before like fractured ark that easily and consistently kill bosses at this tier in under a minute with relatively tanky builds and it's totally fine
balance nerds when everything isn’t immediately balanced in the middle of the most massive port in cal’s history

fractured ark has continued to be ridiculously unbalanced since before the porting process actually started in earnest
in fact it's waaaay stronger than old ark of the ancients was for its tier
all I'm saying is that if you want to fix problems, you should focus on the biggest problems first
you can nerf blade staff and whips and whip stacking all you want if it turns out to be SSS tier in the mod
but that just hasn't been the case yet, and until that happens I will continue to call it all a mistake
summoner just needs a defensive boost and it'll bring it in line with the other classes
but yeah the devs balance it as if not having to aim means it can be shite
if blade staff worked as it did in vanilla then it wouldn't need a defensive boost
because the optimal build is actually hallowed armour with warding
kinda wanna gauge feedback on this idea before posting, but my idea is for debuffs to leave the player on 1 hp instead of killing them during a boss fight
it doesnt feel unfair per se when it happens, but its kinda wacky when you die to a boss... but not to the boss or any attack, directly
I need this in my life 
especially for bosses like the Exo Mechs and DoG
That'd kinda go against our attempts to make debuffs matter more
and, adding more debuff immunities to accs and such
I think for most boss now you can acquire debuff immunity before fighting them?
The only exception is DoG because of god slayer inferno (I dont remember if whispering death have immunity or not)
I think fractured ark was allowed to be that strong because it is post slime god, the only one you can use it on is WoF and HM bosses, so unless it is way too overpowered for WoF (even then it is harder to use than average weapon) it dont have to be nerf much
With the exception of the providence fire if you get too far away from her, but otherwise yes, would 100% agree
opinions on a potion pouch to clear inventory clutter a bit?
And against stuff like prov, exos, guardians, dog, etc., it's very easy to get clipped regardless
I think the only one I feel maybe abit unfair is dynamo stem cell, since it has a ranger accessory that provide such an important debuff immunity against yharon
I'd argue that one, in its current state at least, definitely should leave you at 1 HP
Vanilla did added void bag so should help a lot
Can you use potions from the void bag
Haven't played 1.4 yet, so wouldn't know for sure, but I don't think so, since I like the idea of being punished if you get to far away from her
Makes the fight more like profaned guardians, since you need to stay close to them in the first place, which in turn, makes sense why you need to kill the guardians first, as they give you a slight form of foreshadowing for how Providence will work
The fight pushes you to stay near her anyways since most of her projectiles speed up over time
(I do think that rather than nerfing the debuff the more direct way will just be making the new range telegraph though)
Oh yeah
Some sort of visual indicator to know when you are getting out of range would be nice
I've gotten a lot better at estimating it and knowing when I get too far away sooner, but it's anything but perfect
Does amidias sell blood work into postML directly? Since I do know he sell truffle worm in HM now
@kindred creek amidias npc sells truffle worm after entering hardmode/WoF is down now, while there is still gold cost but probably should acknowledge it in the suggestion
I killed Wof in less than 40s with it, and I was running all warding
it seems too strong to be left alive imo
We do have plans to do that at some point
Op weapons are less of a problem that up weapons
Also like if your argument is that there's some sort of bias then lol
i just realized i didn't reply to anything
(Was about all of this)
Thanks, I’ll make the change
@echo furnace definitely should remove the part about calamity bosses relying on teleportation to dodge, to my knowledge none of them does (except malice/ftw because it is malice/ftw), on death mode and below it ie not the case
Even the seemingly most absurd case of manual dodging like ohio beam from exo twins can be dodged through planning and proper positioning. ROD is pretty much a panic button option when the player made a mistake
(that said I do think having RoD be 10 sec is good enough though, NR 20 seconds is somewhat justified because it is even more of an all purpose instant panic button)
I already told them that
(sorry too many messages above)
Only boss I really use RoD on is DoG, but even then I forget I have it 99% of the time and just ram dash away
Exo Twins can just be drews wings and fly like fucking hell
i changed it. anything else i should add/remove/change?
Other than that it is fine I think
i edited the message, would you mind reading it again?
Ya that seems good
Make the Aero Stone increase fall damage resistance
It's a wind-empowered stone that grants some of its energy to boost your mobility.
i feel like i dont have enough justification for the above sugg, what can I add?
It provides similar stat and function to frog leg maybe, since for frog leg it do increase fall resistance
(and is post DS rather than preboss, while somehow weaker)
Ya looks good, I dont think it need much more justification
its just weirdly worded to me tbh
(the boss health and damage creep is like, not really a reason but I think the suggestion should be fine)
The suggestion is not about renewability/acquire ore so probably dont have to specifically mention that

(I will be honest mining will still leave weird size of balls in the path regardless if it is auric or normal ore)
I personally really like the huge Auric Ore veins
cuz it's
different, from all the other ores
Makes Auric feel special
giant auric ore "veins" are fine, but reducing the amount required for making a bar is a good idea
I get all the auric bars I need in a run in less than 10 minutes, so I don't see the problem
In literally every playthough I do
Ya the giant ore vein also makes it much more satisfying to mine rather than like, have small balls of 10-20 spread everywhere
Especially with veinminer
ESPECIALLY
the impending comment of "but it already boost wing why do it need to double dip rocket boots; wingless is a self imposed challenge; defiled no longer exist"
- exoblade is getting reworked eventually
- N o.
@hollow shell “simple rework suggestion”
@spice bolt you can't sugg things so specific
You can sugg for exoblade to be reworked and say why, but do not go into a long description of how it should be reworked
Yeah RTTV jesus christ you cannot be that specific in a suggestion
See the pinned Don'ts doc
sorry
i was a bit worried it would be way too specific, and to be fair no matter how you slice it a zenith 2.0 would be broken as f**k so I’m honestly not surprised
I think another consideration is zenith is post-yharon in calamity, and exoblade is only really 1 progression later
(I think if you only keep the "rework exoblade" part without fitting in all the rework specifics/detail it will be passable)
shall i edit the message then?
ya, the currently one is definitely not passable
general consideration is try to leave room for developers to do adjustment, so don't go extremely specific (like this projectile to exactly this, the 2nd projectile do that)
I think it should be good enough (though the mods will judge if they also think so)
ok, i will wait for the council's verdict
The problem with the sword atm is u can go to hell at the start of the playthrough and then kill like EOC king slime Evil bosses and skeletron all with wood armour and no accessorys The sword needs some sort of requirement to be met to be dropped imo compared to other progression options for prehardmode it just feels cheap.
mfw bladecrest oathsword is literally the same thing
it's not even just calamity
More accurately, balance wasn't a major concern during the porting process
We will be trying to squash out balance concerns now that it's out
For those who aren't on break at least
demon scythe works in a similar manner in vanilla lol
and ashen stalactite
in terms of "op weapon you can get pre-boss"
ik its not vanilla but still
I mean sure, you can do that
But you can also name yourself "Jetstream Sam" and get the Murasama pre boss
Its something you have to go so far out of your way to get before the game wants you to that theres really no point not letting you get it beforehand
Again, I'd like to bring up the comparison with sequence breaking in Metroidvanias
Exactly
Can fight a lot of bosses far earlier than intended
Why should Calamity close the sequence breaks like those if they let you fight Moon Lord pre Mechs?
Fight AS/Anahita pre boss?
SMH just bring in Terminus from another world and do Boss Rush pre boss
But yeah the point still stands
Sequence breaking was made easier intentionally by the Cal devs, and you have to go so far out of your way to get Oathsword pre boss that you might as well keep it there for the people who are willing to go to hell before fighting King Slime
well bloodworms do spawn iirc
Do Bloodworms spawn in Easy mode?
I hate the term "pre-hardmode"
The term for something that is less difficult than "hard" is not "pre-hard"
Theres no reason to not just call it "Easy mode"
What should be post-ML he called them?
Super hardmode?
Since in standard terraria ML is the end of hardmode
The issue is that vanilla calls it "hardmode" and didn't intend to go past Moon Lord
It could probably be called "medium mode" in Calamity, but its not a hill I'm willing to die on
tbh post-ml is a more general and specific term that can be used across multiple mods, super hardmode could be confused for a custom difficulty
I am willing to die on "Pre-hardmode" being a fucking terrible name tho
pre-hm just makes sense
imo
easy mode sounds like a world or character difficulty rather than a stage in progression
And "hardmode" doesn't?
If thats the terminology we need to go with, might as well make it consistent
I am aware that preaching this on a single channel in a discord server about a single mod isn't gonna reinvent the Terraria lexicon, but I just had to get that out
It really isn’t
pretty much everyone knows it as pre-hardmode and hardmode, so I think at this point any attempt to change it would just fall on deaf ears
well i never did say hardmode wasn't in the same boat; but at this point the majority if not all players already know what hardmode is, so there is little chance for confusion to what it means
just wait for the day red gives it an actual name ez
it is still really weird that hardmode is called hardmode. in vanilla it kinda does feel like the actual start of the game, less so in calamity with all of the extra stuff squeezed in, i dunno
yeah i always thought of pre-hm as a prologue
Slime god, by lore iirc, is in weakened state by time player fights it
but by the same lore if player didn't fought it then slime god would become more and more powerful.
generally the path to the 3rd level of the abyss (not the abyss floor section) is blocked by 1 or 2 blocks until you can mine there
Which just so happens that you can mine it with a BoC/EoW pickaxe, which is generally obtained before skeletron 
My point stilll stands
Voidstone is a block that generates in the bottom two layers of the Abyss, replacing Abyss Gravel. It requires at least an Adamantite, Titanium, or Shardlight Pickaxe to mine. Enemies found in the lower layers of the Abyss will also drop Voidstone on death. It cannot be destroyed with explosives.
I don't remember you needing to mine voidstone to get into level 3 of the abyss
Generation doesn't always create blockages
Abyss gravel I believe so, but never voidstone
Nor are the blockages intended
i know, its just easier to access on a whim... because i can never find the wiki.gg version on the first page of google
If the blockages are not intended, then my point still stands
Can't relate, I always have a wiki tab open and use the wiki's search

Same here
Usually the official wiki is just. the second one on the list????
Got at minimum the class setup page when I am learning classes early on lol
not for me LMAO
L
Fair enough
The rare DuckDuckGo superior search results?
Usually it's the 2nd result
Here it's the 4th because "voidstone" isn't an incredibly original term
i try to only have one tab open at a time at max
A noble goal
You mean that the Atlas of Worlds isn’t a Calamity feature? /s
all depends on generation, you can never rely on it not making a blockage
I've never seen a voidstone blockage
Abyss gravel sure, seen that a few times
But never voidstone
interesting
I have accidentally entered the third layer of the abyss in phm more than once lmao
So would you scream if I told you I had 12 open rn?
your computer might
Nope
Computer works fine
Just don't use google chrome and suddenly your ram doesn't want to kill you
I can have more than 12 tabs open and run calamity with 0 lag issues
Had at least 15 tabs open when I did this
i mean i can do the same, i still get high ram usage
im just too lazy to switch off chrome
me opening the Calamity debuff encyclopedia and just seeing "Damage over time" on more than half of them

my heart might skip a beat... or 23
i wish you hadn't said that
indeed
y'know what? we need more unique debuffs
the world if coming up with interesting unique debuffs was as simple as asking for them
something like the ones DoG inflicts, not just more DoT effects
ikr
I agree but like my brain is tv static when it comes to coming up with more
my brain is filled with tv static in general, most people dont seem to mind the DoT effects, so why bother is my opinion
most people dont seem to mind bad things
FTFY
please explain what this means
I mean it's cuz yea dots overdone but that's not actively making your experience worse
fixed it for you
ah
yeah that's prolly why it's less of a priority than making various portions of the game less boss rush-y (aside from making debuffs hard).
just like how there's 50 generic bows and swords but it's not like it's actively making u angry playing
but y es
the most unique vanilla debuff in the game just gets like. shafted by 99% of things being immune. (confusion)
kinda crazy how swords get all the flak for being boring when guns and bows are also p bad
glacial state is cool but it's like. a single debuff carrying the weight of the world on it's back.
like there's 8 wood swords, and realistically, if your going to use any, itll just be the regular wood one, but its still nice having the option
There can be 50 generic bows and swords, but when there is only like, 4 fun and unique bows, and a number of fun and unique swords, that's where I start to get a tad upset
Don't even have to be good, just fun
we live in a society where the general masses rise their standards after one better element is introduced
I just removed auto reuse from a bow feeling awesome rn
alright, is this suggestion good enough ?
Make Wulfurm drone spawn less in evil biome or don't spawn on platform
I mean, one of the reasons I love Melee and Mage is because there are the standard stuff that you would expect out of both classes, but with a healthy amount of stuff that is more unique and fun to play around with, something that seems to lack from Ranger with very few weapons that have unique qualities
the reason why i want this to be in game is because I was grinding for burger in corruption in daytime and i notice the amount of eater of soul i should be killing is less than expected and its turn out the Wulfurm drone decide to camp outside of my player camera views on my Eater of world platform and due to that now i have my inventory full of useless loot and make the grinding for burger much more of a chore, so i suggest decrease the spawn rate of those drone in special biome like corruption so grinding for burger is faster
can't believe iban is joker 
no, there is no reasoning behind the suggestion in it as to why it should exist, and no heading
Major Improvement to all stats
not joking about the burger, it is a food item that grant amazing buff
i hate them drone dropping trash
t3 food buff and has a 1% chance to drop, but luckily eaters spawn quite often
but yeah doesn't seem that bad of a suggestion
i wouldnt classify that as enough of a reason
borgar yummy tho
You missed this then Chi Chi
Burger fans
Chi Chi, i thought putting a full suggestion would be consider too much, so i separate it, here is a full detail
and also, why burger you ask ? it is easier to get them
Would also help with farming stuff like ancient shadow armor early game as well as another side benefit for the corruption side of things
Crimson I dunno
i did not, its just it appeared as though they were explaining it here without choosing to put it in the actual suggestion is how i thought they were saying it
also, ancient shadow armour just looks objectively better (compared to normal shadow armour)
ancient shadow armor is just great, sadly your whole inventory is now filled with battery
Me, who never plays corruption-
oh? why not?
as someone who played before crimson was a thing, i do have to admit to having a little bit of nostolgia bias
Crimson was my first world evil lmao
good early game weapon... for in DST
I find BoC more fun, much prefer the armor set, like the aesthetic more
in terraria, if you lucky to get it, it is a good early weapon for dealing with mobs
Only reason I dislike crimson is herplings
Devourer.
what are you? a vampire? /j



