#suggestions-discussion
1 messages · Page 1281 of 1
to my knowledge nearly every other boss invincible phase transition is removed, except DoG phase 2
technically eol has it shortly for the phase transition and yharon also does it for the vortexes but yharon damages himself
Ocd kicks in lol
It's not an inconsistency though?
Inconsistency
ya, though eol is super short that I will not really count (1 second?)
it's not inconsistent at all
at this point it is more of a unique attribute rather than something that should happen and is inconsistent that some dont
It can be described as a lot of things but it's not "inconsistent"
Its her own self contained design as a boss
It goes from a squish ball to a minute long bullet hell, the difficulties of the squish ball vs the bullet hell are vastly different
that's very debatable
outside of bullet hell she still has brother phase and seeker so I will not exactly count it as not difficult
I think things could be done to improve the fight
I ain’t the devs
And I can’t think of a full suggestion
So I’ll let a smarter person handle that sometime
in some way, just I dont think making her vulnerable during bh will be like, the best idea? or rather a very indirect way of trying to make her better but have problem that comes with it
Yeah it’s not an easy answer
Just yeah, feel like something could be done
I don’t want scal to be easy
I want it to feel better as a boss
Big diff
just for reference (of your idea), do you prefer the old scal (when she is still eyeball) that she is extremely tanky during non-bh phase?
I wasn’t around for this
since I remember her normal phase lasted way longer in that version because her fight time is way longer
ah right
I am relatively new to terraria on the grand scheme of terraria
Lmao
Like 1 year
I think now
ya the scal change is not too many years ago, but I think you just missed it
Probably
Either way
I don’t want her to get giga tanky
But yeah it’s like
Head scratcher
Nothing dog used to be like can be used as an example for anything
Clearly that’s important
I can assure you
After you killed dog once the sentinels didnt spawn anymore
simply make it not tedious
Easy
Problem solved
Lol
How to solve your problems 101
I wish
(Solving them
That'd be so awful
But yeah I’m not the best at coming with full suggestions
kill scal once you're permanently locked out forever of the most fun part
I just want the current boss to feel good without removing anything
I want scal to be the same
No removal of the bh
Or normal phase
I will be honest scal bh is so iconic at this point that they will not touch it, whether duration or bullet pattern or other thing like that
the only way is actually to make her normal phase so drastically harder that it is comparable to bullet hell, so that it is no longer tedious; it is just phase transition
Ye
but that will be like, hellish, considering how hard scal is already, especially for new player
they probably have to massively dumb down her damage numbers in that case which has other balance issue
Yeah
It’s just a boss that really doesn’t feel good lol
Like I love her design and everything
Just dear god
Lmao
Like DOg feels good
The mechs does a lot of dodging way better imho
another aspect is probably that her difficulty is massively end loaded; as in the most difficult part of the fight is at the end; while the front is much easier but last just as long; for example before BH3 (except BH1 but you can retry that), scal is just weak
meanwhile each phase afterwards (brothers, BH4, seekers, BH5) is extremely deadly
Yep
scal is actually a very very clean boss for how hard it is
an amazing final boss
that I can agree, though I think the main problem is (tbh), when you have to retry her
I dont want to be that guy, but say, if the player completely negate defense, scal deal 50%+ of their hp in damage every bullet hell projectile, which makes it extremely hard that every BH is a massive difficulty dump
I disagree in that I think that's the point? the lyrics of the song combined with the punishing difficulty + the lore
it's amazing
(which I think is many of the case if they dont stack difficulty like master/malice/ftw)
the song is in the voice of scal and she's taunting you
goading you to just give up
at some point I think the mod just have to say "yo use better build"
which had a bit more meaning when she was a superboss but that's neither here nor there
defense is a dead stat on summoner post moon lord
obligatory summoner face tank scal video
All her BHs last 15 seconds, which totals to about 1:15 of BH time
not to mention her sep and seeker phases
though I dont have the newst version after DR change, need to record it at some point
I had a video of me literally standing still at scal for the entire duration until moons spawn as summoner
and as ender said if you made her vulnerable during the BHs she'd just become like exos where she has a ton of health
is it really worth it to be able to tank 3 more hits if the amount of damage you lose makes the fight last 45 seconds longer
but still enough as an endgame boss
that was the impression I got! SCal and Exos are the best the mod has to offer hands down
from getting 1 shot to 2 shot is double survivability, to 3 shot is +50%, 4 shot is +33%; from getting 2 shot to 5 shot is more than doubled
dieing in 2 shot or 5 shot is a MASSIVE difference
but the fight takes longer so if you can't dodge you will just get hit more
I much prefer tanking builds because I can enjoy the fight more
also her active phases are unpredictable and harder to dodge than the BHs
also some people prefer longer fights for the consistency and guarantee that they wont die 30 seconds in
the only hard part of the fight is bullet hell (tbh); and you dont really need damage to kill her
nah I'm good at the BHs
its abt playstyle
tru
https://www.youtube.com/watch?v=atBoFKmnNwU&t=2898s ok this video should work, in this video my fight lasted 12 minutes, if I maxed damage instead I will not survive
unless you're a summoner
4 hits in full menacing
5 hits in full warding

like, not even close
I think the main thing is how much defense is underated and how little menacing actually do; I had an entire suggestion dedicated to explain why menacing need buff because it is too weak compare to warding
I disagree on summoner at least
except yharon, but that tier you use saros which is bugged
maybe that's just a Certified Master Mode Problem™️
summoner is not much less tankier than melee, especially post-DoG
the bosses have so much hp
you need damage
I think the main thing is people assumed menacing is +28% damage, but it is not, it is basically just increase damage by 28%, which is 2 emblem; it is about ~14% of your total damage output
with warding you can get doubled your armor if you go full warding instead
nah menacing is uhhhhhhhh geometric?
the one that means it applies with diminishing returns
I dont think it is from testing
Didn't warding just get nerfed
yes
12 post yharon as opposed to 15
that's 84 defense with full warding and auric has more than 100
Debunked...
though ig accs exist too
DR also count towards that since DR is more scarce/less now
shame it's a one time thing 
I will even debate silva revive to certain degree is even useless, just because it only works once; if it has a cooldown then it is different
silva revive has carried me so fucking hard
silva revive keeps you alive in a situation when you are dead; defense prevents you from reaching death in the first place and works for the entire fight
Give silva armor reactive armor
silva revive lets you skip an entire phase of SCal
it is absolutely fucking absurd in giving you free kills
in a boss with what 7 phases
that is the case, but the problem is ya
you have to dodge the first 6 phases manually
I don't think it should be nerfed, I just think it's good
Silva invincibility is more busted than the revive imo
GS dash is cooler anyways 
you get both with draconic elixir :)))
the fuck
yeah
you revive at 300hp and become *unable to drop below 1hp for however many seconds
I wanna say it's 6?
mebbe 5
#suggestions-voting message draconic elixir is actually another thing I wanted to be buffed; if it dont put your healing potion in cooldown then it is great; the problem is it does
what lol
no
please no
it's so broken already
it can activate if your potion is already on cd
and only 30s?
wow
it extends it no?
yeah
by 30s
I'm telling you draconic elixir and silva are the strongest defensive tools in the entire game bar none
even dheart?
mmmmmmmmmmmmmmmmmmmmmmmmmm
yes
are you sure...
never used dheart since rework
240 health and invincibility every 30 seconds assuming you don't get hit
and it's not affected by potion cooldowns
can it really be better than 300hp and 5 sec of undying tho
ok I just retested it yet just to be sure, the problem with draconic elixir is you are completely invincible during the entire silva invincibility
And it gives a ton of defense
nah you can take damage
just not die
so if you get hit when you cannot die, the heal is wasted, and your healing potion is put on cooldown
Can't say for sure
but it's not one-use so automatically better iirc
thats the main problem I think, because you can instead manually use the healing potion when you are near the end of the silva invincibility to guarantee the heal is not wasted
especially with core of the blood god and rampart of deities your healing potion is much more effective
the 1 situation silva is extremely good is when you are on glass cannon build that you die from 1/2 hit, then silva is good; the problem is a good build should not allow you to die from 1/2 hit in the first place
Certified Non Master Mode Experience™️
^ (yes you can very much tank master death/malice, since malice no longer amplify damage; just not master ftw)
just not dog I think, but I didnt minmaxed for it
and that is with consideration that the mod is not balanced around master death; it is around expert rev
so tank currently is extremely busted if I can tank master yharon
I don't think so
you are also dodging almost everything in that video
defense damage will absolutely pound your ass
The cursed mirror that gives 25% damage but gives you 15% damage taken
if you get hit
you still die
^
no but fr xp
defense damage
you still have to dodge shit even on tank
it's literally fine
defense damage reset extremely quickly, it is around 1/2 second and you fully regen from a recent hit; to my experience as long as you dont get chain hit (like running from one bh projectile to another) you should be fine
ok sorry I got carried away: people is not realistically expected to be go that tanky build
what I mean to say is the value of just having some defense and 7 warding is way more important than people realise compare to full damage 7 menacing
in the end defense is basically room for error: for example in the video; say if I die from 2/3 shot from yharon, the fight will be way harder, the fight is possible because I die from 5-6 shots instead
maybe I've played too much master mode
idk
on expert damage is way more toned down, master mode defense works but no way near as well
I can record a vid sec
if it still give you 1/2 more hits I will say it is already worth (warding vs menacing); if full tank I think can expect better, but ya sec
then let's agree to disagree
balancing ideologies are funny arent they
I think defense and menacing are balanced
defense is better on lower difficulties, menacing is better on higher
that's fine
discord processing mp4 my beloved
ok I didnt realise how absurdly hard it is to get yharon to do exactly the same thing, this is full tank gear with warding
7 hits not bad
but it's like
I can tank 5 in full menacing on summoner
so
I'd prefer the damage
this one is glass cannon though I am unsure how accurate it is
the main thing is the first hit damage, since if you let defense damage regen you are always only tanking the first hit damage
this upload speed is amazing, I love discord processing 3rd video instead of 2nd first
oh the 5th hit is counting potion right
I dont think I used healing potion no
now I dont dare to reupload since it is still processing 2nd video
lol
same build (full tank) with menacing instead (basically just no reforge since no warding)
I didnt do anything, discord is amazing
4 hits is enough imo
the big difference is the first hit damage, the damage where you took if you let defense damage regen
(I count the one right after BH since it dont get affected by core of blood god)
full tank full warding - 176; full tank no warding - 242; glass cannon - 296
so basically it is just warding doing everything about tanking
sec I will not record video this time since I dont want to spam video, I will just identify the first hit damage right after a charge (with no defense damage)
ok I will record 1, just for full tank summoner, just for reference
on master rev lol
to best demonstrate my point 😛
(ok I should stop spamming video at this point)
good old discord processing, ok I will just leave it here at wait for 10 years for discord to finally process these 20 seconds long videos
world is master (can see yharon's hp), difficulty is rev (I think I did press esc)
ok I will just edit a youtube video instead, these super long processing is killing me; ok sorry I will add the last 4th one of summoner glass cannon + full warding, sec
damn did we really never get a resolution to this one? i dont see a vote result message when searching trophy in this channel so ig so
thought it was pertinent to the recent sugg
all im hearing for that is "remove the interesting and skill based part of the weapon and turn it into another broadsword"
i think crits on the tip of the attack makes a lot of sense in all honesty, that's the sweetspot and how actual whips work (not in terraria but they're just a whole different bag of worms so lets ignore them) plus it differentiates it from other "whip-like" effects. im not even sure why this is a bad thing.
cognitive has anyone ever told you that you're too brazen and brash
no and also i dont care
i dont think this is constructive either, it doesnt really explain any problem with the attack or effect beyond "it's a sword so you should need to be close to the enemy" which is just. not a good reason to rework an interesting effect
if anything the jungle attunement is still more melee than other melee weapons...
still a physical weapin compared to magical sword beam number 83
I remember I talked something about it and iban did say the jungle attunement is not meant to function on its own, but to pair the movement with the other attunement
your opinions may be good, but you need to put them across in a more respectful manner
other than that first part i dont think this is really that aggresive tbf
https://www.youtube.com/watch?v=xbKhodTOlgU thank you youtube, much more cooler
anyway conclusion is warding is much better on a somewhat tanky summoner setup, but for full glass cannon it is just +1 hit, which at that point just go full bananas damage
yeah
so melee accessories make the difference ig
on summoner full glass cannon is bis
actually, I dont think melee accessories affect anything at all, in fact tank accessories didnt matter much I think
it was just warding, especially from the somewhat tank + warding vs no warding
also lol I told you silva set bonus is the best defense in the entire game
the thing is silva work once, otherwise yeah I will agree
it only needs to work once 😉
I mean you could had just, not get near death
but ya, master did make warding worse, though I think it will still be worth it on a non-glass cannon build
since dying from 5 hit compare to 3 is still a massive difference, especially recovery wise, (and silva proc), since you have less chance to proc silva too early
so it was indeed a Patented Master Mode Moment™️
tbh tho I don't have any difficulty on new yharon
he's very easy even without abusing saros
new yharon is much more fair rather than super knowledge based, at least from my experience; previously aimed projectile forced you to have a specific positioning or get hit very often
DoG tho
well, let's not have that whole rant again
yeah it's very fair and predictable
but ya regardless I should be doing something else instead, at least it is not urgent
me when melee cannot have any different range viability than being super close to the player
I'd argue that you could extrapolate further meaning from "melee needing to get close" into "melee needing to focus on spacing", which the whip crack crit falls in line with
And yeah there are plenty of get-close options already
Well, they could call the Jungle Attunement like… a whip or something. And make THAT ONE ATTUNEMENT summoner.
😡
And the others are other classes. Or that’s dumb
i think that is just not a good idea at all
it goes against the fact that it is. you know. a melee weapon
imagine making the biome blade, you go get your attunement, and it starts dealing like. magic damage
it doesnt benefit from your stats at all
doesnt seem great
the way they phrased it i really cant tell
I think spacing is a good playstyle for melee, and for that reason rewarding good spacing with crits seems perfectly fine @proud plinth
tru.. but i find myself actually attacking enemies from a range rather than simply spacing myself
well that's the reward then, right? skilled play and precise positioning gives you bonus damage
knowledge of a boss' patterns makes that safer
high skill cap weapon
i guess? i cant really put what im trying to say into words
I know what you mean
but other weapons exist at this tier
for the playstyle you are talking about
if what you mean is that those weapons are bad, ping a tester and they can take a look for you
i guess what im trying to say is that im using the whip more like a mage class lazer weapon than a sword..
id like to point out this sword also shoots projectiles and has multiple close range attunements anyway
i think the fact jungle is mid range is actually very good for it
im not saying the other melees at this tier are bad
I think it just need incentive, like bigger damage + crit if you hit with whips end
currently the incentive is just very low, jungle attunement by itself do super low damage
the projectiles have travel time though, and the close range attunements reward spacing alot more than the jungle one seems to do
i think the issue is what xpc said then that jungle is underpowered rn and the tip hits should reward you more
no no the tip hits are busted
for true biome blade it goes from like 200-400 a hit with no crits to easy 1k+ hits with crits
so you get rewarded for spacing the tip correctly? i dont see what the issue is then
what im trying to say is that it promotes too much of a ranged playstyle imo, i get that its trying to reward good positioning and spacing in a fight but i never use it the way its intended
i just run away and get rewarded with crits.. its hard to explain..
so you space yourself correctly... and are rewarded...
is running from the fight spacing yourself correctly in this case?
Wouldnt be great to tune down the body damage of dog and thanatos a little bit? It does over 200 damage
wait I thought you are referring to broken biome blade
since that one is the one that move you
oh ok, I was confused that you are saying broken biome blade should be changed to rework the moving function
but if you just fly around and run away from the boss the boss tends to always stay around the tip area and you are practically rewarded with crits for running from the boss like a mage or ranged playstyle would
projectile swords GENERALLY tend to reward lining your shots with the travel time of the projectile and allow you to get extra damage by using both true melee hits plus your projectiles
also summoner is a entirely different class wdym
A bad argument cuz proj swords are an abhoration of melee 
real...
oh i realize but i mean a class rewarding a mid range isnt like
abhorrent or something
but isnt melee generally getting in the bosses face and more of an agressive playstyle? a weapon that rewards running from the boss and keeping it just offscreen wouldnt fit that imo
midrange is still getting into boss' face, just not literally in its face
I feel like this is an argument that doesn't really need to happen
cuz this is more of a "dont star it" thing than a "dont post the suggestion" thing
imo
other class can play with the boss slightly off screen 90% of the fight and be fine
i think you need to give space for a class to breathe and have unique weapons otherwise it just dissolves into only broadswords and only projectiles
ok you have a point, but it's not like much else is happening here atm
ya it will just be enforcer and dragonrage no.499, where you just have a weapon that is true melee range but does 5x damage of other on-tier weapon to compensate
but this isnt really mid range, atleast for the true biome blade, it literally usually devolves into keeping the boss literally half offscreen
melee should and does have unique weapons that still feel melee imo
:( Don't argue just for the sake of it
lmao
it is still less offscreen than most weapon, and if that is the case you can just suggest to make the range even shorter but deal more damage
like the psycho knife or the arks
just imagine jungle as a bigger sword problem solved 
ark is a one off weapon, psycho knife is just.... true melee?
true, idk how that would work in action tho
that is the problem: it is very hard for that to work in action, which is why it is the way it is
psycho knife is true melee with stealth charging attacks if i remember right
(it's a weapon line)
yeah, but the way it is feels too long ranged.. guess its down to how a shorter range would be implimented
(sorry meant to say one off weapon line, where there is no other like it)
dont want it feeling true melee but also dont want it having the range of a magic weapon
theres nothing like the psycho knife for melee if i remember right...
they can just make it shorter range I think, just it will be extremely non-new player friendly; it will just strip most of the non-true melee option from melee class and say "ya if you want to play tank you also have to be true melee", doesn't really work
unless theres another melee where you can stand still to charge attacks..
XP and I were referring to Arks
i could see how it could work, overhaul does it great and makes true melee feel good
isnt psycho knife right click the one that put you in stealth? or calamity changed it at some point
it has things like i-frames when hitting an enemy so you arent taking more damage than you are dealing
Psycho Knife never had a rightclick as far as I remember
idk but in vanilla you stand still and go into a stealth mode thing where you get MUCH larger damage for your first hit
I just think it is best to leave it separate: have true melee option for those who are able to do it; and slightly ranged though less rewarding weapon for those who just want to play the class
currently true biome blade is the 2nd option, no need to force it true melee, especially that the same biome blade have other true melee attunement on it
yeah.. but the slightly ranged is more like long ranged and it is more rewarding than the more true melee options on the true biome blade
then it is more of a matter that it deal way too high damage/true melee one deal too little damage tbh, and less with the mechanic of the weapon
you could argue that it is either or both
because the true melee option should be more rewarding than the ranged version if you can pull it off, it is just how it is, if it is not it might need balancing
if it didnt deal 1k crits due to the mechanic, then it would be more in-line with the true melee options for true biome blade, if it did less damage it would reward the spacing less...
wait that doesnt seem right, last time I used it it definitely didnt deal 1k crits
i dont want to ruin the skill ceiling of the weapon but i also agree that the true melee should be more rewarding
I know ark lines are doing way more damage than they should right now so biome blade might be the same case
yeah it deals easily 1k+ crits
true biome blade right? the post plant one
yea
yea
then what is the problem exactly
ya it was NOT this strong
no way close, last time I used it on PBG it was a 3 minute fight
wait tbb doesn't have whips it has the chains
@inner anvil sorry for ping, when you had time may you test true biome blade jungle attunement? it is way overperforming than I remember
yeah, same functionality tho
(there is a suggestion for it)
ah ok
btw wtf I remember it being trash lmao
the problem is that it deals 1k damage every like half second with crits and has the range of a magic weapon
I'll do it in a bit.
before 2.0 it was pp poopoo
not exactly accurate since I use it as post-Golem, but last time I also did it for PBG so I had comparison, just I didnt keep the stat
now do it without shattering potion 
true biome blade is the post deus one
yeah i forgor
well that explains it
oh ok, I just followed it
since it is post deus I will just do like a moon lord test
(though I still remember it was definitely not 1:16 for true biome blade)
ok on moon lord seems reasonable, I didnt test it on moon lord so I have no comparison (same build as above)
this seems pretty fine tbh, since if it is post-deus you pretty much only use it for moon lord, then you have ark of elements which is drastically stronger
(ark of elements look like this with the exact same build except weapon, make sense since it is post-Moon Lord)
then ya definitely consider it in the suggestion, since for post-Deus the jungle attunement I dont feel is particularly powerful, maybe weak even
just easy to use
I mean appartemently rn some may get extra damage from melee speed
which is goofy they should not have that
give them the same tag as zenith which prevents that from happening
ok @small timber i changed the suggestion
this is the true melee (corruption/sanguine fury) one of true biome blade, if you can pull it off (quite easy tbh since it deal absurd damage)
ok maybe i was just using the true melee ones wrong then
I think whip attunement is in fact, the underpowered one
i did not get that kind of dps befor... ima remove the suggestion in that case..
this one right?
isn't the speen really good too
ya this one is the true melee one I used, I will test astral infection too
im incredibly late, but yooo, my mod is kinda famous and prob me being highly offtopic
omg john wiki
John wiki would you be able to add calamity compat
or is there something simple that can be done to get it compatible with cal on our side
idk how the mod works but I'd hope its not like having to manually assign a wiki link to every item
what/who is john wiki
You are John Wiki.
oh
yes im asking u
astral one I dont have result, it is super good at clearing hand eyes but it is very hard to hit the top eye and core because of how moon lord move
just a number
oh, right, mod calls work this way it's the identifier
they basically same but other one is shorter
yeah basically that
I'll do that when I'm back on my pc
how does the mod work exactly? I assume it just takes the display name of the item and looks it up on the wiki or something right
dope
so basically, that suggestion about wikithis is accepted?
I guess so yes
@eternal escarp please could you test something for me?
tactical plague engine might be bugged
I think it seriously underperforms, might be some i-frame nonsense idk but it's bad
Hi, for the True Biome Blade (Jungle) against Moon Lord, it does 3:43 minutes with intended 4:00, but due to it's mechanic in which you need to hit with the tip to get extra damage, which requires a lot of manuver around Moon Lord, this weapon, or attunement, I consider it balanced.
Also sorry for the late response, it's the way of being sick.
It seems Blast can't test that summoner weapon, it would be quite comedic if I did.
it would but do you really not want to like rest
I can handle one more test.
hmm
I think my setup was abit damage oriented which is why I got much shorter kill time
(this was the time I got with jungle)
Here's the set-up.
ya I used beetle offensive which maybe why my killtime was much faster
^()
Yup', that's very aggresive.
I kinda forgot hydro exist so I used beetle, forgot to consider I should swap to absorber for accessory rather than mostly offense
It happens to the best of us.
I remember them being fine but they missed a lot so you'd have insane damage bursts between periods of doing barely anything
Idk if this is what you're getting
not sure
(though after seeing the buff, I think it might be best to always include shattering though, just because it is massive for melee; it is equivalent of almost rage and wrath + ichor)
I suspected it was an i-frame issue
and the potion is not particularly hard to acquire either: essence of sunlight can be abundant from wyvern farm and beetle shell is golem with infinite summons
Because it's legitimately broken
tbh at some point they are just gonna have to say "suck it melee fanboys" and remove it
they already have flask, they dont need 2nd copy of rage wrath; especially when balancing is done when sometimes shattering is used/not used
(especially if 1.4.4 vanilla wanted to make buff slot literally doubled to 44; which means there is space for almost all potions in the game)
beside shattering another one is cursed flame flask
I'll let Blast go deep with Tactical Plague Engine because he was the one pinged for it.
But spoiler, this thing's terrible.
(sorry for pinging when you are sick, I think I searched through the tester list and you are the only one online at the time)
Don't worry.
atleast people use the tester list
ill go check them right now, ill ask about any possible iframe issue if it appears like there is one
Just posting these suggs to get people's opinions
I support the first one, and partially don't support the second one
I am a vanity user so forced invisibility is annoying
And as I said in dev, I like the subclass effects for the wiki's sake
subclass effects sounds really convoluted
also said that you could keep it internally and shadow potion's projectiles and empyrean armor still existing
Does empyrean armor still give normal rage and wrath? Since I remember at some point hearing that they dont stack with normal rage and wrath potion
(afaik yes and its fucking dumb)
think I proposed that to change somewhere
wb blast
guess i dont need to ping
lurking
i cannot conclude yet but i am quite certain it has a deeper issue, instead of just being bad
doesnt seem to be iframes as even with all of the minions up they looked like all of them hit, current guess is that summon damage isnt being tagged in at all and it relies solely on the bullet damage
but i personally cannot be sure so yeah 
its likely some issue that came with the port
np
ill update if i get a solid answer
how do I enquire about DoG being balanced
cos I think he's really overtuned
also he's very rude 😦
I'm getting my ass destroyed by the DoG but honestly that's way better than before when I was yawning through the whole fight
the fight's mechanics are kinda cheap?
Though for real he shouldn't say "Don't get cocky !" when I'm sweating like a whale fighting for my fucking life
Or the famous "The fight is not over yet !" right when I fucking die. Fight do be over fam
Which ones ? on expert I find him pretty fair... Maybe would put a better indicator of where the head is on screen
I think the lasers shouldn't be projectiles? or the projectiles should move faster maybe
also litereally remove cosmic guardians
hitscan
ah gotcha
bruh
And for the exo gladius, at that point they'd just make a new exo melee weapon
I mean i was thinking that the exo gladius is different enough from the exo blade to be renamed
Exo gladius wasn't removed because it was similar to exo blade
It was removed because shortswords suck
And projectile melee does too
i said that it should be changed to a normal melee sword
instead of it being a shortsword
cuz it was genuinely just a fun weapon
That'd be worse
that's just exoblade 2
not really, they have pretty different attacks
they're both projectile swords
that is indeed true
i mean they're literally both just projectile swords that fire in a straight line with similar effects
the exo gladius doesnt fire in a straight line
Deaths: 3
Was told to do this in the nohit server. My skill has come quite some way lol.
Discord:
https://discord.gg/mhgzw3qyeb
Music used:
https://www.youtube.com/watch?v=MT6HTpY_OyE
its a lot like the first fractal
that one unobtainable weapon in vanilla terraria
First fractal but lame
true!
i mean first fractal but lame is still a pretty cool sword
I mean it's not a sword
It's a mage weapon that hapens to also stab whats directly in front of you
anyways it still wouldn't be readded because it's lame
"Its fun" is a not a good enough reason
i mean it literally is just small exoblade
the both have homing projectiles, the both apply the same debuffs, and with the reworking of shortswords it literally is no different than exoblade
because the fact it only shot horizontally is gone
Exo gladius was placed in RoR2 scrapper, wait until it gets replaced by something more useful, unique and fun
What quality is the scrap?
then it can apply different debuffs but idk where you're getting that other stuff
the wiki
exo gladius doesnt have homing projectiles, the projectiles dont shoot out from the blade and act completely differently, and its much shorter range
oh wait nvm you're right about the homing part
but thats also in a different way to the exo blade
is there an astrum aureus rework in the oven
or wait no it was reworked recently right
We have a mechanical addition planned for Aureus but it won't affect the current fight that much
Holy shit actual tie with draedon
I really disliked them until I learned that it can change direction in the air so you just need to go the other way
But there's no outrunning it
That damn thing will drift in the air through the whole world to sit on you
Is mage as strong as other classes in post hm ? I'd like to add something about mages being underpowered in my suggestion but I just have no idea if it's true. Logically the lack of accessories should lead to a lack of damage
i think on average their weapons are stronger or something
that's what's cringe about it
it's very counter-intuitive
pk with the banger suggs as always
@placid monolith you're gonna need better reasoning (shift + enter to put a linebreak before writing your reason so the bot doesn't shit itself trying to push it to voting)
also i believe the reason the remaining minibosses don't have relics is because iban didn't feel like making them
whether that be because he found them less cool or because he didn't find them cool enough to warrant one
i feel like the easier explanation is all the vanilla minibosses with relics are in events
o
sand shark and clam have relics
that too
the acid rain bosses have them too
You’ve been in this chat for a week and don’t know Iban, kinda cringe bro
acid rain is an event tho
@oak moon calamity whips is gonna happen eventually, although there are no concrete plans yet as far as i'm aware
I don't know this man but calamity lead artist + "lizart" means he's a total chad
that is fair but it would be nice to have them
i thought so im just impatient haha
@heady sun - Your suggestion has received an updated status!
[Making the mod compatible with the "Wikithis" mod would be very useful]
Your suggestion has already been previously passed and voted upon; if it isn't already implemented, the devs may reconsider their verdict.
You can check out your suggestion again here: #suggestions-voting message
@heady sun - Your suggestion has received an updated status!
[Making the mod compatible with the "Wikithis" mod would be very useful]
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
Get double ping'd.
lmao i can change the reaction to ping them as much as i want
Too much power.
Trolled

ohno
pogged up
personally I like anahita’s summon method! stands out more for not having a craftable boss summon and I only really found it annoying when I was grinding for shark fins and had to purposely avoid ???. I do get why grinding that boss fight would be cumbersome tho. waiting for a spawn
@idle plank this has already been suggested ad nauseum
@hollow shell can we add "levi/anahita summon" to the frequently suggested
and the conclusion was?
hasn't reached dev yet iirc
ah okay
Hm? Yes it has, what?
LESS GOO
Lmao
agreed
now we just have to wait till suggestions in thorium and fargos get accepted lol
wikithis takeover
... 😈
Lol
(tbh this one have so many different things mixed into it that it can be denied because they dont like the other ideas)
Considering unless you have Alchlite and abuse operator, basically everyone grinds for the community? Yeah, it can get annoying at times. I just tend to pop a zerg potion and she spawns rly quickly
bro i literally suggested the exact same thing in december and it has not been added ever since
What's really annoying, is the fact that you no longer hear sirens call when she spawns, making knowing if she has spawned a living nightmare
Did it actually go to dev
@coarse sky already in the works u don't need to suggest it
i didnt know where do you see that?
a dev has confirmed multiple times it's being worked on
It'll eventually be implemented
ok
Because it is a feature that was added in vanilla 1.4.1
can you show me where stuff like that is talked about so i dont make that mistake again? or is it just scattered through twitter conversations and stuff
it's not on twitter lmao it's here
anyways its scattered in convos here
U aren't the first one to suggest this
The others were told
ok ty
yeah but that was back when we didnt have 1.4 calamity
Liked =/= implementation
at the time you post the suggestion calamity was on the way to 1.4 port
as in, there will be no update until 1.4 port, which is why there were no response
coral sprout's design is perfect don't @ me
no
i mean i meant no about the sugg
i do agree that coral spout is seemingly super weak im sorry oomfies
it didnt get balanced
balancing team being tired af moment
I'm saying no to the sugg because yeah the prisms are braindead but
theyre braindead
👍
das the point
it's a small subsection of weapons that isn't just. every mage weapon in existence to sugg expanding built-in mana recovery to.
would there be a different section this could target?
I might just end up deleting this one bc I know it's prolly planned already
like ideally itd be "hey could weh ave more weapons that make use of the mechanic uwuw in general
and even more broadly hey could we have more weapons that interact with mana in an interesting way uwu
and then id just reply to you 1 : lol 2 : the amount of weapons that do that has doubled in the next update
vacuum cleaner mhage weapon
i made a summhranger weapon
what
true fans will understand
or will wait a few days teeehee
my god is recording good teasers annoying
isn't that why you just post sound clips
Holy shit summoner ranger weapon
or is it to be more cryptic and mysterious
but like public spoilers i wanna have em MARKETABLE you know
like spirit and slr twitter posts
but i think i got it right
theres one which is really good im proud of it but its cool so youll have to wait a whilke
This is why calatwitter needs to exist
you were going to get one today but then i ended up getting dragged to the beach so i couldnt post it
and i cant post it now because its not the good hours for twitter engagment
cal twitter leaks from iban and pixl when 
You could ratio someone by cotweetinf with slr
I downloaded a sound file just to confirm it is infact wulfrum or something
I already follow you
👍
lmaoooo
confirm what? lol ? lol
actually my sound lekas is still useful even with the futureposting
as id say, "true fans will know"
but like they will really know
I actually have no clue where any of the cal dev team is on social media besides like the local youtube channel
I really love this recommendation full of ark stuff and then just random gustbellow reply
Aerealite
ill buff it for u oomfie
🚭
it probably just needs like
to be slightly faster in charge and slightly stronger in the mini corals dmg
ill tweak it in a bit
Based

gssh this is essentially a bug report
should i remove it?
yeah i can forward that directly
@lyric depot adding an accessory that gives every melee weapon parries would completely remove the ark line's uniqueness
I'm not saying arks should be the only weapon line with parries but giving most weapons a parry makes arks seem like just another weapon
But I wanted to expand the parry mechanic to give more unique approach instead of the usual dmg buff
I know that we have the ark series, but it doesn’t give me the satisfaction of an actual parry
Like block then attack
Instead of a dmg buff
You can have that without giving every melee weapon one
besides I'd imagine it would take a gigaton of effort to both implement and balance
also your reasoning of defense and DR being irrelevant is pretty arbitrary, if def and DR is irrelevant why give melee and only melee something to remedy that
Because we can just simply dodge, like everyone says in the community
okay
And that results in the debuff of def and DR
Have you actually used a tanking setup
Is there any tank setups at all?
Plenty
Yes?????
there's more defensive accs than offensive accs
Also
at least it feels that way
Maybe in endgame it’s irrelevant
It absolutely is not
In endgame is when it's at it's strongest
It's clear you haven't played with it at all
Well if you did you'd at least know some setups are usable and actually do help a lot
Then why are you debuffing def and DR if it’s relevant?
I've survived 20+ hits against scal with a mostly tank setup
when?? The reducing one defense?
It’s specifically for luigi % runs
Probably because you’re playing in normal
Like yeah warding got reduced from 15 def to 12 post yharon
but is that really all that bad

Don't forget boss damage was reduced too
and the debuff prevention they added to accs
Higher difficulties makes def and DR irrelevant since you’re basically a glass cannon now
No they fucking don’t????
I fought scal with a tank build
Unless you’re playing master malice or smthn stupid like that
Probably because regeneration is the meta now


😐
regen on its own struggles to be a meta since practically every boss inflicts a dot which cuts regen
But if I’m gonna tank, then I gotta do dmg right? Maybe not
a tank setup the least effective when one stat is focused
This suggestion is so fucking wack
Yes, but If I want to do dmg instead of tanking stuff, then I need to remove tank items in my inventory
yeah and that's what speccing into something is
You sacrifice a bit of damage for a bit more survivability
Even if defense and dr were supposedly underpowered, why would the solution be adding parries instead of just. Buffing defense and dr
no build is a plain "put on this acc and you're good" you have to sacrifice your slots for it to be truly good
And then do no dmg?
the current state of luxor's gift cannot last forever and everyone who cares about balance rationally knows it
You don't need 7 damage accs to deal viable damage
Can’t wait until shrine items are removed
it is not only unbalanced for every weapon, it is also incredibly prone to exploits such as spam click mura when it existed
you really only need 2-3 to deal average damage
It only produces projectiles when you parry
I have a video that is recorded just yesterday that is a summoner tanking 5 hits from master yharon
it is not quite "invincible", but not 2-3 hits; 2-3 hits and 5 hits difference is massive
eventually luxor's current identity will die and another will rise in its place
That's 5 hits consecutively not spread out
^
you can survive a lot more hits if you bothered to dodge
Least passionate glass cannon fan
ya, especially if you spread it out and make defense damage reset, that 5 hits turn into 7-8 hits
Alright, enough tank talk. I lost ok? I just want parries in the game
There’s a shield weapon where you can parry
That’s fine but you shouldn’t really act like tanking is unviable just because you want parries in the game
there is no reason to specifically make luxor's gift do it
Also that yes
you can just like, add a new accessory for it
and yes, that will be a problem
this is a blatant restate but there is a reason why some weapons have parry mechanics
It can just have like a debuff or a cool down
and not something that allow 100+ melee weapons to parry
unless said parry have 0 reward (no parry damage like ark etc) and the parry itself dont nullify the damage but only give like, 35% damage reduction or something against the attack
and probably will mess with any melee weapon with right click function too
This sugg has 0 logical reasoning besides “I would like it to happen” and “defense/dr is somehow underpowered” which is a false argument that makes 0 sense
And then there’s def crunch
Where literally your def is lowered whenever you take a hit with bosses
And you’re consistently getting hit from random projectiles
But I’m forgetting there’s dodging
you'd have to be real bad at the game to get hit every second
like almost intentionally bad to get dd to that point
and even then it only goes as far as reducing your defense to half
and by the time you got your 150+ defense to half you're probably dead from debuffs and boss damage anyways
man, I just wanted more parry weapons in the game but this mod doesn’t allow it😞
Guess I’ll take my leave
You're arguing that the parries are crucial to making defensive builds viable
I do not see how that makes sense
Given that you're suggesting only melee get it
and not the other classes that don't have as much defense as the literal king of defense
Because literally every other class is meant to take distance and melee has to get up close to enemies to deal dmg
Oh no
And melee has the most defense out of them all because of that
and melee has plenty of projectile weapons as well
And other classes have close/mid range weapons of their own too
And why is giving 190+ melee weapons parries and rebalancing the entire class a better solution than just buffing defense
Melee up to this point is literally ranger with melee strikes. I want to make it unique by adding parry mechanics so it’s not just left clicks
I want something more than just left click and dodge
And yes I’m melting at my own argument, but I want something more than just left clicks
you can do that without making every weapon have the same gimmick as the arks and killing it's uniqueness
They're already working on reworking some melee weapons
You have the oathsword line and the caustic edge line getting reworks
not counting the upcoming wulfrum and aerialite reworks too
I play other games where parry has attacks instead of some dmg buff. I want to expand on it and give it more than just dmg buffs
I get that
It’s not gonna kill it’s uniqueness, it has to be diverse. Because eventually, that dmg buff is gonna get old
You can suggest for some weapons to get it instead of having an accessory that gives it to every weapon
Reduce the scale of your suggestion and it'd be fine
I did suggest that but someone said it would take more work so instead suggested that they do a accessory instead
I'm sure that person didn't mean an accessory that gives weapons parries but instead has a parry ability within itself
In my previous suggested, I said we could have a whole sub class of parry melee weapons
And it doesn’t have to be that much, just enough to last through progression.
Adding a whole new subclass would take a ton of effort
I know, but You can gradually add them each update
Basically
Like, it doesn’t have to get a new swing animation, just add a parry mechanic
Unless that’s somehow too hard to do
Balancing it will be
the arks are still getting tweaks now even after nearly 5 months
Balancing is a fucking nightmare from what I’ve heard, regardless of how some weapons seem on the surface
Ion Blaster 
Welp, I’m done here. I’m tired as fuck and been staying up all night. I’ll comeback here when I new idea for parrying or some dumb shit
This convo was not needed
Well I'm lazy to look at the doc 
I remember clearly that adding parries to every weapon is a Don't
and pretty cringe 😬
I haven't checked the doc in forever 😎
I mean
We shouldn't make radical changes like this
Bc melee is already broken as is
A ton of melee weapons are overpreforming right now due to 1.4 melee speed changes
Lets not make the testers lives even more of a nightmare
I'm pretty sure the melee speed changes were reverted
Either way melee is just as broken as any other class
what do you mean you dont want to test 190 melee weapons 
truee
Melee is broken because it has a whole contradictionary design in calamity
But the design on vanilla isn't also that good
In vanilla,melee have the an ok dps,but a hard range to work with and a ton of defense what just makes fights longer and more annoying
Melee kills providence extremely quickly these days though
Calamity tries to make melee more interesting by buffing the damage and make a little more easier to hit enemies,but this makes people abuse high def to facetank bosses
Like, asked Xyk to test AotE, Goj and Swordsplosion, and they were all getting sub 3 minute times on a 4 minute boss fight
Are you sure that's not just one weapon being an issue and not the class itself
Uh, hello? Defense damage is a thing? You can't facetank bosses like that
yeah so it is a weapon problem
Especially on higher difficulties
Oh, the weapons I mentioned were only just a couple examples
I know,i hadn't finished yet
AotC has nearly draedon weapons level of kill time against SCal
But this solution feels really annoying
Melee should have something that instead of reducing it capabilities when its get damaged,should have some sort of armor bonus to all melee armor sets that the more time you dont get hit,the more defense,DR and damage you get(and add a global nerf to melee weapons to compensate)
That also falls under radical changes
Yep
Can we not have arbitrary mechanics that are bound to be exploitable in some way when what we have already serves its purpose please
But the class is quite broken
I jus think there are a number of melee weapons that need to be toned down
Old Lords Oathsword being able to iframe though SCal's brimstone monsters is not okay
F.e.
oathsword is a known standout because it just got reworked yea
I am just saying those thinga because melee calamity feels like a glasscanon
I 100% disagree with that
Having done 4 melee playthoughs since 1.5.1
Especially playing Mage and Ranger as well, melee is not a glass cannon
Melee can actually take better hits
And absolutely abuse flesh totem and bloodflare core
The other thing with melee is that solar armor needs to be fixed fast
Bc I don't think being able to spam dash with that + asgards valor and therefore cheese DoG is fine
I saw someone posting that you can cheese it by just mixing any vanilla and moded dashs
Not sure if it still works
Oh it does
It's broken
I cheesed dog on my Master-Death melee run with solar flare dash and elysian aegis dash
Only thing i had to worry about were the lasers, but those are insignificant when I am not getting headramed by DoG
@proven folio they're gonna be added to rev+, it's just that the drops aren't working rn
perfect
should i delete it i guess?
I think the bot deletes it anyway but sure
thats what 🗜️ was for?
The bot reacts with it when it's wrongly formatted
oh...
compression just makes the bot hold off on sending it to voting, it's only deleted by the bot if it's exclaimed
oh oops
@fair stump you know Calamity adds far more stuff for mages, and although I dont oppose more accessories make sure to take manual mana potion, mana regen and astral injection playstyles as well as chaos stone, and sigil of calamitas into account as Calamity does not add only ethereal talisman
Sigil of Calamitas is even used for ethereal talisman
lmqo
that luxors sugg implicitly acknowledging how luxors is only relevant for melee despite supposedly being multiclass
ya ranger is probably better
Glass cannon players 
Truly a moment
your right a totally forgot about sigil of calamitas, my bad 🤦
mostly in my suggestion i was just trying to point out things i have noticed playing mage and how i thought it could use more variety.
For what it's worth, currently on my mage playthrough I 100% agree with you. I even made a suggestion about it
Also the "there's only one accessory added" might not be true for the whole game (mana polariser my beloved) but it's certainly true for post hardmode
Once you're done with Golem and Calamitas, you don't get a single new accessory until post DoG
peak performance
And even then, I ditched the Sigil for a magnet flower because I needed the automatic mana potions for Dark Spark
(just for context I am not referring your suggestion, it take some minutes to make the pic)
And like, when you're fighting DoG +15% damage is not much. -10% mana cost is cool but the flower upgrades give more so cheh, and the +100 max mana is cool but once again, not worth it
an exquisite meme
yes exactly in every case the best setup is just a mana flower and a ton of damage accesories
I put defensive accessories because I have skill issue but yeah
Best settup is 2-3 mobility, 2-3 defense 2 dmg and if any remaining slot can be a stat stick or more dmg
I found that having more defense allows me to play more aggressively rather than focusing on noh*ting
for me personally I even most of the time only use damage accessory that also offer defense, like yharim's gift, night dark sun ring and affliction; the rest is almost near full tank
(except wings and soaring insignia)
Fantastic
@shell glacier already on to-do list, the devs are doing it


