#suggestions-discussion
1 messages · Page 1284 of 1

The Lunar Hook is an endgame hook crafted from Lunar Fragments. It has four glowing hooks which can be launched simultaneously and reach up to 34.375 tiles. Each hook is themed after one of the four Celestial Pillars.
octopus
4 hooks
he's a paraplegic octopus dont make fun of him
wew
Yeah Phase 2 DoG should not deal contact damage before the teleport
I dunno if it should even fade in
I really thought I reported this a long while ago.
@small timber It's not great on Death either, as I have been clipped by the head in death in both 1.5.1.6 and 2.0.0.3 before, so it's a problem in death as well
y'know what this mod needs, more metal gear revengence references lol
no
@short inlet bad
@narrow otter That's cool art and you could go share it in our Art Server if you want
But the suggestion in that state doesn't really fly
You gotta explain why there should be unique Death relics
And for fairness the image would probably be excluded, as suggestions are typically about their concepts rather than exact execution
oh
i kinda didnt know how to explain so i just made an image and just called it a day
Yeah, it's fine.
You can edit it if you want yeah
aight
it wouldn't be too hard to have slightly edited trophies on death
but it would be cool as fuck
...you didnt edit it correctly tho
You gotta explain why there should be unique Death relics
also u dont really need to include the "idk" part
i guess "a step up" is the why but
The bit that is there is "considering it is a step up from both master and revengence mode"
And that's partly the explanation I was expecting
Death uhh will be the highest difficulty mode in Calamity
And Relics are available as rewards for doing Master or Revengeance mode, symbols of status, your accomplishment
So having an upgraded form of those rewards for the higher difficulty mode is a reasonable step to take
should i being coping that down into the suggestion
hey what about this
Calamity adds a number of Relics that are obtainable from its modded bosses, which drop in both Master and Rev+. However, Death Mode is considered a higher difficulty than both, so I think a set of unique relics for this mode could be a good addition. They could be differentiated from normal relics by being Brimstone themed, similarly to the Death difficulty enabling item and maybe slightly bigger?
Furthermore, this would also allow Calamity to have Vanilla bosses drop Relics on its own difficulties, which normally isn’t possible due to programming limitations.```
Looks fine yeah
yeah i like that
that sounds so much more professional than mine
im not used to making suggestions
tbh it could set up a pretty decent reward curve;
have lore items drop on normal, trophies always drop on expert, relics always drop on rev/master, and the death trophies drop on death
understandable
it was cool art tho so i wanted to make sure it had a chance to reach voting
thank you!
👍
that took an hour and it woulda taken alot more if i made all bosses
@dreamy burrow doesnt cal, or at least the sister mod calamities vanities, already do this?
i can imagine lmao
I'm not familiar with those
yes
the uhhhh
it's made by yuh who's a dev so it might as well be official
aurgh i feel kinad bad for copying and pasting your words are you fine with that
yes
ok
if you didnt send it it would just be me sending it and it would've taken one of my sugg slots
argh I am conflicted on whether or not to let the art through
i totally get that
We haven't had original images (i.e. art) to go along with suggestions in a very long time
mods decide what suggs go through and the art might be straying into the "specific item suggestion" territory but... i think that the picture more as an EXAMPLE of what could be done than as an exact blueprint could be... ok...? but that's really for rover or an actual mod to decide lol
oh
and im just going off of what i read in the rules doc
lmao you could also send this in the calval server and see if you could make yuh do it if it gets rejected here 
i read the rules before i posted that so thats why i said idk if this will be allowed
at least you got to share the cool art u did for it
ye
mmmm You know what I will be a nice and cool guy
You can keep the art on the suggestion
It is cool art
yay!
based
(and I really like the kind of print style you have going on with the colored circles as you zoom in)
that one took the longest shockingly
Just looked through that other mod y'all mentioned, and it's a neat mod but adds too much stuff for me to want to use it, I think it'd be nice if the heart of the elements (or even just the individual ones, which doesn't seem to be mentioned in that wiki) worked in vanity normally c:
yeah thats fair
Though I'm now thinking I should at least mention that mod in my suggestion
i like that mod cause of the furniture so thats the only reason i use it
calval adds mounts and light pets and blocks (and block drops from bosses) so i honestly cant imagine not using it personally
also the entire astral blight
Aye, it looks like a good mod, though personally at least I have a group of like... five people to convince grabbing more mods whenever someone suggests adding another mod to our list lol
you can also just ignore content but ,,,,,,, i don't think there is any way to pick this situation
i felt that
I think the suggestion is simple enough that it might as well be default calamity imo
also, the wiki doesn't mention the component accessories being visible individually
Which is the reason i wanted to make the suggestion, doing a desert vanity build and wanting just the sand elementals lol
return of the People posting art to go alongside their suggestion
I would much prefer quality art like that
rather than sprites like this https://cdn.discordapp.com/attachments/263382359397761025/604889026981527552/Helz_Roller-1.png_1.png
urgh
I think it's easier to make mistakes on pixel art because each individual pixel matters
yeah
and if you don't do it right, it can often just look glaring
so wait does my suggestion get posted in voting?
not to mention, nine times out of ten, people try way too hard to make pixel art symmetrical and "perfect"
Yeah it will after 24 hours
swag
truly a relic of the sissies
i will never get tired of that sis joke
oh I remember when I did that
Helz Roller I think was the final SIS before Terry's "Fucking ban them" suggestion
So I will remember it forever
Damn what you were Franswal the whole time?
Ah yes
yes rover
used to use oops
it literally was the final suggestion

huh
but I did change my username from lucas2404 at one point if you remember by any chance
I do still have that username and "Lucas the Egg" recorded in my Discord notes yes
oh my god
i went back to olden times and saw stuff like
"Add exoshiv iirc" and "playing with the shortswords late game was very fun i hope they add more"
:trollage:
i cant believe someone remembers my old username but anyways
there's a difference between remembering and writing stuff down 
The brain is unreliable, mere flesh
Record information for permanence, augment your memory with external sources
@narrow lintel its bugged
Excuse me we disable it?
it doesn't exist because it is bugged
I kind of assumed it was intentional because as it exists now it would be, like, game-breakingly broken with certain weapons
this is why you make absolutely and certainly sure of everything before suggesting blah blah i don't know
and also I couldn't see anything anywhere about it being bugged
#help-advice-read-pins is kinda the wrong spot to ask tbh tbh
ok i guess your right
help and advice read pins is a pit of
bugs doc does not mention 1.4 bugs at all
It does actually
and altix hasn't updated the bug pin with that
In fact there's a
latest sugg is a real based department one
i cant believe i never thought of that one
damn could've sworn switching crystyl crusher's left and right click was a don't
for suggestions
but i guess not
It used to be
But then we found a way to solve the core code issue that was the reason for the switch
So, we could totally flip em back around now
if we wanted to
hm
actually it might be nice to have that but @terse vapor you need to format your suggestion correctly for it to pass, you need a title and then a separate reasoning
indeed
wait why was it a don't?
Wrong reply?
Doesnt it still might accidently cause the player to fire the beam while talking to npc?
That was an issue back when the beam was instant
It has a charge up now
The charge up is actually the thing that made it not work on Rclick
But we've since had innovations that make it possible
(by the way I am tempted to have the bot automatically send a pinging message about title-reason separation, whenever it applies 🗜️ )
(I'll ask Nycro about that at some point)
@coarse geyser not only does fargo's mod already have a mode named masochist which would make it confusing, but malice is being removed next update
what’s the new mode then
it's poorly designed, basically just bloat with all the other difficulties in 1.4, and the devs dont feel like expanded on the (frankly poorly excuted) ideas added by the mode, not to mention people (including devs) just hated it
idk play infernum instead or something
id get the image but a dev themselves said all of that (though i did paraphrase it)
@coarse geyser
oh that makes a lot of sense to have (for like one update) since it isnt like removing an item
since there isnt gonna be any leftovers like items have
They removed more things that people like, devs hate fun, mod is ruined forever, I'm going to leave badlamity and play the actual good mods /s
am i allowed to suggest that all flails be changed to be able to perform true melee damage?
Hey guys i posted about some automatic summon switching.
search from my name, there is only that post.
Its about new summons taking the place from the old summons when using different staff.
I dont know if it is plausible but it would be a nice quality of life
Am I allowed to post a suggestion about not letting BoC teleport quite literally right next to you after I had this happen?
Skill issue
average boc no hit attempt
You guys read what i posted?
Really think this change is needed idk if someone posted it before
im not much for summons so im not really qualified to critique it
It would be a nice QoL change after doing a Master-Death summoner run
I won't lie
But I actually am against it
As oversummoning something by accident would cause some issues
Especially if one miscounts their minion slots
The main reason is posted in suggestion posting
This mofo has killed me 39 times and I am so not happy bc redtide sword got removed. Would be easier with that
Its mainly bcs of loosing focus on middle of fights
Why do you need to resummon something in the middle of a fight? Never rly did that in hm bc I was either holding a portal gun or RoD the entire time
Which was generally better
Cuz "need to change summons, now where is the icon i put next to my 30 buffs"
Need to change summons in the middle of a fight? Why?
Also, it's always at the beginning of your buffs or somewhat near the end
I feel like overwriting summons rather than unsummoning/resummoning miiiight cause more problems than it addresses? I don't play summoner personally tho so take that with a grain of salt
It would
As someone who has done summoner
Oversummoning gets real annoying when you miscount your minion slots
maybe an item that tells you exactly how many minion slots would be nice?
Need to change summons in the middle of a fight? Why?
@frosty trellis usually at the start of HM and even pre moonlord you mainly use 2 or 3 summons to get your job done, and with the fases of each boss some summons become better at certain moments of the fight
That would also be nice
Very nice in fact
maybe an item that tells you exactly how many minion slots would be nice?
@minor shell maybe not an item but just a number that appears when using summons
That would also work
knowing the exact minion slot would be nice
im honestly shocked that something like this isnt already a thing
I think that solves the problem of miss counting
seems like a no brainer to me
Yeh
Lets make a post with all o this
Summoner is like the main objective now (bcs whips)
From my case not as much so as you claim, as yeah, I have 2-3 summons, but that normally consist of the thing above my head/flowers, minions, a sentry, and then either something that gets stronger based on my remaining minions, or a strong minion that takes up several slots. I tend to not resummon mid fight as I never find it necessary, as my standard builds work just fine. Get some tag damage and then RoD when you need too. That's how I played in my summoner run and it worked just fine
And giving this ideas now is a good oportunity
The issue then becomes what gets replaced?
With minions that are being summoned by a new staff
Ehhhhh
I can already see things that would make that annoying when you want to keep your flowers and stuff and then resummon and oops, there gone, but I don't want to remove x minion
Yeah i know what you mean about loosing your sentey
Also, stuff that takes more than one minion slot can make that annoying, or stuff that scales off of remaining minion slots, how would that work out?
Then making de-summoning less anoying.
Also, stuff that takes more than one minion slot can make that annoying, or stuff that scales off of remaining minion slots, how would that work out?
@frosty trellis i see your point
That would be so nice
Just make right click eliminate the summon, now that it is no longer used for the focus mechanic
Or a bind
THAT WOULD BE GREAT ACTUALLY
When holding the staff
Just r.click to desummon
do you think summoner would benefit from dedicated ui like rogue's stealth but for minion slots? idk I'm spitballin'
That alone would be more than fine
Instead of r.clickong the icon
Yes
Just to see how many slots I have
Minion and sentry depending
R.click to desummon now that the focus mech is no longer at use
I would delete your original suggestion though
@frosty trellis bout to do that
kk
A ui segment or something to tell you your aviable summons
And so
Rclick with staff to desumon ( or bind) and ui for summon count.
Thts all
Actually really neat.
Can't have a suggestion stating several suggestions
And I can't have 2 suggestions going at the same time
could have him suggest one part of it and another person suggest the other part of it
unless he wants all the credit, then its an issue lol
Idc
Uhh
Bind option might be a bit much
Right click selected in hotbar is simple and makes sense with whatever exists
Yeah makes sense
Having the option would be nice nonetheless
Well gn
If the devs end up adding that imma burst out on tears of relief
Gn
ngl I will completely not mind if they just ditch the vanilla idea and rework boc into a soft ceaseless void
that would be based
also tbh i think calamity wants summoner to be playable without whips so uh
id say right click targeting isnt going anywhere
thank god. im glad. always pissed me off that they werent considered true melee attacks
(I think dragon rage spin somehow is not true melee too)
because I remember testing it and was like "wait what"
fym it isnt true melee?
I can retest it again, I remember it dont benefit from true melee damage for some reason, but that is pre 2.0
sec
some of the launch attacks (ex; dripple crippler, tumbleweed or w/e the fuck its called) are not considered true melee bc they're. projectiles. but the close range attack (which is close range) is
i still think that when the flail is "launched" it should be considered true melee (based on what i understand is a projectile, the launched flail is not one)
thats probably asking too much tho
That would be cool, bc i don't like being teleported into for no reason
common no hitter gripe of boc from what i see
I am trying my hands at death mode nohitting since malice is getting removed soon
it isnt just a nohitter thing
And BoC is the first boss that's being a little bitch
fr? since when were they removing malice?
It would suck regardless bc you could die to that normally
scroll up about an hour or two
tbh i feel like trickle down balance is a viable view of things because even for non-no hitters getting bopped by BoC bc of cheap teleports sucks ass
Yeah no kid
ok it was melee size, not true melee damage, my bad
it doesnt make the boss impossible by any means but man is it a bad mechanic
I already hate the cheap teleports from yharon
I think I was trying to stack gauntlet for melee size on dragon rage and it just dont work
I don't need it on the exact opposite side of progression
thats unfortunate. i can see why theyd remove armageddon mode but not really malice.
thank god.
honestly if you dont sugg this i might
or at least some form of request stemming from this idea
it is a bit high effort, but I think you can suggest it
anything is better than smashing balls into the player's face at random frequency + teleport
I mean, if a majority of the community (and even the devs themselves) don't like malice, there really isn't a reason to keep it. It is just difficulty bloat at this point and there is a reason I don't play malice: Because it feels like it was designed to not be fun
phase 1 at least can definitely use a change, I dont mind phase 2 too much; bit boring but it does its job to keep identity to vanilla
I died due to a phase 2 teleport
So no
Phase 2 needs some help
Phase 3 is fine
A bit boring, but is cool nonetheless
phase 2 need help but not quite complete rework I think, at least not as worse as phase 1
phase 2 just need minimum range for teleport and thats it
Yeah
Phase 1 just feels boring and unituitive
But like, seriously, I have like, 4k+ crimtane ore and a shit load of tissue sample trying to nohit this mofo and I just want to move on to EoW aaaaaaaaaaa
I dont know. it seems more to me like it was designed to be hard; a challenge. maybe you think its not fun, but some may enjoy the challenge. although, perhaps the introduction of master mode makes the need for malice irrelevant. and with infernum mod that could also make malice not needed. so yeah, i guess i can see the reason to remove it
if you are on malice or ftw at that point just use sparking empress
Or infernum
it is not exactly a fair boss that you will try not to cheese
Imagine if the update came out before mad part 10
Several edits later
"designed"
to claim anything in malice was thought out is an over statement just look at day 1 malice BoC
a ton of malice bosses have drastically ranging difficulty spikes rather than the rather equal increases across rev and death
I also just don't like everything gaining a shit load of DR
yeah
i think he finished the actual fights and stuff. i mean his status is something to the effect of "malice was not that bad" os i think he finished
For no good reason
Other than they could
That is just terrible design by itself
To even call it that
the testers do say many malice bosses (at the time of implementation) are not super tested out I think, especially preHM one
literally just what master mode did lmfao
I don't think Scal could be that of a pushover to take so little time
what is mad part 10? gp?
tbh she aint much different if i recall
he has scal left and I think he is progressing steadily, so maybe
well like i said, judging by his discord status when hes online he refers to malice in the past tense. so i think its safe to assume that he no hit her already
Master Mode at least didn't change AI's and shit to make it even more unfair. At least Master-Death doesn't feel straight up unfair at some points, just feel like the devs need to nerf the damage of late game bosses bc I don't want to have to use The Sponge, rampart, core, asgardian aegis, community and full warding to not get two shot by everything
I'll check it later
i thought you were no hitting?
This run yes

I'm talking about my experiences when I did my standard one as Melee and as summoner
i gotchya i see what you mean now
I think he refers to right clicking the staff on the hotbar, not right clicking with the staff selected
Fab doesn't want to pander to the no-hitting community anyways
oh i was just referring the DR changes specifically
i see why lol its too small to be catered to so strongly
its basically the same
it is the same lmao
You can still focus on dodging while r-clicking
Not hard
sorry qol doesnt go as far as coding a whole new thing for it
i mean i never really had to urgently desummon specific minions to swap them with other ones
Minion buffs are going to be on the right anyway
Smh just use 3 minions max
-support minion
-dps minion
-Other minion you'll possibly use
(I think it is best for the suggestion to mention it too)
Wdym?
like something about how currently right click with summon weapon is to retarget which whip also do its job already
since currently the suggestion is phrased like if right click dont do anything yet
I completely forgot about that
For example
- Caustic dragons
- Mounted scanner
- Claspers
the thing is also you can accidently right click away your buff, especially in a hurry
Or maybe
- Caust. Drag
- Desert tiger
- Plantation staff
or just make summons come in a special row similar to cooldown buffs tbh, solves everything
Changed
I would rather not focus on r.clicking a new row of buff slots when I am focusing on dodging
Lunic eye users:
at the very least dont have to search among all the potion buffs, but ya
Especially against bosses like Cryogen, Providence, and everything Dog and beyond
it is just an idea to thrown around, not to exactly to counter argue the suggestion
Fair enough
since the current right click dont really serve a function anymore
It would be nice to have regardless
goofy
way more people would use retaegetting over unsummon i feel
also whips have a limited range and some people are't going to use whips
“It’s redundant now” it really isn’t tbfh
Mouse button five
@kindred creek Don’t bring up the idea of a bullet hell for each player
why not?
so maybe spawn another bullet hell if the players are a certain vecinity away from eachother, like 250 blocks?
You could also make SCal swap targets if someone leaves the arena?
or just make scal have a provi's burn aura effect if player leave the aura at that point
oh, that's a good idea. Ill include that.
for calclone probably like, make it have a soft "aura arena" to indicate who the bullet hell is locked on so that it is more fair (if you try to escape you will get hit by massively accelerated projectile anyway), and for scal just do the provi thing mentioned above
trust me personallized bullet hell will make the fight completely unplayable, even just for anticheese
something are bound to go wrong
take a look at the changes
I think a more appropriate title for the suggestion might be "Introduce Anti-Cheese mechanic to Calclone and Scal, especially bullet hell", since it dont really looks like a rework, but that is just me
for calclone personally I will add the "aura arena" mention above (which providence herself will get in the future soon™) otherwise it will be extremely confusing why the player is taking burn damage
(this will also solve the instant acceleration problem with current calclone bullet hell)
for scal it dont need it since it has a solid block arena anyway which is a big indicator that you shouldn't escape that
or just realize that MP is a bitch and never will be very much a perfect way to play the mod
id say most things in multiplayer work on rev+ due to the amount of projectiles added by calamity besides ML, SCal, Exo Mechs, and AEW.
maybe some of the early game bosses because of the weird things with agro, but most of it tends to work.
perfect way to play the mod
Is there really one particular one?
ya MP is not perfect, not quite close
only other comment i would have is make multiplayer AI for the bosses, but that is a bit excessive.
touche
but yeah MP is always going to be finnicky
from a recent MP playthrough I saw, on 2 players boss hp get increased by 10% only
so double dps, 110% hp
is calamity even balanced for mp
yeah, 2 player multiplayer is ez af
it usually works
balanced? lmao
the short answer is no
mp is never balanced
right?
the first boss me and my friend did upon getting into hardmode was anahita and leviathan
the sheer fact you have 1 more person is already unbalanced
this was on death mode
there are also bosses like astrum deus, twins etc where their difficulty is literally more than halved for having more than 1 player; let alone infinite respawn
personally i think they should increase damage, HP, speed, and projectile speed by 50% per extra player
but that would ruin the multiplayer experience
oh right I just realise, Blast is terraspark not having onfire and burning immunity while lava waders have it intentional?
i mean if you have an extra player
that's a thing?
wait what
it can be intentional, since it basically will make on fire very much disappear for pre-HM and earlyHM (angel treads still give immunity), but ya it can be not very obvious
I guess I will suggest that since it seems more like an oversight, and I have suggestions left for that
Multiplayer is balanced, what do you think all that lag is for 😎 /s
but I'll be honest, I never noticed the terraspark not giving immunity to burning and on fire. I feel like it should, aye
fireblock is burning immunity I think, so it is just on fire
(angel treads do give fire block immunity, just tooltip didnt show; terraspark is actually dont have on-fire immunity)
ngl I feel like that makes it weirder
If it gives you immunity to one but not the other
since that is vanilla effect, vanilla dont give on-fire immunity
I like the death mode relics idea but that would be a lot of spitting so maybe not high priority for the devs
I feel like 90% of the work would just be doing the art
and then just adding them as drops
Ditto on that.
whats the point of sugg where even stuff like this dont get upvoted
for real who does NOT want that
he just spawned cultist and empress by casually walking by the summons
I think we implemented that change for the next update.
thank god
I don't know about Cultists though, I may need to ask that.
I mean by the time cultists spawn you're probably not gonna be using chloro anyways
Lacewings are fair though
did the suggestion mentioned if guide to critter companionship works for lacewing?
I mean, chloro armor is only a little behind what's expected for golem
It didn't but I think it works
I often skip tiers of armor 'cause it's not worth farming mats if I'm able to just get the next tier without too much issue
I think even Rover and iban agreed the set bonus shouldn't touch critters without the book
anytime anticheese is implemented in any way, it makes the whole thing unfun iirc
just don't play multiplayer

I agree with that
If you personally don't like cheese strats, you personally don't need to use them 👀
ofc i am that healing is so good
true true
ya chlorophyte is incredibly broken right now, it basically have prenerf rare sand elemental heal
(or about as good)
Would it make sense for forbidden & frost armor being able to be directly crafted from titanium/adamantite armor?
I don't remember what tiering are forbidden and frost in cal's early hm
but if they're after all mechs, then it's not a bad idea
also spectre & shroomite
(I can imagine people not upvoting because they don't know what the new set bonus is, and they don't want to make an uninformed decision)
what are you talking about it has the fastest voting growth rate of all the suggs in there besides skeletron spawn item. like 90 in a day is nothing to scoff at
Yeah the expectations of that guy are a bit high
It has significantly higher votes than the suggs around it
it's not like your sugg will be stuck until 200 stars
in fact it'll probably be thrown to dev once the delivery begins
yet both didnt get past 100
when was the last day someone got to 200
I don't know what the fastest 0-to-200 timespan was, sorry
i mean suggestions don't even need to get to 200 anymore
never. there has never been a single day where a sugg got 200 votes all at once. there's a reason the voting period is two weeks.
just give it some time jeez
also 200 doesnt even matter, we havent had a 200 vote sugg in like two months besides the dryad dialogue one, but that doesnt matter cause it's top 20% now anyway??
Top 20% ? So what you are saying is I should make 2 absolutely dumb fucking insane suggestions each day to make my serious suggestions have more chance to be looked at ? 🤔
Technically yes that is a strategy
Though honestly it'd probably be quite hard to make suggestions that are guaranteed to get a low amount of stars and also have them be valid under the rules 
(though you have to make dumb suggestion that somehow is not dumb enough to get exclaimed right away)
Harder than just making regular suggestions
Make defense damage stronger in harder modes
Malice remove, death mode too easy, please buff bosses, done
yet even with that períod i only saw one suggestion being around 170 and only one thats got accepted or delivered or shit like that
the vote required varies a lot (heavily) depend on the performance of other suggestions in the period, there was 1 week where even suggestions of 140 votes got accepted
this is especially true when there are more suggestions getting made, as it will drag the average down
Add a very small chance of summoning the Devourer of Gods from fishing at any point in progression
@formal spear - Your suggestion has received an updated status!
[Stop the new chlorophyte armor set bonus from hitting prismatic lacewings]
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
bruh fuck you
🤨
that dog idea was suggested before and got the most downvotes out of any suggestion that was sent to the dev server
Excellent
the contact damage one?
the random spawn one
Nah the "make DoG spawn at random to kill you because that's what he does in the lore"
oh
Yea I hoped that idea doesnt go in
I dont feel like building when a giant cosmic serpent is on my ass
Imagine being mining gold in early game to make a golden broadsword and suddently an endgame boss appears and fucks your ass because "It's lore accurate"
Mining for some gold then you and all your npcs die
I've never understood why npcs don't die isn't a more popular mod
wow heehee I love it when bosses kill my npcs
statements dreamed up by the utterly deranged
@cunning lodge Read the Don'ts doc in pins.
You violated two of them, maybe more 
(also Yharim is going to be before the Boss Rush)
Maybe also read a bit of lore, helps alot
Tells to the Developer.
The official loredumps on the wiki have gotten taken down recently as part of the big fat rewrite, so
I don't know if there's one place you can go to learn the gist of all the lore
Lore Rework: [Insert tumbleweed GIF].
does it make them not attack also
cause otherwise its just free DPS against bosses and invasions if they cant die
I don't fight near my towns, it's a qol thing tho
the simple solution if you turn it on is to not be a neanderthal and not use NPCs to fight bosses
if it's unbalanced because you're abusing it, that's on you. why did you install it in the first place lmfao
but yeah id use anti-NPC death if Cal didnt already have the NPCs spawn at night and 10x NPC spawnrate configs
at that point i just don't want to have to move them into the right houses
true
yknow you can make them always move back into the same house when they respawn right
if you manually assign them to a house they have a gold border around their face in the house menu and it means theyll always go back there when they respawn
I have a suggestion I want to make, but really have no idea what to propose as part of it
all I know is that you get terraspark pre-hardmode
and the angel treads can be made the moment you beat the third mech boss
and you go from upgrading your boots through the entirety of pre hardmode, after the mech bosses, then just
not a single upgrade until after moon lord
angel treads can be made early hardmode, and the next upgrade isn't until post moon lord, I really feel there aught to be something in the middle there, but i've no idea what lmao
We will be looking at the boots and wingboots lines at some point in the future
We will likely be acknowledging and integrating the Gravistar Sabatons for their fastfall
I don't know if that means there will be any upgrades to the running boots like within hardmode after Angel Treads
But it will at least mean you get a component for the line in the middle of hardmode
IMO it might be nice if there was an upgrade to turn boots into wing boots pre-moon lord, and then you get seraph tracers to make them into better post moon lord wings or something
like, maybe wings equal to flame/bone/bat/bee/etc wings
if I made that a suggestion, would that fall under specific item request?
Should be fine. Depends on how you write it
I'll probably write it as being "I'd like an extra level/s of progression between angel treads/seraph tracers" and then provide an example or two or what it could be in the hopes to clear up what that could entail
maybe even just list a few accessories that could slip into the boots at that stage
oh i just said "make jared spawn at random because it would be funny" then deleted it because i thought this was #suggestions-voting
🤔
I got more into that than I was expecting to lol
this is the goofiest sugg ever
I recognize some of those accessories might be dumb, I even took out a few particularly dumb ideas (like the aquatic emblem, briefly was in there as I typed it out lmao)
but the suggestion isn't so much about the accessories I list, but the idea that those sort of accessories might find a place within the safety of boots <3
why would random accessories get thrown into boots
😭
oomfie we are trying to cut down on random amalgam stat stick type accessories lets not make boots require random stuff like the gizmo pack or the greedy ring
not gonna lie, I could have thought a bit longer about the accessories I listed, but this heatwave got my brain working overtime lol
wait what
The 1.4 inspiration is big here
Greedy Ring and Architect Gizmo Pack have no reason to be in a running boots line
take it as you will
youre right lmfao im wrong
No problem mate
"I believe we should put the stool in the boot line"
If an accesory could be getting in the boots line i think either an acceleration boosting or movement speed boosting accesory could work
But tbh i don't think adding accesories to the boots line is a good idea
I mean terra boots is pre boss
come on, don't you want your boots to come with a rolls dice yoyo bag ?
No
I always play summoner lmao
If anything, i'd like the Magiluminiscence's acceleration on boots
But yeah, i'm ok with current angels
@dreamy burrow i think the sugg would do much better to either only focus on other boot accessories, other movement speed accessories, or on the "weaker seraph tracer" idea, lest it mention accessories at all. focusing more on the reasoning of why boot upgrades between seraph and angel are a good idea would be a much better use of space than trying to suggest what to be included.
True, yeah that checks out
ex; ways to add the fariy boot, hellfire tread, or gravistar sabaton effects, instead of... turning it into aeolus boots from fargos
I figured it'd be helpful to list a few examples of what I thoguht would fit in nicely, in hindsight I have no idea what I'm talking about lmao
dw i think it's a good idea at its core but we all get carried away sometimes
mentioning things like the movement speed rework trivializing the need for boots, so giving their line ways to compete with other accessories or something might be a good line of thinking
I think i'll scrap that accessory list, and instead mention things like the fairy boot, sabatons and moab in passing
just. dont mention moab
bad idea?
lol
and like i said. aeolus boots are right there
wings collectively in passing then ^^;
dont forget these would probably be mashed into seraph tracers id imagine so
that's why i think the demon/angel wing power sugg was much better
I would like to bring up the movespeed rework, unfortunately I don't actually know a whole lot about it
but for sure, I think you're right, it's best that I reel it back to focusing on just "earlier wing boots"
The Calamity Mod changes several aspects and details regarding vanilla Terraria content, ranging from the order in which bosses can be fought in to which items are sold by NPCs.
this might also be interesting to look at but it's very statistical so it might not make much sense
smh, I had basically re-typed the whole suggestion
checked a message someone sent in DMs
and forgot to save the edit </3
I now gotta re-type about the Boot Experience™️
Reminder that the celestial shell gives immunity to nightwither and holy flames
So I reckon it's pretty good on its own
@civic pond celebration mk2 is on the chopping block for a test
in vanilla with proper equipment 
looks better, and idr care to nitpick about which wings you use as an example for weaker tracers at this point lmao; end of the day devs decide the power if it even passes
on the other end, there are plans for a wingless boot line so you can still have a strong choice when using normal wings so perhaps that'll be a factor for consideration with this
aye, I figured I'd suggest steampunk/spectre wings not based on their strength but more just because of when you get them
otherwise, if it's flame wings or whatever, you might as well add them at the same time as angel treads
yeah post-Plant or post-Golem sounds like a solid place for them, but usually the boot wings have weaker flight time than on tier wings so that's all
👍
what's even the point of boot wings if they're bad tho
saving an accessory slot
but on bosses where you don't use boots, you just use wings
you don't use boots and wings
I mean, it's the same as seraph tracers, just a step earlier
hover is really good
I keep forgetting the aero stone exists
@fresh haven "in vanilla"
aero who
Did you use it in Calamity?
I should make a suggestion about giving the tracers hover
cos otherwise they're strictly worse than wings
I mean, if a wingless boot line is being looked at, having hover instead of flight would be a good option imo
A nice choice to be able to pick between
i love making my sugg titles more and more clickbait-y just so title-only-andies actually vote on them <3
considering how rarely boss balance suggestions actually get through at least
" rolls dice" hahaha because the yoyo bag is a bunch of counterweights dice hahahahaha
would remove the multiple class aspect of the frost and forbidden armor and rework it into something else be a good idea?
Add an option to toggle Rage/Adrenaline bar sounds
Should i continue hardmode with mage or should i switch to melee idk help ?
I don't, think there are any objections to that idea
also this is the wrong place to ask that
Just tested it with calamity mod. As i saw in game and in changelogs it wasn't changed, and with best vanilla equipment (in vortex stealth mode) it deals 6500-11200 DPS (from different distance, tested on super dummy on ground, so i think it's DPS is going to be 11k on bigger targets), it's about 2 times more than other post-moonlord weapons.
super dummy dps =/= actual dps or viability
weapon testing is a dont anyway, just ping a tester, but furthermore, im p sure celebration is already in their sights
I already pinged a tester about this
Yeah Blast got pinged earlier but he asked me if the suggestion was even using it in Calamity
So yeah @civic pond Give it a test
Super dummies are bad for testing dps?
They are better than regular dummies
And better than just looking at weapon stats and inferring
i was already goofing around with it on dragonfolly/ml
It's just that there's a lotta differences between Super Dummies and bosses, using a weapon in action often has different results than the small stationary no-stats stuffed bitch
So to try out different weapons/summons/etc. it'd be better to try them against bosses?
i cant really fathom how you reached 11200 with the best vanilla equipment though
Yeah
And judge based on the time it takes to kill the boss with that weapon, rather than the DPS you reach
gotcha, thanks for clarifying 
👍
Hey, I’ve written a suggestion to reduce the amount of gravestones needed for a graveyard. Is it alright if I post it here before putting it in #suggestions-posting for feedback and to double check to see if breaks any guidelines?
You can do that if you want, but you can edit your suggestion while it is in the posting channel too
#suggestions-posting was designed as a review/filter area
Alright
In that case I’ll just post it in #suggestions-posting to avoid clutter in this channel, since it’s a pretty lengthy suggestion
The reason why the change was made (iirc) is because of repeated boss attempts
It is easy for a graveyard to form accidentally in your arenas when the requirement is only 5 deaths
I understand that, however as stated in the suggestion a graveyard forming in your arena isn’t really an issue (especially with the boss zen buff calamity adds), and they’re also easy to remove
The worst thing I could imagine happening is stuff becoming less saturated thanks to the graveyard mid-fight could disorient ppl, however from my experience it isn’t that big of a distraction
And the negatives outweigh the positives imo
Not really
If you just don’t trash your gravestones it’s not an issue at all
And the grave requirement in Vanilla is absurdly low
will say early game graveyards especially in harder difficulties is daunting. maybe 20+ is too much but 5 is far too few for a mod focused on difficulty (especially in multiplayer) imo
From my experience in multiplayer even in master mode earlygame they aren’t much of an issue
They were back when 1.4 first released but ghosts have already been nerfed
And calamity already speeds up earlygame thanks to the starter bag
Multiplayer is not a good way of testing balance
So it’s even less of an issue
They brought up how graveyards in multiplayer is an issue, I’m just explaining why it’s not
When it comes to balance yes multiplayer is wacky however
This is different
keep in mind breaking a tombstone spawns a ghost that is stupidly powerful for a pre boss enemy
sometimes breaking the tombs is just not an option
consider. not everyone’s epic awesome gamers at terraria tho. it can be a pretty brutal difficulty spike preboss
Maybe on release but now, not really
I thought this was changed shortly after 1.4 first released but I could be wrong, gimme a second to check the wiki to verify
Oh nvm
I can say that early on in my first attempt at master difficulty, one of my biggest challenges was dealing with the graveyards that were showing up at spawn
yeah my experience with graveyards is from 1.4’s release but I still stand by 5 being far too few for the mod
Yeah when 1.4 first released graveyards were an issue
However they did get adjusted
I'm talking about the run I started five days ago
Oh huh
I wish that there were some other factors that determined if something is a graveyard rather than just the number of gravestones
Like it’s a genuinely baffling decision when you think about it
That’d just overcomplicate it imo
i wish graveyards were made with something that doesnt appear every time you die 
Yes exactly
I'm not sure I see the issue with the higher tombstone count, since you could just jump in lava 20 times and then move the tombstones somewhere you want a graveyard
Honestly it is pretty weird that deaths are required for you to access certain content
And that dying directly contributes towards the biome's creation
craftable tombstones 😳
It’s still tedious to do, and the other issues with a higher tombstone count in the suggestion still apply
^ this
Inb4 Terraria 1.4.4 “the Graveyard Monolith Update”
I'm not sure I agree at all with the "extremely tedious" with dying 20 times
especially if it's a one and done for creating a whole biome
once you get those 20 tombstones, that's it. You have them
Then don’t trash your fucking gravestones
tbh yeah
It would be nicer if it was like
You craft one gravestone with X other materials to make a "Graveyardstone"
and you place that down to form a graveyard instantly
and standard gravestones do not contribute directly to it at all
I will admit, I do agree with the argument that it makes building harder
but I also think the 5 from vanilla is way too low
I think 10-15 is a much more reasonable number
I think it’s fine but I also had in my suggestion that it didn’t have to be reduced to 5, just somewhere in-between 5-20
10 would be fine too
I do not have a Twitter someone’s gotta tweet at red lmao
hrm
so the default can stay as is, but you can bring it down if you want in the config
that way people who like 20 don't worry about the change, and people who want it to be down to 5 can have that if they want
That potentially wouldn’t solve the issue of players being confused since not everyone looks at configs but that’s more of a fault of those ppl
If every controversial Vanilla change was a config option the menu would be longer than Fargo’s
And not a fault of the config
it makes builds more tedious and difficult for sure but I don’t think the solution’s to screw over early game or people not as good at the game. I do like the graveyard monolith idea or it needing like, 10 or 12
IMO it seems like a reasonable thing to make a config
If graveyards screw over earlygame (which I still don’t think they really do) then I personally think the better change would be to nerf ghosts not graveyards
I did notice that recently
I was wondering about that
does it take longer than vanilla? I don't remember it being so tedious to clean up tombstones
I don’t think Calamity changed it
I don’t think it’s ever been changed
At least I don’t see it in the History section of the wiki
I don’t remember them ever taking longer to mine than before
And there’d be no good reason to make it take longer
They’ve always taken a while to dig up I think
Making them not take as long to dig up would be a good change though imo
Maybe just make gravestones craftable. Boom, best of both worlds
apparently you can instantly break a tombstone by dropping coins on them? Nope, totally bogus.
?????

Doesn’t solve the build issue or the confusion issue
source: it was revealed to me in a dream
Not a very good solution imo
waste of money
I don't think the confusion issue is really an issue
There is definitely confusion
When using an overhaul mod with changes to mechanics and what-not, there are gonna be things people are unsure about
questions are going to be asked, wikis are going to be checked
it comes with big mods
not to say people aren't confused, but that the confusion is expected
I think trying to reduce the amount of confusion would be a good thing though
Even if some confusion is an inevitability that doesn’t mean we should not try to avoid it
Ultimately, yeah less confusion is good
but I personally don't think it's an issue that needs worrying about so much
Idk, confusion like this is immersion breaking, takes time to solve, and can sometimes be frustrating
make gravestones craftable, disable gravestones spawning on death, put the graveyard number back down to five
One thing I noticed with a lot of the ppl asking about gravestones is that
A lot of them thought gravestones might’ve been just broken or smth
the same thing could be said about hardmode ores, breaking demon altars
If ppl think a change is a glitch or an error then that is definitely a problem that can’t be ignored
in-game i'm fairly sure there's no direct mention of it (at least none I've seen) meaning people who don't know about it have to ask about it
Yeah it's not good that we don't have an explanation of that either
We do have the Pwnhammer tooltip addition now though
(tbh I think graveyard’s a kinda weird biome. cool idea weird execution)
I think a better solution would be to find a way to have it be known in-game, rather than just undo the change entirely
This is definitely an issue that isn’t exclusive to graveyards, I’m doing a playthrough with some friends who are newer to calamity rn and there’s been a surprising amount of times where they’ve had questions about changes
Just tested it against Providence with equipment from wiki, Celebration MK2 performed much better than other weapons
I personally think a good solution would be to reduce the gravestones down to 10, then do smth else like making a super gravestone or putting it in the tooltip of the gravestones or smth
there’s a lot of vanilla changes yeah. but then you check the wiki or ask around. that’s how I play vanilla and that’s how I play calamity
yeah! I’d vote this I think it’s fair
^^ This, honestly.
I really believe that using wikis and asking people is just a part of big mods like this
I personally don’t think this is the case but I don’t want this to turn into an argument about changes to vanilla so
More in-game information I think is better than reverting a change because people don't understand it
Idk if I’ll elaborate on why I think this for now
Yeah ofc informing players is a good thing to
It’s just with graveyards in particular there are other issues
it could be communicated in-game I’d love that but base terraria has that problem bad tooooo. that’s a different suggestion
@shut bluff - Your suggestion has received an updated status!
[Change the description of all permanent HP/Mana up's]
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
@unique glade - Your suggestion has received an updated status!
[Post early game uses for Wulfrum Metal Scraps and Energy Cores]
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
wulfrum got real 
Wulfrum did get very real
too real
eats your fucking liver
doobie doobie doo baaa
doobie doobie doo baaaaa
Glad to see developers being as comprehensible as ever in #suggestions-discussion
wulfrum is now useful
and good
(leaks!)
real leaks
who needs to be comprehensible when you can be pixl and say among us all the time
new wulfrum armor when it its its it
goes from embodying every trope of calamity artmor design to being cool and good
Iban already leaked John wulfrum’s armor
You should go summoner... NOW!
they are powerful but they will not be in the calamity mod (we're not ready)
ah darn
jeandingsweep
as you can see, the terrarian is not as committed to the drip
sever your left arm and leg
@primal cairn why not just add some sort of graveyard pylon
First of all
"just"
That would be significantly harder
Second of all
What do you mean
Pylons don't control biomes, they let you teleport between biomes
I mean it as a compromise because for me the sugg is treating it very black and white and also assuming of how players feel about it
To me for example the "enemies weak" point doesn't mean anything because i don't want graveyard biomes because of the shader
Like i imagine everyone who has an issue with graveyards does
I like not playing in black and white
Also i don't know how to describe it but i feel the point about builders is weird
Yeah that’s why I destroy my graveyard biomes when I don’t want them but when I don’t have to worry about the enemies since I’m past earlygame the gravestones are very easy to remove and
Because to me it's like "revert this change of something that annoys a good ton of people because it annoys a minor group of people"
If there’s a graveyard building up in your base or smth then like even if graveyards didn’t exist and it was just gravestones
A lot of ppl would still destroy them just because they’re gravestones they’re pretty ugly
Ofc not everyone is a builder and not every builder builds graveyards but
Idk i know most people like them on their arenas as a demonstration of their boss tries
I keep them for that
Decorative graveyards are smth I’ve built they are smth I’ve seen other ppl build them
I feel like graveyards being properly toggeable by another block would be better for everyone
I had to clean up the graveyard biome that formed in my scal arena because I couldn’t process the bullethecks with the particles of the biome 😔😔😔
Yeah a supergravestone would be nice
I’m more inclined to just reducing the number needed
Since it’s a simpler solution but that’s just what I think
maybe player placed gravestones count more??? is that anything
idk I disagree with removing the increase entirely but I think yeah a monolith or a reduction would be fine
what if we just made arcane mana reduction
That
Would be rly cool
As having the mana cost down could actually be better than having full menacing, since losing up to 20% of your damage from mana sickness is going to be more significant than full menacing when you already have loads of damage modifiers late game
that actually works a lot better yeah
should i edit the post to that?
ill just add an addendum
anyway uhhh are any of the testers online rn? i think the tracking disk might be a little too strong but im not sure
there's already way too much boots
thi s is
such a crazy zany way to word it
instead of saying "make swords omnidirectional"
how would that even work
@hasty rune That is a terrible example to use for your title
uhh, suggestion for another sword then?
dont use a sword just do what eris said
idk i just noticed Zenith is like that
i think omnidirectional is too big brain but whatever
zenith is more confusing
correct
i think you meant to say less but using zenith as an example here is way more confusing
the description conveys the point, swords should use cursor position
I think a more clearer example will be terragrim/arkhalis in this case, but ya (or murasama)
just like the degree of the swing is locked to your cursor position instead of only overhead, at least I think that is what is being referred to
or any ark
oh right ark are the new examples now
I think is just overhead swing can be incredibly annoying to use as it basically just massively reduce reach, for example most notably for fights like pbg
it makes it super awkward to hit with broadsword since the only place you can hit it is directly below the boss
(though if they change broadsword to be omnidirectional they have to nerf true melees, because this will make them massively more consistent)
this is way more explanation than they gave lmfao
ya this is just based on my own experience tbh, rather than referring the suggestion
if they said something like that i might actually agree with them
thats why i didnt think omnidirectional was good either
omnidirectional is better lmfao, you didnt even give a reason why the swords should be like this
its really an extension of a recent sugg with bladecrest sword
Isn’t what you’re suggesting exactly omnidirectional swinging though
though the downside is of course they will turnt into semi-shortsword, so probably best for true melee broadsword only
omnidirectional would be like having the arc of the swing in any direction, this is just changing how the direction is inputted
Oh that isn't what you were asking for?
yea its just impossible to kite with broadswords unless they have the vanilla style input
oh that one is probably use turn thing now that I read the suggestion reasoning
but then ur locked to swing on one side
Hmmm useturn
exactly, but idk if most ppl understand what that means
Every time useturn gets brought up here it becomes a fuckin shitshow
more like pooturn
I think the argument of useturn was always comparing:
- sword stucked at the direction you started swinging (which I think was many vanilla broadsword?); and
- sword follows the direction you character is facing (which I think is how currently many calamity broadsword works)
however, I dont think there will ever be a problem to give the choice to the player to just control the direction the sword is swinging, i.e.
3) sword follows the cursor direction and disregard the direction where the swing start or character is facing, just because you have much more control over where you want the sword to face
the only concern will pretty much be just balancing reason (basically nerf true melee, especially early game by a bit now that they are way more consistent) and thats it
(pretend ark is vanilla behavior or 1); 2) is stellar striker, 3) is omniblade)
if I dont mistaken 3) is what the suggestion is trying to achieve
I'm late to the party, but wasn't Crystyl Crusher's actions swapped due to some "can't have a channeling attack on secondary" mumbo jumbo? Is that possible now?
Yes
I think short answer was yes iirc
Nice nice
one good change about luxors gift when they rework it will be that arrows have another type of projectile something similar at what already does but changed in a way that makes it more consistent to bows users because as how it is now the projectile is not affected by gravity like arrows do
@tidal epoch that's been suggested a ton, and will never happen (i believe it's a disallowed suggestion as well)
a new class is Very Unlikely to be added to the mod, probably ever
trying to balance rogue in general is enough work as it is
adding an entirely new class would mean a lot of new weapons, new armor sets and accessories that interact with the new class' mechanics, probably new buffs etc.
New Class? No.
a new class will never happen*
yeah
Yeah.
We've still got a metric ton of things to do on the current existing class
As well as improving facets of the original four vanilla classes
unless they somehow finish the entire lore, mod, bosses, and biomes and get bored. There won't be another class
melee weapon reworks
point black balancing
mage improvements
whip tweaks (and new whips themselves)
as well as rogue accessories currently just kinda being a big issue in the mod
Whip tweaks...
too ambitious, and new class is a don't because it is way too much effort
Calamity updates will cease before another class is made
Frankly Rogue is in a very unfinished state and there's a lot of improvements to be made as-is
(and there really isnt much reason for new class for now), other than MP support classes but then again it is MP
If you want more classes you can always add the clicker class
Rogue accessories in particular vary from being necessary for the class to function or entirely worthless

@inner anvil beep noise
What happened?
beep
Just "Beep"?
Just beep.
What about whips?

For legal reasons, I am not allowed to say what deep meaning does this have.
I only know a handful of beeps in the current calamity, so I can only guess, does it completely kill whips only build>
didnt even read it
😭
You'll know new beeps, and a cute one in my opinion, stay tuned. That's all I'll say.

