#suggestions-discussion
1 messages ¡ Page 1285 of 1
wulfrum discord ping
john wulfrum's fabulous jumping thighs
đ¤¨
đ¤¨
no I swear to god it's real
Sus.
ask eris
I know the Wulfrum stuff, there's no "Leg" thing.
Swear more.
fuck
no there was a video where he had some wulfrum exo-legs and he jumped really high
with a cool animation
There is no such thing as what you described.
well what the heck did I see
I don't know, find it and I'll judge myself.
who couldve guessed!
I SAW IT
truly thought inducing statement
no no I did see it but apparently it was a fake leak lol
Blast, what do you make of this situation?
ÂŻ_(ă)_/ÂŻ
may just be a different mod as a whole if its real lo
Look, Iban is an enigma, god knows.
anyway more productively what do you think of my suggestion in posting
It's definetly a suggestion, that I can tell.
personally never seen people say its objectively worse when it is freeing you of an accessory slot + gives you good walking speed
i personally rather wings but i see the use in tracers
really? every single person I've seen has said for bosses you use only wings
i use Tracers for Providence and DoG
why
because i find the good walking speed there better than more flight time
I guess soaring insignia do make tracers a lot better
- 1.1x speed + some jump speed
ok but on like exos and scal you use wings right
But yeah, tracers are not that bad, the running is not bad, and I kinda' got used to the flight time of the tracers, so me equipping wings is just more flight time for nothing.
No.
i personally do, doesnt mean they are objectively better than tracers
scal I dont think so, exo maybe but it is pretty much only if you feel lazy on flight management
esp when Drew's wings have no setbonus unlike other previous wings
bleh
drew + soaring is very much overkill
If I equip wings it's because of the set-bonus.
I want hover ; - ; it's good
that part of the sugg isnt bad
im talking about calling tracers objectively bad when it clearly isnt

on provi I still feel flight is a lot better just because providence' flight reduce debuff (and my strategy for providence frequently turns a lot), on DoG tracers should feel a lot better now
since DoG no longer just scale his speed to your speed (due to super speed up when far away)
So called âwing versus bootâ free thinkers when I break their kneecaps (they canât make an objective decision now)
updated
though I think the more important thing is still to establish identity I guess: wings for big vertical + flight time, tracers for horizontal both on ground and on-air (or at least, easier to execute horizontal flight)
ye sugg looks better now imo
Pretty simple but thatâs fine
yeah I'd be happy to take a flight penalty in exchange for hovering
especially on bullet hell and dog walls
it's not a complicated suggestion đ
And you reminded us that we need to nerf Celestial Starboard.
FU-
Eventuallyâ˘ď¸
wait again? I thought it is already nerfed
just like you nerfed the pirate ship mount
it was already nerfed a bit
1984
insert "calamity hates fun"
speaking of mobility I had some thoughts about giving ninja belt (post-ML one and above) magiluminesence effect but I dont know how to word it in
since to many the effect is pretty random to be put into a seemingly non-related item
why can't we have weapons that kill yharon in 34 seconds??? calamity devs hate fun??? saros is fun!
Saraos Deez Nu-.
yhar on deez-

god is dead
and we have killed him
I'll gladly nerf Saraos with my own hands.
(at least I get to abused it on 3 separete fight before it get gutted again)
Do you mean sarasosao
He's gonna nerf Sword Art Online, sure
It's overtuned.
Remember the "Power Curve Balancing" thing that happened a while ago?
Yeah, the tester that was on charge of Yharon-Summoner forgot to balance Saraos.
yeah
ouch
here's a suggestion to discuss
maybe if the move speed/pattern/range of a lot of the flying summons wasn't shit overheads wouldn't be as good
: )
Already known, and planned 
Wulfrum Drone is accurate in the next update.
never again ||today|| will I talk shit about camaity
You'll be banned.

I havenât used it in a while but I remember one singular overhead being shit
nooooo
Endo Hydra had a really fucking hard time iirc
yeah endo hydra was a bit bad on yharon
But yeah, we know there's a few summons (especially in the earlygame) that're currently struggling to hit enemies... thus creating the overhead meta
lots of good changes on the way
It won't happen all at once, but it's on our radar
Cal fans when things take time (this is unacceptable) 
I acknowledge that it's a lot harder to fix a problem than it is to identify it
the ribbing aside I really appreciate the work the cal team puts in
Summons in particular are tricky to solve as they usually require more than just... tweaking the numbers or adjusting a formula. Usually.
yeah
Sometimes they are just Memecrag staff.
It actually kinda fits in great, useful & consistent but not strong enough to outshine other options to where you'll probably replace it before you start fighting the boss lads
i LOVE wulfrum i fuckin LOVE IT grAAAAH
Beep.
boop
Mmmm mobility stat stick
This sugg seems fine but also I always worry about shoving accessories into others, whatever the reasoning
Get weird and suggest to put it in Spelunker Necklace
ya tbh I dont know how to word it better either, I just feel the effect fits (and ninja belt need a small buff) and thats it
Yeah it's a fine sugg I just don't agree with it personally
previously I wanted to say just make it buff flight time but since soaring insignia exist now it will be redundant
idk I don't think ninja belt needs a buff at all
granted, I also was the one who suggested it to get nerfed so I'm biased 
I think the main thing is just knockback immune tbh, if knockback is more accessible then ninja belt is perfectly fine for me
the dodge used to be half the cd of what it currently is
currently it is hero's shield, frozen shield, ankh shield (but at that point just use valor), and rampart, I think thats' it? others are like titan heart armor
#suggestions-voting message I used to push this too just to make ninja gear more stand out, though didnt exactly work out
but ya I am all for making ninja belt work, just I feel it still need some addition to be worthwhile
Are they?
oh right they actually nerfed it from (haha 15 seconds) to actually reasonable
(though it will make ninja belt incredibly broken on scal and exo)
Make the Black Belt Void Sash line inherit the Scarf Dodge bonuses.
Belt inherit Scarf
Who says you can't wrap it around your waist
(statis ninja outfit)
Logic says it would be stupid but this is also terraria so ÂŻ_(ă)_/ÂŻ
Yeah you throw away the claws when you make the Statis Ninja Belt anyways
daily reminder that a shield is one of the main way terraria allow the character to dash
And the shoes
it actually have shoes now since it use frog gear
It is not in the sprite
Statis Void Sash inherits the scarf dodge, giving 15-20 seconds of increased damage/crit chance after dodging a projectile.
idk, just a thought
Doesnât scarf only boost true melee tho
does scarf dodge still give any effect? I remembre it is removed
It does, just checked
Wiki outdated?
The accessory itself boosts True Melee damage
question, is Rover Drive only used for Amalgam atm?
not related atm, but I might make a suggestion on it once the mod updates
The dodge buff increases raw damage
should be sponge I think, amalgam recipe is pretty much empty
It's in the Sponge
because it says that it used to buff crit, damage, and true melee hits with a temporary, but now only boosts true melee
I remember scarf dodge buff not do anything anymore other than just a CD, and the true melee buff is just a consistent stat on the scarf itself regardless of dodge, opening tmod
yeah the true melee buff has always been on the scarf instead of the dodge iirc
ok this is the ingame stat
wait did scarf boost die
Yes
huh neat
ya it died
can you tell I'm a soc enjoyer
More true melee damage for the like 5 people who use scarf instead of bonking
It probably should
scarf especially after the nerf is pretty much only useful for like destroyer for me, and the reason is just because I can not get bounced back on probes
it's p much a bandaid stat for actual true melee
true melee works well enough to not need its own damage type
internally they're separate damage classes but the player shouldn't be able to only buff half the melee weps
grr
ya I will agree, though I just think it is better for melee speed to die than true melee damage
since currently it functions on both being incredibly high
true melee stat can definitely be gone once melee weapons are better
Probably biased bc tester tho or smthn idk
(if you haven't noticed already I am doing another broadsword slander)

I should resist
Melee speed 
(thanks
)
byeah, melee is still funky from what I understood
Can we delete melee speed as a boosted stat from the fucking game
byeah eventually true melee weapons should be able to stand on their own and we can throw all instances of +true melee damage on accessories and armor into the shredder imho tbh iirc
Unfortunately, no.
it's vanilla, so it might be
tricky
Every testers WOULD breathe a collective sigh of release but the tumor is too embedded in Terraria
true melee is something cal added so it's easier to snap it away
it's on like ten things
"rogue weapon breaks on an accessory that increase attack speed by 20% that we have to heavily nerf it" melee: "lets have a class stat entirely dependent on multiplying other damage multiplier, just as a stat that exist"
true melee as a damage class will probably always exist, even if that hurts me
I moreso mean like â+4% melee speedâ shit
What is the thing I need to sigh about?
Melee Speed
Sigh.
probably just nuke most source of melee speed until they are incredibly minor I guess
the violent affix and their friends?
I'm pretty sure in the live version melee speed is replaced on projectile weapons with an equivalent value of melee damage
I think at the very least the sources of melee speed can significantly reduced yea
and balance around it
yeah, that's def a thing
I dont know if I still have the video of funny max melee speed video
which is, imo, another bandaid that I think won't be able to be properly approached another way unless Cal entirely rebuilds Terraria from scratch
the melee speed:damage ratio will probably be adjusted as time goes on
1:1 is probably too strong atm
#calamity-update-talk message ah there
You're right, but we can adjust the bandaid to at least be less jank
true true
As a stopgap it fits better than other ideas & meant we didn't have to open another can of worms before the port dropped
I'm not too worried about it, I'm busy testing new cool content instead 
zamn, content
I want to live in a world where Arcane is useful.
The mana cloak & others proved mana reduction can be useful
the reason I asked about Rover Drive earlier is because I just noticed a bit in iban's scaffolding spoiler that Rover Drive would actually block a set amount of dmg
which is
actually huge
well, new old content
I LOVE WULFRUM
steaming hot John Wulfrum in your area
Mana cloak was cool cuz it offered alternative ways to restore mana imo
ya it is in absorber, though it completely didnt inherit the effect
oh shit he showed off scaffolding in main? neato
I guess it just get converted into the damage become healing thing
the scaffolding has been on iban's twitter for a while
Iban leaks 
wouldn't mind if Rover Drive mysteriously disappeared from the Absorber recipe although out of every accessory it'd probably be the easiest to fit into the absorba
I canât wait for summoner to get their own exclusive reforges (it will never happen)
funny enough I've had such a good time with wulfrum gear I've ran into a shortage of wulfrum
I think what's weird about that recipe is that Rover Drive is the only tech-y material there
everything else is organic
I assume summoner reforges will never happen just because coding wise it would be a fucking nightmare
wulfrum sink real
scaffolding kit my beloved
I can see tag damage exist as a summon reforge, but thats it; minion speed or something probably will never happen
Don't count on it
Violent is the Summoner reforge.
isn't it ruthless
ya, not exactly like it will find a perfect balance for menacing and tag damage reforge
(summoner still op without tag)
You cannot get Ruthless on accessories
Also doesnât fix their weapons having discount mage reforges
You're evil.
Go to jail.
Vanilla will never fix that and I don't really see the point of adding in new summoner reforge names tbh
The main point would be to go along with actual stats that matter, but coding for variable like. Summon aggro range would be uh. Uh.
I actually like the consistency between summoner & melee speed. Too bad Obsidian armor ruined it.
the money sink everyone never needed: rerolling over class specific reforge for your class specific reforge
đ
Sigh.
I'll balance the entire summoner class with my own bare hands.
I'm going to overstep and speak for the rest of the testers and say that even if we programmed in aggro range (if that's even possible) nobody wants another stat to balance summoner around.
Hi, I'm one of those called "Testers", I agree.

1.4.4 will also introduce sentry slot buff and +22 max buff slots (I think?) and summoner was the most buff slot hungry class, so good luck
because it will be so shit
The buffs slots probably won't be as bad as one would initially think
when having to balance summoner on top of 2 sentries that each last 10 minutes so you put it there before start of fight
minion damage, whip direct and tag damage, and "magic" summoner weapon like borealis bomber
If you consider players using the 22 best potions in their allotted slots, it leaves very little non-exploration potions
It's a buff to Cirrus candles, alcohols, and Summoners running out of slots.
And that's about it
But Ian, what about campfire and heart lantern and 
Go on. Place them in your exo mech arena.
I agree with letting people do it tbfh. For SCal you also need like 4 of each for max coverage in your arena.
just slap on a little bit of extra damage on bosses to counteract having higher base regen or smthn idk
(I mean a lot of bosses dont require that big of an arena, and ya heart lantern on platform), though things like stacking endurance and titan scale will still matter
Just remove stacking
Ian, promise me I'll be sane when I start balancing summoner, this many variables are reminding me of class.
(or just cap potion buffs to 22 or even an amount lower)
The only time Heart Lantern/Campfires/whateverthefuck would make a difference would be the earlygame. Where slots don't really matter
People complain about it 24/7 why would they restrict it back again
Potion slot increase will not make a significant change to Calamity balance
Unless you consider Summoners getting fucked on slots a "feature"

I think it is fine to cap potions buffs, in the current system 22 is non-existent anyway (boss zen, potion cd etc), I just mean potion buff is capped while others are not so there will be no buff slot override
considering classifying buffs into specific categories was basically impossible without fucking over multiplayer (because I believe the solution was checking buffs?) I don't think it'd be necessary
There arenât that many op potions? The ones that would be are already removed from stacking, such as life force and cadence
If people really want to have Water Walking, Flipper, and Night Vision on when they're fighting Supreme Calamitas, who am I to stop em' :p
Additionally, I'm actually kinda glad that we're getting back-to-back Summoner changes.
We just shrimply delayed the rebalancing until they decide how the class will work 

Overall sentries also don't really play that big of a role in the Summoner damage profile (outliers not included) to where actually balancing them will probably be the least tooth-pullingly excruciating in the slew of Summoner balancing.
Nobody knows how to balance it.
Well, it's more like everyone has their own vision.
Being in the dark (for the most part) on 1.4.4's changes to Summoner has made it difficult to get a definite stance on what needs to change.
(Thank you Re-Logic for filling your "State of the Game" posts with completely superfluous changes and novelty garbage like Echo Paint while hiding your rebalances and reworks in Twitter or outright hiding them until release
)
Have you had like. any non-public communication with Relogic on 1.4.4âs changes, or is it just the stuff the public knows
As far as I know, no.
Grand
fart cart
I stuck my toes in the water (which is closer to the mariana trench than a kiddie pool) of summoner balance with some of the 2.0 changes (if they were functional
) but a lot of the changes will have to wait until 1.4.4 and beyond
I know I know, what a fucking hilarious idea
ok after trying to actually stack it it matters much less than I think, though I still think it is sizable
(especially early game I feel), as many of it (except titan scale) are available somewhat early game
(pretend zen is boss zen)
how early game are you talking
photosynthesis potion 
Photosynthesis potion. 
honey, heart lantern, bast, campfire, endu, iron skin, (bounding has somewhat of a cost) are pre-boss
tesla is post-Hivemind/perf
heart-reach (it do stack with cadance I think), resilient, photo are start of hardmode
cal brew (though it really is just 5% MS so dont matter) is post-calclone, and big one is titan scale post-Golem
so basically you get most of the mentioned big benefit pre-boss, except titan scale which is golem
so about 13 defense, 5% DR and 6 regen pre-boss
(photosynthesis is actually good ok, you cant stop my copium
)
you can include the evil shrine items
though I think (evil shrine) can be abit unreliable so I didnt include it, same with alcohol
it's possible
but is it realistic
especially if you cut out the buffs in the upper portion that are obviously hardmode and beyond
buff limit is really problematic
I get from a balancing perspective why you aren't remvoing buff limit
but like
fr
if include (both) it will be 15% damage 10 defense (-10% HP) and 10% crit 10% MS (-5% DR) on top of it
just in case phantomic artifact wasn't unusable enough, it eats 3 buff slots
but ya, basically is mostly just pre-HM and maybe HM tbh, since those are massive stats that previously cant really be used
summoners are the most oppressed ; - ;
yeah sure if u hyperoptimize and squeeze every last drop of the buff from slots being freed you can make earlygame bosses easier
ALTERNATIVELY
you can just kill them

we're getting more buff slots in 1.4.4
how many more
idk
and I think photosynthesis is unironically super good, just normally it eats a slot so it is never worth; if it is free it is incredibly broken actually
people say 22 (so basically double) so I am based on that assumption, whether or not it is true I am unsure
photosynthesis potion found dead is los angeles warehouse
We had a little plan with Photosynthesis Potion, but I cannot speak a lot about that.
There should be more armor sets like the Obsidian Set, where it primarily buffs your whip instead of your summons.
Just donât know how to put that sentiment into a useful suggestion
you might want to elaborate a bit more on why there should be plague/astral infection flask beyond just stating how it seems strange that there isn't
there'll probably be more whip focused armor sets later down the line (or current armor sets changed to be whip focused)
Lack of useful flasks for late hardmode besides Cursed Inferno and Ichor, in my experience. It would at least add some more variety to your options.
Remove flasks they're stupid 
I figured, but I was trying to start a convo to help brainstorm ideas for said armor. Iâd say a type of armor made from Meteorite, Stardust, and Aureum Cells, but thatâs just my opinion. Aureum Cells have little use for classes other than mage, and thatâs just a shame.
I mean
cursed inferno is op op
Astral infection is mainly just usefull for mages amd Rogues until like post-Deus
Thatâs my problem
Since astral bars make stuff for everyone
Also Borealis Bomber and Hive Pod would like to know your location
But i mean... I like that some biomes theme around s class
Crimson and Corruption - Melee
Desert and Tundra - Ranger
Desert and Jungle - Mage
Jungle - Summoner
Astral - Rogues and mages
calamitas brew
But i mean.. jungle could count for every class tbh
It isn't even a flask
I disagree with it you on this, since a biome should be worth visiting for every class. The jungle is the best example
still counts
Every biome has at least 1 thing for each class
For example
I donât deny that a biome being more useful for one class is fun, but it should have some use for everyone else.
Tundra has ice blade, Corruption has vile thorn, Crimson has the Undertaker, astral has a bunch of stuff and so
Regardless, the original convo was about Aureum Cells specifically. They should have a use for each class, since theyâre a boss drop. Used for astral flask, maybe?
Lots of boss drops don't really get uses for all classes
shh
Iâm talking crafting ingredients, like the Living Shard, Luminite, and the drops for Eviscerators/Hive Mind
regular players care way more about fancy new items than balance oomfie
the true excal/night's edge reworks were immediately the most hyped part of this update upon showcase
Wasnât expecting to see a dev here, in hindsight seems like this is where I should expect to see one.
echo mist only got attention because of the paint controversy
ofc nobody cares about +1 damage to muramasa outside of memes
i'm not expecting them to drop a novel about small changes
but like, rebalancing armor or weapons to be fundamentally more interesting? that's something that gets people excited
idk echo paint looks awesoem
especially when red's on twitter asking what changes you'd like to see....
seeing those get acted on in a blog post....
its funnier when c hippy now successfully psyopped people into thinking melee was gonna get entirely reworekd
when its way more likely its just the terra blade line
if it's terra blade line and maybe some others it'd be enough of a rework to be good in my books
yea
vbut chippy made it sound like it would be like
INSANE
i just hope the #slrsweep and #ibanplaysweep duopost on twitter convince them to take a look at universal contact dmg (they wont
too big of a change
omnidirectional broadswords are probably the closest possibility
(and I think would probably be the best change anyways)
:( yeah
cries about it
also @vale vale this is still basically a sugg violation bc ur reason is "just because". and then you also added specific implementation details. you should include some reasons why there should be more flasks/why these debuffs in particular
Fair, I just canât explain why it should be done outside of just adding more variety, which seems inadequate.
Howâs this edit? Added more debuffs which fit the reason to add those particular debuffs, and added the reason.
The reason for the initial two is just that Bosses tend not to be immune to those ones.
there is never a reason to use a flask that is not ichor or cursed flame, unless it is like god slayer inferno and available at hardmode
Thatâs the problem
Iâm saying that adding flasks which apply more useful debuffs would help make those two less overpowered, since the DoT themselves would be reason enough to apply the new flasks
the problem is DoT debuff is simply not super useful especially if you spend a flask to use it, unless it is available earlier than its intended progression
even if an enemy is super vulnerable to a type of debuff, it still most of the time wont do much unless it is like plantera
and if DoT flask is useful, it will just result in melee (and rogue) being even more drastically efficient at applying debuff than all other classes just because of all the flask available; while other classes have to specifically spec for it to even get it at all
Flasks were a mistake moment
At least it would be something. And Summoner is also very efficient at applying Debuffs.
yeah that looks much better but Flasks Still Be Like
summoner has whips which is flask
We get it from accessories, not weapons
does summoner really have less than rogue?
iirc yes
Not really. Itâs difficult to balance a class based around minions.
It really isnât tho?????
Itâs moreso making weapons is hard and shit
Itâs slowly being remedied (thank you cnidarian) but itâs still a problem iirc
Yes and no. The Classless Weapons are the most useful on summoner, making them pseudo-Summoner weapons
Iâd personally move the Bee Gun and itâs upgrades to be Summoner Weapons, since it creates Bees from Mana, similar to how Summons are made.
Problem would be Mages need a bee weapon
Changing damage types of vanilla weapons isnât exactly something cal is comfy doing
I know, thatâs just what I would do
Gotcha
i'd say it's better to make weapons that feel more like summons than taking another class' weapon that kinda feels like it would maybe make sense as a summon weapon and changing its damage
borealis bomber is an example of an active summon but it's kinda in a weird spot where it feels more like a mage weapon because of how it works
Bee weapon for Summoners, maybe?
summoner already has the hornet staff
I mean like the Bee Gun, Bees Knees, and the like
and it's already the class that unequivocally benefits the most from beating queen bee
IâVE GOT IT! Throwable bee hives!
Borealis Bomber is not a mage weapon
It creates a temporary summon
idc what anyone says
Like the Beenades, but uses Mana, and can be upgraded after PBG
And summons are just projectiles 
also beenades
So true oomfie
I thought I had something
Melee weapons summon giant swords from your inventory but I don't see anyone asking for Zenith to be a summon wep
I know, thatâs the idea.
If only summoners got a post game weapon instead of fuckin turrets 
Summoner doesn't need
any more reason to fight QB
They already have a shit ton of drops there
New summoner weapons should be in new spots
Or a weapon that spawns bees from the player, who donât have any target until one is tagged by the player.
Adding more flasks means more accessibility to debuffs which is kinda something cal is trying to stay away from, so debuffs can feel more impactful
There's already a massive spike in summoner progression and it was made worse by 1.4 adding Pygmy Necklace to QB's rewards
how about something with bats we got bat staff but no bat weapons for other classes (unless u count sanguine)
there now u dont need to put it on QB
I like it. I was going to go for PBG
Donât equip the Plague Hive. Become the Plague Hive.
Summoner already has stuff there.
doesn't summon have a whole ass plaguebringer armor
Hence
I know. The Plaguebringer armor just feels like it doesnât lean into the concept enough.
What
continuing the stupid trend of everything beeing gated by this one boss type

Itâs stupid, but itâs a cool concept that the mod kind of goes for, but it just doesnât go far enough, I feel
It was going to be melee 
well it was summoner but reluctantly changed to melee and then got persuaded back into being summoner
Development moment
i just gave you the bat idea do something with that instead of putting everything on the bee bosses
Not to mention the disappointment that is the Plague Cell Cluster. Just make that weapon an upgrade to the Hornet Staff, obtainable pre-PGB
it would've robbed melee of a weapon if it was summoner
but to me that's a feature
you mean the fuel cell bundle?
You can steal weapons from melee, itâs always morally correct
I think it is the fact that summoner will be robbing weapons from other classes and how other classes cannot have bee themed weapon (as bee = summoner) is what I completely disagree with
Literally just
Suggest that the Fuel Cell Bundle be moved to pre-PBG
You could make the case that there's like fifty billion weapons behind PBG anyways and would help give Summoners options
There's enough weapons behind PBG to be considered TOO many, especially now there's an arsenal tier behind it.
Itâs good, I just donât see how to make the weapon distinct from any other summon. Im going with bees because the Plaguebringer armor has the idea that I have partly implemented, any suggestion I would have would just be expanding on the concept of the armor set bonus.
Anyways weâre pretty offtopic rn
I know.
Back to flasks, summoners have justified debuff availability bc of limited weapons, but melee already has the most weapons in their arsenal
idk i feel like trying to make a suggestion is on topic here, like moving fuel cell bundle to pre-PBG is a good idea
Upgrade to Hornet Staff with Plague Cells
for the flask suggestion, I think the best approach will be either overall nerf ichor (though it probably will be useless if nerfed more) and cursed flame rather than adding more or just gut flask as a whole, as it will only create a bigger difference in debuff efficiency between classes
where you have like, melee, rogue, summoner (whips) applying nightwither at hardmode (because tbh, that will be what is needed to make debuff flask viable) and then ranger sitting there with their molten quiver applying hellfire while mage applying plague or something
If you can somehow track down the donor for Plaguebringer armor and convince them that the armor needs changes it could be suggested
you could just kill flasks or just add other benefits from flasks from the other debuffs
like what if one applied glacial state or some other slowing buff now that those work on bosses. would be a new niche at least
The armor is perfect, Iâm talking about a way to spawn bees while stationary, and sic them on enemies. Same basic concept of turning the player into a beehive, but this one would be something one would have to spend mana to do, since the bees from the armor donât cost the player anything.
ya, at the end dps flask will pretty much just be like, additional DoT dps accessible to 3 of the classes, not exactly the most interesting thing
this sounds very SiS also just use hive pod
Thatâs how it should be for flask, but unfortunately it also affects the related debuffs
they will likely never singlehandedly make pure DoT build viable just because more dps flask are added, they will just be "yo I have more DoT now"
Thatâs a sentry, Iâm thinking something that requires more input from the player
Also SiS?
i dont really feel like you can suggest what you're thinking without violating the rules
specific item suggestion
I canât. It irks me.
detailing the exact way an item would work
Mmmmm this gives me an idea
What if instead of just. straight up applying said debuff, flasks had a watered down version of whatever debuff you were applying.
you can ask for more involved summon weapons but whips are right there, and with cnidarian being added i think they're already kinda on top of it
This would allow debuff based weapons to not be complete shit (flamethrowers
) while also not just giving rogue/melee/summoner incredibly stupid power
I know that they are, itâs just that itâs an idea thatâs already in the mod in a different form.
at least calamitas brew is half-nerfed so there is progress, I think
the quality of the debuff rework was severely hindered by the fact melee just gets every debuff for free
previously it was like, a 60 dps DoT on a (not even) flask
I wish they didnât as well tbfh but they should at least be addressed if the debuff rework is to continue
we couldn't get wacky
This idea seem fine?
flasks other than ichor and cursed flame (and also kinda including them tbh) are just more damage. like it's a fancy way to give you another wrath potion basically
Yes
Neat concept but it feels funky to clone the flask debuffs
Probably can just be something like "Flasks apply Lesser version of their debuff at 50% effectiveness", something like that
(Inb4 the lesser version stacked with the full version)
wait
for how long
So have two copies of the same weapon? I would prefer not to.
real terraprisma (elemental axe)
Upgrade of terraprisma summons eol to fight for you like the elemental stones (real)
Is that public info
The nerf that was voted upon didn't get implemented in time for the port.
Yes
Alright so it's just gonna get nerfed, but hasn't yet
Yep
Fair enough
idk I'm in the camp where we just nerf it, and if one day a dev wants to add a supa dupa terraprismer EX that's fine
and if not, oh well
The Arcane suggestion is a good idea imo
Making different reforges relevant for different classes is a step in the right direction
Rather than slapping warding or menacing or lucky on everything
i contributed the mana reduction part there and i agree it's def a good idea
Quick fans rise up
Quick is good too
quick is based
Warding is more my taste
quick is amazing for no hits
Mana cap is still real iirc so %reduction makes more sense
Yeah like 3% mana reduction would be a good amount
Actually idk, 21% mana reduction could be a lot
I donât know shit about balancing to be honest
when are we getting the ammo reduction modifier /s
Wouldnât really be useful
I definitely saw the /s
Also the flask idea is good but the issue is definitely whether it would stack, because if it does stack then itâs over powered but if it doesnât then there is so reason to use the flask, just get a weapon that applies the strong verison
arcane should either be mana reduction or mana regen
Maybe the ichor flask could not apply ichor but instead inflict some defense damage for a bit, idk about the cursed flame flask
i havent rlly decided which
I feel mana reduction would be stronger as the game goes on, but regen would be stronger early game
Also depends on if the regen is like +X amount of mana per second or or X% increase in regeneration
Mana reduction would apply to both âvariationsâ of mage which is good, but regen would fuck over mana pot spam which is hilarious
I always have mana pot spammed
Easier to just endlessly shoot with 9999 mana potions
What if both
Read their message above
yes what if both
Nvm
but honestly
Read wrong
redu sounds better overall
Both would be way over powered
calam's mana regen is already insanely powerful
Yeah
i don't think we really need more
I wonder how the Dps from reduction would compete with menacing and lucky
Gonna depend on the weapon honestly
Less mana sickness would benefit continuous mana weapons more, such as last prism
But not so much wand types
Scoria ore isn't dangerous, the projectiles that come out of it are
Making scoria highlight because of danger sense would make no sense
traps arent dangerous, the projectiles that come out of them are
You need to add a reason to your suggestion
An explanation
Not just, repeating your title line
Unlike the ore, which is an ore, traps don't have another purpose
so what?
does that reduce their lethality or something?
it does
I can see an argument for them getting lit up by Danger
I just want the suggestion to be a proper suggestion
will do
Yes scoria being something you actively mine anyway reduces it's lethality by infinity
I gain a lot by knowing a trap is there with dangersense, not the same with scoria
do I just delete and repost it better?
You can edit
First of all because scoria already glows
It has a glowmask yeah
like barely lol
That's better Duck though you should probably add some of the counterarguments you brought up here
Them being comparable to traps, and the fact that they're ore does not reduce their lethality
Danger sense wouldn't really help much with dodging this projectiles
it would make avoid going there
you also have your own light which makes them more visible
It definitely does
to replace dangersense
The projectile itself already glows and you're most likely going down there to just continue or get to a chest anyways
I dont want to make an abyss arena everytime
unless you're pre golem and now you can call me a fool
and having the space by small is also good
(This is a lot of resistance for this one suggestion) đ¤
You aren't fighting any minibosses pre golem
I want to do an ocean only playthrough, so maybe thatll happen
but idk
abyss without suit for a long period of time sounds unfun
mining the ore is not "making an arena" but go off
Layer 4 also exists
but what if youre in a small world
layer 4 in a small word is smaller than enchanted sword shrine vertically
Small worlds aren't really supported
And that's not a constant
again but like all of these are weird get arounds
by your logic, most vanilla qol stuff wouldnt exist because its not completely necessary
Why are you not on a medium/large world
I donât think it matters whether scoria is an ore or not, the drips from the ore being an environmental danger should be detected by dangersense
Regardless of how easy they are to dodge or not
If it isnât difficult to implement I donât see why not
I mean, ideally the player would be able to tell what the new items are, because they would be more useful to them at their tier
i suppose maybe at certain weapon shops it could be a problem but also.
npcs that sell weapons 
And if there's gray area on what's useful for their tier, then that's fine, because even if they mistake an old item for a new one, they were still alerted to something that's useful to them that they were previously unaware about
just a one time thing something similar at when you get new items in your inventory and the game highlight them for you to see what you got recently
Ok but why
I mean it's not a bad idea
I just don't think it's that big a deal considering we already tell the player that there are new items
there's not really any reasons against it
That doesnât make it a valid sugg
its only that, a qol suggest nothing special
Its hard to keep track of everything without a wiki and sometimes you can miss a new item just for that
Alright sure I'll concede Stink's suggestion as being fine.
Because
God damn it, I thought Soul of Cryo's noisiness got fixed ages ago
Either it was never really fixed in the first place, or the 1.4 port broke it
oh, it's broken rn? dang
There is supposed to be some method that makes only one out of every X icicles actually make a noise upon landing
That makes a lot more sense, I've kept asking myself "who decided that this noise was a good idea smh"
you were saying, before soul of cryo got brought up?
Stink's suggestion is fine. There's really not too much elaboration to be had in support of it, it is just "It would be nice if the new items got highlighted too"
We have a â indicator for new items, so why not indicate the exact new items when you open up the shop
Eh I disagree but if thatâs your decree nothing to it but to accept it and just not vote it
I mean, how are shops ordered?
It's not alphabetical, or based on price
that suggestion could manifest as simply as "newest items are last in the shop"
I'm pretty sure it's by item type?
looking at rogue shop, it's
Weapons, accessories, potions, weapons, accessories, pet.
(at least, at my stage after mech bosses)
merchant's stuff is all over the place
I'm pretty sure the newest items (added by Calamity) are always located at the end but I could be wrong
I know the Merchant's inventory updates throughout in vanilla, but I think any mod-added ones are simply appended to the end
I know Cirrus' shop isn't always added on to the end
because the odd mushroom has been at the end since she spawned in my world, but new stuff has come in since
lemme check a diff world to see where one of the higher tier bandit's weapons is in the shop
Itâs likely inconsistent
bear's eye is still the last item
so it looks like the stuff added by calamity tends to be toward the end of the shops, and newer stuff tends towards the end of the shops, but not usually at the end of the shops
good suggestion
I'm kind of hoping it's more of an oversight from when they added the minion damage penalty, rather than a decision to nerf those armor sets
yeah
'cause besides the valhalla knight armor, those tavernkeep sets all pmuch go unappreciated
and this way, they'll be viable for their respective classes, not just summoners, giving for example a ranger class a few actually useful sentries to keep pressure up
ye
Recipes grrrr
I'd rather it be a permanent mainstay in his inventory, even if it means we brute-force add it to his shop, causing duplicates with the original tiger skin when it appears
That way all you need is for the travelling merchant to appear EVER with no RNG involved in the resulting shop
which is definitely going to happen dozens of times before you reach the tank weapon
oh it's a donor
i was gonna ask why the hell tiger skin was even in the recipe in the first place
the obvious solution is to add a tiger mob that drops tiger skin 
The more obvious solution is to kill donor weapons
Feast on their blood
Except glorius end that one's fine
I have issues with the gatligator as well. The only reason I didn't bring that one up was because I started playing ranger I was already planning on using it, so I was always checking on the merchant.
And this is with me playing with the Settled Merchant mod.
trashers drop the gatligator at a 5% chance
@steep kettle that is a bug caused from players dying, not an intended mechanic, furthermore, it's expected for multiplayer to be buggy, but this is an already known issue, if you just want to delete that
me when a donor item ends up forcing us to invalidate the traveling merchant even harder than he is normally getting invalidated
hello, i am creating a terraria server to play with friends, but where can i find the calamity files to add it to the server
imo travelling merchant just isn't common enough
rng wouldn't matter if she shows up daily
Wrong channel for this.
where should i write it?
It still sucks. Beds are nice, but that's still arbitrarily waiting.
cosmolight :D
My impression of Calamity so far is that it's constantly reducing the amount of RNG that makes vanilla terraria grindy
singlehandedly most useful item in any mod ever
That'll probably work with the Settled Merchant mod, but the base issue remains in Calamity itself.
so a bug that makes a fight like just end itself at random is just, expected to happen?
i feel like that isnt an excuse to break multiplayer availability for an entire late game bossfight
not expected, they are fixing it in the next patch, but you're just going to have to deal with bugs atm because this is literally the first update on this version
it is indeed
me and the boys could definitely beat the fight even with the despawn glitch on death mode but on malice mode its just another thing holding us back
idk
just how it is ig
@sudden knot - Your suggestion has received an updated status!
[Crafting Recipe for the Finch Staff]
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
cool
A lot of the issue with arcane as a modifier is due to the hard cap on mana
Meaning at a certain point arcane does literally nothing since your mana cannot increase past the hard cap you already hit from the accessories and armor itself
So even if they increased mana by a bigger number you would just hit the cap faster
which is why we included mana reduction and people were even considering adding mana regen
@small timber law of averages aside I have up a no-damage-variance mod if you want to retest your damage stats, normally there's an inherent +-15% roll as well as a 2nd "take roll if better or worse" for positive/negative luck
Calamity reduces that to a +-5% iirc
And Calamity also makes it so Luck has no effect on damage rolls whatsoever
ya calamity variance is only -5% so it has a lot lower impact, and since I am testing it based on boss kill time + dps I think it should be fine (having 0 damage variance is a bit unrealistic)
đ I see
volatile gelatin should be added to the recipe of the absorber a lot of accessories in the recipe has the gimmick of you "get hit you do something"
im pretty sure they've removed most expert drops from item recipes at this point
Can we not shove random accessories into things kthxbye
we dont need to repeat the abomination that is old amalgam (literally) again
and admittedly most of this type of effect just end up being completely useless and just bloat tooltip on the item, even the current absorber on-hit effect are bad except for the hp convert one
one thing i never got is why they kept honey comb on plague hive instead of hive pack
plague hive doesnt even give you honey healing on hit like comb does
I think it is just make more sense effect wise (release bee on hit is from honey comb, no honey can be explained as it is plagued), hive pack is increase strength of bees
but ya it pretty much only make sense funcitonally but not thematically
i meant why keep "Release bees when damaged" and Honey Comb instead of the Hive Pack and the increased bee damage
like "when damaged" effects that don't directly affect the damage in some defensive way like Cross Necklace or Sponge kinda suck
esp if you're just gonna remove half the functionality of it
like why even bother upgrading alch flask
This person has never used mana cloak 
oh right I forgot hive pack used to be a direct buff to plague bee weapons, my guess is just they changed it because it is an extra balancing factor so they can just have to balance the weapon themselves instead
cloak is the exception not the rule
considering cuffs exist and do the same sort of "mana recovery on hit" and aren't nearly as good
cloak has so many things going on that make it strong that most of the "on hit" items just dont have
Why do so many people have shitty friends
So shitty that they feel like they have more luck asking for the mod to be changed than to just tell them to stop
I play my game with sound off anyway, but being able to selectively mute sounds would be nice
There is an mc mod that lets you choose any sound being made and then you can mute it
Its weird how its a constant
A lot of suggs have gone by asking for things because "their friends do x"
Also i believe it already exists
Well of course it's toggled off thanks to the mod 
Byeah i recall someone already made it
Whether or not it's compatible with mods is another thing
@native mica Then just, tell him to stop?
Give him an ultimatum, I don't know man.
I don't know why the mod has to add a toggle to fix what is purely just an issue with your friend
(and by the time we implement it if we do, your playthrough will probably be over already)
p90 SUX!
this is the first time i play calamity
and a friend told me there was a p90 (im a big fan of the wep)
and he told me it had incredible rate of fire but
im trying to use it RN and literally anything from early hardmode is better
i made crystal bullets to see if it was worth it since the good attack speed
but not even with that
im using darts to lower enemy defenses
still sux
(we do nerf crystal bullets in the mod)
the clockwork that wall of flesh drops is WAY better
But alright, I'll grab a tester
Wonder who he'll grab.
@lunar sequoia are you using armor penetration at all
Ah
yes thats what i was trying to get now
but if i have to do too many pen equips i rather just use other weapon cuz i dont want to be too squishy
ooh ooh let me spin the wheel
Excuse you?
a wheel of torment
Lmao, he's asleep.
What's up?
Yes yes p90 is poopoo now
The spread hardly hits anything
But with some decent loadout it works awesome
Fine, I'll be the one testing P90 to give a final judgement.
I wonder why the p90 was retiered
Was it too strong or too weak? Overshadowed or underused?
Many things happened to P90 during it's history.
Poor boy, it was my favorite gun
a lot happened to p90 but for the longest time it is the most op weapon of its tier
Funny story, at the time of 1.5 to 1.5.1 i was doing a p90 only self-challenge
Then 1.5.1.3 dropped and it got retiered
And all my chances against DoG dropped to zero
I'm trying again to see how far i get without becoming summonner with extra steps
At which point in progression do you get P90 at?
(It used to be post-Plantera)
a friend told me "hey calamity has a p90 and it makes my computer rly slow when it shoots rolf"
so i was kind of exited :P
i rly love ultra rapid fire guns
it used to fire 2 bullet at once which is what was causing lag I think (and kinda unique property of the gun)
basically it scales exceptionally off with armor reduction/armor pen but is incredibly weak otherwise, and now it is just weaker megashark
It used to have the fastest possible fire rate and I think also fired multiple bullets at once yeah
So it was very
noteworthy
for a long time
Eventually balance caught up to it
hey at least you got shredder still
I'm testing P90, such a weird weapon to balance, if you have an emblem and musket bullets, it's bad, if you have armor pen, it's still bad, if you combine those, it's probably bad, if you slap cursed inferno bullets, it becomes balanced or OP.
what about ichor vs cursed inferno? since I thought ichor will be the breaking point
but ya I remember cursed inferno bullet have very high base damage
conclusion: nerf cursed inferno
And plus, this is such a boring weapon.
ya, it is just weaker mega shark available earlier
It is a shame that its gimmick was too balance-breaking to live
Now it's just pretty fast
instead of
ungodly fast
Viable on polterghast with bloodfire bullets for instance
(What if P90 was returned to its previous function but like 1/2 or 2/3s of the bullets were always Musket Rounds and unaffected by any kind of stat boosts)
who is blast 1 and who is blast 2
what if
why will terraspark need to have frog legs
u give it more attack speed or damage
but also a hueg spread
so u have a rapid firing gun that deals good damage
P90 cant physically cant more speed i believe, its practically at the maximum i think
but at cost of range?
No, you're thinking of it before
current one fires kinda slow
Right now its usetime is 5, which is far above the limit
imean not slow but not max
amphibian boots getting flipper seems, reasonable? basically give water affinity, but not insert into terraspark
we dont need a jumpspeed boost that is always accessible just because yes
though making it have spread would ruin the point of a, yknow, P90?
ya I think it get changed from 2 to 5 (usetime), and its damage was like, 2 or something
why does an accessory NEED to be relevant throughout the entire game
terraspark getting a jump speed boost would invalidate MOAB, as well
and why does it need to go into terraspark+
and at that point it will probably just end up something along the line of "nerf players innate jump speed boost to account for terraspark's jump speed boost"
if anything make it its own line tbh,.,..,,
its green 
next suggestion in the line will be "make fairy boots part of component of terraspark boots and give it fairy boots effect"
and even if some things do
why does it all need to funnel into the same place
if you REALLY want players to not be locked to terraspark
sugg amphibian to become its own competing line
your sugg doesnt actually solve the fact you are "locked" to angel treads, if anything it furthers such idea
hellfire treads sweep
Okay, I'll give P90 a conclusion, it's bad but if cursed inferno OP.
I also suggest adding the effects of the Amphibian Boots to the Terraspark Boots which comes with adding the former to the Terraspark Boot's recipe as well. This change would serve to make the boots have utility past their original crafting, which almost all other boots in the game have.
no it doesnt serve the boots use it serves the boots to become recipe fodder AND further buffs the boots for no real reason
ya, I dont remember terraspark boots being underused, not even close
fuck it
make amphibian boots go into MOAB instead of frog leg 
especially that boots are so valuable pre-HM when you cant get 200% MS yet
does the p90 pierce tiles and enemies or armor
I suggest slightly buffing the Amphibian Boots by giving the Sailfish Boots increased water mobility as well as reducing breath loss (not negating it). These changes would obviously transfer over the the Amphibian Boots as well. Additionally, the Amphibian Boots should be crafted at an anvil instead of a Tinkerer's Workshop so that they are pre-boss and can be made without fighting the goblin invasion.
why make it anvil? post goblin is effectively pre boss, making it 0.5 tier earlier changes nothing tbf
why break consistency with literally every other boot
every other pre HM accessory combination*

@kindred creek anyways start reading from here
your sugg kinda just slaps itself with what it wants and what it proposes
don'tbmake terraspark even fatter in terms of effects
fake p90 smh
I am fine with amphibian boots (or rather, sailfish boots) having some kind of water affinity (swimming, breath loss reduction...), but the rest of the suggestions seems to be all over the place
honestly a good idea though
i am all for making the weird alt boots cool but don't just throw them into terraspark
imagine if hellfire treads just became terraspark...
or fairy boots....
throwing them in terraspark is the opposite of not locking the player out of terraspark
yeah water boosts for amphibian boots sounds kinda fine altho it'd be weird with all the other frog-adjacent accs
frog leg + flippers
the combination no one needed
(also didnt frog gear being used in statis ninja belt make it require 2 set of tiger climbing gear)
yes
re: The entire first paragraph
Kind of a funky strat to suggest making a former alternative to Terraspark Boots more viable
by uh
making it so they aren't an alternative anymore
and loading up the Terraspark line even more
Sounds counterproductive?
exactly what ive been saying!!
counterproductive is exactly the word to describe it
oh right, the suggestion is actually "amphibian boots is too weak compare to terraspark, so lets buff amphibian boots and then insert the same buff into terraspark"
i think amph getting the hover boot effect would greatly improve their viability, but regardless, i think just adding more boot upgrade lines is a much better idea than making more stupid stat sticks
Yes, I think it would be interesting to have multiple boot lines running in parallel
also while it would be cool if sailfish did something kinda like dune on sand (arguably i could see flurry getting a similar effect on snow/ice) this is kinda getting into the teritory of like 3 suggestions at once, and not all of them are good
hellfire and fairy exist so atleast there are options early on
imagine if terraspark have the effect of:
spectre boots ; hellfire treads ; fairy boots ; dunestridder sand speed ; frog leg ; 15% speed from anklet and aglet
fairy boots my beloved
literally a straight upgrade compared to terra when in combat lmao
I think amphibian boots is fine tbh
amphibian boots not being crafted from spectre do make it a bit pale in comparison to other boots I feel, but ya putting it into terraspark is not the way
amph boots are okay but i almost always prefer a spectre boot upgrade and using frog leg along side it instead. it's not like fairy and terra where terra is better for exploration and fairy is better for combat
Perhaps, not giving Amph the hover effect, but rather giving them a higher top speed and perhaps adding Magiluminescence to an upgrade in its line
That way, the Amph Boot line has faster snappier movement
While Terraspark is the one with more utility, like the hover (flight time), ice walking, and lava immunity
And then either Angel Treads or Seraph Tracers has an "OR" which can take either line
i could see that yeah
maybe, though it will be quite an extension of upgrade lines
i wonder if people really do sometimes just post a sugg and then go to sleep or something 
This would go into the proposed post-ML wingboot - boot separation quite well I think
yeah there's a Don't about this for a reason :\
oh right! 
My favourite thing about hellfire/fairy rework is I can wear 3 pairs of boots at once while having a reason to do it
giga drip
truuuu
Friend said to me the spectre riffle isn't balanced at all, he destroyed boss like LĂŠviathan
ya, spectre rifle is tested to be "quite overpowered"
im hoping the seraph alt line is a combo of fairy and hellfire, i love fairy but they cant stand up to angel treads, and hellfire seems really cool but i cant find a good place or reason to use them over fairy or terra
^
But why they did that
sometimes testing did not cover every single weapon before a patch is released, it is just one of those cases
basically ya it is unbalanced right now, what I mentioned is a tester was requested to test the weapon later and found it to be "quite overpowered"
if you did try to change it, it either didnt save, or isnt displaying on my phone
not edited for me either
Edited for me. Shrug.
i love discord 
bro wtf
ok this still just. sucks as an idea
you'd either need to remove frostspark or make it require ANOTHER set of boots which like
why
plus now every single useful boot in the game has frog leg so what's the point of statis line
tbf spectre just exists there
plus how would you even handle having frostspark effects without frostspark. like. do i need to add an aglet, anklet, and ice skate to the recipe now
wouldn't the idea just be frostspark + lava treads + amphibian boots
i feel like you looked at everything people said and only took look one point to heart which was me saying this is like 3 suggs in one. which this is still like 2 and making amph craftable at anvil would not make them better considering gobs are pre-Boss like that isnt the issue here
idk it depends on what the point was here. either way it's weird
well I just think theyre so useless right now that there isnt really a desire to get them
Sticking to just buffing them would be better than also buffing terraspark
although they're pretty good imo, used them until I got angel treads
i liked rover's idea of adding mag to them/an upgrade of em so they have the same horizontal speed as their competitors at least
that and no boot flight was the main reason i passed on them for terra/fairy and just use leg/upgrades wholesale instead
aight, changes the suggestion to just be about buffing them.
Amphibians are literally like better than terraspark on their own if you don't care about lighting speed
That's better, thank you Equinox
another thing about balance
wall of flesh droped me a kitteh flametrhower
which is quite powerful for a first early hardmode weapon...
How powerful exactly
last ive checked it, it wasnt really that strong
but yeah specifying how strong exactly would help
its better than the normal flametrhower
which requires souls dropped from stronger bosses
@ blast , I mean it is probably more of a case of the normal flamethrower being massively underpowered for a post-mech weapon tbh
shouldn't server suggestions go to the modmail instead of the suggestions channels

