#calamity-update-talk
1 messages ¡ Page 425 of 1
why is doze doing it too,,,
A-PLS
pulse rifle
auric pulse
The pulse rifle is a lot better for farming, but worse for bosses imo
also why is pulse pistols homing like that
Like than it used to be
it literally can target off screen enemies
Itâs so nice
and go thru blocks
You can effectively set up auto farms because normal enemies use up so little of its damage
its its literally only post evils 2
You just fire it a few times every few minutes
Would be funny if P-TSL was instead P-STL though so it sounds like pistol
Wait I thought you meant pulse rifle
there are plenty of post plant weapons that cant even do that
God I'm having so much fun with the new oathsword line
Pulse Pistol vs Auger
it's literally so sad
who came up with current cultist
Auger gets cucked by literally 1 block off the side
ancient light is genuinely gut shredding
Lmao
Just try harder
For some god forsaken reason I wanna fight an upcoming boss as summoner but I don't know which
Maybe I should flood my arena and fight deus as summoner
did u box up your arena đ
meanwhile olc just doesnt give a shit lol
Not yet!
I've boxed arenas before
It's time consuming but iunno it's cute
Alternatively, I could flood the vernal pass and fight PBG as summoner
That seems less time consuming
What class got most reworks in 2.1?
Honestly that sounds more appealing, PBG spends more time on-screen than Deus
Does water still really slow down Yharon?
I've heard Ranged, but all got a lot
Ranger got borderline overhauled at most progression points
Every weapon is different now, different accessories are good, there is even a new Halo armor thatâs really good
It's time for only true melee playthrough
Except ranged

Y'all are masochists
The hardest part is hitting some of the bosses
I tried skeleton prime and my sword was too short đ
Destroyer is ez tho
Comet quasher is goated
And try malice mode for the first time
Nah Iâm not that crazy. I am going to stick to death mode thank you
Uhhhhhmmm comet quasher summons projectiles not true melee đ¤Ą
True melee is a joke at this point, basically everything summons projectiles
Yeah but you canât summon projectiles initially
Every true melee weapon needs to summon zero projectiles and if it does then your game gets deleted
burning sky isnt a melee weapon !!!
(meanwhile literally no one ever used its melee hitbox)
Every single true melee weapon is now the iron broadsword
The damage doesnât even change
Itâs just the iron broadsword
It has a melee hitbox?
used to
then it got removed in 1.5 i think idk i didnt play back then
Isnât it the thing thatâs a magic weapon pretending to be melee
anything before version 2.0 is like an enigma to me
I want to try it now
Never played malice
yes it used to be swung instead of simply held out
And only true melee too
did you know that the jelly bean mount used to give 70 defense while mounted?
Rework it so it's inspired by Yharon's behavior more closely by making it do a spin that summons fireballs idk
what the fuck.
we already have a wepaon that does that
Blow that one up
I forgot the other melee weapon already does that
Burning Sky can just go away
Bad idea !
we should keep burning sky like how it is now forever
burning sky is peak though
mechanically i mean
exactly
it can get visual changes if it wants to
LMAO
and get ranger reforges
@doze roots mention i think
give it a stealth strike too
true
and a tag
EXACTLY
What if it was a lance that you dashed with and you spawned fireball eruptions behind you during the dash like Yharon does in phase 2
eeriely similar to exoblade
is death lunatic built on ancient light telefragging
if so
we should arrest his ass
Does the exo blade still just fire the little silver bullets?
Last time I used exo blade was like pre 1.5
1.2 maybe?
I donât rember
Back when it was silver
It's very different now
Yeah 1.2.3
Does he just leave?
Feral Bobber + Bloodworm on Devourer of Cods
no
LMAO
HOLY SHIT
oh hell nah
this is scarier than the hundreds of spores from death plantera đ¨
alongside the telefrag shotgun stunt that lunatic pulls on the same mode đą
Are you capping feral bobbers damage or making it so that bloodworm's fishing power is no longer literally that high
did you not see the video they sent
Oh
Wait
THAT'S THE NERF?
That can't be, bc it still did the damage
Allowing you to instakill yharon at the cost of summoning 10 old dukes isn't right
you didnt instakill before
it just died really fast
also it unhooked when the ods spawned
Hmmmm
meaning every time you attack you'll be spawning another 10 ods
why fix it, it's funny, niche and super impractical
it was not impractical
you have to fight 10 old dukes
you didnt
not currently
ic
Old duke gets pissed off that you're playing with its food
and punishes you for it
cant wait for someone to send a bug report about this
I'm gonna use that video and post a bug report about it
"Why is old duke spawning outside of the water"
fishing rod
Also not including fishing rod
I think mage?
Wait thatâs probably not even true because all the Old Dukes
They would just kill you
they dont spawn
?
the thing in the video does not happen in live version
Wait what weapon
Oh I see
Thatâs the fix
doubt it
with chaos stone
though it wasn't very quick it was noticeably easy with the chaos stone setup
aetherflux is good but I doubt its beating optimized summoner
Oh yeah no it's probably not
allthough...
kalei isnt stupid anymore and mirror got nerfed hard
Ok also ignoring summoner because summoner is going to be taken out back and shot once it actually gets balanced around whips
I'm very biased towards mage rn because it's the only run I've fully finished
chaos stone mage specifically
stomp
hi
check out this bug
bug???

BUG
yea
peak
YO
peak buge
consumable
But yeah, I have to assume summoner is getting nerfed to HELL once they finally get to balancing whips and stuff in the 1.4.5 port
kinda
Rn itâs way too strong, no?
current summoner is balanced without whips in mind
what's gonna happen when summoner rebalance happens is simple
Right but whips exist, which is why itâs so crazy
đ
The whips will be factored in and summons as a whole will be nerfed to compensate
Also it can use things like the mech in addition to weapons
cal whips will likely mimic how vanilla whips are in 1.4.5
And it has the most damage accessories
incredibly bold to assume summoner rebalance will be in 1.4.5 port
because 1.4.5 whips are balanced rn
at least they are fundamentally not flawed in their design anymore
the power will still be very high because it's a glass cannon class
probably melee then
orderbringer is really dumb
but it won't quite be fundamentally broken like it is now
It will nerf multiclass ofc
like fearmonger setups will be worse if you aren't whip swapping alongside the rest of your kit
but given how vanilla summoner now has whips as a functional mainstay addition to the kit as opposed to a "swap and forget" buff stick
if summon penalty dies I doubt multiclass will be affected much
I assume cal whips will follow that philosophy
which means even swapping off the whip won't be exactly effective
I just am not sure why summoner is the âglass cannonâ class, when it should be the âlow, consistent DPS that allows you to focus on dodging classâ and let mage be the glass canon burst damage, with true melee taking it even further
Then ranger is based on accuracy and ammo swapping and stuff, and main melee is super tanky but low damage
there is no glass
Like that makes more sense to me
realistically though class distinctions are dumb anyway and the less they exist the better
fair
How so? Itâs a lot easier to balance this way
And better to have unique identities
it's hard to do it well and leads to less interesting setups
the identity should lie in the playstyle not how much damage it dishes out imo
playstyle should not be inherently tied to a damage type
hyperaggro summoner, glass cannon melee, tank mage, are all things that can and should continue to exist
we are contradicting each other lets blow ourselves up
unique class identities is not better
in fact I would argue that it is worse for the game overall
Like if it were me, I would do
Melee: physically fast, high regen and defense and damage reduction, low damage
True melee: same but inconsistent, high damage
Ranger: medium high, consistent damage based off of accuracy w/o much homing, decent defense
Mage: good burst but low sustain, high dps, lower armor and more resource conservation
Summoner: low defense and low damage, but extremely consistent and can divert 100% of attention to dodging
why does your damage have to be tied to your class
Instead of ranger, ranger with mana, ranger with sword, and then melee with goons
^^^
To balance the defense
defense is not nearly different enough for this to matter
the difference between classes should be playstyle, not how much damage you deal
Then I would widen that gulf
Ive always hated the idea of summoner being a low damage class and you should just dodge the entire time
Personally
This is absolutely something that past me would have agreed with and that means you are absolutely onto something
no.
absolutely not.
But itâs much easier to dodge when you donât have to be directly inside the boss
Like melee needs the defense to function
Also, the only melee should be true melee
just got xyk's blessing - will they ever make it so you can turn off the armor and just have the wings đ
If you want magic projectiles at a range, just play mage
This is a restrictive mindset
There is a class for that
afaik theyve said no
genuenely awful take
sad...
no it doesnt
melee can go two ways
even vanilla explored this idea with the valhalla and monk sets
But otherwise itâs just a soup of loosely connected armor and weapons, damage types donât matter, you get less unique accessories and experiences, and you may be forced into a playstyle you donât like at a certain progression point
Melee should mean that close range = better, not that you have to be true melee
damage types still matter because a weapons damage type determines what it pairs well with
Just play mage then
Like that class exists already
Why use the sword that is a staff but with no mana
not every mage weapon is long range homing bullshit
I feel like at this point I should probably point to my idea for class distinction
Hex doll should be true melee
Not if you get rid of the class distinction. Then class unique accessories like the gauntlet go out the window
my favorite weapon in the entire game is medusa head, a mage weapon that has range more akin to a true melee
under your idea of what classes should be, weapons like that would not exist
I love how this is devolving into Roots
roots truly is the end all be all for perfect design
Just give it more range and sure, magic weapon
im loving the new sun staff line so far lol
Roots is the end all be all of bad design /j
Way cooler than before
Woah thats cool
Ooh
I havent got to play summoner yet but also thats bc no whips and im kind of bored of the same whip progression
and that completely ruins the weapon from a design perspective
it homogonizes it and makes it more like more conventional magic weapons
this is litterally the exact problem I just described
Like why does summoner have whips, a melee weapon? That doesnât make sense. Why does melee have projectiles, when the justification for the defense and health is being at close range? That doesnât make sense.
Like there is no coherent design philosophy
Itâs just kind of a soup
By making classes more unique you make the weapons less unique because unique classes become specific
it does make sense when you stop thinking about "classes" as some rigid structure
the only defining trait of a class is what damage type it scales off of
thats it.
You can still have massager variations in weapons. Like the clinger staff, rainbow gun, and subsuming vortex all fit the bill
You can still have all the uniqueness
But if you want a Ranger weapon, just play Ranger
Donât make a ranger weapon a melee weapon
That screws with balancing
Also to claim âmelee has ridiculous defenseâ when ranger is ranger and has similar levels of defense at most/all stages
this literally means nothing
Itâs like 60 vs like 90 rn at the beginning of HM
thatâs a 1.5x difference
Thatâs huge
no it fucking isnt?
From what
I am taking 20 damage instead of 60
1/3 the damage
I can face tank in death mode
What is creating this big of a gap/gen
Palladium armor
the difference in defense between melee palladium and ranger palladium is 11
The palladium helmet for melee does not have 30 more defense than ranger
you mean literally just bloody worm scarf
Only like 1 accessory does and thats the bloody worm scarf
Melee should be a class that abides by âcloser range = more damageâ, which makes tankier builds have more draw to them but not make it the only option.
Ranger should be a class that abides by âlonger range and better aim = more damageâ, making it the opposite of melee in many ways. This class should have no homing weapons.
Mage should be a class defined by incredibly high burst damage, but having to wait for mana to regen between periods of prolonged attack. They would also not be particularly range dependent and have access to homing options that melee and ranger wouldnât.
Summoner would primarily be a many-tooled class, having many tools for different jobs (summons of different varieties, whips, and sentries) that give it diverse playstyles that necessitate lots of weapon swapping
mind you the difference between warding and not warding is 24/28
No one has thought about this more than I have
Thatâs 3 defense but 10 damage reduction, and then since damage from enemies are flat, a few points (like 15) of defense makes 30 damage 15, which is 50% DR
hi all..
Again, huge difference
The issue with other people adding- oh hey Roxy!
hii shush
The issue with people giving classes distinct playstyles is that they make them FAR too specific
But melee and ranger being distance dependent ignores that most bosses donât allow you to set your own distance
Like Providence, for example
Or DoG
And that is an issue with boss design!
Well fair
And mage has like no regen issues rn. You have the burst with no drawbacks. Itâs just higher damage homing ranger
I agree with summoner
Oh yeah totally, this is a complete hypothetical
ok but if I wanted too I could be running a ranger build frost barrier and fairy boots and worm scarf and woah would you look at that I've more than made up the deffense differential compared to melee
Thatâs how I want the classes to be because theyâre fun and unique playstyles that arenât too specific
But the worm scarf also gives melee damage, which the ranger then isnât getting
So now you have the same defense but a damage difference
Theyâre broad enough so that you could rework SO many weapons to fit these so easily
Also helmet defense
Also updated graphics in this update are awesome
is only 11
meanwhile the build I described would be +16, or +3 compared to melee
This summon has carried me since i got it
Which one is this again
Right but you lose the damage that comes with things like bloody work scarf
vengeful sun
So ranger in that situation is still losing, just from a different area
Amazing..
My go to defense is like giant turtle shell, mollysk shell armor and then HM ore hat and it feels abt the same no matter the class
This is also partially because there are like 3 good ranger accessories in all of hard mode
tbh it's not unlikely
ok
I can swap fairy boots for moon stone and suddenly I have more damage with the same defense
That definitely doesnât help
but it's not guaranteed
Well thatâs also a multi-class armor
Unlike palladium, for example
Or anything like it
And?
or yknow swap worm scarf with amal brain to get damage and a very good defensive utility
daily shush class identity yapping we love to see it
Its multiclass and a great armor pick no matter the class
girl just make ur mod atp
I just mean this is a reasoning for why defense and damage should be inversely proportional roughly
You survive longer so the fight lasts longer
I have to get my medication and also wait for summer and also help with 2.0
It balances out that way
And by help I mean just testing
college? or sumn?
not really entirely possible to do when more defense/survivability means you can be a lot more agressive which generally means more damage
If you make the classes more distinct, and you want a âmage feeling weaponâ rather than doing a melee weapon that feels like mage, just use a mage weapon
Nah just high school
ah
I fail to see why this would be a good thing
But then lower the damage of that class in return
Summoner rebalance but axrually just mega buff summoner please
Like melee shouldnât do that much damage because it has so much survivability
spider staff in question
virid vanguard in question
vanguard isn't THAT crazy
vengeful sun in question
instead of being able to choose either a mage or melee weapon that has that kind of function, I am now locked into using mage boosting equipment and have an entire potential build path blocked off to me
Spider staff when i make my arena only out of walls so it can sctually hit
Because then you can make more class unique accessories that really fit the playstyle (like Daawnlight spirit origin) and not general ones (like the ankh shield)
it's made significantly more crazy by your amalgam buff just saying smh
You can make the classes more interesting if they are separated
actually doesn't need walls for most bosses anymore
And easier to balance
and that's because my amalgam buff is cool and based and debuffpilled
they help ofc
Oh i wouldnt know i gavent touched summoner
so based
Wouldnât it be in everyoneâs best interest to make individual weapons interesting rather than entire classes
Do you know if cal whips are gonna follow a similar design strategy to 1.4.5 whips
^
true but when will rotten brain and amalbrain get them,,,,
is it just me or do bosses do too little dmg
if by "cool and based" you mean "cracked and broken" yes
cuz I think 1.4.5 whips are a perfect addon to summoner now
Summoner is really the only class that I think is inherently interesting, and even then thatâs just on a conceptual level
In practice Iâm not the biggest fan of summoner (even though its my favorite class itâs complicated ok)
Idk if its just me but death mode damage numbers do feel kind of unpunishing
for someone who likes storm weaver you sure like making weapons that kill it in 20 seconds
Well I am arguing that more district classes means the opportunity for better tailored accessories. You canât get something as cool as Quiver of Nihility if melee has bows
this
basecal stormweaver sucks
Sorry sorry
don't taunt doze like that c'mon now...
Who the fuck likes storm weaver
This is⌠true!
doze loves weaver
Storm Weaver probably my least favorite boss in terraria
The mentally insane
Thatâs a little crazy
iirc hes the reason we have 
CV is right there
Either you engage with the boss and itâs miserable or you donât and itâs boring
What does storm weaver even do other than jumpscare you
Really all the sentinels are obnoxious as hell
At least with CV you have to engage with the damn thing!
Silence, fool. Storm Weavers will always be on top.
blame everyone who stopped me from reworking weaver smh
Kinda
not signus! signus is just lame
Signus is at least like cool
Do you like the fight or just the guy
my issue is I always fight signus with my wof arena and try to rungod him
and it just doesn't work
because ofc it wouldn't
can you like give bro insane body dr like dog
the guy the fight SUCKS
why wouldd they stop u....
even if it has cool ideas
please bro he dies too fast
Okay that IS true I take it back you are right
Can tou make storm weaver only damageable from pre mech weapons
unless its an emergency no boss reworks that arent final
spider staff meta re-emerges
I mean
you kinda can though?
qon being bows only is kind of an arbitrary restriction as is that plays with the nature of how most arrows are fired
if melee got bows that worked with qon then I fail to see the problem
if we had a weapon that was litterally just a bow that dealt melee damage, that itself creates interesting build potential does it not?
you're telling me we could've had BRAIN of Cthulhu and STORM Weaver reworks for BRAINSTORM...
DoG was the exception, not the rule
Lets just buff spider staff again actually
brain storm weaver
I donât really think so. Why add a bow that does melee damage, when you could just ⌠make a bow
Just use Ranger if you want Ranger weapons
Because it was getting unbelievable that something so useless was employed? Fair.
Thatâs why itâs there
why have damage classes at all
man this is emergency the rune (ig mark) bosses are all cheeks abysmal 
just play roots
class identity is a myth even in vanilla so we should lean into that more and break conventional class boundaries
They think this is roots
You can make more interesting accessories and balance more finely
in four years
Something something JUST DO THIS PLEASE
It also allows you to stick to a playstyle if you so desire
roots is peak because my weapon design has nothing tying it down
I kinda wanna check out roots soon
Will ankh shield have it's own path of upgrades in future updates now that it has been separated from the asgard line?
i don't think that's true at all
i will play roots
I trust doze im just lazy
PLEASE EXCEPT DONT IM DOING IT DONT STEAL MY IDEAS
what accessory becomes more interesting just because it is locked to an arbitrary set of weapons
you can do that even without classes you arent obligated to use every weapon
ill play the roots calamity addon
same reason we have a line of summon weapons that use bullets
because having a melee weapon that interacts with arrows and by extention qon creates interesting dynamics that arnt accessible otherwise
that weapon is now in a fascinating position where it has access to build combinations other weapons cannot even fathom
but i need a funny modlist outside of roots so that i can tinker around when im bored
Might be a goblin ^
Daawnlight Spirit origin, all of the quivers, mana regen items, +summon slots, all of those. I donât want every single accessory to be rampart of dieties or dark sun ring
mana polarizer
Exactly
cough I was shitposting
mana polarizer would function fine as an all class as well
This would happen more often if class identity was real
And then itâs just bad, as itâs not getting all the buffs it needs
it only relies on mana levels after all
would there be any major incompatibilities between ssomething like consolaria and roots? just to get the full SORETRO terraria experience @dull heart
I dont understand dawwligbt there especially because it doesnt work with like half of ranger weapons
no?
It wouldnât work conceptually for true melee or summoner
how the fuck is +summon slots interesting
Not really
excuse me i want rogue subclass exclusive accessories like old scuttler's jewel back that was a great decision
Having the goon squad is fun
The thing is that the âthere should be no class identity!â Argument and also the âthere should be no classes!â Argument just ends up having the solution of giving classes identity but with extra steps
quivers are boring as shit except for nihility
Yeah, are you going to make a melee weapon that needs stealth? Because then you have to build in 2 different directions and be bad at both
Well thatâs a different issue
All the quivers are terrible
thats because summons are fun not because more slots are interesting
But they could be cool if they are bows only
there are precise true melee weapons and active summons that need precision so yeah it could work
Idk how to feel about ankh shield being removed from the asgard line, one time i lost a hardcore death run to medusa
Had i equiped an ankh shield then i would've likely made it to post moonlord
Balance would be rough probably and consolaria armors would boost almost no items
They'd only boost consolaria items
thats fair
stealth currently is already cheeks and is being reworked eventually (like iirc not needing armor)
Like, with roots, itâs just adding class identity with extra steps
honestly i just need my modlist to be a lil bigger cuz my playthroughs are rly slow
Soooo?
honestly?
because damage types are constraint that creates decision making to work around
its a limitation that creates interesting shit
NOTHING like the scions/black hawk interaction would realistically happen in roots
Youâre adding damage types that correspond to different playstyles
Like if melee can have bows and magic has summons, why even have class damages or unique gimmicks or classes at all? No rogue stealth anymore, no true melee anymore, all of that complexity and intrigue is just gone
Thatâs classes, and they have identity
Exactly
fair tbh
breaking class boundaries are a good thing, removing those boundaries entirely is a bad thing
You are nominally changing things but fundamentally making weapons that just donât work well
if i just play vanilla i get bored hahaa, its been a while since ive like RUSHED thru terraria
also if the weapon is properly designed this could very much not just make you weaker
Hi
bye
Then itâs WAY harder to balance
not really
Question, what damage types does your mod add, again?
it is one weapon to balance
Just so I can remember
none afaik
Now expand that to every weapon
why would we?
but its not
we're talking about one weapon
Hi
There are a billion more free variables and combos that could exist such that it is literally impossible to balance
there are items that use ammo, items that use mana, and items that use neither
Not if you get rid of classes
That, by definition, is breaking these molds
flesh totem is technically multiclass, but it's whole thing is using mana so realistically it's just mage
So there is only damage % increases and⌠yeah? Crit chance too I suppose?
ok so we'd be making a close range weapon that utilizes stealth
actually wait no it gives 5% magic crit sorry mage locked forever
I feel like your issue is youre thinking of things in absolutes and in a too broad sense of everything applies to everything
reminds me that people call profaned soul artifact a summoner accessory
even though its benefits are good on every class
but it gives +1 minion so its summoner :/
i mean, its best used as such
offensive guardian is minion slot locked, no?
It really is one first and foremost but yes it can be used everywhere
The issue is that it then doesnât have the defense it needs, or doesnât have the projectile speed it needs, etc etc or, you get a situation where every single accessory is affliction which just buffs everything
or did we get rid of that
Technically pickaxe dmg
I assume you mean the categories? They don't work quite exactly like damage types but they're similar.
- Physical (anything non mana or summon)
- Mana
- Summon
not anymore
thank god
Its called summoner because the class that wants to use it the modt is summoner i imagine
Been dead for years
And how are these categories buffed
that was really dumb
tbf the psa summons scale off summoner damage
Correct
i rly like roots allowing one weapon to use the different damage types
So itâs still a summoner accessory
By specific gear or armor that's related to them
not really? what
So itâs a stat that buffs a specific set of weapons or attacks
notably though the roots three damage division is tied directly to weapon function
the point was that by just labeling it a summoner accessory you completely miss the part where its defensive benefits are arguably enough to make the accessory worth using on its own
similar logic can be used for the spirit glyph line
while Terraria damage classes are arbitrary and not tied to function
Because they have no identity
If I make ranger, then the poorer defense of ranger is balanced by its long range. If the ranger weapon is melee, I am playing melee without melee defenses. I am just playing worse, less interesting melee with none of the bonuses that come with melee
Just make it melee then
Thatâs what the class is for
Melee weapons
I mean
lemmie ask you this
would you say physical and special attacks in pokemon have a meaningful identity
i play ranger and then touch the bosses cuz im just cool like that
Idk where this idea of terraria classes having no identity comes from bc if you look at it on a large scale and not at outliers you can tell whats what
Sorry idk pokemon like that
But then just play true melee for the extra damage and defense and speed
fair
accessory that adds a bayonet to all guns, you can now right click and they turn into a usestyle1 broadsword that deals ranged damage
and you're usually vastly rewarded for playing the close ranged ranger weapons
And now I die because I donât have melee defense
alternatively we make it so that defensive or offensive bonuses arent insanely lopsided towards just a couple classes
This is real i love hellborn and its a weapon made cooler by its close range gameplay
peak âźď¸
huge news?
Some of the few good damage distinctions I feel like I see in vanilla is like
Shroomite helmets and magic quiver
look at hellborn 
And itâs still worse at true melee than true melee
I can see that
If I wanted to be that close, I would use true melee
Not once I give the burning sky Mana cost
Thatâs what itâs for
about time
Okay I disagree with you a lot but please fucking do holy shit
I'm sorry but
"if this weapon is ranged then it isnt taking advantage of melee bonuses"
YES!
THATS WHAT MAKES IT INTERESTING
You guys are trying to recreate classes that already exist but worse and with no balancing
Itâs just a melee weapon in everything but name
Just make it melee
I wouldnât say thatâs what theyâre doing
That way you can actually design around the melee class effectively
i mean, old hellborn was like. the single strongest weapon in the game . and post rework it was still incredibly strong
except it isnt
I donât agree with their takes but it isnât bad
you're looking at melee as though its the only class that can be close range
Yes?
you heard it folks, no other class gets access to meaningful gameplay at close range
Thatâs what melee means
ok
so then it just becomes "another melee weapon"
instead of a ranged weapon that plays close range
which is not the case and never has been the case
Then you can balance around that
What does this even mean
I really really want to because it would be so so funny
it inherently... isnt
Class identity is a theme, not a law, is something that I often remind myself
you are actively taking unique aspects away from weapons
that is the exact opposite of good
you hit things in melee range to charge long range shots
it isnt just melee or just range
I thought a lot of rangers (and plenty of orher weapons) designs was decent far range but better close range
Agree
But why would I use a gun that only works in punching range, when I could use the class with all the accessories and armor abilities and design philosophy based around being in punching range
This is how my Roots weapon design works too
a melee is an intense hand to hand fight
if every melee weapon is a true melee close range high damage weapon
I have zero reason to ever play melee again after one playthrough
because I have seen everything the class has to offer
Itâs just a worse version of the same thing
That theme needs to be stronger but it doesnât need to be enforced
Not everything falls into my Roots divisions
Notably, Scourge of the Corruptor and Piranha Gun do not need to be close, use Mana, nor use ammo
But those are exceptions driven by being super rare biome chest weapons
so called classes when shadowflame knife ,magic dagger , throwing knives
Melee can also include weapons
luckily we dont exist in this hypothetical world where melee has design philosophy based around being in punching range
Theyre summon bc they shoot guys to help you
Just make it a magic weapon because it does magic thing
#True
honestly only shadow flame doesnât fit here imo
to cap it to either a close range weapon or long range weapon would remove half of the weapon
Yeah, itâs just tankier mage with no costs
Thatâs so much better
the joke is they all do the same thing
yes.
yes it is better.
No?
Ougjh I love magic dagger
Wait literally how
Less dps than mage when its playing like mage usually
you're throwing corrupted javelins i wouldnt call it magic
Also I lied I do not often remind myself this but it is an idea that I have had for a while that I just put into words
But thatâs also not true at all
Wait so what point is exactly being made
And if so, then just play the mage weapons then
okay im gonna say this
or you can play the melee weapons closer ranged for more damage 
Ur playing melee to be tankier though you said it yourself why youd play melee there
if melee close range why ranger also get close range when it could just be melee
class identity can never overlap
Idgaf what class Iâm in if I get the fetid baghnakhs Iâm using the fuck out of them
Yeah, ranger should benefit from being far away
I agree
That is the rule
Honestly, shotguns kinda DO stump me but I think itâs smth I kinda just have to put up with
they arent agreeing with you they're restating your own point
Ranger has less dps because it applies that dps more consistently
Proud to have never tiuched the bagnajhs
Doesnt ranger consistently come into the upper ends of dps at most stages correct me if im wrong
ranger should have a variety of ways to be played, some benefiting from playing far away, and others up close, leveraging mechanics like ammo to get value
if one class does something thats OUT OF LIMIT for the other classes forever ig
yk, im curious then
what fo you think mage should be? close and mid/long range is already taken, what would mage be for
Why be up close tho. If you want to play up close, play the class that focuses on being up close
you can still do the sky mill thing with the architect
Burst damage and resource management
As well as a utility class
Like tempest staff
if classes all have 1 singular playstyle that every weapon in the class is pidgeonholed into
then you kill replayability in a game famous for its replayability
Why should you be forced into playing a certain class due to your playstyle
so you have things to do that arent exactly the same thing you've been doing for the entire rest of the game
Okay wait I have a genuine question, how would one design a shotgun that roughly fits into the âfarther = better damageâ archetype
No, just switch classes when you want a different experience
Idk cuz mage is literally like everything
would ranger with ammo not already have resource management? would the other two classes not already have burst damage? nothing makes mage unique here
Play the class with the experience you want
Not really because you can pre farm for ammo
splitting bullet
You canât pre load magic
you absolutely can its called mana potion
elemental lance
Melee would have burst, but at close range, and magic has homing
summoner already does homing, try again
I mean before the fight, and I also kinda disagree with mana potions conceptually
so ranger can't have anything that homes in?
Summoner you donât have to micro tho
Itâs the auto class
Preferably no
Mana Potions are fine just the way terraria handles them rn is not good
dont have to micro mage either if it has homing
I actually wouldnât mind this personally but only because I think aiming for ranger is cool
They should add Hershelâs infinite shotgun lowkey
Solution! Play roots
Man conservation
*mana
Roots makes Mana Sickness into "can't use Mana Potions for 15s"
Ok but then what after youve played 5 classes
Youve already tried the 5 unique playstyles so why play again
To use different weapons in those classes that still have the same playstyle?
hashbrown whatd you think of yoyos
If you have played like 4000 hours and have played every single weapon against every boss enough times to get bored, then yeah, I guess you did everything
Congrats
the classes as they are in calamity are functionally, at their base,like this: they are distinguished from each other by their own resource mechanic
- Melee uses. Nothing. It just is.
- Ranger uses ammunition, and this ammo can help allow for variation in how it is played
- Mage uses mana. Calamity finally started playing around a lot with this with Brainstorm, and now Mage is my new favorite class.
- Summoners use Minion and Sentry slots. Whips are kinda weird, but their purpose is clearly to help buff Minions.
- Rogue uses Stealth strikes to do boosted single attacks.
-# I can't wait for Stealth to be moved off armor and onto the weapons themselves.
âSo you can either stop shooting or lower your dps a teeny bit but constantly shootâ
I am only 2000 hours into Ranger, and am still going
Try only using wand of sparking
The whole game
its not a teeny bit lets be real
Iâve always viewed mana potions best implemented as a âease of useâ type of mage playstyle that trades off for lesser damage
But why play different weapons if theyre being slotted into the same exact playstyle for every class
in reality the real problem with terraria is that Melee just outright lacks a mechanic
Idk gng i dont play mage worst class in the game
the problem is that I dont have to have played every weapon against every boss to have experienced everything
because when every weapon in any given class is fundementally the same, variety suffers
Because they work differently? Comet quasher and the muramasa play differently
also for the burst thing, ranger could also have burst if there's anything that would require charging, or are burst fire, or have a reloading mechanic
except thats not the case we're dealing with here
we're dealing with classes that fundamentally dont change over the progression of the game
no they dont
Yeah, that's what they are but the issue mainly is they don't do it enough
some ranger weapons might not use ammo, but this is only a minority
they are both "get close and hold m1"
But I prefer just
But just make those mage
Making Mana Flower not require Mana Potions
Thatâs really reductionist I feel
I mean itâs kinda hard when itâs just literally
why would a reloading gun be mage
Swing and hit
I fw that
And then making Mana Potions a more limited boost
Every weapon is just âhold m1â
waait what does roots mana flower do?
Thatâs the game
fuck else are they
Like I donât think it can get simpler than that
âRanger cant be burstâ
that reminds me, i want to add a sick close range blast to conference call because we're missing a shotgun later in the game that makes you want to get in an enemy's face
If you want ranged burst, play the ranged burst class
no really there is no gimmick to play around with those you literally just get close and hold m1
+20 Mana every second even while using weapons
0.75x Mana attack dmg
me racking a shell in a shotgun isnt magic
This is very hard to respond to everything
pack it up
Also, as interesting as this is I really have to do my quantum homework lol
and its not me beating someone in the face with a fist or stabbing someone or slashing someone
ok but what if I want to play a ranged burst damage class that takes advantage of rangers unique accessories
oop! that option doesnt exist anymore
I got a midterm on Friday and I may be cooked
Sometimes I feel like half of this is in a different language
I feel you to an extent I got a chem test tomorrow
Do your hw instead of discussing terraria classes yo
I do find myself agreeing with roots very often even if I donât necessarily prefer the execution
I kicked ass on those blookets but it doesnât matter
you're focusing on the wrong kind of classes
Arcane Flower raises this to
,
0-60 Mana per second (higher as your Mana is lower)
1x to 0.5x Mana dmg (lower as your Mana is lower)
I keep getting distracted đ
Good luck yo
roots arcane flower is so peak
is the boomstick melee or mage
This is infinitely more interesting than homework lol
summoner
I lowk should get to bed ive been weaking up late consistently all week
Thrower right? Maybe bard?
My favorite thing roots does rn is either influx waiver bc it's so silly
Or Mana Cloak because it's cool and actually good
Melee bc im in melee range
Shotgun
I honestly wouldnât mind shotgun style things being moved to melee, but longer ranged shotguns that actually fire projectiles staying with Ranger
Jungle
class identity should be broken there should be exceptions to the rule because those exceptions add spice to the class
Oh yeah
shotgun u get in jungle
Forgot about that
Tell me EXACTLY how you reworked influx waver
Made it cool ig
exactly
I'm thinking about the person in the roots steam comments saying that link doesn't need mana to shoot beams out of his sword so roots sucks bc mana starfury
But just play the class with the playstyle you want
Also create unique experiences and strategies
Like you can do that
HAHHAHA
Its the same as every other sword in that the projectile costs Mana
But the Mana cost is 0 when you have Electrified inflicted on yourself
Pfftttt
WHAT? I missed this comment that's so funny
there should be more classes imo
If you want to stop playing Ranger and switch to melee halfway through, just do that
one flavor of food forever gets boring after about a day
mod that makes swords only shoot projectiles at full HP
Not at all how I would rework it but fair
polaris parrotfish is one of my favorite new reworks and it would be so much less interesting if it was melee
I disagree
It's so bad but so funny
In the roots comment that might be rightâŚ
big day for nohitters ig
Idk, I played Ranger for 2000 hours straight because I liked the playstyle
we have that, it's the dark master :)
I donât want to play melee ranger
What is this some kind of Fargo soul
If I did I would play melee
ive never seen this
Trueeee
How about Roots flying dragon
It costs HP to fire projectiles when you're out of mana
Does nights edge use mana in roots
No
For the funny sword extender
Then just play melee
True night's edge does tho
Doing true melee rn
then you dont have to? i said it a while ago right at the start of the discussion you arent obligated to use every weapon
Wait this was done to every melee weapon with a projectile?
But why is it in ranger
It doesnât belong there
Nights edge doesnt have a projectile
Most of them
because variety is the spice of life
But vary it by playing melee
Blade of grass?
also its a fucking gun
The weapon still exists
I might unrework Roots starfury tbh
You donât have to do one class the whole playthrough
Except it does because these classes arent strict theyre fluid and flexible
Tbf magic gun
Why tho
because thats more fun
why not
because that way people have options
Easier to balance
within a class
The option still exists
spoiler: 2.1.2 finally makes Old Duke be caught by you instead of catching himself
doze, can you make a mod called branches and hard force class limits in it
Just switch classes if you want a different playstyle than the class offers
Thatâs why they are there
i feel like both of those are largely different, ranger guns are very straightforward n magic guns are like scifi weird shit
Dont we get the trunk first
and if you want to utilize a classes unique accessories while not using that class's damage?
trunk is vanilla
Oh true
The new class would have accessories that better gel with it
Thatâs the whole point
The accessories work better
this tree metaphor works surprisingly well
the actual answer is abolish classes
options are being removed
if I want a close range weapon that plays with mana, that option doesnt exist anymore
which is hardlining everything into one playstyle
That is literally the entire goal of the class system
okay time to go read steam comments
TSA aspecting is the fix to this đ
imma be so fr
Itâs the same weapon
It plays the same
No options removed
the class system in terraria only exists cuz rpgs have classes and relogic decided to throw em in there
except without the ability to use it with stuff from other classes
change my mind
Literally nothing changes with your experience
it plays differently because it has different accessories
The accessories just actually buff it instead of not that
But the accessories donât work with it
Thatâs the issue I am trying to address
so options are removed
that inherently is what stuff not working with other stuff means
would you add if you would throw dynamite or bombs at a meteorite, it would actually destroy it? Like the old times?
lol
like, okay
heavenly gale is a burst homing weapon, so in this universe it is mage . but then it doesnt have daawnlight spirit origin, unless you make a DSO for both ranger and mage, which .. why would you
i like a lot about terraria but tbh the class system always felt thrown together
are they dysfunctional if they still work
Donât worry guys Iâm still here
so you're just removing limitations and stifling the ability to have interesting decisions because the best syngergies are just handed to you
Or are objectively worse versions of other weapons that already exist
the power of being named PLAY ROOTS when 2.1 dropped LOL
epic
As opposed to the weapons going unused because the exact same weapon but better in every way already exists
Yeah
Exactly
this is literally what your class system would do though
Accessories now have tags that specifically say "Melee" or "summoner" or "mage" and don't function at all on other classes
those fucking spiny turtles from mario you can't jump on
Why use the Ranger melee weapon when the actual melee weapon is buffed by the actual melee accessories, and is thus better in every way
because the distinctors between items arent behavioral
cuz its fun
i cant think of any weapons that are literally unused unless they're weapons built to be worse than other options
Better damage, defense, attack speed, etc
Which these end up being
because thats not how fucking terraria works
name three
because its buffed by ranger accessories you absolute moron
because the ranger melee weapon is buffed by ranger accessories which still benefit the weapon? what?
But it would be buffed more by the melee accessories
hellborn was one of the best weapons in the game last update.
the hellborn is an A tier weapon
I donât understand what is not being conveyed here
and it just got nerfed to be A tier
Like genuinely I am not trying to be rude, I donât understand what is not understood
no it wouldnt because those melee accessories Do Not Function With It
in 2.1 and 2.0.4 it was top 3 weapons in the game
its fun being a ranger that can switch into closer ranged gameplay when its convenient
Damn no need to insult đ please letâs not escalate a lot
this has been going on for almost an hour i think periodic escalation is warranted
Hellborn is a great weapon the moment you use a ram dash
Iircjust the bullet part gets higher dps than most/all ranger weapons at that stage
everyone say thank you fluffy
thank you fluffy
why would it be less damage as a ranged weapon
if anything it would be balanced to be more damage in this hypothetical world since you'd be playing a "lower defense" class
Bye fluffy
not all melee weapons even benefit from all melee stats. melee speed doesnt do shit on some weapons because it doesnt need or for balancing purposes. making hellborn melee would just like, idk give it flasks again I guess? which is meaningless cuz rams inflict flasks anyways?
Fair, just donât go too far
Iâll just keep an eye to make sure nothing gets out of hand
Rams inflict flasks???
Oh that explains why i never heard of it
i think the same class having different playstyles also introduces certain amount of fluidity to it that couldnt happen if they were streamlined into one thing
I mean it makes sense ram does melee damage
we should make rams count as true melee hits, proc hide of astrum deus i think
also bonk too?
(don't do this)
the only functional buff achieved is that it scales off only the melee damage
melee speed doesnt work because it isnt a swung weapon
melee size just doesnt matter
it doesnt gain anything from being melee
Letâs take a hypothetical Ranger weapon, that, for whatever reason, functions like a melee one. It does not benefit from the Ranger accessories that focus on things like projectile speed or hitting targets, as it does not do those things. If it were melee instead for example, it could benefit from melee accessories and things like use speed, size, defense because you are closer, and speed to get you closer. It is more functional and aligns with accessory effects more if it is placed into the box that does the thing it wants to do
(it'd also warrant removing the bullet part, and probably redesigning the weapon since its a gun)
we should make rams count as magic dmg so they proc batholith bangle
(please change Ram Rune to melee damage when 1.4.5 gets ported)
okay but this hypothetical ranger weapon doesnt exist
do it it'd be so funny
why the fuck is it summon damage
âWhat if we made rams (one of best accessories in game) even betterâŚâ
can we add more flowers
But a lot like it do
WHY IS RAM RUNE SUMMON GHHASDHASDH
literally đ
this is a joke weapon
can we make rams count as every damage type so it can proc every single onhit effect at once
#suggestions-posting add more flower pls :)
like holy it's so fucking shit
me ramming my rune to proc Phantomic Artifact
Because its like turning into a ram and a ram is an animal an dsummons are like animals
because itâs in the wrong class and doesnât benefit from the accessories. Like I am saying
Because all mount rams are summon damage 
like they even removed the swing and made it a staff . its just there for the bit
anyone who genuenely thinks burning sky should be mage has unfortunately fallen for the ragebait
she ram on my rune till i phantomic artifact
That is the best example
bsky is star wrath but they got rid of the parts of it that dont matter
which in this case is the true melee hitbox
no it is in the wrong class because it is a joke weapon. it is still a good weapon though lol
What was burning sky again is it that one yharon weapon
yes the chicken leg weapon
the best yharon weapon i'm never reworking it
does calamiy have any flowers
yharon weapon that is literally just star wrath - sword
Bruh. Itâs dysfunctional because it does not benefit from the class because it is miscategorized.
asgardian + slagsplitter + ambergris + scales + hoad + iv drip + old fashioned + cinnamon roll
I will rework it to spawn more projectiles
it functions fine though
what
i dont mean the ssummon i mean like placeable
Rework it to spawn no projectiles except one
