This is kind of the point that I was trying to make earlier. Calamity itself created the problem that Drew is now trying to rectify by nerfing base mechanics.
I'm pretty convinced though that this attempt at nerfing "broken" mechanics isn't necessarily aimed at balancing Calamity/vanilla, but rather aimed at other mods that increase the power of the character even further. Namely Fargo's. I just don't think it's worth considering however. The game with just the vanilla/Calamity experience is perfectly well balanced from what I have experienced so far. Trying to compensate for the power creep of other mods just reduces the quality of the experience for people who aren't using those mods, and almost makes those other mods now a requirement to be able to fully enjoy the experience.. which is quite counter intuitive IMO.
To your other point.. I suspect the idea was that the Calamity devs initially wanted to make extremely challenging boss encounters, and were forced to make incredibly powerful gear in order to make those challenges beatable.
from what I gather in this thread, all of the issues that this mod faces are self-inflicted. I REALLY want to support Drew and back him up, but he is unwilling accept criticism that would genuinely help improve the mod. I am for some new additions and changes to certain things, but nothing that nerfs and/or punishes the player for becoming stronger.
I will come to an agreement that even vanilla has its faults even in expert, but as someone who has put 100s-1000s of hours into the game, I adapted to the higher difficulty; however, Calamity pushes for the exact opposite in terms of adapting to difficulty. It's an entirely new type of game play that FORCES you to play a certain way otherwise you're SOL, and things are nigh unbeatable. I've been hearing that even popular Terraria youtubers were describing boss fights as "going through hell" or even "taking too long."
Calamity introduces a process that is tedious at its core as you progress into the post-ML phase. This where ALL of my glaring issues with the mod take place. Negative regen that makes it so you lose HP unless you have the well-fed buff (noticed that this doesn't even work at times), to DoG being nigh unbeatable not just in revengeance -- but also in expert.
Let me make one thing clear though:
I DO NOT HATE THIS MOD. I just have serious issues with some of the design choices and mechanics post-ML. Bosses become chores to fight/farm for godly gear, certain things become boring/tedious to handle (acid rain much?), negative health regen, etc.
I LOVE this mod, I LOVE the content. Just rollback some of the design flaws that nerf the player rather than provide good, fun challenge. I don't like having to play the way the mod wants me to play. I want to play MY way. Just add in newer enemies or biome(s) that provide these debuffs and new obstacles to overcome (which is why I have fun with the game itself to begin with).
Modifying the vanilla game's mechanics to suit YOUR wants/needs is an insult to the game developers themselves. THEY will fix what needs to be fixed (some others at the request of the community). This is THE core contrast between other mod devs and game devs themselves, and Drew.
If the criticism is too much for you to handle, take it with a grain of salt.
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Can someone explain to me the deal behind the Doggo balancing? Why is it so bad for people to ask for a nerf let alone get one? They're basically mocked considering how you can't even butcher him and he's constantly getting buffed for no legit reason.
Drew doesn't like it when other people (mods) beat his bosses. He doesn't like it when his bosses are exploited and destroyed in less than 10 minutes. Before DoG received the buffs that turned him into the beast that he is now, it still took me 4hrs to beat him using mounts, RoD, and other weapons and accessories, and that was after dying 10 different times and proper preparations. I had to exploit an item that revived me every minute from another mod. The accessory was from Thorium to be exact and is dropped by Coznix.