Grey Rook
Terrarian
Why can't you? I'm curious.I wish I could tell you the true reason for it.
Why can't you? I'm curious.I wish I could tell you the true reason for it.
Well, I'm not sure if I can convince you otherwise and I'm sorry in advance. As it stands for me personally, you didn't exactly rebalance vanilla. You more so made vanilla fit more together with calamity in terms of style. Rebalance would not just mean "squeezing some bosses in between" - Because from my point of view Vanilla was already good as it was in that regard. We have a fluid armor progression in vanilla. Pre-hardmode that's basically: tin/copper to iron/lead to silver/tungsten to gold/platinum. From there on crimtane/shadow to molten. To put out the most generic progression path.Not when we've rebalanced vanilla to fit with Calamity better. You can still see it as 'hypocritical' and a 'meme', but that to me seems ignorant and the point is now stagnant. We've put many weeks of work into rebalancing and testing the content. As it stands, I cannot take your statement seriously.
How come all the throwing weapons in this mod because rogue weapons? Wouldn't that cause issues with other mods' throwing weapons, meaning you couldn't mix and match them without having the full benefits of both from damage bonuses and such? I get the impression that would just make things a lot more complex and mess up running multiple mods with new throwing weapons.
Well, if they changed it then they should be sure about what they're doing. Why would they change something so small only to make it worse?
At the very least, mods like "Classes and Experience" doesn't work any more with the new "Rogue" weapons. I got a nasty surprise when my character's damage dropped to a third of what it did.
Also, the new prefixes from Joost Mod doesn't work with Rogue weapons. I'm talking about the specialized "Gnunderson's" prefix that add 6% extra damage to throwing weapons.
Why was the Rogue damage type added?
I agree with this as well, why was it added? I was starting a new throwing playthrough but with the calamity throwing weapons now being rouge damage, it is now making me only use calamity accessories and armor because anything that would help throwing damage no longer applies to those weapons. I just dont see the point of it besides adding a new obscure damage type to the game that only has support from the mod itself. Even then, the support is very small. The first accessory is after killing BOC/EOW, the second is after WOF, the third is after Plantara, and the last two are after DOG! Going that long with very minimal accessories to help you and only relying on your armor just doesnt seem reasonable.
What exactly is the point of the Rogue damage type? It was fine as throwing, and all that the change does is prevent the use of other mods' (and what little there is in vanilla) weapons, buffs, armor, and accessories. Is that the intent? To decompatibilize the consumer into effective monopoly like Apple does? Sorry if this comes off as a personal attack, but other people have been asking this, and nobody seems to have an answer.
From what I understand, "throwing code is ugly, rogue isn't". That's the only thing I got.
Wouldn't it then be wise to change throwing entirely to rogue and rework the code that way? Or making it Melee? Correct me if I'm wrong but if we get a class, it needs significance, attention and content. We could view it has a hardcore class, but the viability is limited in that regard. Don't take me the wrong way and don't be insulted if I say that, but that is one of the few flaws in this mod. If we create something, we need to make sure to encourage the player to make use of that. Otherwise this content is basically wasted because no one except for fanatics are going to make use of that. As I like to say it, that's additional code that could be used for other things.
I did make a thrower class playthrough and it worked out semi-well. It was challenging and I agree kinda fun. But the recent change made this a little more difficult to a point where I stopped at Plantera.
In other words, a class needs to be fluid. Something like Melee barely has any gaps in between. Thrower or now Rogue does. If we manage to fill those gaps, give more equipment dedicated to it and keep it on par with all the other classes and don't make dual-class weapons, then we can see it as a functional addition to Calamity and it would be fun playing this class. Giving the option of 2 boomerangs with one being melee and the other being rogue, which one are you more likely to use? The versatility of Melee is far more varied than Rogue, so if we make a rogue class viable, let's make all the weapons for it actually exclusive: Daggers, Shurikens, darts, boomerangs... That kind of stuff.
Again, no offense towards the mod.
Not when we've rebalanced vanilla to fit with Calamity better. You can still see it as 'hypocritical' and a 'meme', but that to me seems ignorant and the point is now stagnant. We've put many weeks of work into rebalancing and testing the content. As it stands, I cannot take your statement seriously.
I've criticized vanilla's difficulty for a very long time ranging from the doubled expert debuff lengths, increased pillar enemy kill count on expert, etc. At least my team and I are trying to fix things a majority of people dislike.
And besides, I wasn't criticizing it here, I was merely saying that Expert and Normal are for all intents and purposes far easier than Revengeance and Death Mode.
I wish I could tell you the true reason for it.
Rogue class cons:
Rogue class pros:
- Throwing damage already exists
- Not fully supported/gaps in the progression
- Prevents use of other mods' weapons, buffs, armor, accessories, and prefixes
- Prevents use of vanilla weapons and armor
- Multiple weapons in it have direct copies that deal another damage type
Fabsol, if anyone can tell us why this design choice was made, it should be you, but you just said you can't. Can you at least tell us why you can't tell us?
- The code is neater(?)
- "I'd like to tell you, but I'm not allowed to" ~Mod's owner
Well, I'm not sure if I can convince you otherwise and I'm sorry in advance. As it stands for me personally, you didn't exactly rebalance vanilla. You more so made vanilla fit more together with calamity in terms of style. Rebalance would not just mean "squeezing some bosses in between" - Because from my point of view Vanilla was already good as it was in that regard. We have a fluid armor progression in vanilla. Pre-hardmode that's basically: tin/copper to iron/lead to silver/tungsten to gold/platinum. From there on crimtane/shadow to molten. To put out the most generic progression path.
And if you review this path, there are no gaps in between. In fact, this is the most fluid progression you can get. Same goes for bosses, somewhat. In theory all you need is the eye, then EoW/BoC, Skeletron is somewhat optional, same goes for queen bee. Both can be defeated to access good loot which is helpful against the WoF. Between EoW/BoC and WoF you squeezed the Perforators/hivemind in between. And with that you also squeezed aerialite in between to make aerospec armor. Technically, aerospec is close enough to molten armor. But we also have statigel. So you also managed to squeeze statigel armor somewhat into the endgame. You require hellstone bars, so we at least don't miss out on that ore. Which is good. But on the other hand makes molten armor look unnecessary.
In my most recent calamity-only playthrough, my path was clear: Get rope and get wulfrum to get some basic armor and a good and fast pickaxe. Thanks to the wulfrum pickaxe I could skip any other pickaxe till deathbringer pickaxe, and the only armor necessary for me was platinum armor. So wulfrum made anything below Plat/Gold look useless. So I went ahead and killed the Brain of Cthulhu and got all the stuff I need for a deathbringer pickaxe. I also made myself some Victicide armor (do you call it that?) so I could go into the abyss and grab some end-earlygame weapons. successful, got Lionfish. so I had no use for any other weapon at this point. Killed the perforators in no time. Got aerospec armor. Got myself two obsidian skin potions and grabbed some hellstone. Thanks to lionfish I defeated the slime gods in no time. So I went ahead and got myself statigel armor. In this playthrough alone I skipped more vanilla content than necessary in normal mode. Defeated the WoF and went to hard mode.
First goal: Defeat cryogen. Donezo. Did so thrice for frost armor. Oh, a new NPC (Permafrost) who sells very powerful weapons. Wasn't in need of new weapons or armor till plantera in this regard. All I needed was better pickaxes to get mythril and then titanium so I could get mythril anvil and titanium forge. Got myself some Cryonic ore for Daedalus armor. Lasted me well past plantera. Perennial ore was therefor my next valuable armor set. No need for Chlorophyte or Hallowed armor. Defeated astrum aureus and astrum deus, and got myself some very decent weapons thanks to that and better armor. Got some chaotic ore from the abyss and made myself the best armor I can basically get till moonlord.
And this is how I skipped most of the vanilla content. What I want to say with that: Balancing is very hard if you deal with mods. Right now, squeezed content can cause that. Don't get me wrong, I love to use calamity armor for the reason that it just looks cooler. I mean, dayum, chaotic armor, gimme some of that. But if you truly want to balance vanilla into this mod, you have to tinker everything. Armor values, damage values, health values of enemies and bosses to a point where you end up with solar armor giving up to 150 armor instead of the 78 I believe, and moon lord in normal mode having almost twice the health and a bit extra damage, or wall of flesh being almost twice as strong. Stretching out the gameplay in other terms where it becomes necessary to defeat all the bosses in hard mode and normal mode and where the obtainment of all the armor becomes a "necessity" - I call that softly forcing the player to use everything.
But don't worry about this. It really is just my personal view and shouldn't really be taken too seriously. I just like to get critical sometimes. I still love your mod as it is. Again, thank you and your team for that.
Edit: Uhm... sorry for the wall of text. No pun intended.
People could get fired from their jobs if I told you, so I'd rather not.
That actually is true. For which I find the addition of planetoids to be a good idea. Props to the developer team for that idea. But may I also suggest something regarding planetoids? I'm not one for realism. But to make the obtainment for those huge ore veins a bit more difficult, it would maybe be a great idea to add some kind of oxygen bar in the space layer. And you can make a space helmet out of 10 tungsten/silver bars and 10 hardened glass (need 1 bone for 10 hardened glass, as far as I remember bones also drop from skeletons in the underground. if not, then forget this idea) at an anvil to stop that air loss. Right now all I need to do is run into one direction, slice open pots, get tons of ropes and profit from the planetoids with some platforms. It's just an idea. I could also see this being annoying. Of course. ^^ It's just a small idea.1 - To us the early ore armors take tediously long to get and give minimal bonuses for their time investment.
That's true. I agree with you there. Perhaps both investment in time and skill do somewhat balance that out. It's the same with the crystal serpent. It took me ages to get one, in the end I could have used that time to go straight for cobalt mining. But I get you. I really do. Perhaps that guy also needs some balancing. Perhaps a special pickaxe that goes 3 times faster when submerged in liquid but with 95% pickaxe power? Just an idea. Could perhaps help though in the abyss as the abyss is just liquid and fast and strong pickaxes would be really great here.2 - Reaver Shark can be used to skip almost all the ore gathering to go straight to molten (does this require skill? Sure, but that doesn't excuse it in my opinion).
+1 - I agree. In my opinion though the meteorite armor only synergizes with the space gun. I wish it would do the same for the phase blade as well. Perhaps you could think up something?3 - Meteor Armor and Space Gun combo is pretty crazy due to it not costing any mana and can be obtained very early with just some bombs.
To be honest I kinda preferred to use aerospec armor for the slime gods. To be honest I also cheese the slime gods by killing them in the ocean with water walking potion. Try that out, it works very damn well. While molten armor gives more armor, it also only gives benefits for melee. Good benefits, +17% damage is really good. Wish it would also have counter parts for ranged, summon and magic. I would use a ranged molten armor. But that's personal preference.4 - Molten Armor can be acquired before Slime God with the Reaver Shark, making it far more powerful than you say. Statigel is only acquired post-Slime God.
Now that we have planetoids, this isn't exactly too much of a problem anymore. Wulfrum armor is neat, so are the tools. Nice for early-game building. I like to refer to my first line again with the space helmet and the planetoids though. Actually, you know what you could maybe do? Give the other pickaxes a bit more popularity by making them mine 4 blocks at once instead of 1. Would come in handy for hellevators. Or generally mining. It's just a thought again, but their slowness could be compensated that way. Or perhaps include a new pickaxe into the starter bag. that mines faster than copper.5 - Wulfrum Pickaxe is intended to be that way because I haven't found too many people that like using a ton of time mining early on (especially not in modded).
Yeah, I realized that after I posted it. Then I forgot to edit. Sorry, my fault. ._. xD But that's true. But the abyss gives some top-tier weapons. Which serve very well into hard mode. Heh. Which is good. But perhaps also a little bad? Not too sure about it to be honest.6 - You need to kill Skeletron to get the Lionfish due to shadow chests containing the items (you didn't say that here).
I found that out as well, yeah. Perhaps exchange that for something that gives you +5 armor when at 33% health? Not sure how useful that would be. But it would be more balanced. But frost armor right off the bat is kinda... yeah. It takes a bit of the progression away. In my eyes. I mean I love mining. For some reason. Perhaps I just like the calm depths of the ground with vicious worms, man-eating plants and skin-melting lava.7 - Titanium Armor is so OP it can last well into post-Golem due to the Shadow Dodge (not exactly the most balanced thing out there in vanilla).
Sounds like something really massive and special is coming related to this new damage type. Guess we'll just have to wait it out and see.People could get fired from their jobs if I told you, so I'd rather not.
That actually is true. For which I find the addition of planetoids to be a good idea. Props to the developer team for that idea. But may I also suggest something regarding planetoids? I'm not one for realism. But to make the obtainment for those huge ore veins a bit more difficult, it would maybe be a great idea to add some kind of oxygen bar in the space layer. And you can make a space helmet out of 10 tungsten/silver bars and 10 hardened glass (need 1 bone for 10 hardened glass, as far as I remember bones also drop from skeletons in the underground. if not, then forget this idea) at an anvil to stop that air loss. Right now all I need to do is run into one direction, slice open pots, get tons of ropes and profit from the planetoids with some platforms. It's just an idea. I could also see this being annoying. Of course. ^^ It's just a small idea.
That's true. I agree with you there. Perhaps both investment in time and skill do somewhat balance that out. It's the same with the crystal serpent. It took me ages to get one, in the end I could have used that time to go straight for cobalt mining. But I get you. I really do. Perhaps that guy also needs some balancing. Perhaps a special pickaxe that goes 3 times faster when submerged in liquid but with 95% pickaxe power? Just an idea. Could perhaps help though in the abyss as the abyss is just liquid and fast and strong pickaxes would be really great here.
+1 - I agree. In my opinion though the meteorite armor only synergizes with the space gun. I wish it would do the same for the phase blade as well. Perhaps you could think up something?
To be honest I kinda preferred to use aerospec armor for the slime gods. To be honest I also cheese the slime gods by killing them in the ocean with water walking potion. Try that out, it works very damn well. While molten armor gives more armor, it also only gives benefits for melee. Good benefits, +17% damage is really good. Wish it would also have counter parts for ranged, summon and magic. I would use a ranged molten armor. But that's personal preference.
Now that we have planetoids, this isn't exactly too much of a problem anymore. Wulfrum armor is neat, so are the tools. Nice for early-game building. I like to refer to my first line again with the space helmet and the planetoids though. Actually, you know what you could maybe do? Give the other pickaxes a bit more popularity by making them mine 4 blocks at once instead of 1. Would come in handy for hellevators. Or generally mining. It's just a thought again, but their slowness could be compensated that way. Or perhaps include a new pickaxe into the starter bag. that mines faster than copper.
Yeah, I realized that after I posted it. Then I forgot to edit. Sorry, my fault. ._. xD But that's true. But the abyss gives some top-tier weapons. Which serve very well into hard mode. Heh. Which is good. But perhaps also a little bad? Not too sure about it to be honest.
I found that out as well, yeah. Perhaps exchange that for something that gives you +5 armor when at 33% health? Not sure how useful that would be. But it would be more balanced. But frost armor right off the bat is kinda... yeah. It takes a bit of the progression away. In my eyes. I mean I love mining. For some reason. Perhaps I just like the calm depths of the ground with vicious worms, man-eating plants and skin-melting lava.
To point 8 I can say, I agree for a good bunch of that. I never made use of the mentioned things except for space armor/space gun combo. Never got reaver shark and I really never got to fishing except for crystal serpent once.
If anything... Over the course of the development you've introduced a ton of content that makes the farming a lot easier. Planetoids, special resources, Cryogen... Basically it didn't stretch any of the parts. It made it shorter in a sense. What took me 40 hours in vanilla (reaching and beating moonlord) only took me about 15 to 20 hours in calamity. I think. I play too much and usually delete my characters regularily. I'm just sort of looking towards an update that doesn't make terraria and calamity annoying again, but still manages to stretch out the gameplay of calamity before moon lord. Obviously, the focus lies beyond moon lord. Because that's what this mod originally intended to do I assume.
What I'm saying is that calamity is great and almost perfect as far as mods go, giving new modes, difficulties, awesome mechanics and very well done boss fights and content beyond moon lord. One of the few issues being that the early mode is cramped up and everything beyond that (moon lord) has that well-made stretch. If you catch my point. I could write hours about it but I guess in this regard I'm better off just chatting or something about it. Would make communication about that a lot easier.
Sorry again for the wall of text, can't stop to go into details. ._.
Best regards ~
Sounds like something really massive and special is coming related to this new damage type. Guess we'll just have to wait it out and see.
But wait hold is, is MONEY and paid work seriously involved here? Or was that just a choice of words?
Considering how Calamity surpasses the artstyle (and to an extent, gameplay) used by the base game, I wouldn't find it too far fetched.
For now that, alteast Fasbol is communicating on the TCF so that's a plus to be had.
Yeah I didn't mean to sound so argumentative there. But I just wanted to point out how vanilla does a lot of weird stuff, and I'm also not sure whether to be happy about it or not actually. It gives players options to either blast through the game really fast or not, but again I'm not sure that's a good thing.
Calamity also gives ore armors way more meaning by giving them extra mining boosts (gold armor increases mining speed by 45% for example).
Calamity also makes the meteor armor only reduce Space Gun mana usage by 50% instead of making it cost zero mana.
Aerospec armor also requires a Hive Mind/Perforator kill whereas Molten does not (with Reaver Shark), but I do see your point.
The Abyss is also a very harsh biome with a harsh biome (Sulphur) above it as well, it's meant to be similar to the Underworld but even more dangerous, so I feel having post-Skeletron powerful weapons down there is good.
Calamity also adjusts Titanium Armor so it's not as OP as in vanilla, but it's still really good. I can't recall exactly but I'm pretty sure it makes the Shadow Dodge buff length a lot shorter so you have to really choose when to use it instead of it just being a free dodge with a ton of immunity frames.
And thanks, glad you like the mod despite the problems that can arise from having so much content (they could be problems or not depending on the type of person you're talking to).
And yeah, I need to be honest here. My attempts to speed up mining and progression stem from me having around 7600 hours in this game, about 1000 in vanilla and 6500 modded. I dislike the slow pacing of the start of the vanilla game and the start of hardmode so I aimed to make it a bit faster paced. Couple that with the ability to fight any hardmode boss whenever you want in hardmode Calamity, even the Cultist, and you could potentially speed run to Moon Lord very quickly, which was my goal.
I honestly can't play without Calamity now, and we have Thorium support in mind later on once we have most of the content sorted out, so that'll be something to look forward to.
Yeah the reason I have to keep it hushed is due to potentially massive problems arising (the job loss I talked about earlier) if I were to tell the public about it.
I just hope you guys can trust me here, we'll let you all know the proper reason for rogue in the future. It makes me very very very damn angry that I can't tell the public about it, believe me.
There are bosses planned and they're not accepting boss suggestions or new waifu suggestions.Still think about add more bosses?
could suggest some things which would be adding new waifus elementals one would be so well post moon lord which would be
elementary void (or darkness elemental)
This voluptuous waifu would be thought to face it after Yharim or calamitas supreme to invoke would require materials from the bottom of the abyss (until the end of the abyss) or could be found as a friendly or neutral npc at the bottom of the abyss that does not attack until the attacks or your challenge to her, this would help to make difficult as a difficult boss in addition to giving insentivos to explore the abyss to the deepest part, the materials that waifu would serve to create weapons, 1 armors one with different helmets for different classes, 1 wings, 2 a special materials to create your set of armor and weapons but how well it serves to create furniture and blocks with thematic powers of darkness and mystery.
the lore of elemental void would be that after defeating the wall of flesh and supreme calamity the dark residual power that was released during the battles took form and mind of its own.
The second waifu and chief would be elemental light which is designed to fight after killing the wall of flesh and can be invoked with an object created with clouds and souls of light as well gives objects to create weapons, tools, an armor with different helmets for classes and blocks to create furniture with celestial themes.
Ok sorry for the problemsThere are bosses planned and they're not accepting boss suggestions or new waifu suggestions.