I didn't realize just how much calamity assumes and almost forces the player to use a dash until this video. I never thought anyone wouldn't use it and apparently the devs didn't either
At least they added a default weak dash to the mod, which I absolutely love because I can afford to replace a dash accessory for another useful one and not be heavily punished.
to be fair, im pretty sure calamity didn't start developement until after 1.3 and expert mode came out, where the shield of chuthulu made dashing much more used sense it wasn't just a post plantera movement, and to many players who playing for challenge (calamity's main audience), a dash in expert mode is like Hermes boots or wings in hard mode where while you can skip them its generally very unrecommended too like plantera without wings would be a lot harder sense your movement would be broken up both going up and down vs just using wings
@@sobanoodles4286 yeah most vanilla bosses basically force you to use wings after a certain point to actually enjoy the game, i always thought of it as a game mechanic where once you get these new ways of movement you actually have to use them which is why imo calamity making ROD one of these additional movement based items isn't that bad, especially when it is not necessary like wings or a dash
@@Rascii_ i disagree imo. rod is almost never going to be obtained normally with its dropchance, atmost you get it through qol mods. also having to rely on teleporta that have cooldowns feels way more bullshit.
I think it's kinda neat how you can break progression in Calamity. In vanilla Terraria, you can either spend your time fighting bosses and getting upgrades to fight the Wall of Flesh, or you can skip right to it if you're good enough. In Calamity you can kinda do the same thing. I don't think it's always implemented in the best way, though. There's not much reason to fight Dragonfolly pre-ML, because the crafting materials don't become useful until much later, and the weapons are good for pre-ML and early post-ML but quickly become obsolete. Being able to craft the summon pre-ML just means an overly difficult fight with an underwhelming reward.
Yeah, overall I wasn't specifically trying to break progression it just kind of happened a lot because once I find a boss I typically keep trying at it unless the fight is miserable or it feels impossible/overly difficult. I was actually enjoying dragonfolly a lot when it wasn't spawning minions and it felt like an aquatic scourge type situation where I would be able to fight a fun boss a bit early, and then it started spawning minions nonstop and that soured the whole thing.
@yellowwolfpajamas2870 honestly infernum mode is a hot steaming pile of garbage that only has success because it's "harder" than calamity, when really it's a complete crapshoot of bosses horribly balanced, and its riddled with bugs
@@Corundrom hot steaming pile of garbage riddiculed with bugs and crapshoot of bosses or not, i had a hell of a time playing infernum and it was quite fun for me, i can tell u didnt like it as much and thats alright. i hate plantera and yharon though, they are designed in diabolical ways, tbh infernum mode for me is just malice mode but they made it more enjoyable, thats why so many people like infernum
@@sorbetcafe Perforators is usually done after EoW i think Aquatic scourge is hardmode Tho some people has also fought it in pre hardmode for fun I think thats all Real gamers know the Adult Eildon Worm cheese
@@strangejunewhen I started playing calamity in 2018 siren did drop that, but I do not think it’s in the game anymore. I haven’t heard about it in years
Kinda untrue though, beating a HARD boss is what makes it fun, like in elden ring whenever I no hit a boss I feel like a god that no mortal can touch and that's the fun of it. The more difficult something is the more rewarding it is to complete
I wholeheartedly agree with many of the issues you bring up, especially the updated drop tables. Spawning a hard enemy much before its intended progression point and then not having it drop its rewards if you rise to the challenge and beat it is the worst. Either don't spawn it or have it drop them. Updating drop tables is fine when updating earlier enemies to drop new stuff, like the hardmode Souls, definitely not the other way; makes for a very underwhelming experience. Calamity is a bittersweet mod, on one hand it adds a lot of cool stuff, on the other it makes some really stupid and petty design decisions. It also clashes with the base game quite a bit in both visual and game design.
@@somethinginventive153 true, but it's far from the intended path. Many games introduce soft gating by placing an enemy that is impossible or near-impossible to beat before its intended progression level, sending the player to search for alternative paths / progression while making the player feel less railroaded onto the One True Path than they would if it was a plain lack of path or hard gating via a closed gate or ability unlock. Actually beating them is a feat far outside normal gameplay and deserves the progression skip.
to me, calamity feels like someone wanted to make a game, but didn't want to put in the effort into making a base for it to sit on. they wanted a type of boss-focused rpg, but didn't want to build the systems around it. Then they find terraria and its modding scene, and decide that instead of making a game they'll just mod this one that has a base they're satisfied with. to me, this explains all the random petty nerfs. They don't want the vanilla weapons to be good because they never would have added the vanilla weapons to begin with. they only want their weapons to be useful because those are the only ones they would have added. This also explains the odd lack of creativity when it comes to boss design. a significant portion of the bosses are worm bosses.
@@tabithal2977 I think it's the other way, someone had grand ideas on how to mod Terraria that grew to the level of essentially creating a new game using the original as more of a game engine + asset pack. This is quite common in modding, I personally recall at least 3 games that started as Minecraft mods (none of them are close to full release tho lol), and I know there's many more I don't know of. It's typical, the more you try to modify a game the more things you notice that you would want to do differently. If your ideas grow large enough you either deal with it and end up with a hodge-podge like Calamity, or decide you can create your own game and usually fail miserably on collision with reality.
Thr only problem I have with Calamity is that there are too many dots. The DOG hits like a truck, it doesn't need additional dots; it just makes the fight not enjoyable for me cuz the it's worse than the contact damage since you can't cure the dots
That clockwork bow reminds me that so much of calamity is adding more buttons to press because apparently that shows off skill expression and is needed. There's a sword that has a complex set of inputs needed to maximise its DPS, but it literally does less damage than just a normal hold LMB swing sword from the same tier. Calamity balance makes no sense.
Adding more buttons/actions directly does make the skill ceiling higher tho and it's perfectly viable to not use them Balancing a mod with thousands of weapons is extremely difficult, but I do agree that any weapon that needs a complex set of inputs needed to maximise its DPS should be more powerful than a normal hold LMB swing sword from the same tier when used properly. Overall tho it's not a big deal, just use another weapon that you enjoy using
trying calamity for the first time and i agree; a lot of balancing decisions are just really questionable lots of weird nerfs to perfectly fine items, while the new difficult to obtain items are just completely outclassed by simple stuff: see the star brittle staff (from one of the first bosses most people fight) vs pretty much every pre-hardmode summon
@@lenship2 To be fair that staff's summon AI is just good. They are way more reliable than most alternatives and the only way to make it "balance" is to change the AI or just completely gut the damage. But hey, at least it's just pre-HM.
rod just takes too much time to grind out. anything that has under a 5% chance to drop from an enemy isn't necessary to beat the game. (except lamia tail)
I wish Calamity had more progression skips honestly. "Oh but it's too easy if you get endgame stuff" then use worse gear, it's that shrimple. If you're not having fun using a weapon because it trivializes the game it's not the games fault if you decide not to use the many, many other possible loadouts. Someone beat every vanilla boss with a lawnmower, you have options. In fact, while I feel the choice to make boss summoning items not consumed on use in Calamity was designed to iron out the grind to have more bossfight centric gameplay, this also means that you have even less reason to play with optimal gear, since you don't have to worry about not getting rewards for the resources you spent on the boss summoning item.
@@sorbetcafe I probably should have clarified that I wasn't complaining about anyone specifically (It would have been better to say "The player" instead of "You"), but yeah I did completely forget that video was yours
13:20 I thought the same thing, too bad moon lord is just easier than plantera and golem. 29:45 yeah it's the best time for invasion, the really powerful god felling catboy isn't at home guarding their valuables
I think calamity is good but the thing i genuinely hate is that the bosses dash towards you really fast and deals 99% of your hp or Instakills you if they have Damage overtime debuff (ehem Old duke, DoG and basically every boss that dashes)
Exo Mechs are my favorite boss fight between Vanilla and Calamity. When you first do it, it's utter chaos and you are unsure what to do. The summon ritual lets you single out each one to learn all of their attacks. The music, the background change, the cacophony of wild laser noises, I love it all. Super fun.
Eh it's not that bad cus following regular progression is usually wat I try to do. Cus majority of bosses are like side objectives like Duke, EoL, king and queen slime like u can progress without them the only difference is that some have items that incentives u to kill them
8:30 that weapon, whatever its crafted from, and the upgrades are gotta be the coolest weapons to use ever. you should at least try it. i have played calamity with a friend on maximum difficulty (around half a year ago) it was pretty fun, i think bosses have way cooler patterns
I imagine it probably is cool, yeah, it's just that Calamity mod has so much stuff in it and it's really overwhelming when you just get assaulted with this massive wall of text all the time. So anything with that many words I just ignored because I couldn't be bothered to read them all.
@@sorbetcafe interesting. for me it was kind of the opposite, it was more exciting getting an item with a long ass wall of text, especially because we also played with fargo's souls mod (which has a lot of items, each one having a longer description than the previous)
@@Hlebuw3k For me, the ideal weapon is simple and effective. That's why I used ranged weapons/sniper rifles for pretty much the entire game and why I gravitate towards them normally. If it shoots and deals damage, it's good. Don't need things to look cool or have special effects.
31:34 I definitely agree that Ravager sucks, also like as a boss it makes 0 sense. Most "Vanilla boss but harder" bosses are further in progression than the vanilla ones eg. Plantera being pre moon lord while polterghast is post moon lord but like Ravager is literally *right after* golem. It's like the mod is like "Oh you just beat one of, if not the most boring and annoying boss? Fuck you do it again." And just like golem it's not even hard. Honestly I feel the mod would be so much better if they made more original bosses rather than just "What if queen bee/plantera/golem/duke fishron but harder". Also Yharon really needs a complete overhaul cause it's literally just "duke fishron but harder" for the second god damn time (although personally I actually found him easier than old duke). sorta went a little off topic there at the end but like this has sorta bothered me since playing calamity myself
They've said that later updates will significantly redesign Ravager and move it to post-Moon Lord. No idea when that will actually happen, but that's at least what they're planning.
It is quite understandable though, mods have to work with mechanics that are already available in the game, it is difficult to make a new boss that feels entirely different
@@kevin-7091 no it's not, look at mods like split or the stars above, they all have extremely unique bosses, calamity is just quantity over quality so they copy vanilla a lot to make things easier
@@PoggerFoxyI said it is difficult and understandable, I never said it is impossible. Using AI already in game is a lot easier than designing an entirely new one, especially if it is a mod in which you don't have an exact idea on how the game was programmed. Having a few mods that are capable of doing it does not mean it is easy for anyone who can program to do it
@@kevin-7091 I never said it's easy, I just said they're lazy by copying vanilla bosses too much, there's only a couple unique bosses out of around 20, and it makes the whole mod pretty bland and boring rather quickly. It doesn't matter how many bosses there are if they all feel similar to another one either from the mod itself or from vanilla. With how popular the mod is, they could definitely afford to have unique bosses that aren't worm bosses or just another fishron, since even way less popular mods can afford to do it. There's a reason the saying "quality over quantity" exists.
one thing about this mod that i noticed in this video is how needed shields are, they're a lot like wings are in the base game, you're just expected to play with them
it is immensely annoying that some of the bosses have attacks that feel like they belong in a shmup, without having any of the tools you use to deal with that stuff.
I remember doing a calamity playthrough to make sure it was still reasonable to dislike the mod, literally 5 seconds in I found this drill mount that looked like the beta drill containment unit and it trivialised any outside boss content.
I'd love to see you do a return to this mod! A lot has changed in just the one year since you last played it! Tons of weapon balancing and reworks, vanilla shit isn't as nerfed unless it's something OP that needed nerfing, and they lowered the stats of all Calamity stuff to be more balanced with vanilla Terraria. That along with boss reworks has made things feel a lot more fair overall. I'm honestly shocked you didn't like DoG, Yharon, and SCal. They are imo the best bosses in the game by far. From the music and visuals to the actual mechanics, they're very cool and unique. SCal may just be my favorite modded boss in all of Terraria (of course, I'm more used to Death Mode where things are quite a bit different, so maybe they're underwhelming on Revengeance lol).
wow, I've not noticed how old this video is until I saw a few comments that date back to one year ago lol (especially since there qre a lot of more recent ones too). I had a lot of fun watching them.
I'm glad as well but also sad cus DoG is my favorite and then even more sad that calamity nerfed him he is not nearly as cool as when I first fought him like I think his older version could stop that cheese strat
26:00 true melee in calamity is a joke, even now there's still a true melee weapon in the game THAT SPAWNS LITTLE PROJECTILES THAT AREN'T EVEN PART OF THE WEAPON AND DO DAMAGE, it is no different to melee in calamity
@@eggmin8967 it's a class in the calamity mod that's supposed to be melee but only with things that don't shoot stuff, like the basic starting swords for example
@@KwikBR wat I'm asking does the projectile deal true melee damage cus yes the project does damage but if u hit it with the actual sword it does more and charges rage faster
you should play fargo's souls mod and fargo's mutant mod with eternity mode on, it makes a lot of cool AI changes to the bosses and i think you'd like it
Also i dont know why but the drifting attacks at 15:00 happens to me so much with so many bosses both in vanilla and calamity and i dont know why it happens
Watching this playthrough makes me notice they really neutered the bosses since i last played like they had a lot more phases and very interesting attack patterns
as a kid i used to love calamity, now that im older and have a better sense of how game design works, it definitely feels like the mod is half hot garbage, and half actually cool ideas that have only a few (or rarely no) flaws in how theyre implemented i can say a lot of the cheese with potion of return they couldnt have forseen cus those specific things were designed in 1.3 before it existed, really funny seeing them cheesed nowadays tho
So all the most recent content seems decent to good in calamity but all the old content is pretty mid? Also it seems like the progression is not very well thought out, seems like they intend you to use the boss list mod which is bad design imo
Never played terraria unmodded and my first time finishing the game was with Calamity. Idc what people say this mod makes progression so fun theres tons more items to choose from and the new biomes are cool. After my current playthrough of Calamity with Fargos souls eternity mode I'm doing Infernum mode I heard a lot of good things about it. Also yeah I realize its not a perfect mod by any means but I'm willing to forgive its flaws because of how much cool content it adds, and I super respect the devs for doing it for free and the amount of passion they have. The last few years theyve just been polishing the mod and making stuff prettier and work better. Its great
im just started it as i have to wait for my friend to play calamity expert revengeance to beat the last 3 bosses, i was not ready for 80 enemies at blood moon lol
I really like some additions, such as the new class and a variety of unusual weapons... but holy shit is it balanced poorly and so many decisions just make no sense (such as enemies going through walls). Also I unreasonably HATE the new meters. Really wanted to like it and have it be something to spice up the soon(-ish) update... but sadly will be a pass from now on.
Sorbet: intentionally skips progression whenever possible "Why don't they prevent me from doing this, it's clearly possible" > Reaver Shark doesnt drop its teeth "Why would they code the game like this"
If it’s possible to summon a boss then it should drop its intended item, if they don’t want you to get its drop why let you fight it in the first place?
@@dataroaming7512 no boss has this behaviour, only enemies that are clearly not meant to be fought such as the abyss enemies that even sorbet had to cheese by taking them out of water
Bro fights Dragonfolly without post-Moon Lord gear and complains about the fight being difficult... You know, maybe, just maybe...there's a reason why some bosses are intended to be fought at a certain point in the mod?
the complaint wasn't about the fight being difficult, I actually enjoyed dragonfolly sans the adds, the complaint was the boss rapidly spawning adds that I just could not kill and essentially forcing a dps check that I could not pass.
22:28 i genuinely do not understand the point of cheesing like this, wouldnt you rather actually play the bosses how they are supposed to be played? You constantly complain the bosses arent fun and then do shit like this making them free and eliminating all challenge.
Challenge doesn't always make the fights more fun. Eliminating challenge doesn't always mean reducing the fun you get from the fight. Some people have more fun discovering loopholes and cheesing the fights. Especially when the intended way isn't very fun for them.
@@Sosigwastaken Terraria isn't a sandbox game, it has clear boss progression in the same way that survival Minecraft isn't a sandbox; they're both survival games and Terraria definitely has it's intended way such as making some weapons not viable at points in progression forcing you to upgrade (unless cheese is used to gain an advantage not intended, used in many runs like lawnmower only)
@@Sosigwastaken I think he’s more alluding to the fact that a lot of these critiques aren’t realy legitimate. Calamity is a mod intended to make the game harder but fairer, and forcing you to engage with the bosses. That’s the reason why there is a lot of DOT, as it makes facetanking bosses with a million defense unviable. The spirit of the mod is difficulty within the boss fights, and clearly standing still and holding m1 isn’t difficult. The fights versus yharon, somewhat counter intuitively it’s easier to stay close to him when he spams his projectiles because they are slower at that point, you can weave in between them before he starts dashing at you. Speaking of dashes, even in vanilla terraria, if you forgo facetanking bosses with defense, the most surefire way to avoid damage in boss fights is with a dash, and in calamity it’s no different. Their inability to deal with some bosses attacks is largely because they didn’t have a dash. As for their critiques of progression, the only one they made that I feel is valid is from the giant squid and reapersharks not dropping their post polterghast items(which would trivialize the game if gotten in pre hardmode). I agree, those creatures shouldn’t spawn in at all, and as further deterrence the ability to traverse the abyss should be made even harder early game so you don’t get access to the terminus early on. There are legitimate critiques of calamity, some bosses aren’t designed well, b it when viewed through the lens that this mod is made through, and the people it’s designed for, the vast majority of these critiques simply don’t hold water.
more so the fact that he's just trying to fight the bosses in the vanilla way (warding meta in vanilla = face tank for huge dps, if that doesn't work, find an alternative method that's usually just cheese) @@cameron3274 sandbox game has alternate solutions jumpscare
@@cameron3274 A majority of them indeed are total bullshit. I think he would sound a lot more reasonable if he understood he was essentially playing the mother of all context violations (going from vanilla mindset straight to calamity only and not really changing, doing all sorts of progression cheese, etc) For me calamity is about doing progression step by step and trying to eke out every single little buff you need to win if you're struggling (and you should aim to set your game difficulty such that you're in that state). extra note, but on progression skipping, i find it hilarious with the latest update on RevMaster/DeathMaster it is optimal to progression skip as the new reworked AIs are.. inconsistent (BoC, Skeletron Prime, Golem, overtuned bullshit) (Calamity AIs for master mode have yet to be added).. which leads me to say another point him or you should be aware of: the very old and very new calamity content is always a shitfest yet they do a pretty good job of reworking old content and slight-patching new content till its all one... atleast decently fun and acceptable whole
So all the most recent content seems decent to good in calamity but all the old content is pretty mid? Also it seems like the progression is not very well thought out, seems like they intend you to use the boss list mod which is bad design imo
I mean half the bosses are optional u don't have to fight a lot of them like even with boss checklist I skipped a lot them by accident lol and that kinda shows u don't need to fight them to progress if u don't want to like killed the mech bosses then checked the boss check and was like oh... probably should've fought those there was like 5-6 I didn't fight
I didn't realize just how much calamity assumes and almost forces the player to use a dash until this video. I never thought anyone wouldn't use it and apparently the devs didn't either
At least they added a default weak dash to the mod, which I absolutely love because I can afford to replace a dash accessory for another useful one and not be heavily punished.
to be fair, im pretty sure calamity didn't start developement until after 1.3 and expert mode came out, where the shield of chuthulu made dashing much more used sense it wasn't just a post plantera movement, and to many players who playing for challenge (calamity's main audience), a dash in expert mode is like Hermes boots or wings in hard mode where while you can skip them its generally very unrecommended too
like plantera without wings would be a lot harder sense your movement would be broken up both going up and down vs just using wings
@@sobanoodles4286 yeah most vanilla bosses basically force you to use wings after a certain point to actually enjoy the game, i always thought of it as a game mechanic where once you get these new ways of movement you actually have to use them which is why imo calamity making ROD one of these additional movement based items isn't that bad, especially when it is not necessary like wings or a dash
@@Rascii_ i disagree imo.
rod is almost never going to be obtained normally with its dropchance, atmost you get it through qol mods. also having to rely on teleporta that have cooldowns feels way more bullshit.
@@Lyncin calamity lets you buy it from the wizard in the hallow
I think it's kinda neat how you can break progression in Calamity. In vanilla Terraria, you can either spend your time fighting bosses and getting upgrades to fight the Wall of Flesh, or you can skip right to it if you're good enough. In Calamity you can kinda do the same thing. I don't think it's always implemented in the best way, though. There's not much reason to fight Dragonfolly pre-ML, because the crafting materials don't become useful until much later, and the weapons are good for pre-ML and early post-ML but quickly become obsolete. Being able to craft the summon pre-ML just means an overly difficult fight with an underwhelming reward.
Yeah, overall I wasn't specifically trying to break progression it just kind of happened a lot because once I find a boss I typically keep trying at it unless the fight is miserable or it feels impossible/overly difficult. I was actually enjoying dragonfolly a lot when it wasn't spawning minions and it felt like an aquatic scourge type situation where I would be able to fight a fun boss a bit early, and then it started spawning minions nonstop and that soured the whole thing.
@@sorbetcafeu should try infernum mode, its a true challenge
@@yellowwolfpajamas2870 eat fart
@yellowwolfpajamas2870 honestly infernum mode is a hot steaming pile of garbage that only has success because it's "harder" than calamity, when really it's a complete crapshoot of bosses horribly balanced, and its riddled with bugs
@@Corundrom hot steaming pile of garbage riddiculed with bugs and crapshoot of bosses or not, i had a hell of a time playing infernum and it was quite fun for me, i can tell u didnt like it as much and thats alright. i hate plantera and yharon though, they are designed in diabolical ways, tbh infernum mode for me is just malice mode but they made it more enjoyable, thats why so many people like infernum
17:42 a staple of calamity mod, borderline invisible goop spread on the ground to punish you for not being in the air 24/7
Sure do love the accidental progression skips
what were the progression skips here? early polterghast?
@@sorbetcafe
Perforators is usually done after EoW i think
Aquatic scourge is hardmode
Tho some people has also fought it in pre hardmode for fun
I think thats all
Real gamers know the Adult Eildon Worm cheese
I thought the Aquatic Scourge gives you an IOU? Or is that only the Siren?
@@strangejunewhen I started playing calamity in 2018 siren did drop that, but I do not think it’s in the game anymore. I haven’t heard about it in years
@@AIexPlayGames Ah, that's it. It was in when I started playing, but it was removed in 2019.
"That's just making it difficult for the sake of being difficult and just making it less fun in the process" is calamity in a sentence
Kinda untrue though, beating a HARD boss is what makes it fun, like in elden ring whenever I no hit a boss I feel like a god that no mortal can touch and that's the fun of it. The more difficult something is the more rewarding it is to complete
@@VIady Remember to account for the difference between something being *hard* and something being *unfair*
@@biggierocc1935 It really isnt unfair because you choose to play it isnt it?
@@VIady cope excuse. oh a product isnt overexpensive and sucks if you chose to buy it isnt it?
@@Lyncin both can be true at the same time yes its unfair but if you choose for it to be that way who is really there to blame except yourself
I wholeheartedly agree with many of the issues you bring up, especially the updated drop tables. Spawning a hard enemy much before its intended progression point and then not having it drop its rewards if you rise to the challenge and beat it is the worst. Either don't spawn it or have it drop them. Updating drop tables is fine when updating earlier enemies to drop new stuff, like the hardmode Souls, definitely not the other way; makes for a very underwhelming experience.
Calamity is a bittersweet mod, on one hand it adds a lot of cool stuff, on the other it makes some really stupid and petty design decisions. It also clashes with the base game quite a bit in both visual and game design.
while killing a very hard enemy to get materials very outside of progession cool, it would absolutely ruin progression.
@@somethinginventive153 true, but it's far from the intended path. Many games introduce soft gating by placing an enemy that is impossible or near-impossible to beat before its intended progression level, sending the player to search for alternative paths / progression while making the player feel less railroaded onto the One True Path than they would if it was a plain lack of path or hard gating via a closed gate or ability unlock. Actually beating them is a feat far outside normal gameplay and deserves the progression skip.
i think they are spawned because the abyss is meant to be very dangerous
to me, calamity feels like someone wanted to make a game, but didn't want to put in the effort into making a base for it to sit on. they wanted a type of boss-focused rpg, but didn't want to build the systems around it. Then they find terraria and its modding scene, and decide that instead of making a game they'll just mod this one that has a base they're satisfied with. to me, this explains all the random petty nerfs. They don't want the vanilla weapons to be good because they never would have added the vanilla weapons to begin with. they only want their weapons to be useful because those are the only ones they would have added. This also explains the odd lack of creativity when it comes to boss design. a significant portion of the bosses are worm bosses.
@@tabithal2977 I think it's the other way, someone had grand ideas on how to mod Terraria that grew to the level of essentially creating a new game using the original as more of a game engine + asset pack. This is quite common in modding, I personally recall at least 3 games that started as Minecraft mods (none of them are close to full release tho lol), and I know there's many more I don't know of.
It's typical, the more you try to modify a game the more things you notice that you would want to do differently. If your ideas grow large enough you either deal with it and end up with a hodge-podge like Calamity, or decide you can create your own game and usually fail miserably on collision with reality.
Thr only problem I have with Calamity is that there are too many dots. The DOG hits like a truck, it doesn't need additional dots; it just makes the fight not enjoyable for me cuz the it's worse than the contact damage since you can't cure the dots
"skill issue just dodge bro" -calamity devs probably
just drink milk from a milk bucket to cure them
This this this. The mod has way too many excessive DOT's meant only to punish getting hit even harder and completely neuter tanking strats
That clockwork bow reminds me that so much of calamity is adding more buttons to press because apparently that shows off skill expression and is needed.
There's a sword that has a complex set of inputs needed to maximise its DPS, but it literally does less damage than just a normal hold LMB swing sword from the same tier. Calamity balance makes no sense.
Adding more buttons/actions directly does make the skill ceiling higher tho and it's perfectly viable to not use them
Balancing a mod with thousands of weapons is extremely difficult, but I do agree that any weapon that needs a complex set of inputs needed to maximise its DPS should be more powerful than a normal hold LMB swing sword from the same tier when used properly. Overall tho it's not a big deal, just use another weapon that you enjoy using
@@Rascii_ Yeah it's not end-of-the-world balance, but it is a bit annoying that achieving that higher skill ceiling is not rewarding.
trying calamity for the first time and i agree; a lot of balancing decisions are just really questionable
lots of weird nerfs to perfectly fine items, while the new difficult to obtain items are just completely outclassed by simple stuff: see the star brittle staff (from one of the first bosses most people fight) vs pretty much every pre-hardmode summon
@@lenship2 To be fair that staff's summon AI is just good. They are way more reliable than most alternatives and the only way to make it "balance" is to change the AI or just completely gut the damage. But hey, at least it's just pre-HM.
@@raizors1331 yeah and then you get to HM and pick up ice clasper and there's nothing else that's better till post-planetera
"Rod is for losers"
Also him using nurse healing:
rod is indeed for losers, I nearly completed the whole game without a rod and then I had to get it and still didn't use it.
rod is indeed for losers
it's so much for losers that moon lord had to use it to teleport to me which made it's own laser useless
rod just takes too much time to grind out. anything that has under a 5% chance to drop from an enemy isn't necessary to beat the game. (except lamia tail)
@@irisidem6580 You can just buy it from the wizard if he's in the hallow. Nobody grinds for the rod in calamity lmao
10:11 deerclops jumpscare
I was thinking about how you could technically fight Yharon early due to the materials
_then you did it_
this man is a menace wtf
I wish Calamity had more progression skips honestly. "Oh but it's too easy if you get endgame stuff" then use worse gear, it's that shrimple. If you're not having fun using a weapon because it trivializes the game it's not the games fault if you decide not to use the many, many other possible loadouts. Someone beat every vanilla boss with a lawnmower, you have options. In fact, while I feel the choice to make boss summoning items not consumed on use in Calamity was designed to iron out the grind to have more bossfight centric gameplay, this also means that you have even less reason to play with optimal gear, since you don't have to worry about not getting rewards for the resources you spent on the boss summoning item.
that was me. i beat the game with a lawnmower
@@sorbetcafe
I probably should have clarified that I wasn't complaining about anyone specifically (It would have been better to say "The player" instead of "You"), but yeah I did completely forget that video was yours
13:20 I thought the same thing, too bad moon lord is just easier than plantera and golem.
29:45 yeah it's the best time for invasion, the really powerful god felling catboy isn't at home guarding their valuables
I think calamity is good but the thing i genuinely hate is that the bosses dash towards you really fast and deals 99% of your hp or Instakills you if they have Damage overtime debuff (ehem Old duke, DoG and basically every boss that dashes)
Exo Mechs are my favorite boss fight between Vanilla and Calamity. When you first do it, it's utter chaos and you are unsure what to do. The summon ritual lets you single out each one to learn all of their attacks. The music, the background change, the cacophony of wild laser noises, I love it all. Super fun.
It's hard to tell where you are in the game anymore after the destruction of the progression
And it doesn't help that I've barely watched any calamity recently
Eh it's not that bad cus following regular progression is usually wat I try to do. Cus majority of bosses are like side objectives like Duke, EoL, king and queen slime like u can progress without them the only difference is that some have items that incentives u to kill them
Dang this was one fast sequel
sandbox game has alternate solutions jumpscare
8:30 that weapon, whatever its crafted from, and the upgrades are gotta be the coolest weapons to use ever. you should at least try it. i have played calamity with a friend on maximum difficulty (around half a year ago) it was pretty fun, i think bosses have way cooler patterns
I imagine it probably is cool, yeah, it's just that Calamity mod has so much stuff in it and it's really overwhelming when you just get assaulted with this massive wall of text all the time. So anything with that many words I just ignored because I couldn't be bothered to read them all.
@@sorbetcafe interesting. for me it was kind of the opposite, it was more exciting getting an item with a long ass wall of text, especially because we also played with fargo's souls mod (which has a lot of items, each one having a longer description than the previous)
@@Hlebuw3k For me, the ideal weapon is simple and effective. That's why I used ranged weapons/sniper rifles for pretty much the entire game and why I gravitate towards them normally. If it shoots and deals damage, it's good. Don't need things to look cool or have special effects.
I love your videos Sorbet, I have also never seen a calamity playthrough before so im really enjoying these videos lol much love
31:34 I definitely agree that Ravager sucks, also like as a boss it makes 0 sense. Most "Vanilla boss but harder" bosses are further in progression than the vanilla ones eg. Plantera being pre moon lord while polterghast is post moon lord but like Ravager is literally *right after* golem. It's like the mod is like "Oh you just beat one of, if not the most boring and annoying boss? Fuck you do it again." And just like golem it's not even hard. Honestly I feel the mod would be so much better if they made more original bosses rather than just "What if queen bee/plantera/golem/duke fishron but harder". Also Yharon really needs a complete overhaul cause it's literally just "duke fishron but harder" for the second god damn time (although personally I actually found him easier than old duke). sorta went a little off topic there at the end but like this has sorta bothered me since playing calamity myself
They've said that later updates will significantly redesign Ravager and move it to post-Moon Lord. No idea when that will actually happen, but that's at least what they're planning.
It is quite understandable though, mods have to work with mechanics that are already available in the game, it is difficult to make a new boss that feels entirely different
@@kevin-7091 no it's not, look at mods like split or the stars above, they all have extremely unique bosses, calamity is just quantity over quality so they copy vanilla a lot to make things easier
@@PoggerFoxyI said it is difficult and understandable, I never said it is impossible. Using AI already in game is a lot easier than designing an entirely new one, especially if it is a mod in which you don't have an exact idea on how the game was programmed.
Having a few mods that are capable of doing it does not mean it is easy for anyone who can program to do it
@@kevin-7091 I never said it's easy, I just said they're lazy by copying vanilla bosses too much, there's only a couple unique bosses out of around 20, and it makes the whole mod pretty bland and boring rather quickly.
It doesn't matter how many bosses there are if they all feel similar to another one either from the mod itself or from vanilla.
With how popular the mod is, they could definitely afford to have unique bosses that aren't worm bosses or just another fishron, since even way less popular mods can afford to do it.
There's a reason the saying "quality over quantity" exists.
one thing about this mod that i noticed in this video is how needed shields are, they're a lot like wings are in the base game, you're just expected to play with them
I mean u can substitute with grapple hook like a lot of pros but the shield is more convenient than building a arena for it
you can tell the dev really love touhou and Osu
osu?????? what the fuck does osu have to do with this LOL
@@aaaaaaa7499 im guessing they mean the muscle memory aspect
@@aaaaaaa7499 the song my man
It literally has that OSU vibe
it is immensely annoying that some of the bosses have attacks that feel like they belong in a shmup, without having any of the tools you use to deal with that stuff.
@@Amber_Valentine OSU has every song tho
“Rod is for losers”
Also him: *cheesing using potion of return, using nurse to heal*
man i yesterday discovered your content with the first episode and i fkin love it. instant subbed and bell on :)))
I fucking love how you deal with backseaters
I am curious, how many deaths did you have over this run/ which boss was most difficult for you?
No idea on the first, as far as most difficult probably polterghast. Was fighting it pretty early and enraged for a while.
I didn't even realise how different all these bosses were a year ago, most of these have been revamped
nevermind i just forgot what base calamity was like after infernum
I remember doing a calamity playthrough to make sure it was still reasonable to dislike the mod, literally 5 seconds in I found this drill mount that looked like the beta drill containment unit and it trivialised any outside boss content.
Oh yeah and half of all the new revamped AI made it easier
cap 🧢
im telling you man that mayo mixed in water thing is the best
I'd love to see you do a return to this mod! A lot has changed in just the one year since you last played it! Tons of weapon balancing and reworks, vanilla shit isn't as nerfed unless it's something OP that needed nerfing, and they lowered the stats of all Calamity stuff to be more balanced with vanilla Terraria. That along with boss reworks has made things feel a lot more fair overall. I'm honestly shocked you didn't like DoG, Yharon, and SCal. They are imo the best bosses in the game by far. From the music and visuals to the actual mechanics, they're very cool and unique. SCal may just be my favorite modded boss in all of Terraria (of course, I'm more used to Death Mode where things are quite a bit different, so maybe they're underwhelming on Revengeance lol).
That ending move 🤣
wow, I've not noticed how old this video is until I saw a few comments that date back to one year ago lol (especially since there qre a lot of more recent ones too). I had a lot of fun watching them.
im so glad that my favorite boss the plaguebringer goliath got a "that was fun"
I'm glad as well but also sad cus DoG is my favorite and then even more sad that calamity nerfed him he is not nearly as cool as when I first fought him like I think his older version could stop that cheese strat
26:00 true melee in calamity is a joke, even now there's still a true melee weapon in the game THAT SPAWNS LITTLE PROJECTILES THAT AREN'T EVEN PART OF THE WEAPON AND DO DAMAGE, it is no different to melee in calamity
True melee damage?
@@eggmin8967 it's a class in the calamity mod that's supposed to be melee but only with things that don't shoot stuff, like the basic starting swords for example
@@KwikBR wat I'm asking does the projectile deal true melee damage cus yes the project does damage but if u hit it with the actual sword it does more and charges rage faster
How did you even bring abyss stuff up to the surface what the hell are these unintended tierskips.
Are boss bars bugged also it feels like they neutered a lot of bosses cus i remeber them being a lot crazier especially when they near death
you should play fargo's souls mod and fargo's mutant mod with eternity mode on, it makes a lot of cool AI changes to the bosses and i think you'd like it
Also i dont know why but the drifting attacks at 15:00 happens to me so much with so many bosses both in vanilla and calamity and i dont know why it happens
Kinda sad that you didn’t do the boss rush, that would have been fun to watch
I highly doubt he’d ever play it, but I wonder what he’d think of Infernum.
Yeah, moon lord does infact die on 50% hp. Maybe atleast on revengeance.
Watching this playthrough makes me notice they really neutered the bosses since i last played like they had a lot more phases and very interesting attack patterns
worm bosses my beloved
Fun fact, when all 3 exo mechs are on screen, you can simply dodge them by running on a platform of asphalt in a straight line. Im not joking
polterghast with a dash item and the music is my favourite calamity boss
I personally hate it due to the drift thing that happens and being a gate to the DoG (hell to build an arena for it)
as a kid i used to love calamity, now that im older and have a better sense of how game design works, it definitely feels like the mod is half hot garbage, and half actually cool ideas that have only a few (or rarely no) flaws in how theyre implemented
i can say a lot of the cheese with potion of return they couldnt have forseen cus those specific things were designed in 1.3 before it existed, really funny seeing them cheesed nowadays tho
The Devs know these skips exist. They just say if your skilled enough to do it just do it.
OMDG A STARDEW VALLEY REFRENCE
0:53 degeneracy
you should try wrath of the gods mod (you will like the bossfight)
When are you playing busty guide mod
I support this
I love busty guide mod
+1
@@doublbot uhh
long time no see.
damn thats just too much skill you didnt even upgrade your health after life fruits
pre-video hopes: more progression skipping
Could do modern calamity on master death mode for no enjoyment
how tf did you even enjoy this without a dash
I'd like to see you kill the Eidonlon Worm and Providence at night time now.
:D
23:19 lel
So all the most recent content seems decent to good in calamity but all the old content is pretty mid?
Also it seems like the progression is not very well thought out, seems like they intend you to use the boss list mod which is bad design imo
Calamity is such a tryhard mod I can't stand it
this is Sorbet's world, we are just living in it.
Never played terraria unmodded and my first time finishing the game was with Calamity. Idc what people say this mod makes progression so fun theres tons more items to choose from and the new biomes are cool.
After my current playthrough of Calamity with Fargos souls eternity mode I'm doing Infernum mode I heard a lot of good things about it.
Also yeah I realize its not a perfect mod by any means but I'm willing to forgive its flaws because of how much cool content it adds, and I super respect the devs for doing it for free and the amount of passion they have. The last few years theyve just been polishing the mod and making stuff prettier and work better. Its great
fallout new vegas win
I think infernum mode does a good job making bosses much more difficult but also much more fair
i posted this comment before the video was uploaded
Try infernum
im just started it as i have to wait for my friend to play calamity expert revengeance to beat the last 3 bosses, i was not ready for 80 enemies at blood moon lol
I really like some additions, such as the new class and a variety of unusual weapons... but holy shit is it balanced poorly and so many decisions just make no sense (such as enemies going through walls). Also I unreasonably HATE the new meters. Really wanted to like it and have it be something to spice up the soon(-ish) update... but sadly will be a pass from now on.
how to cheese the whole mod: get murasama
You normally cant use it until after yharon
they updated it, you must kill devourer of gods now
Sorbet: intentionally skips progression whenever possible
"Why don't they prevent me from doing this, it's clearly possible"
> Reaver Shark doesnt drop its teeth
"Why would they code the game like this"
If it’s possible to summon a boss then it should drop its intended item, if they don’t want you to get its drop why let you fight it in the first place?
@@dataroaming7512 no boss has this behaviour, only enemies that are clearly not meant to be fought such as the abyss enemies that even sorbet had to cheese by taking them out of water
@@Rascii_I mean that's the equivalent of fight a dungeon guardian
Bro fights Dragonfolly without post-Moon Lord gear and complains about the fight being difficult...
You know, maybe, just maybe...there's a reason why some bosses are intended to be fought at a certain point in the mod?
no way for him to know without the game making that clear to him
the complaint wasn't about the fight being difficult, I actually enjoyed dragonfolly sans the adds, the complaint was the boss rapidly spawning adds that I just could not kill and essentially forcing a dps check that I could not pass.
22:28 i genuinely do not understand the point of cheesing like this, wouldnt you rather actually play the bosses how they are supposed to be played? You constantly complain the bosses arent fun and then do shit like this making them free and eliminating all challenge.
I guess it's funny to find cheese strats for bosses apparently so carefully designed (careful meaning warranting nerfs and disables and all that shit)
@@majortom7648yeah i guess but why complain about them if you didn’t even play them properly (eg. 32:40)
There is no “intended way” in Terraria, it’s a sandbox game at its core and it expressed player freedom to fight however they want.
Challenge doesn't always make the fights more fun. Eliminating challenge doesn't always mean reducing the fun you get from the fight. Some people have more fun discovering loopholes and cheesing the fights. Especially when the intended way isn't very fun for them.
@@Sosigwastaken Terraria isn't a sandbox game, it has clear boss progression in the same way that survival Minecraft isn't a sandbox; they're both survival games and Terraria definitely has it's intended way such as making some weapons not viable at points in progression forcing you to upgrade (unless cheese is used to gain an advantage not intended, used in many runs like lawnmower only)
bro is the king of complaining
Your butthurt that Calamity has terrible balancing issues
@@Sosigwastaken I think he’s more alluding to the fact that a lot of these critiques aren’t realy legitimate. Calamity is a mod intended to make the game harder but fairer, and forcing you to engage with the bosses. That’s the reason why there is a lot of DOT, as it makes facetanking bosses with a million defense unviable. The spirit of the mod is difficulty within the boss fights, and clearly standing still and holding m1 isn’t difficult. The fights versus yharon, somewhat counter intuitively it’s easier to stay close to him when he spams his projectiles because they are slower at that point, you can weave in between them before he starts dashing at you. Speaking of dashes, even in vanilla terraria, if you forgo facetanking bosses with defense, the most surefire way to avoid damage in boss fights is with a dash, and in calamity it’s no different. Their inability to deal with some bosses attacks is largely because they didn’t have a dash. As for their critiques of progression, the only one they made that I feel is valid is from the giant squid and reapersharks not dropping their post polterghast items(which would trivialize the game if gotten in pre hardmode). I agree, those creatures shouldn’t spawn in at all, and as further deterrence the ability to traverse the abyss should be made even harder early game so you don’t get access to the terminus early on. There are legitimate critiques of calamity, some bosses aren’t designed well, b it when viewed through the lens that this mod is made through, and the people it’s designed for, the vast majority of these critiques simply don’t hold water.
more so the fact that he's just trying to fight the bosses in the vanilla way (warding meta in vanilla = face tank for huge dps, if that doesn't work, find an alternative method that's usually just cheese)
@@cameron3274
sandbox game has alternate solutions jumpscare
@@cameron3274 A majority of them indeed are total bullshit. I think he would sound a lot more reasonable if he understood he was essentially playing the mother of all context violations (going from vanilla mindset straight to calamity only and not really changing, doing all sorts of progression cheese, etc) For me calamity is about doing progression step by step and trying to eke out every single little buff you need to win if you're struggling (and you should aim to set your game difficulty such that you're in that state). extra note, but on progression skipping, i find it hilarious with the latest update on RevMaster/DeathMaster it is optimal to progression skip as the new reworked AIs are.. inconsistent (BoC, Skeletron Prime, Golem, overtuned bullshit) (Calamity AIs for master mode have yet to be added).. which leads me to say another point him or you should be aware of: the very old and very new calamity content is always a shitfest yet they do a pretty good job of reworking old content and slight-patching new content till its all one... atleast decently fun and acceptable whole
So all the most recent content seems decent to good in calamity but all the old content is pretty mid?
Also it seems like the progression is not very well thought out, seems like they intend you to use the boss list mod which is bad design imo
I mean half the bosses are optional u don't have to fight a lot of them like even with boss checklist I skipped a lot them by accident lol and that kinda shows u don't need to fight them to progress if u don't want to like killed the mech bosses then checked the boss check and was like oh... probably should've fought those there was like 5-6 I didn't fight