the Calamity update that NERFED everything (almost).

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The newest update in Terraria Calamity mod basically nerfed almost everything, especially the Post-Moon Lord stuffs, and in this video, I'll be showing you why the nerfs happened!

#Terraria #Calamity

Music used in this video: Dead Cells - Prisoner's Awakening (Official Soundtrack)

Terraria is an action-adventure sandbox platformer game developed by Re-Logic.Play Terraria Now:

The Calamity Mod is a large content mod for Terraria which adds many hours of endgame content and dozens of enemies and bosses dispersed throughout the vanilla game's progression. The Calamity Mod also features several harder difficulty modes, 5 new biomes and new structures, a new class, a new leveling mechanic, more than 30 new songs, over 50 recipes for previously uncraftable vanilla items and other assorted changes to vanilla gameplay.
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In my opinion, the nerf is pretty fair. As a calamity summoner for 3 years I can see a drastic change in dps and boss changes. I think this update balances out the damage and the health of bosses so its pretty good.

HRrene
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Anyone remember when bosses had over 10x their normal HP in Death and Adrenaline would give over 700% damage increase?

dninja
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"calamity is now balanced"

*laughs in fargo's soul mod*

AlricsFury
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While I like this nerf and I understand that it’s necessary, I miss the absurd damage numbers.



Big number make brain happy

godofthecob
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As someone who’s only just recently done their first calamity play through post nerds without prior experience before the patch, the game felt great, the only boss that gave me any real trouble was DoG, I played as a mage

nicholasrideout
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I'd prefer the nerf if it means that I can play it with other mods. I mean Thorium made it so that the Abyss and the Aquatic Depths don't fuse with each other, and that was more than a year ago, maybe two.

eveakane
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the nerfs are definitely nice to have and i'd personally even argue that for calamity to have a future they would've been needed at some point anyways and in that case it's better to have it sooner than later as doesn't really has any negatives and brings quite a few positives, mainly better balance in general and it's obviously easier to do this sort of change now compared to later when there's even more content.
there was no reason for the insane scaling in the first place other than having unnecessarily high numbers.

KonoNana
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calamity's balance patch is honestly really nice, i always found the weapons changed too quickly and just unbalanced making calamity never compatible with anything else and i've always warned people on mixing mods and especially calamity because of it's insane balancing compared to other mods.
calamity sure made a really good decision here especially with how unbalanced it used to be before (which is actually one of the main reasons why it wasnt exactly my favorite mod but one of te tops) but that opinion has changed now.

to sum up:
calamity mod did a good thing
git is gud
and your videos need extra cheese

Le_Ducc
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Honestly the new content feels less redundant and makes you less have more reliant towards the adrenaline/rage as they were extremely basic to try and defeat an old EoC with 17k hp or even a SCal with 8mil hp. This update feels the progression less violent than the others and simply rewards more skill instead of weapon carry, so that even if you would do skips or even cheese strategies, the game will be around the same.
It is fantastic that they are keeping on track also with other mods given that I always combine calamity with thorium to make a bard run (Even if post moon-lord stuff is not fine to go for as a bard) And honestly they did a fantastic job.
I am curious to see the lore and how we would arrive towards Yharim.

BeKayleful
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Calamity before:
Rico: Kaboom?
Skipper: Yes, Rico, kaboom.

Calamity now:
Rico: Kaboom?
Skipper: I am sorry, Rico...

tailsfanteg
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Honestly, i like this update, here's why:
-now cobalt, palladium, mythril and orichalcum can be really used for progression, not only for anvils and pickaxes
-having nerfed or what should i say... balanced weapons is a good thing (not for every person). Having Calamity compatible to other mods is a huge postive thing. Tbh i am still engioying playing with every class, i don't see any different things in progression to bosses (in a positive way)
-Apotheosys needed a rework bc it was op af (pls don't be angry for this)
-Boss rush now is more fair
-Scarlet Devil needs a nerf: stealth strike is broken
-i like new sprites

Sorry for bad english

Sambucae
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Honestly it’s understandable as to why, because calamity is a fucking mess without balance you are straight up too strong or too weak. The boss progression in post moonlord is fucking weird and this nerf fixed most of that, that is mainly because I didn’t like calamity all that much

Cream
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I personally feel the nerfs were to increase compatibility with other mods, like Thorium and Fargo's, since all their post moonlord content was made easy by calamity.

eleventyfour
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I love how off-tier weapons are no longer completely and totally useless.

Makes the weird challenge runs I like to do such as Hammers Only less anguish inducing. Scal with Galaxy smasher used to take 20+ minutes in normal mode 💀

mailcs
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This is an update that will take a bit to get used to, but even as someone who loved the insane “neuron activation” dps, I think the change is a good one. Not only does it give more breathing room for future content, but some of the balancing prevents that “slow phase” during the endgame where you had to keep throwing yourself at the same wall with the exact same gear until 100 attempts later where you do it again. Now there’s more experimentation and enjoyability. Overall, the only sacrifice is some of the challenge of normal mode, but with the new malice mode that’s not an issue. It’s a good change for the future and I’m excited for more.


Except for the Apotheosis rework GIVE ME BACK ENDGAME TIER THE TIME I SPENT TO GET IT NOOOO

VolutoEighto
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I personally really miss old calamity, the mod didn’t need to adjust itself to others and that ubsurd chaotic damage and effects is what i think made calamity so good, i loved the feeling of decimating an early game boss in like 2 hits, it was what made calamity “calamity”, now it just feels like “post moon lord expansion pack”

Vertix
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I mean the nerf itself was understandable but when you hear the name Calamity, you think of BIG numbers and Busted weapons so nerfing the dmg takes away it's charm

bananananaa
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Terraria fans : Hate the strom bow nerf
Calamity fans with 17000 damage nerf to murasama : First time ?

webbergaming
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I recently beat the mod again after beating it before the Draedon update and I gotta say, the increase in power was much more smooth instead of being so extreme like before. Playing as a summoner, I tested my dps with most new weapons immediately and it seemed to steadily go up as I progressed so it was really satisfying.

dankfish
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When I first saw the nerf, I was stunned at the massive decrease in damage on weapons. But after playing the whole mod again, It really was necessary and quite a nice quality of life change. So all in all, not bad.

hortimir