Obsidian Glass Variation is a priority
after nimbus sea and the level cap increases wind will do way more knockback and with ultimate arts you can basically blow away Wotan back to the dark sea
Vetex will add my anti magic faction suggestion for the game.
I know that but getting slight dmg buff would still be nice
bring back legendary weapons (with reduced power and a non-pvp based obtainment method but equally difficult)
everyone has sunken gear now items that take more effort to get would be great
Legendary weapons are already planned, plus, they’d be rather useless since even with being warrior you can only access 2 skills from rare weapons
…at the current level yes
I’m pretty sure that the levels will also affect how much atk size. pretend at lvl 125 you have 200 atk size, when youre at lvl 250 and have 400 atk size itll be the same size (these numbers were made up im not sure abt the numbers but the main idea is right)
It can already launch you from sailor’s lodge to the arena, its crazy
the balance team nerfs the wrong things all the time man, they say wind knockback is too good (if you have 1 braincell you can cancel it with an ability) so they nerfed the damage
now maybe this is a teensie bit justified for mage, but the imbue players have it hardest with it
Dame Caesennia is better in every single way compared to Iris or Carina.
hes supposed to be harder based on level and progression, not story/lore
I don’t just mean in terms of difficulty. She’s a less tedious fight than Carina, less grating of a personality than Iris, and generally just chiller. If I had to bet, it may be the fact that you choose to interact with her, rather than being forced to do so. (Same case as Edward, really)
Wind nerfs will only affect wind hybrids, not the wind/ice cancer mage like the balance team intends
Dammit, my wind conjurer already dealt so garbage damage that i changed it to wind mage. the size difference was barely noticeable. Please dont tell me its being nerfed again. I wanna switch back to conjurer but the balance team thinks its meta
Alright I’ve been looking through this thread even though it’s like 2 months old and I saw you guys talking about how some builds are ridiculous with 400 size, so I’ve got a simple solution
Cap secondary stats to the level that the player is
Ex: a player is level 56, so the max attack size they can have it 56, and if the player is 125, their attack size would max out at 125
This allows player to become more powerful as they level up and progress the story in more ways than just increased damage, and also gets rid of stupid max size earth mages destroying all of palo town with one move
bruh this game is gonna take such a long time to finish
vetex said only 5 years only
I’m going to be real, i can see why you guys flip out and worry a bit about the way stats are right now.
I too am love the newfound power/prowess we have for us Gimmick builds.
But at the same time confused creeping into slight annoyance. On how some of you guys haven’t picked up or rechecked the current relationship between Stats and Lvls yet. .
I do not fault you if it’s hard to find out and or understand how it works though.
From my understanding, the stuff we’re seeing and pulling off now. Will basically be practically no different than how it’ll look at Lvl 1000 still.
I say “still” because we’re scaled from Lvl 1 to Lvl 1000 ftmp, we’re just now noticing the differences and feats a lot more.
With some adjustments needed here and there, which will happen regardless of Lvl Cap.
This means all the zipping around - at least ftmp outside of reflexes - , and size we’re seeingly likely isn’t going to get any bigger or faster. .
And it’s all thanks to how the new formula introduced in v1.14.41 works - and the newest Atk Spd Formula - and how things will go/scale in the meantime no?
Correct me if i’m wrong but for example:
As of now me having 500 Atk Spd at lvl 125, would be as if i had 280-300 Atk Spd at lvl 150 or so right?
That’s basically how i understand how it goes for stats right now. With the Lvl and Stat Efficiency relationship under the current and soon new formula.
Size, Atk Spd, Agility, Intensity, etc. are essentially scaled this way. Where we’re going to need more and more Stat investment to get the same results from the previous lvl Cap.
This also honestly where the suggestions to show the Efficiency %s, when u hover over your stats. Comes in and i honestly agree that it should be a thing.
Example:
Lvl 125, 500 Atk Spd, 80% Efficiency
Lvl 150, 500 Atk Spd, 65-70% Efficiency.
Lvl 150, 640 Atk Spd, 80% Efficiency.
(Idk i’m just guessing on how it works, idk the steep decline/diminishing returns. It’s still how all the other Secondary Stats work.)
Tis all.
I agree with this, and the should awakening give the player a mutated magic or new magic. It makes more sense for the player to have a base magic to mutate rather than having a mutation straight from the start. However, this is based on knowledge from the people in the AA seas, and I’m pretty sure things are different in the AO seas.