Arcane Odyssey v1.13 Balancing Changes WIP

Pretty bad especially if your in a team battle and your not the one getting the final hit. You would just take dmg and eventually die since you can’t regen. Giving only one playstyle passive regen will also just get a ton of complaints from every other playstyle.

Make dot stop hp regen if anything.

your own magics don’t have negative synergies with each other

Exactly.

ICE - glass.

Hence why I said before that glass is never used as a primary magic, because it’s simply outclassed by everything else

oh yeah, shouldnt forget about glass.
but shadow is good, the status effect reduces enemy aoe and energy gain.
plus the huge scaling of it kinda fixes it up, its very underrated tbh

also on god crystal warlock is broken, bro can build 2.1k hp with averaging 300 damage and the attack size of a warlord, he even moves super fast. probably not as broken as mage but u get the idea.

with the light buffs of self synergy it can possibly become good B-A Tier
speed will be more useful now as atk size and dmg scaling is nerfed

Problem:

Water combat sucks and is impossible for many players who picked heat magics. Diving is also becoming important next update so heat magics will be left useless.

Proposal:

All heat magics besides magma become steam underwater.

  • Stats are close to wind but worse speed and size.
  • Gives scalded
  • No underwater size boost

Magma becomes obsidian underwater.

  • Recolor glass black
  • Platforms were abused to keep stam anyway.

All other magics including ice and snow are made able to go underwater

Dashes, airstep, magic jump, and dash skills move you in the direction of your camera.

  • 3/4th the normal distance
  • Regular dashes can still strafe
  • Need movement to dodge attacks

Stamina is no longer drained just for swimming

  • Shark spawns increased to still make it dangerous
  • Doesn’t make it just attrition until one of you runs out of stam and drowns
  • Alternatively no longer drain after awakening or with water breathing potions

Fix targeting underwater for non-projectiles if it isn’t already patched.

Reduced size overall underwater?:

  • Water pressure
  • Underwater size boosts still apply, but maybe nerfed.

Air movement and magic jumps are replenished in water

Reason:

Make water combat possible and not absurdly one sided towards the slow magic pulsar that you can’t dash away from. Some players are just screwed when sharks appear since they can’t use any moves in water. Underwater synergy magics still better underwater.

4 Likes

Vetex should also make all cold magics not work in high tempreture, like our only example rn is sandfall isle. So Water,Ice and snow will do 75% less dmg or just vaporise when used. cause its to hot. Gives a balance, since heat based magics become completely useless and worse as the game shifts towards sea-based gameplay. And would only become worse when dark sea comes out making water/ice by default best magic due to underwater buffs.

Or isntead of nerfing cold/water-magics, make heat magics reduce in dmg instead. Full heat magic players/ thermofist players will suffer heavily in pve gameplay once dark sea comes out.

Ice and snow can’t actually be used underwater, also dark sea has islands and ships that are above water.

you said no reason to be used as a secondary though

the fact that the synergy magic can’t even be used underwater is absurd

Probably a mistype then. Similarly how I called Glass magic as ‘Bleed’ a few times in the past as well.

The thing is: It doesn’t take much for a magic to be useful as a secondary. Just have a decent synergy, status effect or something.

An example (brainfart) of a magic that has NO reason to be used as a SECONDARY, but is still really strong by itself would be Shadow. Due to having no positive synergies, there is no reason for it to be used as a secondary magic, despite being a VERY solid and strong magic just due to it’s raw stats.

1 Like

Shadow’s Drained effect does not do this. It only colorblinds.

Melting “greatly outweighing regen” is a little weird when the DPS is relatively similar to Poison right now - and it will actually become worse after the update.
Right Now: Melting has 0.04625 DPS and Poison has 0.0375 (19% weaker)
After Patch: Melting has 0.045 DPS and Poison has 0.05 (10% stronger)
Duration is not a good talking point, because Plasma has 0.072 DPS (0.08 after update) and nobody is saying it’s overpowered
Fire is in a similar situation (don’t remember Burning%)

does not change the fact it has one of the highest scalings, it may not be the best but its definitely not the worse ones

Burning: 35% over 5 seconds
Bleed: 25% over 5 seconds
Poison: 100% over 20 seconds
Corroding and melting: 50% over 10 seconds
Scorched: 27% over 3 seconds

1 Like

Something definitely needs to be done about Underwater combat. The aforementioned heat magics fizzle. So do powder magics like Sand. Fighting Styles aren’t allowed to aim anywhere but directly forwards. It’s nearly impossible to kill sharks (let alone anything else!) without using one of the very few options available.

Being weak in water is fine. But being completely powerless is just… bad.

Talking about DoT effects basing them solely on DPS isn’t exactly accurate imo. Longer and shorter DoTs have different playstyles, with different strong and weak points to it that IMO need to be taken in consideration instead of just bundling them all together as ‘dps’.

That’s just my two cents, ofc.

first mistake: thinking people can hit attacks without 100 magic size + massive aoe magic

Apparently, they stopped posting the doc changes here on the forum, but Cannon Fist had some really cool changes on top of the ones it had a while ago.

1 Like

I think Shadow is a classic case of being a very strong option that does not fit the meta at all, something you frequently see in games like these that give you a lot of options. Shadow’s bigger issue is that it probably will never fit the meta, because every build involving magic gives you access to another magic, or something that can synergize with magic. Having an entire slot of magic that can’t synergize is too huge of a loss to justify using shadow.

In a build with multiple magics, shadow possesses one valuable trait and one only, that being its speed, which can be valuable in a build where all your other options are slow in order to enable versatility (for example, a Warlock using Earth and Iron Leg may consider taking Shadow on their 2nd awakening for a long-range option). Unfortunately, this one niche can also be covered by wind, plasma, or lightning, which can supply that high speed option while also directly synergizing with the slow options in question.

Shadow is strong, and doesn’t even need that many changes, it just fits a niche that nobody is looking for. The only way to change this would be to go against its core design, so unfortunately it’s just going to sit in this limbo of never being relevant to the meta.