important point about magic size and agility, even though it’s copy pasted:
"basically, power and defense can be increased very high because they’re just numbers
magic size and agility can’t because eventually you’ll have people dashing across ravenna in one dash and people being able to hit all of ravenna with max magic size
although a fight between these two may be balanced it would also strain the roblox engine because the agility user is unloading and loading a lot of blocks in whenever he dashes
not to mention the ONLY way to counter 2000 magic size is to invest heavily in agility and vice versa
also applies to intensity, no one wants to be poisoned for like 5 minutes"
Level is not the problem.
The problem is one person has a build that can blast the entirely of Goso off the map in a single explosion and I have crash at the same level.
Both of these things can do the same kind of damage at the same level, but one of them is a whole lot easier to use.
Most weapon skills just straight up delete projectiles and dont clash with them.
Is this getting changed too or do we just have to give the warriors a hug and die?
I saw no pulsar nerds really, but with bursting auras getting removed what about an intensity aura, like a magnification aura/focus of sorts?
Basically it applies passive intensity and tries to look like radiation with some magics like fire or wind. For magics hat don’t have a DoT status (like water and explosion) maybe those could offer a nominal size and damage buff at the same time?
Also, what if power auras made spell cooldowns longer? And what is auras and focuses only applies to their specific stats, so a size focus couldn’t make a wind blast larger?
-aura that makes attacks leave damaging pools when they hit, could be unique for gasses / liquids
-Agility aura, has to be weak
-‘Heavy’ or ‘Brittle’ Aura which boosts every stat less than the pure auras, but in turns reduces agility by a fair amount, reduces health by a fair amount (and does act like a resistance by extension), or gives a mix of both debuffs
I’m just scheming right now I like this excuse to think
Aight so I’m seeing the changes made to light, and I’m kinda wondering what could be some ways shadow could be changed up a bit. I get that it’s meant to be the above average solo magic but when something like fire has the DOT and synergies (including self synergies) that combined put shadow to shame.
If the initial hit damage with the speed is what has people feel uncertain about changing shadow, then it’s a very simple change. Nerf some aspects, maybe modify the status a bit (is the “lore encyclopedia” accurate for shadow? Asking because it could give something with the whole “tendrils” aspect), I don’t expect shadow to synergize with a whole lot if any other magics besides itself.
Alternatively nerf the damage and bring back a form of wither from AA.