Problem:
Heat magics often outclass cold magics due to their dot, synergies, and the greater number of heat magics.
Proposal:
Underwater synergies:
Applies during rain at 1/2th or 1/4th effectiveness
Soaked:
- No change from the doc except earth
- Earth applies muddy which slows players? Clears. No dmg change.
Environmental Soaked (rain, ocean):
- Water: 0% → +10%
-Water should be able to take advantage of this environmental effect just like other cold magics.
Freezing:
- Slow Health Regen
-More use alone.
Snowy:
- Replaced with soaked when hit by heat magics
Hypothermia: Takes the place of freezing for cold temperatures (Parity with sweating)
- Water: +15%
- Ice: +15% (Ice had no cold temp advantage previously since it was freezing status)
- Snow: +15%
Scalded:
- Water: Clears -20% → Clears and +15%
- Snow: Clears -10% → Clears and +15%
- Ice: -10% → Clears and +20%
-Thermal shock can induce shock whenever someone undergoes a rapid temperature change.
Burning, Melting, and Scorched:
- Applies Scalded when hit by water
- Applies Soaked when hit by ice/snow
- Ice clears them all but keeps its negative synergies.
Water:
- Size 1.2x → 1.25x (Remove the explosion nerfs if you do this)
-Should be size magic, Water nerfs were already aggressive. Size scaling getting nerfed overall.
Reason:
Give a separate identity to cold magics with a higher focus on direct dmg and working with the environment. Make scalded more unique from burning.
Problem:
Redundant magics, weapons, and fighting styles during imbuements are useless to use together.
Proposal: Advanced Statuses like gouged
All are unclearable
Same interactions as base status unless explicitly stated.
Soaked + Soaked (Sailor, Sunken Sword, Water) = Drenched
- Slowed?
- Stronger synergy?
- 10% self synergy like with environmental since no dot?
- Higher temp decrease
Burning + Burning (fire, thermo) = Blazing
- Higher temp increase
- Higher DOT
Bleed + Bleed (metal, glass, iron leg, weapons) = Gouged
Poison + Poison (Poison Tooth Dagger, Poison) = Toxic
- Higher DOT or half health regen
Knockback + Knockback (Boxing + Wind) = Bruised
- Planned
- Increase knockback instead of removing it
Reason:
Give a reason to use redundant imbuements.