Arcane Odyssey v1.13 Balancing Changes WIP

yes this is what we put on the doc

(nevermind, just energy aura)

Funnily enough they go through wind blasts and explosions no problem. Itā€™s the only magic it does it with. At least in WoM, mightā€™ve changed. :person_shrugging:

They should continue going through all magic, same should apply to arrows. daggers, and anything that requires a skill shot.

this might be considered a bug but if youā€™re not alt-locked arrows can fire inaccurately (to the left or right by a not insignificant amount). would like to see that fixed in this upcoming balance patch

Iā€™d disagree. Theyā€™d have no counter if that were the case. The moment someone uses any spell itā€™s basically a free punish. Their only limit would be the userā€™s aim. Imo they are fine as is, especially for an m1 move.

not a bug, been around since wom, they fire from where your arms point not where your character model is, doesnt need to be changed.

Ok so how does it make sense for guns to do 275 dmg per m1 with glass cannon build, which also requires you to have insane aim with the addition of dashes. Whereas magic can do SIGNIFICANTLY more per blast, have insane aoe, can still spec into defense and maintain their damage.

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Make it make sense, why are warriors and conjurers that take up any weapon that takes skill are immediately punished for it as soon as a mage exists in the same area code as them.

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Charged aura which could reduce the cooldowns of all spells (besides ultimate arts) but in turn make them all extremely weak?

Also, Iā€™d like to suggest this because mages are spammy rn:
-blast: has a 3 up to 4 second cooldown
-beam: has a cooldown like blastā€™s new cooldown
-placed explosions have a slightly longer cooldown than self explosions, which Iā€™d suggest stay unchanged

3 to 4 second cooldown :skull:
1-2 seconds is good enough, at most 3

maybe a mode where spells will cost less ??? (stamina/Energy mode)

Iā€™m digging everywhere Iā€™m trying to conjure ideas

Mage only has Q and Shift on their keyboard tbh

Sometimes (rarely) a high jump

forgot the pulsar key :sunglasses:
only comes out when a mage hits 90% hp

the state of pulsar :explosion_magic:

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Because itā€™s an M1. Mages use spells, bows and guns use ammo. Itā€™s not really a fair comparison outside of the fact that both are ranged options. Doesnā€™t make a whole lot of sense for an arrow to go through a metal self explosion ult like it were nothing.

Maybe, instead, projectile based m1 weapons could get a certain level of penetration rates that act akin to clash rates. A strong arrow might be able to pierce through some fire or water fine but stop against wood, metal, or magma. Arrows could have a lower level of penetration and bullets a higher one. Just an idea but itā€™s better than just them going through everything because at that point their m1s will probably be more valuable than any skills they have.

The only limit to arrows going through everything is the userā€™s aim, that and their opponentā€™s DPS are the only thing keeping them from just clicking M1 to win.

Edit: mi last reply about this in here, donā€™t wanna drag this on or get off topic

Half of hp gone
I dont see any problem, mimhere

From what Iā€™m reading on the doc, you folks are just adding changes to not look useless to Vet.
I swear to God

But i am generally happy for Thermal fist change, since i dont think it would have been fun to juggle the two to get the maximum out of the two