My balance ideas in one post so I can link it.
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
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. Extra paralysis would be too op.
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
-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 (1.5x)?
- 10% self synergy like with environmental (since no dot)?
- Higher temp decrease
Same idea for charreds advanced status but no conjurer can use Triasta skills so ignoring it rn.
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.
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.
Problem:
Pulsar benefits from low speed.
Proposal:
Remove the Pulse Rate setting: Pulse rate will be based on speed and the new duration setting. Lower duration = higher pulse rate. (Maybe no change with duration, instead cd change may be enough).
Travel Distance Setting: The pulsar will travel a set distance over a set time so slow magics aren’t the only ones who can gain a boost from low travel distance.
Duration Setting: Pulsar will exist for x time. Higher duration lowers travel speed and vice versa. Increases CD.
Remove pulsar impact dmg. Increase clash rate.
Make it stop being used as a better blast.
Reason:
Allows Pulsar to have advantages for both slow and fast magics. Fast magic pulse faster and slow magics pulse slower with more dmg per pulse. Pulsar can be tailored to be used to zone a small area out for a time or a column.