Arcane Odyssey v1.13 Balancing Changes WIP

no.

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:sob: :frcryin: :tm:

If there are no ideas for auras that the testers like, then I think the game might actually be safer if we were just not to try and suggest a replacement 5th aura.

Personally I’ve just stopped thinking about shadow being strong/decent at the synergy level, and kinda wanna target the drained status.

One idea I had is that drained could also do what the name suggests, drain the power out of attacks by weakening them. Like how drained deprives the environment of it’s color (energy), drained will deprive an player/enemy of their maximum power output. Thus what drained could do is alongside the colorblind is do a 5% nerf to damage and attack size (intensity could increase the potency but it would cap at like 10%).

Alternatively, drained causes the user to have to invest more energy to create an equivalent attack, and instead of a size and damage nerf it simply increases the costs of attacks (which is less useful considering energy charges fairly quick but with the mode changes this could prove interesting).

Maybe. I was thinking maybe Mage could get an Agility setting but I wanted to keep that exclusive to Focus since Agility setting is like a physical ability thing.

Mages with an agility aura would be annoying since the boosted speed helps them zone you out and run away vs berserkers with an agility focus would augment their playstyle healthily via making them able to pursue you more easily

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Seems a big complicated especially since several Drain ideas have been suggested in the past to no avail. And the energy suggestion is just one of the lost magic gimmicks.

I was thinking Shadow could just synergize with cold magics considering that darkness is often associated with cold.

That was for wave magic, right?

Yeah

The lost magic gimmick from what I understand is that it actively takes energy away from the player, not increases the cost for skills, but yeah I get what you mean by that.

As for cold magics, like you said, it is associated with darkness (lost magic before it was hidden). Shaded areas are typically cooler, so in this regard shadow could have the aforementioned cold synergies but darkness would be the upgrade to this.

shadow: gives insanity 1 as a status effect (fun)

Stacks up to 5 times

Shadow has a 0.1 affinity for damage but has 4.0x magic size, 3.0x magic speed, and applies insanity on targets it hits that stacks up to five times.

Just make @August and I testers already :frcryin:

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This is fine, the +20% at the end assuming my math is correct makes up for the slight decrease by the 6th hit, and it paralyzes. The 0.9x on top is a raw damage buff.

Did you miss the part where I argued against it? I’m literally just saying it could be a replacement. I hate the idea of Agility being a mage setting otherwise it’d be on the doc. I was literally just replying to him because I want to see if the community thinks otherwise. I never agreed to it.

I love some of the feedback you’re giving Visan but you’re also being extremely stand-offish for no reason. The whole point of this document idea is for community feedback and to make sure bad ideas DON’T make it out of the gutter.

Bro for real quoted a specific section of my statement to make it seem like I liked the idea :neutral_face:

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Oh yeah, given the massive AOE with some attacks in have right now, I’m kinda wondering if later on as we progress down through the seas if things like attack size should have diminishing returns.

They already have some the stat is scaled in a way where you get more early which should probably be toned down a bit.

Ok but can you buff savant