Negative iq individual
hey fuck you

oh, damn
Pulsar stunlocks because it knocks you back into the next pulse over and over again
oh ok thanks
Problem
Still concerned by the fact that scalded still benefits heat magics way more than it does cold magics.
Chart
| Magic | Scalded dmg synergy | Clears? |
|---|---|---|
| Ash | .2 | P |
| Explosion | .1 | |
| Acid | .1 | |
| Magma | .1 | |
| Fire | .05 (its not technically burning so I doubt its losing its 5%) | |
| Plasma | 0 | |
| Lightning | 0 | |
| Ice | -0.1 | |
| Wind | -0.1 | X |
| Snow | -0.1 | X |
| Water | -0.2 | No longer clears |
Explanation
For the negative synergies part, some may argue âwell it doesnât matter if youâre the one using itâ however, it is still just plain worse than using something that does synergize. Additionally, the negative synergies will still apply when in a team fight and an ally applies scalded. Due to water no longer clearing it water just has a 20% dmg reduction virtually the entire time when fighting with a team that uses heat magics.
Proposal
Snowy:
- Replaced with soaked when hit by heat magics
Scalded:
- Water: Clears -20% â Clears and +15%
- Snow: Clears -10% â Clears and +15%
- Ice: -10% â Clears and +20%
- Wind: -10% and Clears â +10% and no clear
-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.
Reasoning
Makes the scalded effect a unique status that both hot and cold magics can take advantage of. Makes hot and cold magics usable together more effectively.
Comments about other cold fixes.
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%
- Wind: +10%
Bruh, why does sweating exist to solve the problem of stun from temps but hypothermia doesnât? Higher than heat since they donât cause dots.
Environmental Soaked (rain, ocean):
- Water: 0% â +10-15%
Why is water the only cold magic that canât benefit from these environmental hazards for damage? Snow and ice both have frozen and wind is getting frostbite. Additionally, heat magics are gonna have scalded, so why no water environmental synergy?
@Fluect streamlined argument, more table. Please donât let scalded exist as just solely a buff for heat magics. Also, please give us a separate category or something for balance suggestions to separate it from just comments. No one reads this otherwise.
Stop asking for water buffs every 12hours, Heat magics already have the biggest problem.
You literally canât use it at all once someone touches or is in water. And this being an ocean game makes it worse. Have you tried not being able to use ur magics simply cause the guy is in water?
And Heat magic is that not even that prelevant, Everyone is just using metal,ice and ash (high tier pvp).
Barely anyone uses fire,plasma and most quickly stop cause of their garbage stats. Youâre askking for buffs from synergies when water stats is not even bad. when fire and plasma has like 0 appearance in high level pvp, and magma is only good cause pulsar spam. no one uses magma blast.
Also, no One cares how many magic something synergises.
The biggest factor of if a magic has good synergise is looking at the biggest dmg multiplier and status effects added. No one cares a magic has .1 synergy with something else, They only look at the .2. Just like crystal being the best synergy cause of the shatter purely cause of the highest synergy dmg multiplier. Not cause it synergies with all the other magics.
A magic with 3 0.2 synergies is better than one with 10 0.1 synergies.
Are there any plans to nerf metal at all? Weâre having mages nerfed, but the magic that keeps trolling everyone doesnt seem to be getting nerfed.
cloud size increases are being removed right
Or is it being moved to attack size?
metal is only as overpowered as it is right now due to aura, pulsar, and ult explosions. there isnât really a reason to nerf it when all 3 of those are being nerfed.
Look, i get crystal is a bit on the broken side and i do agree that its bonus crystallized damage is a bit much, but 25% seems too low. Isnt there better ways to nerf it like making the magic itself slower or making the crytalized affect last for less time? Since 25% is very close to 20%, and its much easier to activate a 20% buff than a 25% buff. Sure, its self-synergy but that really only matters when you dont have your first awakening. for most of the game youâre gonna have something that procs synergy most likely. So i think making it a 30% damage bonus while the status effect lasts shorter and maybe make crystal itself slightly slower and less destructive will be good.
But, i would like an explination for why the 25% was put down on the document other than just âcrystal was too good beforeâ. Since, if the damage increase was the only thing that makes it broken, wont crystal just have that same problem later on in the game? And arent other sources of damage increases being nerfed (like mode)? This change just seems like it hurts hybrid classes a lot instead of just mages. Since i could easily pick something that gives me 20% extra damage on each second hit. 25% extra damage doesnât seem worth it to me, unless that extra 5% is really broken somehow and i just cant see it.
Damage/Size Calculation Formula Change
Under the planned formula :
In which the Damage/size modifiers will be changed from multiplicative to Addative, The stats from Armor/Accessories should not be addative As it would heavily nerf the stat as whole.
It should isntead be: Magic Affinity x (Shape + Aura) x Attack Size. If it was addative it would simply make the enchant even worse compared to power/defence Stat. And make it a worse choice for an enchant making power/defence more prelevant than it already is.
Ultimate size explosion Nerf
Looking at the current changes, because of the shape/aura become addative size scaling itself has already been reduced dramatically. I do not feel the 45% > 30% is reasonable as it would now simply be close to a regular hammer explolsion.
Simply changing the Calculation from multiplative to addative changes a full charge ultimate art ult.
Current System: (water) 1.2 x (Hammer)1.25 x 1.33 (full charged (Value not confirmed)) x 1.15 (aura) x 1.2(Attack size stat) x1.45(ultimate art) = 4
New System: (water) 1.2 x ((new Hammer) 0.15 + 0.33 + 0.15 + 0.2 + 0.3) = 2.5
Snow and ice also canât be used underwater. Itâs a larger problem and I have alraedy argued for a fix for that with steam. Just cause another magic has a big problem doesnât mean I canât argue to fix the problems of another magic, this isnât a zero sum game. You canât only change one thing.
In my own experience, after metal, the most common magics Iâve seen have been heat magics. Idk how you havenât been seeing magma meta users.
No, if you read the thing you would notice that lack of synergies overall changes how varied or a playstyle you can go with by affecting what other magics are good with yours. Also, team battles exist and synergies strongly matter when you could either being pelted with a team that constantly petrified and burns you, or a team that just constantly clears those statuses and does less dmg.
Anti-run
If this happens it should only benefit the chaser and not hurt the runner. The burden should lie on the chaser for continuing the fight. Getting hurt for trying to live doesnât sound fun.
This also prevents it from benefiting ganks by having the person running from the gank not be hurt as that would leave the group stronger.
In the current state anti run could also be abused by having multiple people with one guys bounty surrounding them at various ranges. In this situation the individual would have dash exhaustion at all times.
50m is way too low. If Iâm still in the range of a placed explosion I should not be suffering exhaustion.
In my own experience, after metal, the most common magics Iâve seen have been heat magics. Idk how you havenât been seeing magma meta users.
My ign:jakedoesgaming12 Guardian of the sea, In all my Pvps 60% donât use Mage, all those who do use magics 80% is metal. i fought exactly 2 people with magma, more people with crystal about 4 iirc, and a mix of ash, water/ice or wind/snow freeze users.
Even so Magma again is only prelevant purely because of pulsar, being close you can take easily 450-600dmg like metal. As well of all the fights i have, only 4 were 2v2 or group fights.
Of which only 1 was a good synergy with me, You are overblowing certain aspects of the game in reality simply isnât that prevalent. Also if the issue is synergy, Why are you even playing with a heat user as a cold user then?
Snow and ice also canât be used underwater. Itâs a larger problem and I have alraedy argued for a fix for that with steam. Just cause another magic has a big problem doesnât mean I canât argue to fix the problems of another magic, this isnât a zero sum game. You canât only change one thing.
Iâm not saying to not fix the problems of another magic, Iâm simply seeing it as a Con to the magic. If we simply buff water in the many ways as you say, would that not just make water Powerful for no reason? Isnât not even bad at all currently, You look at the synergies alot, but not the stats.
Magma: You can so easily out-range it its funny.
Fire: When do you see it used? Garbage magic when AOE is Meta.
Plasma: Again Garbage AOE, and bad stats. (shadow is better in every way) Tiny Aoe again.
Ash: Decent, Below-average speed/dmg.
Explosion: Comes to being good only cause of AOE meta. Already being Nerfed in 2 ways , both speed and dmg.
Itâs not just making water stronger for no reason, itâs allowing for more variety in builds and preventing scalded from solely benefiting heat magics. These changes are meant for parity with heat, not to make it stronger than heat (the synergies are only slightly stronger as they clear the status and donât deal dot). All of the changes I proposed require specific circumstances in order to help, they help in variety not in pure strength.
Btw dots are almost always atleast a 5-7% dmg buff due to you not auto clearing them the very second they are applied.
Iâm not proposing changes to stats. Just synergies for variety.
Sometimes you just wanna play with friends and not hand pick your teams for every team fight. Clan wars arenât always planned and you rarely end up with a full hot or cold team.
Value = +50% for charging
Ult multiplier still getting nerfed because you donât need that many multipliers for the size to be braindead. +45% and a moderate amount of magic size is already ânobody is gonna not hit thisâ level, itâs just not arena-sized.
i wonder if the docâs been reverted yet
ok it has