Arcane Odyssey v1.13 Balancing Changes WIP

I’m going to cut you in half. (We’ll discuss savant things at some point but right now the priorities are nerfing mage so it’s not full of apes, doing something about large AoE, and finding a way to make berserkers actually not get punished for playing aggressively.)

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why the fuck are you guys so horrified about mage.

if pulsar is so overpowered then nerf pulsar instead of making mage much worse

and why the fuck are you buffing warrior, they’re doing upwards of 300 damage per move and yet pulsar having a pretty large hitbox is the issue?

also why the fuck does attack size still exist to such an absurd extent it’s just blatantly overpowered that part I agree with

also, is there ANY FUCKING REASON to NOT use 0.25 pulse rate now?

you’re basically fucking yourself over by severely lowing your damage output if it’s anything BUT 0.25

Pulsar isn’t the only reason mage is good, I’m guessing there’s a bunch of stuff about magic (and every other stat) that needs to be rebalanced to put every build back on equal footing

There are people who like to use it and I don’t see why it needs to be removed that seems a little weird considering its probably not going to get a buff and if it does it’s not going to become a near impenetrable shield, vetex isn’t dumb)

I had some block/parry ideas

Remove delay between pressing g and seeing your character physically block:

This delay is useless since the block/parry function itself is instant. New players see this delay and think the block is too slow to respond to attacks, discouraging them from using an important tool.

Counter Attack:

If you parry you get to counter attack which basically means that your next skill will have 0 start up and 0 endlag. But If this gets parried it does 0 dmg and the opponent can also counter attack. Add special vfx to show when you counter attack

Maybe vitality builds get super armor or invincibility frames on their counter attacks

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blocking just feels kinda janky in general, sometimes I’ll press the button after I use an attack and it just doesn’t block.
There’s no indicator that it didn’t start blocking so I have no idea until after I start taking full damage hits which is really fun and nice

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Because pulsar isn’t the only issue.

Warrior Awakening is a trade-off, not an objective buff, and it’s for reasons we have already explained in this thread. And Pulsar having a pretty large hitbox is infinitely more of an issue.

Yes because higher pulses still deal more damage than lower pulses, the DPS of pulsar doesn’t change, only the damage per hit and the number of hits. Although I can still see this biasing towards lower sizes because higher pulse-rates are more oppressive.

This makes me think, is Mage really that good or are other classes just struggling because of lacking things. Like Vitality, for example.

Mage is genuinely op, you just haven’t experienced using it to its fullest because you’re crippling yourself with the flash build(the irony)

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Mage is braindead

you have never fought me, now quit malding that you’re slow as fuck compared to my build already

I mean we can if you want, however, based on you thinking mage is op off pulse(Ik you mentioned size) makes me think the flash build ain’t the greatest in pvp.

Also your blasts can do more than 300 with larger AoE if you just got a meta build

yeah but meta builds with 300+ blast damage with giant aoe is cringe and is directly what’s getting nerfed.

the flash build is alright against mages and downright bullies non-magic builds when my t jump outranges shining flash + other weapon movement skill

but fair points, I get it now.

I use beams usually since they’re fast enough to hit without bigass aoe from that height, even though they do 105 damage if I have burn self synergy

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It’s called playing warlock my dude

They literally get that! As a feature!

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One thing that I feel like really needs to change.
Heat magics shouldn’t be completely useless the second they get in water.

I’m playing heat + thermo fist right now and if I start swimming I am absolutely defenseless.

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Vet already implemented steam effects so why not turn heat attacks into steam underwater and maybe nerf dmg or size or smth

If you guys plan to change synergies can you make a list of them because I’ve had several builds made and I need to know if a synergies change will mess that up. (Or make a potion that can reset a magic)

I mean magic change potions don’t make too much sense in lore

but I mean other builds can switch on a dime so maybe just make the potion extra hard to make and have something to do with illusions or something

I was referring to changes that were already made.

Turn off screen shake

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