Arcane Odyssey v1.13 Balancing Changes WIP

Personally, I think Shadow is in an alright place as it is, but I guess with the buffs to Lightning and Wind maybe it could use a little something. Maybe even add back the wither status effect but make it very miniscule as a last resort.

I have a hunch they’re saving ‘Wither’ for Darkness Magic. In my opinion, it’s in a fine place. Look at Sand; very slightly higher damage than Shadow with a similar status, in exchange for considerably lower speed and the same size. Sand is an amazing magic as it stands, and I’m inclined to believe based mainly upon pure stat similarity that Shadow is doing pretty well too.

Maybe it could use some stacking colorblindness, capable of encroaching further into the center of the screen and darkening it more depending on how many hits are taken, similar to Light’s status. I think giving it anything more would kind of risk making it too strong again.

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Could you say how the game would improve if Bursting aura was just flat removed? It serves absolutely nobody if there’s one less option to choose

Why keep something useless in the game? If it serves no purpose and is only an encroaching balance problem going forward, just scrap it. That’s just good game balance.

Not even a rework would save it; it fundamentally just does not work for Mages. It defies the purpose of their class.

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Yeah, I’m fairly sure they’re saving Wither for Darkness and Death as well and I agree that Shadow doesn’t really need much, but who knows depending on the changes to some synergies. Like how sand could start synergizing with wind.
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With that stacking colorblindness maybe it could function similar to the buff that’s Light is receiving to echo it but definitely at a lower benefit.

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Maybe even make stacking +1.25% damage to drained targets or adjust it depending on further feedback if they wanted to go this route.

I’d honestly be fine with that. Shadow has always kinda been the king of solo magics, and even though it def ticked me off in WoM I’d personally be okay with Drained receiving the treatment that Blinded is getting.

Shadow and Light are technically opposites, so shadow getting more upfront damage while light getting more stacking damage with some synergies honestly sounds like a good trade. Although I wonder how strong a 20 blast ult from light would be considering ult blasts count as 2 stacks that would potentially be 40 stacks of light which is equivalent to… +100% damage, so maybe cap the damage buff and let intensity dictate the cap with diminishing returns.

Yeah, the only issue is that Shadow may need something depending on how good the synergies and buffs that other magics receive such as Wind and Lightning. But if the Light stacking is too much of an issue it could get nerfed or Shadow could get a higher damage stat for it’s upfront damage to match Light’s new overall damage.

Shadow already has a damage affinity of 0.95x, it lacks any synergies but beyond that this damage stat is pretty high despite being an energy magic. At most with the whole light stacking thing if it was applied to shadow, I’d at most say it should be capped at +10% initially, with it eventually reaching +20% or a bit higher with an intensity build before diminishing returns hit.

On the other hand, light could enjoy a initial cap of +20% or +25%.

Yeah, that seems like a good compromise since Light should benefit more from it’s self-synergy than Shadow would from its own, if implemented, due to Light’s lower damage affinity compared to Shadow.

Light with the proper support and setup would be much stronger than shadow, but the self synergy with shadow would allow it to remain the loaner it was always meant to be (maybe with some support magics that don’t directly benefit it).

What the… I actually didn’t know that but I still think its cool and shouldnt be removed

Nah, if it were made correctly it would prevent close-range builds from approaching Mage, which is a bad idea. As of now it’s just useless, which is also bad.

And as long as this grab change is gonna be a thing where the victim can damage the user, bursting aura is just gonna be “if you grab me you lose the whole fight lol” for 40 seconds.

too many PvE mains in this thread mane :sob:

For fighting styles reduce end lag on most of its moveset (Some moves like stomp just get me nuked, but they’re also good for finishers but it would be nice if you land the smash it allows you to get away and not get shredded) but if you can only pick a couple then pls make the dash and shot attack have less endlag. I get punished so much for choosing to use my ranged attack, and the dash is near unusable for me since opponents just shred my hp. Also give the grab/rushdown move more range or just AOE to trigger (and fix the bug where it barely moves you) because

Almost all of this is already in the document. Read.

I’m fr just waiting for duels, the moment they add duels doing pvp fights will be easier and won’t just be dudes just running on first contact

All I did in WoM was pvp but it just feels so much harder to get actual fights with players in this game

They didnt go from 8.25 nerf to a buffed 9
Nahhhhh

There is a reason. No disrespect but you lot have been testing the game for 2 years and up until now no one has questioned mage being a little overpowered, I know the game ain’t focused on PvP but look at how the community is begging for AoE to be removed in the first place, why do you think that is…? PvP.

You guys are just adding in suggestions with no thought just to seem important (maybe not you but for sure others, if the shoe fits) and seeing if people would run with it. You could’ve asked actual PvP players that actually enjoy the game for PvP (from WoM) rather than PvE but NO “the game isn’t PvP focused”.

The tester base could’ve obviously been more diverse.

You got the fame and infamy system which literally encourage PvP so why not actually make the combat more PvP based? Neither can you have PvE players make balance changes on PvP aspects of the game since they’ll know far less intricacies than people who actually PvP.

I’m pretty sure the reason pvp balanced was pushed back so far is cause vetex wanted to finish working on most of the game’s core features first, there was even a situation where a couple testers apparently kept trying to push for pvp changes when vet hadn’t gotten to it yet and eventually they ended up losing their tester