Arcane Odyssey v1.13 Balancing Changes WIP

i haven’t noticed a speed difference either, the only difference between 0 attack speed and 125 attack speed is the startup time from what i’ve seen

maybe i need to do more testing

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I still find using any atk speed armor insanely laughable. Unless your using something that is innately fast or a swirly enchant on weapons, that shit is ass and I see barely any change especially on shot.

O wait it’s still on the doc so atk speed hasn’t been fixed yet, ya imma avoid that shit like the plague.

just ran some tests: the balance changes are lies. 100 attack speed sent me further

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As far as I can tell none of the atk speed and agility stuff has NOT been added besides for crash and spiraling fury

Wait a sec


he didn’t even fix vitality’s energy cap

1.9k hp with the nerfs god damn

@Fluect
Can you clarify if the stuff currently still on the doc will still be added in v1.12 or if it will be v1.13. Stuff like synergy bugs mainly.

hey gamers, is explosion cannon fist a good idea?

it’s definitely a cool idea, so it’s great

that’s all that matters

how about sun cannon fist?

hurling miniature suns at people sounds cool

here comes the sun doo doo doo doo

wow skill issue there thermo fist is super easy to keep heat up just don’t take 7 seconds per attack

Should reduce the tier reqs on fighting styles by 30 like it is with 2nd fighting style requirements :slight_smile:
160 strength for t2 smash :sob:

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words cannot explain how angry i am that i can’t get my fighting style sky jump with 150 strength

the second the level cap increases the entire meta is going to shift so hard

Vet can’t do all the balance changes at once.

It was NOT supposed to be like that lol, from testing I thought grace period always applied after the attack but apparently not. Suggesting that it be changed so that u don’t drain during skills at all rn.

Regardless it’s still super easy to keep your heat up, just don’t use 5-amount attacks.

Was overnerfed, the nerf was definitely not 17% lol, it was halved for some reason.

Like before Vet prob won’t do every change if there’s too much to add at once, otherwise yes, those changes are coming.

what about increasing the intensity scaling to compensate, small increase to be enough to balance but not as overwhelming as before with diminishing returns (still would need a high intensity to replicate prenerf).

Just want to make the stat slightly more useful since I would prefer a big temporary boost (can also help hazard/DoT) than defence/power stacking

my suggestion here would be:

make a fighting style’s speed modifier not affect range

this may be super scuffed and shouldn’t be added but it’s weird how attack speed multiplies my distance by like 2 with thermo

cries in double water with no t2 techniques for size to matter

I mean I knew water sailor warlock was a bad idea but I expected better size from 2 1.2s. I underestimated the strength of tiers cause a berserker with sailor was nearly the same size as me when they were using 30 size and I was using 150 with a water imbuement.

Wish I had 1.3 size instead of .2 speed :sob:

Do tiers still only boost size like they did in wom and AA or is it all non dmg stats?

If he can’t but he wanted to, he should get a team. But oh nooo teamwork is BAD!