Arcane Odyssey v1.13 Balancing Changes WIP

In addition to the second highest-damage status in the game (that has a 5% self-interaction), Magma pools, and being capable of setting zones on fire (the damage of which stacks with Magma pools).

Magma is one of those mutation now base magics that feels like I should have later on in the game rather than at the start

Should I remake my second warlock file?
  • No, metal is fine right now
  • Yes, with earth magic
  • Yes, with magma magic

0 voters

what fighting style are you going ?

Currently, she has sailor fist and I like it.
She used cannon fist, but that wasn’t my favorite.
I’ve used iron leg on another file, it’s really solid.
I’ll use whatever works best with the end result.

Sailor with magma I think just becomes steam

I really tried splitting off into new paths here because I’ve really only used iron leg before this

what if vetex added big red text saying “DELIBERATELY UNDERPOWERED” and put a hint that popped up saying “we keep deliberately underpowered stuff in the game because people don’t care if it’s underpowered, they just wanna use it”

too much coding to add a “deliberately underpowered” filter?

2 Likes

if these balance changes go through it might inflict petrified

I didn’t even realize that, god damn that would be busted broken wouldn’t it? Especially since magma itself benefits a ton from petrify.

Make magma be able to make ash clouds on fire. If fire can do it and magma is hotter than fire why can’t magma set ash clouds on fire or make them give melting status affecr

You mean poison clouds?
And magma is a liquid, fire is an energy which is why fire can but magma can’t.

Ash clouds can be ignited as well. And also have you ever seen somebody drop anything into magma? It instantly bursts into flames because of how hot it is.

Usually not, it’s always a possibility but it almost never happens

Wdym by that?

Ignition needs heat, oxygen, and fuel. Ash has the oxygen from the air and heat in game because the in game ash is a heat magic. Magma does not provide fuel, however, so heating something with magma doesn’t mean anything if it’s not fuel and ash is not fuel.

There’s literally no reason to ever pick earth over magma or metal other than because you like it. Like you said, having 0.1 more size, which is like 8%, does not matter when attacks are island sized self explosions. The melting and free bleed (not including self-buff and better interactions than earth) gives way too much damage to justify ever using earth. Even following the equivalent exchange in the doc (20% speed, 15% size, 10% damage), these status effects are disgustingly overtuned.

I always found it weird how Water was universally considered broken but Explosion was just fine even though it was just heat-magic Water with slightly less damage and a negligible speed difference.

3 Likes

On the topic of explosion nerfs, explosion quite literally stat checks ice in every single way by a quite decent amount despite having very similar reactions such as freeze/petrify which is honestly quite disgusting balance-wise. I believe explosion could also be due a size nerf as well to push smaller magic size in general for the future of the game as its 1.3x size really just exist to fulfill people fantasy of massive nuclear bombs (or make explosion have below average size around 1.1 but re-add the secret passive where charging it massively increase size). When you combine this with ash, you literally have 2 of the top 3 magic size being able to do any similar “stun” reaction that stat checks most the other magics.

With the poison size and status buff, consider pushing ash to be 1.3x size to maintain the size difference between poison/ash to allow ash to remain as the main area denial magic since that is its literal identity as a magic. With this, explosion potentially gets a slight speed or size nerf so it doesn’t as easily stat check other magics while abusing petrify with its massive size.

well ice and sailor style already inflict frozen and i haven’t seen anyone talking about that