Arcane Odyssey v1.13 Balancing Changes WIP

I agree with pretty much everything except shot since like others said fighting styles should be more close range oriented and the lightning ability change, it looks a little too strong. But this is very well made hope to see it all ingame.

You’re right but so will the hybrids eventually and so on for nearly everything mage will get. When they get something like third magic, it’s not even like most synergies last long enough to work effectively or you just become insanely predictable by cycling each magic for synergies. Mages literally have no identity other than getting 10% more damage while other classes have actually exclusive things like imbuement.

Perhaps, but there is always the advantage in having access to more high level rare/lost spells, alongside the fact mages will always have the option of having 1 more lost magic later on. It’s just that everything hasn’t been added yet so it looks like they are lacking when they probably aren’t. It’s all nice and predictable until the mage creates a magic zone (exists in an archived trello as a planned lost spell) with light to blind you while they blast you with other magics or apply pressure in other ways.

Ancient magics:

lost scrolls:

if mages have no identity what does that make warriors lol

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artisan weapons:

I feel like Conjurer needs a change on its damage scaling
maybe instead of making imbued attacks scale fully off the magic the damage should scale off weapons and magic in some way, so that way you could unlock more skills without sacrificing damage

@Several_people (couldn’t find a way to reply to multiple people at once)

None of those are exclusive to mage other than the possibility of having literally one more which won’t be coming for probably over half a year.

Warriors will eventually get artisan weapons like sock said which are actually exclusive to warriors only in the future while mage share everything with any magic hybrid. Regardless of mages potentially getting higher level rare/lost spells early based on how Vetex plans level caps, it seems pretty bad design when your class identity is basically early access to these things.

why are there no nerfs to attack size mages???

Allat.

2 Likes

Use the quote feature. Drag your mouse over the text and a blue prompt to quote should appear

warriors get artisan weapons, mages get lost/ancient magics. seems fair enough.

Besides, right now mages are hardly suffering from a lack of identity. They have exclusive access to the pulsar spell and have a practical monopoly on bursting builds, which are unbelievably common right now.
And if we are to complain about mages “not being unique in the future” because lost spells becoming accessible to hybrid classes eventually, I raise to you the point of lost and ancient magics as a whole. Besides, it’s hardly fair to complain about something that hasn’t happened yet, right?

also @sock what artisan weapons lol. in the future, maybe. but now?

mage deserves nothing get them gone fr, I actually cannot wait for all the posts on forums bitching about the v1.12 nerfs when they drop from mage mains confused on how to play without their fingers hovering over only their pulsar and placed explosion buttons

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Remove all weapons and strength builds, this is a magic focused game they have no place here.

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so true

so true

Whether this is sarcasm I know not, but since when was this a magic game?
If you say arcane = magic, then you’re wrong
And the other builds do use magic/magic energy and harness it in different ways so what’s your point?

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Since ARCANE Adventures. Arcane = magic, 'nuff said.
If your build isn’t full magic or magic/vit hybrid then it’s invalid and should be removed from the game.

1 Like