Arcane Odyssey v1.13 Balancing Changes WIP

Can we make that one greatsword move not destroy all projectiles?

2 Likes

make wood magic do more damage when the target is bleeding again?

remove all forms of combat from the game and make it a farming simulator

bro hates strength builds

@ThatOneGuy

i was talking about the future

Hooray, the club!

Give shots, and shockwave smashes clashing power against blasts

I honestly think that the strength stat should give a very small amount of hp as it don’t make sense that a berserker has less hp then a mage. It would only be a very small amount something like 0.5 or 0.33 hp per level.

2 Likes

Oh boy, back to spamming blasts!

Vit should be removed and strength should be the stat that gives HP, if any.
Vit suffers from a complete lack of identity, even with the upcoming spirit weapons.
All of the vit related awakenings are mostly useless DR increases and warden will look/behave like either warrior 2 or conjuror 2, depending on how their moves work out.
Nothing vit has can’t be done by other classes or parts of your build lol.
Armor WILL give more hp than vit long term, if it doesn’t already.

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As for my second topic (unrelated to the reply), I don’t like intensities size scaling getting removed. It just turns it into power 2 for effect-based magics. I think if you want to make “build that engulfs a huge area in poison clouds” the option should be there. It’s likely a major appeal for some people.
I do agree that it scales too quickly for how low level we are, but you could probably say that about most stats.
It should have it’s size scaling significantly reduced, instead of removed.
As a matter of fact I think all equipment stats aside from defense are going to need a tone down.
Pretty sure by level 500 we’ll have capped out on magic speed and can have instant casting builds.

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Poison should be exception to this if it’s a nerf.

@ThatOneGuy

Don’t even know how spirit weapons are going to be, but I do agree that the DR increases are pretty underwhelming. Maybe a better route would be to pair it with a increased combat regen rate, especially since spirit weapons will be draining HP (or spirit weapons could have life steal).

Strongly going to have to disagree here, it makes more sense to have it be for attack size. Also, calling it power 2 is completely misses the mark when intensity is focused on the status side of things and not attack size.
Think of it like this: if you want power in your initial hits then go for power, if you want AOE and zoning go for attack size, and/or if you want to focus on your status synergies then go intensity.

I really dont understand the DR part of vitality, okay maybe on like builds of 3k health and 300 magics
but like, why does warden even suffer the penalty? It will just have spirit weapons and they can’t be that overtuned, right?

i honestly think we should leave vitality alone for a bit aside from any of it’s glaring current issues (idk what they are) that don’t stem from its lack of features.

DR as a first awakening perc alone is a bit odd but we’ll have to see how it’ll play out. i always saw wardens are the teams dmg soak that can dish out big dmg if it needs to while playing a burn urself till u drop kind of thing

Prime issue is that the HP drain isn’t even unque either, you can also do this with the upcoming drawback equipment.
Vit will most likely be a pre-made drawback + defense conjuror build in concept rather than it’s own unique style of combat like the other 3 have.
I highly doubt spirit weapons are going to have crazy moves that resemble neither weapon abilities or spells.
They also make balancing more difficult because they increase the range of health values that players can have. Will vetex balance encounters and bosses with wardens in mind, or will you just be able to face tank everything with warden whenever you aren’t attacking due to the health, regen, and DR you get?

If you ask me it should be either entirely removed or replace with something like “insight”, “Instinct”, or “Faith”
It could fill what other games tend to put as well, faith or summoner builds.
You could have plenty of variety as you could pledge yourself to different gods or god-like entities, you could use spirit weapons, and you could summon the wrath of your chosen god(s).
You could even have some eldritch transformation stuff in there if you want.
Weapons are strengths physical twin, this could be magics spiritual twin.

According to the document it hasn’t been moved to attack size, so it would just be, presumably, a removal of cloud size increases entirely.

I forgot that DR can mean damage reduction and damage resistance
But i meant damage reduction part on my hybrid build talk

Well it could also be the case hopefully
It can be said they are spirit weapons
but entirely be a way to channel your vitality into magic, akin to the idea of magic being able to shoot out of a weapon and not magic circles

You could just say its a parody of full metal alchemist but it always uses your vitality

i solely use DR as dmg reduction and just say dmg res to avoid confusion at any given time

also i wasn’t really talking to anyone specifically ;-;

i just saw a vit discussion w/ awakenings and what not and wanted to just add in that we shouldn’t really go down hard on it w/o ever seeing what vetex intends do w/ vit outside of the issues it may have (which idk any cause i haven’t done it yet) disregarding the fact it’s not a fully implemented feature.