Arcane Odyssey v1.13 Balancing Changes WIP

Make the Magic Jump boost distances actually send you the direction they say you will
Currently every magic jump is objectively worse Upwards because they just send you up at a 5 degree angle with the direction you say

Make Upwards send you directly upwards, make Left send you directly left, make right send you directly right, etc

Also (idk if this is pushing it or not) maybe add a Down option that’s essentially fast fall
and then give this move a 10 second cooldown after hitting the ground or else we’re just gonna have people who are impossible to hit in the air

maybe there will be a rare spell simillar to crash in the future


wheres my artist role

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So excited to potentially have bleedstack back. It’s always been a major part of why I loved it as a magic so much.

Just keep Berserker with 3 fighting styles incase it can benefit from any dynamic fighting styles like cannon fist but Berserker awakening as a whole would be more useful if other fighting styles could gain the traits (basically imbuement without taking downsides) of the other one or two fighting styles they’ll obtain later. Such as boxing, thermo, and iron leg all applying their respective effects together along with retaining the pure damage buff as a pure stat class.

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Glass deserves some buff for builds who use it as a primary magic instead as just a 2nd magic solely for the bleed.

At the moment, glass is genuinely just a worse version of wood. Sure, it’s a bit faster but the low damage multiplier is enough that most builds rarely ever use it and when they do, it’s just as a 2nd magic, an easy way to apply bleed. . It’s imbuement on conjurers is basically a self nerf.

It would be nice to have glass be more than just a secondary magic to apply bleed.
Maybe make it so imbuing your weapon with glass has some type of beneficial effect if you are a Conjurer instead of just nerfing your damage, especially since your weapon already applies bleed, so the glass imbuement doesn’t make any meaningful difference there.

MAybe make it so glass can stack bleed if it’s imbued on a weapon, a fighting style or as a magic. Since among all the other ‘bleed’ magics, glass seems to be the one that focus more on bleed.

No the angle is actually significant the problem is leaps have a mid amount of propulsion. When leaps get more powerful you actually send yourself pretty far forwards.

What are your guys ranking of Armor stats? Kinda wanna gauge community opinion on what the best ones are.

For progressing files defense is the best but late in the game, I would value power and attack size the most. The meta rn kinda revolves around having big stupid moves. Still keeping some defense on you is handy though, so overall I’d say defense.

i basically got no attack size lol. tho i got a lot of power and defense. i should probably put some more into attack size.

Power > size = defense > everything else.

Power just scales stupid hard especially when full charging moves provide such absurd benefits and moreso with a higher impact damage magic since the amount of damage the power stat gives is based on impact damage. A metal or magma (probably any magic with a status effect that gives them unfair amounts of free damage) slot can full charge an ultimate self-explosion and do 900+ damage or around 500 damage through block.

Intensity could have been very cool design but it’s virtually useless on half the magics and even then it doesn’t do much for magics like ash as impact doesn’t include a single tick of cloud damage.

To be fair, having glass receive even more of a damage and size nerf might be a bit too much.

My suggestion for Glass would be to keep it with a 1.0x SPEED, maybe buff it to 1.1x
Keep damage and size unchanged and give the added effect of being able to stack bleed. It would definitely help glass feeling less ‘generic’

Does lightning need the buff from 0.85x to 0.9x with the reason it’s a worse wind (wind has 0.875)? The buff will make it have more speed, damage, destruction than wind, every stat except size (and easier to paralyse because of more damage).
There could be other changes made like 1.05 size with 0.875 damage or 1.1 size alone. Does it actually need a buff?
It’s very prevalent since it’s easily liked among players

2 Likes

wait, ice doesn’t have 40% bleeding damage buff anymore?

if the trello’s outdated then it shouldn’t

I usually try to go with enough defense to have +1000 health, and increase power and attack speed as much as I can after that. (my 3 builds have magma, ice, and iron leg, they’re the slow trio) But I don’t feel like the Ravenna Apostle set boosting both power AND attack speed makes much sense, as power and attack speed always felt like opposites of each other, like how slower magics do more damage and faster magics [except shadow] do less damage, so giving us both at once with one armor set feels odd.

i mean i know that there’s still a damage boost, so it definitely wasn’t removed, but i’m still wondering what this means

is the entire point of my ice conjurer dead now?

I mean I kinda wanna suggest removing the whole direction part of jump spells as a whole, and instead make all the jump spells launch you based in the direction you’re moving

moving left? it acts like one with the left option

not moving? upward

moving forwards? forward

why is this an infinitely better idea? because noone in the history of the game uses anything other than upwards, forwards and very rarely backwards.

with this additional jumps feel less rigid and two directions end up actually used

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