Arcane Odyssey v1.13 Balancing Changes WIP

Grab attacks should give you like around a 60% damage reduction from all other sources besides the grab attack itself.

Because have fun pvping when some dipshit effectively stunlocks you with their 20 hit rushdown time waster while their teammates whale on you with no way to dodge or retaliate

The problem I have with fighting styles is that the m1s are unusable in PVP. There’s no point in using skills in fighting styles if they deal less damage compared to magic. IMO fighting styles should be more centered around the m1s.

To improve fighting styles my suggestions would be to:

  1. Take away the m1 knockback. Due to the knockback it can be hard to chain consecutive hits on an opponent.

  2. Fix the bug where the user would lose energy even if their feet is touching the ground. Happens all the time in a king calvus fight. Or any fight for that matter that destroys the terrain beneath your feet.

  3. Decrease or take away energy consumption from using m1s mid air. While mid air your m1s are nigh impossible to hit consecutively and they seem to get a lot slower. M1s while mid air also consume way too much energy imo. Other builds don’t even have to worry about it but a fs user is constantly checking to see whether his m1s burned away his entire energy bar so he has to run and hide in a corner while some magic or weapon user grinds him to dust. This is because all a person has to do to effectively beat a fs user is to jump in the air and spam skills from above.

  4. Fighting style skills should revolve more around grab moves i.e. rush. Btw rush has a speed problem as well, not just the size. The animation looks like the slowest body flop ever.

  5. Give the character a more “upright” animation while doing m1s. The character basically remains upright and in an unchanging standing position instead of flopping around while mid air. Also while flopping around mid air the m1s are also very very very difficult to hit.

Pretty sure while in a grab you’re completely incapable of taking damage from outside sources (excluding the two people engaged in the grab)

My bouts with the grand navy prove otherwise

It seems to me that the consumption of salt water should not reduce hunger so much. I eat food so fast that I have to buy it from other players (Hunger should decrease by 5 or not decrease at all, at least for sailor fist users (We already have cooldown)). I also think that the requirements for all skills of the first FS should be reduced by 30, so that players can immediately access the abilities, but make the option of creating skills closed for some builds (Or any other solution that reduces the requirement by 30)

A little bit late to the party considering I haven’t checked this forum in almost 3 years but it looks way better than last time.

Seawater bottles are supposed to be a secondary source, the main way of filling up seawater is supposed to be by swimming

It still shouldn’t be so annoying, because I can’t just take and replenish seawater during boss farming for example (How should I do this when fighting bosses like elius?) Even if it should waste hunger, it’s not so much that you have to buy food from other players or from stores

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Increasing the multiplier of fighting styles while removing the pure buff seems to be a massive mistake. The pure class awakenings are already pretty terrible with little use (mage is only good since it stat check other classes, the second magic is basically useless as of now) and with the berserker changes, there’s even less use of being a berserker when hybrid build conjurers will literally outclass them with imbuement.

The lightning changes are still too drastic to be considered good balance. If you’re strictly comparing it to wind, do they not realize lightning has nearly better reactions (and can often paralyze on its own with ultimate art) in a majority of scenarios while wind is mainly negative. While wind reactions are getting buffed, opt more for like a 0.85x damage to 0.875x damage and 1.5x speed to 1.6x speed.

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I agree that the buff is too large for a magic that majority of the players use. The other stats like speed or size can also be adjusted. Also using that reasoning you could say plasma/fire (more similar than lightning and wind) is worse than the other and buff it.

:rage:

I’ve just been biden my time.

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This change would have its ups and downs. On the one hand, would mean that Juggernauts actually receive any form of aerial mobility (cant even unlock airstep as it stands lmaoo), which is good. On the other hand, would mean Warlords receive Focus at a 120 / 130 split, which would be way too much for the class rn

i thought young kids always chose like fire and shadow and stuff, maybe i was just really edgy back then tho

If the reason for the lightning buff is because it’s arguably a worse wind, wouldn’t glass deserve one as well? Wood is still arguably just better than glass and now with these light dmg buffs, it will honestly be just plainly better than glass.

Most builds only ever touch glass magic as a secondary magic just to trigger synergy.

Glass is a ‘solid’ area denial magic with bleed, unlike liquid or gaseous magics such as magma or poison. It’s part of the unique lineup of overall magics and that’s the difference it has with wood.

@ThatOneGuy