Arcane Odyssey v1.13 Balancing Changes WIP

I feel like Beast Instinct’s windup is too generous for an attack that can serve as an instant access to i-frames against attacks that don’t have large AOE. It already wins out in most CQC clashes and is much more difficult to counterplay against compared to other close-ranged skills.

A fixed windup time that cannot be affected by attack speed could be a potentially balanced nerf. Alternatively, a cap on the reduced windup from attack speed can work too.

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I rarely ever see or feel the debris from glass being relevant in any combat, if that is what you mean by area denial.

And even if the debris was bigger and more present, unless it actually dealt some significant damage upon stepping on them, it would still not be relevant in most combat situations.

The very idea of ‘area denial’ is honestly not really relevant in the current meta, since you can easily get stuff like Crystal, Metal or any magic with a high damage and size multiplier, get a lot of size stat in your equips and you are already pretty much ‘denying’ the entire screen to almost anyone who is nearby… Unless they want to take almost half of their health in damage.

I’ve mostly seen area denial magics put to good use during guild combat on infamy-gaining islands where open space can be sparce, and hopefully the upcoming intensity changes will have a noticeable impact on the damage too.

Even with the intensity changes and the changes on how DoT effects work, glass is probably still the worst among all other ‘bleed’ magics. Both regarding synergy and stats (especially damage multiplier).

There is a very good reason why it’s rarely used and even when it is, it’s only as a secondary magic to easily trigger bleed and the synergies related with bleed.

Glass’ stats are just too low to justify what it does. It’s synergies are pretty ‘meh’ and most of it’s stats are just pretty average. It needs something to justify it’s low damage multiplier and the rest of it’s stats being just ‘decent’.

Maybe what was mentioned earlier in this topic, about giving glass the ability of stacking bleed. That would already be enough both to justify the glass magic’s role as both a DoT focused magic and it would also help with it’s role as an Area Denial magic with the debris. Stat buffs wouldn’t even be needed, as Glass’ stats would be honestly fine as they are if this change was considered.

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iirc glass used to be able to stack bleed at some point in WoM but then that feature got removed for being too strong

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Ironicly, it was the only good defining thing about it

definitely 100% agree as the change would not be a buff to improve berserkers it would only make all other hybrid classes that are already better then berserkers even better.

What if glass was similar to crystal, you hit with glass 3 times on an already bleeding target (5 second window since statuses currently don’t refresh.) The bleed will be cleared and replaced by a strong bleed similar to the gouging under warrior. Glass rubble would also apply the stacks.

The upcoming changes to Intensity will make it so status effects can be refreshed when applied again:

  • If a status has <5 seconds remaining, hitting someone with an attack that inflicts said DoT will add 2 seconds to the timer (cannot increase above 5 seconds).
    • Example: If Melting has 3 seconds left and you hit them again with Magma, 2 more seconds would be added to the timer
    • Self-synergy (+5% damage) should be removed as a result

This change would also nerf Glass even more, taking away the +5% bleed synergy glass has with itself.

Bleed stacking might be one of the only good option to buff Glass, other than maybe directly buffing it’s damage multiplier (which I feel wouldn’t do much to make it more ‘unique’ and less 'generic.

IMO the bleed stack can work pretty well, since it’s not a direct dmg buff and it would also function together with glass’ strengths of being an area denial magic and it’s apparent focus on bleeding.

The idea of replacing bleeding with a stronger bleeding is definitely an interesting one. Maybe make it so if glass hits a target that is already bleeding, it will ‘upgrade’ this bleeding to ‘heavy bleeding’ or something, which would have a good deal more damage, in order to compensate glass for losing the +5% self synergy.

Talking about underwhelming magics… Snow is well regarded as just being a worse Ice, isn’t it?
Despite having very similar stats, Ice not only has much better synergies, but also has much better damage, since, unlike Snow, which deals 60% LESS damage against frozen targets, ice actually deals 25% more damage against frozen targets (at least according to Trello.)

A forum topic states that synergies cap out at these percents. So with this, ice and snow are a bit more even.

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Oh, ALL synergies cap at 10%?

Well, I stand corrected! Didn’t know about that. This means ice and snow are much closer than I previously thought. Nevermind then. they are probably fine the way they are.

  1. Snow has the same damage as Ice with greater speed and the same size.

  2. I promise that you aren’t hitting Frozen targets with Ice, outside of using multis. 0.7s doesn’t exactly provide any real timeframe that you can follow up on. Also, negative self-interactions have been removed. Snow does no more or less damage against targets you’ve frozen.

  3. Ice deals 10% more damage against Frozen targets. All non-clearing interactions are capped at 10%.

Snow is better than Ice as it stands, and its niche of countering hazard-based magics such as Acid or Magma by replacing their hazards will be more useful in v1.12 due to Intensity becoming a more valuable and more powerful stat.

I wasn’t aware of the interactions capping at 10% and 20% depending on the situation.
The only reason I mentioned ice being better was because Trello says it has some crazy strong interactions with other magics and status. Ice does have more destruction than snow in exchange for it’s lower speed. Also has better clashing with other elements, if I’m not mistaken.

Multis are pretty strong atm (just look at Crystal magic. It’s busted exactly due to that. Max size, multiple explosion and there you go). So saying that the frozen damage bonus doesn’t make much of a difference isn’t fair IMO.

With that said, both elements are definitely much closer than what I’ve initially thought. They should be fine the way they are.

Unlike Glass… ahem what?

Primarily Metal and Crystal, because Metal has the heaviest damage in the game, heavy bleed, and aiming / prediction are a non-factor, and Crystal because multis very easily stack and pop Crystallization as it stands. On the other hand, Ice’s damage is low. Very low for its speed. This magic does not do great damage. Having an additional 10% damage on a single hit of your multi (the hit immediately after the freeze) is never going to make a difference in a real fight.

Hmmm, fighting styles are in need of a buff. But what I don’t understand is, Iron leg and especially Thermofist are the better and most popular FS as of now but still Thermofists are getting a lot of buffs and attention to it. What about Sailor fist or other lower DPS and less used FS? If only the best and popular FS are buffed, I don’t see how this is balancing at all.

Isn’t 20%. according to the Synergy Info?

If the synergy is on a stun-status (like Petrified) or if the synergizing magic clears the status:
Capped at 20%

Also, doesn’t ice have 0.925x dmg multiplier? That isn’t very low compared to the others.

No. It is 10%. Ice does not shatter the Frozen status effect, it isn’t a clear. It simply does bonus damage to Frozen targets, that being 10% extra.

For a 0.8x speed magic it’s pretty pitiful all things considered. Water magic, the icon of synergy fodder, has the same damage yet has more size and is 0.2x faster. Shadow magic has the same size yet more damage and a whopping 0.5x faster speed.

Ice is in the gutter right now. Until the frozen buffs and the possible size buff that’s being considered in the doc right now drop in v1.12, this magic should be written off almost completely.

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OH! Got it. The cap only gets raised to 20% IF the status effect gets cleared.

Shadow has literally NO synergies, so it’s understandable that it has beefy raw stats though.

Maybe not ‘in the gutter’ like you mentioned. There are magics that are much worse than ICE atm… Like Glass. It’s literally never used by any build and when it’s used, it’s just as an easy way to apply bleed for the synergy.

Maybe a bit harsh, but Ice’s purpose is to cause a CC effect that, as it stands, is worthless. 0.7 seconds is such a comically short amount of time, and since being CC’d applies Grab Immunity, you can’t really even pull off any cool combos with it on Warlock / Conjurer at all. Ice’s viability depends largely on the current state of Frozen, and as it stands, Frozen is pretty worthless.

I wouldn’t say Glass is the worst, it’s really just only useable by Mages or Paladins who want easy bleed synergy. There’s no 5% damage required for the bleed like there is for Wood or Metal, and it’s the fastest bleed-applying magic, which secures its position as the most consistent form of bleed application currently in the game. However, I definitely agree that it needs more. Either bleedstacking should come back for Glass with a cap on the maximum stacks it can reach, or it should get a speed buff.

wasn’t ever a feature it was actually a bug that happened for some reason