Joys of not going conjurer
its ok my second wom slot was magma mage since its release and now iâm a godforsaken metamancer without even knowing
also how do i actually play as this class without pulsar without dying to another mage instantly
i woke up,saw a new arcane game after WoM, choose shadow( bc i wanted to try something diferent) it looks cool but now that i sawâŚwarlock and shadow seens like masoquism now
Ban all metaslaves and pvpers since they want to make every build be the same rather than making them actually unique.
Remove magic size stat on equipment e.e
Like I donât have a problem with someone doing 500 dmg as long as the move is avoidable e.e
the problem isnât really magic size, itâs the combination of passive size buffs (hammer, innate magic size, etc) that lead to ridiculously large spells
Some thoughts from me:
Directly from the document:
Move cloud/puddle size increase to bursting, since it was removed from intensity. I donât know why bursting doesnât already do this.
Dash:
Base dash is too long distance, makes the smallest distance you can âdodgeâ like 50 studs. Combine with its practically non-existent stamina cost (I would have to spam it on cooldown for several minutes straight to run out of stamina), this makes flying around all over the place the optimal strategy for every situation and removes any nuance to approaching your enemy.
I think it should be nerfed at the beginning of the game, scale with level some, then the player is granted options to replace/change/edit their dash at some point.
Some other good options would be actually giving the action a cooldown, and for the stamina cost to scale as you level so it never becomes free.
I donât like the documents solution because it still allows for you to respond to everything with the shift key, as it only focuses on the running problem.
Poison magic:
Would it be reasonable for strong poison to override weak poison?
I think it would, as it would increase strategic depth and give poison users more of a reason to run anything other than the strongest single hit moves they can get their hands on.
Another potential/alternate buff could be that while poisoned bleed canât be cleared by heat-based magics.
This is because pretty much every decent choice that goes with poison clears bleed, even though bleed is the only status effect it has positive synergy with.
Another neat choice would be having ignited clouds get a significant damage boost. Youâd think that standing in a giant plasma fire would be incredibly deadly compared to just the poison (which is also touching you), but it just isnât.
The magic could use some new synergies with other basic magics. Thereâs a whole two good ones and one of them is entirely one-sided (glass) while the other can be anti-synergistic (plasma clears bleed)
Hereâs what Iâve got:
Mutual synergy with Shadow magic. (Increased damage to desaturated targets, shadow does more damage to poisoned targets.)
If I told you this was added in a recent patch youâd believe me, right?
I canât exactly explain why but it just⌠Feels like it makes a lot of sense.
Also helps that shadow can supposedly inflict bleed sometimes, which means that itâs doing something bad to the targets body.
Both magics are pretty synergistically inert and generally have a sort of dark/evil theme, so allowing them to go together would be great; especially for folks who picked shadow and want a second magic. Those poor folks currently have a choice of no synergy or 1 of 3 anti-synergies.
Minor positive synergy with wood magic. Wood splinters dig into the skin and give poison easier entry to the body. Trees actually can be poisonous, so itâs pretty neat theming to boot
Minor positive synergy with acid? Not super sure, sounds like it would make for some good 3 magic builds.
Magic synergy:
Might be controversial but I think the limits on magic synergy multipliers should be increased.
10%/20% is so little this incredibly complex feature might as well not be there at all.
I mean seriously if you cleared 3 status effects with one blast that just so happens to get the max bonus for all three of them youâll do⌠60% more damage once.
Iâd say something like 20-30% for on hit synergy, 30-40% for clear.
This will also help lost/ancient magics in the future, as I canât imagine flare having equal synergy benefits as fire being all that fun.
Tbh though it would be better if all the interactions were just balanced instead of being band-aid fixed with a harsh cap.
Of course this is all assuming they stack linearly, and arenât multiplicative. If they are multiplicative, change them to stack linearly.
No, they should all have unique skills like in AA. Currently they are effectively just treated like magics where they change the stats and on-hit effects for what is otherwise a globally shared moveset.
Imo I donât like the current state of strength, itâs just magic but close ranged with easier to swap out slots in terms of how customization works.
Making it hybrid of style-type dependent moves and customizable slots would be it a good hybrid and put it between the extremes of magic and weapons nicely.
i do love 200 size explosion magic with hammer shape
either shadow gets this evil like sinergies or cold like, plus drained could be inverse to light now, it stacks to a maximun(full cap) 30% damage reduction from the drained enemy and you canât re-do the debuff before it wears off
Glass* doesnât get used at ALL, unless for the easy bleed.
Itâs NOTHING more than an easy way to inflict bleed for synergy. The fact that it can easily apply bleed is not relevant at all for the magic itself, only if you want to use it as a 2nd magic just for the synergy.
IMO, glass is in a much worse state than ice.
Both Wood and metal have better stats, better damage and better synergy. Most of glassâ stats are average at best. It almost feels like thereâs something lacking.
Most of glassâs stats are pretty low for what the magic is capable of doing.
The bleedstacking is definitely a good idea. Maybe make it so glass has the special property of being able to stack bleed (to a certain point, ofc. nothing absurd).
This way, the glass magic would still play with itâs own strong points (area denial with the debris and the focus on DoT) without needing a raw stats buff. It would be a HUGE change and definitely make the magic viable again.
Warlocks should be able to use pulsar and axe kick. Period.
Probably a solid 5% chance for anything on the âExperimentalâ section to become live any time soon.
As for the other changes idk. Maybe 80% if Vet decides to do a huge balance patch?
Typically ambitious changes never tend to get added so anything that isnât a simple number change may not be added.
No lol, they already have imbuements and strength weapons with versatile skills. Not to mention their fighting styles
Every fighting style except thermal should have more base speed and less endlag, Iron Legâs startup and speed is just horrendous that you would only use Shot, Smash, and Focus just cus of the aoe. Boxing is a joke like Wind, Cannon Fistâs feels underpowered even with the strongest cannonball compared to goddamn thermal whoâs supposed to be more on speed.
thatâs warlords
Strength weapons? you mean warlord?
I just donât think the only rare spells/techniques in game should be locked to full builds
same with vindicator
they should all be usable without a full build
for warlocks, conjurers, and warlords
This is my 7th time mixing up warlock and warlords ![]()
they will be able to use them once the level cap raises, and rare spells and techniques with requirements as low as 30 will release
