Arcane Odyssey v1.13 Balancing Changes WIP

my first wom slot is in tears rn (he is an ice conjurer who can’t even get a bleeding damage buff from imbued weapons)

Joys of not going conjurer

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its ok my second wom slot was magma mage since its release and now i’m 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 saw…warlock 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.

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Remove magic size stat on equipment e.e

Like I don’t have a problem with someone doing 500 dmg as long as the move is avoidable e.e

the problem isn’t really magic size, it’s 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 don’t know why bursting doesn’t already do this.

Dash:
Base dash is too long distance, makes the smallest distance you can “dodge” 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 don’t 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 can’t 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. You’d 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 isn’t.

The magic could use some new synergies with other basic magics. There’s a whole two good ones and one of them is entirely one-sided (glass) while the other can be anti-synergistic (plasma clears bleed)
Here’s what I’ve 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 you’d believe me, right?
I can’t 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 it’s 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 it’s 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 you’ll do… 60% more damage once.
I’d 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 can’t 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 aren’t 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 don’t like the current state of strength, it’s 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.

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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 can’t re-do the debuff before it wears off

Glass* doesn’t get used at ALL, unless for the easy bleed.
It’s 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 glass’ stats are average at best. It almost feels like there’s something lacking.
Most of glass’s 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 it’s 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 “Experimental” 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 isn’t 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

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Every fighting style except thermal should have more base speed and less endlag, Iron Leg’s 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 Fist’s feels underpowered even with the strongest cannonball compared to goddamn thermal who’s supposed to be more on speed.

that’s warlords

Strength weapons? you mean warlord?
I just don’t 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 :frowning: