Arcane Odyssey v1.13 Balancing Changes WIP

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

Iron leg is definitely fine as it is right now, I can understand boxing and cannon fist as they are literally mid

They will be it’s just that cause vetex could only add one prior to early ccess he made it so that the rare stuff was out of reach for hybrids as an incentive to go for said pure builds

that makes more sense, i just wanna use ash imbued axe kick mann

Hybrids have a lot of options for them anyways alongside imbuing

They increase proportional to size so they do already do this.

Added stamina changes, for dash distance idk, maybe we should discuss it. Size has to be gutted before any of this though.

Assuming the change gets added, DoT wouldn’t scale with how powerful your attack is, so you wouldn’t get extremely weak DoTs (nor extremely strong ones)

10% isn’t really a small increase, the difference in damage between Metal and Snow is less than 10%.

Synergies have no downside, they exist as long as you have the magics. Until you clear the effect the mage is pretty much gaining a free x% damage with no skill input. It’d be like if I could activate a Power aura without any downside whatsoever (so basically the current state of auras before it gets changed).

Doesn’t stack. It was tried but it never worked.

Magics synergizing with Drained could be a thing, I also kinda think Drained is like Blinded where it’s only supposed to be a visuals thing. I think Shadow could synergize with other magics though (particularly cold ones but Poison could work too), we’d have to discuss it more.

Wood synergy doesn’t seem like it’d hurt to add. Along with Acid.

Not all. Just the long status effects.

I see. I know vetex has other pressing issues in mind rn but is he at least aware of how cancerous the full mage meta is atm?

Yeah unless he falls asleep every time someone brings up mages.

I believe the best solution would be to have the dash distance scale over level for a while, then become customizable at around the point it reaches current values.
It’s a problem that needs to be addressed because agility increases the range of your dashes. The anti stalling mechanic idea WILL fall apart if you invest in agility.

That sounds liken extreme nerf for magic status’ over all, and a nuke being dropped on poison.
I wholeheartedly disagree with it. It entirely removes the purpose of poison magic.

How so?

I was thinking in specific that poison could deal more damage to drained targets, while shadow does more damage to poisoned targets.
perhaps a 10%/10% split or 5%/10% split?

As for cold synergies, I’m not sure. Shadow is seemingly mostly inert for a reason, I just think giving it a proper “dark” synergy for warlocks and such would be a great idea. Light has no synergy with hot magics, and is mostly inert as well.
To put it simply, if shadow has cold synergies light would need hot synergies to maintain their duality.

Wood would deal increased damage to poisoned targets, say 10%?
Corroding targets take more damage from poison. 10%? (If you’ve ever seen acid burns you can see why)

i am a berserker “main” (i play warlock more but i really like playing berserkers) and i feel like berserker really needs some big buffs, while it’s good in a few situations (such as for beating elius) the class is super underpowered compared to magic and weapons in most cases.

you have to get up close to be useful in most cases, but you’re not even all that strong when you do get up close, your AoE isn’t all that good unless you use iron leg, you benefit from interactions less than mages, thermo fist heat is going to be harder to manage, among many other things.

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they mean that DoT damage would be a seperate attack determined by your level + intensity + other modifiers

I honestly don’t know if just making a small change about the ‘rubble’ glass leaves behind would be enough to make it a decent magic… Other than being just useful as a 2nd magic to apply bleed synergy.

Its actually a buff for poison. The formula for the dot is now (level + 19) x (dot damage in %) So poison’s total dot at max level would be (125 + 19) x 1 meaning 144 total damage. On top of this poison dot time is being reduced to 15 sec so the damage comes 5 secs quicker than before

Compare this to something like bleed which is (125 + 19) x .25 which would be 36 damage or burning which would be about 50 damage.

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i just realized, people seem to be having problems with people jumping and just hiding in the ocean, so… why not turn off health regen underwater?

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If you parry an Ash or Poison attack, the clouds they make should be weaker, maybe by 50%. I use fighting styles and I get out-damaged at close range by my Paladin friend who has reduced damage from 125 Vitality (and neither of us used armor or accessories, there was no interference by Power or Intensity). I can’t even use my build for what it’s meant to do because those clouds shred so much. My friend never blocks, I always block or parry, yet in the end he does more damage because his clouds aren’t affected at all. I put in practice to learn how to parry more often, and it’s demotivating for that effort to be negated. Why should I use this aspect of the combat if all it amounts to against certain magics is slowing me down inside a hazard so I take more damage overall?

Magic explosions shouldn’t make you immune to getting grabbed. I’ve been hitting Rushdown dead-on but I pass right through if they’re using an explosion. Out-clashing projectiles, whatever, it feels “fair” enough, but explosions granting grab immunity on top of that feels really cheap. I thought they were supposed to be finishers or something you have to time carefully to avoid punishment, not an improved block that deals bonus damage.

And the “any kind” part of this is either a lie, or it’s bugged. Crash and Smash do not auto-block if you were holding G. It took me ages to figure out this was the game’s problem and not mine, I kept getting shredded when trying to close distance because I thought I would block but it never worked. It’s awful that the two fighting style moves that leave you most vulnerable are exempt from this change.
InstantBlock

Shouldn’t glass receive some kind of more… relevant buff then?
I mean, the low damage multiplier it has, coupled with it’s status, which are mostly quite ‘average’ suggest the magic should have something more to it, doesn’t it?

Maybe give it a way to apply a stronger type of bleeding, or maybe stack it, since it seems to focus on ‘applying bleed’ more than the other magics with a higher damage multiplier and nicer synergies such as wood, metal and earth.

The fact that it’s imbuement on hybrid classes is literally just a nerf on damage, changing almost nothing more, makes it even more deserving of a buff.

vindicator should get buffed, right now its worse than almost every other option in the game for warriors. A damage buff is needed most likely as even if the requirement was lowered, its second skill (devastate if i remember right) does not justify using it

Berserker is too weak when played the way it’s meant to be played and nigh unbeatable if your 20% shot aim is on point. 400+ damage snipes with ticks of 27-30 burn on a 5 second cooldown with more range than a beam is wild if u got the aim for it

The clouds as of now honestly aren’t even close to as strong as the more meta status effect magics. 26 damage per tick is nothing compared to metal/magma dealing 500-900 damage on self-explosion. If anything the cloud magics will be getting buffs through intensity.

Pretty sure Shadow magic was never meant to have synergy and meant to be standalone. Shadow stats are pretty insane already and synergies for something like literal shadows makes no sense.