Arcane Odyssey v1.13 Balancing Changes WIP

Before I continue discussion, I’m curious as to your thoughts on this potential solution to the problem.
It’d kill off the power synergy for status’ and rightfully move them to the reworked intensity for folks who want to do that, while ensuring that more powerful attacks inflict stronger DoT’s.
I’m thinking ahead for attacks that are stronger than what we currently have, ultimate move or not.

If max lvl and you do small 200 dmg. Old dot = x% of 200. New dot = (125+19) * x% = x% of 144

A power build isn’t needed to reach 200 dmg and you could reach that easily with just the awakening stats. The new dot is consistent but nerfs dot magics that build power. Everyone would still run power/size for the impact damage primarily.

If I’m wrong in the math or anywhere, feel free to correct me

I would’ve liked to make a post in #suggestions about this, but I felt it was combat related and thus more suitable here.

Proposal:
Thermo fist should raise your temperature significantly, but not enough to make the user overheat.

Reasoning:
My friend @SpectreTheFox uses thermo fist and light magic, but has a friend who recently mained a paladin with ash and explosion. Thanks to thermo, he can’t get to max heat without getting demolished by higher damaging spells. While he could just play with magic, his magic is light, mentioned earlier. I think thermo outdamages light even with the imbue on it.

Justification:
This would give builds that use thermo more of a chance against mages and heat based attacks in general since by removing the opponent’s ability to punish the thermo player for using their fs correctly, it would be more fair for everyone. Plus, sailor fist is a catalyst for cold warlocks. Why doesn’t that make the user begin to freeze? Why doesn’t the user receive more damage the more seawater they have?

Even more buffs to thermo, already good fs
And more nerfs to an already mid fs
Yippee

Specter was really upset about it so I thought I’d suggest it. Why should thermo fist get punished by heat mages for using their fighting style correctly? With magma and ash running amok in the meta, why would you even use it if it has that one glaring downside of boosting some of the strongest attacks in the game?

That is, quite literally, the downside of the FS as intended by Vetex. It wouldn’t raise your temperature otherwise. Thermo Fist is meant to have a downside for being at high Heat due to its strength, and is already the best Fighting Style in the game. This is the downside.

Also you can just, control your heat or dodge better

Thermo fist is already a busted first style to main. Removing the overheating will make it even more so.

No, it should already be in the game, and it should be stacked dealing the dot twice per tick

Funny thing about thermo isn’t even that it’s particularly busted, it’s just every other fighting style is so mid

What are the opinions on sailor fist? To me it looks like Thermo Fist but it applies soaked instead of burn and is significantly easier to manage the bar with because you don’t need to constantly be using moves with it to be stronger than Iron Leg

Also, why is the grace period being lowered to 0.5 seconds? At that level, you would literally have to use skills consecutively to maintain max heat, incentivizing mindless spamming just to keep max damage. I feel like 2 seconds is fair, so players don’t lose their bar for stopping attacks for a literal second

Thats True. 0.5 doesnt make sense

Tell me you dont use thermal fist without telling me you dont use thermal fist. Also fair point that fstyles in general are underpowered and outclassed by weapons and magics without heavy optimization, in which thermal fist carries most berserker builds just because it has everything you want in a berserker, speed, damage, range (from heat and aura), and burning which increases dmg even more.

As of now there’s a lack of synergies aside from iron leg and thermal/sailor (does bleed increase water dmg?) so im looking forward to the rest of the styles and the eventual lost ones.

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and another thing
Why make heat not drain during multi hits like rushdown? If anything, hitting a 20 hit rushdown should charge my heat. Why should I lose heat for hitting a move that involves me rapidly punching the opponent, one that id typically follow up on?

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Most likely an oversight, but to be fair u can fill up 20% of ur heat with a single ability

The long grace period completely ruins the design of Thermo Fist playing aggressive for Heat. The leniency allows for it to feel like just a straight buff than forcing an aggressive playstyle. It will be made up for with a heat gain increase so if you were playing aggressive, it shouldn’t affect you as much.

when is this being published anyways

also why the fuck do you get a speed demon title, I have 225 agility!

attack speed

I know it might be a tad bit too late to ask this, but how can I suggest something for the balancing changes doc?

Should I just make a post in #suggestions about it?

Suggestions for combat are to be here. Any in suggestions are denied