Arcane Odyssey v1.13 Balancing Changes WIP

Got it, thanks!

Already made my suggestion about glass magic then. All I have to do now is just wait and pray lol

I think drained synergizing with cold magics is actually a great idea, shadow has good stats but it feels kind of underwhelming compared to other magics and I rarely ever see it being used. Making it synergize with cold magics will also address one of the most brought-up points in this thread that ice right is also pretty mid and underpowered compared to other elements.

As far as I see it, this is 2 birds with one stone.

I don’t think Shadow needs any synergies because I like the idea of it being its own thing (maybe I’m biased here because I am already running a Shadow and Fire mage build and I don’t want it to get screwed over with unanticipated synergies), but I do think what it really needs a better effect because — for what it is, it’s completely useless. Just spitballing, but here are a few ideas:

  • I know Shadow giving insanity was a previously suggested idea, I thought it would be pretty cool, but because I have no idea how insanity even works in this game, it could end up being a bit too much.
  • Make the drained status effect drain energy or stamina. Vetex could choose whichever one seems better OR we can customize it and decide whether we want it to drain energy or stamina OR if you’re like me and have a gambling addiction, whatever it drains is left solely up to the Gods and will be based purely off RNG (it would make it inconsistent but it would be incredibly funny to see in real-time).
    • This is probably already a lost magic or something, if not and it sounds too OP it could be a potential idea for that too idk.
  • Alternatively, though less original and more like a hotfix, you can essentially make it like light but it makes your screen darker. Seems kinda weak and uninspired imo, especially when Lights effect is already used in other magics like Sand; either way, it still would be better than what we have now.
  • Another idea is that Shadow could leave areas Shaded. These Shaded areas could be represented as Clouds (idk) that, rather than doing DoT, while in the clouds your vision gets rapidly darker the longer you remain in the clouds (like DoT, but for the eyes instead). Shadow could still apply the normal drained effect upon getting hit. When a player steps out of the Clouds the darkness will fade away slowly in a similar way to light’s Blindness status (just to make it so that it’s not too easy to get away scotfree). Perhaps, you could have intensity affect how quickly the player loses their eyesight while in the clouds.
  • A side idea, is that it could work like my 4th idea; however, unlike my 4th idea, there are no clouds. Hitting someone with a Shadow attack could cause their screen to darken for a few seconds and — working similarly to DoT magics, you can extend that time by hitting them again.

That’s all I got off the top of my head, but I could probably come up with some more and just keep throwing ideas around till something sticks at this point.

2 Likes

Works for me, especially if the intensity change gets pushed with it.

Does the heat you get from using an attack factor in when using it? Like if I use an attack when I don’t have max heat, but that attack gets me to max, would that attack have the strength of a max heat attack?

The blind working like dot clouds (Option 3) actually sounds pretty cool and unique. It wouldn’t be too overpowered and would help give shadow more of an identity.

My only concern is if the black clouds would cause any further lag

A suggestion to lean into more of “Drained” than to turn shadow into another blind.

Suggestions: The numbers used are just for example

  1. The drained could debuff the target’s next hit for 3 seconds, allowing the next move they use to have some damage (eg. 10% decrease, helps to nullify most synergies damage increase and emphasises that shadow is more standalone) or have other stats such as clashing power, attack speed, movement speed or sized drained.

  2. Could create a temporary shadow on the ground similar to a puddle or that can apply drained. Might make shadow a bit overtuned since the size isn’t the smallest.

  3. Instead of debuffing stats, the drained status could be a weak dot that drains 2% health for 5 seconds and transfers to the user. Something like draining energy or stamina might make the receiving player very toxic.

i use an ash warlock save, and there’s a lot of stronger builds. the issue here is fighting styles being weak, not ash magic being strong. ash was made weaker when the opacity of ash clouds was decreased, and its main synergy was heavily debuffed.

Everytime I hear about DoT I silently cry for how terrible bleed and specifically glass magic is compared to the others T_T

By the way, just remember that the shadow magic already has some rather beefy raw stats when compared to other magics. While I do agree it needs some kind of buff, just be careful in how strong this buff is.

So if you’re not fighting back and just running, the dash changes wouldn’t really apply? Sorry if I’m not understanding this correctly but this just sounds like it’ll make it much more of a pain in the ass to deal with people that pick fights and then run away as soon their health gets low.

Honestly, just lower the damage output of Shadow and make the passive something more useful instead to balance it out. When I hear ‘‘drained’’ I think of sucking out the opponent’s energy and making them weaker, like say receiving more damage for a period of time while under the effect or something like that.

Mages best spell is getting gutted and on top of that y’all are removing the mage 2nd awakening 10% dmg buff, while other classes get to keep that buff? Y’all gotta at least compensate mages for the pulsar nerfs, not nerf mages even more. I suggest that the stat requirements to use your second magic get lowered, cause that’ll compensate for these nerfs. Rn mages second magic is almost useless cause the size of all the spells is so small and you can’t change shapes for your second magic blast or explosion.

apparently status effects will also not scale off the damage of the spell, so mages also can’t go for a cheeky 20% size shot with magma/acid/fire/poison to hit someone for high DoT damage

Would it not be better to slowly release the mage nerfs in different updates to see where to draw the line for mages instead of all these nerfs in .12

1 Like

Maybe Vetex doesn’t plan on publishing any more updates before 1.12 (unless an urgent hotfix is needed), so that might be the earliest these changes can happen

Doesn’t matter when these changes come. Once they do, mages will get a huge nerf and all other classes are getting buffs which is pretty unfair. They gotta compensate for these nerfs somehow to make mages balanced, but not weak.

itd be better if the drained slowed resource regen (energy, stamina, maybe even cds) for a nerf in stats so shadow isnt so bland, a lot of status effects revolve around additional damage already.

Cannonball type should have absolutely no effect on cannonfist damage in relation to abilities. Cannonfist now deals around as much damage as a normal exploding shell would cause them to deal across all abilities. Attached gif is an example as to why
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The funny part about Mage is (apart from Magic Size and Pulsar) it doesn’t really need changes. It’s just that every other class sucks absolute balls if the opponent is more than 20 studs away.

Fighting Styles can barely fight back against sharks underwater because 2/5 of their base combat moves work well underwater, and Axe Slash might as well just be a Magic Blast spell.

Weapons are a bit better at playing the range game, but they don’t have anything to deal with players running around on the ground at range.

Testers will have access to these changes a while before published to the main game, if mage is too underpowered from the need they’ll probably suggest more balance changes before the update is publicly released

I think certain equipment buffs need to have a downside, for example being able to have really huge attacks with Bursting and certain really big magics that cover up almost an entire arena while also doing a lot of damage is kinda unfair. Some stats like Bursting should decrease your damage dealt since it makes your attacks really and i mean insanely easy to land, Attack Speed can make your attacks faster but lowering the size, intensity decreases your hitbox in exchange for longer stuns or status effects, etc. Also magics need to have a cd increase as the spam on some moves cough cough explosions is insane.