Arcane Odyssey v1.13 Balancing Changes WIP

Exactly. Pulsar is too op and braindead so the nerf is completely understandable. But, they’re also removing the 10% dmg buff for mages 2nd awakening :skull: which is an unnecessary extra nerf.

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From warrior and berserker as well

Yeah that’s true. I hope the testers make the right choice and don’t let mages be under powered compared to other classes.

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Cooldowns on pretty much EVERY move in the game are almost non-existent and pvp is just spamming buttons most of the time until the opponent dies. The combat is just plain flawed and not exactly the fault of mage in specific.

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I only see a huge buff for warrior :skull:

Will there be longer cooldowns for the spells since its just spamming?

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Whole combat for all classes is just spamming. This game doesn’t have a 4/5 string m1 combat system that you can use to combo, so adding higher cooldowns for moves would be dumb.

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Oh alr, I thought all pure builds were losing the damage buff but ig it’s just mage and berserker

@ThatOneGuy

@RayShu

in light of the complaints about magic size, i’m going to copy-paste some stuff i said a few years ago

two important paragraphs

A 5% speed bonus is hardly noticeable. A speed bonus of 5–20% is slightly noticeable. A speed bonus of 20–50% is pretty good. A speed bonus of 50–75% is really good, but past that, you start falling into the territory of having anyone that decides to make a speed-based build unfun to fight against, because how the heck is anyone supposed to consistently hit a target that’s moving at twice your speed?

It’s the same thing with magic size. At 5–10%, the stat might as well not be there. At 10–80%, the stat would be noticeable, but not too extreme. And past 80%, the person wearing the equipment would probably not even have to aim during fights. Bigger magic can be an interesting upgrade, but not to the point where someone can blow up an entire town with one spell, even with endgame gear. Remember, players at level 1,000 would be able to get the 80% magic size bonus.

the full post which is a text wall

The only real problem this has it that it doesn’t actually fix an inherent problem with how percentage scaling works, unless you are already thinking about what I’m about to describe.

A 5% speed bonus is hardly noticeable. A speed bonus of 5–20% is slightly noticeable. A speed bonus of 20–50% is pretty good. A speed bonus of 50–75% is really good, but past that, you start falling into the territory of having anyone that decides to make a speed-based build unfun to fight against, because how the heck is anyone supposed to consistently hit a target that’s moving at twice your speed?

It’s the same thing with magic size. At 5–10%, the stat might as well not be there. At 10–80%, the stat would be noticeable, but not too extreme. And past 80%, the person wearing the equipment would probably not even have to aim during fights. Bigger magic can be an interesting upgrade, but not to the point where someone can blow up an entire town with one spell, even with endgame gear. Remember, players at level 1,000 would be able to get the 80% magic size bonus.

My solution to this is setting a limit to how high a certain stat can be. For example, with magic size, you wouldn’t be able to keep boosting your magic size with better gear as you level up. Instead, your gear choices would look something like this at level 100:

  • Armor A: +75% magic size
  • Armor B: +50% magic size, 75 defense
  • Armor C: +25% magic size, 150 defense
  • Armor D: 250 defense

And they would look like this at level 500:

  • Armor A: +75% magic size
  • Armor B: +50% magic size, 500 defense
  • Armor C: +25% magic size, 1,200 defense
  • Armor D: 2,500 defense

And they would look like this at level 1,000:

  • Armor A: +75% magic size
  • Armor B: +50% magic size, 4,000 defense
  • Armor C: +25% magic size, 10,000 defense
  • Armor D: 25,000 defense

And they would look like this at level 30:

  • Armor A: +50% magic size
  • Armor B: +30% magic size, 15 defense
  • Armor C: +15% magic size, 30 defense
  • Armor D: 50 defense

This is what I assumed your solution would be:

  • Armor A (minimum level: 30): +10% magic size, 30 defense
  • Armor B (minimum level: 100): +25% magic size, 400 defense
  • Armor C (minimum level: 250): +50% magic size, 1,000 defense
  • Armor D (minimum level: 500): +75% magic size, 2,500 defense
  • Armor E (minimum level: 750): +100% magic size, 8,000 defense
  • Armor F (minimum level: 1,000): +125% magic size, 25,000 defense

As you can see, the early-game playstyle for magic size builds would barely be any different from the playstyle of someone that didn’t bother to invest in magic size, while the endgame playstyle would allow for someone to blow up entire towns way too easily with the 125% magic size bonus.

Now, if you’ve already taken this into account and want a limit on stats like magic size and speed, then I would agree with you entirely. I’m just not sure if that’s the case.

They could just only nerf the blast and beam spells cooldown

Being stunned applies stun immunity, its different from grab immunity.

Mages are stat checking everyone because of that dmg buff. They don’t have to invest in power to deal meaningful damage at all.

Honestly, I think the overheating is fine. Yeah, I was annoyed about it, but that’s partially because it was just one more thing on top of a lot of other disadvantages I had, like both lower damage and lower survivability. It was admittedly an interesting factor to have to keep my Heat meter low enough that he doesn’t get the damage boost. I thought Heat was the big problem I was doing so poorly in our first fights, but after going for longer, I realized it was that Thermo Fist’s damage is way too low regardless of how much Heat I had. I couldn’t get close without taking much more damage than I was dealing (even on low Heat) and I also have a huge HP disadvantage because he’s a paladin.

(also FYI it’s magma not explosion)

I just wished there was something more in the combat balancing document about Glass magic or how it’s imbuement for conjurers is literally just a damage nerf.

Glass has the average stats a DoT focused magic should have (including a low damage multiplier) but the DoT it inflicts is JUST a normal bleed. the same bleed weapons deal. The same bleed that deals almost no damage…

There is a reason why pretty much no one uses Glass as a primary element. Most builds never even consider using glass and the few who does, use it as a secondary magic just to apply an easy bleed.

Right now, glass magic is JUST a bleed stat-stick for mages. NO ONE else has any reason to use it…

I see. Could probably use separate visuals, been thinking that it applies both CC and Grab Immunity whenever the health bar turns white instead of either or.

Your health bar only turns white when u have grab immunity but yeah there should be some indication of stun immunity, it just wasn’t a priority when it was added.

im sorry but like ur buffing earth and metal further for conjurer then neglecting stuff like plasma and magma and even nerfing them further?

And Glass. Don’t forget Glass.
Always neglected to being just an almost mage exclusive, bleed stat-stick solely for Synergy and nothing more.