Arcane Odyssey v1.13 Balancing Changes WIP

I will shut up once glass gets the buffs it deserves. -_-

It’s on a terrible spot right now.

Here are a few suggestions:

  1. Let us see how close our mode is to ending. It’s getting really awkward to click X every few exchanges with Cernyx or Calvus just to make sure I’m going as far as I should.

  2. Make it so m1’s on the ground never take stamina. I don’t know if it’s a bug or what, but frequently I find myself losing stamina rapidly when punching a boss.

  3. Shift the requirements of all strength moves 30 levels down so they line up with magics, or adjust the interval at which you unlock Strength’s moves so that if you spec 150 points into Strength, you can at least get every move. Why does Magic get special treatment?

1 Like

Cause mage doesn’t have m1s and fighting styles do, and honestly just shift the skills down 10 points, then fighting styles get their first technique when weapons get their first one. 30 is a bit extreme imo but I haven’t really seen an issue

1 Like

M1s are unusable in 3 out of 4 combat situations because this game is built for combat at medium distance, and I don’t like the Weapon argument because weapons don’t create their skills

…I’m just a little salty my Warlock can’t charge Thermo Fist off of airstep

2 Likes

me when i go in for a melee attack on the helpless mage: >:)

me when the helpless mage jumps half a foot in the air escaping my effective range and then shoots me for 400 damage, instantly proccing half a dozen statuses while afflicting me with limb loss so i can no longer play the game:

1 Like

Insanity being given by a magic as an on hit effect is a HORRIBLE idea

this is insanity 1

this shit would be absurdly disruptive in any combat

1 Like

Hey. I made a forum account just so i could post my thoughts here lol.

I must say, most of these balance changes are good! I personally like the intensity changes, status effect changes and the nerfs to mage since that class is broken mainly due to its spells, aoe size on explosion and speed not really affecting it much.
My only major concern is with the damage on the strength route. Its categorized as a rushdown but it generally lacks in damage compared to other options. The average damage on magic (according to the wiki, may be innacurate) is 0.925, while the highest damage fighting styles only come up to 0.9. This, i believe, is very poor for a rushdown archetype. Getting very close to your enemies face in this game is a horrible position to be in and they do not have very many long range options as well. So i feel a global increase of 0.050 or even 0.075 would be great! Comparing this to a magic like metal or earth, those ones (on paper) want you to be closer to your enemy to counteract the speed debuff. And since strength is a route focused on being close to the enemy i feel this fits in well.

Some other minor ideas ive had / seen discussed are:
1: Shadow magic buff could be an enemy damage decrease. Seen this one be talked about in here and honestly i think its the best way to buff it. Maybe lower the damage of shadow itself then?
2: Bleed stacking is a good idea. But maybe it could have like, 3 stages of bleed instead? Gouged is a planned status effect which is a stronger version of bleed so it could apply bleed > gouged > a new 3rd bleed stage to make it feel more unique. And then make the stronger versions of bleed buff its synergies more perhaps.
3: Not an idea of my own, but i do agree that DOT magic should be based on the original damage itself, instead of a fixed amount. Maybe certain magics (like flare or my version of glass for example) could have it be a fixed amount since the status effect wants you to hit enemies multiple times to stack damage instead of hitting them once
4: Kinda hard to balance snow, but maybe it could slow enemies a bit? Or, the next stamina action they make uses 10% more stamina or something. Dunno how to make this one more unique while also keeping it balanced.

Take most of these with lots of salt since i am not the most avid PVP player. Though, if there is any one suggestion i would like you to have more thought about it would be the strength route buff. If these ideas seem a bit op, please let me know why. And again, i really like most of the changes you already laid out.

So this means that snow is just better than ice right now? Since it has the same interaction with water (which is what I’m currently more interested when it comes to comparing ice and snow), same damage multiplier and size, with a greater size.

My magics are currently lightning and ice, and I was planning on getting water last, but I made that choice based on the outdated Trello info. You think snow would fit better in there than ice?

Very comparable.

I would still say ice has a bit more damage potential due to the synergies and the fact that it synergizes with itself, when attacking an already frozen enemy.

I’m pretty sure water last would still fit better on your build since it also synergizes with lightning.

Maybe, but I think that blinded and Shadow’s current drained effect is more disruptive PvP-wise than that especially since if Shadow did proc insanity 1 it would only do so for a few seconds maybe 3-5, but anything further than insanity 1 would be crazy though so I do agree. Some of the other ideas though seem pretty reasonable though. My personal favorite is the Cloud one because it’s more Shadow like and gives Shadow a unique gimmick that not only separates it from Light but also your standard DoT magic. It could cause lag, but almost all magics do. If we worried about lag we wouldn’t have things like Posion, Ash, Magma, Acid, etc.

Point of the video aside, how the hell are you getting such smooth gameplay?

Truth be told, Insanity 1 doesn’t seem to be as disruptive as the light blinded effect or even sandy.
Maybe similar, but i wouldn’t say it’s more disruptive.

I do agree that anything above insanity 1 would be just… well… insanity lol
Insanity is a status effect that gets TOO crazy, TOO quickly.

The cloud one would be interesting, but it would shift Shadow to be more of a ‘area denial’ magic instead, wouldn’t it?

But aren’t those supposed to be the most used spells in a fight?

Shadows making clouds or whatever these shades are hardly makes sense and there’s no reason any magic with such high base stats should gain area denial unless it gets nerfed to gain a status effect. Even if the stats get nerfed, a damage debuff is beyond OP and something games in general avoid because it feels bad for players.

Perhaps only for glass if status effect DoTs don’t get gutted as planned (which they should) otherwise its easily abusable by even better magics or weapons like metal.

1 Like

We can only pray for Glass to receive something like bleed stacking for a special passive…
It’s honestly, really bad right now. IMO such bleed stacking passive should be glass exclusive. Otherwise it would only make wood/earth/metal even stronger than they already are compared to glass

I’d rather have 33% size and +10% dmg than +10% size +10% speed and +8% dmg on bleeding weapons again(gouged). Bruised is literally just imbuement but worse since imbuement will proc synergy every attack and not just every attack while someone is gouged.

(If I was a metamancer but Idc that much since I’m not one, just pointing out it’s not a buff)

Also the +8% dmg on bleeding weapons is actually much less practically since you’re gonna hit someone while they’re bleeding and bleeding doesn’t stack

I think my idea makes as much sense as half of the magic synergies in this game. If anything, Shadow’s current effect makes completely no sense as that’s not what Shadow does it the first place. A Shadow is a place/area that is devoid of light or with little light, my idea, I think, is a better reflection of that than the current Shadow effect. You can nerf the base damage I’m fine with that, but considering Lightning is expected to do almost as much damage, is faster, and has better synergies than Shadow I don’t think it should be by that much especially considering the effect only serves to disorient and not do any damage whatsoever.

Nowhere close to as much tf

In the document it says that they’re buffing Lightning to 0.9x which is only 0.5x off from Shadow.

So shadow does 5.56% more dmg

Meaning even if lightning was synergizing literally every other attack it’d do less than shadow