Arcane Odyssey v1.13 Balancing Changes WIP

Yes, but with my idea Shadow would be getting a damage nerf.

mages will still be strong, the nerfs that are coming mainly weaken specific builds that are busted, and make it so hybrids are more on par with pure classes (they still have the downside of unlocking stuff later and getting less magics/fighting styles). iā€™m a bit concerned that going berserker will be even less desirable, though, since thereā€™ll likely be a larger power gap between them and warlocks/warlords

Why even do your idea if shadow is fine currently

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Because Shadow is lacking in a few areas and people are afraid it will be in a weird place in the future given the fact that it has no synergies and the effect isnā€™t good. Thatā€™s why people on this very thread have been talking about it.

Shadow
High damage
High speed
Good clash rates
Good size
Effect is bad
Bad synergies(doesnā€™t even need them to deal high damage)

Truly the epitome of lacking magics when thereā€™s stuff like glass(worse acid)

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You do realize 0.5x is massive right? Especially since the power stat from items, auras, etc. are based on the original impact damage of the magic; ex. metal gains much more damage from high power compared to poison with high power. Shadow also has 1.15x size compared to 1.0x lightning. As said before, if Vetex designed Shadow with these stats and current interactions, it seems clear it was always meant to be a somewhat standalone magic.

Pretty sure Mage will immediately fall off as soon as the level cap raises once hybrids get ultimate art and shapes, especially after losing its 10% buff when its the only thing unique about them. Conjurers getting bleed interactions fixed will make them to a lot more damage, especially ice with its 40% interaction. Berserker is definitely going to have barely anyone play it if they go through with these changes, removing the pure buff is literally just an insane buff for hybrids. Pure mages and berserkers second magic/fighting styles are basically useless right now as they lack purpose and uniqueness.

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Yeah, but then all then synergies Shadow has are negative ones on top of that it has a useless effect. I say this and I agree with you, I think Shadow is an S-tier magic and is currently underrated if youā€™re going mage, but itā€™s effect makes going other builds like kinda pointless because it doesnā€™t do much.

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We all know glass is lacking in a thousand ways.

It does high damage with high speed, good size and good clash rates, thatā€™s its purpose.

Itā€™s not meant to do more than just be good. Also after the changes with conj, imbuement will make it a 4.5% dmg increase, 7.5% size increase, and 30% speed increase.

Warlock will be a 15% size increase, 30% speed increase, and 5% dmg decrease

I think thatā€™s a lot more than ā€œuselessā€ for other builds

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Fine then. If itā€™s in a good place then itā€™s in a good place. Iā€™m just making a suggestion due the fact that people were considering giving Shadow a synergy as if thatā€™s the main problem the magic was having as a means to improve it. If it gets to be left as is, thatā€™s fine with me.

pure mages are currently the most meta class, followed only by specific warrior builds. with future updates, mages will benefit a lot more from lost and ancient magics and various synergies, and they already benefit the most from intensity and bursting enchants. also, synergies got nerfed, i donā€™t think a 40% synergy is possible anymore.

i think berserker would be good if fighting styles were better. imo hybrids deserve the buffs theyā€™re getting, it was definitely less optimal to go hybrid when compared to going mage or warrior.

That is correct. There is a cap of 20% Synergy, if it involves a CC effect (like petrification or something) and if it clears the status effect.

Otherwise the cap for synergies is 10% for everything else.

But this is simply because mages are statchecking other classes and that status effect magics like metal and magma are insanely overtuned. This really isnā€™t even a ā€œmageā€ problem as thereā€™s literally status effects doing more than the pure 10% damage buff they get for awakening, and no one even uses their second magic because its a tier below their first.

I honestly donā€™t get why everyone brings up the lost/ancient magic argument when none of that is exclusive to mage as there will literally eventually be conjurers with ancient magic imbued legendary weapons. All they have is the option of another lost magic basically (and having higher magic stats to literally be the equivalent of having early access to the game which is a bit degrading), and being real here, once Vetex drops any sort of healing magic thatā€™s considered a lost or ancient magic, everyone is going to choose that with whatever else they want to main. The pure classes (except warrior) are insanely flawed because thereā€™s so little use to having extra magics/fighting styles when synergies are generally short lasting and thereā€™s only so much you can cast or use at once.

Berserkers is in a different situation as the other pure classes. Once the imbuement changes are in with the global multiplier buffs to fighting styles, berserkers are literally going to be outclassed by warlocks with their imbued fighting styles which shouldnā€™t be the case for any pure class.

Edit: yeah youā€™re right on this but even then, fixing it will still be stronger than what it is before whatever the percent is.

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The problem with mages isnā€™t just that they are statchecking everyone else. While this much is indeed true, there is a small point that needs to be taken in consideration: Mages and Warlocks are the only ones who can take advantage of elemental synergies. At least for now. Other hybrid builds and builds that have no magic on them have very limited options for synergies.

Regarding the lost/ancient magic, even if other builds might be able to use them as well, they would still be severely limited. Mages would be undeniably the ones to make best use of the lost/ancient magics that might come in the future.

Regarding Berserkers, I donā€™t think the problem is specifically with the berserkers. The issue might be more related to specific fighting styles than berserkers themselves. After the fighting styles buffs, they will undeniably get better.

Insert here the obligatory reminder of how weak Glass magic is and that it deserves some kind of buff. Be it bleed stacking or a stronger type of bleed

Most of these effects are due to Akursius Keepā€™s regional effects. If you wanted a more compelling sample, get one from Cursed Mushrooms.

no offense but these the same testers that tested pulsar and mage before release lol

also the same people that apperantly had no problem with not being able to despawn their boat

Berserkers is in a different situation as the other pure classes. Once the imbuement changes are in with the global multiplier buffs to fighting styles, berserkers are literally going to be outclassed by warlocks with their imbued fighting styles which shouldnā€™t be the case for any pure class.

On top of the other buffs berserkerā€™s get. All fighting styles except Thermo Fist should have a very slight speed buff in general (particularly the travel speed of Crash and Rushdown).

If youā€™re going to be a berserker, youā€™re going to need the speed to even land those hits, and since most of your skills force or require you to get close to do damage, it would give them justice to increase their rushdown capabilities while not feeling punished and outmaneuvered too much. Most berserkers (that I can find) are too hesitant in even getting close to other classes and just resort to charged Shots and Axe Slashes, which defeats the whole purpose of a berserker.

Unless youā€™re using Thermo Fist, or have absurd speed stat (without using Iron Leg), good luck getting endlagged and punished heavily with a counterattack. And might I add, nearly every class has a fatass AOE that makes me question if its really necessary to make them that big or scale that high.

they had a week to test pulsar and their nerf request got misunderstood

Pulsar probably needs a damage nerf on top of the aoe nerf. Right now, its damage scales waaaay too hard with power, especially considering how low committal it is. You could drop a 50% aoe nerf and 50% damage nerf on that spell and it would STILL be overperforming.

like, 1k damage on a 1 second max cast time ability? Thatā€™s insane.