Arcane Odyssey v1.13 Balancing Changes WIP

then nerf the power scaling

In general or on pulsar. Because on most other abilities, power scaling is fine. Pulsar is the main offender here. With 133 power, a glass cannon blast will hit for about ~300. Pulsar can hit for ~1000.

They’re similarly committal. Pulsar is easier to land. That’s not good balance. Even with the aoe nerf, Pulsar will still over perform in raw damage.

on pulsar

The stat points when they don’t work:
There’s a reason why skill points exist, it’s to create diversity and such conjurers wouldn’t have enough points to get ancient magics, or if they did they would have to heavily sacrifice stuff in their weapons, so it’s a fair trade off, it’s not like they’re not suffering at all.
And mages get higher tier spells, magics and more unique/niche spells that some builds won’t ever get access to

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hopefully we get some of these cool strength buffs, feels like magic and weapons just absolutely wreck strength in like every category

Remove the magic size stat from equipment completely but replace it with something else

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I think how the DoT works should be based on the magic/DoT in of itself, rather than universally current system or new proposed system.
Problematic DoT’s can use the fixed system, while very weak/powerful DoT’s continue to use the current system, mixed in somewhere with this proposed solution to power scaling:

For instance, magma and metal get moved over to doing fixed DoT based on level, while glass, poison, ect remain using the current system.

Compensate a nerf to THE best attack ever made in AO? Yeah no thanks.

Bleed DMG is almost completely irrelevant for glass magic.

Most of its stats are average at best, it’s DoT DMG is nowhere as high as poison or acid, which at this point are just better versions of glass magic.

The fixed damage would actually be beneficial for weak DoTs, wouldn’t it?

Glass honestly can’t continue the way it is right now. It’s lacking in a lot of ways when compared to other magics.

What glass needs is either bleed stacking or stronger bleed, the fixed per level thing won’t really help, as the base value is still low.
If we punch the status maximums in from the wiki we get liiiiike
Plasma magic DoT = 27
Glass magic DoT = 27.3
With the proposed system, that is.

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I 100% agree with you. I’ve been saying the same thing for a few days now. I just hope it gets considered.

There are actually many positive sides of giving glass a passive that lets it stack bleed, while it would also cover for it’s low damage and average stats.

i met a warrior with 2.3k hp and 24 regen per second while still doing 200 dmg and they’re literally unkillable for anyone except pulsar spammers, can something be done about this lol

bug abuser got fixed (vitality doesnt lower their damage)

they dont have any points in vitality its just full hard gear with lion helmet, defence amulet cernex faulds all hard. I was thinking maybe limit the amount of hp non vitality builds can get to like 1.5k maybe or cap the regen hp can give but obviously increase it as the updates go on

They’re similarly committal. Pulsar is easier to land. That’s not good balance. Even with the aoe nerf, Pulsar will still over perform in raw damage.

Well I mean, Pulsar is a rare spell. It should very much be stronger than a basic blast. I’ve never fought these cracked build mages with Pulsar so I don’t know how it is to deal with, but like the other guy said, if the scaling is such an issue then just tinker with that until it gets a bit more in line.

I agree that yeah, sure, its a lost spell, but it still shouldn’t be too strong. We still have lost and ancient magics to get to, and if a rare spell is as strong as Pulsar is now, then lost and ancient spells might as well insta-kill. That said, it also shouldn’t be complete ass like some people want it to be.

(it’s basically cancer, i used it)
You will get unavoidable damage even at it’s most forgiving.(which is 100% size with no size buffs)

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can i please get a few more opinions on this? i havent seen much discussion on this, even though for a rushdown archetype all fighting styles deal suprisingly low damage. I just need some other people pitching in on the conversation since im not too sure if this is good or not.

Rarity is no reason for imbalance. I know some people will disagree, but I personally think that’s boring. When late game pvp is decided by who has the most shiny stuff it isn’t very fun.

If it isn’t difficult to get, it’s still not very cool because everyone is obligated to use the “rare” equipment or spells because they’re so much better than anything else.

I personally don’t think pulsar should be “better” than blasts, but rather different. Already, it has slightly longer cast time and much longer cooldowns, but the problem is that these drawbacks are not proportional to its strength.
I mean, look at this.

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what the fuck

pulsar will fall from the most busted move in ao history
oh yeah pulsar shares same frame data with blast btw