Arcane Odyssey v1.13 Balancing Changes WIP

that thing hit you for its entire duration even though it was 30 feet away from you wow

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bruh

my soul immediately leaving my body upon reading the words ā€œsame frame dataā€

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Thatā€™s somewhat the point of having low values. Thereā€™s literally no reason to pick a magic without a status effect DoT since it gives so much free damage at no cost. My metal character can easily get up to 150 extra damage from bleed alone which is hardly fair. If it was magma, that would be pretty close to 200-250 extra damage from melt.

The real issue with Glass is probably more so that other magics can apply bleed too easily, 5% is too easily reachable compared to something like 33% for Earth. And at this rate, it might as well be removed as its going to be difficult to make a place for it in the game.

@ThatOneGuy

Glass is supposed to be focused more on DoT than raw damage. But that literally canā€™t happen when bleed (specifically paired with glass) is such a weak DoT compared to all others.

Its base stats are too low, average at best and it doesnā€™t get anything in return from having these ā€˜mehā€™ stats.

Even though it can easily apply bleed, itā€™s overall damage is still TOO low. Once again, there is a reason why people donā€™t use glass at all other than just to be a 2nd magic to easily apply bleed.

Glass deserves a unique, strong version of bleed or at least the ability to stack said bleeding.

Even mages, being strong as they are, have little to no reason to chose glassā€¦

Choosing glass in a hybrid build is pretty much trying to nerf yourself. Unfortunatelyā€¦

The last thing Iā€™d want is to get my hands on an ancient magic but itā€™s hardly any better than something like Magma in terms of damage.

Rarity absolutely should translate to its damage or effects, but I agree that Pulsar as it is too ridiculous. It should be stronger than basic attacks in one way or another, but itā€™s too strong as it is.

@Inferno Sorry, but what does them sharing the same frame data mean?

I mean, Iā€™d rather not get my hands on an ancient magic and itā€™s just magma but does double damage.

I think itā€™s fine for rare things to be powerful, but I believe the emphasis should be placed on uniqueness and being interesting rather than simply being a flat upgrade every time.

It means they share the same startup and endlag

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For sure, it wouldnā€™t be any fun if all the ancient magics and such were just basic magics but the damage values are just tuned up. I was just saying that they should still definitely be stronger than normal magics. They 100% should be more unique, but thereā€™s practically no point if theyā€™re only just as strong as a basic magic. In my opinion, at least.

@Inferno Ah, thanks.

Thatā€™s just the reality of it. Poison is already suppose to be the DoT magic and obviously it would make no sense if Glass was better than it at that. With wood and metal existing, which are basically better glass, it just unfortunately has no place.

Reworking glass to have a unique effect would be too much for what is considered a base magic as this unique bleed could easily just be saved for something like the Slice lost/ancient magic. Vetex would also probably rather work on actual content too than fixing a niche magic. You are right to complain about it, but it might as well get unfortunately removed as thereā€™s no fixing it in a reasonable manner.

I think itā€™s fair that rarer things feel strong. And so long as things are balanced between classes, it shouldnā€™t really matter, but I still feel like ancient magics or other rare forms of equipment shouldnā€™t be too overwhelmingly powerful.

As it is, pulsar is obviously very problematic. But I would hate for pulsar and other things like it to become a necessity for high end builds because they are simply ā€œbetterā€ than their non rare counterparts.

Itā€™s a difficult balance between making something that feels appropriately rewarding to the player, while not making it strictly hands down ā€œbetterā€ than other options. I just donā€™t want pvp to be boring matches of slightly different renditions of the same build spamming the same abilities at each other.

its ok guys pulsar is getting tweaked

I just donā€™t want pvp to be boring matches of slightly different renditions of the same build spamming the same abilities at each other.

I agree with your wants here butā€¦ I just donā€™t think thatā€™s going to happen. Thereā€™s always going to be a set of ā€œbestā€ options, and youā€™ll always have a group of people using and abusing it as much as possible. Itā€™d be great to have a set of moves that are close to universally balanced possible, but I just donā€™t think itā€™ll be doable.

can you enable viewing version history? iā€™d like to know whats new when i revisit the doc

also can parrying not decrease shield durability, or at the very least decrease it at a significantly reduced rate? thereā€™s not an incentive to hit a parry with a shield atm

I donā€™t see the reason why poison and glass canā€™t coexist.

Poison is a cloud based, area denial, DoT magic, with long duration.

Glass is a SOLID based (or at least should be due to the rubble it should spawn), area denial, DoT magic with short duration.

Both are unique enough to coexist. Glass dealing more damage per tic but for less time than poison and poison having a higher total damage with itā€™s duration.

Vetex has the final saying on whether it gets removed or not though (although it would be a shame. Glass magic is still really cool, despite being weak) and if does, I wonder what would happen to my Glass Conjurer.

Edit: typo. Writing from cellphone.

Glass would not be removed, thatā€™s silly.
The easy way to differentiate and balanced the two would be simple.
Glass is about burst DoT, while poison is about slow burn extremely powerful DoT.
You could achieve burst DoT through giving glass the ability to apply extra stacks of bleed every x hits.
This means poison is about strong, slower attacks that leave a nasty powerful DoT, while glass is about hitting the opponent as many times as possible as quickly as possible to shred them and cover them in wounds.
Poison mages would want to hit you with deadly, concentrated toxic blasts to kill you over time.
Glass mages want to make a terrifying storm of shrapnel that turns you into red slush.
Seem like a good duality? I think it is.

I couldnā€™t have worded it better myself. 100% agree with everything you said.

That was exactly what I meant. Both magics are definitely unique enough to coexist.

Isnā€™t that why balance changes exist? To tweak the stuff that shouldnā€™t be that strong compared to the rest and keep pvp and pve fun and not feel the same.

And just because its a rare spell doesnā€™t only mean it should be stronger. It can always be something different to compensate for the low damage, just like Pulsar, it doesnt need high damage, just enough to scare people off from going near you while still doing passable damage. Axe Slash is literally just blast but for fighting styles.

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dont kill me if this was already suggested but i feel like base magics could use more variety.
i know stuff like that is supposed to come in the future with lost magics and spells, but since base magics are supposed to be really important (u cant even change them) i feel like they should feel different from the start.
something like crystallized for crystal, or light damage stacking, or lightings suggested ā€˜chargedā€™ effect makes things unique

reason why i would like this kind of change (mainly to status effects)
magics like earth, metal, and explosion are literally the same playstyle
so theres just too little variety in some magics
maybe change status effects to all be unique, like how it slowly is becoming (corroding changes, gouged, etc)

like uhhh scorched, instead of just being a normal dot, make it deal damage in bursts or something

melting, make their attacks weaker (magma does not need a buff this just an example)

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I feel like magic effects and reactions shouldnā€™t be too complicated or drastic cus then how big the power gap would it be if lost and eventually ancient magic were added thatā€™s a direct upgrade from base magic?

Edit: If something as simple as Shadow magic gives drained, then the logical upgrade for that should be Insanity. Imagine if Shadow gave insanity, what would the lost magic have? Insanity 2? 3? What about ancient magic?

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