Arcane Odyssey v1.13 Balancing Changes WIP

I think that is a point, however, some mages use only one magic (I almost never use my 2nd mind)

Pulse size is smaller, I like all the different changes the spell is getting in order to make it not overwhelming

Iā€™m not sure how it works exactly so Iā€™m not sure how to balance it, but can we tweak lightning + sailor fist? Iā€™ve been dueling my brother who uses that (111 power, and I have 1,219 HP), and literally anytime he hits me with anything it paralyzes. Had a couple of times where, Iā€™m not sure if itā€™s RNG or a glitch, but Iā€™d get paralyzed and stuck for like 10 seconds, and just die immediately. I donā€™t think Iā€™ve seen anyone bring it up, and I think it really needs to be looked at.

The paralyzation is intentional but itā€™s only meant to last like less than a second.

Sure, but its ability to immediately interrupt you whenever the user wants is really annoying to go against.

Charging something? Paralyzed. Dashing? Paralyzed, and launched halfway across the arena. Jumping? Also paralyzed, and look like a clown on your way down.

It just doesnā€™t feel fun to get whacked and get paralyzed literally every single time, especially when that split second of vulnerability can mess you up.

And given itā€™s supposed to last less than a second Iā€™m going to guess itā€™s a bug, but I really hope they fix the issue of you being paralyzed for 10+ seconds. Really not great way to lose a fight.

you can only paralyze every 10 seconds.

Getting knocked around like a fish every 10 seconds is still not a very good experience. A force reset button at your whim isnā€™t good design.

Wouldnt that mean he made a good build? 10s is a lot of time you can do in between paralyzes. If its not a huge problem for the majority (since barely anyone plays warlocks) then its not that bad.

I mean, all he did was choose lightning and sailor fist. He has a 50/50 split in stats. 10 seconds is a lot, but my point is that being able to stop someoneā€™s flow whenever you please with any one of your fs attacks is annoying to deal with. I donā€™t think that just because itā€™s not something a lot of people donā€™t have a problem with doesnā€™t make it not a problem. Itā€™s certainly a much lower priority problem, compared to everything else that has to be worked on, but a problem nonetheless.

Poison literally has the lowest base damage in the game while equal speed to glass. Thereā€™s literally no ā€œstrong, slower attacks.ā€

Then letā€™s say Glass is now allowed to bleed stack. With the old formula, you now make Glass the most overpowered magic in the game by letting it stack status effects that already gave too much damage for free. With the new formula, it now stacks bleed that 32-36 damage per hit which eventually spirals to a 5 hit self-explosion / 20 hit beam that technically has 36 flat damage added to every hit which means 720 damage from that not even including base damage. We run into the same problem.

Even now, Glass would already out DPS poison in pretty much every scenario due to having way higher base damage and a faster DoT. Just because these magics can coexist as ā€œuniqueā€ in that theyā€™re literally a solid and a gas, does not mean they can coexist in game balance without running into all these problems for a base magic.

Also, you do realize this is basically the Flare lost magic that Iris has. It works in a very similar way where it seems to stack but does not add to DoT duration last time I checked. Adding the identity of a Lost Magic to a base magic is not justified.

If anything the variety should be a larger variety in base stats where on a new scale, some magics like light and lightning could perhaps have negative stats (like 0.9x size) in turn for more damage, etc. (and perhaps with this maybe glass can somehow exist with a unique and non-overpowered status effect).

If every base magic got more unique effects, making lost and ancient magics to stand out would be insanely difficult and easily overtuned if something like mages, status effects, and pulsar already brought this much chaos to balance.

It deals 0.75x damage, then 0.75x damage again over 20 seconds.
This makes it have the strongest single hits in the game by an enormous margin, at a total damage per hit (when the status is available) of 1.5x.
It is about methodical strikes because you have to keep track of your poison then reapply it with the strongest attack you are able to, and are left with generally low damage during the downtime between these powerful blows.

Several solutions to the problem exist, such as limiting the stacks to 3, making each stack require 1 more hit than the previous (say, up to +3 required?), ect.
Itā€™s not too hard of a problem to solve with some creativity without turning the 20 multi blast into the strongest attack in the game.
Oh, and if youā€™ve been following the conversation I am AGAINST the new formula being for all magics, believing it should be dependent on rather or not the magicā€™s status is in need of it.
Glass and poison wouldnā€™t need the new formula, magma and metal would.

This, too. Intensity is already the new power for statusā€™ so Iā€™d say this fits.

You do realize this is what makes poison not that good right (honestly might be in a worse state than glass)? In a game where you can literally die to a single metal ultimate that does close to 1000+ damage, thereā€™s literally no point of a DoT that last 20s (15s is what they plan to make it) because if someone dies before 20 seconds, the rest of the damage is wasted and youā€™re left with a 0.75 impact damage magic that scales even worse on power stat and power aura. Youā€™re literally not going to kill anyone with poison DoT unless they were standing still and you were using a 20% blast size and 20% explosion size blast. Also saying thereā€™s methodical strikes in a game state like this is hilarious.

Like I said if you read what I said before, there could be a creative solution out there, but this much time and work for a niche basic magic that caters to maybe like 1-2% of the community is likely not what Vetex wants to spend his time on so it would likely be best to simply remove it so people donā€™t cry and complain about it when thereā€™s more glaring issues.

Poisoned is an entirely different scenario but forcing metal to the new formula and keeping glass on the old is just disgusting as exceptions shouldnā€™t be made when theyā€™re honestly quite literally the same status and not drastically different in status damage.

Last post since this is senseless arguing.

give mages an M1 and nerf blast

2 Likes

No.

2 Likes

Genuine question, whoā€™s the person that though that Warriors getting a 33% aoe awakening buff is a good idea? Like seriously, is it the same person that thinks Pulsar aoe should be the size of carinaā€™s bums?

I agree that this is senseless discussion.

It is a fact that glass is in a terrible spot. Not only it deals little to no damage, but it doesnā€™t do what it was supposed to do. Even the rubble doesnā€™t work correctly.

Saying poison deals low damageā€¦ Despite having the highest multiplier Iā€™f you count with the DoT is just crazy. Even if it takes some time to deal that extra damage, itā€™s still adds up REALLY quickly.

Also, I donā€™t get why or how, but you seem to think bleed already deals insane damageā€¦ Have you tried using glass before or even seen how much DMG bleed actually deals? Glass right now is a DoT focused magicā€¦ But without the DoTā€¦

Good thing someone decided a huge 0.5x damage buff to lightning was a good idea only because they were jealous wind is better. Fighting styles also being buffed but that was needed.

Paralyzed is a buggy status. Most of the time youā€™re just left ragdolled and completely incapable of mobility which does not seem intentional, itā€™s meant to be similar to other CC statuses. Sometimes I have to spam moves to get out of the Paralysis stun, itā€™s very buggy and strange

I seriously donā€™t understand how I need to explain this to you as well.
image
This is having 120 power with power aura with metal, obviously not glass but can be estimated. If we were to get a close estimate and cut this damage to 0.875x to fit glass, it would be dealing around 304.5, likely closer to perhaps 290-300 with how the power stat works. Worse case scenario with it doing 290, that is 63.4 (290 x .21875) total bleed damage (equivalent to around 60-66 power or 63 added damage). If you hit another blast, you would do 304.5 (290 x 1.05) due to the bleed self-synergy (equivalent to around probably 15 power or 15 added damage). My ultimate art does 558 with 135 total bleed damage. Glass would obviously do less but still a decent chunk where it is very viable and bleed is adding up to quite a lot of damage through DoT and self-synergy.

If you read what I post, fights do not last close to 20 seconds. Poison has the weakest DPS (not total damage) DoT and lowest impact damage. This means Poison is stuck with 0.75x impact damage with a DoT that wouldā€™ve only done 25-50% of its damage in a realistic fight (around 0.375x total damage DoT in 10 seconds). This worse DPS and likely even overall damage than Glass. Impact damage adds up in a fight.

Youā€™re seriously basing Poison off the fact it has 1.5x total damage multiplier with a 20 second DoT when Glass easily has a ~1.1x total damage multiplier with bleed in 5 seconds. What about magics like Wind (0.875x) with less or no DoT status effect? Water (0.925x). Plasma (0.8x + 0.216x, less than glass). Fire (0.825x + 0.28875x, literally 0.02x damage above glass). To make up for the damage of bleed, these other non-DoT magics would need synergies which got nerfed to be around 10-20% max, meaning this would not even cover the bleed damage. This is such obvious double standard and bias that should not be in a serious discussion on balance.