Arcane Odyssey v1.13 Balancing Changes WIP

Problem is mage is ok for islands like munera garden but when u fighting on harvest u aint doing shit to them

Oh I thought warrior got the 10% awakening buff too, it was included in .99

Huh? Then we completely missed that. Gonna have to @ Danny about that.

Removed from the doc.

Also do lose heat from using a 20x shot too?

Also we are welcoming any suggestions to solve the issue of running considering itā€™s a big problem right now.

Remove the incombat dash reduction currently which lowers distance after 3rd dash(?). Add a dash counter UI similar to air movement. Each use has its own CD and will only go on CD if you are in combat. This reduces the amount of dashes across the board, may make landing your skills easier against runners. If it is still an issue maybe reduce dash distance when around red hp

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Running has been a problem from AA to WoM to AO, and itā€™s not much worse than it was before, but Iā€™d still love to see some changes. Iā€™d suggest a movement speed / dash distance penalty when low on health, but that has the potential to completely ruin those ā€˜comebackā€™ moments in PvP where you turn the tide of the fight completely.

Furthermore, 125s can still attack 50s at Cirrus, and I see it somewhat commonly. Running is a low levelā€™s only option; this isnā€™t Deepwoken where you at least have somewhat of a chance.

For now, I believe that the problem of running isnā€™t so much important as on land as it is when water is involved. Even as a Paladin running two slow magics with nothing but a Leap at my disposal, catching runners on land isnā€™t a monumental feat, as long as youā€™re persistent and keep a level head.

I believe that when combat tagged by players, entering water should result in a stamina drain penalty. This will force them to return to land whether theyā€™d like it or not, and eventually provides at least a chance to kill them.

If players running on land continues to be a large problem though, I see one avenue that might be a good idea to test.

Agility; not movement speed or dash distance overall, but simply the effect of the Agility stat alone, should decrease as your health does, being very, very slight at first and then kicking in more harshly when reaching lower health thresholds. Many people whoā€™ve run from me successfully only do so because they are wearing the Calvus set, which provides a lot of Agility. Itā€™s definitely a band-aid suggestion, but itā€™s all I can really think of for now.

5 Likes

2023-03-07
Whatā€™s the reasoning behind this?
And I donā€™t think lightning and light need any buffs.

Yeah wait why is the 1.3 size magic getting even more size?

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Nerf size reliant magics overall or attack size stat, hereā€™s why:

AOE gotta go, need to bring back aiming

6 Likes

AoE purge when

Right my boy, who gave the go ahead for all this AOE nonsense? :face_with_raised_eyebrow:

4 Likes

For the basic ammo thing, maybe that could apply for cannonfist as well(and that alone) so that when you use m1s/techniques you arenā€™t screwed if you run out

thats what im saying the aoe hit boxes for big weapon moves and a magic are to big

3 Likes

u could jump over a mirrored river and still get it

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Please give savant a size boost man itā€™s so small

nerf elius

i do hope we will be able to grab bosses in the future, ik you canā€™t because you would be able to ā€œinfiniteā€ attack them, but then just make it so that thereā€™s a grab cooldown or smth. itā€™s really annoying not being able to use the weapons i want because they just donā€™t work on bosses.