And if you read what I said, it’s the worst at bleed synergies out of literally all other available options
It’s not a 300% size increase or some shit, it’s a minor change that will hardly effect the magic
This gave me a stroke, size has nothing to do with damage
Metal
Large size
Highest Impact Dmg
Best Clash Rates
Best resistance aura
Best power aura
Worst speed aura
Good Destruction aura
Glass
Small size
Mid-Low Impact damage
Worst clash rates
Worst resistance aura
Mediocre power aura
Mediocre speed aura
Bad destruction aura
Ya bro it’s definitely just the dmg difference that makes metal good
I guess on my own note, I’ll say that with the changes to resetting stats I’m excited to reset my stats do I can use wind and water for frostbite together. Abyss water because it’s the closest to ash which is what my mage currently has.
I’m starting to think heimer just doesn’t like Glass magic and doesn’t want to see it made relevant…
There’s nothing that makes it the “worst” at bleed synergies. In technical terms, it’s actually the best since it has no threshold (even though 5% for metal and wood is a joke for balance) while being faster than most every other magics that apply bleed. What you are saying is that it is the worse magic that can apply bleed which you likely aren’t wrong, but obviously there’s always something that’s going to be on the “worst” at something.
The main point isn’t between the fact that its comparing size and damage. 14% and 10% are not drastically different from each other but lead to such insane results such as metal doing much more than glass on impact. That same concept is applied to size with all these multipliers such as power/bursting, magic shapes, etc.
Are you really using auras for comparison and not the sole fact that metal has 0.5x speed in every other use while glass is 1.0x speed (this is double by the way since math is seemingly hard). Obviously speed does not matter much in this meta which is why these slow magics are dominant, but that’s an issue with the game combat design rather than the magics itself.
Also, can a mod seriously get in here and just end this useless Glass riding argument that’s basically raiding this forum.
I’ve literally used math and logic for everything I said. I’m not against glass, it’s just that there’s much more glaring issues such as DoT magics in general and the size/power meta incomparison to magics that don’t have these things.
Edit: can we also please just end this senseless glass argument, let the testers and mod read all this history and plan off that, and carry on with other balance issues.
This topic is for discussing balancing suggestions. There were many other topics that were discussed in much more depth than glass. I don`t get why you are SO against glass getting a buff so it’s actually relevant.
Don’t just try to brute force your way and end a discussion you’re not comfortable or interested in. If you want to talk about other balancing issues, go ahead. no one is preventing you to do so. Actually, this post is exactly for that.
But just trying to brute force and say a suggestion is ‘dumb’ and basically telling everyone to shut up and stop talking about it isn’t the way of having a civilized and serious discussion about balancing changes for the next patch.
You said you used ‘logic’ but glass is still incredibly underwhelming when compared to everything else. It’s not an opinion, it’s a fact. Acid, Poison, Fire, Magma… Pretty much all other magics that have DoT, not only have BETTER DoTs, but also have much better raw stats.
Imo remove the part where it paralyzes and this would be fine. It’d pretty much be like crystal’s passive, except higher hit requirement and less damage payout. I think that works well tho, given lightning’s high speed.
I’m trying to “brute force [my] way [out]” because none of you are listening to what I post but basically brute forcing glass needs buffs more than anything else in this game. Simple as that.
End conversation since none of you understand how game mechanics work.
There is
Cannon fist/Iron leg can be infused meaning that you are literally applying the synergy every other hit with them
Same applies to weapons
5% threshold is literally irrelevant which you acknowledged
As you also acknowledged, it is the worst magic to apply bleed
No, 10% size is not huge
Yes, a 14% dmg increase is huge
There’s a difference between how useful damage is vs how useful size is
You literally pointed out in the next sentence speed does not matter much in the current meta
You also ignore the fact I exclusively talked about stuff people were complaining about for metal. Since I replied to you mentioning people complaining about metal.
The fact you dismiss arguments as “Glass riding” makes me think you’re already predisposed to hating glass. Especially considering I main warrior and hate magic.
10% difference in size and 14% difference in damage leads to much more because they’re differences in base values. When you multiplier a big number by a bigger number, it gets much bigger than multiplying a big number by a slightly smaller number. This is how it works.
You came to the conclusion that speed does not matter in this meta, but don’t you think this is possibly because this isn’t an issue with just glass but the overall combat design like I have been trying to say? For example, glass speed would have use if people with metal magic (which I have and I know all about it) weren’t able to just run at you and use undodgeable self-explosions that still do massive damage through block?
aren’t magic status effects getting changed so that EVERYTHING applies the same status effect on hit? so you can’t use a 20% size arrow blast to snipe someone with a dot magic for massive damage overall
edit: nvm here's what it says
- (Needs more thought) DoT damage would no longer be based on damage dealt, instead, the total damage of the DoT could follow the formula: (Level+19+Power) × (DoT damage in %)
- E.g. Bleeding would be (Level+19) × 25%, or (Level + 19)×0.25
- This would mean DoT would be unchanged for 100% blasts
I don’t get what you’re trying to say by this as if it won’t always be a 10% increase in size and 14% difference in damage providing they’re multiplied by the same multiplier(which is the case for glass and acid meaning that yes, common sense can easily dictate glass always being 10% larger)
I literally never said it’s a problem with glass that speed hardly matters with magics. I simply said that it doesn’t matter in this meta.
No one is forcing you to continue talking about Glass. You are the only one trying to force us to agree that glass is somehow fine and going as far as to asking a mod to ‘forcefully’ end this discussion. Instead of focusing on other points of the balancing document.
You could just stop talking about it whenever you want. If you want to keep talking about it, feel free to do so. Different points of views are important for any discussion. But if you choose to do so, please keep things civil and polite.
In the end, we can just agree to disagree. You don’t need to start a war over a point of view you don’t agree with. In the end, these changes will be decided by Vetex and the testers. Whether they will read our posts or just go through what’s already on the document, is up to them.
the 10% size difference is probably notable not because it hasn’t been subjected to multipliers yet but because it’s probably referring to the RADIUS, and the formula for a sphere is 4/3πr³, so BASE size (not size given by attack size stat) has cubic scaling. Even if we say that explosions don’t really matter in all three dimensions, it still scales a bit better than quadratic scaling
It’s volume actually, so no, not noticeable
Also not all hitboxes are spheres
For non-spheres it’s still volume but length, width, and height can sometimes have different weights
Is there a problem with raising the threshold to 10%-33%? Earth has 33% threshold and I get that magics need to be unique but metal and earth are very similar already in stats and bleed. Metal’s bleed self-synergy is also being removed in the DOT change?
Nah it doesn’t really matter cause metal is hitting that threshold(anything 10% or under it’s probs hitting even on tankier end builds)
33% of 1500 is 495, and even if metal is hitting that damage because it can, a change is still a change. Would hurt the ones that aren’t full power. Would benefit the current paladins, juggernauts, knights and others that do tank builds that reach above 2000 since they would have to hit approximately 660.
mage awakening should receive something other than a new magic/ a direct damage buff. the 10% damage buff does need to be removed, but now the mage awakening only gives a 2nd magic. if your a noob and accidentally pick a magic that doesn’t synergize, then the awakening is useless and u need to trash the profile. maybe release this after potions so people don’t make this mistake? but that would take a very long time and no one wants to deal with mages like this forever