Arcane Odyssey v1.13 Balancing Changes WIP

Spell cooldowns are shared, and your second magic is much smaller due to being a smaller tier. There’s almost no reason to use second magic other than DOT

u can dodge mirrored river with 2 weakened dodges, and flash strike with 1 . in short a mage that is constantly dodging backwards is never getting hit by that. and conjurers skills are definitely far from instant when they are fighting at range, at range u have like a whole second or two to chose what direction you will dodge in

From the almighty patch notes itself

  • Everyone who has an existing file has been given their 1 stat reset back, since a lot of people messed up their builds due to there not being a confirmation system before. (This also resets your awakening)

right so after these patchnotes this mistake can still be made


i mean u’d have to be pretty oblivious

Hm, I wasn’t aware that spell cooldowns were shared. Good to know.

Still, DoTs and status effects are still useable and good to have.
Plus, your 2nd magic won’t be ‘weaker’ than your primary one. It will just have less magics and spells unlocked.

By going full mage you already have a LOT of things under your disposal. While it might be interesting to give magic a minor benefit for awakening other than JUST having another magic, it can’t be too strong, considering what mages are already capable of doing.


The only 5 berserk players having nothing but a second fighting style with shared cooldowns and getting their only +10% damage buff removed

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There’s really is no point. It’s a flaw in the game design. Most status effects last around 5 seconds which I believe only acid, magma, and poison with ones that last longer. Realistically, you aren’t going to have insane synergy by applying all those magics and having them all hit unless they keep these island-sized AOEs.

Pretty sure only 50% of the cooldown is shared if you have multiple magics. It’s basically leading to a future where players would just spam the most broken spell on each magic, like alternating pulsar and ultimate arts.

Your second magic is inherently weaker than your first due to it being a tier less, which means it is significantly smaller (extremely obvious if your first magic has a size multiplier)
While the damage is not lower, size matters massively at the moment

True. Size is indeed a major factor in most combat situations.

I don’t know if it would end up being TOO OP, but maybe removing ‘shared cooldown’ between different magics and fighting styles might help, wouldn’t it?

Or maybe just halving it instead of totally removing? That way, there would still be a good reason for you to actually use BOTH of your magics (or fighting styles) instead of just using the 2nd one JUST for synergy and nothing more.

Good morning folks.
You know I think the problem with all the problematic DoT’s being brought up is that…
Uhmn… Just look at these numbers?
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Why does metal do bonus 28% damage as bleed?
That’s a total damage multiplier of 1.27x
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I was wondering why nobody was complaining about these magics back in WoM and it makes so much sense now.
This is almost the same total damage multiplier as poison with better clashes, a far faster DoT, stronger synergies, and more of that damage in the initial hit. Oh and it gets puddles, too.
Why are we reworking how DoT works in it’s entirity when it’s just that the magics in question need a DoT nerf?
Like… Just reduce how strong the DoT is on these magics? Why in the name of god does magma get nearly 50% bonus damage as DoT when it’s almost as strong as metal???
We don’t have to completely rework DoT’s as a whole because a couple were given insane values. Just nerf how much bonus damage melting does, nerf metal’s bleed (or remove it, it’s powerful enough without it imo)
Metal’s problem could also be solved by just having different degrees of bleed like people have suggested several times during this long discussion.
Give metal a weaker bleed, it’s supposed to be the strongest impact magic, not the strongest bleed magic.

Not only that, the issue isn’t the magic themselves, but the fact they benefit the most from the size meta. Heavier magics are SUPPOSED to do crazy damage at the cost of having to play mid to close range but that’s not the case when your hit boxes are literally obese. Magma and Metal don’t need a direct nerf, size does.

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maybe this is because they were balanced around massive landmasses like world of magic’s sprawling forest and grasslands and not some weird circular path that’s not that big at the end of the day (ravenna) or some relatively small clod of terrain (about half of the islands ingame)

It’s not the size meta that’s the problem, it’s that magma is literally just poison but overpowered.
Metal also has this overpowered bleed that derails the whole point of the magic.
You can’t justify just letting them rock your world at close because “they have lower range”
Keep in mind that ultimate beams will exist soon enough, too.
They will absolutely crush strength and weapon builds in close range with those multipliers, too.
Oh and god help you if you meet a magma warlock. :melting_face:

Seriously who thought giving magma a 1.3875 total damage multiplier was acceptable?
It’s only 0.1125 less then poison’s total and does that damage 15 seconds faster. What the hell?


Seriously who thought this was ok.

It has self synergy and synergizes with a crapload of magics and status’, too.
This magic is blatantly overpowered and ya’ll are reworking the entire status system instead of doing the simpler thing, which is nerfing it. (And metal too)

2 Likes

True…
I didn’t even notice it was this absurd before you put the DoT and the raw dmg together… 1.3 is just crazy. Correction, almost 1.4x in fact.

Both Metal and Magma are INCREDIBLY strong and according to the current combat balancing notes… One of them (magma) is getting a minor, 0,025 nerf and the other (metal) will remain unchanged.

I think the perception of status’ being OP and in need of a rework is derived entirely from poorly balanced S+ magics.
I can’t believe nobody mentioned that magma is just actually the best magic in the game until now.
People were bringing up that it’s DoT could get absurd with the current system, but neglected to check magma’s actual DoT strength to see if maybe it was a problem with the magic’s balance instead of status effects as a whole.
Metal having a damage multiplier of 1.0 then receiving a strong DoT ontop of that is also quite comical. Few magics get a total damage multiplier over 1.0, and when they do it’s like 1.1 tops.
Not metal though, it gets 1.28, and magma gets nearly 1.4.

I genuinely believe the best solution to the problem is just to look over the outliers causing this issue and nerfing them, instead of reworking the whole system.
Melting as a whole needs to be nerfed if it’s 50% on literally anything that can apply it, because that’s mad busted.

I do admit I was a bit too focused on how lacking glass is compared to other magics to realize HOW far ahead magma is regarding dmg stats when compared even to the other magics.

I merely bundled it together with crystal and metal as being “S tier, Meta magics that probably need a nice nerf”.

magma’s already one of the best magics in the game rn due to its size and DoT alone

I’d like to see a testers feedback on my findings about status, as it completely changes the perspective on this situation by focusing on what the actual problem is.
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Seriously what the hell is this?
Almost 1.4x total damage.
Second strongest status effect in the game.
Has puddles.
Synergizes with itself and over half the games other status effects and magics
Clears a crap ton of status’ from the user when charging
Large attack size.

This a whole ancient magic.

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Wait, it ALSO synergizes with itself?
O_O
Now I get it why Magma infused Arcanium Rams and Cannons are the most sought after among all the other magics LOL