Acid still looks just like a better glass though. Especially since it’s hazards are actually good and work.
Destruction honestly isn’t that important. It can occasionally make some difference, but not that much when compared to size, damage, synergies and clash.
Ok yeah I’ve thought it through and magma (and maybe some other magics) need some sort of change when imbued especially on conjurers. Magma itself is an extremely powerful magic with high damage, good sized aoes, and a good cc passive but when imbued it doesn’t have anything going for it. Since aoe scaling is getting nerfed magma conjurers are in a bad position. The main reason why magma is so bad is because 1: attack range is based off of speed multiplier for some reason magma conjurers with the slowest speed in game literally have no range at all. 2: Since weapons do more damage than most imbues (even after the imbuement damage buff) magma doesn’t have more damage than average, it has average damage. And finally: since weapons already auto win clashes and puddles and clouds can’t be created by imbued attacks, magma has a huge drawback for no gains at all.
Here are a few suggestions I have to put magma conjurers in a better spot and to make conjurers feel like a more specialized version of the weapons class instead of ha ha me magic but with swords (because that’s what arcanium weapons are for)
1: Remove the fact that range is based off of speed, this shouldn’t be a thing at all, I understand projectile speed but the projectile itself shouldn’t go further, it just allows people to run and forces slow magic conjurers to not do anything because their attacks just can be walked away from and their range is so short that when they get in range you don’t have to worry that much because their attacks are so slow.
2: These are more ideas I have to make Conjurer a bit more unique: make speed scaling 50% less effective (eg magma would only reduce attack speed by 20% while Light would still improve speed by 40%) the reason why I think this would be a good change is because since conjurers already do the same damage as weapons (or close to) and their aoe and speed scaling is half as effective, allowing the slower magics to be quicker (while the quick magics are still quick) will allow for conjurers to be more status focused instead of aoe or speed focused this would fall in line with imbuements making their weapons different because it’s not like magics where they have drawbacks, they’re more standardized with slightly different focuses and it’s not like you’re using the full magic if you can’t leave hazards (which magics sacrificed stats to get).
Those are my ideas to make conjurer a bit better and please reply to give feedback if you agree or disagree because I would like to know how other people feel about this.
I would say this is more of a problem for all conjurers than for just magma conjurers.
Right now, the only magics that are actually worth imbuing as a conjurer are those with high damage multiplier (in order to not actually nerf your own damage, or at least not receive that much of a nerf) and those with a good DoT effect.
Bleed is instantly excluded from the ‘good DoT effect’ part, since most weapons already actually inflict bleed. The bleed from your magic imbuement and the bleed from your weapon don’t actually add up or anything. one of them just disappears into nothing.
Magma conjurers aren’t actually as bad as Glass conjurers for example. Low damage multiplier means anything you imbue WILL receive a damage nerf. The fact that your ‘status effect’ and ‘DoT’ is actually bleed, means it’s not a relevant factor and the fact that most of your other stats are average at best means that you don’t get any relevant buffs from speed size or anything.
I’d expect ancient/lost magics to have some unique gimmick that’s appealing to certain people so there’s something for everyone to perfect their build I don’t want to see everyone just using prome fire because it’s the rarest magic in game so by default it has to be the strongest!!!111
Does anyone know if there will be more updates/changes to the combat balancing document?
Or there will be no more ‘new’ additions and only fine tuning of what is already there?
There should be more changes and additions until there’s nothing left to discuss.
My primary goal rn is to get the status formula rework removed in favor of just nerfing magma, metal, and any other blatantly overpowered magics that have status’ that are way too powerful for their base stats.
Poisons damage multi being 1.5 is supposed to be an extreme outlier due to it’s low impact damage and gimmicky status length.
Magma almost matches it with no real downsides, and metal has a total multi of 1.28 due to it’s bleed.
Metal’s bleed is supposed to be a little synergy addition thing, not the strongest bleed effect in the game.
status effects are just turn off regen, the issue is mage’s huge aoes and insane damage for no reason. Power as a stat needs to be nerfed (into a % based thing might work but that might get out of hand) and mage aoes need to be slaughtered because they’re in no way shape or form ok.
Attacks shouldn’t be doing 400 damage in the first place, people in the sailor warlock video (and so was the tester) were saying 200 was already really high and that’s how hybrids got nerfed, a big attack should be doing at most like 200-300 damage (100-150 magma burn over the course of 10 seconds would = 10-15 dps which isn’t that bad when you compare it to your health and regen) also magma should be hitting hard because it’s the slowest magic in game and has smaller aoe than metal and earth.
It rlly doesn’t matter how much damage mages do because magma is just like 3 tiers above every other magic in terms of stats.
If you make mage balanced magma will still be op.
The document is putting out a global nerf to DoT’s just because of metal and magma being busted.
magma is only good on mages, when you put it on conjurer or other hybrids it falls apart. Damage and aoes atm are way too big for no reason and once those get nerfed magma will be in a better spot, the area denial tool doesn’t do that much damage but can lead to death if careless or forced into a bad spot. They’re also removing self synergies and reworking dots so that partially nerfs magma. Magma is also the hot version of ice, it synergizes with all hot magics and also 10-20% damage buffs would be more reasonable if attacks required aiming to land and not just self explosion nuke the map do 400 damage. Once aoes and damage get nerfed the slower magics will be in a better spot because they’ll be harder to hit but have some compensation in an aoe boost. I feel like it’s hard to make full decisions because of this glass cannon nuke meta we’re in atm
Magma on conjurer is still really strong.
It is a fact that conjurer’s imbuement is somewhat flawed, but Magma is still as powerful as it always was, despite being on a weak-er build. (or better. A weaker awakening)
Magma on conjurer has a pretty nice damage, next to 1x (which is ideal for conjurers, since 1x dmg multiplier doesn’t nerf your own damage when imbued) and it has the INSANE DoT that is Melting.
Not sure what you’re talking about, my friend’s magma warlock is insane.
What are you talking about? Magma’s actual damage isn’t being decreased by any noteable amount. A mere 0.025 decrease to the multiplier isn’t going to change anything.
If you’re talking about global nerfs then that also changes nothing, as relative to the other magics it will remain rediculous.
Why I said that balancing mage won’t fix magma is because magma’s stats are just too good.
Puddles are the best hazard a magic can produce, and magic gets them with no downsides.
Magma’s total damage beats out poison’s if it gets any of its synergies at all.
I don’t want the DoT damage formula rework to happen because it’s over two magics that could be fixed by having their DoT (metal) or raw damage (magma) nerfed.
Poison just isn’t poison anymore if it doesn’t have that crazy 1.5x multiplier every ~20 seconds, and most other DoT’s are perfectly fine or in need of a buff (glass).
If there are any other OP DoT outliers out there please let me know so I can expose them.
Ok i’m back, I’ve thought over it and I was on a defend conjurer mentality because conjurer is horrible. Ok so first i’m going to go through the dots (bleed, burn/plasma, melting and poison to show how melting isn’t that bad damage wise) lets say our attack does 200 damage with all of the magics we’d have
Bleed (25% over 5 seconds): 50 damage over 5 seconds 10 dps
Burn/Plasma (35% over 5 seconds): 70 damage over 5 seconds 14 dps (technically burn/plasma is the strongest dot in game but apparently it’s balanced by your logic)
Melting (50% over 10 seconds) : 100 damage over 10 seconds 10 dps
Poison (100% over 20 seconds): 200 damage over 20 seconds 10 dps
As we can see every dot but burn and plasma do the same damage per second but it’s just based on how long the dot is. Then I realized synergies, due to how long magma lasts for and how may synergies i see the issue now, you basically get a perma damage boost that other magics don’t have I feel a good way to nerf this is by making it that if you do a synergy boost the duration of the dot gets shorter.
Once size gets nerfed magma puddles will get nerfed and once damage gets fixed (across all classes especially mage) the dots won’t be that powerful due to the initial hit getting nerfed, also once blocking becomes less punishing you can just block take the dot and then you won’t have to worry about it for 10 seconds and especially if the synergy nerf happens like i said above melting would be more fair. (if you take a weak hit dots do nothing and you’re basically immune to any stronger dots till the dot ends)
Maybe one way to nerf the entire magma can charge to remove every debuff is by making it inflict overheating and its own damagless melting to itself for a short duration if you remove statuses so you can trade off the debuffs for potentially being more vulnerable for a short while.
I still stand by my case that you’re just looking at magma and not acid (which has the same debuff at 50% over 10 seconds) because the meta is just huge aoe and damage spam so you have a negative view towards the magics that just support that meta.
i feel like slow but heavy hititng magics (earth, metal, magma) are broken because speed doesn’t affect much in the mage’s kit currently except for blast speed. the changes of speed affecting startup and endlag might help them be balanced out a bit more. i do agree that magma’s dot seems a bit stupid
though. maybe make the DOT proc slower? it is a heavy liquid dot magic, and it would make it feel more unique methinks. but idk what im saying lol
This argument is irrelevant because of the base damage being significantly higher than any magic that inflicts burn or bleed, which in turn boosts melting to all new heights.
It’s far easier to do 200 damage with magma than with poison or fire. AND it benefits more from every point put into power.
Lets compare the two.
It sacrifices it’s magic size, terrain destruction, and some damage in return for higher speed.
Magma’s total is, 1.3875x, acid’s total is 1.3625x.
It clears some less common status effects.
I think acid could too go with a bit of a nerf seeing as it’s pretty close to magma, but it’s not as close to being a whole ancient magic as magma.
damage doesn’t mater when the dps on dots is literally the same on every single magic, that’s like saying if there was a magic that did 10000% damage over 5 hours is too op because it does 10000.28x damage is just ridiculous. Magma does 6% more than acid and it’s just due to the bloated damage meta we’re in (blame mages) that you think magma is too damaging. terrain destruction doesn’t matter and then hopefully once aoes and damage get nerfed 1: the damage difference will be more negligible 2: acid might actually become better when speed is more relied on to hit shots instead of nukes