Apparently, it’s a worse wind… Even though wind doesn’t seem to be that much popular.
Meanwhile, Glass, which is a worse acid and nobody uses as main element, receives no buff T_T
Apparently, it’s a worse wind… Even though wind doesn’t seem to be that much popular.
Meanwhile, Glass, which is a worse acid and nobody uses as main element, receives no buff T_T
I was looking for a better reason.
0.5x is huge and there are other stats as well like size
Fire/Plasma is a worse version of each other and magma
Glass is apparently worse acid
Acid could be a worse version of magma
Earth and metal
Why this, it’s inconsistent with every other DoT other than maybe plasma
With the upcoming DoT changes idk if this would still even be relevant

I Think i found out why pulsar is so OP
When it goes from 0.925 to 0.9, melt calculation would just be 0.45. Since it’s 50% of base.
the main reason i did 0.45 was because it was half of 0.9, though the petition looks awfully futile so i might just cancel it
Oh i misunderstood, i though it meant make it 45% instead of 50%
I would like that or 40% lol. Just a different number from acid to make it unique. (Please nerf, this is a cry for help)
defense, size and power >>> everything else
agility is the worst one by far. the agility stat in general needs to do more things if anyone is going to use nimble enchantments
I’m gonna drop my cannonfist rework suggestion here for other people to give their opinions on it
So as of now cannonfist is basically just basic combat but with a ranged m1s and it’s techniques are done holding cannonballs(and the stats are very bad causing some issues but that’s for later)
This idea would basically make cannonfist a more ranged based fighting style. I’ll go by each technique and how I think they should be changed
these would basically be the same, but would regain the airstall thing, and perhaps even some backward movement to enhance the “ranger” playstyle
instead of being a physical slam move this would become similar to a magics blast attack, the size of the cannonball could maybe get boosted and it’s range would be similar to current cannonfist crash. If you had embodiment the embodiment shape would surround the cannonball and apply whatever stat change the embodiment would provide. With these changes the cannonball you choose would also have more of an impact on the technique as well. Grapeshot would function similar to mountain wind. Crash would also gain an amount option for this fighting style. There would be various different animations that would apply different knockback(curveball, fast ball, etc)
This could potentially remove some uniqueness from axe slash and the m1s but I could still see it potentially being unique enough.
instead of being a physical slam into the ground for the slam option you would stay in the air and throw the cannonball(s) into the ground for the x times you chose for the amount option. The shockwave option would have the same thing like on the balancing doc where you’d throw the cannonball forward and the shockwave would originate from there, but adding onto that, the shockwave should be caused by throwing a second(or third + cannonball if it’s an amount over 1) here’s the bigger part. Smash would gain a placed option for cannonfist, it would function similar to current rain/storm of arrows, and it could possibly even have a sustained option that could function like the reworked storm/rain of arrows that’s on the balancing document
instead of being a physical dash towards the person like (most) other grabs it would be initiated by throwing a cannonball similar to brutal rush(I think that’s what it’s called) the actual barrage part could stay close to the same or it could be changed to where the user is a little bit behind the receiver and they throw cannonballs as the barrage portion. Of course hit reg for grabs that are similar to raging impact would have to be improved/fixed
stay basically the same, the cannonball used should have a larger impact, and something like grapeshot should actually fire multiple cannonballs, prob similar in aoe to a multi beam on magic
would basically be the same, the affinities and potencies should get changed so that power focus doesn’t reduce your damage(
)
would also be basically unchanged as well
Certain cannonball types could also apply various status effects like explosive ones causing charred, etc, and perhaps chainshot even causing a slowdown effect called “binded” or “bound” which would have a cd and such
In my mind I see cannonfist as a more ranged based fighting style that sacrifices mobility for range. Because of its position as a more ranged based fighting style basically all of its affinities would need to be reworked otherwise this could be severely op.
Some changes being applied to fighting styles would also not be applied (I.e. 20% dr on crash endlag) and other things
Other issues include these techniques being too similar to existing or future lost techniques(axe slash)
Overal I think fighting styles could benefit from unique customization options/modified customization options that are unique to that fighting style which could differentiate them a little bit more
Glass is just in a sad state really… Even mages just use it as a secondary bleed stat-stick.
Conjurers… Well… Let’s just say I’m probably the only glass Conjurer around. Lol
your weapon already applies bleed wtf
Hey… It sounded like a cool idea at first… LOL
But yeah. Bleed doesn’t stack nor imbuing your weapon with glass give you a stronger bleed.
That, coupled with how glass has mostly average stats all around mean it’s a terrible candidate for a conjurer build.
To be fair, not even mages use it as a main magic as well though
I’ve only skimmed through the document, but why isn’t there anything regarding Magma’s AOE? Magma’s AOE is literally abnormal and I’m not sure if it was intended or a bug. I was in a whole different room and one guy did an explosion onto the opposite wall and I somehow got hit lmfao. Like I genuinely think vetex made some oopsie when coding the stats for magma cuz that is not normal. Look at the below video to see what I’m talking about.
(Note: Yes I am aware that the guy in the video was using a magic size build but I don’t think that type of AOE is possible with any other magic other than magma as far as I’ve seen)
If I were to drink every time you said glass, I’d probably drain the entire ocean by now.
Funny how they’re buffing bursting amulets, but not doing much against the scuffed size scaling of magics
For reference, look at this and tell me this is balanced.
By the way, the above build isn’t even ‘max attack size’. The build itself only has 78 attack size, but it also has 91 power and 439 defense so it’s not like they were sacrificing damage and health for AOE ![]()
Pretty sure attack size as a whole is being addressed
LITERALLY HIT FROM THE OTHER SIDE OF THE ARENA
TOPKEK