Arcane Odyssey v1.13 Balancing Changes WIP

  • Speed Aura

  • Potency: +50% → +40%

  • The amount that speed affinity multiplies potency is halved

  • This would make Light 56% (down from +90%) and Metal 30% (up from +25%)

Just feels like balancers hate speed and favour heavy magics. Under Resistance aura: “lowest with +3% because you are a neanderthal for using Glass resistance aura” Why buff/use metal speed aura when there’s resistance and power. Trying to nerf speed in a meta where speed doesn’t matter

Assuming the formula is
((Magic speed-1) * affinity)+1) * potency% = Speed boost.

You can leave potency at 50% and make affinity 75%. Light would have +80%. Metal would have 31%. Slow is faster fast remains fast but slower than before. Or you can be a “neanderthal” for using speed aura on metal

Current Light: ((0.8 * 1/1)+1) * 50% = 90%
New light: ((0.8 * 3/4)+1) * 50% = 80%

Current metal: ((-0.5 * 1)+1) * 50% = 25%
New metal: ((-0.5 * 0.75)+1) *50% = 31.25%

where can i see all documents of update v1. something like that

scroll to the top or press 1347/1347 and go to 1/1347 and you’ll see the doc

clicking the title of the threat also works

There’s a fair amount of testers that are actually speed enthusiasts (one’s even known as a speed demon), this is probably just necessary balancing so that the disparity in speed between the fastest and slowest magics isn’t unfairly large

Heavy magics have also had a hefty amount of speed-related nerfs such as beam nerfs, and upcoming nerfs such as end lag/attack speed changes and energy cost

I understand that but 56% boost for 1.8x and 30% for 0.5x speed. Light aura would be 86% more effective than metal’s for over triple it’s speed. But we can see after the implementation in .12 if the faster magics need more

Did someone summon me?

Okay, okay… I’ll stop. LOL

1 Like

so pretty much this update nerfs what awakenings do and buffs the basic stuff, but overall decreases the aoe on everything

the universe-sized pulsar stunlocking you into 1500 damage in question:

Is there any reason Intensity is getting buffed? It’s already hard for some people in fighting those who use it, such as Ash or Poison Mages. I’ve literally encountered so many of them and their clouds consume the whole area we’re fighting in 23 Damage Per Tick ontop of 13 from just general application for what feels like 20-30 Seconds.

hey, are fist styles synergies also bugged? i give out paralyzed with sailor style + lightning when i hit them with an imbued strike, but i dont get any outright damage buffs. to get the damage buffs i gotta hit them with an un-imbued strike and then a regular magic blast. Is this intentional? I feel like it isn’t intentional since conjurer doesn’t apply bleed synergies immediately and this is very similar to that. or, is it intentional and am i just dumb

image
The fuck? Hello?

I understand the idea of forcing Thermo Fist to be locked into that rushdown-heavy playstyle, but this just guts its viability. We’re in a meta that centers mainly around AOE, and the universal counter to AOE is parrying/blocking. If you’re attacking constantly without downtime, which is what this version of Thermo Fist requires you to do, then you can’t parry or block. Hurting Thermo Fist’s matchup so harshly against the meta is going to gut an already decently balanced option’s viability, which seems unneccesarily harsh.

Keep the grace period the same, but still remove M1s and blocking maintaining grace period. Or alternatively, make parries fill the heat meter and proc the grace period. Doing all of these nerfs is going to hurt Thermo Fist way too much.

5 Likes

Please make it that imbuements are capped at x.8 speed affinity small buff to make magma conjurer usable :pray: (any advice to just sPeC iNtO aOe is not valid advice, there are better magics to imbue for aoe that don’t turn you into a placed explosion with 5 hours of endlag)

The H key in question:

If i wanted to not use imbued weapons I wouldn’t be using conjurer, conjurer’s entire gimmick and literally only thing it gains from awakening is that, it’s the same thing as telling a mage to not use their 2nd magic and telling a warrior to not awaken

Completely different

You can choose when to imbue or not imbue on specific weapons. The benefit of this is so that you can use the attributes of your magic on your weapon when you want to (magma imbue is insanely good on large attacks while generally mid on projectiles).

If you’re exclusively using slash attacks from katanas and scimitars that’s on you bro

You can choose any weapon and you’re intentionally picking ones that are hindered by imbuement and then imbuing them

Does hazards, such as glass rubble, magma and poison puddles and poison clouds spawn with imbued weapon skills?
(I know that at least glass rubble doesn’t)

If not, I feel they honestly should.

Some people also think conjurer is made for you to infuse and then never touch your magic ever again.

At least this would give some more reason to imbue. Right now, depending on your magic and it’s stats, imbuing your weapon can have little to no benefit.

magic blast is actually important