Arcane Odyssey v1.13 Balancing Changes WIP

If this is referring to each magic having different energy costs, I’m not really a fan of the idea of it but I’ll let you guys cook

I feel like with the 4 or 5 stats each magic has rn, they’re in a good place for balancing since most of it is just changing numbers of the magic or its status effect. But imo cost is a bit too complex of a stat compared to the other stats, since it’s not exactly as ‘tangible’ as the others. Determining a fair cost for each magic and deciding what warrants a buff/nerf to a magic’s cost just seems like a lot compared to the other stats

Just my preliminary thoughts on it though

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Seeing Glass’ bleedstacking removal from the document, I’d really like to suggest that it remains. It is pretty much the only thing that would make Glass unique or interesting at all; mediocre damage, average speed, average size, and the most basic status effect in the game makes glass far from a compelling choice.

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If Wood didn’t exist, I’d want glass to get splinter

Glass just needs smth man, Wood kinda has its role carved out w the heat magic interactions and nice size + damage, honestly if they don’t give it bleedstacking back I think it should get a new status similar to all the Warrior sh they’re talking about adding (maybe ‘Hemorrhage’) that decreases HP regen while under the effects of its bleed

Laceration is probably the closest to glass

It’s not meant to be different for each magic, just for a few.

Lightning/Magma would have higher energy costs for more damage.

And there are 3 stats each magic has right now: Damage, Size and Speed. Ironically, I think the more complex a magic/feature is the easier it becomes to balance them. This is because more mechanics gives you more options in how you want to approach the process to give you the best possible outcome. Of course this isn’t true for everything but when you account for there being 20 magics and each needing a unique stat allocation alongside interactions/statuses, only damage, size and speed isn’t enough.

Had to remove it cause people were complaining about potential balance problems, but there are still changes there that try to make glass a bit more special

I see, looking forward to seeing how it’ll be handled

(secretly exactly what I was afraid of :frcryin: )

Some form of this feature is already in the game with weapons, heavy weapons skills tend to use more energy than the usual ones so it’s not a completely foreign concept.

Oh interesting, I hardly use weapons (especially heavy ones) so I hadn’t noticed

Like I said earlier tho just gonna let you guys cook

pls tel vetex to make strength weapons that actually only need either weapon or strength :frcryin: pls (My warlock build needs to use escanor’s blade)

Remove glass ez

Or give it the abdominal tear status effect

(This is a joke)

With its damage lowered to 0.8x, I really don’t think bleed stacking would be all that oppressive. I think it’s at least worth keeping in mind as the patch gets closer. Just changing its speed from 1.0x to 1.1x isn’t really going to do much for it as it stands. I wouldn’t say Glass is horrible but my god is it beyond boring without bleedstacking, it’s practically the true neutral element

dunno my attack speed is too high to tell

So far I’m pretty impressed, but I reached the portion relating to the soaked status. I can kinda get the logic behind petrified for magma (hot rocks solidify on you), but I don’t get the freezing part when wind can be cold, neutral, or warm (cold and neutral make sense, warm throws me off for some reason but I guess I’d just have to live with it).

Yea that’s not gonna happen lmao
Go warlord if you want them that badly and if you want double imbuing then go savant(when 2nd awakening comes out lmfao)

Savants unfortunately can’t imbue fighting styles (Nevermind could’ve sworn it was just magic, maybe I just read the magic part)

Aside from Pulsar/Awakening what aspects of Mage should be nerfed?

Throw in yall’s two cents.