Arcane Odyssey v1.13 Balancing Changes WIP

They’ll be effected by intensity

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Yea I know, but not sure by how much and if it is significant enough. Also on the wiki, I noticed that the stunning status debuffs says ‘Like all combination stuns, it prevents any movement until a spell is cast’. So do they not get stunned or something if they spam their spells? O_O

Nah they can just do nothing

if it follows magic stats 100% of the way it should create hazards otherwise the magic stats should be adjusted because magma is literally giving up stats for those hazards and the clash advantage and neither is really applicable to weapons because weapons already win every clash

magma has 1.2x size multiplier, which is on par with wind and shadow, both of those are fast magics while magma is over here being a slow clunker. I’ll keep arguing that magma needs a bit of a speed buff or i’d be happy with hazards from it because I kinda forgot those exist because i kinda just use explosion shockwave to place lava.

Both of those don’t have melt or a bleed synergy

self synergies are being nerfed and hybrids have a half synergy bonus, if it was a full synergy bonus that’d also be ok but id still want something to make magma better than meh/bad

I didn’t even mention self synergies

“Uhm, actually! Magma does synergize with bleeding, doing ten percent more damage to targets who are under the status’ effects.”

That was literally what I was saying

Tbh whilst I do cry over magma conj, magma as a pure magic does feel a bit strong, even when I’m not a pure mage I deal shit loads of dmg with it, and the dot is wild. So the nerf does make sense, and I don’t think it needs any buffs, it’s just that magics kind of need adjusting when going conjurer route (kind of unrelated Ik)

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Exactly! That’s what I’m talking about!
It’s not the magics (even though there are some magics that are undeniably underpowered), it’s conjurer itself.

The way Imbuement works ends up always nerfing you in one way or another and depending on the magic, this gets REALLY bad.

I doesn’t make that much sense for conjurer’s awakening, imbuement, being something that affect them negatively in such a huge degree.

Ya, the way it is right now and how it’s planned to be, there’s no incentive to pick a magic outside of the same 4 or 5 ones (metal, crystal, earth, sand, etc) since you’re just gonna be dealing less damage for no benefit that the magics mentioned above can’t give you, other than speed but like that’s kind of useless really…

The fact that conjurers will be even more nerfed this patch only make things harder for us.

The only buff we will be getting basically only make ‘heavier’ magics such as the same 4 or 5 ones even better.

Conjurer (Imbue):

  • Halve the effectiveness of size scaling
  • Multiply all magics damage multiplier by 1.1. This will make sure magics like Earth do more damage while imbued, in addition to making up for the size loss.
    • Fire: 0.825x → 0.9075x
    • Earth: 1x → 1.1x
    • No Imbue: 1x (Default)
    • Or just make it scale the same way Warlock imbuement does (almost the same result)
  • Apply bleed synergies immediately (This is a bug)
  • Inherent Size Buff: Removed

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Keep the whole thing my guy, otherwise just cutting it off at “Inherent Size Buff: Removed” will just look bad for everyone who double checks. All damage gets 1.1x boost to their damage, and the main thing that should be buffing conjurors AOE is the magic imbuement anyways. I don’t see how it’s fair that conjuror should get the size buff AND the secondary size buff that came with it.

As a side note, while yes, I could go with say Earth and get a 1.1x damage boost (and size boost), I could also go with say Shadow for example and get a 1.045x boost, a comparable size boost, and a speed boost on top of all of that. The 1.1x damage buff also makes less heavy hitting magics more tolerable to use, fire in this example shows a 0.825x damage magic being a ~10% damage nerf with the damage boost before you factor in synergies and DOT damage.

This is by no means a nerf unless you’re going to struggle to aim with the new sizes (which in that case it’s just a skill issue). Personally, I’m really looking forward to these new changes while I work on my new conjuror.

idc about the damage nerf that much, it’s the fact that magma quite literally has nothing when imbued. Puddles and clash advantages don’t affect weapons at all so the strengths don’t exist

It’s getting a 1.1x damage buff regardless so it’ll basically be a 0.99x damage multiplier for conjurors before factoring in the bleed synergy and DOT.

Bleed synergy makes it a passive 13.85% dmg increase on bleed weapons

Also 10% size increase

Also melting is twice as long as bleed so re-application isn’t as tedious

I did mentioned the damage buff, my guy. Check my post…

I only let out the observations about warlord on the very end. Not purposely, i was typing from my cellphone and it gets hard to select a lot of text at the same time.
The fact that the inherent size buff is being removed and the size scaling is being halved is kind a rather big nerf if you ask me.

We might be getting a damage buff, but we’re getting a HUGE nerf in size. Which is relevant, since the meta revolves around size right now.

Plus, this kinda won’t fix the issue of conjurers only receiving any benefit when using their awakening if you use a few, select magics. Otherwise most of your stats will affect you negatively more than they would positively when imbued.

People complaining about conjurer have yet to try warlock Xd