Arcane Odyssey v1.13 Balancing Changes WIP

Is ravenna greatsword’s Q supposed to delete any and all projectiles in a 3 mile radius?
I fought a warrior who kept spamming it, I am a mage, it was not fun.

I think this patch as a whole is just an identity crisis
buffing one thing while nerfing another thing while unmaking the entire thing

You are mage, so shut up.

Well im mage too so i shut up as well.

Welcome to my life as a glass conjurer lol.
I have no reason to use my own awakening

3 Likes

maige

Theyre gutting warden before spirit weapons are even added lol

This should be changed to hp regen being changed to scale off of base hp and hp gained from the vit stat would be a part of that, to incentivize going vit over just a bunch of defense

1 Like

Doing the same calculation for glass would be:
0.875 base * 1.1 = 0.9625 + Bleed DoT
No heat synergy and no self synergy with bleed, so this means that’s pretty much it, right?

Overall net negative on most stats. Damage, 1x speed means it doesn’t matter and the 1.1 size multiplier will pretty much be irrelevant on Conjurer. even more than already was, since the sizes are being nerfed all around, correct? Plus the inherent size buff for conjurers is being taken away so…

Ok so i have even more of a reason why to argue why magics should only have 50% speed affinity on weapons


Fighting styles have 50% imbuement so if that was the same on weapons the clunkers would be good.

We don’t even know when it’ll be added so it makes the current 10 tank hybrids players worse. Should focus on what’s currently in the game since when people mention mage nerfs someone might mention they get lost magics as an excuse.

I’m starting to feel the slow magic conjurer range too but I hope it doesn’t nerf fast magics too much.

They could also raise magic speed stat scaling so fast magics won’t need to be overly fast and build power, defence, size etc while slow powerful magics can build less power and enough magic speed to not feel like cancerous while playing.

I agree, the testers are also speculating whether to increase the health gain per point from 4-5.
Might be easier to balance test something overlooked on release because someone in the community will find the issue. Like magma, metal, pulsar etc

Issue is that this literally is not the case as you’ve already mentioned. 3k builds can do well over 200 blasts while glass builds can’t do more than 600.

investing into vit is supposed to drop your damage but it’s bugged and getting fixed next update

Idk who told you investing into vit is a good idea for tanks but ironically, it is dogshit for tank builds and better for glass cannons.

You don’t need any vit to get over 3k

The point of me saying I am a mage was to let him know my only source of dealing damage is projectiles.
…or just straight up suiciding by rushing in with self explosions.

Snare:

1 Like

I’m not gonna be running into a warrior spamming AoE with a move thats infamous for having about a 60% change to miss point blank.

Nah snare always lands for me on players

I think it’s only buggy with npcs

Also snare can easily get in and grab within the massive endlag of tempest

alr thanks for the advice ill try it next time