Arcane Odyssey v1.13 Balancing Changes WIP

because it’s a close range option for a class who’s entire kit revolves around AoE and ranged play? reacting to a snare in time to use a rushdown solely for the grab immunity, and not as a punish move sounds like a fantasy

a small thing but although giving new effects to bleed does make it more unique, it makes bleed unique rather than glass since almost everything still does bleed so everything would have that special effect including glass which wouldn’t make it as special. You could make a unique status effect for glass which has that new effect originally for bleed which definitely could work but it’d still feel sorta similar to all the other magics that each have a status effect like fire or acid, unless it had a different effect like corrosion decreasing block efficiency to add up chip damage rather than just only doing more damage than bleed as the unique status effect.

Better than just randomly buff it’s raw stats.
Wouldn’t do anything to make it less generic.

Exactly that. That’s why I prefer the idea of giving glass a special DoT of it’s own. Maybe a better bleed that synergizes with normal bleed or something. Just give Glass what it lacks compared to ALL other DoT magics.
Sure, that would make it rather similar to Acid… but unless we give glass a MASSIVE rework, we can’t really make it too different from Acid… Since Acid does EXACTLY what bleed does but better.

Giving some new mechanics to glass DoT might be a good idea though.

Seems to be what might’ve been insinuated earlier in the topic (I could also be tripping)

That’s already the case…

Except glass has one thing that cutting weapons don’t…
It leaves shards inside the body that could very well dig themselves further in (even Morden says it when we’re running off to the shore). Which ties into the whole mobility side of things, it becoming a limiter by dealing damage as the target moves more would be fairly interesting if you ask me.

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one thing i wanted (although not sure if it’d fit ao) is have each status effect have a different effect to promote a different playstyle for each element giving them a unique identity to fit a different role like maybe shadow drains energy rather than blind to make each dash count, or plasma DoT damaging mana/energy rather than health to make each move count. A new effect for each status effect (including glass) would fit the uniqueness pattern and would definitely work as a solution although bleed stacking would still work by being very different from the pattern and in turn more unique. (although not sure about number balancing)

In the patch notes, after fire gets a size buff, fire and glass have the exact same stats except impact damage and status damage. The other issue is weapons also apply bleed so using a bleed magic as conjurer makes no sense except self synergy of 5%.

All DoT magics can apply their effect on conjurer the burning types could apply bleed, remove bleed for a boost and apply the DoT, then unimbue and apply another bleed. Then there’s glass that lacks because it’s effect is shared with weapons.

But then how do all my projectiles lose around half their range when I imbue with magma? how does speed scaling work

If Glass is weak because its stats suck and its underperforming, that’s a problem.

If you feel like Glass has no identity because other magics do what it does, that’s less of a problem.

Wood, Earth. Fire, Plasma. Light and Shadow even. They’re pretty much the same with minor stat differences. Like honestly, can you tell me what the difference between Plasma and Fire is?

A starter magic being generic is kind of difficult to avoid then there are like 10 or 15 or them.

@_B1 The only issue that I really see there is stacking bleeds with conjurer, but hopefully in the future when blunt weapons come out glass can take advantage of it. But I do think in that regard, allowing glass to “upgrade” infused bleed weapons to gouged would be fair.

Nothing really but wind and lightning are so close lightning needs a 0.05 damage buff. 1.5 speed with 0.9 damage, I might make a lightning file

It’s .05, right? .5 is a pretty big change.

I stand by my point that being generic isn’t really a detractor when so many magics are already so similar.

Synergy wise, plasma gets 1.2x from bleed and high temp, and fire gets 1.1x from bleed and 1.15x from high temp. I don’t know anything else, and the only reason I know this is because I checked while I did my conjuror calcs earlier. (Plasma was a 1.18x-1.28x damage affinity with bleed + temp as an imbuement with v1.12)

the doc has 0.85 to 0.9. So yes you’re right. My eyes are bad

true in the game the only differences are like clash rate, projectile speed, damage and maybe status effects like poison long plasma short with the only different roles/playstyles being like this magic is close range while this is long. (might be irrelevant/not fit this balancing but wanted to point out)

If that’s really the case, it would honestly make sense to just consider removing glass altogether… Since right now, it has no unique niche. No reason for existing at all.

Both of those are true. Glass has terrible stats compared to other DoT magics and at the same time, is just very generic, since bleed is already inflicted by pretty much everything else in the game.

Wood has great synergies… and bleed.
Fire has it’s own DoT with it’s own Synergies as well. just like Plasma.
Light is insanely fast and IS getting a new, interesting mechanic (even more reason to what we are saying about glass being weak and generic).
Shadow has already a ‘niche’, of being a very solid magic, with beefy stats and having a cool and unique, although not that impactful status effect.

Still hoping for Shadow to get some of that light treatment (even if it’s +5% when stacked vs +10% for the stacking damage buff)

At the very least once we can upgrade (if we ever can) our base magics, give it this.

most magics/elements in the game don’t really have a unique niche only being the:

like i think in the game they wanted each element to be really similar so they all have the same options available so the idea of balancing through identity would need alot of changes and stuff reworked

i think identity related changes would fit here but that’d be for very later update change stuff

I did write something about glass conjurers being able to “upgrade” infused bleed weapons to gouging, that seems fair I think. And blunt/nonbleeding weapons would gain bleed when infused, mitigating the “overlapping bleed” aspect.

I don’t know enough about glasses stats to be sure that it has “terrible stats,” but if it does, isn’t the solution just to buff them? Pump up the size or speed or damage or something.

Really, I don’t understand your point about identity though. Shadow’s identity is… not having one? Really? It boasts 0 truly interesting status effects and has a whopping 3 status interactions, each of which reduce its damage.

The only difference between shadow and glass is that shadow has better base stats. They’re both generic.

It would honestly be nice. Right now, Shadow’s ‘drained’ effect is just cool looking. I don’t think it even obstructs the vision enough to even make any difference in combat.

Maybe make it so it makes your vision range less than it normally is? Make your vision only show a circle around you, almost like some kind of ‘limited blindness’. But even then, we already have other magics that have ‘vision impairing’ effects so…

Most magics are different enough from each other to justify picking one over the other.
Glass isn’t. It’s just a worse Acid. Even the whole ‘bleed magic’ isn’t unique, since earth, wood and metal all inflict bleed as well.

Glass has the stats comparable to a magic with a good, impactful DoT. Except it does not have a good and impactful DoT. It’s stats are almost the same as glass, having only 0.1x more size.

True. Shadow might have been a bad example. It is rather generic, especially since its status effect doesn’t do anything impactful. BUT it’s still a very solid magic. It’s stats are enough to justify someone using it. Unlike glass.