Arcane Odyssey v1.13 Balancing Changes WIP

you know, it would be nice if guns could make you face wherever you are firing. since the bullets come from the gun and not you.

ok so here’s my suggestions:
explosion spell “pillar” option: make it not have infinite vertical hitboxes I swear its the exact fucking same as wom

magma magic size: 6.4 → 0.01

I agree it needs a limited vertical hitbox

when we were fighting those things hit undeservingly so i got away with so many bad punishes

@ThatOneGuy

how the FUCK do you HIT A SELF EXPLOSION AGAINST MY CHARGED T JUMP + MAGIC JUMP

Weapons used to do this, but it was removed since shift lock was added

maybe make it so health regen changes only apply in combat

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still too much apparently

More hits = less stale. If you’re just running your dash distance wil decrease a lot. Open to alternatives but I think this is the best solution.

Multiplicative. When they stack, any multipliers equal to or lower than the highest are 50% effective.

E.g. Magma → Corroding + Bleeding would be 1.2×1.1 = 1.32x dmg

Nothing is agreed upon yet but something may be added. Likely gonna do something about the DoT (since it’s terrible on conjurer and just worse than Acid) and/or change some of the base stats.

@Kitty_Cushion
Sorry for not replying until now, schoolwork + taking a break from forums.

Discussed this a little bit. The current idea is that power doesn’t need to affect it especially when combined with the Intensity changes (which I dislike but I can’t single-handedly dictate everything, plus it has its benefits). As the amount of Power people use is rapidly starting to lower, it wouldn’t be incredibly drastic.

Also brought up the topic of DoT scaling again. I think that if absolutely needed you could make DoTs more potent on ult arts. Not sure if its necessary though, especially if DoT magics like Poison are no longer held back by their disgustingly low damage multiplier.

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I must admit: my main file is a pure Magma Mage - not because of meta, but because 1. WOM was magic-focused and 2. Magma is cool as shit.
Before I got Pulsar I was a pretty chill person who was shit at playing Mage, because my main method of damage was to dash into an enemy, do a self-explosion, and get the fuck out. I did not use blasts all that often, because Magma is slow as shit.

Then I got pulsar, and it’s the only spell I use now.

My first reaction when reading the pulsar nerfs were “OMG NOOOO” (having never fought against a fellow pulsar-spamming shithead) NOT MY BABY

Today, on my Plasma Conjurer file, I fought against a pure Fire Mage with 980k fame at Whitesummit.
I was fucking murdered, because any time they cast Pulsar I lost around 500 health, because I had zero clue where they were, when they would cast it, and had no way to punish it.
To anybody who suffered because of my pulsar spam, I am sorry.

NERF IT INTO THE GROUND WHAT THE FUCK -50% AOE??? NAH MORE LIKE -80% WHY
4S ENDLAG, 25S COOLDOWN? NOT ENOUGHT, GO EVEN FURTHER

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I think the single best way for Pulsar to become a legitimately balanced spell would be to give it a ~2s “Charge up time” after casting where it grows from small to large and starts to accelerate, before starting pulsing, giving ample time for any unsuspecting players to react by dodging or clashing.

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That is definitely some REALLY good news!!
Glass as a magic definitely needs some love and since Glass Conjurer is basically 100% nerfing yourself… XD

Super happy to know at least some change is being considered!

Interesting take, most balancing is being done without modifying the spell itself too drastically.
Although 2 seconds might be too long, maybe 1 or 1.5 is better especially since it’ll initially start small going off of what you said.

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this is actually a great idea, also it makes it sound much cooler, so yeah this is the best option

“even without synergies”

Fair, but you’re withholding the information that the synergies in question are actually antisynergies.

It’s literally just a stat stick with 0 special effects and exclusively negative interactions.

also @Level ain’t no WAY you think having a grand total of 3 interactions, each negative, is a good identity for a magic to have. The identity is just “yeah this magic is boring as shit and fucking sucks, but it has some decent raw stats so I guess I’ll use it”

no way bro no fucking way

Im surprised no one made a Lightning Annihilation spell with pulsar

But i feel like it should have that startup like before

your own magics don’t have negative synergies with each other

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