Arcane Odyssey v1.13 Balancing Changes WIP

nerf resistance and power aura duration by a lot but it extends very slightly from dmg dealt and caps out at current duration
4k hp is crazy
400 per blast is crazy

and give savant infusion in the first awakening

3 Likes

Right.

Placed Explosion endlag increased and windup for it

Maybe for mages, make the type of spell they use have shared cooldowns between both magics?
like hypothetically, if there was a lightning/water mage who used a lightning explosion, that cooldown is also tracked for their water explosion
but then again, I havenā€™t played mage so idk if thatā€™s a thing

Why is lightning getting a buff when it really doesnā€™t need any buffs?

The explosion change should be 8.75 speed because 8.5 is just way too harsh

Pulsar cd should be extended alot

Also why is completely new synergies and effects being added post launch?

Honestly not sure how they came up with half of this stuff but a lot of the changes I like

Iā€™m pretty sure this is already ingame.

1 Like

Magma getting them nerfs again :frcryin:

Also pulsar -50% size is kinda crazy, thatā€™s gotta be the biggest nerf Iā€™ve ever seen
Should be more like -30% but increase CD to 10s
Maybe increase cast time too

Also conjurer imbue buff looks really sensible, not sure why it wasnt already like that

Some ideas for a pulsar rebalance rather than just making it tiny AF
-10% Pulse DMG
-30% Projectile Size
-20% Pulse Size
+30% Cast Time
+100% Energy Cost
CD 6s ā†’ 10s

I dont think heavily nerfing durations is the right move. Players will just run to wait out the short timer and prevent taking dmg. A nerf to only power and defense aura can be made to how the buff is calculated. For example instead of multiplying your max hp by resistance aura multiplier, it would be (base hp + .75DefenseStat)*AuraMultiplier. I strictly suggest this for only power/defense as other options are already underused and would just make them weaker. (who tf uses destruction aura)


This may sound the same as just stopping energy auto regen but you will actually experience energy loss even after post awakening. This is because energy regen already stops when/full duration of casting anything. If this is loss is intended then alright but if not just pause regen for aura duration instead of having decay vs regen. Low levels with aura arent pvp issues

im not reading 153 messages but
remove air combat? or at least fix the thing where on broken terrain it still counts as being in the air
its quite annoying in early game and ur basically just unable to hit enemies

pls nerf shining cycleā€¦ a bit more startup? from what ive seen it has virtually no startup when at high atk speed, and its pretty op as its basically just an unreadable big aoe hit

brutal rush could have a thing like crash, where theres an aoe around you and u can hit them. or make the throwable thing larger bc it has a tiny hitbox

idk what the imbuing changes on the doc means but i suggest changing it so weapon stats are more varied (claw damage is busted wtf) and changing imbuement to always be a positive damage buff
but here still keeping the 10% buff for pure builds, so then something like pure metal vs metal conjurer should deal basically the same damage (conjurer deals more bc bleed synergies but the speed and size scales off the weapons base speed and size times the magicā€™s)

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Arrows from bow m1s should go through magic and not clash with anything aside from terrain, same should apply to future guns, daggers, and anything that requires a very precise skillshot (Aoe doesnt make bow m1/gun m1 aoe bigger)

Iā€™d still have them be affected since aura may as well just be passive with how easy it is to apply. Thereā€™s no real consequence to using it unless you get hit during the startup, and thatā€™s pretty easy to avoid.

That was an oversight but for now itā€™ll stay on the doc. I believe we still need to discuss this change further though since thereā€™s a lot that more factors I notice we didnā€™t consider, so this is subject to change.

Either way the consequences should not be oppressive, they should just exist in any capacity so that thereā€™s an associated risk and not a priceless benefit.

is scorch and melt supposed not to synergize anymore or was this missed by vetex?

I could be uneducated but I feel like this would be too heavy a nerf, I can get CD, energy, and cast time increases, but nerfing projectile size and pulse size by that much along with a damage nerf I feel would make pulsar a little useless. (Though I havenā€™t fought pulsar much yet so I could just not know)

Is shining cycle that giant self-explosion-style weapon AoE that just straight up deletes any projectiles it collides with or am i describing something else?
Because god damn i hope thats a bug, i fought a warrior who just dashed around and spammed that AoE and it was not fun at all, shooting a blast at him and him just pressing Q and immediately deleting it and damaging me.

the balance changes wouldnā€™t even make it tiny considering itā€™s already absurdly large, and if it being small is an issue you can use 200% size (currently unused since 100% size already makes it impossible to miss). Pulse damage is fairly balanced, the issue is impact damage doing significantly more than a blast AND having the pulse damage on top of that, as well as the insane AOE of each pulse

2 Likes

Wonder if thereā€™s gonna be any Shadow changes, I donā€™t really know the specifics but all I see is that it has zero to no interactions besides negative ones.

and also its unchanged in the balance notes

1 Like

This isnā€™t the type of game you could reasonably do that especially if theyā€™re using beams

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