Arcane Odyssey v1.13 Balancing Changes WIP

I’d recommend having atleast 1.4k base health more or less.

I noticed the change to lock non-vitality builds out of the stat was removed. How come?
VitalityBalancing

2 Likes

Idk, would probably be restricting

i don’t know what accessory to switch for something tankier so i’ll just take a screenshot and DM it to you so you can tell me which one i should kill off (reason why is because this is starting to go off topic)

U dont have to, I use hard argos chestplate and amplified defense amulet for the defense and intensity (which buffs the focus multipliers)

testers complain about hp regen being problematic, then immediately proceed to get rid of the change that would remove 90 vit 160 magic mages from the game

can’t make this shit up man

3 Likes

putting this here because i don’t know if it’s intentional or not but charged leaps should be more powerful than non charged leaps. currently there’s zero difference between the two

agree, and also they have to buff the goddamn multi leaps. Like why is there an option to have more than 2 leaps when they only lift you 0.1 inch from the ground

For some reason, it seems that charged spell leaps make the hitbox bigger instead of make you jump higher.

Noticed it cos the destruction it causes on the ground gets noticeably bigger if you charge it.

Explosion getting dmg and speed nerf? Just makes it useless. Also No nerf to metal magic? Metal magic is like the most used magic currently in pvp, 1x dmg and bleed on top is just stupid. At least remove the bleed.

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A new feature to charged magic should be added that takes speed into consideration. Metal magic/ heavy metals can simply charge to max and hit you with their dmg easily. Charge speed should consider the magic’s speed,

magic speed - 1 to get the difference. so light 1.8 -1 = 0.8 and or metal 0.5 -1 = -0.5
Dividing thoes values by (2.5) Will get you 0.32 for light and -0.2 for metal.
This feature will allow light to charge up 32% faster, and make metal 1.2x longer to fully charge. Make fast magics slightly viable and discourage charging heavy magics.

5 Likes

Yeah this detail makes him hard for me on my DoT files

For dash, I propose a class based cooldown and distance system. The guys focusing on strength will have dash with a cooldown of 0.4 secs between dashes, allowing them to close distances and rushdown opponents. And the vitality and mage based builds there is a 3 second cooldown between dashes. (mages can use the leap ability for movement, vitality well they are tanks)

For paralysis, the effect really isn’t working in-game. It needs to be fixed.

Weapon moves cooldown needs a massive rework. Wayy too OP and really destroys fighting styles. The AoE moves get a 5-6 second cooldown while the ranged moves could have like 2.5-3 seconds.

Also there are inconsistencies as sometimes the Rush move in basic combat ends early for some reason.

ok.

Most synergies will never be a factor unless it happens or you go out of your way to make it happen. Doesn’t change the fact that all of shadow’s are negative.

Also why are we comparing Warrior to shadow conjurer again. They seem pretty balanced. Conjurer gets magic and access to fewer weapons. Warrior gets more, often better weapons, and better statuses. And more, ofc, but those are the main factors.

I don’t know why they removed that change from the list.
Isn’t it going to be problematic when spirit weapons get added and you see pure builds running around using them?

Replies to some concerns here.

Still heavily opposed to this change, though at bare minimum I guess it’s nice that it won’t be present outside of combat. Stacking HP is not a part of the meta. Defense is not a highly prioritized stat when it comes to armor and accessories, with most players going no higher than 1300 HP, where health regeneration over the baseline is near-negligible. The Hard enchant is one of the least popular enchants in the game. Vitality hybrids are in the gutter.

I have a proposal getting voted on for to reduce Defense from items to be closer to a 1 Power : 10 Defense ratio. I think doing some of the math, it is slightly better. Vitality was not really considered because Spirit Weapons is whats meant to carry Warden/Vitality Hybrids. We’ll see how it goes.

I’d like to know the reason why this was thought to be a good idea? Intensity Builds itself were already stupidly broke. Have you guys not seen the Max Intensity Ash Builds and everything alike?
To rub the salt in further, you guys decided to not nerf the enchants. Your feeding into things people have been complaining about.

Enchants are in a very nice place right now. They’re comparable to Strong/Hard and add diversity. Amulets have it much worse in stats to where the majority of the meta players go Power/Defense/Archon Quartz Amulet. Aura/Focus is getting some changes so Intensity doesn’t become so focused on these few moves. On top of ALL this, Intensity isn’t meta. Intensity having its own niche sacrificing main stats for something more support based is cool to say the least. We do not need to go back to World of Magic.

I noticed the change to lock non-vitality builds out of the stat was removed. How come?

Since the bug got fixed in Test Universe, it shouldn’t be that bad to allow players to invest again. This might be changed but should be okay.

testers complain about hp regen being problematic, then immediately proceed to get rid of the change that would remove 90 vit 160 magic mages from the game

It’s funny how the balance team isn’t just testers anymore.

putting this here because i don’t know if it’s intentional or not but charged leaps should be more powerful than non charged leaps. currently there’s zero difference between the two

I’ll test later and report if thats true.

For dash, I propose a class based cooldown and distance system. The guys focusing on strength will have dash with a cooldown of 0.4 secs between dashes, allowing them to close distances and rushdown opponents. And the vitality and mage based builds there is a 3 second cooldown between dashes. (mages can use the leap ability for movement, vitality well they are tanks)

For paralysis, the effect really isn’t working in-game. It needs to be fixed.

Weapon moves cooldown needs a massive rework. Wayy too OP and really destroys fighting styles. The AoE moves get a 5-6 second cooldown while the ranged moves could have like 2.5-3 seconds.

Also there are inconsistencies as sometimes the Rush move in basic combat ends early for some reason.

Ramble that tells us nothing.

1 Like

Re: charged and uncharged leap

I noticed it today, I’ll see if I have a clip of me doing it

I’m mostly here just to see what inferno has to say about updates about the doc and stuff.

I agree. I love seeing all the variability with builds now, seeing magic size and ability get some more attention, agility especially thanks to my friend WarmWater who loves being a speed demon. I’m a fan for all this variability, and I’m willing to go with the flow for other changes you guys end up making.

There’s an indirect nerf to metal magic with the size change shenanigans.

If you nerf size as a whole, while it does technically also nerf other magics, it nerfs slower magics (metal, magma, earth, crystal) a LOT more because they rely on their size to land their attacks, whereas faster magics (shadow, light, lightning) don’t rely on their size to land attacks, and instead can rely on their speed for aiming.

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You’re underestimating how long 3 seconds is for a cooldown my friend.

Aside from that, vitality builds should also be lower cooldown, because they need to take advantage of their high hp (ie get closer and apply pressure), but if you increase their dash cooldown, they’ll get stuck getting pelted by zoners with nothing they can do about it

There’s also the issue of that as a whole being hard to balance for dual-stat and savant builds, so keep that in mind