Dragon Update Patch Notes (Discussion Thread)

It also punishes tank builds. Since normally to be a tank you sacrifice dmg. Glass canon is straight up optimal here

It doesn’t matter how much health you have, a person with 100 health would have the exact same effective health as one with 6000 6,000,000, just to showcase the point.

It’s such bad game design that cannot be used ever again, and if it is…

% works as a gimmick imo. Like a low dmg magic but its special effect is like 1% of your health as dmg. Not as the sole dmg source and its like 15-25%

Exactly.

However, in my opinion, it should never be based on the victim’s health, but rather of the attack. Just how Poison, Scorched, Fire, etc. works, it applies a percentage of initial attack per tick for X ticks.

Yeah something like that but how it is now for beasts is… just bad lol

We’ve nearly hit the post limit and there still isn’t a new patchnote

Give up, Arcane Odyssey has sunk to the Dark Sea’s invading influence.
The War Seas are over.

oh wow what the fuck this thread is gonna close soon

Does feel like Vetex gets too passionate about lore and forgets that part of making a good game is finding the balance between making content fair, and making it lore accurate. This is a problem in game design and development that’s as old as time, he shouldn’t be ignorant of it. Hell it’s so well known that the concept has made its way into anime like Sword Art Online or Shangri-La Frontier (peak anime you should watch, do it DO IT NOW, AUGH (cringe Arnold Swarzenager impression)).

In Dungeons & Dragons, when you want to make a creature or enemy in general feel powerful without being overpowered you give it unique abilities with a limited number of uses. Or abilities they can use constantly that are very strong in a very specific way that doesn’t just instantly kill the players such as necromancy. Percent damage is stupid as hell, I’ve just tried to ignore it, but I can’t if he keeps repeating the same mistake.

Edit: Perfect example of lore being prioritized over fun and balance is Allanon, Jarl Ivar, and ESPECIALLY that undead asshole King Octavious Caesar, whom feels like you’re literally fighting Weathermon the god damn Tomb Guard.

did we NOT learn out lesson from % based damage

In my opinion, lore shouldn’t be ignored when creating features, but it should NEVER be prioritized, if a feature requires something of the lore, then create the feature at first, then tweak it based on lore whilst still adhering to it being smooth and unobstructive in gameplay.

I feel that some features in Arcane Odyssey are built from lore first, then rarely touched due to his stubbornness regarding lore.

Yeah honestly that sounds about right on what’s being done with new features. Unpopular opinion but I actually kind of like falling damage in its current state as it isn’t too intrusive. Gives knockback builds a bit more of a purpose and made them infinitely more satisfying. They never got the whole fall damage negation from blocking before landing to work or exist though. Which could have been a fun and cool system like say in VA Proxy.

they have more than that

What else can the dragon do? (that would count as it’s attack instead of a spell)

that would be leaking im afraid

You mean like poison dripping down them? That aint bad at all

patreon havent been shown all their abilities yet but they have more than you think

Me when I blatantly try to bait someone into leaking info.

I’m just waiting till all dmg is % at this rate. Beside the player’s of course